Multi Gen Sample Teams (ORAS | BW | DPP | ADV) Submissions Open

Minority

Numquam Vincar
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(Takeover approved by Ubers moderation team, banner by Minority Suspect, certain descriptions by the councils)


Overview

Welcome to the Ubers Sample Team Archive! Here you will find a collection of solid teams from a variety of Ubers generations that are ready to be used by aspiring players. Everyone is welcome to submit a team, but in order to maintain a quality archive teams are subject to approval by their corresponding council. Councils are looking for teams that are structurally sound, representative of their generation, and widely used. Team submissions should not be excessively difficult to use or feature tactics that are especially gimmicky.


Councils

SM: TBA
ORAS: Blim, Hack, Level 56, ZoroarkForever, and TBA
BW2: Blim, dice, Hack, and ZoroarkForever
DPP: BKC, Iris, and Mr.378
ADV: Fireburn and Minority


Team Submission Guidelines
  • An importable of the team is required.
  • An explanation of how the team works and what each member does is required. This explanation should highlight the intent behind the team and needs to be well-written. Use of personal pronouns and improper grammar in team descriptions is discouraged. You may also include any success the team has had on the ladder or in tournament play.
  • An appropriate name for your team is preferred. Be tasteful!
  • Posting mini-sprites along with your team is preferred.
  • Posting teams with you personal Speed creep is discouraged.
  • Do not submit importables with slashes on moves, items, etc.
  • Do not submit teams that have been RMTed or previously posted by someone other than yourself.
  • Do not submit more than one team at a time. Submissions made before the previous submission has been accepted or rejected will be ignored.
  • A submitted team will be added if agreed upon by the corresponding council.
  • Discussing a rejection is not allowed. Once a team is rejected, It's irreversible.
Lethal Legends | Provided by LucosDICampos
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Untitled | Provided by Samqian
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Untitled | Provided by Jhonx~
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Kyogre @ Blue Orb
Ability: Drizzle
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Rest
- Sleep Talk
- Scald
- Ice Beam

Yveltal @ Rocky Helmet
Ability: Dark Aura
EVs: 232 HP / 252 Def / 24 Spe
Bold Nature
- Roost
- Taunt
- Sucker Punch
- Foul Play

Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 164 Def / 96 Spe
Bold Nature
- Protect
- Diamond Storm
- Moonblast
- Heal Bell

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Recover
- Toxic
- Ice Beam

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Sacred Fire
- Recover
- Brave Bird


Untitled | Provided by Wings of Night
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Dialga @ Shuca Berry
Ability: Pressure
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
IVs: 0 Atk
- Flash Cannon
- Draco Meteor
- Stealth Rock
- Toxic

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 44 Def / 212 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Sleep Talk

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Rash Nature
- Psycho Boost
- Superpower
- Ice Beam
- Extreme Speed

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Precipice Blades
- Rock Polish
- Stone Edge
- Swords Dance

Arceus @ Life Orb
Ability: Multitype
EVs: 144 HP / 252 Atk / 4 Def / 108 Spe
Adamant Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance

Salamence @ Salamencite
Ability: Intimidate
EVs: 40 HP / 252 Atk / 4 Def / 212 Spe
Adamant Nature
- Dragon Dance
- Roost
- Facade
- Double-Edge


I Want U. | Provided by Na-Heul
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Lopunny @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Low Kick
- Return
- Fake Out
- Healing Wish

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Magic Coat
- Flash Cannon

Groudon @ Red Orb
Ability: Drought
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Earthquake
- Swords Dance
- Fire Punch
- Rock Polish

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 224 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Sleep Talk

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 40 SpA / 216 Spe
Naive Nature
- Dragon Ascent
- Draco Meteor
- V-create
- Extreme Speed

Hypno Gengar + Yveltal Balance | Provided by Californium
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Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Hex
- Focus Blast
- Protect

Yveltal @ Choice Band
Ability: Dark Aura
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Foul Play
- U-turn

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Stealth Rock
- Precipice Blades
- Roar
- Lava Plume

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 244 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Hex
- Toxic
- Will-O-Wisp / Thunder Wave


SM

Coming once people have actually played this tier.


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Last edited:
ORAS


Deoxys-A + Dialga Hyper Offense | Provided by the ORAS Council

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Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Psycho Boost
- Superpower
- Knock Off
- Extreme Speed

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 200 HP / 132 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Facade
- Double-Edge

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Claw
- Earthquake
- Extreme Speed

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Stone Edge
- Precipice Blades

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 212 Def / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Sleep Talk
- Rest
- Moonblast

Dialga @ Shuca Berry
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Flash Cannon
- Draco Meteor
Dialga always seems to find a valuable role in Uber metagames. The shuca berry set used provides the otherwise frail team with a strong Stealth Rock user and a great offensive check to Salamence. Dialga's issues with Darkrai is being solved by the use of RestTalk Geomancy Xerneas, which similarly benefits from Dialga's ability to set Stealth Rock against the troublesome Ho-oh balances with ease. The teams primarily stallbreakers, Primal Groudon and Deoxys-A complement each other with the former providing the latter an easy switch-in to Klefki, among other things. Arceus-Normal and Salamence provide the team with great offensive checks to the majority of the tier, as well as complementing each other by putting pressure on physically defensive Pokémon.


Traditional Deoxys-S Hyper Offense | Provided by the ORAS Council

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Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Skill Swap
- Spikes
- Stealth Rock

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 216 HP / 156 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Roost
- Earthquake
- Double-Edge

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- ExtremeSpeed
- Stone Edge
- Earthquake

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 168 HP / 252 Atk / 32 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 208 Def / 252 SpA / 48 Spe
Modest Nature
- Geomancy
- Moonblast
- Focus Blast
- Hidden Power [Rock]

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Nasty Plot
- Dark Pulse
- Sludge Bomb
Prone to matchup issues + hax, but is good for getting started on the ladder and ending games quickly. Double Dance Primal Groudon is the Xerneas check and helps break physical walls so Dragon Dance Mega Salamence or Extreme Killer can clean up later. Geomancy Xerneas provides an alternate win condition while Darkrai helps with Ghosts, Latis, and Calm Mind Arceus formes.


Sand Hyper Offense | Provided by Lord Outrage

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Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Swords Dance
- Earthquake
- Rapid Spin

Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Facade
- Double-Edge

Arceus @ Life Orb
Ability: Multitype
EVs: 192 HP / 252 Atk / 64 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 128 HP / 252 Atk / 72 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Stone Edge
- Precipice Blades

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Psycho Boost
- Ice Beam
- Superpower
- Knock Off

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 252 HP / 108 Def / 148 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Foul Play
- Rock Slide
Outrage's take on sand offense utilizes a Deoxys-A with Ice Beam to help with an otherwise troublesome stall match up. Tyranitar, Excadrill and Salamence provides the usual sand offense core. To note is also how Tyranitar's and Excadrill's sets take the pressure off Mence in regards to check varios threats such as Primal Groudon and Arceus-Normal. The team's own Primal Groudon provides another physical sweeper, which has the usual great synergy with Arceus-Normal, Excadrill and Salamence.


