Multi Gen Ubers Teambuilding Workshop

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TheHungrySage ,
Building a team with both Mega Slowbro and Giratina didn't really work for me since it was hard to not make it too passive, but I did make a neat Mega Slowbro team. If you still want I can leave your request open or build a team with Giratina or something just let me know.


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 176 Atk / 48 SpD / 32 Spe
Adamant Nature
- Thunder Wave
- Swords Dance
- Precipice Blades
- Rock Slide

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

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Focus Blast

Made a balanced team using Mega Slowbro for compression since it checks a good amount of strong offensive Pokemon. Dragon Arceus is a good Defog user to pair with Mega Slowbro because it is reliable and doesn't stack types as Water Arceus would; Dragon Arceus helps relieve pressure against Ho-Oh and Primal Groudon where Mega Slowbro might otherwise get overwhelmed, especially if status cannot be cured. Primal Groudon is a given; the reason I ran Stealth Rock Ferrothorn and Paradancer Primal Groudon was to be able to better deal with opposing stall and because this team doesn't really appreciate hazards, as Ho-Oh hates Stealth Rock and Mega Slowbro gets worn down by Spikes stack, so it didn't really make sense for me to put effort into Spikes stacking on a team where I would have to use Defog anyways. Choice Band Ho-Oh is nice for Xerneas, Darkrai, and to help Primal Groudon against stall. Aromatherapy Geomancy Xerneas gives me a wincon as well as a cleric, since a lot of things including Mega Slowbro don't like status that much. Darkrai can be threatening if Stealth Rock is up though.
 
TheHungrySage ,
Building a team with both Mega Slowbro and Giratina didn't really work for me since it was hard to not make it too passive, but I did make a neat Mega Slowbro team. If you still want I can leave your request open or build a team with Giratina or something just let me know.


Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

Arceus-Dragon @ Draco Plate
Ability: Multitype
EVs: 248 HP / 204 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Toxic
- Recover
- Defog

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 HP / 176 Atk / 48 SpD / 32 Spe
Adamant Nature
- Thunder Wave
- Swords Dance
- Precipice Blades
- Rock Slide

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

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 196 Atk / 52 SpD / 12 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 28 Def / 252 SpA / 44 Spe
Modest Nature
- Geomancy
- Moonblast
- Aromatherapy
- Focus Blast

Made a balanced team using Mega Slowbro for compression since it checks a good amount of strong offensive Pokemon. Dragon Arceus is a good Defog user to pair with Mega Slowbro because it is reliable and doesn't stack types as Water Arceus would; Dragon Arceus helps relieve pressure against Ho-Oh and Primal Groudon where Mega Slowbro might otherwise get overwhelmed, especially if status cannot be cured. Primal Groudon is a given; the reason I ran Stealth Rock Ferrothorn and Paradancer Primal Groudon was to be able to better deal with opposing stall and because this team doesn't really appreciate hazards, as Ho-Oh hates Stealth Rock and Mega Slowbro gets worn down by Spikes stack, so it didn't really make sense for me to put effort into Spikes stacking on a team where I would have to use Defog anyways. Choice Band Ho-Oh is nice for Xerneas, Darkrai, and to help Primal Groudon against stall. Aromatherapy Geomancy Xerneas gives me a wincon as well as a cleric, since a lot of things including Mega Slowbro don't like status that much. Darkrai can be threatening if Stealth Rock is up though.
Thanks for your effort with the team, don't worry about building something with Gira, I really like what you've done with MegaBro.
 

Take Azelfie

More flags more fun

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

Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 80 HP / 176 Def / 252 SpD
Calm Nature
- Encore
- Mirror Coat
- Counter
- Safeguard


I was reading through Mega Lucario's analysis and saw in team options that Wobbuffet was a recommended partner because, "Wobbuffet is an outstanding partner to Mega Lucario, as it can easily trap support Arceus formes other than Ghost Arceus and set up Safeguard to allow Lucario to Mega Evolve and set up Swords Dance without fear of a status ailment." I love using Wobbuffet in UBERs just because it is a cool mon and Lucario is a really underrated threat IMO.
 
