This team started with a desire to try a slightly unorthodox yet very effective set, Choice Specs Palkia. Palkia truly has only one safe switch in, and his wallbreaking potential is amazing, so I of course paired it with Kyogre to give it the rain it craves. Their effectiveness is very well known, but I set out to abuse them in a slightly different manner, focusing more on pure offensive synergy, and abusing the rain's boost as much as possible. This offensive synergy can go a very far way, as most teams only have one solid switch in to Kyogre's water spout. Enter Choice Specs Palkia. Something with a move nearly as powerful, with the same few counters, and a STAB move that eliminates most teams only check to Kyogre, Latias. While not near as good in practice as it is on paper, this team has been very successful, peaking at 4th on the DW ubers ladder, but still has quite a bit of room for improvement.
I obviously needed these two, and so the process began with creating decent synergy with the two, as at least one and probably both of them would be choiced.
Nattorei is an obvious choice, as it resists all of the pairs weakness, and it's quad weakness is minimized by the rain and offers easy switch in opportunities.
The lead came next. Something with offensive presence was useful, and Deo-a fit perfectly. Setting up stealth rock while also assaulting many troublesome pokemon that occupy the lead spot was exactly what I needed.
Steelceus was the next member. While accentuating my Fighting weakness it offered me an invaluable stall breaker, something I knew my choice based team would need. It also provided a lure to Groudon, helping me control the weather.
The next member is in still in debate, but I will include the member who currently occupies the last spot.
The tyrant adds yet another fighting and ground weakness to the team, but accomplishes many important jobs in return. He can allow Lati@s and many times even Palkia and Zekrom blocking my powerful water assaults to be removed through pursuit. He also acts as a Ho-Oh check and first switch in if the former has been accomplished, as well as taking on many unboosted Arceus forms. This spot is very tentative, and previous iterations have included both Skymin and Scizor.
Deoxys-A @ Focus Sash
Trait: Pressure
EVs: 252 SAtk / 228 Spd
Naive Nature (+Spd, -SDef)
- Superpower
- ExtremeSpeed
- Stealth Rock
- Psycho Boost
I know two recoil moves may seem a bit excessive, but Deo-a really appreciates all the power it can get. This allows is to heavily damage anything I see as a threat immediately, or allows massive damage to anything else, really. Forretress and Deo-s are very dangerous. Forry laughs at nearly everything, while almost all deo-s aren't 2hkoed by ES. Forry is usually directed to Palkia, who's spacial rend 2hko's without activating cutsap, and T-tar usually handles Deo-s, but must be wary of superpower.
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Thunder
- Ice Beam
The King returns, abusing Water Spout to the fullest. Modest over Timid to allow maximum power, as Kyogre isn't outspeeding much with a +spe nature that it wouldn't anyways, and I would never risk the tie with opposing Scarf Kyogre and Zekrom. The moveset is obvious, and doesn't require too much explanation. It seems that a bulkier Kyogre would be appreciated for greater rain support, but Palkia does just fine for a time in the sun with it's Dragon moves, and has ko'd many a Groudon switching in to take it's rain.
Palkia @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Draco Meteor
- Spacial Rend
- Surf
The set piece of the team, who needs only three turns to almost always accomplish his job. Team preview aids this monster even more, as the switch becomes true guess work. Surf is chosen over Thunder as Specs Palkia appreciates the reliability over what usually ends up being superfluous coverage. Evo-Stone Chansey is the only safe switch in, and with a small amount of prior damage, can be 2hkoed. Modest is an option for getting much closer the the KO on Chansey, but doesn't have much use besides that.
Nattorei (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Natt performs an invaluable job here as he does on many uber teams. He is a great switch in to thunders, counters CM ogre wonderfully, can take many water attacks, and can even act as a check to threats such as Lati@s(in the rain) and Skymin. Spikes are so it has something to do with it's time, as well as wearing down enemy Palkia eager to switch into water spout. Leech seed provides excellent recovery, especially as Natt often finds itself switching on the next turn, giving my next member a way to soften the incoming blow. Gyro ball and Power Whip don't require much explanation. I've had many suggestions for shed shell, but a double switch to Palkia is pretty easy to accomplish, and leftovers are pretty vital for Natt.
Arceus-Steel @ Iron Plate
Trait: Multitype
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Judgment
- Thunder
Arceus is an invaluable stall breaker, and it's slightly unorthodox moveset lends itself to this. It's a perfect switch in to Evo-stone chansey, something this team desperately needed. Thunder is very useful, granting me the ability to heavily damage Ho-Oh, Lugia, and many other phazers. Many times I do not CM first turn, as this allows the usual suspects such as Groudon and Garchomp to easily counter me. With Max SpA I almost always 2hko Groudon, giving me all important weather control, and do a good amount to Garchomp, letting Natt deal with it much easier. Grass knot is inferior as I already struggle with Ho-Oh enough. Roar only helps me against Lati@s who are already very well handled by T-tar.
Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 136 HP / 252 Atk / 120 SDef
Adamant Nature (+Atk, -SAtk)
- Crunch
- Pursuit
- Stone Edge
- Superpower
Yet another pokemon to help me deal with stall. Offers a near perfect switch to the Lati's and clears the way for unbridled water spamming. Can also pursuit evo-stone chansey and with SR do enough damage to keep it from coming back in on Water Spout, or Superpower or the KO if Chansey is feeling like Toxic. T-tar performs his jobs well but his typing is unfortunate for this already ground and fighting weak team. Skymin was here in a previous iteration, but didn't accomplish much besides somewhat check DD Quaza. Scizor did a good job, but was much more vunerable to the Lati's, and couldn't switch in near as easily, and in this scenario, an immediate switch is very neccesary for my team. I'm still thinking of replacing this with a very specially bulky scizor. One major benefit T-tar holds over Scizor is it's guarantee to remove Shandera, who is many new stall teams main answer to Steelceus.
There's the team in all it's watery glory. Please remember that this is a team based on eliminating the few counters to the near uncounterable, and ending matched quickly after that has been accomplished. Thus, sacrificing is often a very beneficial strategy for this team, and a switch-in that is not 2hkoed is in many cases not really necessary, please remember this in your rates to some extent. Well, I guess it's time to begin the seemingly impossible task for me of beginning a new, improved team. Enjoy!


