Intro:
Welcome to my first generation V Ubers RMT. This team is one of my most, if not most successful Ubers team to date. I made this team when I was looking at the combos thread and saw Tentacruel + Ferrothorn. From there, a more defensively orientated team came along until I reached the final product which will be shown below. I'm not really big on introductions so let's cut to the chase, here's the team!
In Depth:
Tentacruel (M) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Protect
- Scald
The first part of the TentaFerro combo. Tentacruel spins hazards, lays, and absorbs Toxic Spikes. With Kyogre providing an infinite downpour, Tentacruel restores 1/8 of its health each turn thanks to Rain Dish. This fact is abused by Protect, which can also help scout for Choiced attackers and rack up more poison damage from Toxic Spikes.
Toxic Spikes poisons any grounded Pokémon switching in, limiting their time on the battlefield. Rapid Spin helps keep opposing hazards off my side of the field. Protect as stated before scouts for Choiced attacks, extra Leftovers + Rain Dish recovery, and extra Toxic Spikes damage. Scald finishes off the set as a nice STAB attack that can burn the ubiquitous Ferrothorn.
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Power Whip
- Protect
- Leech Seed
The second part of the combo. The omnipresent Ferrothorn sports an amazing Grass- and Steel- typing that many Pokémon would kill to have. This typing, combined with its bulk lets me switch into Pokémon including, but not limited to Kyogre; Palkia; and Zekrom, the latter which could otherwise prove troublesome for this team.
Spikes comes as the second entry hazard of the team, whittling away at opposing Pokémon's health each time they enter into battle. Power Whip maims Kyogre and Palkia. Leech Seed provides passive recovery for Ferrothorn and his teammates. Protect again is for extra recovery + passive damage on the opponent's team.
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 52 HP / 252 SAtk / 204 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Thunder
- Ice Beam
Tentacruel and Ferrothorn, like all combos, have weaknesses. This combo in particular has trouble against Groudon, who can Earthquake and Fire Punch Tentacruel and Ferrothorn respectively for swift KOs. Ho-oh is also problematic, as Sacred Fire roasts Ferrothorn and Brave Bird maims Tentacruel, while Tentacruel does nothing back with Scald. With this in mind, I added a Kyogre. Formerly a ResTalk Kyogre, it is now a Choice Scarf variant. Kyogre provides an infinite downpour, helping Tentacruel by giving it Rain Dish recovery, and Ferrothorn by giving it a less crippling weakness to Fire-type attacks. Choice Scarf Kyogre can also kill Mewtwo and Darkrai, who can prove troublesome to a stall team.
Water Spout is Kyogre's most powerful attack, dealing heavy damage to most Pokémon. Surf is back-up STAB for when Kyogre is at too low health to utilise Water Spout. Thunder hits opposing Kyogre, as well as Palkia. Ice Beam rounds off the set by scoring super effective hits on Dragon-type Pokémon and Grass Arceus. I took trickroom's EV spread and tweaked it a little: the extra 12 EVs in Speed let Kyogre get the jump on Deoxys-A, as well as Mewtwo and Darkrai.
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Seismic Toss
- Softboiled
- Stealth Rock
- Heal Bell
My fourth member, Chansey, was chosen due to the support she provides. She gives me my final entry hazard, Stealth Rock, she serves as a cleric for my team, and keeps Special attackers at bay.
Stealth Rock completes the trio of hazards, Heal Bell alleviates my team of any unwanted status, Softboiled was chosen over Wish since all of the Pokémon on my team bar Terrakion pack some form of recovery, and Heal Bell helps with Rest's side effect. Finally, Seismic Toss prevents Chansey from turning into complete Taunt bait and lets it be able to do damage.
Giratina @ Leftovers
Trait: Pressure
EVs: 252 HP / 248 Def / 8 Spd
Impish Nature (+Def, -SAtk)
- Dragon Tail
- Will-O-Wisp
- Rest
- Sleep Talk
With all the hazards, a spinblocker was bound to follow. I chose Giratina-A over Ghost Arceus because of its typing, granting it extra Grass-, Fire-, Water- and Electric- resistance, and because of its superior bulk, helping me counter threats like ExtremeKiller Arceus better.
