Multi Gen Sample Teams Mega-Thread(Generations 3, 4, 5, and 6)

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Overview
Welcome to the Ubers Sample Team Archive! Here you will find a collection of solid, successful teams ready for use by new or aspiring Ubers players for Generations 3, 4, 5 and 6. Everyone is welcome to submit a team, but in order to maintain a good quality archive, your team will be subject to approval by a small council for each metagame before addition. You may use any team in this archive as you see fit.

Councils

Team Submission Guidelines
  • An Importable of the team is required.
  • A brief explanation of how the team works and what each member does. You may also include any success the team had on ladder or in tournament play, and if you want, some replays.
  • Posting mini-sprites along with your team is obligatory.
  • A submitted team will be added if agreed upon by the concerned council.
  • Discussing a rejection is not allowed. Once a team is rejected, It's irreversible.
Sample Teams

ORAS

Classic HO - Fireburn and the ORAS council


Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Reflect
- Light Screen
- Stealth Rock

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

Salamence @ Salamencite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost

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

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 32 Def / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

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
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Skill Swap
- Spikes
- Stealth Rock

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

Salamence @ Salamencite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost

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

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 32 Def / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

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
I really can't say this is my team or really anyone's team because it's literally just bog standard ORAS HO. Set up screens or/and hazards with Deoxys-S and then set up and kill stuff. 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.
Rocky Helmet > Focus Sash on Deoxys-S. Helps versus Kangaskhan, Deo-A leads and versus Rapid Spin.
Aromatherapy > Focus Blast or Thunder on Xerneas. Aromatherapy is good against Thunder Wave Primal Groudon and heals teammates. You lose coverage however.
Refresh or Substitute > Earthquake on Mega Salamence. Can help depending on the matchup. Double Edge > Return for more power but with recoil damage.
Stone Edge > Shadow Claw on Extreme Killer. Hits Mega Salamence and Yveltal for super effective damage. Nothing strong for Giratina-O and Arceus Ghost however.


Sand HO - PROBLEMS


Tyranitar (F) @ Shuca Berry
Ability: Sand Stream
EVs: 252 HP / 108 Def / 148 SpD
Adamant Nature
- Stealth Rock
- Thunder Wave
- Pursuit
- Rock Slide

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Rock Slide
- Earthquake
- Rapid Spin

Salamence (M) @ Salamencite
Ability: Intimidate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Refresh
- Dragon Dance
- Return
- Roost

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Ice Beam
- Rest

Groudon @ Red Orb
Ability: Drought
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Fire Punch
- Stone Edge

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Stone Edge
Check his team showcase for more information.


Toxic Spikes HO - ZoroarkForever


Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
IVs: 0 HP / 0 Def / 0 SpD
- Pin Missile
- Toxic Spikes
- Protect
- Endeavor

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

Arceus @ Silk Scarf
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Shadow Claw
- Refresh
- Swords Dance

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

Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Psyshock
- Grass Knot
- Hidden Power [Fire]

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 176 Atk / 248 SpD / 84 Spe
Adamant Nature
- Precipice Blades
- Dragon Tail
- Stone Edge
- Stealth Rock
This Toxic Spikes team has good matchup versus HO and has the tools to threaten Balance and Stall. Scolipede sets up Toxic Spikes and has Endeavor to avoid being set up bait. Mega Gengar threatens stall and checks Arceus formes. Primal Groudon checks Xerneas and has Dragon Tail to phaze out Defog Pokemon. 4 moves Latios has great coverage and threatens stall and balance builds while checking Primal Groudon. Finally, both Xerneas and Extreme Killer are solid win conditions and cleaners.


Mega Lucario HO - Theultimate12 with modifications made by the council


Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Swords Dance
- Dragon Ascent
- Extreme Speed
- V-create

Lucario @ Lucarionite
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Iron Tail

Groudon @ Red Orb
Ability: Drought
Shiny: Yes
EVs: 252 HP / 48 Def / 200 SpD / 8 Spe
Relaxed Nature
IVs: 30 HP
- Stealth Rock
- Precipice Blades
- Lava Plume
- Thunder Wave

Arceus-Ground @ Earth Plate
Ability: Multitype
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Extreme Speed

Xerneas @ Choice Scarf
Ability: Fairy Aura
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sleep Talk
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Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 244 Atk / 252 Def / 12 Spe
Adamant Nature
- Shadow Force
- Shadow Sneak
- Dragon Tail
- Defog
Personally, I was just testing underrated Megas, and, well, I found out that it has a lot of potential. While it cant really serve as much of a check to, say, EKiller Arceus with EQ (though it CAN survive a ESpeed and retaliate with a Bullet Punch if its at low health, and can even OHKO 200 Def/56 Spe Arceus, along with Adamant Arceus with Close Combat), Mega Salamence and Ho-Oh, it can and will sweep or weaken teams if not taken care of quickly. Plus, do you know how amazing he is at stall? Not only he can be immune to Toxic (which is already a massive benefit), but he COMPLETELY DESTROYS almost every stall mon with Close Combat/Iron Tail, heck, even the insurmountable walls named Giratina-Altered and Mega Sableye (if it has already Mega Evolved), will be 2HKOed and have a great chance to OHKO, respectively. Plus, it can reliably revenge kill GeoXern and ScarfXern (along with OHKOing ANY Xerneas variant with a Iron Tail after a SD boost), which is already a GREAT addition to any offensive team.

Now, for the support: Rayquaza is only there for more wallbreaking power (since, along with Lucario, can ALSO destroy stall with one SD), so it doesnt really bring too much. PDon is needed for stuff like rocks and another check to Xerneas, while Arceus-Ground is there to eat PDon and Ho-Oh up for breakfast (or simply weakening it for Lucario to finish the job). Xerneas is there for outspeeding most threats with a Choice Scarf and absorb Dark Voids and Spores from Darkrai and Smeargle (along with completely killing Darkrai, though it doesnt really do much if it has a Focus Sash), and Giratina-Origin for Defog support and to check EKiller Arceus.


Aerodactyl Forretress Offense - dice


Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD / 0 Spe
- Gyro Ball
- Spikes
- Explosion
- Rapid Spin

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Taunt

Groudon @ Red Orb
Ability: Drought
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Lonely Nature
- Rock Polish
- Dragon Pulse
- Earthquake
- Stone Edge

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

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Moonblast
- Geomancy
- Hidden Power [Rock]
- Focus Blast

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Earth Power
- Healing Wish
It's a team various users opted for in official tournaments. Forretress is used to get Spikes up and anti lead some HO leads like Deoxys-Speed and Scolipede with Rapid Spin. Mega Aerodactyl is used mainly for it's very high speed with Taunt to pressure the opponent's Defog Pokemon. It also works as a check to Mega Salamence, as the Stealth Rock user of the team, and as a revenge killer to some slower Pokemon like Darkrai, Shaymin, Mewtwo and others. Arceus Ghost is used to block Rapid Spin, check Extreme Killer and pressure the opponent with his strong STAB and coverage. Xerneas checks Yveltal and sweeps opponent's team. Primal Groudon is mainly here to check Xerneas and break stall and finally Shaymin-S is here to make holes in balanced builds and to heal the appropriate Pokemon when needed.