I obviously needed these two, and so the process began with creating decent synergy with the two, as at least one and probably both of them would be choiced.

Nattorei is an obvious choice, as it resists all of the pairs weakness, and it's quad weakness is minimized by the rain and offers easy switch in opportunities.

The lead came next. Something with offensive presence was useful, and Deo-a fit perfectly. Setting up stealth rock while also assaulting many troublesome pokemon that occupy the lead spot was exactly what I needed.

Steelceus was the next member. While accentuating my Fighting weakness it offered me an invaluable stall breaker, something I knew my choice based team would need. It also provided a lure to Groudon, helping me control the weather.
The next member is in still in debate, but I will include the member who currently occupies the last spot.

The tyrant adds yet another fighting and ground weakness to the team, but accomplishes many important jobs in return. He can allow Lati@s and many times even Palkia and Zekrom blocking my powerful water assaults to be removed through pursuit. He also acts as a Ho-Oh check and first switch in if the former has been accomplished, as well as taking on many unboosted Arceus forms. This spot is very tentative, and previous iterations have included both Skymin and Scizor.

Deoxys-A @ Focus Sash
Trait: Pressure
EVs: 252 SAtk / 228 Spd
Naive Nature (+Spd, -SDef)
- Superpower
- ExtremeSpeed
- Stealth Rock
- Psycho Boost
I know two recoil moves may seem a bit excessive, but Deo-a really appreciates all the power it can get. This allows is to heavily damage anything I see as a threat immediately, or allows massive damage to anything else, really. Forretress and Deo-s are very dangerous. Forry laughs at nearly everything, while almost all deo-s aren't 2hkoed by ES. Forry is usually directed to Palkia, who's spacial rend 2hko's without activating cutsap, and T-tar usually handles Deo-s, but must be wary of superpower.

