Multi Gen Sample Teams Mega-Thread (Generations 3-6!)

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yohoE

I'm jus Here for da memes r wateva dem shits called
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Art by justinjiaxinghu

Sample Teams for Starting Ubers

First off, I'd like to thank shrang, Faint and Steeljackal<3 for letting me, basically, take over their Sample Teams threads.

Welcome! This thread has been awaited by many for awhile, and I bring it to you with a twist. Not only will this thread bring you sample teams for ORAS Ubers, but it will also bring you sample teams for Generation 5 (by Steeljackal<3), Generation 4 (Thanks Faint :D) and also Generation 3 (thanks shrang :D)! These teams have been built by both proven players, and up-and-coming players, and will help you get started in the Generation of your choice. Feel free to use any of these teams!

Team Submission Guidelines

First off, teams will be added to the archives if they are approved by the highly-qualified voters that I have with me. (whoever I ask to help)

If you wish to submit a team, you must include the following in your post:​
  • An importable​
  • A brief explanation of how the team works and what each member does. You may also include any successes the team has had on ladder or in tournament play, and if you want, some replays.​
  • If you're posting BW2 teams, please tag Steeljackal<3 as he is the one updating that Generation.​
  • Also, posting mini-sprites along with your team isn't obligatory, but is extremely helpful!​
 
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~~ORAS Archive~~
The Sinkhole Spreads - dice

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Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 72 Atk / 184 SpD
Adamant Nature
- Thunder Wave
- Stealth Rock
- Stone Edge
- Low Kick

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Rock Slide
- Iron Head

Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 80 HP / 176 Def / 252 SpD
Calm Nature
- Counter
- Mirror Coat
- Destiny Bond
- Encore

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Draco Meteor
- Calm Mind
- Psyshock
- Roost

Salamence @ Salamencite
Ability: Intimidate
EVs: 192 HP / 136 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Return
- Roost
- Earthquake

Arceus @ Silk Scarf
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Extreme Speed
- Refresh

Perfect Stall - Donkey

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Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 248 HP / 64 Atk / 196 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Toxic
- Rock Slide
- Pursuit

Lugia @ Leftovers
Trait: Multiscale
EVs: 248 HP / 252 Def / 8 SDef
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Reflect
- Ice Beam
- Roost

Clefable (M) @ Leftovers
Trait: Unaware
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Heal Bell
- Moonblast
- Wish
- Protect

Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 248 HP / 8 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Leech Seed
- Protect
- Power Whip
- Gyro Ball

Sableye (F) @ Sablite
Trait: Prankster
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature (+Def, -SAtk)
- Foul Play
- Taunt
- Will-O-Wisp
- Recover

Arceus (Arceus-Water) @ Splash Plate
Trait: Multitype
EVs: 248 HP / 136 Def / 124 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Defog
- Toxic
- Ice Beam
- Recover
Possible Changes
- calm mind > protect and moonlight > wish (better vs xern and calm mind arceus, worse vs teams with kyogre + mons that pressure clefable)
- payback > ice beam on arceus-water for mewtwo and lati@s (team has lugia for megamence and rayquaza so ice beam is probably worse than payback)
- roar, low kick on ttar instead of toxic (toxic is to hit primal groudon when they switch in on you)

THE ONLY WAYS TO BEAT THIS TEAM
- gothitelle (this team has no countermeasures against gothitelle lol!)
- taunt/sub/protect/perish song mega gengar
- overloading ttar then spamming offensive mega gengar (this team's check to dvoid/np/dpulse/sbomb darkrai is ttar -> therefore get ttar low with darkrai then focus blast with mega gengar. ttar is pretty much only on the team to pursuit mega gengar, check that specific darkrai set, and tank some burns from sacred fire, so it should generally stay healthy for mega gengar)
- spam mons with sub and rest, specifically scald kyogre (annoying to deal with since ferrothorn can't switch in too many times on the scald set so it forces arceus-water in, this is a situation where max special defense blissey is better than clefable)
- hope you hax with offensive mons like life orb ho-oh and mega kanga

Objectively, I believe this team is as optimized as stall can be in ORAS Ubers. No need to thank me, I am sharing this team out of the goodness of my heart!
Caelus - Edgar

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Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Lava Plume
- Stealth Rock
- Roar
- Earthquake

Xerneas @ Leftovers
Ability: Fairy Aura
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Moonblast
- Aromatherapy
- Rest
- Sleep Talk

Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Ice Beam
- Extreme Speed

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 144 HP / 172 SpA / 192 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

? (Salamence) (F) @ Salamencite
Ability: Intimidate
EVs: 200 HP / 132 Atk / 176 Spe
Adamant Nature
- Return
- Earthquake
- Dragon Dance
- Roost

Arceus (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
- Judgment
- Refresh
- Calm Mind
- Recover

BOG STANDARD SCREENS HO - Fireburn

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Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Taunt
- Reflect
- Light Screen
- Stealth Rock

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 244 Atk / 200 SpD / 64 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- ExtremeSpeed
- Shadow Claw
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 200 Def / 252 SpA / 56 Spe
Modest Nature
- Geomancy
- Moonblast
- Focus Blast
- Aromatherapy

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Nasty Plot
- Dark Pulse
- Sludge Bomb
I really can't say this is my team or really anyone's team because it's literally just bog standard ORAS HO. Set up Screens with Deoxys-S and then set up and kill stuff. Prone to matchup issues + hax, but is good for getting started on the ladder and ending games quickly. Double Dance Primal Groudon is the Xern check and helps break physical walls so DD Mega Salamence or EKiller can clean up later. GeoXern provides an alternate win condition and a cleric. Aroma can also let you beat TWave Primal Groudon assuming you Geomancy as it comes in and have near full HP. Darkrai is mainly there to help with Ghosts, Latis, and CM Arceus. Special Groundceus, Mega Diancie, and Ditto are all problematic if you don't have Screens up. Running Scarf Xerneas instead of Geomancy works too if you feel like you want more revenge killing capabilities, but it can be set up on by RP Primal Groudon and makes Stall a bit tougher to beat so watch out.
 
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~~DPP Archive~~

Lucario & Friends - Faint
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Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Shadow Ball
- Spikes
- Destiny Bond

Dialga @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Outrage
- Fire Blast
- Stealth Rock

Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Surf
- Thunder
- Draco Meteor

Giratina (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 248 Atk / 60 SpA / 200 Spe
Lonely Nature
- Shadow Sneak
- Hidden Power [Fire]
- Draco Meteor
- Dragon Claw

Lucario (M) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Crunch
- ExtremeSpeed

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Swords Dance
- ExtremeSpeed
- Dragon Claw
- Earthquake
This team of mine was designed to overrun my opponent with hard hitters to eventually find a late game sweep with either Lucario or Rayquaza. Similarly to the Rayquaza + Salamence core that was used by some players during DPP, many teams are generally only capable of handing either Lucario or Rayquaza, but not both. Because the most problematic mons that can stop a +2 Extremespeed sweep are bulky steels like Choice Scarf Jirachi, I tacked on a dual steel resist in Dialga + Palkia to help with that. Dialga has the added benefit of being a Hasty nature to outspeed offensive Groudon and the like with ease. Outrage 2HKO's RestTalk Kyogre which is nice too. Giratina-O is just an all around excellent mon in DPP. It's a great revenge killer with Shadow Sneak, handles Groudon relatively well and destroys unsuspecting Scizor + Forry so long as the sun is up.
Meteor Shower - reachzero
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Rayquaza @ Life Orb
Trait: Air Lock
EVs: 40 Atk / 252 SAtk / 216 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Brick Break / Outrage
- ExtremeSpeed
- Fire Blast

Dialga @ Life Orb
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Draco Meteor
- Flamethrower
- Outrage
- Stealth Rock

Scizor (F) @ Leftovers
Trait: Technician
EVs: 244 HP / 20 Atk / 76 Def / 168 SDef
Careful Nature (+SDef, -SAtk)
- Bullet Punch
- U-turn
- Superpower
- Roost

Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Surf
- Fire Blast
- Outrage

Groudon @ Leftovers
Trait: Drought
EVs: 200 HP / 112 Atk / 108 Def / 88 Spd
Adamant Nature (+Atk, -SAtk)
- Thunder Wave
- Swords Dance
- Stone Edge
- Earthquake

Mewtwo @ Life Orb
Trait: Pressure
EVs: 24 Atk / 252 SAtk / 232 Spd
Hasty Nature (+Spd, -Def)
- Aura Sphere
- Ice Beam
- Selfdestruct
- Flamethrower
Reachzero's team was a huge contributing factor to the increase of lead Rayquaza's. While previously lead Rayquaza's often ran focus sash, reachzero opted for Life Orb to be able to 2HKO threats like Deoxys-S with Fire Blast + ExtremeSpeed and non specially defensive Groudon with Draco Meteor. reachzero opted for Brick Break > Outrage for the ability to OHKO Tyranitar, but it also has the added benefit of breaking screens in case you run into Baton Pass.