Mixed Rayquaza + Mega Gengar BO - James Jimmy


Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Destiny Bond
- Icy Wind

Groudon @ Red Orb
Ability: Drought
EVs: 248 HP / 240 SpD / 20 Spe
Careful Nature
- Stealth Rock
- Precipice Blades
- Rock Slide
- Roar

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

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

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

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 244 Atk / 252 Def / 12 Spe
Adamant Nature
- Shadow Force
- Shadow Sneak
- Defog
- Dragon Tail
I wanted to post this team since a few days ago where I finalized the sets. It focuses on taking out Arceus-Normal's checks (mainly Giratina-Origin, Salamence-Mega, Skarmory, etc.) with Gengar and Rayquaza, so that the latter has an easy job of sweeping late game. I used Dazzling Gleam on Klefki to bait Sableye-Mega and have an actual 78.5% chance to 2HKO it from full HP. (96 SpA Klefki Dazzling Gleam vs. 248 HP / 8 SpD Mega Sableye: 144-170 (47.5 - 56.1%) -- 78.5% chance to 2HKO). Other options in movesets would be Destiny Bond over Protect on Gengar to deal with Ho-Oh mainly and Spikes over Heal Block on Klefki, even though Rest / Sleep Talk Geomancy Xerneas are becoming more and more frequent. Last but not least, I had to use the Icy Wind set on Gengar in order to avoid being total bait to Facade Salamence-Mega and the physical Giratina-Origin set over the Hex one, in order to deal with Mewtwo and Deoxys-Attack better. Lord Outrage I'm tagging you to check it out.

You can still use Arceus-Ground, but I found that Arceus-Normal is probably better. That spread enables it to outspeed Modest Diancie-Mega and Modest Latios, being able to Recover up on them (252+ SpA Mega Diancie Moonblast vs. 80 HP / 0 SpD Arceus: 171-202 (42.6 - 50.3%) -- 1.2% chance to 2HKO) and even set up right in front of Latios' face.


LO Yveltal + Mega-Gengar Balance - Blim


Groudon @ Red Orb
Trait: Drought
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Trait: Drizzle
EVs: 252 HP / 4 SAtk / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Scald
- Rest
- Sleep Talk
- Roar

Lugia @ Leftovers
Trait: Multiscale
EVs: 252 HP / 120 Def / 136 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Ice Beam
- Roost
- Whirlwind

Arceus-Dragon @ Draco Plate
Trait: Multitype
EVs: 252 HP / 200 Def / 56 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Defog
- Recover
- Judgment

Yveltal @ Life Orb
Trait: Dark Aura
EVs: 156 HP / 252 SAtk / 100 Spd
Rash Nature (+SAtk, -SDef)
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Knock Off

Gengar (M) @ Gengarite
Trait: Levitate
EVs: 248 HP / 8 SDef / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Substitute
- Perish Song
- Protect
- Destiny Bond
Yveltal + Mega-Gengar is a very common core but many people have trouble building a team around it without being weak to common metagame archetypes, but I think this team achieves the goal of doing that . The core of this team is obviously Yveltal + Mega-Gengar, I opt for the perish song trap set for a stronger match-up vs stall, and knock off > u turn on yveltal because otherwise shed shell blissey is a huge issue for this team. The rest of this team is fairly standard - Pdon is pdon, the best pokemon in ORAS and my rocks setter / xerneas check, lugia + arceus dragon + spd.def kyogre forms the defensive core of this team, lugia helps check physical attackers such as sd arceus and dragon dance mence obviously [unless you're trying to check them with stealth rocks up...], sleep talk kyogre is specifically here to help fend off darkrai [althrough kyogre also helps greatly vs many other things such as dialga and arceus rock / ground] , but you have to be very careful to not let kyogre get weakened too much when playing darkrai. Lastly, arceus dragon is the defogger, I choose dragon because it has best synergy for this team, the double fairy weak with yveltal + arceus dragon can be a little annoying sometimes but literally everything else on the team can switch into a moonblast, and arceus dragon is a great back-up check to physical attackers whenever lugia gets worn down.

The most important thing to remember when using this team is that Yveltal is not always the win condition, although it is this team's only main offensive presence. Mega-Gengar is the most important member of this team, as it can not only eliminate common yveltal checks, but it also has excellent offensive synergy with kyogre and lugia. How? Mega-Gengar can, if played correctly, also eliminate common kyogre counters [pdon, ferrothorn, latios / latias], or lugia counters [things like klefki, arceus rock] allowing either kyogre or lugia to simply wear down or even completely wall the opposing team [depending on the match up]. tl;dr the key to this team is playing smart with mega-gengar and trapping threats so that kyogre / lugia / lo yveltal can win late game.
Possible Changes: U-Turn > Knock on Yveltal is an option...but the trade-off is huge as now you lose to shed shell blissey and can't knock off things like xerneas's power herb or ho-oh's choice band. Dropping Lugia for another physical wall such as skarmoy is also a possibility, but again, not something I'd strongly advised as lugia is already a great physical wall for this team.

Evs: This team has very basic evs...I would recommend changing them to suit your playstyle, yveltal and primal groudon can easily run more speed for example.


Bronzong + Dragon-Arceus Balance - Foggi


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

Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 252 HP / 168 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
- Stone Edge

Gengar-Mega @ Gengarite
Ability: Shadow Tag
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Will-O-Wisp
- Focus Blast
- Destiny Bond

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
Check out his RMT Thread.


Standard Groundceus Offense - Thugly Duckling


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.
- Swords Dance Ghost Arceus: It doesn't set up on anything besides -2 Latios, and Shadow Claw variants are certainly an annoyance, but Shadow Force variants are subdued by Giratina-O's slower Shadow Force.
- Calm Mind Ghost Arceus: Klefki can put it on a timer with Toxic and Mega Salamence's SpD investment + Refresh goes a long way.
- Calm Mind Arceus Dark: Klefki is a really shaky check but bothers it nonetheless, and Mega Salamence can survive +1 Judgment if needed to in order to set up Dragon Dance and countersweep.
- Darkrai: Not having a sleep absorber means you have to sack something to Dark Void, but Klefki walls it afterwards.
- Ho-Oh: Not too big of a threat though because Lava Plume + Dragon Tail Primal Groudon is very good at keeping rocks down; it only finds free turns on Klefki, but Substitute variants are a headache if they manage to set up.
- Groudon's EV spread and nature can be changed to emergency check some Swords Dance Arceus formes such as the aforementioned Ghost Arceus and can be given a Rock move to nail Ho-Oh.
- Safeguard > Toxic on Klefki can help a bit against Darkrai and also stall teams.
- Modest > Timid Latios if that is your preference.