Dragon Tail further abuses hazards, forcing more and more switches. Will-o-Wisp cripples Flying- and Steel- types (bar Ho-oh and Heatran). Rest gives Giratina needed recovery and Sleep Talk, like for Kyogre, allows Giratina to potentially do a lot of damage while sleeping.
Arceus-Groun (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 144 Def / 112 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Ice Beam
- Recover
Another suggestion by trickroom, Ground Arceus replaces Terrakion on this team. With Choice Scarf Kyogre, I didn't need another Scarf user. I was also weak to Substitute Calm Mind Giratina-O, and also had problems versus Mixed Zekrom (which thankfully I don't see often). Ground Arceus fixes these issues, being able to Calm Mind alongside Giratina-O, and take attacks from Mixed Giratina-O and Zekrom with little difficulty.
Max HP, along with Calm Mind and Recover, make Ground Arceus tough to take down. Judgment is STAB and decimates Fire- and Steel- type Pokémon. Ice Beam hits Dragon-type Pokémon, especially Garchomp, for a lot of damage. 112 Speed EVs hit 334 Speed, letting Ground Arceus outspeed everything from non-Choice Scarf Garchomp and under. The rest of the EVs are dumped into Defense, letting Ground Arceus take Dragon Dance Rayquaza's, Mixed Giratina-O's and Zekrom's Dragon Claws and Outrages better.
Conclusion:
And there's the team. As stated in the introduction, this is possibly my most successful Ubers team to date. I may make a threatlist if need be, but I don't see much need to since there aren't that many threats. Calm Mind Ghost Arceus is possibly the biggest threat to this team now after I fixed the team. So thank you for reading and I await comments!
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 244 Def / 12 Spd
Bold Nature (+Def, -Atk)
- Scald
- Roar
- Rest
- Sleep Talk
Tentacruel and Ferrothorn, like all combos, have weaknesses. This combo in particular has trouble against Groudon, who can Earthquake and Fire Punch Tentacruel and Ferrothorn respectively for swift KOs. Ho-oh is also problematic, as Sacred Fire roasts Ferrothorn and Brave Bird maims Tentacruel, while Tentacruel does nothing back with Scald. In an attempt to remedy these problems, I added a ResTalk Kyogre to the team. Kyogre serves as my go-to Pokémon against Groudon and Ho-oh, and also serves as a sleep absorber, helping me against Darkrai.
Scald is my STAB move of choice, doing decent damage, as well as possibly burning Ferrothorn switch-ins. Roar is good for abusing hazards, speeding up the process of weakening my opponent's team. Rest is Kyogre's only form of recovery, and I need to keep Rain up for Tentacruel's Rain Dish, and to reduce Ferrothorn's gaping Fire weakness. Sleep Talk offers me a chance to do damage while I'm sleeping, which can be of big help against Darkrai and various other set-up sweepers.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
I noticed I was weak to several Pokémon, such as Dragon Dance and Swords Dance Rayquaza, Calm Mind Refresh Dark Arceus and Bulk Up Dialga. With this in mind, I elected Terrakion to be the final member of my squad. With a Choice Scarf, its Speed reaches a stat of 519, more than enough to outspeed Dragon Dance Rayquaza and Dark Arceus. Its nifty Rock- typing also provides a very useful resistance to Swords Dance Rayquaza's, and by extension ExtremeKiller Arceus' Extremespeeds, easily surviving them and KO'ing them with the appropriate attack.
Close Combat is a strong Fighting- STAB move, smashing the omnipresent Steel- types. Stone Edge lets me beat Flying- types, Rayquaza and Lugia in particular. The last two moves are mainly filler and rarely see use: Earthquake is Terrakion's strongest move against Zekrom, but usually Zekrom is weakened to the point where Close Combat KO's; X-Scissor is Terrakion's strongest option against Mewtwo, and is the probably the only time I actually use X-Scissor.
Welcome to my first generation V Ubers RMT. This team is one of my most, if not most successful Ubers team to date. I made this team when I was looking at the combos thread and saw Tentacruel + Ferrothorn. From there, a more defensively orientated team came along until I reached the final product which will be shown below. I'm not really big on introductions so let's cut to the chase, here's the team!