I was reading through Mega Lucario's analysis and saw in team options that Wobbuffet was a recommended partner because, "Wobbuffet is an outstanding partner to Mega Lucario, as it can easily trap support Arceus formes other than Ghost Arceus and set up Safeguard to allow Lucario to Mega Evolve and set up Swords Dance without fear of a status ailment." I love using Wobbuffet in UBERs just because it is a cool mon and Lucario is a really underrated threat IMO.

Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect

Lucario @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Swords Dance

Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 80 HP / 176 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Destiny Bond / Safeguard

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 176 SpD / 84 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Dragon Tail
- Stealth Rock

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 84 HP / 132 Atk / 248 Def / 44 Spe
Naughty Nature
- Dragon Tail
- Shadow Sneak
- Earthquake
- Hex

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance

I was tinkering around with quite a few different builds for this core, but I think this is the best. Scolipede was chosen because it naturally helps against the sample team, something that the balance-breaking core of M-Luke + Wobb struggles against. Toxic takes up the stereotypical Endeavor slot because smart players will try and set up Mence vs Scoli. Toxic limits what non-Refresh Mence can do, especailly when backed by strong priority (don't lead Scoli vs Mence teams that don't have Deo-S or Deo-A; Refresh Mence is a threat). Next, there's the core of Wobb + Luke. I changed Wobb to the standard Destiny Bond, since Will-O-Wisp is rare in this meta and Luke sets up on locked Toxic (feel free to change it to Safeguard tho; free setup vs Klefki is very useful). As you stated earlier, Wobb helps Lucario get an SD much more easily so it can sweep, while providing a general blanket check vs a couple of other sweepers. The second part of the core is Mega-Lucario. However, with the ability to get an SD so easily, I changed its nature to Adamant. At +2, Adamant Luke is much more threatening than Jolly; it OHKOs 0 / 248 Giratina-O, 0 HP (Jolly) Ho-Oh, 252 HP / 0 Def PDon, and has decent odds vs support Arceus, 252 / 56+ PDon, and Bulky Ho-Oh as well (all calcs are without SR, since support Arc is Wobb's favorite target and they will most likely be Defogged away). Because of this, Lucario is much more threatening to the current popular sun teams, being able to OHKO nearly everything at +2. The lack of speed doesn't matter too much either, since Adamant Luke still outspeeds Jolly Ray, Modest Lati@s, and 176 Spe MegaMence. It only really hurts vs base 110s, but Adamant Luke OHKOs Diancie / MGar at +2 and most MGar are going to Protect to mega vs Luke anyways, since Jolly is standard (if you're not at +2, SD there; Jolly SDing doesn't scare MGar b/c +2 BP won't KO without SR). After this, I added SR PDon (shocker) and mixed Gira-O as blanket checks for most threats. The team didn't need Defog, so Hex is used in that slot because of its synergy with Toxic Spikes. LO EKiller rounds out the squad, acting as an additional wincon that appreciates M-Luke's wallbreaking ability and can pick off offensive mons, namely Darkrai. Silk Scarf + Refresh is definitely a viable option here too, since Ghostceus is a huge threat to this team. Overall, it's a cool bulky offensive team with lots of priority to shore up some weaker match-ups.
 
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Take Azelfie

More flags more fun

Scolipede @ Focus Sash
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pin Missile
- Toxic
- Toxic Spikes
- Protect

Lucario @ Lucarionite
Ability: Steadfast
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Iron Tail
- Bullet Punch
- Swords Dance

Wobbuffet @ Custap Berry
Ability: Shadow Tag
EVs: 80 HP / 176 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Destiny Bond / Safeguard

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 176 SpD / 84 Spe
Adamant Nature
- Precipice Blades
- Stone Edge
- Dragon Tail
- Stealth Rock

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 84 HP / 132 Atk / 248 Def / 44 Spe
Naughty Nature
- Dragon Tail
- Shadow Sneak
- Earthquake
- Hex

Arceus @ Life Orb
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Extreme Speed
- Earthquake
- Stone Edge
- Swords Dance