Scizor + Dialga act as reachzero's primary resists while still keeping offensive pressure with fast, offensive Dialga and U-Turn Scizor. Palkia acts as his much needed scarfer and he mentioned he opted for Outrage as he hates relying on Thunder's accuracy, but it should be noted that Outrage also has the added benefit of OHKOing Latias, 2HKOing most Kyogre, and not being completely walled by Blissey.
Shadows and Dust - Deep Thought

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Mew @ Lum Berry
Trait: Synchronize
EVs: 252 HP / 36 Atk / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Explosion
- Stealth Rock
- Taunt
- U-turn

Scizor (M) @ Choice Band
Trait: Technician
EVs: 200 HP / 56 Atk / 252 SDef
Adamant Nature (+Atk, -SAtk)
- Bullet Punch
- Pursuit
- Superpower
- U-turn

Kyogre @ Choice Specs
Trait: Drizzle
EVs: 220 HP / 252 SAtk / 36 Spd
Modest Nature (+SAtk, -Atk)
- Ice Beam
- Surf
- Thunder
- Water Spout

Rayquaza @ Choice Band
Trait: Air Lock
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Claw
- Earthquake
- ExtremeSpeed
- Outrage

Dialga @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Dragon Pulse
- Flamethrower
- Thunder

Mewtwo @ Leftovers
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Aura Sphere
- Calm Mind
- Ice Beam
- Taunt

ReinkaΩs - BKC

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forbid light (Tyranitar) (M) @ Lum Berry
Trait: Sand Stream
EVs: 248 HP / 24 Atk / 12 Def / 16 SAtk / 164 SDef / 44 Spd
Adamant Nature (+Atk, -SAtk)
- Fire Blast
- Payback
- Stealth Rock
- Superpower

xeper-i-set (Forretress) (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Payback
- Protect
- Rapid Spin
- Spikes

black dragon (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 136 Atk / 60 Def / 36 SDef / 28 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Outrage
- Shadow Sneak
- Will-O-Wisp

maha kali (Latias) (F) @ Soul Dew
Trait: Levitate
EVs: 136 HP / 176 SAtk / 196 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Recover
- Thunder

reinkaΩs (Kyogre) @ Leftovers
Trait: Drizzle
EVs: 248 HP / 228 Def / 32 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Rest
- Roar
- Surf

starless eon (Jirachi) @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- Ice Punch
- Iron Head
- Trick
- U-turn
I made this for the first UPL after realizing I hadn't touched DPP ubers since the generation ended and my teams were long gone, it led me to a 5-1 record, only losing to the mighty Fiction. It started as Tyranitar Pursuiting Lati@s for a Kyogre sweep, but now it doesn't even have Pursuit anymore! Although it could definitely go over Superpower, usually when I double Tar into Lati it's just to get SR or if I already have it predict a switch (unless I feel like they're expecting the Pursuit and will stay in for damage, in which case Payback's an easy kill). Fire Blast is somewhat unexpected for some reason, I feel like it makes too much sense to not have but I've killed a lot of Scizor & opposing Forretress (the main reason, I hate when Forre comes in for free on the SR guy) by surprise so I'm not complaining. It also chunks incoming Groudon pretty nicely thanks to the sun.

Toxic Spikes are amazing in DPP and can definitely be the last slot on Forret but I tried Protect here after messing around with it on some OU teams and it is so good. Scouting all the Forret killers that are choiced (Palkia, Dialga, Kyogre) is ridiculously valuable, as is racking up Leftovers recovery to squeeze in a spin or extra Spike layer.

WoW on G-O (the best mon in the tier!) can definitely be HP Fire but then Lugia counters it and I'm not a fan of that. Outrage can also be Dragon Claw.

Latias is the Kyogre counter and one of my two deadly CMers, SD Thunder with Spikes down really puts the hurt on Jirachi/Scizor/Metagross. I believe the EVs creep on Lugia that beats Garchomp in case it's being a prick with hazards down and I need to finish a weakened one off before it heals up.

I like to think of the Kyogre as my own creation, or "crispE innovation" as the kids call it nowadays. I'd be surprised if no one'd ever used it before but I've never seen it and it's taken like all of my opponents by surprise, so it's something! It was inspired by an identical strategy used by Suicune to great success in OU ever since ADV. Roar can play the weaken-your-own-counters game (more effective against the Spikes-weak, non-healing Palkia than the Levitating, Recovering Lati@s) but its main use is turning would-be CM wars into a free sweep. Physical defense investment is necessary beyond the obvious for offensive Groudon sets.

Scarf Jirachi is the revenge killer that can keep momentum, unlike Palkia. Trick also screws over Bulk Up Dialga although this obviously requires caution. Usually I'll just phaze it out with Ogre and kill everything else with Spikes until Dialga's the last mon and then only then Trick it.

Requires careful play around mixed Dialga and Palkia, especially the former! Garchomp can also be a prick if not handled carefully. Chople Berry is worth thinking about on Tyranitar but I like Lum to screw over lead Darkrai. Possible changes include SpDef ResTalk Roar Kyogre and Lugia, perhaps with CM itself, over Latias.

Qwilfish + Ludicolo Balance - BKC

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Qwilfish (M) @ Focus Sash
Trait: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Toxic Spikes
- Payback
- Aqua Jet
- Explosion

Dialga @ Leftovers
Trait: Pressure
EVs: 248 HP / 112 SAtk / 120 SDef / 28 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Dragon Pulse
- Flamethrower
- Roar

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 16 Def / 244 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Whirlwind
- Roost
- Toxic

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature (+Def, -Atk)
- Calm Mind
- Dragon Pulse
- Rest
- Sleep Talk

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 64 HP / 252 SAtk / 192 Spd
Timid Nature (+Spd, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder

BRO FIST (Ludicolo) (M) @ Leftovers
Trait: Rain Dish
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Substitute
- Leech Seed
- Protect
- Ice Beam
Early hazards with a defensive core that brings the pain itself to scout and clear a path for two sweepers which have polar opposite playstyles; the slower, bulkier route is the underrated CM ResTalk Giratina-O, while the more vicious route has the classic Scarf Kyogre destroying everything in sight. Dialga and Skarmory are an incredibly bulky and reliable hazard duo who feast on the faster revenge killers who take out lead Qwilfish (hopefully after he's laid down Toxic Spikes), who defeats Deoxys (and the occasional Froslass!) leads that trouble bulkier dudes. Ludicolo preys on the omnipresent whale and is fueled by my own if there isn't one on the other side to spread Leech Seed havoc that is the biggest pain in the dickhole when backed up by SubProtect and multiple hazards. I built this to play Iconic in week 1 of the second UPL, facing off against reachzero's iconic Meteor Shower team, and the game shows how the team plays in better detail than all the description in the world could. Oh and I agree with Iris that Ludi should be Sassy.

Cloyster Offense - BKC

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Cloyster (M) @ Focus Sash
Trait: Shell Armor
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Payback
- Ice Shard
- Spikes
- Toxic Spikes

Dialga @ Leftovers
Trait: Pressure
EVs: 248 HP / 16 SAtk / 204 SDef / 40 Spd
Modest Nature (+SAtk, -Atk)
- Dragon Pulse
- Thunder
- Roar
- Stealth Rock

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 244 Atk / 216 SAtk / 48 Spd
Rash Nature (+SAtk, -SDef)
- Shadow Sneak
- Earthquake
- Thunder
- Draco Meteor

Scizor (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 244 Atk / 16 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Pursuit
- Superpower

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Hydro Pump
- Thunder
- Fire Blast

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
This is a simple but very dangerous offensive team. Similar to the Qwilfish team, the bulky Dialga gets up rocks against the faster dudes taking out Cloyster (after it's gotten both Spikes down, which it's very good at) for a fearsome one-two hazard punch. Palkia is often checked by being choiced, so a lot of teams are up the creek without a paddle when it switches moves. Any non-Scarf Palk set works here, I just like Lustrous for brutally strong Hydro Pumps fueled by its partner in crime, Scarf Kyogre, who gets tons of free switchins off U-turns from CBzor. Haban can definitely work on Palk for the extra Lati@s lure to secure that endgame ScarfOgre sweep. Thunder isn't very common on G-O but it smashes Kyogre, Lugia and Ho-Oh.

