Resource USM Sample Teams - Submissions Open

#1
Approved by Nayrz

Overview
Welcome to the Ubers sample teams thread. Here you will find a collection of successful teams built for the current USM metagame, that are intended to help newer or aspiring players get acquainted with the Ubers metagame and the different playstyles that encompass it. Everyone is welcome to submit a team, all teams submitted will undergo a review from me and internally between the viability council to ensure the teams are up to the quality desired to be a sample team. It is important to note, teams submitted must be representative of the metagame, structurally sound and simple to use.

Posting Guidelines
  • An importable of your team is required either from a pasting site such as Pokepaste/Pastebin or using the hide tag.
  • Explanations of how the teams work is required with your submission and what roles the team members serve on the team. It should highlight the focus or intent of the team, you may also include any successes with you have had with the team such as tournament games.
  • Personal speed creep should be removed from any team submitted otherwise EV spreads will be readjusted on any approved team that contains speed creep.
  • Do not submit teams with any slashes on items / moves etc.
  • "Ghost posting" is not allowed i.e submitting a team for a banned user may lead to the team being rejected.
  • Please only submit 1 team per post, if you post more than one team per post, they will not be reviewed. You may another team once yours has been previously reviewed.
  • Do not post teams that have already been submitted by other players under any circumstances.
  • It is suggested that you justify your teams, do not post teams that look good in the teambuilder, but havent been tested, it is suggested to use replays of evidence of how your team actually works, such as from tournaments or high level ladder games.
  • Some things to note:
  • It is discouraged to argue a rejection of team on the thread, please discuss teams in a civil manner as why you think a team should be reviewed again under special circumstances i.e such as significant improvements to the structure of the team
  • All teams posted will be discussed internally as appropriate, all teams submitted will receive honest feedback on how it can be improved, as quickly as possible.

Members to contact for questions or concerns: Mysterious M (Mysterious M#0105) | Zesty43 (Zesty#2328) | iry (tralalalalaala#4070)

Sample Teams

Lead Cloyster Hyper Offense | Provided by Melee Mewtwo

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rapid Spin
- Spikes

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 SpA / 100 SpD / 156 Spe
Mild Nature
- Stealth Rock
- Overheat
- Precipice Blades
- Rock Tomb

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

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Rock Polish
- Sunsteel Strike
- Earthquake
- Swords Dance

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Facade
- Roost

TBA


Ultra Necrozma Sticky Web Hyper Offense | Provided by Zesty43
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Smeargle (F) @ Focus Sash
Ability: Own Tempo
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Sticky Web
- Glare
- Taunt
- Whirlwind

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 68 Atk / 252 SpA / 188 Spe
- Eruption
- Precipice Blades
- Rock Tomb
- Swords Dance

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Recover

Yveltal @ Life Orb
Ability: Dark Aura
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Explosion

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 224 Atk / 32 Def / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Sunsteel Strike
- Earthquake

A Simple Ultra Necrozma Sticky Webs Offense. The idea is to use explosion Mega Diancie to block defog removing hazards. Diancie is better for this because it gives you an anti lead to mons like Yveltal, Mega Gengar, and opposing web setters. Mixed Swords Dance Primal Groudon is taken advantage of here to wall breaker a considerable amount of teams along with SD Ultra Necrozma. Diancie also affords you to run Taunt Glare Smeargle over Nuzzle due to its ability to paralyse ground types. Another great advantage to Mega Diancie is its ability to rock against Mega Sableye stall and generally keep them up rather well as Ho-Oh cannot defog on it and in many cases the support Arceus such as Arceus-Dark.


Z-Marshadow Bulky Offense | Provided by Bidoferz & Zesty43
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Kyogre-Primal @ Blue Orb
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 68 Atk / 252 SpA / 188 Spe
Mild Nature
- Swords Dance
- Precipice Blades
- Overheat
- Rock Tomb

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 236 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Draco Meteor
- Defog

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Recover
- Toxic

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
- Sunsteel Strike
- Photon Geyser
- Swords Dance
- Trick Room

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Spectral Thief
- Close Combat
- Shadow Sneak

TBA


Standard DD Zygarde Bulky Offense | Provided by the Ubers Council

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 80 HP / 196 Atk / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Glare

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 36 HP / 252 Atk / 220 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Sunsteel Strike

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Toxic

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Grass Knot
- Aromatherapy
- Defog

Yveltal @ Dread Plate
Ability: Dark Aura
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Taunt
- Toxic
- Roost

TBA


Standard CM Kyogre + DD Mega Salamence Bulky Offense

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 44 HP / 248 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Facade
- Roost

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 32 HP / 64 Def / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 SpA / 100 SpD / 156 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Rock Tomb

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

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Grass Knot
- Aromatherapy
- Defog

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Sunsteel Strike
- Earthquake


TBA


Verdant Serpent Trap | Provided by Sensei Moon

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 80 HP / 196 Atk / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 124 Def / 200 SpA / 184 Spe
Modest Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Foul Play

One of the more threatening Bulky Offense builds that can be utilised in the current metagame involves the trapping core of Zygarde and Gothitelle. What makes this core so volatile is that Zygarde can bait in several defensive threats like Support Arceus and enables Gothitelle to switch in safely and remove a vital component of the opposing teams defensive backbone. Additionally, Zygarde is extremely strong against certain offensive threats that Gothitelle struggles to trap and thus they effectively work together to remove both defensive and offensive threats alike. The inclusion of a Stealth Rock + Swords Dance Primal Groudon allows the team to prey on Pokemon that assume Primal Groudon will struggle to punish their attempts at entry hazard removal. Something to consider is that it is best to use Stealth Rock during a predicted switch and use Swords Dance once the defensive backbone of the opposing team has been sufficiently weakened. Arceus-Water was added to present the team with a strong defensive backbone that can punish switchins with Toxic and allows this team to stand up to some more threatening Pokemon like Mixed Primal Groudon and Ho-Oh. Along with Arceus-Water, Magearna also adds defensive utility to this team as it can stand up to Yveltal and Geomancy Xerneas and potentially pivot into Zygarde or Gothitelle with the use of Volt Switch. Lastly, Scarf Yveltal was added to defeat threatening Ghost types like Marshadow, Mega Gengar, and Lunala. Defog over Foul Play can be considered on Yveltal to help against Sticky Web offense teams in exchange of ExtremeKiller Arceus and some SD Arceus variants being more threatening to the team, however the present structure is still capable of outplaying Sticky Web offenses.


The Dual Trap Stall

Muk-Alola @ Lum Berry
Ability: Poison Touch
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Knock Off
- Pursuit
- Shadow Sneak
- Rest

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Bomb
- Substitute
- Destiny Bond

Chansey @ Eviolite
Ability: Natural Cure
EVs: 8 HP / 252 Def / 248 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Stealth Rock
- Confide
- Heal Bell
- Soft-Boiled

Ho-Oh @ Leftovers
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Flamethrower
- Toxic
- Defog
- Whirlwind

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Toxic
- Will-O-Wisp
- Defog
- Rest

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 44 Def / 24 SpD / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Defog
- Recover

This is a stall team featuring physically defensive Ho-Oh. It is the permutation Chansey was chosen over Blissey as the team's cleric, for its superior bulk, which allows it to check such threats as Geomancy Xerneas and Calm Mind Primal Kyogre more reliably. However, this necessitates that the team include a Pursuit-trapper for Mega Gengar. Alolan Muk is chosen over Tyranitar for its ability to take Focus Blast from the Ghost-type threats it is meant to check; primarily, Mega Gengar and Lunala. With Muk as the Ghost-resist, Arceus-Ground can be run over Arceus-Dark, which becomes the team's answer to such threats as Primal Groudon whilst preventing the team from acquiring the weakness to Marshadow inherent in opting to run Arceus-Dark.

Since Arceus-Water is not used, a Pokémon to absorb Eruption from Primal Groudon is required; Giratina fits this role best as it does this while also adding a Defog-user to the team. Finally, Mega Gengar is added to the team for its ability to concretely check offensive threats by trapping and eliminating them before they have any chance to sweep; namely, Ultra Necrozma and offensive Arceus's.

Muk, Chansey, Ho-Oh, and Giratina are given minimum speed in order to minimize the damage taken from Ferrothorn's Gyro Ball, as well as to out-slow opposing Stealth Rockers who are Toxic'd in a Stealth Rock versus Defog situation. Ho-Oh, however, is given the negative attack nature so as to minimize Foul Play damage and to ensure it is not outpaced by Gothitelle. Muk holds a Lum Berry so that it can trap Mega Gengar despite being Will-O-Wisp'd on the switch. Arceus-Ground's special bulk investment hits the benchmark of surviving a 100% HP Eruption from Primal Groudon, while also maximizing physical bulk for threats such as Dragon Dance Zygarde and Swords Dance Primal Groudon.

Since the team's goal in the opening is to spread status as much as possible, Giratina is often the best lead as it possesses both means of status infliction. Against Sticky Webs, Mega Gengar is often the best lead as it ensures that the Web-setter is eliminated as soon as possible. Against Mega Sableye stall, Muk is often the best lead as the team's plan in the match-up is to Pursuit-trap Mega Sableye until it is poisoned, at which point Mega Gengar is unhindered by its presence (this is why Rest is necessary on Muk).

In the mid-game, maneuvers with Ho-Oh, Giratina, and Arceus-Ground is the most common scenario, as keeping hazards off is usually of most grave concern for the team. Muk is usually reserved for when the opponent's Mega Gengar or Mega Sableye is sent out, and Chansey for the opponent's special attacker. The skill in using the team precipitates primarily from how the wielder of the team uses Mega Gengar, as it is the team's revenge-killer, speed control, and late-game sweeper (when status infliction is widespread) in a single package.



Teams are reviewed on a periodic basis, any teams that are deemed outdated will be removed or subject to changes.
 
Last edited:

Ropalme1914

Ace Poker Player
is a Smogon Media Contributor
#2
Turnabout Arrows

This team focuses on Zygarde's ability to setup and clean on the late-game after its checks are weak enough. Cloyster is used as a suicide lead to set Toxic Spikes, which wears down support Arceus, Xerneas, Kyogre and others which could bring problems to Zygarde, and also allow Gengar to fire powerful Hex. Its other moves allow it to beat other leads os pressure other Pokémon like Groudon. Zygarde is the main win condition, being able to setup with Dragon Dance and sweep with Thousand Arrows. Substitute allows it to stall some turns of Toxic Spikes, getting crucial chip damage to get some KOes, and also helps to get into Complete forme safely. Dragon Tail helps against Lugia, Giratina and other phazers, while Groundium Z enables Zygarde to OHKO Xerneas at +1 and support Arceus at +2 or some chip damage. Xerneas is the secondary win condition and checks opposing Yveltal and Arceus-Ground. The EVs allow Xerneas to outspeed -1 Marshadow at neutral or neutral Marshadow if you're at +1. Yveltal acts as a Ground immunity, stallbreaker and revenge killer, greatly helping against Mega Gengar, Giratina, Lunala and Ultra Necrozma. Mega Gengar traps a lot of Xerneas and Zygarde checks like Arceus-Fairy, Ultra Necrozma and other Xerneas, opens up setup opportunities for Zygarde by burning Pokémon like Necrozma-DM EKiller Arceus and also can block Defog with Taunt. Groudon acts as a glue to the team, setting up Stealth Rock and blanket checking some threats like Mega Lucario, Ho-Oh and Primal Kyogre.

Cloyster (M) @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Shell Smash
- Toxic Spikes
- Rapid Spin

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 30 HP
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 64 HP / 252 SpA / 100 SpD / 92 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Geomancy
- Thunder
- Focus Blast

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt

Gengar-Mega (M) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Wave
- Will-O-Wisp
- Taunt

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Precipice Blades
- Overheat
- Stealth Rock
- Rock Tomb

Gengar is using Sludge Wave due to the better roll on Xerneas, but Sludge Bomb can be used due to the better chance to poison, which helps a lot against Arceus-Ground if they switch-in without Tspikes up. Zygarde also is using a max/max spread which I preffer due to the better roll on Xern and outspeeding Rash DeoA/getting the tie with other Zygarde, but this also could be changed to 224 Atk / 56 SpD / 232 Spe if the council feels it is better. I think the team reflects well the meta with things that are not represented yet on Samples rn, like Tspikes with DD Zygarde, Hex Mega Gengar, offensive Overheat SR Pdon and as a simple HO that is not webs.

Link to the RMT, which also includes some replays.
 
