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.
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.
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.
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.
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 (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.
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.
Forretress (M) @ Custap Berry
Trait: Sturdy
EVs: 252 Atk
IVs: 1 HP / 0 Def / 0 SDef
Brave Nature (+Atk, -Spd)
- Spikes
- Toxic Spikes
- Rapid Spin
- Gyro Ball
Groudon @ Soft Sand
Trait: Drought
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Fire Punch
Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Magic Coat
- Shadow Sneak
- Earthquake
- Dragon Tail
Palkia @ Haban Berry
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Fire Blast
- Dragon Tail
- Sleep Talk
Genesect @ Choice Scarf
Trait: Download
EVs: 56 HP / 252 Atk / 16 SAtk / 184 Spd
Jolly Nature (+Spd, -SAtk)
- U-turn
- Iron Head
- Ice Beam
- Explosion
Arceus (Arceus-Fighting) @ Fist Plate
Trait: Multitype
EVs: 8 HP / 248 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Judgment
- Ice Beam
Made this in early 2013 after Poppy introduced Custap Forre to the world. Earth Plate Groudon was becoming popular but mainly on more defensive builds, since my team would have no use for the bulk I maxed the speed and it is so useful. Magic Coat G-O prevents certain Deoxys leads from being incredibly obnoxious as well as playing with midgame Ferrothorn. Gene was gaining traction as possibly the best mon in the meta and it abused quick hazards ridiculously easily as well as gaining early momentum should there be some cutesy anti-Forre lead like an Espeon or Kyurem-W. Alongside Sleep Talk Palkia it also helped assure I wouldn't lose to Darkrai. Palk played just like a Lustrous set would, that is to say it was brutally hard to beat, except Haban made it stupidly good at staying in on Lati@s (which meant Gene was safe from a possible HP Fire on the switch) for a Fighting Arc (who used to be Electric) sweep. Dragon Tail helped rack up hazards and annoy shit like Chansey, Grass Arceus & SpDef Kyogre. I've made some other cool BW stuff but this has definitely remained my favorite by far. I think the hardest matchup I faced was rain stall but I was usually able to dance around it by playing very well, mainly with Giratina-O and Groudon. Kill the Kyogre and shit becomes a million times easier to beat. Explosion might be worth a try on Forret to surprise Cruel.