Black Swallowtail
Hello, this is ESM here with an anti-stall team in Ubers. This was originally a project I made for hyw, as he wanted to know what could easily break his stall teams and this was one of the ideas I came up to beat him. It was highly successful, and has close to if not a 100% win rate in our games together (which is like 40-50 games). Note that this team needs specific techs that should change if you want to use it for Ladder or other things like that. I decided to put this team out after being asked for a few RMTs of some of my Ubers teams so I thought this would be a good one to start with.
Teambuilding Process:
I wanted to make a team around Tapu Koko + Zekrom, which is potent in dealing with a number of playstyles, but especially stall and BO in the current meta. With many teams only packing 1 or 2 reliable answers to Zekrom, and because the meta is trending towards teams with DuskMane as their defensive answers and offensive Primal Groudon. Zekrom is able to tear through most of stalls cores, as they run Lugia, Ho-oh, Gira-A, Supportceus, Blissey, etc. and everything either loses to Zekrom or fears the incoming Toxic. Tapu Koko is an underrated mon that provides a lot of pressure, with the Z-move it can pretty much eliminate a mon from play, and fear of the Z-move can make your opponent play passive, while it also has U-turn, and provides to checks to things like Yveltal and Primal Kyogre, while being surprisingly strong.
However, this obviously left the team open to massive defensive weaknesses, so Arceus-Ground comes in next, which provides a good defensive backbone, while also having reliable hazard control.
Primal-Groudon covers mons, and with Arceus-Ground provides a good defensive core, with SR and Defog.
Scarf Xern is added as a tech against offense, which can give Zekrom a hard time, and Scarf Xern is also borderline broken right now.
The final mon is then Tyranitar, as this mon allows you to prevent trapping, as it countertraps both Gothitelle and MGar, and provides another check to Support Arceus, Ho-oh and Yveltal which can prove challenging to switch into.
The Team:
Zekrom @ Magnet | Teravolt
Lonely | 4 HP / 252 Atk / 252 Spe
- Bolt Strike
- Draco Meteor
- Toxic
- Roost
Zekrom is an absolute monster, if given the opportunity to reign free, there exists no defensive core in the game that can truly stop it, except perhaps Rest Primal Groudon. This set opts to go Magnet with +Attack, as a Choice Band bluff, as I run Choice Band on another team that I made before this. The moveset is specifically chosen to deal with Stall, but Roost can easily be dropped to instead add on Outrage or something of that nature.
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 160+ Def Lugia: 398-470 (95.6 - 112.9%) -- 75% chance to OHKO
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 204+ Def Ho-Oh: 500-590 (120.1 - 141.8%) -- guaranteed OHKO
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 64 Def Arceus-Fairy in Electric Terrain: 378-445 (85.1 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
0 SpA Teravolt Zekrom Draco Meteor vs. 252 HP / 0 SpD Giratina: 282-332 (55.9 - 65.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Tapu Koko @ Tapunium Z | Electric Terrain
Timid | 252 SpA / 4 SpD / 252 Spe
- Thunderbolt
- U-turn
- Grass Knot
- Nature's Madness
Tapu Koko is an amazing mon if played correctly, and has a lot to do with its Z-Move. Guardian of Alola removes 75% of a mons hp, which is amazing and in a meta where many mons don’t bring recovery, it can cripple them to points of no return. Taunt is a viable option over Grass Knot, as it makes matchups against HO significantly easier, as Tapu Koko will always beat both Cloyster and Smeargle on a 1 on 1. Some usage tips when regarding Koko in Ubers is to remember that it can block Rest with Electric Terrain, and remember that U-turn is often your best friend since it provides a free switch to your breakers on predicted doubles. Keeping Electric Terrain up isn’t huge for this team however, and often Zekrom just needs 1 or 2 turns to truly threaten the defensive cores, because Zek can be revenged somewhat easily, it only can utilize that 1 turn to claim its kill.
Arceus-Ground @ Earth Plate | Multitype
Timid | 248 HP / 68 Def / 192 Spe | IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
This is standard spread for Arceus-Ground, made to outspeed Mega Lucario, on this team I opted to drop Ice Beam for Toxic (which would be standard) because the only thing we truly miss out on is Celesteela (which Ice beam did jack to anyway), since we can scare out Mega Salamence with fear of Ice Beam, and Toxic can still beat it, and Zygarde’s Rest can be blocked by Tapu Koko, and also Glare. Arceus-Ground is a great defensive pivot, and also this teams main counter to Primal Groudon. It is pretty much advised that it should come in on Primal Groudon everytime, and try to keep this healthy.
Groudon-Primal @ Red Orb | Desolate Land
Sassy | 248 HP / 8 Def / 252 SpD
- Precipice Blades
- Toxic
- Overheat
- Stealth Rock
This is a standard SpDef Don, specifically the Overheat variant, which I have been using as of late. This set which I believe I created or at least was one of the pioneers is really great, since it punishes many of Pdon’s standard switchins with Overheat then following it with a Toxic. This mon is also notably the only Xern check on this team, which means that you must keep it healthy in games where Xern may be a crucial mon, especially the Geomancy Sets.
