Gen 7 UBERS: Not inexperienced, but surprised that I haven't lost more than 6 battles in two weeks. Any thoughts on how to improve?

Finn (Shuckle) (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Relaxed Nature
- Power Split
- Sticky Web
- Stealth Rock
- Ancient Power

Excal (Aegislash) (M) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Sassy Nature
- Swords Dance
- Iron Head
- King's Shield
- Shadow Sneak

Wraith (Gliscor) (M) @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 SpD / 252 Spe
Careful Nature
- Stone Edge
- Earthquake
- Brick Break
- Knock Off

Cynthia (Garchomp) (F) @ Rocky Helmet
Ability: Rough Skin
EVs: 4 HP / 252 Def / 252 SpD
Adamant Nature
- Earthquake
- Toxic
- Protect
- Rest

Jason (Tapu Bulu) @ Assault Vest
Ability: Grassy Surge
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Horn Leech
- Wood Hammer
- Brick Break
- Nature's Madness

Jill (Kangaskhan-Mega) (F) @ Kangaskhanite
Ability: Scrappy
EVs: 4 Atk / 252 Def / 252 SpD
Adamant Nature
- Body Slam
- Crunch
- Earthquake
- Yawn

Shuckle is my set up. By maxing his already super boss Defense and Special Defense stats, it lets him stay in the game longer, letting me throw down Sticky Web and Stealth Rock and help my sorta Speed challenged team. Then, I can use Power Split to boost his Attack and Special Attack stats and use Ancient Power, which has the benefit of possibly further boosting my stats as it gets used. I dropped his Speed with a Relaxed Nature because there isn't much use in boosting it, and it's basically non existent anyway.

Aegislash is basically my ace. With Stance Change and boosted Defense and Special Defense stats, her can hang in there for a pretty long time (barring a Fire- or Ground-type) and bulk up using Sword's Dance. Alternatively, you could try Bulk Up instead to boost Defense, but it will take longer to max your Attack stat. The reason I kept his Speed down was so that after maxing Attack and when I chose to attack, he stays in Shield Forme for as long as possible. Then, Shadown Sneak let's me ignore how low my Speed is by going first.

Wraith is my renewable status rejecter, or so I call him. Poison Heal + Toxic Orb is like Leftovers, but it has the aded benefit that he can no longer be affected by status conditions. His Special Defense is so much lower than the rest except his Special Attack, so to counteract any nasty Special moves he might be targeted with, I raised it at the expense of his Special Attack. His boosted Speed lets him usually attack first, and allows you to use a turn (maybe even 2) to bulk up with Sword's Dance; and Knock Off lets you throw your opponent off by getting rid of any strategies they may use similar to Wraith's PO/PH combo.

Cynthia started out as a joke/dare, but it turned out to be a hit. No one really expects Toxic from Garhomp, who is usually just a powerhouse Attacker. I added Protect and Rest to help what out the poison damage, as well as equipped her with Earthquake to take advantage of when you can take out your opponent this turn instead of waiting 2 for poison damage. Adamant Nature allows me to give Earthquake that extra kick when needed, especially since went the route of maxing her Defensive stats to help with the Rough Skin/Rocky helmet combo, which does wonders when paired with Shuckle's earlier Stealth Rock.

Jason is a recycler. No, not Recycle. An HP recycler. Wood Hammer burns some and Horn Leech gets it back, both with STAB to on top of high power. Nature's Madness lets you do some major damage on turn one, but after that, it doesn't provide much damage. Brick Break is perfect for those Screen users (too many for me anyway). Maxing his Speed and Attack helps him move quick, especially if up on a Fire-type. I would definitely recommend NOT using him against a Flying- or Poison-type, as this Bulu has foregone both Earthquake and Stone Edge.

Jill is my secondary effect master. When she Mega Evolves (still the best gimmick), all of her moves get to hit twice, and each time the chance cycles again that a secondary effect will activate. Body Slam for STAB and paralysis and Crunch for the Defense lowering. Yawn is there to do one of two things: force the opponent to either wait out the Sleep and get pounded, or switch out. By constantly having the opponent switch, they can't really set up anything or attack. I left her mediocre Speed alone, and her Attack didn't need any help, but I threw a little boost in there with an Adamant Nature, and threw her Defensive stats way up to help her play the long game.

This team, all in all, is based (in my head) on Raihan (yes, I know, wrong Gen). By using gimmicks and tricks, it has allowed me to bite the bullet early in the battle, but have big payoff later. Hope someone finds some use for this and hope I can get a few pointers.
 
I don't play past gens consistently but it's pretty clear the team is not viable. Common threats like the primals just rip through it and there are just poor Mon choices overall. None of them fit in such a high power level format. I highly recommend you start off with a sample team to understand the metagame (e.g. the most common and viable team compositions, sets, and Mons).
 
Thanks for the suggestions! Truly appreciate the honesty. I haven't had any trouble with Primals, and the EVs/movesets are *definitely* outside the norm, but I'm trying to break the mold with some unexpected plays. A friend once told me that there is only one item, one spread, one nature, one ability that makes a mon viable, and I'm banking on people expecting on thing and getting something out of left field. Shock and awe, smoke and mirrors type thing.

Anyway, enough of my justification (LOL). Thanks for the advice. :)
 
Thanks for the suggestions! Truly appreciate the honesty. I haven't had any trouble with Primals, and the EVs/movesets are *definitely* outside the norm, but I'm trying to break the mold with some unexpected plays. A friend once told me that there is only one item, one spread, one nature, one ability that makes a mon viable, and I'm banking on people expecting on thing and getting something out of left field. Shock and awe, smoke and mirrors type thing.

Anyway, enough of my justification (LOL). Thanks for the advice. :)
Well, most important threats will rip this team apart no matter what so using “quirky” moves doesn’t matter. However these movesets aren’t even anti meta, surprise factor stuff. They are just bad
 
A friend once told me that there is only one item, one spread, one nature, one ability that makes a mon viable

Anyway, enough of my justification (LOL). Thanks for the advice. :)
. There is rarely only one viable set or spread. The best Mons in a metagame tend to be very versatile and can adapt to their checks. I think you're overemphasizing the power of "shock", especially in such a brutally powerful metagame.
 
Last edited:
Back
Top