> Poison Berries - ORAS Ubers <
Introduction
Hey everyone! Long time lurker, first time poster here. Looking to get more involved, so I thought I'd start by posting an ubers team I've been working on. I've been playing with and refining this team on the upper levels of the ubers ladder for a little while now, and I've reached the point where I no longer have anything substantive to change. Whether this is due to the limits of my teambuilding skill or my battling skill I hope you'll help me figure out. Enjoy!
The Team
Cranberry (Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect
Scoliopede usually leads unless the other team has a really obvious counter-lead like Diancie or Klefki. Scoli's best niche in ubers is guaranteeing at least one layer of toxic spikes and usually crippling at least one defensive pokemon (hopefully the defogger) with toxic. Most suicide leads are destroyed by Pin Missile, and it's usually smart to go straight for the attack against a predicted taunt. Against Groudon I usually toxic on the first turn, and then stall them out with protect while getting up spikes. Toxic also hits Giratina or flyers that come in to avoid/defog the spikes, making it worth running over Endeavor.
Blackberry (Lucario) @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Rock Slide
- Swords Dance
Using Lucario effectively requires identifying the weak link in the opposing team, that one moment where you can set up a swords dance. If it manages to set up, it's an unparalleled wallbreaker. BP does a nice job revenging Xerneas if it's past 50%, which this team is usually able to accomplish through passive damage and a resisted hit. After a Swords Dance, Lucario rips through teams, especially bulky Arceus forms. The only non-standard move is Rock Slide, which lures Ho-Oh and Flying types that come in on the SD. I go back and forth on Adamant vs Jolly, but the extra power for bullet punch is worth it, and to the best of my knowledge there isn't that much worth outspeeding between the two speed tiers.
Blueberry (Xerneas) @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Moonblast
- Thunder
- Grass Knot
- Aromatherapy
I really can't say enough good things about Scarf Xerneas. It can sweep, revenge kill, and act as an emergency cleric. It's also bulky enough to take one hit of pretty much any priority move after rocks. 90% of the time I just Moonblast and destroy. If it kills something slower, you can also bluff the Geo set and kill the Darkrai that comes in to revenge. The rest of the moves are sort of filler. Grass Knot does about 35-45 to Primal Groudon without risking the miss of Focus Blast, which doesn't have a ton of use outside hitting Groudon and the rare stray Ferrothorn. Aromatherapy is a pain to run on a scarf user but it has bailed me out from a few key burns/twaves and it helps bluff. This team handles Darkrai pretty well, so Sleep Talk isn't neccesary.
Strawberry (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 172 SpD / 88 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Dragon Tail
- Stealth Rock
Hey look who it is! This is pretty standard SpDef PDon, with some extra speed. It's EVed to outspeed standard Primal Kyogre and bulky Ho-Oh. Main job is to get up rocks, but Adamant nature helps put power behind the utility. Stone Edge murders Ho-Oh (when it hits) and some weakened birds. Dragon Tail is great to toss out their incoming defogger or scout their switch-ins, many of which happen to be dragon types.
Without getting on my soapbox about how much I hate Precipice Blades, I really hate Precipice Blades. Earthquake has always been a great move, with nice base 100 power, perfect accuracy, and reliable STAB. Matched up against Xerneas, I need PDon to put out enough damage for Xern to be revenged by a Bullet Punch. With hazards, Earthquake does that 100% of the time. Precipice Blades succeeds 85% of the time.
Raspberry (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- Toxic
- Sucker Punch
Yveltal does a nice job in this meta, and with PDon it makes up the defensive backbone of this team. It's an excellent switch-in to EKiller, Mega Mence (even after Stealth Rock), Arceus-Ghost, Gengar (though you might die to Destiny Bond) and Mega Kangaskhan. Sucker Punch provides emergency priority. It can also Toxic some obvious switch ins. Rocky Helmet is great for racking up passive damage against the physically-oriented metagame. Yveltal lures in Xerneas, which often seem to bait the hazard-conscious opposing player into popping Geomancy before they probably should.
Banana (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance
Bananas are berries right? Not much needs to be said about EKiller - I chose to go with Edgequake coverage because I think it's simply better than the Shadow Claw variety. I don't have much trouble with Giratina, and Stone Edge helps hit Ho-Oh, Yveltal, and Mega Mence, which are all relevant late game threats. Despite being an unparalleled late-game sweeper, Arceus is sometimes better used to beat up troublesome walls early so that Lucario can sweep.
Also, scout for Charti Yveltal before setting up. I lost an embarrassing ladder match to a prominent youtuber that way. Maybe I should be running Charti Yveltal.
Threatlist
Mega-Gengar absorbs Tspikes and doesn't get OHKOed by anything on my team. I usually hold off on setting Tspikes until it's gone. If it's weakened I can take it out with Bullet Punch or Scarf Moonblast, but I usually end up having to trade Yveltal for it.
Lead Excadrill takes a chunk out of this team. It shuts down Scoliopede takes a few Yveltal foul plays to kill. Usually leaves me somewhat behind by the team it goes down.
Mega-Diancie is not quite as common as I think it should be in Ubers (probably because of mega opportunity cost), but I don't have any great switch ins. If they don't lead with it, I get Scoliopede's spikes off fast, and then sack Scolio get Lucario in.
If I can Toxic Lugia I'm usually okay, but otherwise this this can phaze my set-up sweepers and roost back to multiscale.