#3
#Trapped



I made this prior to the Gothitelle Suspect and thought it would be best to post it now considering the result of the suspect test. The team capitalizes on Lunala's sheer wall breaking ability and DD Zygarde's ability to sweep past weakened teams. The two have great offensive synergy together and can power through the vast majority of the tier. Both Lunala and Zygarde fall to certain variants of Darkceus and so Magearna was added as a solid check to it as well serving to check both Xerneas and Yveltal. Stealth Rock support was imperative for this team and so an Offensive Support Primal Groudon was added. I opted to run HP Ice over Toxic to net a OHKO on Mega Salamence and massively dent Zygarde. Gothitelle was added to trap passive things like Supportceus and other bulky mons this team would generally appreciative having removed. Lastly, I felt this team needed a defensive presence that could be both a Defogger and Ghost Resist. I decided on Defensive Yveltal as it acts as a decent Lunala check, serves as an anti-web defogger and also beats some physical attackers thanks to Foul Play. The EVs given allows it to outspeed Dusk-Mane Necrozma and RP Variants of Primal Groudon.

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Ice Beam

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Hidden Power [Ice]

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 168 HP / 252 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Defog
- Toxic
 
#4
Excadrill HO
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Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Toxic

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Taunt
- Oblivion Wing
- Dark Pulse
- Sucker Punch

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 132 SpD / 124 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Rock Slide

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Swords Dance
- Sunsteel Strike
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Fairly simple hyper offence team based around overloading the opposing defensive backbone with powerful breakers, then picking up the pieces with various sweepers. Excadrill is the lead of choice, due to its ability to set Stealth Rock past Magic Bounce users such as Mega-Sableye. It also knows Rapid Spin, which is this team's source of hazard removal. Mega-Salamence acts as this team's Ground immunity and physical blanket check thanks to having intimidate before Mega Evolution. It runs Earthquake over Facade in order to check Necrozma-DM. Xerneas is this team's main special sweeper, Marshadow check, Dark resist and Dragon immunity. A Choice Scarf set can be run for a better match-up against opposing hyper offence, but this team doesn't give it the support it needs to warrant using. Primal-Groudon is this team's Primal Kyogre check, Ho-oh check, Mega-Salamence check and Steel breaker. It also acts as fallback answer to just about anything if the main check to said thing has already fainted. Running both Rock Polish and Swords Dance allows it to act as both a breaker and a sweeper. A Mixed Rock Polish set can run instead, which gives more immediate power and helps it beat Mega-Salamence and Zygarde-C. However, this comes at a cost of no longer being a Ho-oh check and potential issues with defensive Pokémon, such as Arceus-Water. Yveltal gives this team a Ghost resist and another Ground immunity. In addition, it acts as the team's main revenge killer due to knowing priority in Sucker Punch. Taunt allows it to prevent Defog from removing Stealth Rocks and opposing hazards going up after Excadrill faints. It also prevent slower Pokémon from setting up or spreading status. Finally, Necrozma-DM acts as the main Xerneas check before it bursts. It's the main breaker as well, due to knowing Swords Dance and having access to a one time nuke in Light That Burns the Sky, which will OHKO anything that doesn't resist it at +2 Attack.
 

Cynara

交わした約束忘れないよ
is a Tutor
#5
Turnabout Arrows

This team focuses on Zygarde's ability to setup and clean on the late-game after its checks are weak enough. Cloyster is used as a suicide lead to set Toxic Spikes, which wears down support Arceus, Xerneas, Kyogre and others which could bring problems to Zygarde, and also allow Gengar to fire powerful Hex. Its other moves allow it to beat other leads os pressure other Pokémon like Groudon. Zygarde is the main win condition, being able to setup with Dragon Dance and sweep with Thousand Arrows. Substitute allows it to stall some turns of Toxic Spikes, getting crucial chip damage to get some KOes, and also helps to get into Complete forme safely. Dragon Tail helps against Lugia, Giratina and other phazers, while Groundium Z enables Zygarde to OHKO Xerneas at +1 and support Arceus at +2 or some chip damage. Xerneas is the secondary win condition and checks opposing Yveltal and Arceus-Ground. The EVs allow Xerneas to outspeed -1 Marshadow at neutral or neutral Marshadow if you're at +1. Yveltal acts as a Ground immunity, stallbreaker and revenge killer, greatly helping against Mega Gengar, Giratina, Lunala and Ultra Necrozma. Mega Gengar traps a lot of Xerneas and Zygarde checks like Arceus-Fairy, Ultra Necrozma and other Xerneas, opens up setup opportunities for Zygarde by burning Pokémon like Necrozma-DM EKiller Arceus and also can block Defog with Taunt. Groudon acts as a glue to the team, setting up Stealth Rock and blanket checking some threats like Mega Lucario, Ho-Oh and Primal Kyogre.

Cloyster (M) @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Spear
- Shell Smash
- Toxic Spikes
- Rapid Spin

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 30 HP
- Thousand Arrows
- Dragon Dance
- Substitute
- Dragon Tail

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 64 HP / 252 SpA / 100 SpD / 92 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Geomancy
- Thunder
- Focus Blast

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Taunt

Gengar-Mega (M) @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Wave
- Will-O-Wisp
- Taunt

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Precipice Blades
- Overheat
- Stealth Rock
- Rock Tomb

Gengar is using Sludge Wave due to the better roll on Xerneas, but Sludge Bomb can be used due to the better chance to poison, which helps a lot against Arceus-Ground if they switch-in without Tspikes up. Zygarde also is using a max/max spread which I preffer due to the better roll on Xern and outspeeding Rash DeoA/getting the tie with other Zygarde, but this also could be changed to 224 Atk / 56 SpD / 232 Spe if the council feels it is better. I think the team reflects well the meta with things that are not represented yet on Samples rn, like Tspikes with DD Zygarde, Hex Mega Gengar, offensive Overheat SR Pdon and as a simple HO that is not webs.

Link to the RMT, which also includes some replays.
Verdict: Rejected

Reasoning: While this team is quite close to getting it right for a Toxic Spikes + DD Zygarde structure, It is simply too Primal Kyogre weak and has some issues with Ground-types like Mixed Rock Polish Primal Groudon and Special variants of Arceus-Ground (CM/Support) to be featured as a sample team. Geomancy Xerneas can also pose to be very threatening and could even easily sweep in a mid-late game due to the sheer reliance of it being tackled purely offensively. Other Pokemon such as Toxapex can wear down the team quickly with its own Toxic spikes and removing the teams own, there are no solid switch ins to Offensive Ho-Oh either and can easily force at least one trade.

An optimisation that can be made to deal with the glaring Primal Kyogre weakness is Thunder > Will-O-Wisp or taunt on Mega Gengar, this would help the team deal with it more so considerably in an offensive manner and helping against Ho-Oh. But the other structural issues of offensive Ground types (Mixed Rock Polish Groudon and Arceus-Ground) are still a considerable threats for this team and are not covered sufficiently.

#Trapped



I made this prior to the Gothitelle Suspect and thought it would be best to post it now considering the result of the suspect test. The team capitalizes on Lunala's sheer wall breaking ability and DD Zygarde's ability to sweep past weakened teams. The two have great offensive synergy together and can power through the vast majority of the tier. Both Lunala and Zygarde fall to certain variants of Darkceus and so Magearna was added as a solid check to it as well serving to check both Xerneas and Yveltal. Stealth Rock support was imperative for this team and so an Offensive Support Primal Groudon was added. I opted to run HP Ice over Toxic to net a OHKO on Mega Salamence and massively dent Zygarde. Gothitelle was added to trap passive things like Supportceus and other bulky mons this team would generally appreciative having removed. Lastly, I felt this team needed a defensive presence that could be both a Defogger and Ghost Resist. I decided on Defensive Yveltal as it acts as a decent Lunala check, serves as an anti-web defogger and also beats some physical attackers thanks to Foul Play. The EVs given allows it to outspeed Dusk-Mane Necrozma and RP Variants of Primal Groudon.

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Ice Beam

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Hidden Power [Ice]

Yveltal @ Leftovers
Ability: Dark Aura
EVs: 168 HP / 252 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Foul Play
- Roost
- Defog
- Toxic
Verdict: Rejected

Reasoning: This is the complete opposite direction of how the holes of Gothitelle should be filled, Gothitelle teams usually supplement by taking on threats with an offensive approach and there isn't much speed control in this team and features some quite a considerable amount of reactive play only to be overwhelmed by teammates. Lunalas role in the team is also considerably overlapped with Gothitelle, while this makes the team very strong against stall, it is a redundancy, Lunala should be removed for a more optimal teammate, neither can break past Arceus-Dark effectively, Gothitelle is pulling the Lunala job on its own, making this a wasted slot.

There are some considerable defensive flaws in this team, Marshadow seems very difficult to deal with, when Stealth Rock is up there are no feasible switch ins (Yveltal is 2HKO'd by Close Combat), Mixed Rock Polish Primal Groudon can win condition very easily against this team if Lunala and Zygarde are chipped, Offensive Ho-Oh is very problematic and relies on Zygarde not getting burnt by Sacred Fire to pull off any successes against Ho-Oh teams.

Excadrill HO
View attachment 128614 View attachment 128615 View attachment 128616 View attachment 128617 View attachment 128618 View attachment 128619
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Toxic

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Taunt
- Oblivion Wing
- Dark Pulse
- Sucker Punch

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 132 SpD / 124 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Rock Slide

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Swords Dance
- Sunsteel Strike
- Earthquake

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Fairly simple hyper offence team based around overloading the opposing defensive backbone with powerful breakers, then picking up the pieces with various sweepers. Excadrill is the lead of choice, due to its ability to set Stealth Rock past Magic Bounce users such as Mega-Sableye. It also knows Rapid Spin, which is this team's source of hazard removal. Mega-Salamence acts as this team's Ground immunity and physical blanket check thanks to having intimidate before Mega Evolution. It runs Earthquake over Facade in order to check Necrozma-DM. Xerneas is this team's main special sweeper, Marshadow check, Dark resist and Dragon immunity. A Choice Scarf set can be run for a better match-up against opposing hyper offence, but this team doesn't give it the support it needs to warrant using. Primal-Groudon is this team's Primal Kyogre check, Ho-oh check, Mega-Salamence check and Steel breaker. It also acts as fallback answer to just about anything if the main check to said thing has already fainted. Running both Rock Polish and Swords Dance allows it to act as both a breaker and a sweeper. A Mixed Rock Polish set can run instead, which gives more immediate power and helps it beat Mega-Salamence and Zygarde-C. However, this comes at a cost of no longer being a Ho-oh check and potential issues with defensive Pokémon, such as Arceus-Water. Yveltal gives this team a Ghost resist and another Ground immunity. In addition, it acts as the team's main revenge killer due to knowing priority in Sucker Punch. Taunt allows it to prevent Defog from removing Stealth Rocks and opposing hazards going up after Excadrill faints. It also prevent slower Pokémon from setting up or spreading status. Finally, Necrozma-DM acts as the main Xerneas check before it bursts. It's the main breaker as well, due to knowing Swords Dance and having access to a one time nuke in Light That Burns the Sky, which will OHKO anything that doesn't resist it at +2 Attack.
Verdict: Rejected

Reasoning: Excadrill as hazard lead is not very reflective of the current metagame and this team doesn't support many ways to prevent Defog, meaning the matchup against teams with strong hazard control is rough, Deoxys-Speed also brings more benefits to this team as a hazard lead, Psycho Boost Deo-s could potentially win matchups against Cloyster, a lead that this team struggles considerably against in the offense vs offense matchup. Dragon Dance Mega Salamence can also lead against this team and do serious damage, Substitute variants can also win condition right from lead, due to the lack of Rock Tomb on Excadrill.

ExtremeKiller Arceus also poses a serious threat to this team and sequencing it in situations can prove very difficult to do, especially since Ultra Necrozma is chosen over base Necrozma-DM. When building an offense team, dealing with ExtremeKiller Arceus should be a priority on the threat list. Celesteela / Skamory also give this team issues as defensive threats, with Yveltal and Xerneas (when boosted) being the only Pokemon feasible to deal with them, Mixed Rock Polish is more optimal on a team that features a SD Ultra Necrozma and DD Salamence for offensive synergy because of this.
 
