Building Process
So, before making this team, I hadn't been on PS! for several months. I had to do some serious digging around before just jumping right back into it. In making this team specifically, I did some research on who the biggest threats were in the Ubers tier. Sure enough, pokemon like Primal Groudon, Xerneas, Arceus, and Darkrai made up a majority of the teams I've seen people use. I began to come up with a team that could counter the most common threats, which lead me to this set up.
The Team
Heatstroke (Primal Groudon) @ Red Orb
Ability: Desolate Land
EVs: 152 HP / 236 Atk / 44 SpD / 76 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Stone Edge
Hades (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 32 HP / 4 Def / 248 SpA / 224 Spe
Modest Nature
- Dark Pulse
- Foul Play
- Oblivion Wing
- U-Turn
Keyed (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Blue (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Draco Meteor
- Psyshock
- Hidden Power Fire
Red (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Defog
- Recover
- Draco Meteor
- Grass Knot
Dark Horse (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
- Perish Song
- Whirlpool
- Recover
- Judgement
Weaknesses
Toxic
Unfortunately, all but one of these pokemon fall prey to being badly poisoned, and although three of them have recovery options, the increase in toxic damage every turn can prove to be quite overwhelming. It also makes a Klefki switch into Toxic very predictable, allowing an opponent to punish a switch in some manner.
Fairy-Types
4/6 of these pokemon are weak against Fairy-types, which is problematic with the existence of Geomancy Xerneas and Mega-Mawile. Although P-Don and Klefki both can check them, they still pose a threat if either are too weakened.
Closing
Again, any feedback on this team would be greatly appreciated. If you see any other problems with this team, please let me know. Thanks so much for any constructive criticism!
Importable
So, before making this team, I hadn't been on PS! for several months. I had to do some serious digging around before just jumping right back into it. In making this team specifically, I did some research on who the biggest threats were in the Ubers tier. Sure enough, pokemon like Primal Groudon, Xerneas, Arceus, and Darkrai made up a majority of the teams I've seen people use. I began to come up with a team that could counter the most common threats, which lead me to this set up.
The Team
Heatstroke (Primal Groudon) @ Red Orb
Ability: Desolate Land
EVs: 152 HP / 236 Atk / 44 SpD / 76 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Stone Edge
Obviously, P-Don is a staple on nearly every Ubers team, and with good reason. This Primal reversion is blessed with physical bulk and offense that is rivaled by few other pokemon in the tier. Its Fire typing allows it to easily check Fairy-type threats like Xerneas and Mega Mawile, and Desolate Land gives it an essential immunity to Water-type moves which would otherwise destroy P-Don.
P-Don is the Stealth Rock setter of this team. Precipice Blades was my choice for a Ground-type STAB move. I did test Earthquake for its favorable accuracy, but the loss of power was quite noticeable, so I opted against it. Fire Punch is a great Fire-type STAB move that is complemented by P-Don's Staggering Attack stat and boosted in power by Desolate Land. Stone Edge was the best choice for dealing with Flying-types and any pokemon that resists its STAB moves.
I chose a more offensive set for the benefit of being able to outspeed and, at the very least, 2HKO most unboosted variants of rivaling Primal Groudon, as well as uninvested Xerneas and Yveltal. It is also still able to survive a +2 Focus Blast From Geomancy Xerneas or a +1 Double-Edge from Adamant Mega Salamence after Stealth Rock, allowing Groudon to retaliate by dealing massive damage with either of its STAB options or Stone Edge, respectively.
P-Don is the Stealth Rock setter of this team. Precipice Blades was my choice for a Ground-type STAB move. I did test Earthquake for its favorable accuracy, but the loss of power was quite noticeable, so I opted against it. Fire Punch is a great Fire-type STAB move that is complemented by P-Don's Staggering Attack stat and boosted in power by Desolate Land. Stone Edge was the best choice for dealing with Flying-types and any pokemon that resists its STAB moves.