In Depth:
Tentacruel (M) @ Leftovers
Trait: Rain Dish
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Toxic Spikes
- Rapid Spin
- Protect
- Scald
The first part of the TentaFerro combo. Tentacruel spins hazards, lays, and absorbs Toxic Spikes. With Kyogre providing an infinite downpour, Tentacruel restores 1/8 of its health each turn thanks to Rain Dish. This fact is abused by Protect, which can also help scout for Choiced attackers and rack up more poison damage from Toxic Spikes.
Toxic Spikes poisons any grounded Pokémon switching in, limiting their time on the battlefield. Rapid Spin helps keep opposing hazards off my side of the field. Protect as stated before scouts for Choiced attacks, extra Leftovers + Rain Dish recovery, and extra Toxic Spikes damage. Scald finishes off the set as a nice STAB attack that can burn the ubiquitous Ferrothorn.
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Spikes
- Power Whip
- Protect
- Leech Seed
The second part of the combo. The omnipresent Ferrothorn sports an amazing Grass- and Steel- typing that many Pokémon would kill to have. This typing, combined with its bulk lets me switch into Pokémon including, but not limited to Kyogre; Palkia; and Zekrom, the latter which could otherwise prove troublesome for this team.
Spikes comes as the second entry hazard of the team, whittling away at opposing Pokémon's health each time they enter into battle. Power Whip maims Kyogre and Palkia. Leech Seed provides passive recovery for Ferrothorn and his teammates. Protect again is for extra recovery + passive damage on the opponent's team.
Kyogre @ Choice Scarf
Trait: Drizzle
EVs: 52 HP / 252 SAtk / 204 Spd
Modest Nature (+SAtk, -Atk)
- Water Spout
- Surf
- Thunder
- Ice Beam
Tentacruel and Ferrothorn, like all combos, have weaknesses. This combo in particular has trouble against Groudon, who can Earthquake and Fire Punch Tentacruel and Ferrothorn respectively for swift KOs. Ho-oh is also problematic, as Sacred Fire roasts Ferrothorn and Brave Bird maims Tentacruel, while Tentacruel does nothing back with Scald. With this in mind, I added a Kyogre. Formerly a ResTalk Kyogre, it is now a Choice Scarf variant. Kyogre provides an infinite downpour, helping Tentacruel by giving it Rain Dish recovery, and Ferrothorn by giving it a less crippling weakness to Fire-type attacks. Choice Scarf Kyogre can also kill Mewtwo and Darkrai, who can prove troublesome to a stall team.
Water Spout is Kyogre's most powerful attack, dealing heavy damage to most Pokémon. Surf is back-up STAB for when Kyogre is at too low health to utilise Water Spout. Thunder hits opposing Kyogre, as well as Palkia. Ice Beam rounds off the set by scoring super effective hits on Dragon-type Pokémon and Grass Arceus. I took trickroom's EV spread and tweaked it a little: the extra 12 EVs in Speed let Kyogre get the jump on Deoxys-A, as well as Mewtwo and Darkrai.
Chansey (F) @ Eviolite
Trait: Natural Cure
EVs: 4 HP / 252 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Seismic Toss
- Softboiled
- Stealth Rock
- Heal Bell
My fourth member, Chansey, was chosen due to the support she provides. She gives me my final entry hazard, Stealth Rock, she serves as a cleric for my team, and keeps Special attackers at bay.
Stealth Rock completes the trio of hazards, Heal Bell alleviates my team of any unwanted status, Softboiled was chosen over Wish since all of the Pokémon on my team bar Terrakion pack some form of recovery, and Heal Bell helps with Rest's side effect. Finally, Seismic Toss prevents Chansey from turning into complete Taunt bait and lets it be able to do damage.
Giratina @ Leftovers
Trait: Pressure
EVs: 252 HP / 248 Def / 8 Spd
Impish Nature (+Def, -SAtk)
- Dragon Tail
- Will-O-Wisp
- Rest
- Sleep Talk
With all the hazards, a spinblocker was bound to follow. I chose Giratina-A over Ghost Arceus because of its typing, granting it extra Grass-, Fire-, Water- and Electric- resistance, and because of its superior bulk, helping me counter threats like ExtremeKiller Arceus better.