#6
Resubmitting team with the following changes:
Arceus-Fairy > Excadrill to give the team a more durable setter & better matchup vs lead Cloyster
Choice Scarf > Geomancy to give the team hazard removal & cleric support
Double Dance Necrozma-DM > Ultra Swords Dance to give the team an E-Killer check and break through defensive steels
Groudon is still physical cuz I feel mixed results in a massive Ho-Oh weakness

Arceus-Fairy Offence
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Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Stealth Rock
- Toxic

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 Atk / 8 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Earthquake
- Swords Dance
- Rock Polish

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Taunt
- Oblivion Wing
- Dark Pulse
- Sucker Punch

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Rock Slide
- Precipice Blades

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Defog
- Aromatherapy
- Focus Blast

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Fairly straightforward offence team based around overloading the opposing defensive backbone with powerful breakers, then picking up the pieces with various sweepers. Arceus-Fairy is the team's Stealth Rock setter, due to its ability to threaten out Mega-Sableye, as well as beating Marshadow, Yveltal, and all the dragons in the tier. Mega-Salamence acts as this team's Ground immunity and physical blanket check thanks to having intimidate before Mega Evolution. It runs Earthquake over Facade in order to check Necrozma-DM. Xerneas gives the team speed control, hazard removal and cleric support. Primal-Groudon is this team's Primal Kyogre check, Ho-oh check, Mega-Salamence check and Steel breaker. It also acts as fallback answer to just about anything if the main check to said thing has already fainted. Running both Rock Polish and Swords Dance allows it to act as both a breaker and a sweeper. A Mixed Rock Polish set can run instead, which gives more immediate power and helps it beat Mega-Salamence and Zygarde-C. However, this comes at a cost of no longer being a Ho-oh check and potential issues with defensive Pokémon, such as Arceus-Water. Yveltal gives this team a Ghost resist and another Ground immunity. In addition, it can function as a revenge killer due to knowing priority in Sucker Punch. Taunt lets it prevent slower Pokémon from healing, setting up or spreading status. Finally, Necrozma-DM acts as the main breaker, as well as checking Xerneas, Naganadel, and Swords Dance Arceus .
 
#7
Verdant Serpent Trap



One of the more threatening Bulky Offense builds that can be utilized in the current metagame involves the trapping core of Zygarde and Gothitelle. What makes this core so volatile is that Zygarde can bait in several defensive threats like Supportceus and enables Gothitelle to switch in safely and remove a vital component of the opposing teams defensive backbone. Additionally, Zygarde is extremely strong against certain offensive threats that Gothitelle struggles to trap and thus they effectively work together to remove both defensive and offensive threats alike. The inclusion of a Stealth Rock + Swords Dance Primal Groudon allows the team to prey on Pokemon that assume Primal Groudon will struggle to punish their attempts at entry hazard removal. Something to consider is that it is best to use Stealth Rock during a predicted switch and use Swords Dance once the defensive backbone of the opposing team has been sufficiently weakened. Waterceus was added to present the team with a strong defensive backbone that can punish switchins with Toxic and allows this team to stand up to some more threatening mons like Mixed Primal Groudon and Ho-Oh. Along with Waterceus, Magearna also adds defensive utility to this team as it can stand up to Yveltal and Geomancy Xerneas and potentially pivot into Zygarde or Gothitelle. Lastly, Scarf Yveltal was added to defeat threatening Ghost types like Marshadow, Mega Gengar, and Lunala. Defog was opted to run over Foul Play since the team has enough defensive utility to defeat set-up sweepers and allows the team to have a better match up against Webs teams. Finally, Magearna and Yveltal form a VoltTurn core which allows to pivot into something that can either be trapped or outright eliminated. Note that Yveltal can run Foul Play in lieu of Defog. However, this forces Waterceus to run Defog instead of Toxic and may be detrimental to this teams success against more offensive threats like Double Dance Primal Groudon and EKiller - which can take advantage of a slightly weakened Yvletal and proceed to KO it.

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Defog

 

Cynara

交わした約束忘れないよ
is a Tutor
#8
Resubmitting team with the following changes:
Arceus-Fairy > Excadrill to give the team a more durable setter & better matchup vs lead Cloyster
Choice Scarf > Geomancy to give the team hazard removal & cleric support
Double Dance Necrozma-DM > Ultra Swords Dance to give the team an E-Killer check and break through defensive steels
Groudon is still physical cuz I feel mixed results in a massive Ho-Oh weakness

Arceus-Fairy Offence
View attachment 128905 View attachment 128906 View attachment 128907 View attachment 128908 View attachment 128909 View attachment 128910
Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Stealth Rock
- Toxic

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 Atk / 8 SpD / 252 Spe
Adamant Nature
- Sunsteel Strike
- Earthquake
- Swords Dance
- Rock Polish

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Taunt
- Oblivion Wing
- Dark Pulse
- Sucker Punch

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Rock Slide
- Precipice Blades

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Defog
- Aromatherapy
- Focus Blast

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost

Fairly straightforward offence team based around overloading the opposing defensive backbone with powerful breakers, then picking up the pieces with various sweepers. Arceus-Fairy is the team's Stealth Rock setter, due to its ability to threaten out Mega-Sableye, as well as beating Marshadow, Yveltal, and all the dragons in the tier. Mega-Salamence acts as this team's Ground immunity and physical blanket check thanks to having intimidate before Mega Evolution. It runs Earthquake over Facade in order to check Necrozma-DM. Xerneas gives the team speed control, hazard removal and cleric support. Primal-Groudon is this team's Primal Kyogre check, Ho-oh check, Mega-Salamence check and Steel breaker. It also acts as fallback answer to just about anything if the main check to said thing has already fainted. Running both Rock Polish and Swords Dance allows it to act as both a breaker and a sweeper. A Mixed Rock Polish set can run instead, which gives more immediate power and helps it beat Mega-Salamence and Zygarde-C. However, this comes at a cost of no longer being a Ho-oh check and potential issues with defensive Pokémon, such as Arceus-Water. Yveltal gives this team a Ghost resist and another Ground immunity. In addition, it can function as a revenge killer due to knowing priority in Sucker Punch. Taunt lets it prevent slower Pokémon from healing, setting up or spreading status. Finally, Necrozma-DM acts as the main breaker, as well as checking Xerneas, Naganadel, and Swords Dance Arceus .
Verdict: Rejected

Reasoning: This build doesn't benefit from the usage of double fairy-types and this is a hindrance on the defensive synergy of the build, along with Yveltal there is a lot of defensive overlap. Necrozma-DM poses a threat to the team due to potential free turns it can get with setup against Arceus-Fairy and Xerneas, and there isn't much Revenge killing potential outside of Yveltal sucker punch, Salamence Earthquake means it relies on already being in on Necrozma-DM, when there are more feasible targets for it to set up on. This team really wants Arceus-Water either as the Stealth Rock setter or as support to be considered due to the abundance of defensive benefits this team would receive, such as reliable Ho-Oh check, Kyogre Pivot, and a defensive check to offensive Necrozma-DM, both fairy types give Ho-Oh free switch ins and this can prove problematic. Mixed Rock Polish Groudon is also optimal, defensive steels such as Ferrothorn and Celesteela aren't punished enough on the structure on this team nor is there any coverage to deal with them.

Verdant Serpent Trap



One of the more threatening Bulky Offense builds that can be utilized in the current metagame involves the trapping core of Zygarde and Gothitelle. What makes this core so volatile is that Zygarde can bait in several defensive threats like Supportceus and enables Gothitelle to switch in safely and remove a vital component of the opposing teams defensive backbone. Additionally, Zygarde is extremely strong against certain offensive threats that Gothitelle struggles to trap and thus they effectively work together to remove both defensive and offensive threats alike. The inclusion of a Stealth Rock + Swords Dance Primal Groudon allows the team to prey on Pokemon that assume Primal Groudon will struggle to punish their attempts at entry hazard removal. Something to consider is that it is best to use Stealth Rock during a predicted switch and use Swords Dance once the defensive backbone of the opposing team has been sufficiently weakened. Waterceus was added to present the team with a strong defensive backbone that can punish switchins with Toxic and allows this team to stand up to some more threatening mons like Mixed Primal Groudon and Ho-Oh. Along with Waterceus, Magearna also adds defensive utility to this team as it can stand up to Yveltal and Geomancy Xerneas and potentially pivot into Zygarde or Gothitelle. Lastly, Scarf Yveltal was added to defeat threatening Ghost types like Marshadow, Mega Gengar, and Lunala. Defog was opted to run over Foul Play since the team has enough defensive utility to defeat set-up sweepers and allows the team to have a better match up against Webs teams. Finally, Magearna and Yveltal form a VoltTurn core which allows to pivot into something that can either be trapped or outright eliminated. Note that Yveltal can run Foul Play in lieu of Defog. However, this forces Waterceus to run Defog instead of Toxic and may be detrimental to this teams success against more offensive threats like Double Dance Primal Groudon and EKiller - which can take advantage of a slightly weakened Yvletal and proceed to KO it.

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail
Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest


Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb


Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover


Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Heart Swap
- Fleur Cannon
- Volt Switch
- Pain Split


Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Defog
Verdict: Accepted

Reasoning: For a Gothitelle team, this is quite structurally sound and Gothitelle builds are required for samples due to being reflective towards the metagame. This build covers all the bases a Gothitelle team requires. There are a few tiny set optimisations to make which will feature in the final version of the build. Zygarde should be running a more standardised spread of 80 HP / 196 Atk / 232 Speed to achieve benchmarks. A Spread of 124 Def / 200 SpA / 184 Spe on Yveltal is worth considering on this team with Foul Play over Defog to make the Extreme Killer Arceus matchup a bit more feasible in exchange for a worsened matchup against Sticky Web teams, though these aren't too rough nor unwinnable. Heal Bell > Pain Split on Magearna is appreciated on this team to relieve of status that may be inflicted, which the wallbreakers and the support Arceus prefer.
 
#10
Ubers Stall



A fairly unconventional stall team, but I can guarantee that each Pokemon in this team has been selected after careful deliberation. The aim of this team is to deal with and counter as many metagame threats as possible. Foul Play Slowbro is the teams primary answer to SD Necrozma-DM / Necrozma-Ultra, as well as dealing with many other attackers such as Mewtwo-X, Deoxys-A and Blaziken. Tyranitar-Mega has great physical and special defenses, and is used for dealing with M-Gengar, Yveltal, Salamence, Rayquaza, Ho-oh etc. It also acts as a great Lead against Smeargle and Deoxys (breaks sash). I keep it healthy with Wishes from Blissey. Blissey offers Wish and Cleric support. Blissey also provides a buffer against strong special attackers like Reshiram and Xerneas. I opt for Blissey over Chansey because I prefer leftovers with Wish+Protect, and to also counter the effects of Sand Stream. Buzzwole acts as a Blanket physically defensive check to Pokemon like Marshadow, Lucario, Arceus, Zygarde etc. I run Bulk Up Buzz so that it doesn't lose 1v1 to Coil Zygarde and SD Arceus. Latias is used to deal with P-Don, and prevent it from getting up Stealth Rocks. Ferrothorn is for dealing with Rest Xerneas and Mixed Kyogre, as well as providing spikes support and acting as a secondary specially defensive check.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Crunch
- Pursuit
- Stone Edge

Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Heal Bell

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Foul Play
- Scald
- Toxic
- Slack Off

Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Toxic
- Roost
- Mist Ball

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost

I noticed a lack of Stall Teams in the Sample Thread and want to submit my own. This team is fairly unconventional, but each member was chosen after careful deliberation. You can find more details regarding the Team-Building, Replays and Threats in my Recent RMT. So far this team has reached 90+ GXE and Top 3 on ladder. I think it adequately addresses most of the threats in the metagame, except for a few such as Gothitelle, which most balance and stall teams struggle with.
 
Last edited:

Cynara

交わした約束忘れないよ
is a Tutor
#11
I want to suggest that you give new players access to alteast a few teams that made it to rank 1 and above 1930 ranking or 90% GXE. :-)

Here are some replays of teams i would consider:

Zesty/Paycard : Hyper Offense Excadrill / MMX
Sharow: French Sticky Web
KyogreF4N: Balance (Gengar)
KyogreF4N: Balance (Xern)
Fixdswine: Balance (Lucario/Ferro)

Best Regards

L3mN
Hello!

Thank you for your post, unfortunately it completely goes against the posting guidelines that are in the opening post of the thread, It is pivotal that importables of teams are submitted to be reviewed on a fair basis, furthermore they need to be the original provider of the team, so if they wish to have their teams potentially added, they will need to submit the teams themselves following the rules.