Scarf Dialga Stall - BKC

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Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 212 Atk / 140 SAtk / 156 Spd
Rash Nature (+SAtk, -SDef)
- Draco Meteor
- Shadow Sneak
- Stone Edge
- Hidden Power [Fire]

Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Protect
- Toxic Spikes
- Rapid Spin
- Payback

Groudon @ Leftovers
Trait: Drought
EVs: 248 HP / 96 Def / 164 SDef
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Earthquake
- Dragon Claw
- Roar

Kyogre @ Leftovers
Trait: Drizzle
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Surf
- Roar
- Rest
- Sleep Talk

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Wish
- Protect
- Toxic
- Iron Head

Dialga @ Choice Scarf
Trait: Pressure
EVs: 64 HP / 252 SAtk / 192 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Thunder
SpDef Kyogre might've been used a few times in DPP but by and large it's a BW invention. However it's a very handy tool for stall teams who have Darkrai among their worst nightmares (ha!), and is reinforced by the SpDef Jirachi, who also keeps Groudon and G-O healthy. The latter leads to prevent dumb guessing games against Deoxys leads and because it temporarily tricks the opponent into thinking they're playing offense, sort of like on that Superman-esque team I know HSA likes, I think it's also an Iris creation. Stone Edge lures the rare(r) Ho-Oh, who is another thing stall does not like. Protect Forre makes another appearance, although with TS as the hazard this time. Dialga provides speed, an endgame cleaner and can drop some nukes on offense to ensure that G-O isn't the only thing capable of dishing out damage so the team isn't totally reliant on its defensive core.

Froslass + Omastar Rain Offense - BKC

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Froslass (F) @ Focus Sash
Trait: Snow Cloak
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Spikes
- Taunt
- Icy Wind
- Shadow Ball

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Thunder
- Aura Sphere

Kyogre @ Lum Berry
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hydro Pump
- Thunder
- Ice Beam

Omastar (M) @ Focus Sash
Trait: Swift Swim
EVs: 48 HP / 252 SAtk / 208 Spd
Modest Nature (+SAtk, -Atk)
- Hydro Pump
- Ice Beam
- Stealth Rock
- Toxic Spikes

Latias (F) @ Soul Dew
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Dragon Pulse
- Recover
- Surf
- Calm Mind

Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 40 HP / 252 Atk / 216 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Punch
- Healing Wish

This was one of the teams I made to play Iris in botw. My previous Froslass team had been alright, with a cool SubCM Giratina-A, but other than that unspectacular. I was also interested in trying out Omastar after hearing raving from Sweep about its performance in BW. I originally considered Specs but realized I could use it as an interesting second hazard stacker as well as an offensive threat and check to some stuff. I then threw on some offensive CM guys, the 2 that stick out are the "SuperOgre" and "SuperTina-O" Jirachee used on his CM spam. Maxing out Latias' SpAtk makes for pleasant results, especially when barraging a Jirachi with rain-boosted Surf, which also smashes Heatran when playing people using Jibaku's old team. A ScarfRachi of my own rounds off the squad with scouting, pivoting and revenge killing duties, as well as reviving a weakened CMer to continue the assault or finish the game.

Scarf-tar + Mewtwo Semi-stall - BKC

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Tentacruel (F) @ Focus Sash
Trait: Liquid Ooze
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic Spikes
- Rapid Spin
- Hydro Pump
- Icy Wind

Dialga @ Leftovers
Trait: Pressure
EVs: 240 HP / 112 SAtk / 156 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Dragon Pulse
- Flamethrower
- Earth Power

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Whirlwind
- Roost
- Toxic

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 212 Atk / 140 SAtk / 156 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Rash Nature (+SAtk, -SDef)
- Draco Meteor
- Shadow Sneak
- Earthquake
- Hidden Power [Fire]

Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 36 SDef / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Stone Edge

Mewtwo @ Leftovers
Trait: Pressure
EVs: 248 HP / 28 Def / 232 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Will-O-Wisp
- Light Screen
- Recover

This was another of the teams I made to play Iris and it could very well be the most solid team I've made. I wanted to try his lead Tentacruel, never having used his Ludicolo/Skymin team myself, and was playing around with the idea of using ScarfTar. Lati twins run rampant and Giratina-O is the best mon, what's not to like? It can revenge kill a ton of shit that's been weakened by hazards and that's what makes it so useful. Tenta lead lays the TSpikes and spins the rocks, its speed means it can get something off midgame should it live that long. You'll notice the presence of ground moves on both Dialga and G-O, that's because Heatran is a prick to semistall teams like this and Mewtwo absolutely needs it gone to work (although it probably /could/ stall it with Taunt/LS/Recover coupled with pressure, but you really don't want to take that burn). M2 is brutal btw, few things more satisfying than Light Screening in a poisoned Darkrai's face and then Taunting when it tries to Dark Void the next turn. Rai is the reason for max SpDef Skarm.

Neuer Neuer - Iris

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Manuel Neuer (Tentacruel) (F) @ Focus Sash
Ability: Clear Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Rapid Spin
- Toxic Spikes

Lil Quintin (Mewtwo) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- Recover
- Self-Destruct

Ozil (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 236 Atk / 212 SpA / 56 Spe
Mild Nature
- Draco Meteor
- Earthquake
- Thunder
- Shadow Sneak

Big Harsha (Dialga) @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Aura Sphere
- Outrage

Ciele (Ludicolo) (F) @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Substitute
- Protect
- Ice Beam

cbb (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
- Wish
- Stealth Rock
- Thunder Wave
- Iron Head
One day on shoddy i thought of a tentacruel lead and wanted to piss off iconic so i added dual sub seeders. What was supposed to be a joke turned out to be quite a cool team that ive changed very few times over the years. Giratina has had hp fire / stone edge / thunder / no eq / etc and ludicolo had grass knot for a little bit for sub cm kyogres. As for accolades, the team was used like 9 times in crystal geodude for an 8-1 record and recently won some gen 4 round steel was in. oh, i beat iconic in upl with it this year.

Another Iris Team - Iris

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fargo (Rayquaza) @ Focus Sash
Ability: Air Lock
EVs: 36 Atk / 252 SpA / 220 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Earthquake

osbornecox (Dialga) @ Leftovers
Ability: Pressure
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Thunder
- Thunder Wave

mccauley (Palkia) @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder

huxley (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Payback
- Grass Knot
- Stealth Rock
- Explosion

nietzsche (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Ice Punch

iris (Tyranitar) @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Earthquake
- Dragon Dance

This is v2 of my botw team that was used to defeat iconic and leaker probs deployed to a lot of people. I think it is pretty cool and wanted to share it with people! sash ray beats so many things including ttars, most deoxys, armaldos, twave-less groudons (twave is now non existant as a lead), forreys, giras, LO rays, forreys, tentas, etc. I had twave just cause, but it is useless i think! Dialga adds a lot of pressure with 3 attacks, really only being walled by heatran and blissey. 3 attacks will destroy most balance teams and twave adds utility to aid my last! haban palkia provides the necessary scarf ogre check which seems to be dying off recently. haban allows me to bluff scarf and tank myriad dragon attacks. It acts as a failsafe against a lot of offens. I also had thunderwave on it but only recently ive tested 4 attacks. Im unsure of which is best, and ill probably go back to thunderwave. Zonger walls a lot of stuff and is a pretty cool pokemon. payback beats most gira o's, and latios, and grass knot beats growlydons. Explosion was chosen over gyro / toxic for momentum and extra power. ZOnger is really the only thing that allows a set up on my team, and explosion nullifies that. Jirachi is the fail safe for dd rays, darkrais (which im really, really weak to like a lot of balance), and tricks the ttar coutners like groudon. Ttar is really the "gimmick" of the team that beats a lot of balance teams by itself. I chose but jolly beats latios and latias so im switching back! Pretty cool team i think. Recently ive changed some things like more def palkia / fire punch jirachi but that is for me to still test!