Xerneas @ Choice Scarf | Fairy Aura
Modest | 252 SpA / 4 SpD / 252 Spe | IVs: 0 Atk
- Moonblast
- Defog
- Toxic
- Aromatherapy
This is the mon which deals with Offense well, Moonblast is generally hard to switchin to and it can benefit from Tapu Koko shenanigans. The other 3 moveslots are just filler, Aroma support helps vs. Stall and BO, Defog can help vs. HO and Toxic is to help vs Stall. General usage tips are that you don’t want to get too greedy with Xern, as locking yourself into anything other than Moonblast is very punishable. Xern also hits harder than you think most of the time and can just clean up games very easily. Looking for opportunities by getting a ZMove or Toxic off on Pdon then spamming Moonblasts can often lead to winning games.
Tyranitar @ Lum Berry | Sand Stream
Adamant | 252 Atk / 4 SpD / 252 Spe
- Pursuit
- Crunch
- Toxic
- Stone Edge
Tyranitar is easily the most replaceable mon on this team, and actually a specific mechanism I put into this team to deal with a habit that this team is meant to beat (all variants of stall at least). With Lum Berry, Ttar is guaranteed to trap and kill Mgar, meaning it can never safely get any kill, while also needing a little prediction to trap Gothitelle, but also works. The rest of the moveset lets it hit Yveltal and Ho-oh and also not be complete set-up bait. Tyranitar also performs some other jobs, like checking Ekiller. It should be noted that Babiri Berry is a viable option with more bulk to make Tyranitar an emergency check to Dusk Mane, and Mega Tyranitar can also be used with the same set. Marshadow with Pursuit is another option courtesy of DawnManeDuskWings, that helps a lot vs. offense however note that you will have to play significantly better vs. Gengar Stall.
Threatlist:
Double Dance Dusk Mane can provide issues as if it gets in on Choice-Locked Xern it can easily sweep the team, as there are no real answers other than baiting out the ZMove and revenging with Groundceus.
A team with limited Fairy resists can only expect to be weak to Xern, and if Pdon is forced to check multiple mons on the enemy team, especially the Double Fairy offense builds, it may be hard to fight back. Keeping Pdon healthy is the only way to deal with Xern efficiently.
Gothitelle + Specific Breakers
The only mon on this team that can be trapped is of course Arceus Ground, however if it does manage to trap it, there can be issues dealing with Primal Groudon and other common mons.
General HO:
If they are able to set hazards with Tapu Koko around, then it can be troublesome to remove them, some webs and Toxic Spikes HO variants can be very hard to deal with barring opponent misplays.
Importable:Zekrom @ Magnet | Teravolt
Lonely | 4 HP / 252 Atk / 252 Spe
Zekrom is an absolute monster, if given the opportunity to reign free, there exists no defensive core in the game that can truly stop it, except perhaps Rest Primal Groudon. This set opts to go Magnet with +Attack, as a Choice Band bluff, as I run Choice Band on another team that I made before this. The moveset is specifically chosen to deal with Stall, but Roost can easily be dropped to instead add on Outrage or something of that nature.
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 160+ Def Lugia: 398-470 (95.6 - 112.9%) -- 75% chance to OHKO
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 204+ Def Ho-Oh: 500-590 (120.1 - 141.8%) -- guaranteed OHKO
252+ Atk Magnet Teravolt Zekrom Bolt Strike vs. 252 HP / 64 Def Arceus-Fairy in Electric Terrain: 378-445 (85.1 - 100.2%) -- 81.3% chance to OHKO after Stealth Rock
0 SpA Teravolt Zekrom Draco Meteor vs. 252 HP / 0 SpD Giratina: 282-332 (55.9 - 65.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
Tapu Koko @ Tapunium Z | Electric Terrain
Timid | 252 SpA / 4 SpD / 252 Spe
Tapu Koko is an amazing mon if played correctly, and has a lot to do with its Z-Move. Guardian of Alola removes 75% of a mons hp, which is amazing and in a meta where many mons don’t bring recovery, it can cripple them to points of no return. Taunt is a viable option over Grass Knot, as it makes matchups against HO significantly easier, as Tapu Koko will always beat both Cloyster and Smeargle on a 1 on 1. Some usage tips when regarding Koko in Ubers is to remember that it can block Rest with Electric Terrain, and remember that U-turn is often your best friend since it provides a free switch to your breakers on predicted doubles. Keeping Electric Terrain up isn’t huge for this team however, and often Zekrom just needs 1 or 2 turns to truly threaten the defensive cores, because Zek can be revenged somewhat easily, it only can utilize that 1 turn to claim its kill.