Diancie Sun(BO) - Lord Outrage


Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 56 SpA / 204 Spe
Modest Nature
- Stealth Rock
- Moonblast
- Earth Power
- Diamond Storm

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

Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 104 Atk / 144 SpD / 8 Spe
Adamant Nature
- Swords Dance
- Thunder Wave
- Precipice Blades
- Rock Slide

Yveltal @ Charti Berry
Ability: Dark Aura
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Foul Play
- Sucker Punch
- Taunt
- Roost

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

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Toxic
- Recover
This is a team with strong offensive power and a solid defensive backbone. Mega Diancie checks Darkrai, Bounces back hazards/status and has strong offensive power. Para-Dance Primal Groudon checks Xerneas, Primal Kyogre and breaks stall. Banded Ho-Oh checks Calm Mind Arceus formes and tears teams apart. Yveltal is for Extreme Killer, Primal Groudon, offensive Ghost Arceus, and offensive Ground Arceus. Water Arceus checks Mega Salamence and Ho-Oh. Finally, Latios is here to Defog, to hit hard, and to check Primal Groudon and Primal Kyogre.


Absolute Control(Sun Balance) - Lord Outrage


Sableye (F) @ Sablenite
Trait: Prankster
EVs: 252 HP / 252 Def / 4 SDef
IVs: 0 SAtk
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
IVs: 0 SAtk
Adamant Nature (+Atk, -SAtk)
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Klefki (M) @ Leftovers
Trait: Prankster
EVs: 252 HP / 4 Def / 252 SDef
IVs: 0 SAtk
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
Check his team showcase for more information.


Full Stall - Hack, Kebabe, and the ORAS Council


Sableye (M) @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Will-O-Wisp
- Foul Play
- Recover

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 200 Def / 56 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
Calm Nature
IVs: 0 Atk
- Lava Plume
- Roar
- Rest
- Sleep Talk
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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BW2

Anik's HO - Bossness


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

Groudon @ Life Orb
Ability: Drought
EVs: 36 HP / 232 Atk / 240 Spe
Adamant Nature
- Rock Polish
- Earthquake
- Stone Edge
- Dragon Claw

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

Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roar

Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Thunder Wave
- Judgment
- Ice Beam
- Recover

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


Heatran Sun HO - Blim


Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Taunt
- Spikes
- Fire Punch
- Dark Pulse

Groudon @ Lum Berry
Trait: Drought
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 168 HP / 252 Atk / 88 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Dragon Tail
- Earthquake
- Shadow Sneak

Palkia @ Haban Berry
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Fire Blast
- Thunder
- Dragon Tail

Arceus @ Silk Scarf
Trait: Multitype
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Heatran (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Taunt
- Stealth Rock
- Lava Plume
- Roar
This is my best BW2 Ubers HO Team, I originally made this team sometime in late 2013. It's fairly standard HO but with the addition of Heatran, an underrated pokemon which is usually only seen on balance or stall teams. Deoxys-S utilizes Fire Punch to hit Forretress and Genesect, and Dark Pulse to hit those pesky Magic Bounce Espeons / Xatus, Dark Pulse also hits opposing 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 those 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 I have heatran as a dragon resist, but it's very useful for getting unexpected koes vs opposing dragons that think they will outspeed you.

Alright...Last up is HEATRAN, the main reason why this team is so good. From my experience using it, it's been amazing on sun ho. It 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. It's been awhile since I've seriously played BW2 Ubers, but the amount of things Heatran does for this team is insane.
The only change I would recommend is to not stick to one hazard lead [Deoxys-s] as your opponent might recognize this team since I'm posted it now [lol]. Deoxys-s is the best hazard lead overall for this team, but Deoxys-A would also work equally work. Froslass / Custap Forretress are also two other options but I don't recommend them because now darkrai is super annoying, but if you're not worried about darkrai then things should go fine unless you run into a mirror lead match-up or something weird like that.


Drain(Rain HO) - PROBLEMS


Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Taunt
- Dark Pulse

Arceus-Ghost @ Spooky Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Judgment
- Focus Blast
- Calm Mind
- Recover

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

Kingdra (M) @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 8 Def / 252 SpA / 216 Spe
Modest Nature
- Hydro Pump
- Dragon Pulse
- Draco Meteor
- Substitute

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- U-turn
- Iron Head
- Ice Beam
- Explosion

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
Adamant Nature
- Dragon Claw
- V-create
- ExtremeSpeed
- Swords Dance
'Ladies and gentlemen, this is the infamous team with a 7-0 tournament record, one of the best BW2 teams ever made...Drain'

An HO style team which was originally built as a counter team to other known HO users. It has been through a lot of changes but this is my final version which has been given out the most. Basically, you lead with Deoxys-S and get up hazards while blocking the removal of hazards with Ghostceus which puts pressure on opposing teams. The team itself is full of stall breakers like Rey, specs Kyogre and Ghostceus while it got things for HO teams also in Kingdra and Genesect. The team really keeps offensive pressure as its built to pretty much have an answer to everything. It's honestly one of the easiest teams to use as its pretty much sacking and bringing threats in.


So Many Fuckin Frens(Rain HO) - Edgar


Dialga @ Lum Berry
Ability: Pressure
Shiny: Yes
EVs: 240 HP / 12 SpA / 236 SpD / 20 Spe
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Roar

Giratina-Origin @ Griseous Orb
Ability: Levitate
Shiny: Yes
EVs: 212 Atk / 252 Def / 44 Spe
Adamant Nature
- Dragon Tail
- Will-O-Wisp
- Magic Coat
- Shadow Sneak

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Roar
- Rest
- Sleep Talk

Palkia @ Lustrous Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Spacial Rend
- Fire Blast
- Thunder

Kabutops (M) @ Life Orb
Ability: Swift Swim
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Low Kick
- Rapid Spin

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 12 Atk / 244 SpA / 252 Spe
Naive Nature
- Dark Void
- Focus Blast
- Dark Pulse
- Sucker Punch
Well, the team is a rather "standard" Hyper Offense rain team, I started building the team around a Darkrai-Kabutops core, as they threaten each other's checks (Darkrai threatens Giratina-O, Ghosteus, Groudon, etc. While Kabutops threatens Genesect, Ho-Oh and Extremekiller), making it a lot easier to sweep with them. I'm not a big fan of Life Orb Nasty Plot Darkrai as I think Genesect being THE Scarfer makes it almost impossible to ever sweep with it so, instead of using Nasty Plot I decided to use the 4th moveslot for something that in my opinion, is very useful, Sucker Punch. I got the idea from my ol pal PROBLEMS. Although I came up with the EV spread (hehebwoi), anyways, EVs allow Darkrai to KO Life Orb Mewtwo after Stealth Rock and 1 Life Orb hit 100% of the time, which is excellent as Mewtwo is a rather common Darkrai check. Other team members are just support mons, Magic Coat Giratina-O for anti leading Deo-S as well as checking pokemon like Excadrill and Groudon, Dialga is a defensive pivot with great defensive as well offensive stats as well Stealth Rock user. Palkia is another rain abuser and it is also my Kyogre switch-in and Kyogre is my rain setter as well as my Extremekiller check, I have another version of this team where Kyogre's set is Choice Specs, it works but I prefer Defensive a lot more because that way Giratina-O isn't THAT pressured as it would need to check Extremekiller Arceus, Excadrill and Groudon if I don't use Defensive Kyogre.