Ubers Stall



A fairly unconventional stall team, but I can guarantee that each Pokemon in this team has been selected after careful deliberation. The aim of this team is to deal with and counter as many metagame threats as possible. Foul Play Slowbro is the teams primary answer to SD Necrozma-DM / Necrozma-Ultra, as well as dealing with many other attackers such as Mewtwo-X, Deoxys-A and Blaziken. Tyranitar-Mega has great physical and special defenses, and is used for dealing with M-Gengar, Yveltal, Salamence, Rayquaza, Ho-oh etc. It also acts as a great Lead against Smeargle and Deoxys (breaks sash). I keep it healthy with Wishes from Blissey. Blissey offers Wish and Cleric support. Blissey also provides a buffer against strong special attackers like Reshiram and Xerneas. I opt for Blissey over Chansey because I prefer leftovers with Wish+Protect, and to also counter the effects of Sand Stream. Buzzwole acts as a Blanket physically defensive check to Pokemon like Marshadow, Lucario, Arceus, Zygarde etc. I run Bulk Up Buzz so that it doesn't lose 1v1 to Coil Zygarde and SD Arceus. Latias is used to deal with P-Don, and prevent it from getting up Stealth Rocks. Ferrothorn is for dealing with Rest Xerneas and Mixed Kyogre, as well as providing spikes support and acting as a secondary specially defensive check.

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Stealth Rock
- Crunch
- Pursuit
- Stone Edge

Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Heal Bell

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Foul Play
- Scald
- Toxic
- Slack Off

Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 76 Def / 180 SpD
Calm Nature
IVs: 0 Atk
- Defog
- Toxic
- Roost
- Mist Ball

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Gyro Ball

Buzzwole @ Rocky Helmet
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost

I noticed a lack of Stall Teams in the Sample Thread and want to submit my own. This team is fairly unconventional, but each member was chosen after careful deliberation. You can find more details regarding the Team-Building, Replays and Threats in my Recent RMT. So far this team has reached 90+ GXE and Top 3 on ladder. I think it adequately addresses most of the threats in the metagame, except for a few such as Gothitelle, which most balance and stall teams struggle with.
Verdict: Rejected

Reasoning: This team is not reflective of the ubers metagame at all, featuring Pokemon that are unviable in the current Ubers metagame (Regular slowbro and Latias), even for an Anti-Meta stall team design, it fails to somewhat adequately check the majority of the threats that stall teams face and is simply isn't up to the standard expected for a stall team with too many structural flaws. While being too technical and unconventional for a new user to understand/use.

Blissey is completely prone to trapping from Gothitelle and Mega Gengar, and simply being removed too easily due to the choice of Leftovers over a Shed Shell means it is completely inferior to Chansey in this aspect. Losing a cleric this easily is something a stall team wants to avoid.

Consequently, due to the team member and moveset choices, this team struggles against many prominent threats which have a huge potential to break the team without little support such as Sub Calm Mind Primal Kyogre (Mixed Kyogre is also a huge threat but isn't as threatening as Sub CM) Offensive Ho-Oh, Bulk Up Marshadow, Calm Mind Lunala, Outrage Ultra Necrozma and Naganadel just to name a few.

Even for a stall team, Gothitelle has to be somewhat dealt with, while most these members are completely prone to Gothitelle trapping, the ideal stall team in the current metagame wants a minimum of two pokemon that are arguably trappable by Gothitelle.
 
#12
Verdict: Rejected

Reasoning: This team is not reflective of the ubers metagame at all, featuring Pokemon that are unviable in the current Ubers metagame (Regular slowbro and Latias), even for an Anti-Meta stall team design, it fails to somewhat adequately check the majority of the threats that stall teams face and is simply isn't up to the standard expected for a stall team with too many structural flaws. While being too technical and unconventional for a new user to understand/use.

Blissey is completely prone to trapping from Gothitelle and Mega Gengar, and simply being removed too easily due to the choice of Leftovers over a Shed Shell means it is completely inferior to Chansey in this aspect. Losing a cleric this easily is something a stall team wants to avoid.

Consequently, due to the team member and moveset choices, this team struggles against many prominent threats which have a huge potential to break the team without little support such as Sub Calm Mind Primal Kyogre (Mixed Kyogre is also a huge threat but isn't as threatening as Sub CM) Offensive Ho-Oh, Bulk Up Marshadow, Calm Mind Lunala, Outrage Ultra Necrozma and Naganadel just to name a few.

Even for a stall team, Gothitelle has to be somewhat dealt with, while most these members are completely prone to Gothitelle trapping, the ideal stall team in the current metagame wants a minimum of two pokemon that are arguably trappable by Gothitelle.
I'll just clarify a few points, because I wanted to keep my description concise. Leftovers Latias has comparably the same bulk as Mega-Latias, except Mega-Latias expends a Mega Slot. Regular Slowbro is still capable of checking a plethora of Uber threats without using a Mega Stone, which I could then leave to Tyranitar instead, to help it check M-Mence and MixQuaza better. Slowbro does not lose to Outrage Ultra Necrozma because +2 Outrage does 95.4% Maximum to Slowbro. With Stealth Rocks, on the turn I switch into Necrozma as it SDs, I gain one turn of Leftovers Recovery. This means that +2 Outrage only has a 12% chance of OHKOing Slowbro with SR, and I OHKO back with Foul Play.

Mega Gengar, I generally resolve with M-Tar. It has to stay in one turn to M-Evolve from Gengar to M-Gar, and I can capitalise on that one turn to send in my Tyranitar and Pursuit. Even if M-Tar gets burnt by Wisp, it still deals enough damage with Pursuit and Sandstorm to guarantee that M-Gar does not get an opportunity to switch back in if Hazards are in play. The reasoning behind Leftovers Blissey is because I run a Wish+Protect set, this means that on the turn I protect, I gain recovery, so I find it better than Chansey in that regard. Furthermore, with the constant Sandstorm from my T-Tar, I needed Leftovers to cancel that out. Another minor detail with Leftovers, is that when strong players try to double-switch against you, while they have SR, Blissey takes 6.25% per switch, while Chansey takes 12.5%.

In regards to SubCM Primal Ogre, yes that is a threat. However, previously, I was running Power Whip over Protect on Ferrothorn for SubCM Kyogre (Bullet Seed can also work), but what I realised after many games is that no one runs this set, and I sacrifice the valuable utility of Protect on the very slim chance my opponent does run this. MixOgre is dealt by Ferrothorn, and even Latias, since Ice Beam won't do much, if it's not fully SpA Invested. Offensive Ho-oh is manageable if I play appropriately. I can go Slowbro for CB Ho-oh, if they BB, then I go M-Tar to tank the second and Pursuit. Bulk Up Marshadow, if it's not Z-Move, then Buzzwole can beat it, but I agree that the rare SSSS Marsh can break through. CM Lunala, Blissey can beat it. Outrage Necro, Slowbro beats it, M-Tar can OHKO Naganadel with Stone Edge.

Finally, the issue of Gothitelle is a strange one. I could opt to rehaul my team, as well as run Shed Shell on some key Pokemon, to improve my Goth Match-up at the expense of my other Match-ups. But in consideration of the extremely low usage of Gothitelle (0.87%), especially on higher ladder, I decided against it. I realised while building Stall in Ubers, you cannot possibly check almost every threat due to the sheer power and versatility of mons in the tier, thus it's important to make compromises to maximise your winrate against 90-95% of the teams you encounter, which allowed this team to achieve 90+ GXE. Sorry for the long post.
 
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#13
I'll just clarify a few points, because I wanted to keep my description concise. Leftovers Latias has comparably the same bulk as Mega-Latias, except Mega-Latias expends a Mega Slot. Regular Slowbro is still capable of checking a plethora of Uber threats without using a Mega Stone, which I could then leave to Tyranitar instead, to help it check M-Mence and MixQuaza better. Slowbro does not lose to Outrage Ultra Necrozma because +2 Outrage does 95.4% Maximum to Slowbro. With Stealth Rocks, on the turn I switch into Necrozma as it SDs, I gain one turn of Leftovers Recovery. This means that +2 Outrage only has a 12% chance of OHKOing Slowbro with SR, and I OHKO back with Foul Play.

Mega Gengar, I generally resolve with M-Tar. It has to stay in one turn to M-Evolve from Gengar to M-Gar, and I can capitalise on that one turn to send in my Tyranitar and Pursuit. Even if M-Tar gets burnt by Wisp, it still deals enough damage with Pursuit and Sandstorm to guarantee that M-Gar does not get an opportunity to switch back in if Hazards are in play. The reasoning behind Leftovers Blissey is because I run a Wish+Protect set, this means that on the turn I protect, I gain recovery, so I find it better than Chansey in that regard. Furthermore, with the constant Sandstorm from my T-Tar, I needed Leftovers to cancel that out. Another minor detail with Leftovers, is that when strong players try to double-switch against you, while they have SR, Blissey takes 6.25% per switch, while Chansey takes 12.5%.

In regards to SubCM Primal Ogre, yes that is a threat. However, previously, I was running Power Whip over Protect on Ferrothorn for SubCM Kyogre (Bullet Seed can also work), but what I realised after many games is that no one runs this set, and I sacrifice the valuable utility of Protect on the very slim chance my opponent does run this. MixOgre is dealt by Ferrothorn, and even Latias, since Ice Beam won't do much, if it's not fully SpA Invested. Offensive Ho-oh is manageable if I play appropriately. I can go Slowbro for CB Ho-oh, if they BB, then I go M-Tar to tank the second and Pursuit. Bulk Up Marshadow, if it's not Z-Move, then Buzzwole can beat it, but I agree that the rare SSSS Marsh can break through. CM Lunala, Blissey can beat it. Outrage Necro, Slowbro beats it, M-Tar can OHKO Naganadel with Stone Edge.

Finally, the issue of Gothitelle is a strange one. I could opt to rehaul my team, as well as run Shed Shell on some key Pokemon, to improve my Goth Match-up at the expense of my other Match-ups. But in consideration of the extremely low usage of Gothitelle (0.87%), especially on higher ladder, I decided against it. I realised while building Stall in Ubers, you cannot possibly check almost every threat due to the sheer power and versatility of mons in the tier, thus it's important to make compromises to maximise your winrate against 90-95% of the teams you encounter, which allowed this team to achieve 90+ GXE. Sorry for the long post.
Just gonna drop my two cents here. I think this is an example of a team that performs well on the ladder but does not reflect the current USM Metagame at a more fundamental level. There isn't a single Ubers Pokemon present on the current team structure and though it has a high win rate against most teams on the ladder, as Cynara mentioned, it is imperative that current stall teams adequately prepare for Gothitelle builds because a stall team that has multiple members that can be trapped by it with little to no counter play isn't very effective. One analogy I would like to make is that this team reminds me of the infamous Wishkiller team posted on the old sample teams thread. That team was effective if used correctly on ladder because it was meant to cover as many USM Ubers threats at the time without utilizing a single Ubers Pokemon. The logic behind that, while surprising and somewhat effective on the ladder, fails to reflect the Ubers Metagame as a whole and would not be a good reflection for a sample team.

Verdant Serpent Trap



Verdict: Accepted

Reasoning: For a Gothitelle team, this is quite structurally sound and Gothitelle builds are required for samples due to being reflective towards the metagame. This build covers all the bases a Gothitelle team requires. There are a few tiny set optimisations to make which will feature in the final version of the build. Zygarde should be running a more standardised spread of 80 HP / 196 Atk / 232 Speed to achieve benchmarks. A Spread of 124 Def / 200 SpA / 184 Spe on Yveltal is worth considering on this team with Foul Play over Defog to make the Extreme Killer Arceus matchup a bit more feasible in exchange for a worsened matchup against Sticky Web teams, though these aren't too rough nor unwinnable. Heal Bell > Pain Split on Magearna is appreciated on this team to relieve of status that may be inflicted, which the wallbreakers and the support Arceus prefer.




One suggestion I would like to make on the team I previously submitted is that since Magearna is prone to getting worn down more easily without the use of Pain Split, a possible change can be made where Zygarde uses the Trapping Boss set (Dragon Dance/Thousand Arrows/Thousand Waves/Rest) instead of the one it currently has. This allows Magearna to run Z-Heal Bell which can allows it a one time full recovery option as well still acting as a cleric. The advantages of the Trapping Boss set is that Zygarde runs a more defensive EV spread and can potentially set up to +6 on something passive and proceed to sweep depending on the opponents team structure. Additionally, it pairs extremely well with Gothitelle and provides yet another means for trapping a foe and maintains the fundamental objective of this team - proceed to trap certain threats and either eliminate them or set up and proceed to sweep. Of course this comes at the cost at being more susceptible by phasing by certain mons like Lugia and Defensive Zygarde - both of which are bulky enough to take a +6 Thousand Arrows at full health and proceed to phaze this particular variant. I think that the present team structure is fine as it is posted, but this alternative option can potentially be mentioned in description section.
 
