SV Ubers Ubers post-Miraidon ban almost 1500 ELO

1497 isn't 1500. I haven't yet broken 1500 ELO in Ubers but I did pretty well both with Double Dance Miraidon and without any Miraidon before its ban, so I am able to adjust to it not being around more easily. Proof, and also proof of salty noob player losing the ELO they got through luck to me:

1497 Ubers 2.00.00 PM.png


(Arceus) @ Rocky Helmet
Ability: Multitype
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Surf
- Foul Play
- Will-O-Wisp
- Recover

Will-o-Wisp Arceus with Recover is really good for containing all sorts of threats. I don't remember the reason I added Surf but it usually does the same damage as Foul Play. Maybe it's here because opposing Ho-Oh have just as much longevity and I wanted to do more damage, yet even then it isn't enough. I only used the Tera Water once which is more than zero times but some improvements could be made here. I want the item to stay as is because it ensures many opposing physical Pokemon will lose in a healing-war. I started the team with Arceus because it is very versatile and if this slot has to change then I want it to be to a Plate-holding Arceus.

(Ho-Oh) @ Heavy-Duty Boots
Ability: Regenerator
Shiny: Yes
Tera Type: Ground
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Recover

Ho-Oh's Earthquake helps against Dusk Necrozma. It was really useful when I started laddering, but right now Ho-Oh's biggest job is to just not get burned and to match opposing Ho-Oh move for move. Ho-Oh never sweeps an opposing team. It also contains opposing Koraidon and opposing Volcarona or at least forces the Volcarona to Tera.

Can't touch this (Necrozma-Dusk-Mane) @ Lum Berry
Ability: Prism Armor
Shiny: Yes
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Sunsteel Strike
- Earthquake
- Rock Blast

Lum Berry gets used nearly every game. Full sweeps are not common because I mainly use this to get some switch initiative upon fainting. My other Pokemon then come in to punch holes in cores. Rock Blast is here because neither Steel nor Ground can hit Ho-Oh, and also I need a way to break substitutes which are passed by Shed Tail Cyclizar. I tested many defensive tera types and ground was the most useful.

lancer calls (Kyogre) @ Choice Scarf
Ability: Drizzle
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Water Spout
- Origin Pulse
- Ice Beam
- Thunder

This slot used to be a Miraidon, Dragonite, and some non-Ubers. I now use Timid Scarf Kyogre because a lack of a Miraidon suggests to me that opposing Kyogre will increase in usage, meaning I need to have a Thunder that's faster than them. Unfortunately Kyogre rarely functions as a revenge killer because while "BoltBeam" used to be the best coverage, in this gen it feels that getting locked into one and not the other means there is always something that can wall you, especially a Blissey. I want to be able to use Calm Mind Kyogre, but that just means I'm letting opposing Kyogre sweep me. Being choiced also means that if the opponent Terastalizes, I am forced to switch.
Is Mirror Coat Milotic viable in this format? Opposing Toxic Spikes would activate my Marvel Scale if so.

(Koraidon) @ Choice Scarf
Ability: Orichalcum Pulse
Tera Type: Fighting
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Collision Course
- Outrage
- U-turn
- Flare Blitz

I noticed that a lot of opposing Koraidon are using Low Kick. It seems like something a more sensible player would use, but Collision Course does more damage if it's super-effective, meaning its damage output against E-Killer Arceus should actually be higher. This probably matters if I am burned. Also, Miraidon is banned meaning I don't need more damage output against it. Should I be running Low Kick just for Kyogre and Groudon? If it's early game, it's good to gain momentum with U-Turn. In the late game, Koraidon can eliminate big threats. I didn't use Tera Dragon because then I'd be a bit too weak to Zacian and because I don't want Sucker Punch to do more damage to me. I'm open to other tera types though.

Tag Force (Kingambit) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Kowtow Cleave
- Iron Head
- Sucker Punch

I addd Kingambit because I recall many Ubers being Psychic-types. Kingambit is also quite slow so I figured it is a soft check for Trick Room users which, in the late game, have caused me to lose. I learned the hard way that you should assume any Uber is capable of both learning and using Trick Room unless proven otherwise and so you need to conserve Kingambit for the end. Black Glasses is common in usage in OU but to me it's a big noob item and I never used it. Now in Ubers it's suddenly good due to these bulky threats that would KO you before burning you, against which Kowtow Cleave gets used a lot. I even had to Tera-Dark several times, and it has the added benefit of reducing Earthquake's damage.
Tera DARK even helps against CB Koraidon, though I haven't been in this situation. Adding 4 Def makes no difference if I also add in SR or 1 layer of Spikes:
252 Atk Choice Band Orichalcum Pulse Koraidon Flare Blitz vs. 248 HP Tera Dark Kingambit in Sun: 344-405 (85.3 - 100.4%) -- 6.3% chance to OHKO
If there are two layers of Spikes, then, it takes 248 HP/152 Def EVs on Kingambit just to have some chance to live Flare Blitz (moving some HP EVs to Def does nothing) and even then you might just get Low Kicked. Such a defensive spread is not a good idea. Even Impish Tera-DARK 252HP/252Def Kimgambit cannot survive a non-CB Collision Course 62.5% of the time.
If the opposing Koraidon is at full health and does not use Flare Blitz -- meaning they won't take recoil damage at the end of the turn, then you need Supreme Overlord at 3 or higher and a Swords Dance just to KO with Iron Head. Therefore if you have a defensive Tera-type on this, you can actually surprise and beat Koraidon but I don't do this because my Koraidon is Scarfed.
 