Fun team to use, a few people have stolen it. :]


Sun HO - Hack


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.


Custab Foretress HO - Sweep


Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 Atk
Adamant Nature
IVs: 0 HP / 0 Def / 0 SpD / 0 Spe
- Gyro Ball
- Toxic Spikes
- Stealth Rock
- Rapid Spin

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 180 Atk / 76 SpA / 252 Spe
Naughty Nature
- Low Kick
- Psycho Boost
- Extreme Speed
- Ice Punch

Dialga @ Choice Scarf
Ability: Pressure
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Aura Sphere
- Thunder
- Draco Meteor
- Sleep Talk

Rayquaza @ Life Orb
Ability: Air Lock
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- V-create
- Dragon Claw
- Extreme Speed

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Sleep Talk
- Rest
- Calm Mind

Arceus @ Spooky Plate
Ability: Multitype
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Focus Blast
- Judgment
This team is built to abuse Toxic Spikes as much as possible. Calm Mind Ghost Arceus and Kyogre can set up while many of their enemies suffer passive damage at the hands of poison. Toxic Spikes also help Rayquaza break by bulky Arceus formes that it falls just short of 2HKOing with V-Create and Extreme Speed otherwise. The team has multiple forms of priority to ease the match-up against offense, and Scarf Dialga with Sleep Talk to handle Darkrai leads that try to shut down Custap Forry (a must when using this Forretress set). Kyogre needs to be Calm Mind here to check Calm Mind Ghostceus, especially those that try to anti-lead Forretress. Being able to set up all over Tentacruel and check physical attackers with its bulk investment is another plus. Be aggressive and smart with Forretress early game, sac mons when need be and in general pressure your opponent to death with the right sweepers.


Standard Sand(BO) - Various Users


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 Lati@s. 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 Balance - PROBLEMS


Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 216 SpD / 40 Spe
- Spikes
- Roost
- Taunt/Toxic
- Whirlwind

Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Dragon Claw

Kyogre @ Choice Specs
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Water Spout
- Hydro Pump
- Thunder
- Ice Beam

Kingdra (M) @ Life Orb
Ability: Swift Swim
EVs: 32 HP / 8 Def / 252 SpA / 216 Spe
Modest Nature
- Hydro Pump
- Dragon Pulse
- Draco Meteor
- Rain Dance

Dialga @ Lum Berry
Ability: Pressure
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Thunder Wave
- Draco Meteor
- Thunder
- Stealth Rock

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Dragon Tail
- Substitute
- Aqua Tail
- Shadow Sneak
I originally made this team as a semi CT to Steelskitty and Dracomaster sun teams as most of them can't handle strong hitting waters paired up with a 3 attacks Arceus-Ground. The way this team works is more dependent on hazards being up then powering through teams by gathering momentum with the water types, the option of hazard phasing through the sub gira and skarm are nice to passively weaken teams. Later game by normally not having to reveal the Arceus form you often have weakened many of the checks by pressuring things like chipping down things like scarf kyorges by forcing sacks and wearing down with hazards. Things like lati twins can be a pain but can be delt with fine if you play smart around them by knowing their 3rd move.
Kingdra can be changed to a Kabutops if needed, its more personal pref really

Gira-O can be nice as a fast rest shuffler if you don't like sub shuffling

Kyorge can be made into more of a specD set so you can handle ghostceus and fightceus better but you should be ok most of the time


Heatran Balance - steelphoenix


Groudon @ Earth Plate
Ability: Drought
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Fire Punch

Giratina-Origin @ Griseous orb
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Adamant Nature
- dragon tail
- Rest
- Sleep Talk
- shadow sneak

Palkia @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Spacial Rend
- Fire Blast
- Hydro Pump

Heatran (F) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 136 SpD / 124 Spe
Timid Nature
IVs: 0 Atk
- lava plume
- Toxic
- taunt
- protect

Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 248 HP / 32 Def / 228 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald
- Toxic Spikes
- Rapid Spin
- Toxic

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Will-o-Wisp
- Calm Mind
- Judgment
- Recover
So this is one of my favorite BW teams to use. The build is an uncommon archetype (sun balance), featuring Scarf Palkia and Arceus-Dark as general win conditions with Giratina-O / Heatran / Tentacruel providing a defensive core and Groudon breaking conventional rain as well as giving me a Stealth Rock setter. The team plays by getting Toxic Spikes and Stealth Rock up and then cleaning with Scarf Palkia versus offense and Arceus-Dark or Heatran versus stall or balance. A solid defensive backbone and ultra-reliable spinblocker complement the build and benefit the win conditions. To explain some odd spreads and EVs; Arceus-Dark is just faster than Latios/Latias while giving Genesect the +SAtk boost at +0 SDef. Tentacruel's reduced speed IV makes it slower than other Tentacruels, meaning that you can always Rapid Spin after they set Toxic Spikes and always set Toxic Spikes after their Rapid Spin. Giratina-O's set lets it serve as sleep fodder whilst anti-leading Deoxys forms and Froslass and being hella durable. Fire Punch was chosen on Groudon as a way to muscle through Forretress whilst reliably breaking Gliscor's Substitutes in one hit. It also really fucks with Arceus-Grass switchins if Toxic Spikes are up. Draco Meteor was chosen on Scarf Palkia as Thunder is largely situational. This team is fun to use, and has had success in tours like UPL where Manaphy and myself used it.


Rain Balance - Sweep


Arceus-Fighting @ Fist Plate
Ability: Multitype
EVs: 248 HP / 164 Def / 96 Spe
Timid Nature
- Judgment
- Stealth Rock
- Recover
- Ice Beam

Omastar @ Choice Specs
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Surf
- Ice Beam
- Earth Power

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Spikes
- Gyro Ball

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 152 HP / 252 Atk / 104 Spe
Adamant Nature
- Dragon Tail
- Earthquake
- Shadow Sneak
- Outrage

Mewtwo @ Leftovers
Ability: Unnerve
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Psystrike
- Will-O-Wisp
- Recover
- Taunt

Kyogre @ Leftovers
Ability: Drizzle
EVs: 240 HP / 252 SpD / 16 Spe
Calm Nature
- Scald
- Rest
- Sleep Talk
- Roar
(2-0 in URUC i guess LOL, didn't start SPL until 2014)

This team was built around Omastar+Arceus-Fighting, a very dangerous duo. Omastar can beat Ghostceus, Mewtwo, and Ho-Oh in a 1 on 1 situation while Fightceus (with significant physical defense investment) checks threats like Dragon Dance Rayquaza, Dialga, Ferrothorn and other Pokemon that threaten Oma. Specs Omastar serves as a sort of Perish Song user, as Hydro Pump hits so hard that even +1 Calm Mind Arceus with succumb to Hydro Pump after some prior damage. This team would be weak to a well-played Stall team, so I put a Stalltwo on it to Taunt and burn those teams to death. Giratina is all-out physically offensive to threaten the annoying Tentacruel and to ambush stuff with Outrage.