Chople dialga, gyro zonger, SR dialga, etc are all things to consider to help you with specific threats. I think replacing TTar is the "appropriate course of action" but it was the one gimmick iconic allowed me for botw

the nicknames are my irc alts ive used over my time dodriobrating!


Special HO - Jirachee

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Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Hidden Power [Fire]

is whale (Kyogre) @ Lum Berry
Ability: Drizzle
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Thunder
- Ice Beam
- Calm Mind

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Spacial Rend
- Surf
- Thunder
- Outrage

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Surf
- Recover
- Calm Mind

Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Dark Void
- Focus Blast
- Nasty Plot
his team basically works by creating mometum from turn 1 and then it's really hard to stop it without something faster. Lum CM Ogre fucks with stall so bad it's not even funny. No spinblocker might seem counter intuitive with a Deoxys lead but HP Fire helps with that, as well as the very low amount of opportunities the opponent has to spin against it. Scizor's the only physical member for lack of a good special counterpart. Everything on the team hits as hard as possible to avoid giving free heals to defensive mons. Scarf Palkia mostly helps vs offense.


Deo-N Lead - Jirachee

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Deoxys @ Focus Sash
Ability: Pressure
EVs: 24 Atk / 112 Def / 136 SpA / 236 Spe
Rash Nature
- Stealth Rock
- Spikes
- Shadow Ball
- Extreme Speed

Maria (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 248 HP / 176 Atk / 36 Def / 32 SpD / 16 Spe
Adamant Nature
- Earthquake
- Outrage
- Shadow Sneak
- Will-O-Wisp

Scizor (M) @ Choice Band
Ability: Technician
EVs: 248 HP / 96 Atk / 164 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Superpower
- Pursuit

Groudon @ Leftovers
Ability: Drought
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Dragon Claw

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 40 Atk / 252 SpA / 216 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Extreme Speed

Palkia @ Haban Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Spacial Rend
- Fire Blast
- Thunder
- Outrage
Made this with BKC right before upl. Deo-N is kind of an odd lead but it does well against other Deoxys leads, especially the Speed forme. Rest of the team is pretty standard I guess, DD Groudon is an animal.


Team Untitled 22 - Sweep

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Tyranitar @ Focus Sash
Ability: Sand Stream
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Crunch
- Fire Blast
- Low Kick

Garchomp @ Salac Berry
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Substitute
- Swords Dance

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 240 SpD / 20 Spe
Careful Nature
- Iron Head
- Protect
- U-turn
- Wish

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 108 HP / 56 Atk / 252 SpA / 92 Spe
Mild Nature
- Hidden Power [Fire]
- Draco Meteor
- Shadow Sneak
- Outrage

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Shadow Ball

Palkia @ Lustrous Orb
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Thunder
- Fire Blast
I'm new to Gen 4, but this is my best team and I managed to peak the gen 4 ladder & go 4-0 in Ubersstars using mostly this build. Garchomp has an excellent base tier of 102, allowing it to outrun most dragons barring the Lati twins and Choice Scarf users. Once Salac Berry activates, even these dragons will get outrun and destroyed. Its high Speed and excellent offensive presence makes setting up Substitutes very easy, and Sand Veil often allows Chompy to obtain free Swords Dances if sand is up. With TTar and Garchomp decided upon, I knew I needed a check for Kyogre and a powerful wallbreaker in general, so I chose Palkia for the role. I also needed a check to Scarf Palkia and Dialga, both of which I was very weak to. I wound up picking specially defensive Jirachi and liberally abuse its slow U-Turns so it does not bring the team's offensive pressure to a halt. Giratina-O gave the team a much-needed Ground immunity and priority, and LO Deoxys-A is just a ridiculous Pokemon with sick power and coverage; it improves the team's match-up vs. Stall tremendously.

I've considered making Tyranitar a bulkier variant instead of the pure suicide lead it currently is. Doing so would give the team a better chance of keeping sand up, making enemy weather sweepers useless and increasing Garchomp's chances of haxing with Sand Veil. However, the current set has a great match-up vs common leads and usually gets me off to good starts, so if I can keep / continue to build up momentum I have an excellent chance of winning. This team is extremely weak to Skarmory, so I've considered running a coverage move over Shadow Ball on Deoxys to deal with it. I like nailing Mewtwo and Latios though! Jirachee helped a little with this IIRC, I know I showed it to him on IRC.
 
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~~ADV Archive~~

<no name provided> - Fireburn

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GROUNDON (Groudon) @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

OBLIGATORY (Ho-Oh) @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

ANTIBAGWORM (Magneton) @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

BAGWORM (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Bug]
- Explosion

KYOGRE PLS (Latios) (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

SUP (Shedinja) @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Protect
- Swords Dance
So this is a Shedinja team. Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything/wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm/Forry switches to ensure that they are weakened/killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally. There is no Focus Sash in ADV so Lum is probably the next best thing barring "hax" items like Focus Band, Scope Lens, etc.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed - most people don't expect to see one in Ubers. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.

Omastar's Controversial Carnival - Minority Suspect

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Purify~ (Latias) (F) @ Soul Dew
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Recover
- Dragon Claw

The Storming (Omastar) @ Mystic Water
Ability: Swift Swim
EVs: 36 HP / 252 SpA / 220 Spe
Timid Nature
IVs: 0 Atk
- Toxic
- Ice Beam
- Surf
- Hydro Pump

Broken Deluge (Kyogre) @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Surf

Resident Dragon (Rayquaza) @ Choice Band
Ability: Air Lock
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Hidden Power [Ghost]
- Extreme Speed
- Earthquake
- Overheat

Floodgate (Blissey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Aromatherapy
- Seismic Toss

Extra Maintenance (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 28 Atk / 232 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion
This is an older team that I made to have some fun with Omastar. It leans more towards Balance, but some sets are pretty offensive. Latias is led with as to not reveal anything about the team while it also threatens common Kyogre and Groudon leads. Some of the sets were strange for the time; Latias runs a stall breaker set, but with max defense to tank common ghost coverage in addition to suicide bombers. Blissey and Forretress provide support as a cleric and Spikes + spinner respectively. Kyogre is necessary for rain support, and serves as repellant for Groudon, Ho-Oh, Metagross, and some other threats. Omastar is typically ignored until later in the match when it can start breaking down threats or cleaning, and it doesn't really provide any defensive synergy outside of a Flying-resist and secondary Ho-Oh switch-in.

Jumpluff Sun - shrang

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Groudon @ Choice Band
Ability: Drought
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Fire Blast

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Meteor Mash
- Rock Slide
- Explosion
- Hidden Power [Fire]

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Claw
- Recover
- Safeguard

Jumpluff @ Leftovers
Ability: Chlorophyll
EVs: 252 Atk / 120 Def / 136 Spe
Adamant Nature
- Encore
- Sleep Powder
- Swords Dance
- Hidden Power [Flying]

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Spikes
- Rapid Spin
- Explosion
- Hidden Power [Fire]

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 204 HP / 52 Def / 252 Spe
Timid Nature
- Substitute
- Sacred Fire
- Toxic
- Recover
A pretty similar looking team to a lot of the other Sun teams that have been making their way around, except with a few variations. Firstly, is the use of Jumpluff. Base 55 Attack is kind of shitty, but with Encore, Sleep Powder and 580 Speed, it's a really good cleaner late game. It also shits on the Exeggutors that seem to be pretty common with people stealing teams. Forretress has HP Fire instead of Bug so you can beat other Forres one on one so you can have an advantage of Spike stacking, while the Ho-oh set's something I've trying experimentally that's not too bad. Basically, you have 2 hard hitting Choice Banders in Groudon and Metagross (for sun and Lati checking), two annoyers in Jumpluff and Ho-oh, Forre for Spikes and Lati as glue. Latios could potentially be annoying but with Metagross and Ho-oh in the sun, it's usually dealt with without too many hiccups.
 