#14
Zygarde HO

This is an HO team that was built to beat most teams in the meta right now. It is very easy to use. Each mon covers eachother's weakness and can easily sweep if in the right circumstances. The match up against stall is fairly easy because of the combination of lead Excadrill which can get rocks up, poison something and keep rocks off 90% of the time, sub DD Zygarde that beats most stalls unless they are packing something like Buzzwole, and double dance Primal-Groudon that can heavily weaken any stall team after an SD. The matchup against bulky offense is also pretty simple of a matchup since most of the Xerneas answers in these teams are a bulky steel type and every other mon on the the team has a super effective move on thes bulky steel types, and even if xerneas doesn't sweep it can weaken the team enough for the other sweepers on the team to sweep. Hyper offense is one of the harder matchup's to face but it is far from impossible. excadrill usually beats deoxys-S, no team gets rocks up if the opponent has his own excadrill lead same for lead cloyster but the most important is to not let hazards up on your side of the field because sash marshadow is often the best way to beat other HO's because it stops at least one setup sweeper (most of the time 2) and can reverse sweep an unexpexting opponent. Arceus provides priority which can nab off one or two important KO's and the three other mons can often sweep depending on what pokemon the opponent has. Webs is tough to face too but excadrill makes it alot easier since it beats pretty much every smeargle lead and the other pokemon have enough power to break through the team however if the opponent sets up sticky web and then pivots out into a ghost type it gets a bit harder but if you can kill the ghost type with sash marshadow than it gets alot easier seeing as the sash on exadrill should still be intact and you could still spin away hazards

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Toxic

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Hidden Power [Fire]

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

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

Marshadow @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Shadow Sneak
- Close Combat
- Endeavor
 
#15
EG Jhonx Bulky Offense.

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Aromatherapy
- Thunder

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 204 SpD
Careful Nature
- Toxic
- Stealth Rock
- Precipice Blades
- Roar

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Toxic
- Will-O-Wisp
- Judgment / Ice Beam

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Spectral Thief
- Close Combat
- Shadow Sneak

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Defog
- Double-Edge
- Roost
- Facade


This is a basic Bulky Offense team, based on the core that AriiStella gave me on UPL, it was Arceus-Water + Celesteela since both cover their weaknesses, this team originally was Built to face CKW on a tour but I failed, after that game I noticed some good stuff on this team and decided to share it as Sample, since its easy to easy and very effective, this team works with Xerneas and Marshadow as main cleaners and sweepers, Arceus-Water and Salamence-Mega gives enough support to help Xerneas breaking the opposing team, Salamence works as the defog user on the team and went to bulky set to stand up agaisnt Arceus SD and Physical Groudon, Facade to have better match up vs Ho-Oh, Arceus Water have dual status to chip Necrozma SD, Ho-Oh, Marshadow, Primal Groudon, etc, with Judgment so it can avoid Marshadow Substitute and Necrozma dont set up too easy, but it can be switched to Ice Beam, to avoid Sub Zygarde from doing serious damage like this replay vs CKW, Celesteela is the main switch in to Necrozma DM and Salamence, its important to dont use it vs Arceus since Arceus will substitute and Set up, transforming that into a real problem, Primal Groudon support works here as a soft lucario check and as Xerneas check, thanks to roar you can stop Geomancy boosts, Xerneas Scarf Timid nature to win vs some Salamence that are Adamant without enough speed to outspeed 326, also helps vs others Xerneas Scarf, since you will win the speedtie or you will tie the speed war, which is better than get outspeeded.
 
#16
Fireceus is Amazing

This is a classic team built around Deoxys and Tapu Lele. I decided to use Psychium Z because under Psychic Terrain it hits harder than a truck. I added Salamence to help with defogging webs away as well as SR to support Fireceus and Zygarde to act as the physical attacker check. Mence is special to muscle through Zygarde. Added SR dm for the obligatory Xern and special check and slapped on a 4 attacks Fireceus because it's always funny when it gets a kill. The Zygarde set allows u to trap certain walls which can give this set problems. I know it looks bad but I am Lucos and I am amazing so it's good, trust me.
 
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#17
Metronome Ygod




This team is pretty simple to use, the only tricky thing is also the thing that makes this team unique and different : the Yveltal.


In this team, I use a pretty uncommon Yveltal set that features Substitute, Taunt, and the Metronome item. The goal of this set it to being able to handle both Stall and Sticky Web teams nicely ; against Smeargle lead, you can lead with Yveltal, use Substitute turn 1 to avoid being aslept or paralyzed, and use Taunt turn 2 to prevent your opponent to set his Sticky Web. Despite that, it's pretty easy to use, usually you'll just go and spam a move with, sometimes you set a sub before, and against stall teams you try to get smart Taunts and try to lose the least turns possible.


Then, I wanted a good revenge killer for the team ; I added 252+ speed Primal Kyogre, which can easily take down a lot of mons with Water Spout. Besides that, it has another STAB for when Water Spout becomes unefficient, and for the coverage. The full speed investment can be really surprising, and can help taking some kills against Adamant Rayquaza for example, but it makes it a lot more vulnerable to other attacks so you might not want it to switch into anything.


After that, I added Rock Polish Mixed Primal Groudon, because it is a really good early game sweeper, and a potential win condition. The set explains by itself, and the Speed helps being faster than classics Salamence-Megas at +1 and Geomancy Xerneas at +2 after a Rock Polish, and has a few more to being faster than other Primal Groudons that would handle the same set.



Finally, I ended the team with a classic and very efficient defensive core which is Arceus-Fairy + SpD Necrozma Dusk Mane + Defensive Zygarde. Arceus-Fairy is the Yveltal switch-in, and a good Marshadow check, while also being a good Defog user. SpD Necrozma Dusk Mane checks a lot of things such as Xerneas, Mewtwo, Support Arceus and some others, and the Stealth Rocks setter. I personally prefer it over Sunsteel Strike, because it can surprise Primal Groudon on the switch, OHKO Lucario-Mega after a close Combat, Gengar-Mega, and 2HKO Magearna. Zygarde is the universal Physical threaths switch-in, and can also be quite effective as a support thanks to Glare and Dragon Tail, to paralyse and deal cheap damages respectively, and make your opponent rethink his strategy if correctly used.
 
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#18
Violent Moon Rising



This is a team I came up with a few days ago and have been using in both Ubers Room Tours and Ladder. It has provided me with a great amount of success. Not only has it allowed me to consistently win room tours in the past, it has also allowed me to reach a 1710 rating on the Ubers Ladder. Additionally, my friend Goat Heart ♥ has used this team to great success - she was able to reach #1 on ladder using this team and the infamous hyw stall team and currently has a 1860 rating.

This team centers around the extremely powerful offense core consisting of Lunala and Specs Yveltal. This core aims to break as many offensive and defensive threats as possible so that the team consistently retains momentum throughout the match. A Modest Nature was opted for on Lunala to secure clean KOs on threatening mons in the tier such as Primal Groudon, as a 200 Base Power Menacing Moonraze Malestorm is nothing to scoff at. Yveltal's excellent speed tier allows it to make the most out of Choice Specs as it is able to dent the defensive backbones of many teams better than a Life Orb variant while still outspeeding other threatening offensive mons such as max speed Lunala, which is a threat every successful team in Ubers should be able to stand up to. Yveltal also serves as this teams Ghost Type resist. Scarf Xerneas provides this team with a beautiful form of speed control and it is able to consistently outspeed and defeat certain threats such as Marshadow and Ultra Necromza, the latter being an offensive powerhouse. Double Dance Primal Groudon serves as this teams primary win condition, as once Lunala and Yveltal have sufficiently weakened the opposing teams defensive backbone, Primal Groudon can proceed to set up and successfully sweep. Note that Primal Groudon can also set up early on in the match, if need be, in order to dent or outright KO many threats as it has the capacity to do so - this clears a path for either Lunala or Zygarde to potentially wreck havoc later on in the match. Dragon Dance Zygarde serves as a secondary win condition, as it can set up on weakened foes and then proceed to sweep. Note that Zygarde lacks the immediate burst power it so desperately desires, due to the Z-Move slot already being occupied. As such, Zygarde should only proceed to set up once the opposing team's defensive backbone has sufficiently been weakened. Lastly, this team needed a solid Stealth Rock setter and a consistent Geomancy Xerneas check, and so a Specially Defensive Dusk Mane Necrozma was run. Dusk Mane Necrozma can not only set up rocks, but it can also proceed to spread Toxic to potential switchins, putting them on a timer and allowing this team to gain momentum by setting up and sweeping.

Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Ice Beam


Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Heat Wave


Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Aromatherapy
- Defog


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


Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Sunsteel Strike
- Morning Sun


Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 228 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail


https://replay.pokemonshowdown.com/gen7ubers-788643068 - An excellent high ladder match against HunterStorm who was previously ranked #1. This match up was very difficult for me as Hunter's team is a perfect example of what a well built Balance team should look like. Nevertheless, my team was able to consistently pressure and maintain momentum throughout the match and in the end I clutched out a narrow victory.

https://replay.pokemonshowdown.com/gen7ubers-786270408 - Versus a well made offense team, this replay capitalizes on how dangerous Double Dance Groudon can be even in the early stages of the match. Once it got both boosts, the match was over.

https://replay.pokemonshowdown.com/gen7ubers-787106180 - One of Goat Heart's replays versus a decent balance team.

https://replay.pokemonshowdown.com/gen7ubers-787104083 - Another replay versus an offense team centering around Zekrom.

https://replay.pokemonshowdown.com/gen7ubers-786648740 - Yet another replay, this time against a semi-stall team. Double Dance Primal Groudon is a dangerous threat, and as a stated before, if it can obtain both of its boosts toward the end of the game - it can easily clean up and sweep a weakened team.

https://replay.pokemonshowdown.com/gen7ubers-786654455 - Versus a well built Bulky Offense team, this team fared well and was able to maintain momentum throughout the match.

https://replay.pokemonshowdown.com/gen7ubers-786639865 - Against Webs HO, this team had a very favorable match up.

https://replay.pokemonshowdown.com/gen7ubers-786641207 - Against a decent offense team.

https://replay.pokemonshowdown.com/gen7ubers-786647822 - Against another offense team.

https://replay.pokemonshowdown.com/gen7ubers-786627673 - The innovative techs that were used by the opponent often reduced the momentum that this team tried to gain, however, some smart plays saved the day and helped Goat Heart win the match.



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#19
Hello!
I wanted to post a regular psyspam team, with small perks.

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature's Madness
- Taunt
- Moonblast
- Nature Power

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Dark Pulse
- Ice Beam

Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 252 HP / 176 Def / 80 SpA
Bold Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Rest
- Sleep Talk

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 96 Atk / 224 SpA / 188 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Rock Tomb
- Fire Blast

Yveltal @ Metronome
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Oblivion Wing
- Taunt
- Defog

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Toxic Spikes
- Icicle Spear
- Rock Blast / Rapid Spin

The team is a regular HO team: put a hazard and then use ur setup sweepers or you wallbreakers.

Cloyster is the preferred lead. Max Atk and Spe EVs. A Jolly nature is mandatory to outspeed choice xern and RP pdon and dm-necro at +2. Cloyster is no suicide lead: once pdon and necro is gone, you can sweep with it. The moves chosen are standard except of rock blast, which allows to kill ho-oh. Sash is mandatory for its role.

Tapu Lele is the one who puts psyterrain, which is mandatory in order to negate priority. Usage stats for the other terrain setter (koko) are low so you don't need to worry too much about it. Max Spa and Spe EVs with a Timid nature allows it to speed tie with max spe ray and the unfrequent kyurem. The moves are also standard: you can always catch a necro with Nature's Madness on the switch, and Taunt allows it to not become a setup fodder.

Deo-A is the abuser of psyterrain. Max Spa and Spe EVs with a Modest nature. I do not recommend switch to Timid since you lose power for the marginal profit of outspeeding mewtwo y. Nasty Plot turns deo in a monster, and Sash allows it to live the day. At +2, deo will have 1080 Spa. It can OHKO almost anything, including a dm-necro without Spd investment. Psychic is the standard move, Ice Beam and Dark Pulse are for coverage. Nobody expects deo-a to be a setup sweeper, so many players switch to a fat mon at the sight of deo, which allows it to setup for free.

The other setup sweeper of the team is z-geo rest talk xern. Unlike other versions of z-geo, this one has some Spa investment, which I think is more useful than some more def (max hp evs). It has no ingrain, so one should be careful if the opponent has a phazer. Sleep Talk has a nifty 50% chance to hit moonblast (sleep talk cannot choose geomancy). The only hard counter to it is max spd dm-necro.

Mixed Pdon is your necro check and your wallbreaker. A FB OHKOes the shit out of it. It also has PB and Rock Tomb which, aside from pressuring ho-oh, has the chance to provoke a switch, which is why this pdon also has SR. It has Mild Nature, so opposing pdon kills it with pblades.

Finally, I needed some mon that was immune to ground and at the same time, check mgar. Ygod is the natural answer. I simply love Metronome, and I think it is more useful that LO. If you are desperate for speed control, though, you can use a scarf. There is also the possibility to forgo Taunt to give it knock off, but the move is not so good in Ubers, and sucker punch sucks and it has no synergy with psyterrain.

The good thing about this team is that the lead role is not so evident: you have flexibility to lead with the better poke according to the match. You can lead with Cloyster, with Lele, or with pdon. Also ygod could serve as a antilead of sorts, since it has taunt and defog. Therefore, in this team there is no dedicated lead, which is good, because HO teams normally tend to be predictable on the lead issue, and that also implies that there won't be a single defog and your hazards disappear. Cloyster has toxic spikes instead of regular spikes because the poison threat lures instantly a defogger, which could generate huge opportunities to setup.

This team is not so weak against necro-dm, since it has so many mons that can pressure it that it is often, not an issue.

Double Dance pdon, on the other hand, is very tough. If you see a pdon, use taunt immediately. You have 2 taunt users, and all are faster than pdon.

Surprisingly, CM arceus formes pose a huge threat to the team. Arceus excellent bulk and speed are often a challenge for the team. Cloyster can act as a physical sweeper, so you need to be careful with it. Deo can also kill them at +2, but not against forms resistant or immune to psychic.

Opposing HO with webs could be a potential issue, especially the ones who use eruption pdon and water spout pogre. Use your ygod to defog the webs asap.

Marshadow can be challenging, especially the ones with scarf and somewhat the ones with sash and endeavor, with raising popularity. Although marshadow dies to just about anything, be careful. Try to preserve lele in order to have more opportunities to set psyterrain. Lele also has a nice 4x resistance to fight, so you could use it to tank a predicted close combat.

Scarf users have the chance to ruin you the day and halt a setup. The most threatening scarf users are ygod, xern and marshadow. Always try to preserve your sashes in order to kill the scarf user, although you will need to sack one mon to get a free switch, which is not an essential issue on HO teams, since they regularily have no defensive synergy and therefore, no capability of tanking hits. The team does not have a scarf user, since cloyster and xern have the capability of outspeeding all relevant scarf users at +2/+2,5. However, if you are desperate for a speed control mon, put a scarf on your ygod.

Opposing power herb geo xern are also threatening, since the team does not contemplate a dedicated xern check, nor it has a steel mon, and pdon is 2HKO'd by a +2 moonblast at full health. The answer is, either taunt it, or killing it outright, which is pretty tough, since xern as a somewhat good bulk. cloyster does not outspeed xern, even at +2.
 

Zenithial

formerly WTF THHE STALLS
#20


https://pokepast.es/1806c5882d1f26dd e: Changed Arceus-Dark to Ice Beam and Xerneas to Grass Knot


This is a rock solid Ho-Oh balance that has seen great success on ladder, shown by the proof below. This team is similar to one of KyogreF4N's teams, but I had already built this before i even saw his team and there are definitely some differences. The idea of this team is to keep hazards off and attempt to wear down the opposition with Toxic, and then eventually either clean with scarfed Xerneas or Mega Gengar. Scarfed Xerneas is used to outspeed faster threats and provide pressure, outspeeding Deoxys-A, Mega Mewtwo-Y, Ultra Necrozma, Calm Mind Refresh Arceus-Dark and Dragon Dance Zygarde. Xerneas can also be used as an emergency defogger/Yveltal switch in, in case rocks are up or if Arceus-Dark is crippled. Xerneas can also act as a cleric with aromatherapy, which is extremely important as this team can get worn down by status and being able to wake up Zygarde after it has used rest can be extremely important. Ho-Oh is the gem of the team and really shines, being able to pressure plenty of Pokemon with Toxic or with Sacred Fire, and also acting as a competent defogger against rockers such as Dusk Mane, Arceus-Formes and Primal Groudon that does not have Stone Edge. Ho-Oh also provides a competent switch in to mixed Rock Polish Primal Groudon, however you must be wary for Rock Tomb Eruption which can seriously threaten this team. Arceus-Dark is the other primary defogger, that also covers a lot of threats particularly Ultra Necrozma. Arceus-Dark is able to cripple Primal Groudon with Toxic, or hit it with Judgment for neutral damage. Usually a combination of Ho-Oh and Arceus-Dark proves a strong enough Defog core for most threats, with Xerneas acting as a back up. The Arceus-Dark + Ho-Oh core usually can cover a lot of psychic based teams that can't really break through, Arceus-Dark is immune to Physic and Ho-Oh can switch in to fighting moves with ease such as Focus Blast or Superpower. Primal Groudon does plenty of this work for this team, acting as Primal Kyogre switch in and a Geomancy Xerneas switch in. Roar is able to phase Geomancy Xerneas, and once it has been phased either Mega Gengar can finish it off later if it tries to use Geomancy again with Sludge Wave, or Ho-Oh can switch in to use toxic. Primal Kyogre + Xerneas can cause issues for this team, however I believed it can be played around. Ho-Oh can cover its Ground weakness nicely, being able to switch into Calm Mind or support Arceus-Ground easily. Zygarde-Complete proves absolutely essential and really holds this team together. It provides support for Swords Dance Arceus-Ground, Swords Dance Primal Groudon, Ekiller, Dragon Dance mega Salamence and choice banded Ho-Oh. It's huge defensive bulk is able to tank many physical hits, and combined with Ho-Oh is able to cover a lot of threats as they cover their weaknesses. This Zygarde + Ho-Oh core can also usually deal with Marshadow reasonably well, which covers Arceus-Dark's weakness to it. Xerneas can also revenge to outspeed and kill Marshadow if necessary. Finally, Mega Gengar adds the finishing touch by acting as an excelling revenge killer with Shadow Tag, and is also able to take out imminent threats with Taunt and Destiny Bond which may otherwise be able to cause serious damage. Mega Gengar is also able to trap and kill Calm Refresh Arceus-Flying with this Taunt Destiny bond combo, which proves crucial as there is no other answer for it.


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#21




This is a rock solid Ho-Oh balance that has seen great success on ladder, shown by the proof below. This team is similar to one of KyogreF4N's teams, but I had already built this before i even saw his team and there are definitely some differences. The idea of this team is to keep hazards off and attempt to wear down the opposition with Toxic, and then eventually either clean with scarfed Xerneas or Mega Gengar. Scarfed Xerneas is used to outspeed faster threats and provide pressure, outspeeding Deoxys-A, Mega Mewtwo-Y, Ultra Necrozma, Calm Mind Refresh Arceus-Dark and Dragon Dance Zygarde. Xerneas can also be used as an emergency defogger/Yveltal switch in, in case rocks are up or if Arceus-Dark is crippled. Xerneas can also act as a cleric with aromatherapy, which is extremely important as this team can get worn down by status and being able to wake up Zygarde after it has used rest can be extremely important. Ho-Oh is the gem of the team and really shines, being able to pressure plenty of Pokemon with Toxic or with Sacred Fire, and also acting as a competent defogger against rockers such as Dusk Mane, Arceus-Formes and Primal Groudon that does not have Stone Edge. Ho-Oh also provides a competent switch in to mixed Rock Polish Primal Groudon, however you must be wary for Rock Tomb Eruption which can seriously threaten this team. Arceus-Dark is the other primary defogger, that also covers a lot of threats particularly Ultra Necrozma. Arceus-Dark is able to cripple Primal Groudon with Toxic, or hit it with Judgment for neutral damage. Usually a combination of Ho-Oh and Arceus-Dark proves a strong enough Defog core for most threats, with Xerneas acting as a back up. The Arceus-Dark + Ho-Oh core usually can cover a lot of psychic based teams that can't really break through, Arceus-Dark is immune to Physic and Ho-Oh can switch in to fighting moves with ease such as Focus Blast or Superpower. Primal Groudon does plenty of this work for this team, acting as Primal Kyogre switch in and a Geomancy Xerneas switch in. Roar is able to phase Geomancy Xerneas, and once it has been phased either Mega Gengar can finish it off later if it tries to use Geomancy again with Sludge Wave, or Ho-Oh can switch in to use toxic. Primal Kyogre + Xerneas can cause issues for this team, however I believed it can be played around. Ho-Oh can cover its Ground weakness nicely, being able to switch into Calm Mind or support Arceus-Ground easily. Zygarde-Complete proves absolutely essential and really holds this team together. It provides support for Swords Dance Arceus-Ground, Swords Dance Primal Groudon, Ekiller, Dragon Dance mega Salamence and choice banded Ho-Oh. It's huge defensive bulk is able to tank many physical hits, and combined with Ho-Oh is able to cover a lot of threats as they cover their weaknesses. This Zygarde + Ho-Oh core can also usually deal with Marshadow reasonably well, which covers Arceus-Dark's weakness to it. Xerneas can also revenge to outspeed and kill Marshadow if necessary. Finally, Mega Gengar adds the finishing touch by acting as an excelling revenge killer with Shadow Tag, and is also able to take out imminent threats with Taunt and Destiny Bond which may otherwise be able to cause serious damage. Mega Gengar is also able to trap and kill Calm Refresh Arceus-Flying with this Taunt Destiny bond combo, which proves crucial as there is no other answer for it.


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you probably need beam darkceus for zyg and grass knot xern for the sd groundceus mu
 

Cynara

交わした約束忘れないよ
is a Tutor
#22
Zygarde HO

This is an HO team that was built to beat most teams in the meta right now. It is very easy to use. Each mon covers eachother's weakness and can easily sweep if in the right circumstances. The match up against stall is fairly easy because of the combination of lead Excadrill which can get rocks up, poison something and keep rocks off 90% of the time, sub DD Zygarde that beats most stalls unless they are packing something like Buzzwole, and double dance Primal-Groudon that can heavily weaken any stall team after an SD. The matchup against bulky offense is also pretty simple of a matchup since most of the Xerneas answers in these teams are a bulky steel type and every other mon on the the team has a super effective move on thes bulky steel types, and even if xerneas doesn't sweep it can weaken the team enough for the other sweepers on the team to sweep. Hyper offense is one of the harder matchup's to face but it is far from impossible. excadrill usually beats deoxys-S, no team gets rocks up if the opponent has his own excadrill lead same for lead cloyster but the most important is to not let hazards up on your side of the field because sash marshadow is often the best way to beat other HO's because it stops at least one setup sweeper (most of the time 2) and can reverse sweep an unexpexting opponent. Arceus provides priority which can nab off one or two important KO's and the three other mons can often sweep depending on what pokemon the opponent has. Webs is tough to face too but excadrill makes it alot easier since it beats pretty much every smeargle lead and the other pokemon have enough power to break through the team however if the opponent sets up sticky web and then pivots out into a ghost type it gets a bit harder but if you can kill the ghost type with sash marshadow than it gets alot easier seeing as the sash on exadrill should still be intact and you could still spin away hazards

Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Toxic

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 30 HP
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Hidden Power [Fire]

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

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

Marshadow @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Shadow Sneak
- Close Combat
- Endeavor
Decision: Rejected

Reasoning: This team has a few glaring issues, most importantly there is no Ground-type resist making offensive grounds problematic, most notable SD Arceus-Ground with Substitute, but Calm mind is also a considerable threat. Sash Marshadow is really ineffective against most teams and doesn't provide the greatest of revenge killing capabilities or power output that Marshadow requires to break but is chosen to 'band-aid' a myriad of offensive threats which is unreliable if the opponent manages to get hazards up, noteable examples are DD Salamence and Mixed Rock Polish Primal Groudon.

This team also completely struggles Cloyster leads, which is one of the most prominent hazard leads in the metagame, this team can't attempt to outplay a Cloyster team, Shell Smash poses as an offensive threat, the best bet of counter-play is leading Xerneas and Moonblasting twice. Taunt Yveltal also stops Excadrill from performing its role, due to the lack of Rock Tomb on Excadrill.


EG Jhonx Bulky Offense.

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Aromatherapy
- Thunder

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 204 SpD
Careful Nature
- Toxic
- Stealth Rock
- Precipice Blades
- Roar

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Toxic
- Will-O-Wisp
- Judgment / Ice Beam

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Spectral Thief
- Close Combat
- Shadow Sneak

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 248 HP / 68 Atk / 192 Spe
Jolly Nature
- Defog
- Double-Edge
- Roost
- Facade


This is a basic Bulky Offense team, based on the core that AriiStella gave me on UPL, it was Arceus-Water + Celesteela since both cover their weaknesses, this team originally was Built to face CKW on a tour but I failed, after that game I noticed some good stuff on this team and decided to share it as Sample, since its easy to easy and very effective, this team works with Xerneas and Marshadow as main cleaners and sweepers, Arceus-Water and Salamence-Mega gives enough support to help Xerneas breaking the opposing team, Salamence works as the defog user on the team and went to bulky set to stand up agaisnt Arceus SD and Physical Groudon, Facade to have better match up vs Ho-Oh, Arceus Water have dual status to chip Necrozma SD, Ho-Oh, Marshadow, Primal Groudon, etc, with Judgment so it can avoid Marshadow Substitute and Necrozma dont set up too easy, but it can be switched to Ice Beam, to avoid Sub Zygarde from doing serious damage like this replay vs CKW, Celesteela is the main switch in to Necrozma DM and Salamence, its important to dont use it vs Arceus since Arceus will substitute and Set up, transforming that into a real problem, Primal Groudon support works here as a soft lucario check and as Xerneas check, thanks to roar you can stop Geomancy boosts, Xerneas Scarf Timid nature to win vs some Salamence that are Adamant without enough speed to outspeed 326, also helps vs others Xerneas Scarf, since you will win the speedtie or you will tie the speed war, which is better than get outspeeded.
Decision: Rejected

Reasoning: While this team is on the fence of almost being accepted, the stall matchup is quite rough relying on Z-Move Marshadow as the sole breaker which isn't enough on this team due to the composition, meaning the other team members are eventually worn down by a stall team before Marshadow will break it sufficiently.

Primal Groudon without a Fire move also hurts this team giving some steel types such as Skarmory / Celesteela free turns, it also loses out on chipping or conditioning switch ins such as Yveltal, Zygarde and Support Arceus. Ferrothorn can also prove to be trouble due to the choice of your own Celesteela.

Xerneas also provides redundant coverage of Thunder, Ho-Oh is easily covered by Mega Salamence and Arceus-Water and would much prefer to provide Defog Support for the team, which would free up the Mega Salamence set allowing one to consider Dragon Dance which would provide an additional breaker that this team needs.

Swords Dance + Stealth Rock Primal Groudon and changing Marshadow to Life Orb is also worth looking into, to improve the stall matchup considerably while retaining some ability to deal with Geomancy Xerneas.

Fireceus is Amazing

This is a classic team built around Deoxys and Tapu Lele. I decided to use Psychium Z because under Psychic Terrain it hits harder than a truck. I added Salamence to help with defogging webs away as well as SR to support Fireceus and Zygarde to act as the physical attacker check. Mence is special to muscle through Zygarde. Added SR dm for the obligatory Xern and special check and slapped on a 4 attacks Fireceus because it's always funny when it gets a kill. The Zygarde set allows u to trap certain walls which can give this set problems. I know it looks bad but I am Lucos and I am amazing so it's good, trust me.
Decision: Rejected

Reasoning: While this team is absolute flames. Arceus-Fire is not viable in the current ubers metagame nor is it something that should be considered seriously. This team has a very rough stall matchup, Arceus-Fire brings too many holes to the team that are not salvageable.

Metronome Ygod




This team is pretty simple to use, the only tricky thing is also the thing that makes this team unique and different : the Yveltal.


In this team, I use a pretty uncommon Yveltal set that features Substitute, Taunt, and the Metronome item. The goal of this set it to being able to handle both Stall and Sticky Web teams nicely ; against Smeargle lead, you can lead with Yveltal, use Substitute turn 1 to avoid being aslept or paralyzed, and use Taunt turn 2 to prevent your opponent to set his Sticky Web. Despite that, it's pretty easy to use, usually you'll just go and spam a move with, sometimes you set a sub before, and against stall teams you try to get smart Taunts and try to lose the least turns possible.


Then, I wanted a good revenge killer for the team ; I added 252+ speed Primal Kyogre, which can easily take down a lot of mons with Water Spout. Besides that, it has another STAB for when Water Spout becomes unefficient, and for the coverage. The full speed investment can be really surprising, and can help taking some kills against Adamant Rayquaza for example, but it makes it a lot more vulnerable to other attacks so you might not want it to switch into anything.


After that, I added Rock Polish Mixed Primal Groudon, because it is a really good early game sweeper, and a potential win condition. The set explains by itself, and the Speed helps being faster than classics Salamence-Megas at +1 and Geomancy Xerneas at +2 after a Rock Polish, and has a few more to being faster than other Primal Groudons that would handle the same set.



Finally, I ended the team with a classic and very efficient defensive core which is Arceus-Fairy + SpD Necrozma Dusk Mane + Defensive Zygarde. Arceus-Fairy is the Yveltal switch-in, and a good Marshadow check, while also being a good Defog user. SpD Necrozma Dusk Mane checks a lot of things such as Xerneas, Mewtwo, Support Arceus and some others, and the Stealth Rocks setter. I personally prefer it over Sunsteel Strike, because it can surprise Primal Groudon on the switch, OHKO Lucario-Mega after a close Combat, Gengar-Mega, and 2HKO Magearna. Zygarde is the universal Physical threaths switch-in, and can also be quite effective as a support thanks to Glare and Dragon Tail, to paralyse and deal cheap damages respectively, and make your opponent rethink his strategy if correctly used.
Decision: Rejected

Reasoning: This team actually loses to Geomancy Xerneas, there is a lack of Sunsteel Strike on Necrozma-DM which is way too taxing for the team, Rash is inefficient on Primal Groudon and doesn't survive a +2 Focus Blast / HP Ground which means there is a very high potential for Geomancy Xerneas to sweep. Primal Kyogre isn't a good idea for a revenge killer, its simply too slow to utilise such a set. Defog Fairyceus put quite a bit of pressure on the team and can be unreliable and prone to Mega Gengar, common hazard setters like Groudon and Necrozma-DM take complete advantage of it. rethinking the defensive core of the team is salvageable route to take.

Violent Moon Rising



This is a team I came up with a few days ago and have been using in both Ubers Room Tours and Ladder. It has provided me with a great amount of success. Not only has it allowed me to consistently win room tours in the past, it has also allowed me to reach a 1710 rating on the Ubers Ladder. Additionally, my friend Goat Heart ♥ has used this team to great success - she was able to reach #1 on ladder using this team and the infamous hyw stall team and currently has a 1860 rating.

This team centers around the extremely powerful offense core consisting of Lunala and Specs Yveltal. This core aims to break as many offensive and defensive threats as possible so that the team consistently retains momentum throughout the match. A Modest Nature was opted for on Lunala to secure clean KOs on threatening mons in the tier such as Primal Groudon, as a 200 Base Power Menacing Moonraze Malestorm is nothing to scoff at. Yveltal's excellent speed tier allows it to make the most out of Choice Specs as it is able to dent the defensive backbones of many teams better than a Life Orb variant while still outspeeding other threatening offensive mons such as max speed Lunala, which is a threat every successful team in Ubers should be able to stand up to. Yveltal also serves as this teams Ghost Type resist. Scarf Xerneas provides this team with a beautiful form of speed control and it is able to consistently outspeed and defeat certain threats such as Marshadow and Ultra Necromza, the latter being an offensive powerhouse. Double Dance Primal Groudon serves as this teams primary win condition, as once Lunala and Yveltal have sufficiently weakened the opposing teams defensive backbone, Primal Groudon can proceed to set up and successfully sweep. Note that Primal Groudon can also set up early on in the match, if need be, in order to dent or outright KO many threats as it has the capacity to do so - this clears a path for either Lunala or Zygarde to potentially wreck havoc later on in the match. Dragon Dance Zygarde serves as a secondary win condition, as it can set up on weakened foes and then proceed to sweep. Note that Zygarde lacks the immediate burst power it so desperately desires, due to the Z-Move slot already being occupied. As such, Zygarde should only proceed to set up once the opposing team's defensive backbone has sufficiently been weakened. Lastly, this team needed a solid Stealth Rock setter and a consistent Geomancy Xerneas check, and so a Specially Defensive Dusk Mane Necrozma was run. Dusk Mane Necrozma can not only set up rocks, but it can also proceed to spread Toxic to potential switchins, putting them on a timer and allowing this team to gain momentum by setting up and sweeping.

Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Ice Beam


Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Heat Wave


Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Aromatherapy
- Defog


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


Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Toxic
- Sunsteel Strike
- Morning Sun


Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 228 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Dragon Tail

https://replay.pokemonshowdown.com/gen7ubers-788643068 - An excellent high ladder match against HunterStorm who was previously ranked #1. This match up was very difficult for me as Hunter's team is a perfect example of what a well built Balance team should look like. Nevertheless, my team was able to consistently pressure and maintain momentum throughout the match and in the end I clutched out a narrow victory.

https://replay.pokemonshowdown.com/gen7ubers-786270408 - Versus a well made offense team, this replay capitalizes on how dangerous Double Dance Groudon can be even in the early stages of the match. Once it got both boosts, the match was over.

https://replay.pokemonshowdown.com/gen7ubers-787106180 - One of Goat Heart's replays versus a decent balance team.

https://replay.pokemonshowdown.com/gen7ubers-787104083 - Another replay versus an offense team centering around Zekrom.

https://replay.pokemonshowdown.com/gen7ubers-786648740 - Yet another replay, this time against a semi-stall team. Double Dance Primal Groudon is a dangerous threat, and as a stated before, if it can obtain both of its boosts toward the end of the game - it can easily clean up and sweep a weakened team.

https://replay.pokemonshowdown.com/gen7ubers-786654455 - Versus a well built Bulky Offense team, this team fared well and was able to maintain momentum throughout the match.

https://replay.pokemonshowdown.com/gen7ubers-786639865 - Against Webs HO, this team had a very favorable match up.

https://replay.pokemonshowdown.com/gen7ubers-786641207 - Against a decent offense team.

https://replay.pokemonshowdown.com/gen7ubers-786647822 - Against another offense team.

https://replay.pokemonshowdown.com/gen7ubers-786627673 - The innovative techs that were used by the opponent often reduced the momentum that this team tried to gain, however, some smart plays saved the day and helped Goat Heart win the match.

Decision: Rejected

Reasoning: Stall matchup is quite rough for this team due to moveset choices, Lunala wants to have Psyshock and Yveltal should be a stallbreaker set. due to the lack of support Arceus, opposing Zygarde-C poses a serious threat to the team, Ho-oh can be problematic, if Zygarde ends up being burnt by Sacred Fire, it spells a huge problem for this kind of team. This team really needs a defensive backbone to function instead of what looks like an 'threat stacking approach' as there are too many defensive flaws for this team.

Hello!
I wanted to post a regular psyspam team, with small perks.

Tapu Lele @ Terrain Extender
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nature's Madness
- Taunt
- Moonblast
- Nature Power

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Dark Pulse
- Ice Beam

Xerneas @ Fairium Z
Ability: Fairy Aura
EVs: 252 HP / 176 Def / 80 SpA
Bold Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Rest
- Sleep Talk

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 96 Atk / 224 SpA / 188 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Rock Tomb
- Fire Blast

Yveltal @ Metronome
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Oblivion Wing
- Taunt
- Defog

Cloyster @ Focus Sash
Ability: Skill Link
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Toxic Spikes
- Icicle Spear
- Rock Blast / Rapid Spin

The team is a regular HO team: put a hazard and then use ur setup sweepers or you wallbreakers.

Cloyster is the preferred lead. Max Atk and Spe EVs. A Jolly nature is mandatory to outspeed choice xern and RP pdon and dm-necro at +2. Cloyster is no suicide lead: once pdon and necro is gone, you can sweep with it. The moves chosen are standard except of rock blast, which allows to kill ho-oh. Sash is mandatory for its role.

Tapu Lele is the one who puts psyterrain, which is mandatory in order to negate priority. Usage stats for the other terrain setter (koko) are low so you don't need to worry too much about it. Max Spa and Spe EVs with a Timid nature allows it to speed tie with max spe ray and the unfrequent kyurem. The moves are also standard: you can always catch a necro with Nature's Madness on the switch, and Taunt allows it to not become a setup fodder.