In general, Omastar works better with Calm Mind Arceus-Fighting, but this team couldn't fit SR on any other Pokemon (SR ferro is just awful). Once Ferrothorn gets one layer of spikes up, you have a great chance of winning since NOTHING switches into Specs Omastar in the rain barring Specially Defensive Kyogre at that point, and Giratina-O's shuffling becomes problematic as well.


Standard Rain Stall - polop

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Toxic Spikes
- Rapid Spin
- Toxic
- Scald

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Dragon Tail
- Roar

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 56 SpA / 200 SpD
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Roar

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

Arceus @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Will-O-Wisp
- Recover
Rain stall was played a ton back when the BW2 game was actually developing and I still remember getting irritated of seeing drown all teams on the ladder, which I guess were somewhat rain stallish.

Anyways Ferrothorn and Tentacruel have remarkable defensive synergy and the ability to play spikes and toxic spikes. Dialga lays down Stealth Rocks and you try to get as many others up as possible with Ferrothorn and Tentacruel. Giratina-a is bulky enough to stand off against any spinner and will probably only be annoyed by Forretress and Tentacruel since they can try to put up hazards against it. Toxic Tentacruel as chosen as a result since it applies a lot more pressure to the spinblockers and can force Giratina-o and Arceus-Ghost into a miserable time trying to stop it. It should be noted that the Specially Defensive variant of Giratina-a is ran to avoid problems with Specs Kyogre There's not really much stuff that can brutally wear down anything too easily since most of the stuff that threaten's Ferrocruel is almost completely halted by Ground Arceus and Giratina-o. Kyogre is given a Choice Scarf to masquerade as a revenge killer against stuff that is difficult to check and to sweep lategame since enough hazards are likely to be up.

Stuff like Xatu is annoying but it can't really stop Tentacruel in rain. Its a gamble for it to fight Dialga most of the time as well since its Draco Meteor hurts.

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DPP

Lucario & Friends(HO) - faint


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 of mine 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 HO - Iris


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
I thought of all the times hyw has tried to kabutops me and i realized groudon beats what kabutops cant. 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. im fine with ray livin a lil bit and dyin to LO. thats a good trade.

team goes like this. froslass spike ---> groudon / dialga ---> gira when necessary ----somethin takes a draco -----> groudon ------> kyogre revenges their revenge -----> sacrifice ------> kabutops.

youre gonna play it and be like 'dam im weak to everything' but thats the costa playin a high tempo game man.


Mew Lead Offense - Iris


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 - Iris


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.

Note: Silk scarf is chosen over LO for survivability and to keep the necessary OHKOs on palkia, kyogre, and latios.


Cloyster Offense - BKC


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 BO - Iris


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. I chose but jolly beats latios and latias so im switching back! Pretty cool team i think. Recently ive changed some things like more def palkia / fire punch jirachi but that is for me to still test!

Chople dialga, gyro zonger, SR dialga, etc are all things to consider to help you with specific threats. I think replacing TTar is the "appropriate course of action" but it was the one gimmick iconic allowed me for botw


Sun BO - Jirachee


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 - BKC


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 - BKC


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
Thank you Minority Suspect for providing the descriptions.

Dragon Sun Offense - Minority Suspect


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
- Substitute
- 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 Substitute to help in the Thunder Wave Kyogre matchup. 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 - Minority Suspect


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 Deo-A Bulky Offense - Various users


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
This is a very old team that continues to see use today. While I'm not the biggest fan of this squad, it can still get the job done, and due to its prevalence it deserves a spot among the sample teams. As a note, several other set variations can be used over what I have provided in the importable and that I have provided no Speed creep.

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(BO) - Fireburn


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
So this is a Shedinja team. 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 Latis being king and queen, Kyogre being its (then) usual boss self, and Mewtwo hardly ever running Fire-type attacks, Sheddy finds quite a few opportunities to come in and fire off some decently strong Shadow Balls. Most of the rest of the team is dedicated to supporting it. Groudon clears Sand and provides paralysis support + a way to break walls which is quite useful. CB Ho-Oh is quite underrated - despite lacking Brave Bird and physical Sacred Fire, physical Shadow Ball helps make up for it, and Sacred Fire is still a good deterrent against the usual CBander checks with sun and its solid burn rate. It also functions as a decent check to Mewtwo, Deo-A (don't switch in on Banded Shadow Ball) and Latis in case they do have Fire attacks to break Shedinja. Magneton's sole job is to trap and kill Forretress and Skarmory so they can't Spike on everything / wall Groudon and Sheddy, and Toxic acts as a deterrent to Deoxys-D in case it tries to get cute and use Magneton as Spikes fodder. It's still useful outside of that though, since it provides a second Ghost resistance and a relatively safe Lugia switch-in. Forretress tanks Shadow Balls, sets Spikes that can be spinblocked by Sheddy, and also spins enemy Spikes which is necessary on this team. CM BoltBeam Latios provides a decent check to Groudon, and Kyogre as well in case Shedinja cant be used for some reason. It also benefits from having Groudon, Ho-Oh, and Magneton to put massive pressure on Blissey and Steel-types. Lastly we have Sheddy itself, which is a simple SD set to allow it to act as a win condition late game. Baton Pass is mostly nice for pivoting into Magneton on Metagross or Skarm / Forry switches to ensure that they are weakened / killed so they won't be problems later on. Alternatively, threatening a free +2 pass to Groudon or Ho-Oh can make your opponent reconsider bringing in their Metagross or whatever in the first place. Lum Berry gives me a one-time shield against Toxic which is useful to break through Blissey or Lugia occasionally.

A top priority when using this team should be to kill the enemy Spiker. This frees up Sheddy a lot to do things later in the match, which is valuable as it is not uncommon for Shedinja to completely wall half a team or more. If you have to reveal Sheddy early, try to use BPass liberally to scout for the opponent's checks to your little bug, though feel free to toss Shadow Ball around if they're lacking in Ghost resists. Don't reveal Magneton until its needed. This isn't really a mindless team or even a terrifically good one, but its fun and it can put in some solid work if used correctly.


Calm Mind Rain(BO) - Fireburn


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(Balance) - Various users


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.

____________________
 
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change faints so gira beats adamant ray and make ray ray jolly. you dont' want to be absolutely 6-0d by lefties dialga, fast gira, fast kyogre, or any rash / adamant ray variant. Right now, you are prayin your dialga isn't dead yet (you exchange a hit for da sr most of the time, and youre lo) and that he wins a 50/50. to consistently win against offense, you are either lucky like ciele or pray 93 times a day to eo like dice

theres a new threshold for dpp offense and it is to remain about the 90 benchmark.
 
This thread is now officially done and submissions are open!

For council members: There are still small details to be fixed I already wrote in the chat groups I made for each council. They should be done ASAP please. I want this thread to be a reference to new users and a pillar of our sub-forum so I need everybody's activity.
 