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~~GSC Archive~~
Exploder - Mr.378
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Mewtwo @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Fire Blast
- Submission
- Self-Destruct

Mew @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Shadow Ball
- Submission
- Explosion
- Swords Dance

Lugia @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Serious Nature
- Aeroblast
- Whirlwind
- Curse
- Recover

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Double-Edge
- Curse
- Lovely Kiss
- Self-Destruct

Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Reflect
- Rest
- Sleep Talk

Steelix @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Explosion
- Curse
- Roar
- Rock Slide
GSC ubers is kind of a stally metagame because all of the ubers and other pokemon used in the tier are very bulky and have good recovery. This team is a very offensive team made to break the tiers bulky mons and get a rather quick win by wallbreaking through exploding. Explosion (and Selfdestruct) are great moves in the tier because Gengar and Misdreavus are nonentities and the few mons that resist the move can be broken pretty easily. Mewtwo is my lead because he can immediately threaten anything with it's coverage and threaten to selfdestruct for a one for one trade on virtually anything. Thunder is the most key move it has because it gets both Birds within Selfdestructs KO range. The other two hit more niche pokemon that I don't want coming in(Fire blast for steels and Submission for TTar, though Ice Beam is another good option for Zap.) Mew is a simple but powerful wall breaker and potential cleaner, just SD up and hit things with the great Ghost + Fighting coverage and Explode when you get weak. Lugia is a great wall and another possible cleaner. Just Curse + WW until you eliminate your opponent's check and can get a good number of curses, then start hitting things with Aeroblast. It is also incredibly hard to actually kill because of it's amazing bulk plus recover. Snorlax is just a great physical attacker that can hit just about anything pretty hard and has an amazing move pool. The real draw to him is Lovely Kiss and it's ability to virtually eliminate one opposing mon from the game. Zapdos is a counter to an amazing number of things in the tier, most notably the birds. Reflect is an amazing move on it too as it weakens the opponents physical attacks which is the primary way of dealing damage. Steelix is here mainly to have a Lax switch in that has some good alternative uses to it. Being a boostable exploder is very useful and it can safely set up and trade with almost anything in the tier if need be.

That is the team. If there is one thing I would like to add it would be celebi as belling is very useful for this team considering how common status can be in the tier. I didn't use it though because other than that it felt too out of place and passive to use. It is still an alright option.
 
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Get to posting your teams o_o

The major needs we have at the moment are both ORAS and ADV teams.

Also, if you're posting BW2 teams, tag Steeljackal<3 in your post, as he is the one updating BW2 teams.
 
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In case anyone wanted one I have a sample GSC team:

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Mewtwo @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Fire Blast
- Submission
- Self-Destruct

Mew @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Shadow Ball
- Submission
- Explosion
- Swords Dance

Lugia @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
Serious Nature
- Aeroblast
- Whirlwind
- Curse
- Recover

Snorlax @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Double-Edge
- Curse
- Lovely Kiss
- Self-Destruct

Zapdos @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Thunder
- Reflect
- Rest
- Sleep Talk

Steelix @ Leftovers
EVs: 252 HP / 252 Atk / 252 Def / 252 SpA / 252 SpD / 252 Spe
- Explosion
- Curse
- Roar
- Rock Slide

GSC ubers is kind of a stally metagame because all of the ubers and other pokemon used in the tier are very bulky and have good recovery. This team is a very offensive team made to break the tiers bulky mons and get a rather quick win by wallbreaking through exploding. Explosion (and Selfdestruct) are great moves in the tier because Gengar and Misdreavus are nonentities and the few mons that resist the move can be broken pretty easily. Mewtwo is my lead because he can immediately threaten anything with it's coverage and threaten to selfdestruct for a one for one trade on virtually anything. Thunder is the most key move it has because it gets both Birds within Selfdestructs KO range. The other two hit more niche pokemon that I don't want coming in(Fire blast for steels and Submission for TTar, though Ice Beam is another good option for Zap.) Mew is a simple but powerful wall breaker and potential cleaner, just SD up and hit things with the great Ghost + Fighting coverage and Explode when you get weak. Lugia is a great wall and another possible cleaner. Just Curse + WW until you eliminate your opponent's check and can get a good number of curses, then start hitting things with Aeroblast. It is also incredibly hard to actually kill because of it's amazing bulk plus recover. Snorlax is just a great physical attacker that can hit just about anything pretty hard and has an amazing move pool. The real draw to him is Lovely Kiss and it's ability to virtually eliminate one opposing mon from the game. Zapdos is a counter to an amazing number of things in the tier, most notably the birds. Reflect is an amazing move on it too as it weakens the opponents physical attacks which is the primary way of dealing damage. Steelix is here mainly to have a Lax switch in that has some good alternative uses to it. Being a boostable exploder is very useful and it can safely set up and trade with almost anything in the tier if need be.

That is the team. If there is one thing I would like to add it would be celebi as belling is very useful for this team considering how common status can be in the tier. I didn't use it though because other than that it felt too out of place and passive to use. It is still an alright option.
 
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Here's a simple ORAS team:

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Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Taunt
- Reflect
- Light Screen
- Stealth Rock

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 244 Atk / 200 SpD / 64 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- ExtremeSpeed
- Shadow Claw
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 200 Def / 252 SpA / 56 Spe
Modest Nature
- Geomancy
- Moonblast
- Focus Blast
- Aromatherapy

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Nasty Plot
- Dark Pulse
- Sludge Bomb

I really can't say this is my team or really anyone's team because it's literally just bog standard ORAS HO. Set up Screens with Deoxys-S and then set up and kill stuff. Prone to matchup issues + hax, but is good for getting started on the ladder and ending games quickly. Double Dance Primal Groudon is the Xern check and helps break physical walls so DD Mega Salamence or EKiller can clean up later. GeoXern provides an alternate win condition and a cleric. Aroma can also let you beat TWave Primal Groudon assuming you Geomancy as it comes in and have near full HP. Darkrai is mainly there to help with Ghosts, Latis, and CM Arceus. Special Groundceus, Mega Diancie, and Ditto are all problematic if you don't have Screens up. Running Scarf Xerneas instead of Geomancy works too if you feel like you want more revenge killing capabilities, but it can be set up on by RP Primal Groudon and makes Stall a bit tougher to beat so watch out.
 
fargo (Rayquaza) @ Focus Sash
Ability: Air Lock
EVs: 36 Atk / 252 SpA / 220 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Earthquake

osbornecox (Dialga) @ Leftovers
Ability: Pressure
EVs: 188 HP / 252 SpA / 68 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Thunder
- Thunder Wave

mccauley (Palkia) @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder

huxley (Bronzong) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Payback
- Grass Knot
- Stealth Rock
- Explosion

nietzsche (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Ice Punch

iris (Tyranitar) @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Earthquake
- Dragon Dance

This is v2 of my botw team that was used to defeat iconic and leaker probs deployed to a lot of people. I think it is pretty cool and wanted to share it with people! sash ray beats so many things including ttars, most deoxys, armaldos, twave-less groudons (twave is now non existant as a lead), forreys, giras, LO rays, forreys, tentas, etc. I had twave just cause, but it is useless i think! Dialga adds a lot of pressure with 3 attacks, really only being walled by heatran and blissey. 3 attacks will destroy most balance teams and twave adds utility to aid my last! haban palkia provides the necessary scarf ogre check which seems to be dying off recently. haban allows me to bluff scarf and tank myriad dragon attacks. It acts as a failsafe against a lot of offens. I also had thunderwave on it but only recently ive tested 4 attacks. Im unsure of which is best, and ill probably go back to thunderwave. Zonger walls a lot of stuff and is a pretty cool pokemon. payback beats most gira o's, and latios, and grass knot beats growlydons. Explosion was chosen over gyro / toxic for momentum and extra power. ZOnger is really the only thing that allows a set up on my team, and explosion nullifies that. Jirachi is the fail safe for dd rays, darkrais (which im really, really weak to like a lot of balance), and tricks the ttar coutners like groudon. Ttar is really the "gimmick" of the team that beats a lot of balance teams by itself. I chose but jolly beats latios and latias so im switching back! Pretty cool team i think. Recently ive changed some things like more def palkia / fire punch jirachi but that is for me to still test!