Cloyster Hyper Offense | Provided by Level 56

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

Rayquaza @ Choice Band
Ability: Air Lock
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Ascent
- Extreme Speed
- V-create
- Earthquake

Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball / Hex
- Focus Blast
- Protect
- Destiny Bond

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 128 HP / 252 Atk / 72 SpD / 56 Spe
Adamant Nature
- Stealth Rock
- Dragon Tail
- Stone Edge
- Precipice Blades

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 32 Def / 252 SpA / 224 Spe
Modest Nature
- Moonblast
- Sleep Talk
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Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance
This is an offensive team with Rayquaza as the main wall breaker and Cloyster as it's lead. It's pretty straightforward. Cloyster is a solid lead that can set Toxic Spikes, can pressure stuff with Shell Smash + Icicle Spear and also has access to Rapid Spin, which makes it very useful against other leads. Primal Groudon is the team's Stealth Rock user and also checks Xerneas, Primal Kyogre and Steel types. Rayquaza is the team's main wall breaker. With Choice Band as it's item, Rayquaza hits ridiculously hard, making it very hard for most teams to deal with it. Scarf Xerneas helps against threats like Mewtwo, Deoxys-A, Darkrai, lati@s etc which are pretty threatening to the team, otherwise. Mega Gengar is a solid mega evolution that can take out key threats thanks to Shadow Tag. It's main role in this team is to make sure Ekiller doesn't go on a rampage. Lastly, Arceus is there to revenge kill weakened stuff and acts as a late game sweeper.


Rayquaza + Double Hex Bulky Offense | Provided by James Jimmy

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Rayquaza @ Life Orb
Ability: Air Lock
EVs: 212 Atk / 44 Def / 252 Spe
Naive Nature
- Draco Meteor
- V-create
- Extreme Speed
- Dragon Ascent

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

Arceus @ Life Orb
Ability: Multitype
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Stealth Rock
- Thunder Wave
- Rock Slide
- Precipice Blades

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 96 SpA / 160 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Heal Block
- Dazzling Gleam

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 244 Def / 252 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Toxic
- Draco Meteor
- Defog
- Hex
This is a Bulky Offennse team that was made with Arceus-Normal as a late-game sweeper in mind. It focuses on taking out Arceus-Normal's checks (mainly Giratina-Origin, Mega Salamence, Skarmory, etc.) with Gengar and Rayquaza. Dazzling Gleam Klefki was used to bait Mega Sableye, allowing Arceus to sweep late-game. Destiny Bond is used on Gengar to deal with Ho-Oh and Spikes over Toxic on Klefki is used to put additional pressure on the opposing team. In addition to that, Heal Block was used on Klefki in order to annoy support Arceus and to prevent Rest / Sleep Talk Xerneas variants from sweeping the team.


Arceus-Ground Bulky Offense | Provided by Thugly Duckling

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Groudon-Primal @ Red Orb
Ability: Drought
EVs: 248 Atk / 176 SpD / 84 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Dragon Tail

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

Klefki @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Salamence-Mega @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 248 HP / 128 Atk / 40 SpD / 92 Spe
Adamant Nature
- Dragon Dance
- Frustration
- Refresh
- Roost

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 40 HP / 200 Atk / 252 Def / 16 Spe
Adamant Nature
- Dragon Tail
- Shadow Sneak
- Shadow Force
- Defog

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Recover
This is a straight-forward offensive team that aims to apply pressure to the opposing team with entry hazards using Lava Plume + Dragon Tail Primal Groudon and Spikes Klefki, to then clean with either Arceus-Ground or Mega Salamence after wallbreaking with Calm Mind Latios. Giratina-O is used for the good matchup it has against hyper offense, able to steal momentum from the opponent by blanket checking Ground-types by virtue of its excellent resistances and immunities and ability to Defog while maintaining an offensive presence. Mega Salamence's EV spread is freaking clutch and survives -2 252 SpA Soul Dew Draco Meteor from Latios and Latias from full health to set up Dragon Dance, and is never 2HKOed by support Arceus's neutral Judgment. Calm Mind Latios glues the team together, applying massive pressure to Steel-types such as Skarmory and Klefki which may trouble Ground Arceus and Mega Salamence while covering a weakness to Calm Mind Primal Kyogre and some Calm Mind Arceus formes that would otherwise annoy the team.


Status Spam Bulky Offense | Provided by Hack

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Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 216 SpA / 40 Spe
Modest Nature
- Hex
- Toxic
- Defog
- Thunder Wave

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Will-O-Wisp
- Hex
- Focus Blast

Arceus @ Leftovers
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Extreme Speed
- Shadow Claw
- Swords Dance
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Stealth Rock
- Thunder Wave
- Rock Slide
- Precipice Blades

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Thunder Wave
- Spikes
- Toxic
- Play Rough

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk
This is an influential bulky offense team revolving around Mega Gengar, Ho-Oh, and status abuse. The supporting members provide a solid defensive backbone via Primal Groudon, Klefki, and Giratina-O, along with a strong sweeper in Extreme Killer Arceus. The general framework of this team is visible in numerous similar balanced builds. Primal Groudon's main role on this team is to provide support both in the form of defensive utility and setting up Stealth Rock. Defensively, Primal Groudon helps the team deal with Xerneas, Primal Kyogre, and Steel-types; if necessary, Primal Groudon can also take a hit from Ho-Oh and retaliate with a super effective Rock Slide. Ho-Oh provides the team with a wallbreaker, sleep absorber, Calm Mind Arceus check, and check to Steel-types. Because Giratina-O assumes the role of the Defog user on this team, the Arceus slot is made more flexible to allow for a strong offensive option in Extreme Killer Arceus. Although Giratina-O's primary role is checking physical attackers, it can also function as a pivot to switch into Primal Kyogre for Primal Groudon to bring its harsh sunlight back, thanks to Giratina-O's resistance to Water. Mega Gengar serves an important role in this team as a powerful offensive threat and due to its ability to trap and eliminate key defensive threats. Other than the two priority users, Mega Gengar is also notable for being the fastest Pokemon on the team, outspeeding Pokemon such as Arceus, Darkrai, Mega Salamence, and the plethora of base 90 Speed Pokemon. It also serves a major defensive role by being the team's primary defense against Extremekiller Arceus. Klefki fulfills several defensive roles for this team as its Steel and Fairy typing allows Klefki to check offensive Dragons, Dark-types, and Xerneas. This team is an excellent representation of the dominant Ho-Oh bulky offense archetype, which was hugely influential in shaping the ORAS Ubers metagame.


Mega Diancie Sun Balance | Provided by the ORAS Council

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Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 80 Atk / 252 SpA / 176 Spe
Timid Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Ice Beam
- Toxic
- Whirlwind
- Roost

Arceus @ Splash Plate
Ability: Multitype
EVs: 240 HP / 252 Def / 16 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog

Latios @ Soul Dew
Ability: Levitate
EVs: 8 HP / 252 SpA / 248 Spe
Modest Nature
- Grass Knot
- Draco Meteor
- Psyshock
- Roost

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Precipice Blades
- Lava Plume
- Roar
- Stealth Rock
Coming Soon.


Absolute Control Sun Balance | Provided by Lord Outrage

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Sableye (F) @ Sablenite
Trait: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature (+Def, -SAtk)
- Fake Out
- Will-O-Wisp
- Foul Play
- Recover

Ho-Oh @ Life Orb
Trait: Regenerator
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Klefki (M) @ Leftovers
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Toxic
- Thunder Wave
- Play Rough
- Spikes

Lugia @ Leftovers
Trait: Multiscale
EVs: 248 HP / 124 Def / 136 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Ice Beam
- Roost
- Whirlwind

Arceus-Water @ Splash Plate
Trait: Multitype
EVs: 248 HP / 244 Def / 16 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Judgment
- Defog
- Toxic
- Recover

Groudon @ Red Orb
Trait: Drought
EVs: 248 HP / 252 SDef / 8 Spd
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Precipice Blades
- Stone Edge
- Rest
This team focuses on the use of Ho-Oh and Lugia in conjunction with strong anti-hazard support. Arceus-Water checks Ho-Oh, counters Swords Dance Arceus Ground, counters Rock Polish Primal Groudon and Mixed Primal Groudon. This set has Judgment instead of Ice Beam to make it less passive and better against Mega Gengar. Mega Sableye keeps rocks off the field against a lot of Pokemon such as Deoxys-S, Tyranitar, Ferrothorn, and Blissey. It even obliges Stealth Rock Primal Groudon to play conservative with Stealth Rock since Mega Sableye can switch in at any moment. The Kyogre check and Stealth Rock user of this team is relegated to Primal Groudon. With Rest and max Special Defense, It checks Primal Kyogre even better and greatly annoys stall teams. Stone Edge is used to hit Ho-Oh very hard and it's checks in general like Lati@s and Giratina-O for some damage.


Traditional Stall | Provided by Hack and Kebabe

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Sableye (M) @ Sablenite
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Fake Out
- Will-O-Wisp
- Foul Play
- Recover

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog

Lugia @ Leftovers
Ability: Multiscale
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
- Ice Beam
- Toxic
- Roost
- Whirlwind

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Snatch
- Soft-Boiled
- Aromatherapy

Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Pursuit
- Stone Edge
- Stealth Rock
- Rest

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
- Lava Plume
- Roar
- Rest
- Precipice Blades
A full stall team. Mega Sableye and Arceus Water are used for optimal hazard control while they also check threats like Extreme Killer and Ho-Oh. Lugia checks Mega Salamence, Swords Dance Primal Groudon, and Rayquaza. Tyranitar checks Yveltal and Darkrai, pursuit traps Latis and Mega Gengar, and set up Stealth Rock. Primal Groudon checks Xerneas and Primal Kyogre. Finally, Snatch Blissey is the cleric of the team, checks Calm Mind/Refresh Arceus formes, and supports Primal Groudon and Tyranitar in special walling.



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BW


Heatran Sun Hyper Offense | Provided by Blim

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Groudon @ Lum Berry
Ability: Drought
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Spikes
- Dark Pulse
- Extreme Speed
- Psycho Boost

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Substitute
- Dragon Tail
- Earthquake
- Shadow Sneak

Palkia @ Haban Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Spacial Rend
- Fire Blast
- Thunder
- Dragon Tail

Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Lava Plume
- Roar
This is a fairly standard HO but with the addition of Heatran, an underrated Pokemon that is typically seen on balance or stall teams. Deoxys-A utilizes Dark Pulse to hit Magic Bounce Espeon + Xatu. Dark Pulse also hits Deoxys-S by chance you come across a mirror lead match-up. Giratina-O is the obligatory spinblocker which uses the sub + dragon tail set to devastate teams (especially passive / stall teams) after hazards are up. Double Dance Groudon + SD Arceus forms the basic offensive core of the team, both of these have excellent synergy with each other as they help to either weaken or outright beat each other's counters / checks, both of them also act as the main cleaners of the team, pressuring or setting up on the opposing team after hazards / sub + dragon tail Giratina-O / Roar Heatran have done their job. Although of course, this doesn't always happen in every game, often time you'll have to use them early game to, but you get the idea. Next up is Palkia, the main Kyogre switch in and another Pokemon to pressure the opposing team by utilizing dragon tail + hazards. Dragon Tail is key for phazing out Arceus that like to switch in; often times you can rack up insane amounts of hazards damage if you predict well. Haban Berry may not seem necessary since Heatran is used as a dragon resist, but it's very useful for getting unexpected KOs vs opposing dragons that think they will outspeed you. Heatran checks / counters many things that tend to problems for offensive teams like this - such as Genesect, Latias / Latios, and Fire Blast Mewtwo. Heatran is also a great user of stealth rock, freeing up Groudon to go double dance.



Droughtfest | Provided by Hack

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Groudon @ Earth Plate
Ability: Drought
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Dragon Tail

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

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Sleep Talk

Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- U-turn
- Ice Beam
- Flamethrower
- Iron Head

Latias @ Soul Dew
Ability: Levitate
EVs: 164 HP / 148 SpA / 196 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Healing Wish
Built in 2013 when Kebabe modded Hack's RMT Droughtfest, this team has shown great progress against a wide variety of opponents. Instead of hinging on a very thin thread of having to prevent Stealth Rock at all cost to support Ho-oh, the team centers around accomplishing an Arceus-Normal sweep, something it has shown to do very consistently. The fact that it has the flexibility in the hazard game due to Cloyster's abilities to set spikes, spin or luring in and weakening Ekiller-checks such as Arceus-Ghost makes the game plan much more hyper offensively oriented than the typical "magic sun" teams seen at the time. Ho-oh is of course a beast when Stealth Rock isn't up, but one has to understand that the main goal of the team is ultimately an Ekiller sweep.


Syrim Hyper Offense | Provided by the BW Council

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Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Dark Pulse
- Extreme Speed
- Spikes

Latias @ Soul Dew
Ability: Levitate
EVs: 64 HP / 244 SpA / 200 Spe
Timid Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roar

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Focus Blast
- Taunt
- Dark Void

Groudon @ Earth Plate
Ability: Drought
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Dragon Tail
- Stealth Rock

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- Iron Head
- U-turn
- Ice Beam
- Flamethrower

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 160 HP / 96 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Focus Blast
- Calm Mind
- Recover
Coming soon.


Rain Offense | Provided by Donkey

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Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Dual Chop
- Fire Blast

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam

Genesect @ Choice Scarf
Ability: Download
EVs: 8 Atk / 248 SpA / 252 Spe
Naive Nature
- U-turn
- Bug Buzz
- Thunder
- Ice Beam

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Judgment
- Toxic
- Stone Edge
- Recover

Latias @ Soul Dew
Ability: Levitate
EVs: 112 HP / 204 SpA / 192 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Calm Mind
- Psyshock
- Roost

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Void
- Thunder
- Dark Pulse
- Focus Blast
Coming Soon.


Standard Sand Bulky Offense | Provided by the BW council

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Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 64 Atk / 56 Def / 136 SpD
Brave Nature
- Stealth Rock
- Payback
- Superpower
- Fire Blast

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Outrage
- Fire Blast
- Extreme Speed

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 248 HP / 148 SpA / 112 Spe
Timid Nature
- Judgment
- Toxic
- Stone Edge
- Recover

Genesect @ Choice Scarf
Ability: Download
EVs: 248 Atk / 8 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Rapid Spin
- Iron Head
- Earthquake

Latias @ Soul Dew
Ability: Levitate
EVs: 112 HP / 204 SpA / 192 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Calm Mind
- Recover
This sand balance revolves around having relatively sound checks to just about anything in the BW2 Ubers meta. It has a solid match up versus just about anything, and that is its biggest selling point. Sand is greatly disruptive for the more prevalent sun and rain-based teams, and Tyranitar in itself is a fully functioning check to threats like Arceus-Ghost and Latios / Latias. Mixed Rayquaza is something to note in particular on this team. It greatly helps the team's defensive and offensive synergy by checking dangerous weather sweepers while at the same time breaking walls for the team's cleaner, Excadrill. Latias + Genesect + Arceus-Fighting is likely the most solid combination in BW2 Ubers for a balanced team, and forms a solid backbone to check a multitude of big threats. Arceus-Fighting's set is largely contributing to the team's good match up vs sun.


Rain Stall | Provided by Blim

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Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Surf
- Thunder
- Ice Beam

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
IVs: 0 Atk
- Taunt
- Spikes
- Roost
- Whirlwind

Tentacruel (M) @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 32 Def / 224 SpD
Calm Nature
IVs: 0 Atk
- Toxic Spikes
- Rapid Spin
- Scald
- Protect

Giratina @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Rest
- Sleep Talk
- Roar

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Heal Bell
- Toxic

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Impish Nature
- Will-O-Wisp
- Recover
- Judgment
- Stealth Rock
Coming soon.


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Last edited:
DPP


Lucario & Friends Hyper Offense | Provided by faint

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Froslass (F) @ Focus Sash
Ability: Snow Cloak
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Shadow Ball
- Spikes
- Destiny Bond

Dialga @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Outrage
- Fire Blast
- Stealth Rock

Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Spacial Rend
- Surf
- Thunder
- Draco Meteor

Giratina (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 60 SpA / 196 Spe
Naive Nature
- Draco Meteor
- Dragon Claw
- Shadow Sneak
- Hidden Power [Fire]

Lucario (M) @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Crunch
- ExtremeSpeed

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- ExtremeSpeed
- Swords Dance
This team was designed to overrun my opponent with hard hitters to eventually find a late game sweep with either Lucario or Rayquaza. Similarly to the Rayquaza + Salamence core that was used by some players during DPP, many teams are generally only capable of handing either Lucario or Rayquaza, but not both. Because the most problematic mons that can stop a +2 Extremespeed sweep are bulky steels like Choice Scarf Jirachi, I tacked on a dual steel resist in Dialga + Palkia to help with that. Dialga has the added benefit of being a Hasty nature to outspeed offensive Groudon and the like with ease. Outrage 2HKO's RestTalk Kyogre which is nice too. Giratina-O is just an all around excellent mon in DPP. It's a great revenge killer with Shadow Sneak, handles Groudon relatively well and destroys unsuspecting Scizor + Forry so long as the sun is up.


Froslass + Kabutops Hyper Offense | Provided by Iris

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Froslass @ Focus Sash
Ability: Snow Cloak
EVs: 60 Atk / 252 SpA / 196 Spe
Hasty Nature
- Shadow Ball
- Ice Shard
- Spikes
- Icy Wind

Groudon @ Leftovers
Ability: Drought
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Fire Punch
- Dragon Claw

Kyogre @ Choice Scarf
Ability: Drizzle
EVs: 168 HP / 136 SpA / 204 Spe
Modest Nature
- Water Spout
- Ice Beam
- Surf
- Thunder

Kabutops @ Choice Band
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Aqua Jet

Dialga @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpA / 220 SpD / 32 Spe
Calm Nature
- Dragon Pulse
- Thunder
- Stealth Rock
- Roar

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 244 Atk / 148 SpA / 116 Spe
Naughty Nature
- Draco Meteor
- Thunder
- Earthquake
- Shadow Sneak
This team focuses around the fact that groudon beats what kabutops can't. The sun and rain rarely matter since groudon is an early set up. dialga and gira help wear down dialgas and giras and maybe palkias for kyogre. the team sacrifices a lot to trade 1v1 cause kyogre and kabutops will 1v1 the majority of the tier. gira could probably use speed, but thats about it. ice shard beats other froslass. groudon wants to target gira specifically so he needs dragon claw. fire punch so the gira has to come out on a skarm team / stop the spin vs forretress. stone edge isnt needed cause lugia / ho oh can't beat kabutops.


Mew Lead Offense | Provided by Iris

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Mew @ Lum Berry
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- U-turn
- Explosion

Dialga @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Outrage
- Flamethrower
- Thunder

Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Roost
- Thunder
- Surf

Mewtwo @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Aura Sphere
- Flamethrower
- Self-Destruct

Rayquaza @ Life Orb
Ability: Air Lock
Shiny: Yes
EVs: 36 Atk / 4 Def / 252 SpA / 216 Spe
Rash Nature
- Draco Meteor
- Extreme Speed
- Fire Blast
- Outrage

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Def / 216 SpD / 36 Spe
Calm Nature
- Wish
- U-turn
- Thunder Wave
- Iron Head
Mew reliably gets up Stealth Rock versus most leads. U-turn allows It to switch out versus Taunter Pokemon like Deoxys and break their Focus Sash at the same time, while Fireblast prevents Forretress from totally blocking Mew. Jirachi builds momentum with slow U-turns into Latios and Mewtwo, 2 very dangerous Pokemon that works well with each others and with Jirachi. Dialga is a really good pokemon and really splashable. Finally, Rayquaza is used for his good priority and strong offensive presence.


Darkrai Lead Offense | Provided by Iris

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Darkrai @ Chople Berry
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Will-O-Wisp
- Dark Pulse
- Focus Blast

Garchomp @ Leftovers
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Dragon Claw
- Earthquake
- Swords Dance

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Rest
- Sleep Talk
- Dragon Claw

Rayquaza @ Silk Scarf
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Fire Blast
- Dragon Claw
- Extreme Speed

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 236 SpD / 20 Spe
Impish Nature
- Taunt
- Spikes
- Roost
- Whirlwind

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Ice Punch
Chople darkrai beats the most common leads: sash ray, tyranitar (chople beats lum), froslass, cloyster, gira o, and limits deoxys to one layer / two layers. after gaining initial momentum, the team is basic dragon steel balance with some cool sets to help for a rayquaza sweep. SD SR chomp is a new thing and is used over groudon for the 102 speed. Skarmory adds the crucial spikes that allow ray to OHKO common scarfers like palkia and kyogre. Jirachi covers the boosting threats like DD ray, but it is particularly chosen to trick somethign, die, and let ray SD. Dialga rounds out the team by adding an extra win condition and overall special sponge for high powered dragons. Silk scarf is chosen over LO for survivability and to keep the necessary OHKOs on palkia, kyogre, and latios.


Cloyster Offense | Provided by BKC

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Cloyster (M) @ Focus Sash
Trait: Shell Armor
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Payback
- Ice Shard
- Spikes
- Toxic Spikes

Dialga @ Leftovers
Trait: Pressure
EVs: 248 HP / 16 SAtk / 204 SDef / 40 Spd
Modest Nature (+SAtk, -Atk)
- Dragon Pulse
- Thunder
- Roar
- Stealth Rock

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 244 Atk / 216 SAtk / 48 Spd
Rash Nature (+SAtk, -SDef)
- Shadow Sneak
- Earthquake
- Thunder
- Draco Meteor

Scizor (M) @ Choice Band
Trait: Technician
EVs: 248 HP / 244 Atk / 16 SDef
Adamant Nature (+Atk, -SAtk)
- U-turn
- Bullet Punch
- Pursuit
- Superpower

Palkia @ Lustrous Orb
Trait: Pressure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Spacial Rend
- Hydro Pump
- Thunder
- Fire Blast

Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Ice Beam
- Thunder
This is a simple but very dangerous offensive team. The bulky Dialga gets up rocks against the faster dudes taking out Cloyster (after it's gotten both Spikes down, which it's very good at) for a fearsome one-two hazard punch. Palkia is often checked by being choiced, so a lot of teams are up the creek without a paddle when it switches moves. Any non-Scarf Palkia set works here, I just like Lustrous for brutally strong Hydro Pumps fueled by its partner in crime, Scarf Kyogre, who gets tons of free switchins off U-turns from CBzor. Haban can definitely work on Palk for the extra Lati@s lure to secure that endgame ScarfOgre sweep. Thunder isn't very common on G-O but it smashes Kyogre, Lugia and Ho-Oh.


Triple Steel Bulky Offense | Provided by Iris

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Rayquaza @ Focus Sash
Ability: Air Lock
EVs: 36 Atk / 252 SpA / 220 Spe
Rash Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Earthquake

Dialga @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Flamethrower
- Thunder
- Thunder Wave

Palkia @ Haban Berry
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Aqua Tail
- Spacial Rend
- Fire Blast
- Thunder

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Payback
- Grass Knot
- Stealth Rock
- Explosion

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Ice Punch

Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Earthquake
- Dragon Dance
This is v2 of my botw team that was used to defeat iconic and leaker probs deployed to a lot of people. I think it is pretty cool and wanted to share it with people! sash ray beats so many things including ttars, most deoxys, armaldos, twave-less groudons (twave is now non existant as a lead), forreys, giras, LO rays, forreys, tentas, etc. I had twave just cause, but it is useless i think! Dialga adds a lot of pressure with 3 attacks, really only being walled by heatran and blissey. 3 attacks will destroy most balance teams and twave adds utility to aid my last! haban palkia provides the necessary scarf ogre check which seems to be dying off recently. haban allows me to bluff scarf and tank myriad dragon attacks. It acts as a failsafe against a lot of offens. I also had thunderwave on it but only recently ive tested 4 attacks. Im unsure of which is best, and ill probably go back to thunderwave. Zonger walls a lot of stuff and is a pretty cool pokemon. payback beats most gira o's, and latios, and grass knot beats growlydons. Explosion was chosen over gyro / toxic for momentum and extra power. ZOnger is really the only thing that allows a set up on my team, and explosion nullifies that. Jirachi is the fail safe for dd rays, darkrais (which im really, really weak to like a lot of balance), and tricks the ttar coutners like groudon. Ttar is really the "gimmick" of the team that beats a lot of balance teams by itself. Chople dialga, gyro zonger, SR dialga, etc are all things to consider to help you with specific threats.


Sun Bulky Offense | Provided by Jirachee

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Ho-Oh @ Lum Berry
Ability: Pressure
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Roost

Groudon @ Leftovers
Ability: Drought
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Stealth Rock
- Roar

Forretress (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 30 Spe
- Toxic Spikes
- Payback
- Spikes
- Rapid Spin

Giratina-O (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 64 Atk / 248 SpA / 196 Spe
Mild Nature
- Shadow Sneak
- Draco Meteor
- Hidden Power [Fire]
- Outrage

Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Spacial Rend
- Fire Blast
- Thunder
- Outrage

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Focus Blast
- Dark Void
- Nasty Plot
Ho-Oh makes for an interesting lead. I don't think it's a great Pokemon in general just because of how hard it is to spin in DPP, but making it a lead means you don't really have to worry about Stealth Rock. It's kind of like Specs Zapdos in OU. I opted for a non-choice set because I didn't want to be forced out by something stupid like an early game Heatran or something. Lum Berry means it destroys the very popular Scarf Darkrai lead. You can even one shot some Deoxys leads through Sash thanks to that nifty burn chance! Rest of the team is pretty standard, I guess.


