Hi. It's me here back with another team, and with this team I've managed to do pretty well on the ladder (not that well tho). After many wins, losses, changes, etc, I've managed to make this team which has achieved 1500+ on the ladder. It's not that much but I don't know how else I can improve this team, so any suggestions would be highly appreciated. Thanks!
This team isn't really built around anything, but it is a bit offensive. So I just called it offensive ubers team. It started as a HO team with some changes. Also pls don't mind the nicknames i know they're dumb, i just put them on for some humor.
This team isn't really built around anything, but it is a bit offensive. So I just called it offensive ubers team. It started as a HO team with some changes. Also pls don't mind the nicknames i know they're dumb, i just put them on for some humor.
THE TEAM
FEAR ME EVEN MORE (Groudon) @ Red Orb
Ability: Drought
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge
Here we have the big boss of this team. This monster can absolutely sweep opposing teams, no matter what they are, once it properly sets up. Groudon already has really good base stats, so with a Rock Polish you can probably outspeed the entire meta, and punch REALLY big holes in opposing teams. Swords Dance is just there if Groudon has another opportunity to set-up, then with +2 attack it can OHKO many 'mons, even walls. If you get the chance, definitely get a rock polish and sd up. But normally you'd just go for rock polish and sweep as fast as you can because this groudon isn't that bulky and can get damaged pretty easily. Precipice is a must-have move, amazing power. Stone Edge for those flying types/switch-ins.
fear me (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hidden Power [Fire]
- Thunder
- Geomancy
This is the secondary sweeper of the team, also my dark resist etc. This can not only wall and take really nice hits from dark types, it can also pretty much destroy the meta once it gets geomany up. This is pretty much the standard geomancy xearneas, and it is my late-game sweeper because it only has one chance to set up and sweep. It can also be used as my hole-puncher to get rid of annoying stuff on the opposing team, if I want to sacrifice it.
dd up (Salamence-Mega) @ Salamencite
Ability: Intimidate
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost / Substitute
- Earthquake
Mega Salamence is my third offensive 'mon. It isn't really a sweeper, just generally a hole puncher and wall-breaker. It can break through so many walls in the game, and can also sweep with dd. However, because of recoil, it can't really last long, so it's generally used as my wall-breaker. Can be used as cleaner as well, or my late-game sweeper. Dragon dance + double edge is definitely needed for m-salamence. Then we have roost or substitute. I've used Substitute and it works pretty well, making salamence immune to status effects, giving it extra life, and a better opportunity to set-up with dd. Roost is also a good option if you want to keep salamence healthy, so both are really good. Facade can be another option but it isn't really recommended for me. Earthquake is a really good coverage move for stuff like dusk-mane etc, also hits pretty hard without recoil which is pretty nice.
hmmmmm (Necrozma-Dusk-Mane) @ Solganium Z / Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Sunsteel Strike
- Morning Sun
This is my first wall in the team. I love how my dusk-mane is a wall, where many other opponents would think it is a sweeper etc. Dusk-Mane can serve as an AMAZING wall because of its bulk and prism armor (3/4 dmg from super effective atks). It can hardly get OHKOed by any special attackers (even +2 xerneas). It also has decent physical defence so don't underestimate it. Earthquake is a good coverage move for opposing dusk-manes, because I could basically just be setup fodder for them. Toxic is really good for wearing down opponents, whether it's a wall or a sweeper. Sunsteel strike is a really good stab move that can still punch holes and deal really decent damage, but use it carefully because it only has 8 PP. Morning sun is a needed move since duskmane needs its recovery. I chose Solganium Z on here because it is unexpected and can break through things that dusk-mane can't wear down. Leftovers can be another good option, but it reveals that dusk-mane is a wall, and i don't want that.
Im slower then u (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn
Now, this is my really nice pivot and revenge killer. It can deal decent damage with its moves and serve as a wall/pivot for opponents. It can outspeed most of the meta, and can cripple opponents with it's moves. Foul Play can destroy physical attackers, and can 2HKO most groudons. Dark Pulse is a basic stab move that deals pretty decent damage. Oblivion Wing is a really good move, being able to destroy things like marshadow and phermosa, and give hp back to yvetal at the same time! U-turn gives my team momentum and can deal some nice chip damage for my team.
Groudon Check (Arceus-Ground) @ Earth Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Ice Beam
- Stealth Rock / Defog
This is my final member and final wall and also my general lead. I've tested multiple sets, and this seems to be the best one. I have a really bad problem with groudon, so this is my solution. Arceus can literally wall every groudon there is, and outspeed them and destroy them. It can also be a good wall, and weaken the opposing team a bit. Just a really nice support 'mon in general. Judgement ofc, recover for recovery, ice beam for opposing walls like yvetal/lugia, etc, and sr for chip which my team really appreciates. Defog could be another option because of deoxys-speed (which is very annoying), but sr is just the general move.
