Gen 7 (UBERS) Was gifted a team but even after adjustments something doesn't click, is it just my playstyle or is there something wrong with the team?

So I while back PU Is Poor from Showdown gifted me a few teams and they have really upped my peformance, but I sometimes feel a bit out of touch with my favourite of the lot, something just doesn't make it feel like a winning team and I feel my results are beggining to slide down again. Any help on how to improve the team?


THE TEAM:

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Bug Buzz
- Quiver Dance
- Substitute
- Me First

Originally a Greninja that didn't have the utility I needed, but the more I play with my replacement, the more I realise I'm just bad at making teams, this mon doesn't have the threat factor I want, and while I know trying to turn Pheromosa into a set up mon is a rubbish idea I don't have any better ones. I don't know what Item I should pick and this mon needs a complete overhaul, been playing quite a few matches and this is yet to get a KO, never mind succesfuly sweep a team. feeling lost on what this slot should be.

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 244 Atk / 100 SpD / 164 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge

One of my favourite mons in the team, Rock Polish allows it to make up for its glaring weakness in speed, but the lack of moves with really strong accuracy is bugging me, also don't feel like it's bulky enough to set up against most teams. It's still a good pokemon that I'm glad to have in the team and it can be the fairy counter play this team desperately needs to stay afloat. I ran Eruption in one of my old teams and miss it often, tempted to swap something out? Don't want to change too much as it functions well and has saved me many a game.

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Facade
- Earthquake

Absolutely my favourite mon to have on the team, can setup where needed with DD and can hi hard with Double-Edge when needed, Earthquake doesn't get as much love from me but has its uses. But Facade is where it really shines, combined with aerilate and status affects, this thing suddenly has a move with broken base power, STAB, and specilises in cutting walls open. Most teams don't see it coming either which is a great help. I genuinely feel unstopabble when this mon is at it's best. only draw back is it's speed, though not much can be done about that considering it is already devoting it's EVs towards the stat.

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 32 Def / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Dragon Pulse

I admire the creator of this team, but I REALLY don't get where they were coming from with this one, Stealth Rock is kinda useful but nearly always gets Defogged, dragon pulse can be nice but heat wave makes no sense to me at all, tempted to swap it out with a steel type move in order to kill fairies before ultra bursting. It's not strong or fast enough to kill, not durable enough to be a wall, and can't find any middle ground either, but am stumped in terms of replacements, would be looking for a steel type that specialises in brute strength.


Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

Love this one, actually do not want to touch this one at all, swords dance E Speed has never let me down and shadow claw to get to ghost types is big bonus, recover gives it the longevity to sweep as well as PP stall some mons. Best of all is Chople berry, silences counters that try to kill it befre it sets up allowing the sweep to be pulled off succesfully very often. Salamence might be my favourite mon in the team but this one has the best coverage for sure, a staple that can work with the team or go it alone.

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 244 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Works well enough but could do with a few changes, Thunder is good for dealing with the likes of Lugia but misses too often, works brilliantly with Kyogre but don't find it often enough to make that work. Geomany and Moonblat are fine but my major issue is Focus Blast, it the team is not safe against ice but other than that this move feels useless to me, I'm sure its original intent was to be used as a steel counter but it hasn't worked well as that for me due to its accuracy and I'm not finding steel types often enough to make it's presence worthy when Groundon works far better for dealing with steel types.

Thoughts? Could really use some help
 
Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Outrage
- Lunge
- Poison Jab

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Precipice Blades
- Fire Punch
- Dragon Claw

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Earthquake
- Return
- Facade

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Photon Geyser
- Outrage

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Recover

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunderbolt
- Grass Knot

Phero now has a moveset that not going to die in one turn. Being physical you have a counter to steels and fairy. Using Hone Claws on Groudon instead of double dance help your accuracy problem but sadly doesn't help your speed. Still good without speed boosting. I would run return over double edge but that is your choice on mence. I would also run roost instead of facade. The necrozma is meant to be a lead for the team. With rocks and Thunder Wave crozma really weaken and then you ultra and destroy. Earthquake is better than shadow claw so arceus can kill steel types and still kill ghosts. Grass knot on Xerneas is for coverage on ground types and to hurt most ubers and steels because they are heavy. Thunderbolt is to fix your accuracy problem.
 
Thanks so Much! I've implemented some of your changes and come up with this team

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Outrage
- Lunge
- Poison Jab

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Hone Claws
- Precipice Blades
- Fire Punch

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Facade
- Earthquake

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Thunder Wave
- Flash Cannon

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Recover

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunderbolt
- Grass Knot
 
Thanks so Much! I've implemented some of your changes and come up with this team

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Outrage
- Lunge
- Poison Jab

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Polish
- Hone Claws
- Precipice Blades
- Fire Punch

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Facade
- Earthquake

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Thunder Wave
- Flash Cannon

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Earthquake
- Recover

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunderbolt
- Grass Knot
Honestly the team looks solid, but idk about pheromosa on this build, and a few movesets/ev's should probably be changed to the more standardized complex ones. First off, it looks like a good normal hyper offense, but there's no hazard lead. That's why I think pheromosa should change. It's probably the overall weakest of the team (and also wants ice beam and uturn over outrage and lunge/poison jab, and low kick over hjk is also a thing). I'm thinking a good lead to benefit the team is deoxys speed, since it's the fastest hazard lead in the tier and can provide hazard support to wear down opposing teams.

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Skill Swap
- Spikes

Standard fast hazard setter, skill swap helps take on mega sableye for at least 1 layer of hazard if they play it right and just switch in and out, but it can still go a long way against stuff like ho-oh or something. Next is just a few movesets, and I'll just leave the rest of how I'd edit the team here.

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Skill Swap
- Spikes

Groudon @ Red Orb
Ability: Drought
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost (EDIT: Earthquake in either this slot or the facade one would work if you don't want longevity, but this normal set works fine, idk much about mence variety in sets)
- Facade

Necrozma-Dusk Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 28 HP / 220 Atk / 8 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Stone Edge

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover/Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 252 SpA / 88 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast/Hidden Power Fire

156 Speed EVs ensure that Primal Groudon will be faster than Adamant Necrozma-DM assuming equal Speed boosts while also outspeeding a +1 Adamant maximum Speed Mega Salamence after Rock Polish. Taking investment away from Attack or Speed to invest 144 EVs into Special Defense allows Primal Groudon to take any boosted move from Geomancy Xerneas even after Stealth Rock damage, but this comes at the cost of lowered damage output or a compromised Speed benchmark.

44 HP EVs let Mega Salamence survive a Life Orb-boosted Brave Bird from Ho-Oh after Stealth Rock.

28 HP and 8 Defense EVs prevent Life Orb Marshadow from OHKOing Ultra Necrozma after it switches into Stealth Rock and allow Necrozma to check Geomancy Xerneas in its Dusk Mane forme.

88 Speed EVs ensure that Xerneas outspeeds +1 Adamant Mega Salamence when boosted and Marshadow after a Geomancy boost and Sticky Web.

These notes are from the dex analysis, so the sets are pretty good and really standard, and I think if you wanna keep those 5 + the phero change this is what I'd recommend, strong physical walls will be annoying, but the team has like 4 of the best physical attackers, so it'll be hard to stop them all, especially sd unecro with it's z move to break. Stuff like hone claws pdon, grass knot xern, and non shadow claw arceus just aren't really worth it since they miss out on some solid coverage or power that's just way too worth on HO teams.
 
Honestly the team looks solid, but idk about pheromosa on this build, and a few movesets/ev's should probably be changed to the more standardized complex ones. First off, it looks like a good normal hyper offense, but there's no hazard lead. That's why I think pheromosa should change. It's probably the overall weakest of the team (and also wants ice beam and uturn over outrage and lunge/poison jab, and low kick over hjk is also a thing). I'm thinking a good lead to benefit the team is deoxys speed, since it's the fastest hazard lead in the tier and can provide hazard support to wear down opposing teams.

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Skill Swap
- Spikes

Standard fast hazard setter, skill swap helps take on mega sableye for at least 1 layer of hazard if they play it right and just switch in and out, but it can still go a long way against stuff like ho-oh or something. Next is just a few movesets, and I'll just leave the rest of how I'd edit the team here.

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Skill Swap
- Spikes

Groudon @ Red Orb
Ability: Drought
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge

Salamence @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost (EDIT: Earthquake in either this slot or the facade one would work if you don't want longevity, but this normal set works fine, idk much about mence variety in sets)
- Facade

Necrozma-Dusk Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 28 HP / 220 Atk / 8 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Stone Edge

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover/Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 252 SpA / 88 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast/Hidden Power Fire

156 Speed EVs ensure that Primal Groudon will be faster than Adamant Necrozma-DM assuming equal Speed boosts while also outspeeding a +1 Adamant maximum Speed Mega Salamence after Rock Polish. Taking investment away from Attack or Speed to invest 144 EVs into Special Defense allows Primal Groudon to take any boosted move from Geomancy Xerneas even after Stealth Rock damage, but this comes at the cost of lowered damage output or a compromised Speed benchmark.

44 HP EVs let Mega Salamence survive a Life Orb-boosted Brave Bird from Ho-Oh after Stealth Rock.

28 HP and 8 Defense EVs prevent Life Orb Marshadow from OHKOing Ultra Necrozma after it switches into Stealth Rock and allow Necrozma to check Geomancy Xerneas in its Dusk Mane forme.

88 Speed EVs ensure that Xerneas outspeeds +1 Adamant Mega Salamence when boosted and Marshadow after a Geomancy boost and Sticky Web.

These notes are from the dex analysis, so the sets are pretty good and really standard, and I think if you wanna keep those 5 + the phero change this is what I'd recommend, strong physical walls will be annoying, but the team has like 4 of the best physical attackers, so it'll be hard to stop them all, especially sd unecro with it's z move to break. Stuff like hone claws pdon, grass knot xern, and non shadow claw arceus just aren't really worth it since they miss out on some solid coverage or power that's just way too worth on HO teams.
I really never expected analysis of this level to pop up, thank you so much

Your EV justifications are perfect, I can't really argue with them, it's clear you've taken time on these and Mr Uber Noob over here is blown away.

In regards to Deoxys-Speed over Pheromosoa, I agree, I've implemented these changes.

For Moveset changes, I'll go one by one through each change.

Xerneas
Grass knot to HP Fire
TBolt to Thunder (I'm going back and forth between these I know, I decided though that I had accuracy in HP Fire for fairy resists, so I felt ready to take this risk)

Groundon
Fire Punch to Stone Edge

Salamence
Return to Double Edge
Earthquake to Roost

Necrozma DM
Stealth Rocks to Swords Dance
T-Wave to Stone Edge
Flash Canon to Sunsteel Strike

Arceus
Earthquake to Shadow Claw

Again, thank you so much!
 
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