I was tinkering around with quite a few different builds for this core, but I think this is the best. Scolipede was chosen because it naturally helps against the sample team, something that the balance-breaking core of M-Luke + Wobb struggles against. Toxic takes up the stereotypical Endeavor slot because smart players will try and set up Mence vs Scoli. Toxic limits what non-Refresh Mence can do, especailly when backed by strong priority (don't lead Scoli vs Mence teams that don't have Deo-S or Deo-A; Refresh Mence is a threat). Next, there's the core of Wobb + Luke. I changed Wobb to the standard Destiny Bond, since Will-O-Wisp is rare in this meta and Luke sets up on locked Toxic (feel free to change it to Safeguard tho; free setup vs Klefki is very useful). As you stated earlier, Wobb helps Lucario get an SD much more easily so it can sweep, while providing a general blanket check vs a couple of other sweepers. The second part of the core is Mega-Lucario. However, with the ability to get an SD so easily, I changed its nature to Adamant. At +2, Adamant Luke is much more threatening than Jolly; it OHKOs 0 / 248 Giratina-O, 0 HP (Jolly) Ho-Oh, 252 HP / 0 Def PDon, and has decent odds vs support Arceus, 252 / 56+ PDon, and Bulky Ho-Oh as well (all calcs are without SR, since support Arc is Wobb's favorite target and they will most likely be Defogged away). Because of this, Lucario is much more threatening to the current popular sun teams, being able to OHKO nearly everything at +2. The lack of speed doesn't matter too much either, since Adamant Luke still outspeeds Jolly Ray, Modest Lati@s, and 176 Spe MegaMence. It only really hurts vs base 110s, but Adamant Luke OHKOs Diancie / MGar at +2 and most MGar are going to Protect to mega vs Luke anyways, since Jolly is standard (if you're not at +2, SD there; Jolly SDing doesn't scare MGar b/c +2 BP won't KO without SR). After this, I added SR PDon (shocker) and mixed Gira-O as blanket checks for most threats. The team didn't need Defog, so Hex is used in that slot because of its synergy with Toxic Spikes. LO EKiller rounds out the squad, acting as an additional wincon that appreciates M-Luke's wallbreaking ability and can pick off offensive mons, namely Darkrai. Silk Scarf + Refresh is definitely a viable option here too, since Ghostceus is a huge threat to this team. Overall, it's a cool bulky offensive team with lots of priority to shore up some weaker match-ups.
I love the way this team looks and I really enjoy how it turned out, thankyou n_n
 

Cheryl.

Celesteela is Life

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect / Swords Dance
- Flare Blitz
- Low Kick
- Stone Edge / Knock Off

I'm requesting an offensive team made around Blaziken. Blaziken is a niche, but cool Pokemon that can sweep offense pretty nicely with some Speed Boosts up late-game. It can even use Swords Dance to make itself extremely powerful. Sadly, it's walled by stuff like Primal Groudon, Ho-oh if it doesn't have Stone Edge, or Gira-O if no Knock Off, and it's very, very frail, but I think it has potential. Thanks in advance builders! n_n
 

Salamence @ Salamencite
Ability: Intimidate
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Dragon Dance
- Roost
- Facade
- Return

Groudon @ Red Orb
Ability: Drought
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Hone Claws
- Stone Edge

Requesting a balance team based around Double Dance Groudon and DD+Facade Salamence. I find this to be a really good offensive team because it can take care of each other's checks and counters and applies a lot of offensive pressure, but I'm a returning player with poor meta knowledge, so if anyone can help me get a jumpstart, that'd be helpful :)
 
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I'm requesting an offensive team made around Blaziken. Blaziken is a niche, but cool Pokemon that can sweep offense pretty nicely with some Speed Boosts up late-game. It can even use Swords Dance to make itself extremely powerful. Sadly, it's walled by stuff like Primal Groudon, Ho-oh if it doesn't have Stone Edge, or Gira-O if no Knock Off, and it's very, very frail, but I think it has potential. Thanks in advance builders! n_n

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Low Kick
- Baton Pass
- Protect

Salamence @ Salamencite
Ability: Intimidate
EVs: 136 HP / 196 Atk / 176 Spe
Adamant Nature
- Double-Edge
- Facade
- Dragon Dance
- Roost

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 164 Def / 252 SpA / 92 Spe
Modest Nature
- Moonblast
- Hidden Power [Rock]
- Focus Blast
- Geomancy

