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:
(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.
(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.