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Thugly Duckling

I play TCG now
Here's a ORAS team; I'll probably post some more teams as the thread goes on:

Standard Groundceus Offense


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.
- Swords Dance Ghost Arceus: It doesn't set up on anything besides -2 Latios, and Shadow Claw variants are certainly an annoyance, but Shadow Force variants are subdued by Giratina-O's slower Shadow Force.
- Calm Mind Ghost Arceus: Klefki can put it on a timer with Toxic and Mega Salamence's SpD investment + Refresh goes a long way.
- Calm Mind Arceus Dark: Klefki is a really shaky check but bothers it nonetheless, and Mega Salamence can survive +1 Judgment if needed to in order to set up Dragon Dance and countersweep.
- Darkrai: Not having a sleep absorber means you have to sack something to Dark Void, but Klefki walls it afterwards.
Ho-Oh: Not too big of a threat though because Lava Plume + Dragon Tail Primal Groudon is very good at keeping rocks down; it only finds free turns on Klefki, but Substitute variants are a headache if they manage to set up.
- Groudon's EV spread and nature can be changed to emergency check some Swords Dance Arceus formes such as the aforementioned Ghost Arceus and can be given a Rock move to nail Ho-Oh.
- Safeguard > Toxic on Klefki can help a bit against Darkrai and also stall teams.
- Modest > Timid Latios if that is your preference.
 
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Thugly Duckling

I play TCG now
Excuse a double post; but I found some time to post another ORAS team, so here it goes:

Sand Semi-Stall

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 104 HP / 160 Atk / 152 SpD / 92 Spe
Adamant Nature
- Thunder Wave
- Precipice Blades
- Stone Edge
- Swords Dance

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 72 Atk / 188 SpD
Adamant Nature
- Stealth Rock
- Rock Slide
- Low Kick
- Pursuit

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

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Will-O-Wisp
- Recover
- Foul Play

Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 120 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Toxic
- Whirlwind
- Ice Beam

Arceus @ Splash Plate
Ability: Multitype
EVs: 248 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Ice Beam
- Judgment
- Recover
This team stretches the standard Hack + Kebabe stall team in order to gain a consistent answer to Swords Dance Primal Groudon and a greater matchup against hyper offense with Air Balloon Excadrill at the cost of replacing a cleric and special sponge that would be Blissey. The addition of Excadrill liberates Water Arceus from its typical Defog role, letting it function as a check to all of Ho-Oh, Rayquaza, and Mega Salamence -- this not only provides more security to typically dangerous threats of sand teams, but allows Tyranitar to hold a Chople Berry that is more hyper-specific to keeping Mega Gengar and the rare Focus Blast Darkrai in check, the banes of bulkier teams. Mega Sableye's teamslot is easily justified, as it bounces away entry hazards and status that bother Lugia and provides a check to Extreme Killer and Swords Dance Arceus Ghost. ParaDance Primal Groudon spreads paralysis that supports both itself and Excadrill, and brings an answer to Primal Kyogre and a second check to Geomancy Xerneas that every team needs.
- Calm Mind Arceus Ghost: The cost of replacing Blissey really; Toxic from Lugia and Water Arceus bugs the hell out of it though.
- Life Orb Xerneas: Really strong, has Aromatherapy to wipe status conditions clear; not a fun mon to switch into either.
- Mega Sableye: Opposing Mega Sableye is pretty annoying but Primal Groudon and Swords Dance Excadrill pressure it. Best switch in you have is your own Mega Sableye, but that obviously takes the match nowhere.
None really; this team is as optimized as it possibly can be, likely one of the best sand teams out there right now.
 
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ZoroDark

esse quam videri
is a Tiering Contributor
trout asked me to post a team so here it is :toast:


Dialga @ Leftovers
Trait: Pressure
EVs: 252 HP / 56 SAtk / 164 SDef / 36 Spd
Modest Nature (+SAtk, -Atk)
- Draco Meteor
- Fire Blast
- Roar
- Stealth Rock

Kyogre @ Choice Specs
Trait: Drizzle
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Water Spout
- Surf
- Thunder
- Ice Beam

Salamence (F) @ Choice Scarf
Trait: Moxie
EVs: 252 Atk / 252 Spd
Naive Nature (+Spd, -SDef)
- Outrage
- Sleep Talk

Arceus @ Silk Scarf
Trait: Multitype
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Extreme Speed
- Swords Dance
- Shadow Claw
- Earthquake

Giratina (Giratina-O) @ Griseous Orb
Trait: Levitate
EVs: 164 HP / 252 Atk / 4 Def / 4 SDef / 84 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Dragon Tail
- Shadow Sneak
- Earthquake

Froslass (F) @ Focus Sash
Trait: Cursed Body
EVs: 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Icy Wind
- Shadow Ball
- Spikes
- Taunt

It's pretty straight forward stuff. Froslass sets up spikes and is a nice antilead vs Deo formes and Custap Forre; Mence covers the always annoying Darkrai. Dialga sets up SR and is extremely good at weakening the opposing team between its moderately powerful attacks and Roar. Giratina-O is the spinblocker of choice which also weakens the opposing team and helps with Mewtwo. Whereas Gira-O and Dialga only weaken teams, Kyogre actually breaks them open with its absurd power. After that either Ekiller or Mence clean up.
 
Standard Groundceus Offense - Thugly Duckling



Accepted by the council.
In summary, It's Solid, standard, and easy to use.


Sand Semi-Stall - Thugly Duckling



Rejected by the council.
It's a weaker form of the Hack & Kebabe standard stall already posted here. Excadrill over Blissey is not helping in anyway besides making it weaker to Calm Mind and Refresh Arceus Variants.


Froslass HO - ZoroDark



Rejected by the council.
Weaknesses are Darkrai, Ghostceus, and Latis while Salamence with this set works only late game and is blocked by steel types. It's a good team and we are sure the creator can work around the weaknesses, however this thread's teams should be easy to use and solid at the same time so it got rejected.

Please complaints about rejections are not allowed in this thread. Once a team is rejected, It's irreversible.
 