I chose a more offensive set for the benefit of being able to outspeed and, at the very least, 2HKO most unboosted variants of rivaling Primal Groudon, as well as uninvested Xerneas and Yveltal. It is also still able to survive a +2 Focus Blast From Geomancy Xerneas or a +1 Double-Edge from Adamant Mega Salamence after Stealth Rock, allowing Groudon to retaliate by dealing massive damage with either of its STAB options or Stone Edge, respectively.
Hades (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 32 HP / 4 Def / 248 SpA / 224 Spe
Modest Nature
- Dark Pulse
- Foul Play
- Oblivion Wing
- U-Turn
This harbinger of death and destruction is quite the versatile pokemon. It can run both defensive and offensive sets thanks to a rather appealing typing and stat spread. It's typing and recovery options make it a pretty decent wall, and having a 131 / 131 / 99 offensive spread with its ability Dark Aura make it a serious powerhouse.
Dark Pulse is the STAB move of choice thanks to the Dark Aura boost it receives; it also has the added benefit of possibly making the foe flinch. Foul Play is also a must for Mega Mewtwo Y (because of its higher Sp. Def.) and more physically powerful pokemon such as Extreme Killer or Swords Dance Ground/Ghost Arceus and Rayquaza. Yveltal's signature Oblivion Wing has decent power and allows it to recover some HP. U-Turn can be used to scout switches and act accordingly, keeping up momentum.
Modest nature with 248 EVs in Sp. Atk. is a must to maximize Yveltal's power output. It otherwise misses out on crucial KOs, such as a 2HKO on offensive Primal Groudon. 32 HP EVs allow Yveltal to be able to take Stealth Rock damage up to 4 times without fainting. 224 Speed EVs with a Choice Scarf allows Yveltal to outspeed the entire unboosted tier bar Deoxys-S and max speed Deoxys-A. The other 4 EVs are put into defense so that Yveltal can survive a +2 Extreme Speed from Arceus and retaliate with Foul Play for the kill.
Dark Pulse is the STAB move of choice thanks to the Dark Aura boost it receives; it also has the added benefit of possibly making the foe flinch. Foul Play is also a must for Mega Mewtwo Y (because of its higher Sp. Def.) and more physically powerful pokemon such as Extreme Killer or Swords Dance Ground/Ghost Arceus and Rayquaza. Yveltal's signature Oblivion Wing has decent power and allows it to recover some HP. U-Turn can be used to scout switches and act accordingly, keeping up momentum.
Modest nature with 248 EVs in Sp. Atk. is a must to maximize Yveltal's power output. It otherwise misses out on crucial KOs, such as a 2HKO on offensive Primal Groudon. 32 HP EVs allow Yveltal to be able to take Stealth Rock damage up to 4 times without fainting. 224 Speed EVs with a Choice Scarf allows Yveltal to outspeed the entire unboosted tier bar Deoxys-S and max speed Deoxys-A. The other 4 EVs are put into defense so that Yveltal can survive a +2 Extreme Speed from Arceus and retaliate with Foul Play for the kill.
Keyed (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Klefki might not seem like the most appealing pokemon for an Ubers team, but its Prankster ability proves all too helpful. Its typing allows it to be a sufficient check to Fairy- and Dark-types, and its access to entry hazards, Thunder Wave, and Toxic with +1 priority let Klefki excel in crippling teams and allowing teammates to set up and sweep.
Spikes is the entry hazard of choice with relatively few pokemon immune to it and Primal ground already having Stealth Rock to set up for those pokemon. Thunder Wave provides great speed control with the added effect of the opponent being able to move less often. For those pokemon that are either immune to T-Wave or run bulky offensive or defensive sets, Toxic is a good way to whittle those pokemon down throughout the course of the match. Play Rough is the attack option of choice to keep Klefki from being completely wrecked by Taunt users. It can also break a Substitute from Xerneas, letting Klefki paralyze or poison it before it becomes too dangerous.
248 HP and 252 let Klefki survive any +2 attack from Xerneas as well as most other other special attackers aside from Arceus-Fire and Primal Groudon carrying Lava Plume. The other 8 EVs are put into Attack to give Play Rough enough power to reliably break a Xerneas Substitute.