Chople dialga, gyro zonger, SR dialga, etc are all things to consider to help you with specific threats. I think replacing TTar is the "appropriate course of action" but it was the one gimmick iconic allowed me for botw

the nicknames are my irc alts ive used over my time dodriobrating!
 
justinjiaxinghu that art is perfect

here's my aids no-uber ORAS Ubers team

Cube (Kyurem-Black) @ Leftovers
Ability: Teravolt
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Dragon Tail
- Toxic
- Protect
- Roost

Sun (Solrock) @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Will-O-Wisp
- Toxic
- Morning Sun
- Protect

Eliza Is Cuter (Sylveon) @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell

Scissors (Scizor) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 132 Atk / 128 SpD
Adamant Nature
- Superpower
- Bullet Punch
- Roost
- Defog

Scorpion-Bat (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Taunt
- Earthquake
- Roost
- Stealth Rock

Squirrel-Badger (Spiritomb) @ Assault Vest
Ability: Infiltrator
EVs: 252 HP / 140 Atk / 116 Def
Adamant Nature
- Pursuit
- Sucker Punch
- Foul Play
- Shadow Sneak
Lolrock >Primal Don/Ho-oh/Mega Mence if u play well. WonderAidsTomb>Shadow Flag, and also>mewtwo. Can sorta check Ekiller in a pinch. Gliscor also helps with ho-oh, and helps with negroz like zekrom and maybe primal donger. And gives u stealthy rocklets. Mega Blaze h8s u 2. Scizor is ur geoxern answer and defogger. Ekiller check too. Sylveon can beat xern that aren't geo, provides clericall support (wish and heal bell are both sexy). Cube is there for kyogre (protect + EVs > SpecsOgre Spout). SR weakness is major tho so keeping rocks off if this mon is vital is important. Lots of matches it won't be useful though so using it to absorb sleep and stuff and be like ur last bastion of niggatude is a pretty fine move for this barstand. Owe multiple sets to shrang since he is the true innovator of the north. Spiritomb's and Scizor's EVs actually had some sense behind them butt fuck me I don't remember what they do now, but they were some legit spreads if any of yo peeps wanna be hijackin deeze tings jus so long as u remember it was me whowas the mighty fine bro who bestowed these magic beans upon ur landz then u won't be a wasteman u'll be a fellow warrior aight.

Teams biggest issues are:
HP Fire Geoxern: You lose.
Steelceus: No really, this is the teams next biggest weakness. Also one time I got 6-0d by Flamethrower/Ice Beam/Judgement Steelceus. Beware of this hardy ni

Lutra's found a really cool RBY Ubers set (Mew with Transform/Thunder Wave/Reflect/Softboiled) that counters SD Mew and can even potentially countersweep, and indeed checks Mewtwo and some other stuff too. I'll be interested to see what team they make out of it, but in the meantime here's a 'standard' RBY Ubers team from marcoasd ...

Exeggutor
- Sleep Powder
- Explosion
- Psychic
- Stun Spore

Mew
- Swords Dance
- Soft-Boiled
- Body Slam
- Earthquake

Mewtwo
- Amnesia
- Recover
- Thunderbolt
- Ice Beam

Snorlax
- Body Slam
- Earthquake
- Self-Destruct
- Hyper Beam

Slowbro
- Surf
- Thunder Wave
- Amnesia
- Rest

Chansey (F)
- Light Screen
- Ice Beam
- Soft-Boiled
- Thunder Wave

Mega Drain is an option > Stun Spore on Egg, Mew could run Self-Destruct over another attack.
 
dumping bw2 teams (with no explanations)

famous pi face team [weak to iron head genesect flinches]:
Groudon @ Earth Plate
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Lava Plume
- Earthquake
- Stone Edge

Darkrai @ Life Orb
Trait: Bad Dreams
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Dark Void
- Thunder Wave
- Dark Pulse
- Focus Blast

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Fire Blast
- Hydro Pump
- Dragon Tail

Arceus-Fighting @ Fist Plate
Trait: Multitype
EVs: 248 HP / 8 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Judgment
- Stone Edge
- Recover

Genesect @ Choice Scarf
Trait: Download
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Flamethrower
- Bug Buzz
- Ice Beam

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Shadow Sneak
- Earthquake
- Magic Coat
- Dragon Tail

furai team [implementation of trickrooms dual phasing gira-o]:
I guess steel looked at my team and changed the synergy to make it worse against specs ogre, ho-oh and SD arceus but better against stall, which wasn't common in bw2, but anyways here's the original I used in spl.

Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 252 Def / 4 SDef
IVs: 0 Atk / 30 Spd
Relaxed Nature (+Def, -Spd)
- Roar
- Sleep Talk
- Scald
- Rest

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 104 Def / 156 Spd
Jolly Nature (+Spd, -SAtk)
- Rest
- Sleep Talk
- Roar
- Dragon Tail

Palkia @ Choice Scarf
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Hydro Pump
- Fire Blast
- Thunder

Arceus-Grass @ Meadow Plate
Trait: Multitype
EVs: 248 HP / 8 Def / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Ice Beam
- Recover

Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Protect
- Roar
- Stealth Rock
- Lava Plume

Skarmory (M) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Whirlwind
- Toxic
- Roost
- Spikes

sun offense [modified team used against davidness in spl]:
Groudon @ Earth Plate
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Lava Plume
- Earthquake
- Stone Edge

Mewtwo @ Life Orb
Trait: Unnerve
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Taunt
- Psystrike
- Ice Beam
- Fire Blast

Latios (M) @ Soul Dew
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

Arceus @ Lum Berry
Trait: Multitype
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Genesect @ Choice Scarf
Trait: Download
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Explosion
- Iron Head
- Ice Beam

Deoxys-A @ Focus Sash
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Spikes
- Extreme Speed
- Focus Blast
- Psycho Boost

sand stall:
Tyranitar (M) @ Lum Berry
Trait: Sand Stream
EVs: 248 HP / 64 Atk / 196 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Superpower
- Rock Slide
- Pursuit

Excadrill (M) @ Air Balloon
Trait: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Iron Head
- Earthquake
- Rapid Spin

Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 8 HP / 252 Def / 248 SDef
Bold Nature (+Def, -Atk)
- Wish
- Soft-Boiled
- Toxic
- Seismic Toss

Skarmory (F) @ Leftovers
Trait: Sturdy
EVs: 248 HP / 252 Def / 8 SDef
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Whirlwind
- Taunt
- Roost
- Spikes

Giratina @ Leftovers
Trait: Pressure
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Rest
- Sleep Talk
- Dragon Tail
- Roar

Arceus-Psychic @ Mind Plate
Trait: Multitype
EVs: 248 HP / 148 Def / 112 Spd
Timid Nature (+Spd, -Atk)
- Toxic
- Fire Blast
- Ice Beam
- Recover

evs don't include my speedcreeps
 
ORAS:

The Most Unoriginal Team (Bulky Offense):
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Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Moonblast
- Earth Power
- Diamond Storm

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 52 Def / 192 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Roar

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 216 HP / 100 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Draco Meteor
- Psyshock

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Foul Play
- Roost
- Sucker Punch
- Taunt

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Shadow Claw
The concept of this team is based on the synergy between Ho-Oh and Mega Diancie. Ho-Oh is a powerful threat, with bulk, recovery and offensive power. Mega Diancie is a powerful attacker by itself, and its Magic Bounce helps keep Stealth Rock and status off (among other wonderful things it does), giving valuable support to Ho-Oh, while the latter can deal with Steel, Grass and Ground types that threaten Diancie. Primal Groudon and Latias have both great power and bulk, and round out the core by dealing with Water types. Yveltal deals with Ekiller and Mewtwo, while providing priority/revenge killing utility along with the win condition sweeper, Ekiller Arceus. All sets on this team are very standard and can be easily splashed on another team, so it's good for beginners to learn how to use these sets, and get familiar with each set's match-ups through playing a bulky offensive style that's popular in the meta.