IMPORTABLE
Introduction
Hey everyone! Long time lurker, first time poster here. Looking to get more involved, so I thought I'd start by posting an ubers team I've been working on. I've been playing with and refining this team on the upper levels of the ubers ladder for a little while now, and I've reached the point where I no longer have anything substantive to change. Whether this is due to the limits of my teambuilding skill or my battling skill I hope you'll help me figure out. Enjoy!
The Team
Cranberry (Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect
Scoliopede usually leads unless the other team has a really obvious counter-lead like Diancie or Klefki. Scoli's best niche in ubers is guaranteeing at least one layer of toxic spikes and usually crippling at least one defensive pokemon (hopefully the defogger) with toxic. Most suicide leads are destroyed by Pin Missile, and it's usually smart to go straight for the attack against a predicted taunt. Against Groudon I usually toxic on the first turn, and then stall them out with protect while getting up spikes. Toxic also hits Giratina or flyers that come in to avoid/defog the spikes, making it worth running over Endeavor.
Blackberry (Lucario) @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Rock Slide
- Swords Dance
Using Lucario effectively requires identifying the weak link in the opposing team, that one moment where you can set up a swords dance. If it manages to set up, it's an unparalleled wallbreaker. BP does a nice job revenging Xerneas if it's past 50%, which this team is usually able to accomplish through passive damage and a resisted hit. After a Swords Dance, Lucario rips through teams, especially bulky Arceus forms. The only non-standard move is Rock Slide, which lures Ho-Oh and Flying types that come in on the SD. I go back and forth on Adamant vs Jolly, but the extra power for bullet punch is worth it, and to the best of my knowledge there isn't that much worth outspeeding between the two speed tiers.
Blueberry (Xerneas) @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Moonblast
- Thunder
- Grass Knot
- Aromatherapy
I really can't say enough good things about Scarf Xerneas. It can sweep, revenge kill, and act as an emergency cleric. It's also bulky enough to take one hit of pretty much any priority move after rocks. 90% of the time I just Moonblast and destroy. If it kills something slower, you can also bluff the Geo set and kill the Darkrai that comes in to revenge. The rest of the moves are sort of filler. Grass Knot does about 35-45 to Primal Groudon without risking the miss of Focus Blast, which doesn't have a ton of use outside hitting Groudon and the rare stray Ferrothorn. Aromatherapy is a pain to run on a scarf user but it has bailed me out from a few key burns/twaves and it helps bluff. This team handles Darkrai pretty well, so Sleep Talk isn't neccesary.
Strawberry (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 172 SpD / 88 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Dragon Tail
- Stealth Rock
Hey look who it is! This is pretty standard SpDef PDon, with some extra speed. It's EVed to outspeed standard Primal Kyogre and bulky Ho-Oh. Main job is to get up rocks, but Adamant nature helps put power behind the utility. Stone Edge murders Ho-Oh (when it hits) and some weakened birds. Dragon Tail is great to toss out their incoming defogger or scout their switch-ins, many of which happen to be dragon types.
Without getting on my soapbox about how much I hate Precipice Blades, I really hate Precipice Blades. Earthquake has always been a great move, with nice base 100 power, perfect accuracy, and reliable STAB. Matched up against Xerneas, I need PDon to put out enough damage for Xern to be revenged by a Bullet Punch. With hazards, Earthquake does that 100% of the time. Precipice Blades succeeds 85% of the time.
Raspberry (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- Toxic
- Sucker Punch
Yveltal does a nice job in this meta, and with PDon it makes up the defensive backbone of this team. It's an excellent switch-in to EKiller, Mega Mence (even after Stealth Rock), Arceus-Ghost, Gengar (though you might die to Destiny Bond) and Mega Kangaskhan. Sucker Punch provides emergency priority. It can also Toxic some obvious switch ins. Rocky Helmet is great for racking up passive damage against the physically-oriented metagame. Yveltal lures in Xerneas, which often seem to bait the hazard-conscious opposing player into popping Geomancy before they probably should.
Banana (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance
Bananas are berries right? Not much needs to be said about EKiller - I chose to go with Edgequake coverage because I think it's simply better than the Shadow Claw variety. I don't have much trouble with Giratina, and Stone Edge helps hit Ho-Oh, Yveltal, and Mega Mence, which are all relevant late game threats. Despite being an unparalleled late-game sweeper, Arceus is sometimes better used to beat up troublesome walls early so that Lucario can sweep.
Also, scout for Charti Yveltal before setting up. I lost an embarrassing ladder match to a prominent youtuber that way. Maybe I should be running Charti Yveltal.
Threatlist
IMPORTABLE
Cranberry (Scolipede) @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect
Blackberry (Lucario) @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Rock Slide
- Swords Dance
Blueberry (Xerneas) @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Grass Knot
- Aromatherapy
Strawberry (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 172 SpD / 88 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Dragon Tail
- Stealth Rock
Raspberry (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- Toxic
- Sucker Punch
Banana (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect
Blackberry (Lucario) @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Rock Slide
- Swords Dance
Blueberry (Xerneas) @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Thunder
- Grass Knot
- Aromatherapy
Strawberry (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 172 SpD / 88 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Dragon Tail
- Stealth Rock
Raspberry (Yveltal) @ Rocky Helmet
Ability: Dark Aura
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Foul Play
- Roost
- Toxic
- Sucker Punch
Banana (Arceus) @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance
Conclusion
That's about all :) Thanks to MetalSonic for the team backbone that inspired this one, and Doctor (Sigma) DraX (Squared) for some refinements and teambuilding suggestions.
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