Spikes is the entry hazard of choice with relatively few pokemon immune to it and Primal ground already having Stealth Rock to set up for those pokemon. Thunder Wave provides great speed control with the added effect of the opponent being able to move less often. For those pokemon that are either immune to T-Wave or run bulky offensive or defensive sets, Toxic is a good way to whittle those pokemon down throughout the course of the match. Play Rough is the attack option of choice to keep Klefki from being completely wrecked by Taunt users. It can also break a Substitute from Xerneas, letting Klefki paralyze or poison it before it becomes too dangerous.
248 HP and 252 let Klefki survive any +2 attack from Xerneas as well as most other other special attackers aside from Arceus-Fire and Primal Groudon carrying Lava Plume. The other 8 EVs are put into Attack to give Play Rough enough power to reliably break a Xerneas Substitute.
Blue (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Draco Meteor
- Psyshock
- Hidden Power Fire
Soul Dew is an absolute blessing for Latios and his twin Latias, boosting their Sp. Atk and Sp. Def by 1.5x. For Latios, this translates to insane power with added special bulk, which works well with its above-average Speed tier and coverage options.
Calm mind seemed an obvious choice to increase Latios' Sp. Atk and Sp. Def even further and sweep mid- or late-game. Draco Meteor is its strongest Dragon STAB move, but comes at the cost of Dropping its Sp. Atk by 2 levels. Psyshock assists in taking down Special walls like Primal Kyogre. HP Fire Provides coverage against Steel-types that would otherwise wall Latios. I've played around with the idea of having Grass Knot over CM for an all out attacking set and extra coverage, but I haven't tested it yet, so any feedback on that idea would be appreciated.
Modest nature with 252+ Sp Atk maximizes the amount of power that Latios can put out. 252 EVs in speed allow Latios to outspeed base 95 pokemon. Timid nature was an option to outspeed pokemon of the same speed tier, but I opted for Modest since I'm running an extra coverage move instead of Roost, and that extra power against Steel is much appreciated by other team members.
Calm mind seemed an obvious choice to increase Latios' Sp. Atk and Sp. Def even further and sweep mid- or late-game. Draco Meteor is its strongest Dragon STAB move, but comes at the cost of Dropping its Sp. Atk by 2 levels. Psyshock assists in taking down Special walls like Primal Kyogre. HP Fire Provides coverage against Steel-types that would otherwise wall Latios. I've played around with the idea of having Grass Knot over CM for an all out attacking set and extra coverage, but I haven't tested it yet, so any feedback on that idea would be appreciated.
Modest nature with 252+ Sp Atk maximizes the amount of power that Latios can put out. 252 EVs in speed allow Latios to outspeed base 95 pokemon. Timid nature was an option to outspeed pokemon of the same speed tier, but I opted for Modest since I'm running an extra coverage move instead of Roost, and that extra power against Steel is much appreciated by other team members.
Red (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
- Defog
- Recover
- Draco Meteor
- Grass Knot
Introducing the bulkier of the Eon twins. She might not be as good offensively as Latios, but her defensive prowess is one to be desired, especially with Soul Dew, immunity to Ground-type moves, and access to supporting moves like Defog and Healing Wish.
Defog provides reliable hazard control for the team, and it works well in conjunction with Latias' immunity to Spikes and Toxic Spikes. Recover helps Latias regain HP without sacrificing the immunity given by Levitate for a turn. Draco Meteor is a powerful STAB move and is complimented by the Sp Atk boost from Soul Dew. Grass Knot works well against pokemon such as Ground- and Water-Arceus and Mega Diancie. I considered Psyshock over Grass Knot for its advantage over CM Primal-Kyogre and
Ho-oh, but thought it be more effective to have Grass Knot since Latios isn't running it and already carries Psyshock.
212 HP allows Latias to not get 2HKOed by Primal Kyogre's Ice Beam or survive an unboosted MoonBlast from Xerneas. 176 Spe w/ Timid nature lets Latias outspeed base 100 pokemon. The rest goes to Sp Atk to give power to its attacks.