So I made an RMT on this team, then a little later I realized Paul L. posted an almost identical team around a month ago. Then Thugly Duckling said he also used this team earlier on. Amused and slightly flustered as I am, the lack of originality is not a bad thing I guess for the purpose of a sample team, as it's been tried and tested and gained a lot of feedback through the TWO RMTs posted.
 
dual Fairy dual Dragon
Diancie @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Roost

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 100 Atk / 248 Def / 160 SpA
Brave Nature
- Draco Meteor
- Dragon Tail
- Shadow Sneak
- Will-O-Wisp

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- ExtremeSpeed
- Earthquake
- Shadow Claw
- Swords Dance

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Play Rough
- Toxic
- Thunder Wave
- Spikes

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Earthquake
- Lava Plume
- Roar
- Stealth Rock
This is the first team I built when I originally had the analysis for Diancie and was testing it. Basically, Magic Bounce + a reasonably solid bulky offensive core. Diancie blocks hazards reasonably well and with Protect can safely Mega Evolve and check Ho-Oh, Yveltal etc, and can also lock Genesect's Choice Scarf (very useful for when they try to U-Turn and you can 2HKO the incoming Primal Groudon as it comes out). Giratina-Origin checks Extremekiller and offensive Primal Groudon. The offensive EVs and nature give a 2HKO on Mewtwo with Shadow Sneak and the rest is poured into Special Attack to power up Draco Meteor, which you use to deal heavy damage to Primal Groudon as well as OHKO Mega Salamence. Latias is offensive Calm Mind to break through balanced cores and set up on Primal Groudon and alongside Primal Kyogre. Klefki lays down Spikes, checks a myriad of offensive threats, poisons Primal Groudon on the switchin so that it cannot last long against the rest of the team, and can also mess with Arceus-Dark, as well as emergency poisoning or paralyzing other things such as Arceus-Ghost and Mega Salamence. Primal Groudon has Roar to phaze away Refresh Arceus-Fairy and Xerneas as well as shuffle for general hazard damage. Lastly, Extremekiller is Extremekiller and provides an all-purposes revenge killer and late-game sweeper.

You can try Calm Mind Latios, or run more bulk on Latias, and Magic Coat is quite fun on Giratina-Origin as well. Swords Dance Arceus-Ground over Extremekiller is also an interesting option, and was what I started with, but it can be hard to pick between Ice Beam, Refresh and Recover in the last slot. Timid Diancie can also be used instead of Naive and is what I tend to run now, as it gives you an easier time against Darkrai and Yveltal. All in all, this is a reasonably original team that I had a lot of fun laddering with and also shared around, and it is fairly solid. The Giratina-Origin spread and moveset is fun to use too~
 
importable:

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Extreme Speed
- Ice Beam

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Judgment
- Recover
- Refresh
- Calm Mind

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 204 SpD
Relaxed Nature
- Earthquake
- Stealth Rock
- Roar
- Lava Plume

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 112 Atk / 252 Def / 144 SpA
Naughty Nature
- Dragon Tail
- Draco Meteor
- Shadow Sneak
- Will-O-Wisp

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 144 HP / 192 SpA / 172 Spe
Timid Nature
- Defog
- Psyshock
- Recover
- Draco Meteor

Ho-Oh @ Choice Band
Ability: Pressure
EVs: 248 HP / 168 Atk / 52 SpD / 40 Spe
Adamant Nature
- Sacred Fire
- Earthquake
- Brave Bird
- Sleep Talk





A team i made around scarf genesect after reading edgar's rmt.Scarf Gene is actually quite useful as it smashes CM latias,Destroys Diancie that don't carry protect to scout it's moves,Maintains momentum with u-turn,beats Mewtwo and Darkrai and revenge kills weakened sweeper all in all a cool pokemon.Rest of the Mons are mostly to counter what gene is weak to.Rockceus for example deals with problematic Ho-oh switchins and can also lure out P dons and weaken them.Gira-o handily checks threats like ekiller,P don etc.Latias defogs and kills P don and P ogre.P don is p much mandatory as it checks stuff like p ogre,ekiller,geoxern etc etc.Big Burd is to provide a 2nd check to geoxern and also a sleep absorber for annoying Darkrai. It's a relatively solid team and is one i quite like.
 
its ur lucky day have some spl teams
Perfect Stall

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possible changes
- calm mind > protect and moonlight > wish (better vs xern and calm mind arceus, worse vs teams with kyogre + mons that pressure clefable)
- payback > ice beam on arceus-water for mewtwo and lati@s (team has lugia for megamence and rayquaza so ice beam is probably worse than payback)
- roar, low kick on ttar instead of toxic (toxic is to hit primal groudon when they switch in on you)

THE ONLY WAYS TO BEAT THIS TEAM
- gothitelle (this team has no countermeasures against gothitelle lol!)
- taunt/sub/protect/perish song mega gengar
- overloading ttar then spamming offensive mega gengar (this team's check to dvoid/np/dpulse/sbomb darkrai is ttar -> therefore get ttar low with darkrai then focus blast with mega gengar. ttar is pretty much only on the team to pursuit mega gengar, check that specific darkrai set, and tank some burns from sacred fire, so it should generally stay healthy for mega gengar)
- spam mons with sub and rest, specifically scald kyogre (annoying to deal with since ferrothorn can't switch in too many times on the scald set so it forces arceus-water in, this is a situation where max special defense blissey is better than clefable)
- hope you hax with offensive mons like life orb ho-oh and mega kanga

Objectively, I believe this team is as optimized as stall can be in ORAS Ubers. No need to thank me, I am sharing this team out of the goodness of my heart!
Tyranitar (M) @ Leftovers
Trait: Sand Stream
EVs: 248 HP / 64 Atk / 196 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Toxic
- Rock Slide
- Pursuit

Lugia @ Leftovers
Trait: Multiscale
EVs: 248 HP / 252 Def / 8 SDef
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Reflect
- Ice Beam
- Roost

Clefable (M) @ Leftovers
Trait: Unaware
EVs: 248 HP / 8 Def / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Heal Bell
- Moonblast
- Wish
- Protect

Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 248 HP / 8 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Leech Seed
- Protect
- Power Whip
- Gyro Ball

Sableye (F) @ Sablite
Trait: Prankster
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature (+Def, -SAtk)
- Foul Play
- Taunt
- Will-O-Wisp
- Recover

Arceus (Arceus-Water) @ Splash Plate
Trait: Multitype
EVs: 248 HP / 136 Def / 124 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Defog
- Toxic
- Ice Beam
- Recover

How did this team win in spl?
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did u think id write anything about this team?

lamashtu (Groudon) @ Red Orb
Trait: Drought
EVs: 56 HP / 252 Atk / 200 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Dragon Claw
- Stone Edge
- Precipice Blades

poppy (Diancie) @ Diancite
Trait: Clear Body
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stealth Rock
- Diamond Storm
- Earth Power
- Moonblast

trickroom (Gyarados) (M) @ Leftovers
Trait: Intimidate
EVs: 24 HP / 252 Atk / 232 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Taunt
- Waterfall
- Earthquake

pi face (Mewtwo) @ Kasib Berry
Trait: Unnerve
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Focus Blast
- Ice Beam
- Psystrike

syrim (Zekrom) @ Choice Scarf
Trait: Teravolt
EVs: 252 Atk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -Def)
- Bolt Strike
- Volt Switch
- Outrage
- Sleep Talk

nimp (Arceus-Ice) @ Icicle Plate
Trait: Multitype
EVs: 248 HP / 8 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Ancient Power
- Recover

shoutout to bkc and dice for putting up with me spamming them shitty ideas all the time. . .
 
posted elsewhere but fits better here: [ORAS teams]
Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe
Timid Nature
- Ice Beam
- Recover
- Calm Mind
- Judgment

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Roost
- Taunt

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Recover
- Foul Play

Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 136 Def / 124 Spe
Impish Nature
- Roost
- Dragon Tail
- Defog
- Toxic

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 116 Atk / 52 SpD / 92 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Play Rough
- Spikes
- Thunder Wave
- Toxic
Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Defog
- Judgment
- Perish Song

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 236 HP / 20 Def / 252 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Imprison
- Recover
- Foul Play

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Palkia @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Tail
- Toxic

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Whirlwind
- Toxic
- Reflect
Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Perish Song
- Judgment
- Will-O-Wisp

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Earthquake
- Taunt
- Roost
- Stealth Rock

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Foul Play

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Whirlwind
- Roost
- Aeroblast
- Toxic

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Careful Nature
- Spikes
- Power Whip
- Toxic
- Leech Seed

Hitmontop @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 64 Atk / 192 Def
Impish Nature
- Rapid Spin
- Close Combat
- Sucker Punch
- Mach Punch
Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 156 Def / 104 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Perish Song
- Judgment
- Will-O-Wisp

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Earthquake
- Taunt
- Roost
- Stealth Rock

Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Foul Play

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Gyro Ball
- Toxic

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Protect
- Wish
- Iron Head
- Thunder Wave

Salamence @ Salamencite
Ability: Intimidate
EVs: 248 HP / 84 Def / 176 Spe
Impish Nature
- Defog
- Roost
- Dragon Tail
- Toxic
moderinos don't like me being gracious about how kind I am being, giving away optimally awesome teams in such a way that needs - no, requiress - no thanks.

nevertheless enjoy the teams
 
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Kyogre 6-0s the first two effortlessly and kinda wrecks the 2 others as Ferro is your only check and you have absolutely 0 offensive presence to back it up. GeoXern takes a dump on the third team while the fourth team cannot handle Darkrai. Just to name a few big holes aside from the apparent lack of winplan aside the linear "ill wall x with y and then ill switch to z when w comes in".