Dragon Tail further abuses hazards, forcing more and more switches. Will-o-Wisp cripples Flying- and Steel- types (bar Ho-oh and Heatran). Rest gives Giratina needed recovery and Sleep Talk, like for Kyogre, allows Giratina to potentially do a lot of damage while sleeping.
Arceus-Groun (Arceus-Ground) @ Earth Plate
Trait: Multitype
EVs: 252 HP / 144 Def / 112 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Ice Beam
- Recover
Another suggestion by trickroom, Ground Arceus replaces Terrakion on this team. With Choice Scarf Kyogre, I didn't need another Scarf user. I was also weak to Substitute Calm Mind Giratina-O, and also had problems versus Mixed Zekrom (which thankfully I don't see often). Ground Arceus fixes these issues, being able to Calm Mind alongside Giratina-O, and take attacks from Mixed Giratina-O and Zekrom with little difficulty.
Max HP, along with Calm Mind and Recover, make Ground Arceus tough to take down. Judgment is STAB and decimates Fire- and Steel- type Pokémon. Ice Beam hits Dragon-type Pokémon, especially Garchomp, for a lot of damage. 112 Speed EVs hit 334 Speed, letting Ground Arceus outspeed everything from non-Choice Scarf Garchomp and under. The rest of the EVs are dumped into Defense, letting Ground Arceus take Dragon Dance Rayquaza's, Mixed Giratina-O's and Zekrom's Dragon Claws and Outrages better.
Conclusion:
And there's the team. As stated in the introduction, this is possibly my most successful Ubers team to date. I may make a threatlist if need be, but I don't see much need to since there aren't that many threats. Calm Mind Ghost Arceus is possibly the biggest threat to this team now after I fixed the team. So thank you for reading and I await comments!
Kyogre @ Leftovers
Trait: Drizzle
EVs: 252 HP / 244 Def / 12 Spd
Bold Nature (+Def, -Atk)
- Scald
- Roar
- Rest
- Sleep Talk
Tentacruel and Ferrothorn, like all combos, have weaknesses. This combo in particular has trouble against Groudon, who can Earthquake and Fire Punch Tentacruel and Ferrothorn respectively for swift KOs. Ho-oh is also problematic, as Sacred Fire roasts Ferrothorn and Brave Bird maims Tentacruel, while Tentacruel does nothing back with Scald. In an attempt to remedy these problems, I added a ResTalk Kyogre to the team. Kyogre serves as my go-to Pokémon against Groudon and Ho-oh, and also serves as a sleep absorber, helping me against Darkrai.
Scald is my STAB move of choice, doing decent damage, as well as possibly burning Ferrothorn switch-ins. Roar is good for abusing hazards, speeding up the process of weakening my opponent's team. Rest is Kyogre's only form of recovery, and I need to keep Rain up for Tentacruel's Rain Dish, and to reduce Ferrothorn's gaping Fire weakness. Sleep Talk offers me a chance to do damage while I'm sleeping, which can be of big help against Darkrai and various other set-up sweepers.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Earthquake
- X-Scissor
I noticed I was weak to several Pokémon, such as Dragon Dance and Swords Dance Rayquaza, Calm Mind Refresh Dark Arceus and Bulk Up Dialga. With this in mind, I elected Terrakion to be the final member of my squad. With a Choice Scarf, its Speed reaches a stat of 519, more than enough to outspeed Dragon Dance Rayquaza and Dark Arceus. Its nifty Rock- typing also provides a very useful resistance to Swords Dance Rayquaza's, and by extension ExtremeKiller Arceus' Extremespeeds, easily surviving them and KO'ing them with the appropriate attack.
Close Combat is a strong Fighting- STAB move, smashing the omnipresent Steel- types. Stone Edge lets me beat Flying- types, Rayquaza and Lugia in particular. The last two moves are mainly filler and rarely see use: Earthquake is Terrakion's strongest move against Zekrom, but usually Zekrom is weakened to the point where Close Combat KO's; X-Scissor is Terrakion's strongest option against Mewtwo, and is the probably the only time I actually use X-Scissor.