Defog provides reliable hazard control for the team, and it works well in conjunction with Latias' immunity to Spikes and Toxic Spikes. Recover helps Latias regain HP without sacrificing the immunity given by Levitate for a turn. Draco Meteor is a powerful STAB move and is complimented by the Sp Atk boost from Soul Dew. Grass Knot works well against pokemon such as Ground- and Water-Arceus and Mega Diancie. I considered Psyshock over Grass Knot for its advantage over CM Primal-Kyogre and
Ho-oh, but thought it be more effective to have Grass Knot since Latios isn't running it and already carries Psyshock.
212 HP allows Latias to not get 2HKOed by Primal Kyogre's Ice Beam or survive an unboosted MoonBlast from Xerneas. 176 Spe w/ Timid nature lets Latias outspeed base 100 pokemon. The rest goes to Sp Atk to give power to its attacks.
Dark Horse (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
- Perish Song
- Whirlpool
- Recover
- Judgement
This literal god of pokemon takes on a dark form in this team. Although is carries a weakness to the common Fairy-type, Dark-Arceus effectively checks common Psychic- and Ghost-types in the tier and poses a threat to any other pokemon that can't get past its 120 / 120 / 120 bulk.
The combination of Whirlpool and Perish song is (obviousy) meant to trap and take down pokemon that struggle to take Dark-Arceus down themselves. Recover increases Arceus's longevity, allowing it to keep pokemon trapped for the entirety of Perish Song. Judgement is the attack of choice to hit Ghost- and Psychic-types super-effectively and even OHKOing Mega Gengar.
176 Spe w/ Timid nature lets Arceus outspeed max speed base 110 pokemon. 248 HP EVs maximizes health while minimizing damage from entry hazards. The rest of its EVs are put in defense so that Arceus stands a better chance against physical threats.
The combination of Whirlpool and Perish song is (obviousy) meant to trap and take down pokemon that struggle to take Dark-Arceus down themselves. Recover increases Arceus's longevity, allowing it to keep pokemon trapped for the entirety of Perish Song. Judgement is the attack of choice to hit Ghost- and Psychic-types super-effectively and even OHKOing Mega Gengar.
176 Spe w/ Timid nature lets Arceus outspeed max speed base 110 pokemon. 248 HP EVs maximizes health while minimizing damage from entry hazards. The rest of its EVs are put in defense so that Arceus stands a better chance against physical threats.
Weaknesses
Toxic
Unfortunately, all but one of these pokemon fall prey to being badly poisoned, and although three of them have recovery options, the increase in toxic damage every turn can prove to be quite overwhelming. It also makes a Klefki switch into Toxic very predictable, allowing an opponent to punish a switch in some manner.
Fairy-Types
4/6 of these pokemon are weak against Fairy-types, which is problematic with the existence of Geomancy Xerneas and Mega-Mawile. Although P-Don and Klefki both can check them, they still pose a threat if either are too weakened.
Closing
Again, any feedback on this team would be greatly appreciated. If you see any other problems with this team, please let me know. Thanks so much for any constructive criticism!
Importable
Heatstroke (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 152 HP / 236 Atk / 44 SpD / 76 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Stone Edge
Hades (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 32 HP / 4 Def / 248 SpA / 224 Spe
Modest Nature
- Dark Pulse
- Foul Play
- Oblivion Wing
- U-turn
Keyed (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Blue (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
Red (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Draco Meteor
- Grass Knot
Dark Horse (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Whirlpool
- Recover
- Judgment
Ability: Desolate Land
EVs: 152 HP / 236 Atk / 44 SpD / 76 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Stone Edge
Hades (Yveltal) @ Choice Scarf
Ability: Dark Aura
EVs: 32 HP / 4 Def / 248 SpA / 224 Spe
Modest Nature
- Dark Pulse
- Foul Play
- Oblivion Wing
- U-turn
Keyed (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough
Blue (Latios) @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Calm Mind
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
Red (Latias) @ Soul Dew
Ability: Levitate
EVs: 212 HP / 120 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Recover
- Draco Meteor
- Grass Knot
Dark Horse (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Perish Song
- Whirlpool
- Recover
- Judgment