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 200 HP / 96 Atk / 176 SpD / 36 Spe
Adamant Nature
- Precipice Blades
- Rock Slide
- Swords Dance
- Thunder Wave

Dialga @ Shuca Berry
Ability: Pressure
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Flash Cannon
- Stealth Rock

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

SD Blaziken is pretty terrible in my opinion. It lacks either lacks coverage, speed, or power and it needs all three to be a threat to offense (it's gonna be pretty shit in the stall match-up no matter what). Therefore, I changed SD to Baton Pass in order to let Blaze do what it's good at (being a pseudo-scarfer for offense) while letting it keep momentum by passing speed boosts to an appropriate teammate. Next, I added Salamence and Xerneas because Blaziken naturally lets Ho-Oh and Giratina-O switch in for little cost; these mons help fix that weakness. Facade Mence is a strong switch-in to Ho-Oh that appreciates extra speed and doesn't mind burns. Its spread avoids the 2HKO from Jolly CB Ho-Oh at -1, guarantees the 2HKO on support Arceus when status at +0, and outspeeds up to Modest Lati@s. Xerneas. Geo Xern is a great recipient to absorb Dragon Tails from Tina-O (doesn't handle the new T-Wave + Hex sets tho), unlike Klefki or Diancie, and has decent offensive synergy with Blaze (both force damage on PDon for the other). At this point, the team needed a Xerneas check and way to pressure Waterceus. PDon was an obvious choice, and because I wouldn't be able to fit an additional fairy resist on the team, I needed to use a set with Thunder Wave. Dialga was chosen over Zekrom / Lati@s to pressure Waterceus because it provides more defensively, checking Mence, cedes the least momentum to opponents, and fears Toxic the least. It also frees up a slot on PDon, allowing it to run SD. Dialga's spread outspeeds up to Darkrai at +1. Magic Coat EKiller fills the last slot, anti-leading Deo-S and giving priority to pick off weakened Xern / Darkrai / Mewtwo / etc. There are probably some slight optimizations that can be made here (Adamant>Jolly on EKiller perhaps), but I think this is a pretty solid Blaziken build overall.
 
I'm requesting a specs Mewtwo balance team with Primal Groudon. Mewtwo is a powerful special attacker that can punch wholes in teams while Groudon is almost flawless in Ubers. Would really like to see how well they do on the same team.
 
Requesting a team with Mega Kangaskhan because I've really wanted to use it recently. I tried building my own team but my ubers building is terrible.

(shiny was the only one i could find)
Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Earthquake
- Sucker Punch
- Return
This is the standard set on the analysis, but obviously the set can be changed. I don't want power-up-punch though because Kang needs the other moves.
 
Requesting a team with Mega Kangaskhan because I've really wanted to use it recently. I tried building my own team but my ubers building is terrible.

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 88 HP / 128 Atk / 248 Def / 44 Spe
Naughty Nature
- Dragon Tail
- Shadow Sneak
- Earthquake
- Draco Meteor

Klefki @ Leftovers
Ability: Prankster
EVs: 240 HP / 72 SpA / 196 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Flash Cannon
- Thunder Wave
- Spikes

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Crunch
- Fake Out

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Precipice Blades
- Stone Edge
- Swords Dance
- Stealth Rock

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Will-O-Wisp / Refresh
- Recover

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Hidden Power [Rock]
- Healing Wish

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 88 HP / 128 Atk / 248 Def / 44 Spe
Naughty Nature
- Dragon Tail
- Shadow Sneak
- Earthquake
- Hex

Klefki @ Leftovers
Ability: Prankster
EVs: 240 HP / 72 SpA / 196 SpD
Calm Nature
IVs: 0 Atk
- Dazzling Gleam
- Flash Cannon
- Thunder Wave
- Spikes

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Return
- Crunch
- Fake Out

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 240 HP / 56 Def / 168 SpD / 44 Spe
Impish Nature
- Precipice Blades
- Lava Plume
- Dragon Tail
- Stealth Rock

Arceus-Rock @ Stone Plate
Ability: Multitype
EVs: 248 HP / 4 Def / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Calm Mind
- Will-O-Wisp / Refresh
- Recover