Thank you all for taking your time to read this, and as usual, any rates/suggestions would be highly appreciated!
pokepaste: https://pokepast.es/5a7b9497dea73da6
FEAR ME EVEN MORE (Groudon) @ Red Orb
Ability: Drought
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge
Here we have the big boss of this team. This monster can absolutely sweep opposing teams, no matter what they are, once it properly sets up. Groudon already has really good base stats, so with a Rock Polish you can probably outspeed the entire meta, and punch REALLY big holes in opposing teams. Swords Dance is just there if Groudon has another opportunity to set-up, then with +2 attack it can OHKO many 'mons, even walls. If you get the chance, definitely get a rock polish and sd up. But normally you'd just go for rock polish and sweep as fast as you can because this groudon isn't that bulky and can get damaged pretty easily. Precipice is a must-have move, amazing power. Stone Edge for those flying types/switch-ins.
fear me (Xerneas) @ Power Herb
Ability: Fairy Aura
EVs: 172 Def / 252 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hidden Power [Fire]
- Thunder
- Geomancy
This is the secondary sweeper of the team, also my dark resist etc. This can not only wall and take really nice hits from dark types, it can also pretty much destroy the meta once it gets geomany up. This is pretty much the standard geomancy xearneas, and it is my late-game sweeper because it only has one chance to set up and sweep. It can also be used as my hole-puncher to get rid of annoying stuff on the opposing team, if I want to sacrifice it.
dd up (Salamence-Mega) @ Salamencite
Ability: Intimidate
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost / Substitute
- Earthquake
Mega Salamence is my third offensive 'mon. It isn't really a sweeper, just generally a hole puncher and wall-breaker. It can break through so many walls in the game, and can also sweep with dd. However, because of recoil, it can't really last long, so it's generally used as my wall-breaker. Can be used as cleaner as well, or my late-game sweeper. Dragon dance + double edge is definitely needed for m-salamence. Then we have roost or substitute. I've used Substitute and it works pretty well, making salamence immune to status effects, giving it extra life, and a better opportunity to set-up with dd. Roost is also a good option if you want to keep salamence healthy, so both are really good. Facade can be another option but it isn't really recommended for me. Earthquake is a really good coverage move for stuff like dusk-mane etc, also hits pretty hard without recoil which is pretty nice.
hmmmmm (Necrozma-Dusk-Mane) @ Solganium Z / Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Sunsteel Strike
- Morning Sun
This is my first wall in the team. I love how my dusk-mane is a wall, where many other opponents would think it is a sweeper etc. Dusk-Mane can serve as an AMAZING wall because of its bulk and prism armor (3/4 dmg from super effective atks). It can hardly get OHKOed by any special attackers (even +2 xerneas). It also has decent physical defence so don't underestimate it. Earthquake is a good coverage move for opposing dusk-manes, because I could basically just be setup fodder for them. Toxic is really good for wearing down opponents, whether it's a wall or a sweeper. Sunsteel strike is a really good stab move that can still punch holes and deal really decent damage, but use it carefully because it only has 8 PP. Morning sun is a needed move since duskmane needs its recovery. I chose Solganium Z on here because it is unexpected and can break through things that dusk-mane can't wear down. Leftovers can be another good option, but it reveals that dusk-mane is a wall, and i don't want that.
Im slower then u (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn
Now, this is my really nice pivot and revenge killer. It can deal decent damage with its moves and serve as a wall/pivot for opponents. It can outspeed most of the meta, and can cripple opponents with it's moves. Foul Play can destroy physical attackers, and can 2HKO most groudons. Dark Pulse is a basic stab move that deals pretty decent damage. Oblivion Wing is a really good move, being able to destroy things like marshadow and phermosa, and give hp back to yvetal at the same time! U-turn gives my team momentum and can deal some nice chip damage for my team.
Groudon Check (Arceus-Ground) @ Earth Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Recover
- Ice Beam
- Stealth Rock / Defog
This is my final member and final wall and also my general lead. I've tested multiple sets, and this seems to be the best one. I have a really bad problem with groudon, so this is my solution. Arceus can literally wall every groudon there is, and outspeed them and destroy them. It can also be a good wall, and weaken the opposing team a bit. Just a really nice support 'mon in general. Judgement ofc, recover for recovery, ice beam for opposing walls like yvetal/lugia, etc, and sr for chip which my team really appreciates. Defog could be another option because of deoxys-speed (which is very annoying), but sr is just the general move.
Thank you all for taking your time to read this, and as usual, any rates/suggestions would be highly appreciated!
pokepaste: https://pokepast.es/5a7b9497dea73da6
Last edited: