Approved by Nyx
THIS POST IS PART ONE OF TWO
Hello Smogon Draft people! Tis I, Celeste, who you likely do not know, to bring you:
A Somewhat Comprehensive Beginners Guide To Ubers Draft! 
(Both Koraidon and Miraidon are banned, do not worry)
With our First Ubers Tour right around the corner, and a few requests on the discord for a basic guide to how to approach what will be a very new meta to a majority both new and veterans of the draft scene, as this specific format is one not very common even most established draft communities.
Because I expect this to be fairly long a lot will be stored under spoiler tags for sizes sake; so if you want the full write up I highly recommend not skipping any!
So without further ado, lets get started!
THIS POST IS PART ONE OF TWO
Hello Smogon Draft people! Tis I, Celeste, who you likely do not know, to bring you:


(Both Koraidon and Miraidon are banned, do not worry)
With our First Ubers Tour right around the corner, and a few requests on the discord for a basic guide to how to approach what will be a very new meta to a majority both new and veterans of the draft scene, as this specific format is one not very common even most established draft communities.
Because I expect this to be fairly long a lot will be stored under spoiler tags for sizes sake; so if you want the full write up I highly recommend not skipping any!
The plan is as follows:
As a reminder, if you have any questions this can be asked in the discord server or directed to one of the members of the tiering council.
- Cover the important aspects of teambuilding and creating a draft that will be able to have answers to the common threats you will be facing, including some samples to show what to and not to do
- Give somewhat in depth overviews of the most popular Pokémon in this format, as well as suggestions for when to pick them up and when to start looking at options outside of the uber pool
- Give an explanation as to what Pokémon one should be considering outside of the uber pool, as the viable options here vastly differ from what typically performs well in standard draft.
As a reminder, if you have any questions this can be asked in the discord server or directed to one of the members of the tiering council.
If you would like to see the rules of this tour, please reference the announcement post, or read below:
What is most important about these rules, is that the teams are going to be bigger with a lot more options then your typical 8 mon smogon draft tour. As mentioned in this post by Nyx; this is a step taken in order to make sure all teams get to use a wide range of ubers (Typically ranging from 3->6 or even 7) while also being able to get useable non uber Pokémon. This allows us to add more legal ubers for people to mess around with, while keeping the teams as a whole in balance regardless of their draft picks, as often this can be a point of frustration for many players. Ubers is a whole different beast compared to many other draft formats, and is handled with care to ensure utmost player enjoyment.
- Draft pools will consist of 10 people per pool.
- You have up to 200 points with which to draft 10 to 12 Pokémon. Costs are listed on your pool’s tab on the drafting spreadsheet.
- If a Pokémon is picked by someone else, you may not pick it.
- You may not draft more than one mega evolution.
- For the first round, there is a 12 hour timer. After the first round ends, there will be a continuous 6 hour timer within which you must pick, or you will be skipped, and will be required to make-up your pick when you are next online. All timers are off between 10pm-7am local time (check your pools pinned message for local time).
- Your timer will halve every time you are skipped. It is recommended to leave picks (with backups) with your pool moderator to avoid this.
The following complex bans are in place:
- Xerneas may not use the move Geomancy
- No Pokémon may use the move Hidden Power
- No Pokémon may use the move Refresh
- No Pokémon may use the move Revival Blessing
The following Pokémon have access to all of their forms (although you may only bring up to 1 to each battle):
- Dialga
- Palkia
- Giratina
- Basculin
- Oricorio
- Toxtricity
- Indeedee
- Zamazenta
- Basculegion
- Oinkologne
- Maushold
- Squawkabilly
- Tatsugiri
- Dudunsparce
- Ogerpon
- If a Pokémon that is available in NatDex is untiered, please ask a host.
- Smogon’s Species Clause applies to your draft.
What is most important about these rules, is that the teams are going to be bigger with a lot more options then your typical 8 mon smogon draft tour. As mentioned in this post by Nyx; this is a step taken in order to make sure all teams get to use a wide range of ubers (Typically ranging from 3->6 or even 7) while also being able to get useable non uber Pokémon. This allows us to add more legal ubers for people to mess around with, while keeping the teams as a whole in balance regardless of their draft picks, as often this can be a point of frustration for many players. Ubers is a whole different beast compared to many other draft formats, and is handled with care to ensure utmost player enjoyment.
One of the first and most important things to recognize about ubers compared to standard draft, is that the huge level of threats naturally lead to far more aggresive playstyles, where most games come down to who can get into a strong setup position first with the many strong sweepers in the tier. Very few pokemon are able to effectively stall common threats, and his is exacerbated by gen 9 changes such as the recovery nerf or the addition of taunt and dragon dance to arceus's movepool. Which means as a rule of thumb, most strong ubers drafts will be focused around strong offensive threats and supporting them as much as possible. Not entirely H/O, but you will see more offense oriented teams succeeding so far this generation. This guide goes more in depth into the specifics of which Pokémon do things best later, but a key thing to keep in mind in both how you draft and how you play is the dangers of a Pokémon being too passive for this meta. When offensive threats are a plenty and even the most sturdy of walls can be broken eventually, it's vital to make sure that any defensive options you have are able to be active in a game and help keep the momentum in your favour. This all means each team should probably (but not always!) have decent Pokémon the following general roles:
- Sweepers - this is most often done through one's own Arceus but many other Pokemon are potent at this as well
- Breakers - This format comes loaded to the brim with bulky threats like Ho-Oh, Groudon, and Arceus and left without ways to remove these from the field many teams will struggle to make any meaningful progress. A good breaker will always be paired with strong sweepers/cleaners so that the two of them can work together to patch each others offensive holes (E.g, Arceus Ground and Kyurem White)
- Momentum Grabbers - this can be done through a variety of of ways, through defensive Pokémon putting a stop to a setup sweeper and turning the tides of a battle with status or phasing, or a strong pivot that can bring in your own powerful threats.
- Disruptors - While mentioned briefly above, status such as Paralysis, Burn, and even smaller things such as Taunt and Encore are vital to maintaining an advantage against any given team, and a team without options to punish setup is just asking to be swept.
- Hazard Control - And by hazard control I specifically mean setting, very few Pokémon are able to safely defog without giving their opponents a free turn, but notable exceptions to this rule are listed in the second post in this thread. As a general rule Spikes and TSpikes are probably two of the best hazards right now, but Rocks are far from unusable. Any team should have a good way to set most, if not all of these up depending on the matchup (I get it, TSpikes especially is annoying to find).
I was originally planning on putting this at the end, but to deal with issues with hitting the character limit (no surprises there) lets showcase a few sample teams that demonstrate how one could approach creating an ubers draft. All of these teams come from this style of format from a private ubers league, and should serve as a basic idea of how to create (and in one case not create) a draft.
Drafted by Frito (7-2, +23, lost in semis)
While at a glance this team looks pretty bad due to the common overlap in types and therefore downright atrocious defensive synergy, what Frito has drafted here shows how one does not need a team that checks a multitude of type boxes to succeed. A closer look shows that this team has all the tools necessary to beat the stronger threats it might be faced with; Having almost no room for opposing dragons to breathe, effective checks for most Arceus forms using this teams terrifying offensive power, as well as defensive checks to the Fightings and Steels that exploit this team's defensive gaps. Corv, Zapdos, Clodsire, and even Mega Metagross were able to provide useful utility through pivoting in the first two's case, and hazards in the latter. Frito piloted this team to key victories even besting teams with Ho-oh and Arceus Steel, which answer this team well on paper (I wish i could show you exactly how, but alas with replays nuked just understand that Calyrex Ice and Kyurem White are absolute menaces, and Arceus Dragon should never be discounted as an offensive Arceus form.) While this is far from what your average ubers draft will look like, I felt it was important to highlight how the most important aspect of drafting ubers is having sufficient checks to every single main threat you could face, and sufficient ways to support them, which was the case here. If you are still doubting this teams viability, take a serious look at the draft board and name a single threat this team doesn't have reliable options to beat. Spoiler, this is very difficult.
While at a glance this team looks pretty bad due to the common overlap in types and therefore downright atrocious defensive synergy, what Frito has drafted here shows how one does not need a team that checks a multitude of type boxes to succeed. A closer look shows that this team has all the tools necessary to beat the stronger threats it might be faced with; Having almost no room for opposing dragons to breathe, effective checks for most Arceus forms using this teams terrifying offensive power, as well as defensive checks to the Fightings and Steels that exploit this team's defensive gaps. Corv, Zapdos, Clodsire, and even Mega Metagross were able to provide useful utility through pivoting in the first two's case, and hazards in the latter. Frito piloted this team to key victories even besting teams with Ho-oh and Arceus Steel, which answer this team well on paper (I wish i could show you exactly how, but alas with replays nuked just understand that Calyrex Ice and Kyurem White are absolute menaces, and Arceus Dragon should never be discounted as an offensive Arceus form.) While this is far from what your average ubers draft will look like, I felt it was important to highlight how the most important aspect of drafting ubers is having sufficient checks to every single main threat you could face, and sufficient ways to support them, which was the case here. If you are still doubting this teams viability, take a serious look at the draft board and name a single threat this team doesn't have reliable options to beat. Spoiler, this is very difficult.