Arceus-Ground @ Earth Plate | Multitype
Timid | 248 HP / 68 Def / 192 Spe | IVs: 0 Atk
This is standard spread for Arceus-Ground, made to outspeed Mega Lucario, on this team I opted to drop Ice Beam for Toxic (which would be standard) because the only thing we truly miss out on is Celesteela (which Ice beam did jack to anyway), since we can scare out Mega Salamence with fear of Ice Beam, and Toxic can still beat it, and Zygarde’s Rest can be blocked by Tapu Koko, and also Glare. Arceus-Ground is a great defensive pivot, and also this teams main counter to Primal Groudon. It is pretty much advised that it should come in on Primal Groudon everytime, and try to keep this healthy.
Groudon-Primal @ Red Orb | Desolate Land
Sassy | 248 HP / 8 Def / 252 SpD
This is a standard SpDef Don, specifically the Overheat variant, which I have been using as of late. This set which I believe I created or at least was one of the pioneers is really great, since it punishes many of Pdon’s standard switchins with Overheat then following it with a Toxic. This mon is also notably the only Xern check on this team, which means that you must keep it healthy in games where Xern may be a crucial mon, especially the Geomancy Sets.
Xerneas @ Choice Scarf | Fairy Aura
Modest | 252 SpA / 4 SpD / 252 Spe | IVs: 0 Atk
This is the mon which deals with Offense well, Moonblast is generally hard to switchin to and it can benefit from Tapu Koko shenanigans. The other 3 moveslots are just filler, Aroma support helps vs. Stall and BO, Defog can help vs. HO and Toxic is to help vs Stall. General usage tips are that you don’t want to get too greedy with Xern, as locking yourself into anything other than Moonblast is very punishable. Xern also hits harder than you think most of the time and can just clean up games very easily. Looking for opportunities by getting a ZMove or Toxic off on Pdon then spamming Moonblasts can often lead to winning games.
Tyranitar @ Lum Berry | Sand Stream
Adamant | 252 Atk / 4 SpD / 252 Spe
Tyranitar is easily the most replaceable mon on this team, and actually a specific mechanism I put into this team to deal with a habit that this team is meant to beat (all variants of stall at least). With Lum Berry, Ttar is guaranteed to trap and kill Mgar, meaning it can never safely get any kill, while also needing a little prediction to trap Gothitelle, but also works. The rest of the moveset lets it hit Yveltal and Ho-oh and also not be complete set-up bait. Tyranitar also performs some other jobs, like checking Ekiller. It should be noted that Babiri Berry is a viable option with more bulk to make Tyranitar an emergency check to Dusk Mane, and Mega Tyranitar can also be used with the same set. Marshadow with Pursuit is another option courtesy of DawnManeDuskWings, that helps a lot vs. offense however note that you will have to play significantly better vs. Gengar Stall.
Threatlist:
Double Dance Dusk Mane can provide issues as if it gets in on Choice-Locked Xern it can easily sweep the team, as there are no real answers other than baiting out the ZMove and revenging with Groundceus.
A team with limited Fairy resists can only expect to be weak to Xern, and if Pdon is forced to check multiple mons on the enemy team, especially the Double Fairy offense builds, it may be hard to fight back. Keeping Pdon healthy is the only way to deal with Xern efficiently.
Gothitelle + Specific Breakers
The only mon on this team that can be trapped is of course Arceus Ground, however if it does manage to trap it, there can be issues dealing with Primal Groudon and other common mons.
General HO:
If they are able to set hazards with Tapu Koko around, then it can be troublesome to remove them, some webs and Toxic Spikes HO variants can be very hard to deal with barring opponent misplays.
Zekrom @ Magnet
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
- Bolt Strike
- Draco Meteor
- Toxic
- Roost
Tapu Koko @ Tapunium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Grass Knot
- Nature's Madness
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Precipice Blades
- Toxic
- Overheat
- Stealth Rock
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Defog
- Toxic
- Aromatherapy
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Crunch
- Toxic
- Stone Edge
Ability: Teravolt
EVs: 4 HP / 252 Atk / 252 Spe
Lonely Nature
- Bolt Strike
- Draco Meteor
- Toxic
- Roost
Tapu Koko @ Tapunium Z
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- U-turn
- Grass Knot
- Nature's Madness
Arceus-Ground @ Earth Plate
Ability: Multitype
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Precipice Blades
- Toxic
- Overheat
- Stealth Rock
Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Defog
- Toxic
- Aromatherapy
Tyranitar @ Lum Berry
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Crunch
- Toxic
- Stone Edge
Closing Word:
Just another reminder that this team is meant to be loaded into Stall/bulky teams and be an almost autowin. This team was not built in mind for general use, but if you wish to use it for that, then make sure to change to the techs I mention above. Also shoutouts to Luthier for helping me with this and hyw for testing this team with me and shoutout to Trace for giving me the idea for the name of this RMT
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