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Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
ORAS TrapTurn


Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Focus Blast
- Destiny Bond
- Protect

Yveltal @ Dread Plate / Life Orb
Ability: Dark Aura
EVs: 72 Atk / 252 SpA / 184 Spe
Rash Nature
- Sucker Punch
- Dark Pulse
- Oblivion Wing
- U-turn

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 HP / 56 Def / 200 SpD
Relaxed Nature
- Stealth Rock
- Precipice Blades
- Lava Plume
- Thunder Wave

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Toxic
- Thunder Wave
- Play Rough
- Spikes

Latios @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind / Hidden Power Fire / Defog
- Roost

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Judgment
- Recover


This team was made to explore the concepts that PROBLEMS used in his XY RMT and to see if the same strategy could be as effective in ORAS. Mega Gengar is the trapper of choice which works in tandem with Yveltal's U-Turn to remove it's checks and exert offensive pressure. Focus Blast allows Gengar to remove Tyranitar and check both Darkrai and Ekiller in tandem with Protect. Sludge Wave removes common Fairy checks such as Clefable and Xerneas as well as heavily damaging Diancie. Destiny Bond is pretty much mandatory on Gengar for it's all round utility. Yveltal holds a Dread Plate due to avoid Life Orb recoil on U-Turn and stay healthier through the game, however Life Orb can be used, it's just personal preference. Groudon is by far the most reliable Stealth Rock user in ORAS, and finds a place here. The set is mostly standard with Precipice Blades / Lava Plume / Stealth Rock but I chose Thunder Wave in the last slot as Yveltal loves the speed control as it allows it to spam Dark Pulse much more rather than relying on Sucker Punch mindgames, for example vs Latios / Latias which are very common Groudon switchins. Klefki was next added to add Spikes which make Yveltal that much more threatening as well as offering a more solid answer vs Darkrai and Xern, as Gengar isn't the best check to these threats, and Groudon can be worn down in Xern's case. Latios adds a secondary Ground immunity and Kyogre check, and benefits from Focus Blast Gengar removing/weakening Tyranitar and other Steel types. Calm Mind allows Latios to put more pressure on fatter teams, while Hidden Power Fire allows it to cripple Klefki which is a major nuisance for this team. Defog is an option if you feel you really need hazard removal. Arceus-Water fills the last slot as the Mence and Ho-oh check and as a more solid check to Diancie. The set chosen is the best set for this team, as it allows it to perform all the roles that are needed. I feel this team supports the Gengar / Yveltal core pretty well as it doesn't overly rely on it to cover many threats defensively but gives it the support it needs to be effective.
 
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Krauersaut

h.t.d.t.
is a Top Social Media Contributor Alumnus
i don't think they're accepting XY teams, it's for all intents and purposes a dead meta that doesn't even have playing capabilities on the simulator

now i'm not saying they shouldn't, i'd totally play on an XY ladder on PS, but right now i don't really see the point
 

Furai

we will become who we are meant to be
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SPL Champion
i don't think they're accepting XY teams, it's for all intents and purposes a dead meta that doesn't even have playing capabilities on the simulator

now i'm not saying they shouldn't, i'd totally play on an XY ladder on PS, but right now i don't really see the point
Same thing going on with BW1 teams. XY is not a gen anymore. ORAS defines gen 6 like BW2 defines gen 5.
aye, was just wondering what happened to that meta. it was horrible anyway lol
 
ORAS TrapTurn - Freeroamer



Rejected by the council
This team while being good on paper has the same problem of all Yveltal/Mega Gengar squads. Being great versus balance and stall while struggling versus HO specially the classic HO since it's easy for it to get Steath Rock up against you and then you have to sack a Pokemon to Darkrai's sleep since you lack a sleep absorber.
It's not a bad team at all but for now it wont be included.

Also thanks for identifying the errors guys I fixed everything.
 
Heatran Sun HO


Deoxys-S @ Focus Sash
Trait: Pressure
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Taunt
- Spikes
- Fire Punch
- Dark Pulse

Groudon @ Lum Berry
Trait: Drought
EVs: 80 HP / 252 Atk / 176 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

Giratina-O @ Griseous Orb
Trait: Levitate
EVs: 168 HP / 252 Atk / 88 Spd
Adamant Nature (+Atk, -SAtk)
- Substitute
- Dragon Tail
- Earthquake
- Shadow Sneak

Palkia @ Haban Berry
Trait: Pressure
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Spacial Rend
- Fire Blast
- Thunder
- Dragon Tail

Arceus @ Silk Scarf
Trait: Multitype
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Extreme Speed
- Shadow Claw
- Earthquake

Heatran (F) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Taunt
- Stealth Rock
- Lava Plume
- Roar
This is my best BW2 Ubers HO Team, I originally made this team sometime in late 2013. It's fairly standard HO but with the addition of Heatran, an underrated pokemon which is usually only seen on balance or stall teams. Deoxys-S utilizes Fire Punch to hit Forretress and Genesect, and Dark Pulse to hit those pesky Magic Bounce Espeons / Xatus, Dark Pulse also hits opposing 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 those 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 I have heatran as a dragon resist, but it's very useful for getting unexpected koes vs opposing dragons that think they will outspeed you.

Alright...Last up is HEATRAN, the main reason why this team is so good. From my experience using it, it's been amazing on sun ho. It 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. It's been awhile since I've seriously played BW2 Ubers, but the amount of things Heatran does for this team is insane.

The only change I would recommend is to not stick to one hazard lead [Deoxys-s] as your opponent might recognize this team since I'm posted it now [lol]. Deoxys-s is the best hazard lead overall for this team, but Deoxys-A would also work equally work. Froslass / Custap Forretress are also two other options but I don't recommend them because now darkrai is super annoying, but if you're not worried worried about darkrai then things should go fine unless you run into a mirror lead match-up or something weird like that.
 
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LO Yveltal + Mega-Gengar Balance


Groudon @ Red Orb
Trait: Drought
EVs: 252 HP / 4 SAtk / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Precipice Blades
- Lava Plume
- Roar

Kyogre @ Blue Orb
Trait: Drizzle
EVs: 252 HP / 4 SAtk / 252 SDef
IVs: 0 Atk
Calm Nature (+SDef, -Atk)
- Scald
- Rest
- Sleep Talk
- Roar

Lugia @ Leftovers
Trait: Multiscale
EVs: 252 HP / 120 Def / 136 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Ice Beam
- Roost
- Whirlwind

Arceus-Dragon @ Draco Plate
Trait: Multitype
EVs: 252 HP / 200 Def / 56 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Toxic
- Defog
- Recover
- Judgment

Yveltal @ Life Orb
Trait: Dark Aura
EVs: 156 HP / 252 SAtk / 100 Spd
Rash Nature (+SAtk, -SDef)
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Knock Off

Gengar (M) @ Gengarite
Trait: Levitate
EVs: 248 HP / 8 SDef / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Substitute
- Perish Song
- Protect
- Destiny Bond
Yveltal + Mega-Gengar is a very common core but many people have trouble building a team around it without being weak to common metagame archetypes, but I think this team achieves the goal of doing that . The core of this team is obviously Yveltal + Mega-Gengar, I opt for the perish song trap set for a stronger match-up vs stall, and knock off > u turn on yveltal because otherwise shed shell blissey is a huge issue for this team. The rest of this team is fairly standard - Pdon is pdon, the best pokemon in ORAS and my rocks setter / xerneas check, lugia + arceus dragon + spd.def kyogre forms the defensive core of this team, lugia helps check physical attackers such as sd arceus and dragon dance mence obviously [unless you're trying to check them with stealth rocks up...], sleep talk kyogre is specifically here to help fend off darkrai [althrough kyogre also helps greatly vs many other things such as dialga and arceus rock / ground] , but you have to be very careful to not let kyogre get weakened too much when playing darkrai. Lastly, arceus dragon is the defogger, I choose dragon because it has best synergy for this team, the double fairy weak with yveltal + arceus dragon can be a little annoying sometimes but literally everything else on the team can switch into a moonblast, and arceus dragon is a great back-up check to physical attackers whenever lugia gets worn down.