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Thunder
- Ice Beam
The King returns, abusing Water Spout to the fullest. Modest over Timid to allow maximum power, as Kyogre isn't outspeeding much with a +spe nature that it wouldn't anyways, and I would never risk the tie with opposing Scarf Kyogre and Zekrom. The moveset is obvious, and doesn't require too much explanation. It seems that a bulkier Kyogre would be appreciated for greater rain support, but Palkia does just fine for a time in the sun with it's Dragon moves, and has ko'd many a Groudon switching in to take it's rain.

Palkia @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Draco Meteor
- Spacial Rend
- Surf
The set piece of the team, who needs only three turns to almost always accomplish his job. Team preview aids this monster even more, as the switch becomes true guess work. Surf is chosen over Thunder as Specs Palkia appreciates the reliability over what usually ends up being superfluous coverage. Evo-Stone Chansey is the only safe switch in, and with a small amount of prior damage, can be 2hkoed. Modest is an option for getting much closer the the KO on Chansey, but doesn't have much use besides that.

Nattorei (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball
Natt performs an invaluable job here as he does on many uber teams. He is a great switch in to thunders, counters CM ogre wonderfully, can take many water attacks, and can even act as a check to threats such as Lati@s(in the rain) and Skymin. Spikes are so it has something to do with it's time, as well as wearing down enemy Palkia eager to switch into water spout. Leech seed provides excellent recovery, especially as Natt often finds itself switching on the next turn, giving my next member a way to soften the incoming blow. Gyro ball and Power Whip don't require much explanation. I've had many suggestions for shed shell, but a double switch to Palkia is pretty easy to accomplish, and leftovers are pretty vital for Natt.

Arceus-Steel @ Iron Plate
Trait: Multitype
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Recover
- Judgment
- Thunder
Arceus is an invaluable stall breaker, and it's slightly unorthodox moveset lends itself to this. It's a perfect switch in to Evo-stone chansey, something this team desperately needed. Thunder is very useful, granting me the ability to heavily damage Ho-Oh, Lugia, and many other phazers. Many times I do not CM first turn, as this allows the usual suspects such as Groudon and Garchomp to easily counter me. With Max SpA I almost always 2hko Groudon, giving me all important weather control, and do a good amount to Garchomp, letting Natt deal with it much easier. Grass knot is inferior as I already struggle with Ho-Oh enough. Roar only helps me against Lati@s who are already very well handled by T-tar.

Tyranitar (M) @ Choice Band
Trait: Sand Stream
EVs: 136 HP / 252 Atk / 120 SDef
Adamant Nature (+Atk, -SAtk)
- Crunch
- Pursuit
- Stone Edge
- Superpower
Yet another pokemon to help me deal with stall. Offers a near perfect switch to the Lati's and clears the way for unbridled water spamming. Can also pursuit evo-stone chansey and with SR do enough damage to keep it from coming back in on Water Spout, or Superpower or the KO if Chansey is feeling like Toxic. T-tar performs his jobs well but his typing is unfortunate for this already ground and fighting weak team. Skymin was here in a previous iteration, but didn't accomplish much besides somewhat check DD Quaza. Scizor did a good job, but was much more vunerable to the Lati's, and couldn't switch in near as easily, and in this scenario, an immediate switch is very neccesary for my team. I'm still thinking of replacing this with a very specially bulky scizor. One major benefit T-tar holds over Scizor is it's guarantee to remove Shandera, who is many new stall teams main answer to Steelceus.
There's the team in all it's watery glory. Please remember that this is a team based on eliminating the few counters to the near uncounterable, and ending matched quickly after that has been accomplished. Thus, sacrificing is often a very beneficial strategy for this team, and a switch-in that is not 2hkoed is in many cases not really necessary, please remember this in your rates to some extent. Well, I guess it's time to begin the seemingly impossible task for me of beginning a new, improved team. Enjoy!