Really though sample teams are supposed to be solid and rather standard- that means they should cover that major parts of the meta well. They should also be playable for a beginner who actually does want to get good at the meta. I don't what you intended with this post, if it's just a troll, a self-parody or some attempt at a self-rightous wank, but you must surely understand why those teams will never be accepted into a thread like this?
 
Kyogre 6-0s the first two effortlessly and kinda wrecks the 2 others as Ferro is your only check and you have absolutely 0 offensive presence to back it up. GeoXern takes a dump on the third team while the fourth team cannot handle Darkrai. Just to name a few big holes aside from the apparent lack of winplan aside the linear "ill wall x with y and then ill switch to z when w comes in".

Really though sample teams are supposed to be solid and rather standard- that means they should cover that major parts of the meta well. They should also be playable for a beginner who actually does want to get good at the meta. I don't what you intended with this post, if it's just a troll, a self-parody or some attempt at a self-rightous wank, but you must surely understand why those teams will never be accepted into a thread like this?
yeah I didn't want them to be left unseen by others who might want to play with the ideas a bit was all.

and the removed snide comment was the best bit :(

I don't see the prob with just ferro for ogre really even on stall..

2nd team I have the 2ndbest kyogre answer ever. sdef palk >.<

3rd team is bad

4th I can risk/reward sack something to sleep, heal bell later, ferro/arc rock can take it on reasonably [ferro can reliably get an attack in if nothing else]

yah these teams have holes it's fkin hard to make teams and I don't really care enough to do more than experiments
 
Ho-Oh is tough to switch-in with any team. Your best bets here are Salamence (which you generally want to keep un-mega'd for as long as possible, preferably until the opposing rocksetter PDon is off the field - Intimidate is useful) and Arceus-Ground

How does special Arceus Ground even stand a chance vs Ho-oh? That's some weird description you got there, bro.
 
So here's one my attempts at an ADV team, and so far this one hasn't been doing badly:

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Groudon @ Choice Band
Ability: Drought
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Fire Blast

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Meteor Mash
- Rock Slide
- Explosion
- Hidden Power [Fire]

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Dragon Claw
- Recover
- Safeguard

Jumpluff @ Leftovers
Ability: Chlorophyll
EVs: 252 Atk / 120 Def / 136 Spe
Adamant Nature
- Encore
- Sleep Powder
- Swords Dance
- Hidden Power [Flying]

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- Spikes
- Rapid Spin
- Explosion
- Hidden Power [Fire]

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 204 HP / 52 Def / 252 Spe
Timid Nature
- Substitute
- Sacred Fire
- Toxic
- Recover

A pretty similar looking team to a lot of the other Sun teams that have been making their way around, except with a few variations. Firstly, is the use of Jumpluff. Base 55 Attack is kind of shitty, but with Encore, Sleep Powder and 580 Speed, it's a really good cleaner late game. It also shits on the Exeggutors that seem to be pretty common with people stealing teams. Forretress has HP Fire instead of Bug so you can beat other Forres one on one so you can have an advantage of Spike stacking, while the Ho-oh set's something I've trying experimentally that's not too bad. Basically, you have 2 hard hitting Choice Banders in Groudon and Metagross (for sun and Lati checking), two annoyers in Jumpluff and Ho-oh, Forre for Spikes and Lati as glue. Latios could potentially be annoying but with Metagross and Ho-oh in the sun, it's usually dealt with without too many hiccups.
 
ite updated teams. added some, removed some. if your team was removed (or not added) and you're not happy about..blame my team of highly-qualified voters, or fireburn.
 
Manuel Neuer (Tentacruel) (F) @ Focus Sash
Ability: Clear Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Rapid Spin
- Toxic Spikes

Lil Quintin (Mewtwo) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Will-O-Wisp
- Recover
- Self-Destruct

Ozil (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 236 Atk / 212 SpA / 56 Spe
Mild Nature
- Draco Meteor
- Earthquake
- Thunder
- Shadow Sneak

Big Harsha (Dialga) @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Aura Sphere
- Outrage

Ciele (Ludicolo) (F) @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Substitute
- Protect
- Ice Beam

cbb (Jirachi) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 212 SpD / 40 Spe
Calm Nature
- Wish
- Stealth Rock
- Thunder Wave
- Iron Head

This is the updated neuer team since nicknames have been changed on PS. Only tentacruel is the mighty neuer. Gira Neuer became Özil and skymin neuer became lil quintin the mewtwo. Mewtwo adds help vs some matchusp and i rarely used skymin. SD is better than lightscreen here as a surprise kill. it has been really effective at surprise killing Crogres and ho-ohs to the point where i revenge easily

Other notable changes: Jirachi now outspeeds max tar which is pretty common. Ciele is sassy so you can set up a sub on the scizor switch and sub again since scizor is now faster. with SR + Tspikes, this destroys most of Special HO's chances of dealing with this. YOu still retain the momentum. Ozil is now rash to help with skarm skarms and groudons in the lack of skymin's presence. Thunder over twave on jirach is also helpful vs skarm skarms but i forgot. twave still is much better than relying on opponent bringing Rain.


Yohoe, id fix bkc's ludicolo team to sassy too. There is next to zero drawback to being 2 points below scizor. you still beat wobbs and stuff

long live neuer

while some sample teams should be standard, showing non standard teams promotes teh creativity that can get newer players to think for themselves!! we don't need anymore deoxys n teams but ones with actual thought
 
I feel like there aren't enough ORAS balance teams for people to play around with so here's one that works well on the ladder and isn't terribly complex to use:

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Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Protect
- Spikes
- Leech Seed
- Gyro Ball

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 176 Atk / 56 SpD / 28 Spe
Adamant Nature
- Sleep Talk
- Earthquake
- Sacred Fire
- Brave Bird

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Relaxed Nature
- Stealth Rock
- Thunder Wave
- Lava Plume
- Earthquake

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Taunt
- Toxic
- Roost
- Foul Play

Latias (F) @ Soul Dew
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Draco Meteor

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Recover
- Judgment

The team holds immunities to paralysis / burns / Toxic, however the lack of a cleric still means that Arceus-Rock cannot remove burns. Mega Gengar can cause problems especially when paired with an appropriate mon, but it's an inherent issue that comes with a more balanced play style. Between Ho-Oh and Mega Mence, Arceus-Rock can be pressured, however Ferrothorn with Protect alleviates this to an extent. Xerneas is checked between Groudon and Ho-Oh, EKiller between Yveltal and Ferrothorn, Primal Groudon between Latias and Yveltal, and Primal Kyogre between Latias and Primal Groudon. You must keep Arceus-Rock and Yveltal healthy enough such that they are still capable of checking Mega Salamence and EKiller, which can be difficult with hazards and status being thrown around. I've used versions with Clefable and Life Orb Ho-Oh which are acceptable; Clefable gives you a method to take burns off Arceus-Rock and can Wish pass to Primal Groudon while Life Orb Ho-Oh is a bit more difficult to play around. Latias as a Defogger can also be shifted to Arceus-Rock if preferred, however I generally find Arceus-Rock to have enough pressure on it already which isn't helped by the fact that one of the most common SR setters can threaten it. The listed Latias set is a bit strange and can be adjusted to fit preference; however this team like many passive teams struggles against defensive Primal Kyogre. With that said, this team isn't much deeper than whittle down your opponent to a position where Ho-Oh and / or Arceus-Rock can take over.
 
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