The most important thing to remember when using this team is that Yveltal is not always the win condition, although it is this team's only main offensive presence. Mega-Gengar is the most important member of this team, as it can not only eliminate common yveltal checks, but it also has excellent offensive synergy with kyogre and lugia. How? Mega-Gengar can, if played correctly, also eliminate common kyogre counters [pdon, ferrothorn, latios / latias], or lugia counters [things like klefki, arceus rock] allowing either kyogre or lugia to simply wear down or even completely wall the opposing team [depending on the match up]. tl;dr the key to this team is playing smart with mega-gengar and trapping threats so that kyogre / lugia / lo yveltal can win late game.

Possible Changes: U-Turn > Knock on Yveltal is an option...but the trade-off is huge as now you lose to shed shell blissey and can't knock off things like xerneas's power herb or ho-oh's choice band. Dropping Lugia for another physical wall such as skarmoy is also a possibility, but again, not something I'd strongly advised as lugia is already a great physical wall for this team.

Evs: This team has very basic evs...I would recommend changing them to suit your playstyle, yveltal and primal groudon can easily run more speed for example.
 
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Freeroamer

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How does that team play vs offense? You're kinda forced to lead Yveltal cos otherwise Magic Coat Deo-S gets easy rocks and can get them again later, but that would let sash get 2 layers... From there you're always gonna struggle because the advantage is with the offense user in terms of preventing the Defog with offensive pressure and the correct doubles so I'd be interested to see how you deal with it. The Latios weakness is kinda alarming too, once Lugia is out of Multiscale or rocks are up you're kinda forced to sac and hope gar is already mevoed so you can attempt a trap or go to Yveltal if Lati had to Draco. This wouldn't be so bad but both Ogre and Donner are very Lati prone and you don't really punish a -2 Lati.

I've been trying out a similar team with Klefki > Ogre and Waterceus > Dragceus and a more offensive gar that limits Deo to one hazard but it still struggles vs offense(Focus Blast+Tect means between that and Klefki I can usually handle Darkrai). It's basically the team I posted a while ago above but with Lugia over Latios.
 
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How does that team play vs offense? You're kinda forced to lead Yveltal cos otherwise Magic Coat Deo-S gets easy rocks and can get them again later, but that would let sash get 2 layers... From there you're always gonna struggle because the advantage is with the offense user in terms of preventing the Defog with offensive pressure and the correct doubles so I'd be interested to see how you deal with it. The Latios weakness is kinda alarming too, once Lugia is out of Multiscale or rocks are up you're kinda forced to sac and hope gar is already mevoed so you can attempt a trap or go to Yveltal if Lati had to Draco. This wouldn't be so bad but both Ogre and Donner are very Lati prone and you don't really punish a -2 Lati.

I've been trying out a similar team with Klefki > Ogre and Waterceus > Dragceus and a more offensive gar that limits Deo to one hazard but it still struggles vs offense(Focus Blast+Tect means between that and Klefki I can usually handle Darkrai). It's basically the team I posted a while ago above but with Lugia over Latios.
1.] Latios - You're right about Latios, it can be a huge annoyance [especially cm]. Unfortunately, I don't see any way to fix the latios issue under the current team structure, I would have to use something like klefki which your team already does. Thunder-Wave > Roar on Primal Groudon is pretty much the only change I could make, in order to "manage" latios better.

2.] HO Match-up - I don't think this yveltal + m-gar team is at that much of a disadvantage with vs deo ho, deo will lead and get up hazards obviously, but there's no reason why anyone shouldn't be able to defog the hazards soon afterwards with arceus vs something like pdon / mence since I do have a sleep absorber to take on darkrai, and with no hazards HO is going to have a very difficult time breaking past Lugia and the rest of the team. [HO can also run stuff like rest xerneas > geo xerneas and m.gar > mence to make the match-up much more difficult, but obviously HO almost never uses that xern set and gar > mence is fairly rare so we'd really have be fishing for flaws there].

Personally, I think Yveltal + Mega-Gengar teams will always a more noticeable flaw or two compared to other oras ubers teams just because of how these type of teams tend to be built, but I pretty much did the best I could and can't think of a way to change this team much else to make it easier vs HO, so I'll just have to let the council decide if this team is good enough to be included despite these difficulties. Thanks for pointing out those threats through, you're pretty much spot on about them.
 
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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


i like this team and it is my version of kabutops stuff. i thought of all the times hyw has tried to kabutops me and i realized groudon beats what kabutops cant. the sun and rain rarely matters 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. im fine with ray livin a lil bit and dyin to LO. thats a good trade.

team goes like this. froslass spike ---> groudon / dialga ---> gira when necessary ----somethin takes a draco -----> groudon ------> kyogre revenges their revenge -----> sacrifice ------> kabutops.

youre gonna play it and be like 'dam im weak to everything' but thats the costa playin a high tempo game man.


hopefully someone gives me a cooler idea for upl. nothin else seems fun and i hate fightin cloyster offense and Chople darkrai every time. even my arceus oopponents sample team me.

i guess i should mention ice shard breaks darkrai sash and commits the deoxys (even white herb which i hope gets popular.....) to dyin with shadow ball to ice shard. it has other uses besides the mirror.
 

polop

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BW2 Standard Rain Stall

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Leech Seed
- Protect

Tentacruel @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Toxic Spikes
- Rapid Spin
- Toxic
- Scald

Giratina @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Dragon Tail
- Roar

Dialga @ Leftovers
Ability: Pressure
EVs: 252 HP / 56 SpA / 200 SpD
Modest Nature
- Stealth Rock
- Draco Meteor
- Fire Blast
- Roar

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

Arceus @ Earth Plate
Ability: Multitype
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Will-O-Wisp
- Recover

Rain stall was played a ton back when the BW2 game was actually developing and I still remember getting irritated of seeing drown all teams on the ladder :_:, which I guess were somewhat rain stallish.

Anyways Ferrothorn and Tentacruel have remarkable defensive synergy and the ability to play spikes and toxic spikes. Dialga lays down Stealth Rocks and you try to get as many others up as possible with Ferrothorn and Tentacruel. Giratina-a is bulky enough to stand off against any spinner and will probably only be annoyed by Forretress and Tentacruel since they can try to put up hazards against it. Toxic Tentacruel as chosen as a result since it applies a lot more pressure to the spinblockers and can force Giratina-o and Arceus-Ghost into a miserable time trying to stop it. It should be noted that the Specially Defensive variant of Giratina-a is ran to avoid problems with Specs Kyogre There's not really much stuff that can brutally wear down anything too easily since most of the stuff that threaten's Ferrocruel is almost completely halted by Ground Arceus and Giratina-o. Kyogre is given a Choice Scarf to masquerade as a revenge killer against stuff that is difficult to check and to sweep lategame since enough hazards are likely to be up.

Stuff like Xatu is annoying but it can't really stop Tentacruel in rain. Its a gamble for it to fight Dialga most of the time as well since its Draco Meteor hurts.
 
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