Scarf Tyranitar + Mewtwo Semi-Stall | Provided by BKC

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Tentacruel (F) @ Focus Sash
Trait: Liquid Ooze
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Toxic Spikes
- Rapid Spin
- Hydro Pump
- Icy Wind

Dialga @ Leftovers
Trait: Pressure
EVs: 240 HP / 112 SAtk / 156 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Dragon Pulse
- Flamethrower
- Earth Power

Skarmory (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 8 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Whirlwind
- Roost
- Toxic

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 212 Atk / 140 SAtk / 156 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Rash Nature (+SAtk, -SDef)
- Draco Meteor
- Shadow Sneak
- Earthquake
- Hidden Power [Fire]

Tyranitar (M) @ Choice Scarf
Trait: Sand Stream
EVs: 252 Atk / 36 SDef / 220 Spd
Jolly Nature (+Spd, -SAtk)
- Crunch
- Pursuit
- Superpower
- Stone Edge

Mewtwo @ Leftovers
Trait: Pressure
EVs: 248 HP / 28 Def / 232 Spd
Timid Nature (+Spd, -Atk)
- Taunt
- Will-O-Wisp
- Light Screen
- Recover
This was another of the teams I made to play Iris and it could very well be the most solid team I've made. I wanted to try his lead Tentacruel, never having used his Ludicolo/Skymin team myself, and was playing around with the idea of using ScarfTar. Lati twins run rampant and Giratina-O is the best mon, what's not to like? It can revenge kill a ton of shit that's been weakened by hazards and that's what makes it so useful. Tenta lead lays the TSpikes and spins the rocks, its speed means it can get something off midgame should it live that long. You'll notice the presence of ground moves on both Dialga and G-O, that's because Heatran is a prick to semistall teams like this and Mewtwo absolutely needs it gone to work (although it probably /could/ stall it with Taunt/LS/Recover coupled with pressure, but you really don't want to take that burn). M2 is brutal btw, few things more satisfying than Light Screening in a poisoned Darkrai's face and then Taunting when it tries to Dark Void the next turn. Darkrai is the reason for max SpDef Skarmory.


Scarf Dialga Stall | Provided by BKC

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Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 60 SpA / 196 Spe
Naive Nature
- Draco Meteor
- Shadow Sneak
- Stone Edge
- Hidden Power [Fire]

Forretress (M) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Protect
- Toxic Spikes
- Rapid Spin
- Payback

Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Roar

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Surf
- Roar
- Rest
- Sleep Talk

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Wish
- Protect
- Toxic
- Iron Head

Dialga @ Choice Scarf
Ability: Pressure
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Dragon Pulse
- Thunder
SpDef Kyogre might've been used a few times in DPP but by and large it's a BW invention. However it's a very handy tool for stall teams who have Darkrai among their worst nightmares (ha!), and is reinforced by the SpDef Jirachi, who also keeps Groudon and G-O healthy. The latter leads to prevent dumb guessing games against Deoxys leads and because it temporarily tricks the opponent into thinking they're playing offense, sort of like on that Superman-esque team I know HSA likes, I think it's also an Iris creation. Stone Edge lures the rare(r) Ho-Oh, who is another thing stall does not like. Protect Forretress makes another appearance, although with TS as the hazard this time. Dialga provides speed, an endgame cleaner and can drop some nukes on offense to ensure that G-O isn't the only thing capable of dishing out damage so the team isn't totally reliant on its defensive core.



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ADV

Invasion Offense | Provided by Minority Suspect

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Latios @ Soul Dew
Ability: Levitate
EVs: 156 HP / 252 SpA / 100 Spe
Modest Nature
- Calm Mind
- Recover
- Ice Beam
- Thunder

Kyogre @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Ice Beam
- Thunder
- Surf

Omastar @ Mystic Water
Ability: Swift Swim
EVs: 40 Def / 252 SpA / 216 Spe
Modest Nature
IVs: 0 Atk
- Toxic
- Spikes
- Ice Beam
- Hydro Pump

Regice @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 136 HP / 120 Atk / 252 SpA
Sassy Nature
- Psych Up
- Explosion
- Thunder
- Ice Beam

Steelix @ Choice Band
Ability: Rock Head
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Rock Slide
- Double-Edge
- Earthquake
- Explosion

Deoxys-Attack @ Petaya Berry
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 30 HP
- Substitute
- Superpower
- Ice Beam
- Thunder
One of the first builds I prepared for UPL IV and the one I used for week 3 was a rain offense built around Substitute + Petaya Deoxys-A, one of the most potent threats in ADV that I felt wasn't fully developed. There aren't a huge number of Pokmeon that confidently check this set, although one that does is Shedinja, which I immediately rectified with a Spikes + Toxic Omastar as rain offenses can tend to struggle against Shedinja to begin with. The choice of Omastar as the Spikes setter was because nothing viable in ADV can afford to spin on it, while Omastar makes a good win condition in itself and alleviates potential weakness to opposing Deoxys-A. Mystic Water was chosen as the held item due to calculations against Pokemon such as Mewtwo and Lugia. This team heavily relies on rain support, so a more defensive Kyogre spread was chosen for longevity with Thunder to help check opposing Kyogre. CB Steelix functions as the Toxic immunity, Electric immunity, primary Normal-type resist, and primary Flying-type resist for the team. Regice was also chosen to offer defensive utility in being the primary Lati check and special sponge. The spread is designed to maximize special bulk without sacrificing the power of Ice Beam or Explosion, the later of which OHKOs standard Latios and nearly KOs Blissey. Overall the build is especially hostile to teams that lack strong counterplay to Thunder use and has several methods to dispose of standardized sun arrangements.


Dragon Sun Offense | Provided by Minority Suspect

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Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Ice Beam
- Thunderbolt

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Toxic
- Metal Sound
- Hidden Power [Fire]
- Thunderbolt

Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Rock Slide
- Hidden Power [Ghost]
- Earthquake

Ho-Oh @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Sacred Fire
- Shadow Ball
- Hidden Power [Flying]
- Earthquake

Snorlax @ Choice Band
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Shadow Ball
- Earthquake
- Body Slam
- Self-Destruct

Latias @ Soul Dew
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Calm Nature
IVs: 0 Atk
- Calm Mind
- Refresh
- Recover
- Dragon Claw
This team has seen a few different changes, both major and minor, but it still holds its original intention to overload opposing Latios, Latias, and Groudon checks. Two of the largest defensive threats to Swords Dance Groudon are defensive Kyogre and Skarmory, both of which are effectively pressured by double Lati and Magneton. Latios runs bolt beam for exceptional coverage that several builds can struggle to handle over a period of time while Latias runs a stall breaker set with Dragon Claw and Refresh. The Latias set in particular runs a mixed bulk spread which helps to sponge both Kyogre's attacks and emergency check Latios while also helping to tank Ghost-type coverage from arbitrary threats. Magneton has some shallow utility outside of trapping Steel-types; it also functions as a bolt beam resist and is good at luring out bulky Grounds which are nailed with Toxic. Snorlax runs Earthquake to completely hammer defensive Steels so that Groudon doesn't have to come in as much, thus reducing exposure to residual damage while Magneton can pick of Skarmory anyways. Ho-Oh was added to sponge Will-O-Wisp from opposing Gengar, Sacred Fire from opposing Ho-Oh, and as a tertiary check to Latios and Latias.