Deo-A is the abuser of psyterrain. Max Spa and Spe EVs with a Modest nature. I do not recommend switch to Timid since you lose power for the marginal profit of outspeeding mewtwo y. Nasty Plot turns deo in a monster, and Sash allows it to live the day. At +2, deo will have 1080 Spa. It can OHKO almost anything, including a dm-necro without Spd investment. Psychic is the standard move, Ice Beam and Dark Pulse are for coverage. Nobody expects deo-a to be a setup sweeper, so many players switch to a fat mon at the sight of deo, which allows it to setup for free.

The other setup sweeper of the team is z-geo rest talk xern. Unlike other versions of z-geo, this one has some Spa investment, which I think is more useful than some more def (max hp evs). It has no ingrain, so one should be careful if the opponent has a phazer. Sleep Talk has a nifty 50% chance to hit moonblast (sleep talk cannot choose geomancy). The only hard counter to it is max spd dm-necro.

Mixed Pdon is your necro check and your wallbreaker. A FB OHKOes the shit out of it. It also has PB and Rock Tomb which, aside from pressuring ho-oh, has the chance to provoke a switch, which is why this pdon also has SR. It has Mild Nature, so opposing pdon kills it with pblades.

Finally, I needed some mon that was immune to ground and at the same time, check mgar. Ygod is the natural answer. I simply love Metronome, and I think it is more useful that LO. If you are desperate for speed control, though, you can use a scarf. There is also the possibility to forgo Taunt to give it knock off, but the move is not so good in Ubers, and sucker punch sucks and it has no synergy with psyterrain.

The good thing about this team is that the lead role is not so evident: you have flexibility to lead with the better poke according to the match. You can lead with Cloyster, with Lele, or with pdon. Also ygod could serve as a antilead of sorts, since it has taunt and defog. Therefore, in this team there is no dedicated lead, which is good, because HO teams normally tend to be predictable on the lead issue, and that also implies that there won't be a single defog and your hazards disappear. Cloyster has toxic spikes instead of regular spikes because the poison threat lures instantly a defogger, which could generate huge opportunities to setup.

This team is not so weak against necro-dm, since it has so many mons that can pressure it that it is often, not an issue.

Double Dance pdon, on the other hand, is very tough. If you see a pdon, use taunt immediately. You have 2 taunt users, and all are faster than pdon.

Surprisingly, CM arceus formes pose a huge threat to the team. Arceus excellent bulk and speed are often a challenge for the team. Cloyster can act as a physical sweeper, so you need to be careful with it. Deo can also kill them at +2, but not against forms resistant or immune to psychic.

Opposing HO with webs could be a potential issue, especially the ones who use eruption pdon and water spout pogre. Use your ygod to defog the webs asap.

Marshadow can be challenging, especially the ones with scarf and somewhat the ones with sash and endeavor, with raising popularity. Although marshadow dies to just about anything, be careful. Try to preserve lele in order to have more opportunities to set psyterrain. Lele also has a nice 4x resistance to fight, so you could use it to tank a predicted close combat.

Scarf users have the chance to ruin you the day and halt a setup. The most threatening scarf users are ygod, xern and marshadow. Always try to preserve your sashes in order to kill the scarf user, although you will need to sack one mon to get a free switch, which is not an essential issue on HO teams, since they regularily have no defensive synergy and therefore, no capability of tanking hits. The team does not have a scarf user, since cloyster and xern have the capability of outspeeding all relevant scarf users at +2/+2,5. However, if you are desperate for a speed control mon, put a scarf on your ygod.

Opposing power herb geo xern are also threatening, since the team does not contemplate a dedicated xern check, nor it has a steel mon, and pdon is 2HKO'd by a +2 moonblast at full health. The answer is, either taunt it, or killing it outright, which is pretty tough, since xern as a somewhat good bulk. cloyster does not outspeed xern, even at +2.
Decision: Rejected

Reasoning: This team is pure matchup fishing and Psyspam offenses are too inconsistent in the metagame to represent as a sample team. It is solely designed to win the matchup vs offenses in mind. There are also redundancies in the movesets such as Defog on Yveltal when there is a Cloyster that can utilise rapid spin on the team. Furthermore the weakness to Xerneas is unacceptable, Primal Groudon is the only fairy resist on the team meaning this team will eventually fold to offensive variants of Xerneas such as Choice Scarf and Geomancy.



https://pokepast.es/1806c5882d1f26dd e: Changed Arceus-Dark to Ice Beam and Xerneas to Grass Knot


This is a rock solid Ho-Oh balance that has seen great success on ladder, shown by the proof below. This team is similar to one of KyogreF4N's teams, but I had already built this before i even saw his team and there are definitely some differences. The idea of this team is to keep hazards off and attempt to wear down the opposition with Toxic, and then eventually either clean with scarfed Xerneas or Mega Gengar. Scarfed Xerneas is used to outspeed faster threats and provide pressure, outspeeding Deoxys-A, Mega Mewtwo-Y, Ultra Necrozma, Calm Mind Refresh Arceus-Dark and Dragon Dance Zygarde. Xerneas can also be used as an emergency defogger/Yveltal switch in, in case rocks are up or if Arceus-Dark is crippled. Xerneas can also act as a cleric with aromatherapy, which is extremely important as this team can get worn down by status and being able to wake up Zygarde after it has used rest can be extremely important. Ho-Oh is the gem of the team and really shines, being able to pressure plenty of Pokemon with Toxic or with Sacred Fire, and also acting as a competent defogger against rockers such as Dusk Mane, Arceus-Formes and Primal Groudon that does not have Stone Edge. Ho-Oh also provides a competent switch in to mixed Rock Polish Primal Groudon, however you must be wary for Rock Tomb Eruption which can seriously threaten this team. Arceus-Dark is the other primary defogger, that also covers a lot of threats particularly Ultra Necrozma. Arceus-Dark is able to cripple Primal Groudon with Toxic, or hit it with Judgment for neutral damage. Usually a combination of Ho-Oh and Arceus-Dark proves a strong enough Defog core for most threats, with Xerneas acting as a back up. The Arceus-Dark + Ho-Oh core usually can cover a lot of psychic based teams that can't really break through, Arceus-Dark is immune to Physic and Ho-Oh can switch in to fighting moves with ease such as Focus Blast or Superpower. Primal Groudon does plenty of this work for this team, acting as Primal Kyogre switch in and a Geomancy Xerneas switch in. Roar is able to phase Geomancy Xerneas, and once it has been phased either Mega Gengar can finish it off later if it tries to use Geomancy again with Sludge Wave, or Ho-Oh can switch in to use toxic. Primal Kyogre + Xerneas can cause issues for this team, however I believed it can be played around. Ho-Oh can cover its Ground weakness nicely, being able to switch into Calm Mind or support Arceus-Ground easily. Zygarde-Complete proves absolutely essential and really holds this team together. It provides support for Swords Dance Arceus-Ground, Swords Dance Primal Groudon, Ekiller, Dragon Dance mega Salamence and choice banded Ho-Oh. It's huge defensive bulk is able to tank many physical hits, and combined with Ho-Oh is able to cover a lot of threats as they cover their weaknesses. This Zygarde + Ho-Oh core can also usually deal with Marshadow reasonably well, which covers Arceus-Dark's weakness to it. Xerneas can also revenge to outspeed and kill Marshadow if necessary. Finally, Mega Gengar adds the finishing touch by acting as an excelling revenge killer with Shadow Tag, and is also able to take out imminent threats with Taunt and Destiny Bond which may otherwise be able to cause serious damage. Mega Gengar is also able to trap and kill Calm Refresh Arceus-Flying with this Taunt Destiny bond combo, which proves crucial as there is no other answer for it.


132228[/ATTACH]
Decision: Rejected

Reasoning: Another on the fence team. The stall matchup is simply too rough, Coil on Zygarde-C isnt enough with Ice beam Arceus's being too common. While this isn't a bad team at large, the Primal Kyogre weakness is also a glaring issue on a balance build, as it can get free opportunities against this team and take advantage as there is nothing that can pivot Primal Kyogre, this could potentially be remedied by Thunder > Destiny Bond on Mega Gengar to an extent. Zygarde is also lacking Dragon tail and gets taken advantage of by Shadow Tag Pokemon such as Gothitelle or Mega Gengar and this can be a problem as Zygarde holds a lot of weight against physical threats for this team.

This team may be subject to a 2nd review at a later date.

---

As a closing response, I would like to apologise for time taken to review and post on all sample teams, my workload of the past week or so has been quite stacked. However we are back on track again and I will try to ensure responses to teams are more prompt, sorry if you've been waiting a while for a response!
 
#23
Nightcore Balance



This is a solid balance team centering around the tried and true core of Mega Gengar and Yveltal. Mega Gengar is used to trap and eliminate several threats while forcing trades against CM Arceus formes, which can otherwise be quite difficult for this team to face. Specs Yveltal is a great wallbreaker and can weaken several other threats - it is strong enough to 2HKO opposing Supportceus formes. Max Defense Arceus-Water and Magearna form an excellent defensive backbone for the team and can defeat a wide variety of offensive threats - such as Marshadow, Mixed RP Primal Groudon, Ho-Oh, Mega Salamence, and Geomancy Xerneas. Additionally, Magearna can serve as a cleric and has access to a one time full recovery option thanks to Z-Heal Bell. Magearna and Yveltal provide a solid VoltTurn core that shuts down many of the tiers special and physical attackers respectively and allow for a pivot to Mega Gengar. Primal Groudon serves as this teams entry hazard setter and can also use Swords Dance to pressure opposing defensive threats. Finally, Giratina-O serves as a defogger and can burn some dangerous physical set up sweepers like Extreme Killer Arceus, Mega Lucario, and Zygarde and defeat Double Dance Primal Groudon in a 1v1 situation thanks to Draco Meteor.

Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Destiny Bond
- Sludge Wave
- Shadow Ball

Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Heat Wave

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Judgment
- Ice Beam

Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Will-O-Wisp
- Defog

This is a fairly standard team and many variations of it can be created in order to have stronger match ups against certain builds. For example, a Stallbreaker Yveltal set can be utilized over the current Specs set in order to have a better match up against Stall teams. I believe this is a team that everyone entering the competitive USM Ubers scene should have, as it can be tweaked to beat several different play styles. Many players agree that USM Ubers is undoubtedly one of the most match-up oriented metagames and this team gives a nice introduction to what the tier is all about, while still retaining a fairly decent matchup against a variety of other top teams.
 
#24
Nightcore Balance



This is a solid balance team centering around the tried and true core of Mega Gengar and Yveltal. Mega Gengar is used to trap and eliminate several threats while forcing trades against CM Arceus formes, which can otherwise be quite difficult for this team to face. Specs Yveltal is a great wallbreaker and can weaken several other threats - it is strong enough to 2HKO opposing Supportceus formes. Max Defense Arceus-Water and Magearna form an excellent defensive backbone for the team and can defeat a wide variety of offensive threats - such as Marshadow, Mixed RP Primal Groudon, Ho-Oh, Mega Salamence, and Geomancy Xerneas. Additionally, Magearna can serve as a cleric and has access to a one time full recovery option thanks to Z-Heal Bell. Magearna and Yveltal provide a solid VoltTurn core that shuts down many of the tiers special and physical attackers respectively and allow for a pivot to Mega Gengar. Primal Groudon serves as this teams entry hazard setter and can also use Swords Dance to pressure opposing defensive threats. Finally, Giratina-O serves as a defogger and can burn some dangerous physical set up sweepers like Extreme Killer Arceus, Mega Lucario, and Zygarde and defeat Double Dance Primal Groudon in a 1v1 situation thanks to Draco Meteor.

Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Destiny Bond
- Sludge Wave
- Shadow Ball

Yveltal @ Choice Specs
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Oblivion Wing
- U-turn
- Heat Wave

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Toxic
- Judgment
- Ice Beam

Magearna @ Normalium Z
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heart Swap
- Fleur Cannon
- Volt Switch
- Heal Bell

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Rock Tomb

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Will-O-Wisp
- Defog

This is a fairly standard team and many variations of it can be created in order to have stronger match ups against certain builds. For example, a Stallbreaker Yveltal set can be utilized over the current Specs set in order to have a better match up against Stall teams. I believe this is a team that everyone entering the competitive USM Ubers scene should have, as it can be tweaked to beat several different play styles. Many players agree that USM Ubers is undoubtedly one of the most match-up oriented metagames and this team gives a nice introduction to what the tier is all about, while still retaining a fairly decent matchup against a variety of other top teams.
Pretty solid team IMO. The only recommendation I would consider is LO/CB Ho-Oh over Specs Yveltal for better match up vs opposing balance and stall and helps vs CM Groundceus. Hex Gengar is something to consider too. If you’re worried about hazards you can try to fit Defog on Ho-Oh.
 
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