Shaymin-Sky @ Life Orb
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Seed Flare
- Air Slash
- Hidden Power [Rock]
- Healing Wish

One of a few solid builds I've experimented with. Kangaskhan is at its best versus bulky offense against mons that don't have the bulk or reliable recovery to trade evenly with it. When using it, you have to have ways of pressuring and chipping mons that can trade with it, namely Sableye, support Arceus, Giratina-O, and some other stuff that's bulky enough to live a hit or two (PDon, Mence, etc). To do this, I added specially based Keys and Jolly SD + SR PDon. Keys given EVs allow it to 2HKO Mega-Sableye consistently and Spikes are useful to wearing down bulky mons. I felt comfortable enough against Xern with Keys + Khan to run Jolly SD PDon, which pressures both support Arceus and Giratina-O immensely (bulky Plume / D-Tail Don is also fine if you want more insurance vs Xern, definitively not a bad choice either; just change Draco on Tina-O to Hex too). Having already selected Keys and the playstyle of bulky offense, Tina-O was an easy addition to help check PDon and EKiller. After this, I added Rockceus to help against Mence and pressure Lugia. (Wisp and Refresh are both good options; Wisp wears down steels in conjunction with Skymin and Spikes, Refresh lets it absorb status). Finally, I added Skymin to pressure support Arc, outspeeds Darkrai, and soft-check SD Groundceus, which can get an SD vs Rockceus or PDon.

edit: added a bulky don import because i'm a nice guy
 
What it do what it do!

I'd like a gang built around DD Mega Mence and 4 Attacks Latios. Classic wallbreaker + sweeper core keeping it gangsta. Obviously they defensive synergy ain't great so I'd like an offensive team. Change the sets if need be.



Salamence-Mega (M) @ Salamencite
Ability: Aerilate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Roost
- Double-Edge
- Earthquake


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

Keep it gangsta.
 

Cheryl.

Celesteela is Life

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 132 HP / 200 SpA / 176 Spe
Modest Nature
- Calm Mind
- Judgment
- Recover
- Refresh / Earth Power

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


Yep, I'm going for it. I am requesting a Bulky Offense / Offense team made around Arceus-Flying and Primal Groudon. Now, Flyceus is generally not used due to being outclassed by Mega Salamence, which is pretty true sadly. But I think it has a small niche as a specially attacking Flying-type stallbreaker, and it's also immune to both forms of Spikes, which is nice for a stallbreaker. I know FlyCeus may not be very good, but I do want to see if someone can make a decent build out of it. Also PDon's set can be changed if the team needs another set, I just thought SD would be nice to have another stallbreaker and break down some of FlyCeus' checks, like Skarmory.
 

Fireburn

BARN ALL
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Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 132 HP / 200 SpA / 176 Spe
Modest Nature
- Calm Mind
- Judgment
- Recover
- Refresh / Earth Power

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


Yep, I'm going for it. I am requesting a Bulky Offense / Offense team made around Arceus-Flying and Primal Groudon. Now, Flyceus is generally not used due to being outclassed by Mega Salamence, which is pretty true sadly. But I think it has a small niche as a specially attacking Flying-type stallbreaker, and it's also immune to both forms of Spikes, which is nice for a stallbreaker. I know FlyCeus may not be very good, but I do want to see if someone can make a decent build out of it. Also PDon's set can be changed if the team needs another set, I just thought SD would be nice to have another stallbreaker and break down some of FlyCeus' checks, like Skarmory.
Birdceus isn't great but its a fun mon to play with. Here's my attempt:



( ノ ゚ー゚)ノ☀ (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 204 SpD
Impish Nature
- Stealth Rock
- Precipice Blades
- Rock Slide
- Thunder Wave

щ(゜ロ゜щ) (Arceus-Flying) @ Sky Plate
Ability: Multitype
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Refresh

ᕕ( ᐛ )ᕗ (Klefki) @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Toxic
- Play Rough

( ͡° ͜ʖ ͡° ) (Giratina-Origin) @ Griseous Orb
Ability: Levitate
EVs: 252 Def / 244 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Hex
- Draco Meteor
- Defog
- Thunder Wave

(-‸ლ) (Kyogre-Primal) @ Blue Orb
Ability: Primordial Sea
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Ice Beam