Explosive Rain Offense | Provided by Minority Suspect

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Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Ice Beam
- Thunder

Kyogre @ Leftovers
Ability: Drizzle
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Thunder Wave
- Calm Mind
- Ice Beam
- Hydro Pump

Steelix @ Choice Band
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rock Slide
- Double-Edge
- Earthquake
- Explosion

Snorlax @ Choice Band
Ability: Thick Fat
Shiny: Yes
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Shadow Ball
- Body Slam
- Focus Punch
- Self-Destruct

Regice @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 136 HP / 120 Atk / 252 SpA
Sassy Nature
- Psych Up
- Explosion
- Thunder
- Ice Beam

Qwilfish @ Choice Band
Ability: Swift Swim
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Spikes
- Shadow Ball
- Sludge Bomb
- Self-Destruct
Despite undergoing extensive altercations this team still holds true to its original title of Explosive rain offense, perhaps more so now than before. The goal is to achieve either a Qwilfish or Latios clean via aggressive use of physical attackers and boom. Rain builds naturally tend to struggle with Thunder spam, typically coming from Latios, Latias, and Jirachi so this issue is covered by both Steelix and Regice. Kyogre is played the safest of all the Pokemon on the team because it is necessary for both rain support and as a blanket solution to Pokemon such as Ho-Oh, Groudon, and other Pokemon who need to be broken via powerful neutral special attacks. The Kyogre set is also very difficult for many teams to switch into; even Blissey is torn down by boosted Hydro Pump while the common Lati switch-in is crippled with Thunder Wave. The Snorlax spread opts to run Defense investment because the team already has a dedicated offensive special sponge in Regice. Focus Punch is run over Earthquake because the Steel-type switch in that is not Metagross or Jirachi is more troubling as the team has Choice Band Steelix. Regice runs Explosion in this instance with 120 Attack EVs to always blow away standard Latios while still retaining nearly all of its special bulk; this prevents Blissey from getting free switch-ins, and a surprise Explosion that blows away Blissey makes things much easier for Latios later on.



Standard Deoxys-A Bulky Offense | Provided by the ADV council

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Groudon @ Leftovers
Ability: Drought
EVs: 252 HP / 176 Atk / 80 SpD
Adamant Nature
- Thunder Wave
- Swords Dance
- Rock Slide
- Earthquake

Latios @ Soul Dew
Ability: Levitate
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Hidden Power [Fire]
- Thunderbolt
- Solar Beam
- Dragon Claw

Ho-Oh @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Toxic
- Substitute
- Recover
- Sacred Fire

Latias @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Refresh
- Recover
- Dragon Claw

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion

Deoxys-Attack @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Fire Punch
- Shadow Ball
- Extreme Speed
- Superpower
Lead Groudon does well against some physical leads, gets sun up early, and can scout the Speed of an opposing Kyogre (based on the dominant weather). The heavy HP investment and extra SpD allow Groudon to check a variety of physical attackers while also surviving a Modest Latios Ice Beam if needed. Swords Dance can serve as a potential win con, and prevents Groudon from being walled by physically bulky Pokemon. Opposing Lati is primarily checked with the combination of SpD Ho-Oh and sun, while Forretress, Latias, and Latios can also be used to keep them in line. This Ho-Oh set cannot make any progress against a Refresh Lati, but it does very well against other Lati sets and is effective at spreading Toxic and stalling things out. Deoxys-A can also revenge opposing Lati and severs as the primary win con. Extreme Speed offers some defensive utility against the odd Speed boosting setup sweeper and can pick off weakened weather sweepers. Forretress is mainly here to provide Spikes, which aid Deoxys-A. It also has defensive utility due to its Steel-typing (Toxic and CB mons), and Rapid Spin. Hidden Power Ghost is mainly to prevent Gengar from spin blocking, but it also hits Psychics such as Lati and provides a way to deal damage without exploding. The team utilizes a four attacks Latios and a mono Refresh Latias which can also serve as win conditions if Deoxys-A is played aggressively and allowed to be KOed.



Standard Shedinja Bulky Offense | Provided by Fireburn

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Latios (M) @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Ice Beam
- Thunderbolt
- Recover

Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Rock Slide
- Thunder Wave

Ho-Oh @ Choice Band
Ability: Pressure
EVs: 224 HP / 252 Atk / 32 Spe
Lonely Nature
- Shadow Ball
- Earthquake
- Sacred Fire
- Hidden Power [Rock]

Magneton @ Leftovers
Ability: Magnet Pull
EVs: 114 HP / 220 SpA / 172 Spe
Modest Nature
- Substitute
- Thunderbolt
- Hidden Power [Fire]
- Toxic

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 12 Atk / 244 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion

Shedinja @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Shadow Ball
- Hidden Power [Fighting]
- Protect
- Swords Dance
Shedinja is actually legitimately good in Gen 3 Ubers due to there being much fewer things that can kill it. Spikes is the only entry hazard, there are a dearth of viable Ghost-types to block Forretress's Rapid Spin, basically no one runs Tyranitar and Metagross can be Baton Passed out of. With Lati and Kyogre being prominent threats, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Largely, the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls. CB Ho-Oh is used for physical Shadow Ball, to deter the usual CBander checks with sun and Sacred Fire, and to check to Mewtwo and Latios in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and KO Forretress and Skarmory so they can't Spike on everything / wall Groudon and Shedinja. Toxic is mainly for Deoxys-D in case it tries to use Magneton as Spikes fodder. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Shedinja, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon and Kyogre in case Shedinja can't be used in these roles for whatever reason. Shedinja has a simple SD set to allow it to act as a win condition late game. Threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross in against Shedinja to check it. Lum Berry provides a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally.