Hi, nice team here I love using scarf kyogre
Couple weaknesses I noticed after playing some games, first you have no hazards and no removal. This is pretty tough as things like glimmora are guaranteed at least one hazard and it's not the most straightforward to punish as even setting up with Necrozma can lead to earth powers or momento.

Heres an option that could help with that
:sv/Landorus-Therian:
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Tera Type: Fairy
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Taunt
Landorus can be used instead of Koraidon in order to complement Arceus in the defensive role, bring your own stealth rock, and taunt setup pokemon, while keeping the U-turn role that Koraidon brought. Obviously Koraidon is one of the best and fastest pokemon in the tier but I am really not sure it does that much for you alongside Kyogre. In practice it often got revenged easily and worn down by hazards.

If you do want to keep Koraidon, change Arceus out for this set
:sv/Arceus-Fairy:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 240 HP / 252 Def / 16 Spe
Tera Type: Water
Bold Nature
- Judgment
- Thunder Wave
- Stealth Rock
- Recover
Arceus fairy is one of the best defensive options in the tier, it helps a lot to have something to deter Koraidon's Scale Shot, thunder wave things, and of course bring rocks.

Finally i would consider another tera type on Kingambit. Fire Flying Fairy or even Ghost might work as a defensive option to avoid an OHKO from a late game arceus, Koraidon, or Zacian. Whatever you find is the bigger threat probably choose one for that.
Hope you enjoy the changes!
 
Okay first time giving feedback on anything like this, so heres hoping it makes sense

main first thing:

:sv/koraidon:
Koraidon @ Loaded Dice
Ability: Orichalcum Pulse
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Scale Shot
- Flare Blitz

With Kyogre already being a pretty nice scarfer on this team, what will be very valuable is a strong breaker to help enable both Kyogre in the endgame and your Kingambit. Scarf Koraidon is a very good set don't get me wrong, but this set will let you shred a lot of notable defensive Pokemon in this format, like Ho-oh, Defensive Arc forms, and so on. Tera fire is crucial for preventing burns and allowing you to have the raw power to break Arceus Fairy, and will overall really help your team. I unfortunately disagree with the previous post here, I would not drop Koraidon on this team as Koraidon is currently too strong into the current metagame as a whole in my opinion. The only teams that should not be running it are hard stall builds.

:sv/necrozma-dusk-mane:
Necrozma-Dusk-Mane @ Lum Berry
Ability: Prism Armor
Tera Type: Psychic
EVs: 248 HP / 128 Atk / 72 Def / 60 Spe
Impish Nature
- Dragon Dance
- Photon Geyser
- Earthquake
- Moonlight
More a slight tweak to your set, this is a modified version of a a spread that used to be somewhat popular that leans into the physical attack a bit more, with tera psychic to help you brute force Ho-oh while also not then being weak to a lot of common pokemon like Kyogre an stuff. With your team relying heavily on Arceus to be the defensive backbone, a bulkier NDM set that will be able to last longer but still break well should be ultimately pretty valuable. Tera should be saved for when you either need the boost to kill Ho-oh, or need to survive something like a Koraidon Flare Blitz or Low Kick. I think your initial idea of lum NDM is a strong one, this is just how id make it be more consistent rather then a one and done threat. Alternatively, you could replace the lum berry with covert cloak and use this to utterly demolish Ho-oh, as well as Glimmora HO builds. For one more alternative, you could run Tera Fire and instead run heavy duty boots to help cover your teams hazard weakness in its current state.

:sv/arceus-fairy:
Arceus-Fairy @ Pixie Plate
Ability: Multitype
Tera Type: Poison
EVs: 252 HP / 132 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Recover
- Will-O-Wisp/Thunder Wave
- Calm Mind/Power Gem

This is an alternative take on the Arceus that theDuckChris suggested that still falls in line with the will-o-wisp idea you had, Arceus normal is a strong defensive threat (as a lot of stall teams have shown) but on a team like this, you might find yourself desperately wanting a more consistent Koraidon answer, that also has the incredibly threatening potential for a late game sweep. I think either status has its merits, with willo allowing arceus to slow down would be checks such as Zacian or NDM whereas Thunder wave is a very strong form of speed control, which will enable your Koraidon and NDM a lot more. I would recommend trying both and seeing which you have more success with. Calm Mind can allow you to be a strong late game threat but Power Gem will give you yet another option to circumvent Ho-oh, which may not be the most necessary given how well your team screws it over.

Honestly, I think you have some pretty good ideas. I like the general structure of this and think you've chosen what this team needs to succeed pretty well. I know it seems like I had a lot to say, but that's mostly cause I like rambling as I do really like this tier haha, keep up the good work and I hope to run into you on ladder one day!
 
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