Drafted by Fc and Aberforth (9-0, +25, Won Finals)
Getting the big one out of the way, Aber and FC are both excellent ubers players and a big part of this teams success was likely due to that, but that doesn't mean that there isn't anything to learn here. At a glance it is easy to tell that between Xerneas and Arc-Ground this team already has fantastic offensive synergy, with Xern only faltering into a few Poisons and Steels while Arc Ground excells at picking away exactly that. It even has options to strategically snipe out the common weaknesses of Arceus Ground in Grass and Water types with Kyurem, and an auxiliary sweeper/breaker in Mega Salamence. And this isn't even getting into the powerful defensive options this team has. It won't be explicitly covered in part 2 of this document, but Heatran can function well as a check to a lot of ubers with hazards and status spam and an excellent defensive type into Fairy and Dragon types. Pex and Ferro are both very effective in their own right at enabling offense through their own hazard spam and status to cripple many threats. The one danger I immediately see with this team is a worry that Ferro and Pex tend to lean a bit on the passive side, but the rest of the teams ability to smash through anything in its path solidifies it as one of if not the best ubers drafts I have seen this generation thus far.
Getting the big one out of the way, Aber and FC are both excellent ubers players and a big part of this teams success was likely due to that, but that doesn't mean that there isn't anything to learn here. At a glance it is easy to tell that between Xerneas and Arc-Ground this team already has fantastic offensive synergy, with Xern only faltering into a few Poisons and Steels while Arc Ground excells at picking away exactly that. It even has options to strategically snipe out the common weaknesses of Arceus Ground in Grass and Water types with Kyurem, and an auxiliary sweeper/breaker in Mega Salamence. And this isn't even getting into the powerful defensive options this team has. It won't be explicitly covered in part 2 of this document, but Heatran can function well as a check to a lot of ubers with hazards and status spam and an excellent defensive type into Fairy and Dragon types. Pex and Ferro are both very effective in their own right at enabling offense through their own hazard spam and status to cripple many threats. The one danger I immediately see with this team is a worry that Ferro and Pex tend to lean a bit on the passive side, but the rest of the teams ability to smash through anything in its path solidifies it as one of if not the best ubers drafts I have seen this generation thus far.
Drafted by Me (2-7, -21. Last place lol)
Going into the season I used this draft I was originally very excited, I had a powerful sweeper option in Arceus Poison, an incredible defensive threat in Ho-Oh, and powerful versatility in Mega Mewtwo X, Genesect, and a strong special attacker and cleaner in Palkia. My non ubers weren't horrible as well (although I did get sniped pretty bad throughout the draft). Ferrothorn gave my team much needed hazards, but in reality Gliscor, Sylveon, and obviously Hitmontop never came to a match. Looking back, the biggest issue with this team was the face that I had no real strong breaker, outside of Arceus Poison if it had gotten set up. Mewtwo may seem like a prime candidate for a breaker, but trust me when I say it struggles a lot at that (this will be discussed at length). Because of the lack of strong offensive counterplay to even low tier walls like Ting-Lu and Galarian Slowking, I was often forced into hoping I won the hazard war and was able to be aggressive enough with my switches to try and force progress by forcing mons that threatened me off the field to try and enable my setup. This is why its very important to make sure that a team has very good offensive synergy and has the options it needs to win against any Pokémon, because even at a glance my team struggled hard into many matchups and I often find myself struggling in prep to find conceivable checks with the few options I had.
Going into the season I used this draft I was originally very excited, I had a powerful sweeper option in Arceus Poison, an incredible defensive threat in Ho-Oh, and powerful versatility in Mega Mewtwo X, Genesect, and a strong special attacker and cleaner in Palkia. My non ubers weren't horrible as well (although I did get sniped pretty bad throughout the draft). Ferrothorn gave my team much needed hazards, but in reality Gliscor, Sylveon, and obviously Hitmontop never came to a match. Looking back, the biggest issue with this team was the face that I had no real strong breaker, outside of Arceus Poison if it had gotten set up. Mewtwo may seem like a prime candidate for a breaker, but trust me when I say it struggles a lot at that (this will be discussed at length). Because of the lack of strong offensive counterplay to even low tier walls like Ting-Lu and Galarian Slowking, I was often forced into hoping I won the hazard war and was able to be aggressive enough with my switches to try and force progress by forcing mons that threatened me off the field to try and enable my setup. This is why its very important to make sure that a team has very good offensive synergy and has the options it needs to win against any Pokémon, because even at a glance my team struggled hard into many matchups and I often find myself struggling in prep to find conceivable checks with the few options I had.
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