Calm Mind Rain Bulky Offense | Provided by Fireburn

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Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Ice Beam
- Thunder
- Recover

Kyogre @ Lum Berry
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Calm Mind
- Hydro Pump
- Ice Beam
- Thunder Wave

Metagross @ Choice Band
Ability: Clear Body
248 HP / 104 Atk / 140 SpD / 16 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Explosion

Mewtwo @ Leftovers
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Calm Mind
- Ice Beam
- Thunder
- Self-Destruct

Skarmory @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Spikes
- Toxic
- Taunt
- Drill Peck

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def / 4 SpA / 252 SpD
Calm Nature
- Wish
- Protect
- Toxic
- Seismic Toss
This team focuses on spreading Spikes / Toxic around and then overwhelming the opponent by throwing a bunch Calm Mind sweepers at them. Kyogre's rain support is invaluable for boosting Latios's and Mewtwo's Thunder and reducing the Fire weakness of Metagross and Skarmory. Lum Berry gives Kyogre a one-time shield from Blissey's Toxic, preventing it from stalling you out, and offers protection against Lati@s if they manage to paralyze you with Thunder during your attempt to take them down. In regards to Mewtwo it usually ends up cleaning up late-game or clearing a path for Latios to do so. Ice Beam and Thunder provide optimal special coverage and destroy most things after a Calm Mind, while Self-Destruct destroys the opponent's special tank to open a hole for the Calm Mind sweepers. Metagross gives this mostly special team some much needed physical power, as well as a reliable answer to certain Pokemon that would otherwise be very threatening. Its primary function is to Pursuit trap Shedinja and Choice Band Deoxys-A, both of which are major threats to the offensive core. Skarmory provides Spikes and can beat pretty much any physical attacker without a Fire or Electric move, making it a solid choice for a physical wall. The most important threats it takes on are Substitute + Salac Berry / SD TWave Groudon, DD Rayquaza, and Curse Snorlax, all of which it can easily beat with Toxic stall and Taunt to stop recovery attempts. Blissey checks non-Refresh Lati@s and helps keep the Steel-types on the team in good health with Wish. Blissey also acts as a Thunder sponge and can usually force special Mewtwos to explode.



Standard Defensive Sun | Provided by the ADV council

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Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Ice Beam
- Thunder

Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Protect
- Toxic
- Rock Slide
- Earthquake

Ho-Oh @ Choice Band
Ability: Pressure
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Hidden Power [Rock]
- Shadow Ball
- Earthquake
- Sacred Fire

Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Soft-Boiled
- Toxic
- Seismic Toss

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Impish Nature
- Spikes
- Rapid Spin
- Hidden Power [Ghost]
- Explosion

Lugia @ Leftovers
Ability: Pressure
EVs: 248 HP / 120 Def / 140 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Whirlwind
- Recover
- Toxic
Defensive sun builds tend to gravitate towards this sort of arrangement. A strong bolt beam Latios is used in order to sufficiently check defensive Kyogre which the team would otherwise struggle against. Forretress and Blissey provide necessary defensive support, providing Spikes, Spin, Heal Bell, a Ghost immunity, and additional Lati checks. Reflect Lugia provides some strong insurance against Swords Dance Groudon and a method of phazing setup sweepers. Lastly, Choice Band Ho-Oh acts as an absorber of Fire-type attacks and brings some much-needed offensive pressure. If additional offensive capability is desired, support Groudon can be changed to a Swords Dance set.



More teams coming maybe


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Hypnosis Gengar + Banded Yveltal Balance

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Initial team idea is a balance built around Hypnosis Gar and Choice Banded Yveltal, pairing is originally thought of by Dice I believe, so credit goes to him, so here is my take on a build around the two. Team is a somewhat standard status spam balance. 307 Speed Water Arceus is to help deal with the matchup against Jolly Ho-oh that would otherwise give the team problems and catching adamant Rayquaza still. I opted for dual status on Giratina-O with Will-O-Wisp over Draco Meteor as Hypno Gengar isn't as reliable as dealing with Extreme killer than it's Destiny Bond and Will-o-Wisp Hex counterparts, though you can opt for Thunder Wave if you wish, so it doesnt clash with Klefki and Waterceus Toxic. Only notable threat tends to be Darkrai, though it's still completely manageable for the team.

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hypnosis
- Hex
- Focus Blast
- Protect

Yveltal @ Choice Band
Ability: Dark Aura
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Foul Play
- U-turn

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 136 Def / 124 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Stealth Rock
- Precipice Blades
- Roar
- Lava Plume

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 244 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Hex
- Toxic
- Will-O-Wisp / Thunder Wave
 
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Bronzong + Arceus-Dragon Balance

So, my old rmt was in the previous sample teams thread and i decided to post it here too since its a really solid team.

i won't bother explaining the team because its fairly easy to use, but if you want to know more about it you can always check my old ass rmt thread
http://www.smogon.com/forums/threads/bronzong-and-friends.3563872/


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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Toxic
- Stealth Rock
- Protect

Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
- Judgment
- Toxic
- Recover
- Defog

Groudon @ Red Orb
Ability: Drought
EVs: 160 HP / 96 Atk / 252 SpD
Adamant Nature
- Thunder Wave
- Precipice Blades
- Swords Dance
- Rock Slide/Stone Edge

Yveltal @ Charti Berry
Ability: Dark Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- Toxic
- Sucker Punch

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 20 Def / 252 SpA / 236 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Sleep Talk

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hex
- Focus Blast
- Will-O-Wisp/Hypnosis
- Destiny Bond
 
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Requesting my team be updated to this
Groudon-Primal @ Red Orb
Ability: Drought
EVs: 248 HP / 32 Atk / 44 Def / 184 SpD
Relaxed Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Dragon Tail

Klefki @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Play Rough
- Spikes
- Toxic
- Thunder Wave

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

Salamence-Mega @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 200 HP / 132 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Facade
- Roost

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Dragon Tail
- Shadow Sneak
- Shadow Force
- Defog

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Recover
Changes are straight forward to reflect the meta really... Facade mence in general is a great breaker and if it's caught a burn it's going to mow stuff down. Loses the crazy EVs from before that checked support ghostceus which really isnt relevant anymore for a set that does the same + hits harder + faster + checks Ho-Oh. Refresh was to combat paralysis-heavy teams in particular but groundceus is there. Groudon emergency checks EK and mence with def EVs and nature and neutral nature plume will get more damage on defensive yveltal and opposing giratina-o for Groundceus and Mence to take advantage of. I find max damage output from plume don to be very helpful on teams where the fairy type is overloaded to check def yvel/tina/mence etc that is crucial to teammates like SD arceus. 0 Speed Giratina consistently defogs on a poisoned Groudon that isn't sassy or relaxed and will beat out other giratina using shadow force against it within the same turn. I still vouch for timid latios here because of common 320 benchmark support arceus and 328 benchmark Salamence but ofc power from modest can be preferable.

Lemme know if you'd like a new team description ~
 
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