ಠ_ಠ (Salamence-Mega) @ Salamencite
Ability: Aerilate
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Earthquake
- Roost


Basic idea here is double bird strat with DD Adamant Salamence acting as the beatstick to soften Flying resists (mainly TTar, Arceus-Rock, and Zekrom) for CM Birdceus to clean things up in the lategame. Giratina-O is a reliable Defog user that can check things like EKiller and act as a buffer against Ground-types so you don't have to waste your offensive birds on them. Primal Groudon and Klefki provide hazard and paralysis support and basically just check lots of stuff that would threaten the core such as Darkrai, Kyogre, Xerneas, Mewtwo, etc. Primal Kyogre checks Rock-types and provides a sleep absorber for Darkrai. Having both Primals also makes the sand matchup easier to win since Birdceus doesn't do well against TTar + Exca cores.

Possible edits include physical Tina-O with SForce > current set (better vs Mewtwo and SD Ghosty, worse vs Groudon and Ho-Oh), Dialga > Kyogre (shift rocks from Groudon, keep Rockceus counter, better vs Salamence, worse vs Diancie and no sleep absorber for Darkrai), or Rayquaza/Latios > Salamence and using the Mega elsewhere.

e: Heal Block Klefki can be used if you are afraid of Block Xerneas
 
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hyw

Banned deucer.
You're 6-0'ed by either Sleep Talk or Block Xerneas and I roasted in the other thread, but this team is actually pretty cool. I've grown increasingly bored of this game as of late due to ORAS sucking ass, but this is the kind of innovation I haven't gotten the chance to come across in a while; double Flying constructs effective offesive synergy and the team-building process is remarkably intuitive. Might be a joke team but this hit a high note both from a personal and metagame standpoint in my opinion, good shit Fireburn.
 
I've been lurking the Smogon forums for a while, and wanted to make my first post here. I was interested in building a team around normal Groudon, since I wanted to try something different.




Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Stealth Rock
- Precipice Blades/Earthquake
- Stone Edge
- Dragon Tail/Roar
 

Aomori

Banned deucer.
Very good, I knew this subject but had not given me to try so far. Well, as apparently I have become more or less to play Mawile Ubers and there is my favorite pokémon, I'm interested in a team around him. The second Poké be Latios, forming my core. A balanced offensive team or would not be bad. If it is necessary to leave the sets down. Let's see:


Mawile @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Substitute
- Play Rough
- Sucker Punch
- Focus Punch

I put this set because I think it is the best the potential of this bug is exploited. The distribution of EVs I have left it, but if anyone believes or thinks is best another, go ahead.



Latios @ Soul Dew
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Calm Mind
- Draco Meteor
- Psyshock
- Roost

I've never tried Calm Mind set, so I put it, to change. 4 The attacks also may be worth. I think you can get something nice about all this. Greetings and thanks.
 
I have a special request :
I just want a team WITHOUT Primal-Groudon, Mega-Salamence, Arceus, Yveltal AND Xerneas. That could be a pretty fun team, but still effective in the current metagame, if this kind of build is possible and viable ofc.
 

Cynara

Banned deucer.
Hello I would like to request a team built around Mega Slowbro and Arceus Ground. Preferably Bulky Offense.



Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

This seems like a cool mon due to its outstanding physical defense. Like this thing literally eats up physical attacks and laughs. Slack off is for general recovery obviously, ice beam allows it to hit mega mence and stuff like ray. Toxic cripples lugia which is a general nuisance to arceus ground, iron defense allows it to basically counter threats like mega mence, ho oh and e killer. Pretty basic. Resists ice and water which arceus ground is weak too so thats nice as well.


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

Immune to electric, which is nice for mega bro since it doesnt need to take loads of damage from that. SD is to make it a potential wincon, being able to sweep mid or lategame after its checks have been weakened and or removed in which mega bro can help by toxic'ing a lugia and such or ice beaming a mega mence. EQ is obligatory stab and hits primarily p don and such. Stone edge hits most pokemon that eq doesnt like levitate and flying type users. Recover is for general longevity and paired up with arc ground's bulk it can play offensively while being able to stay healthy throughout the match.

Thanks in advance :]



Slowbro-Mega @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Ice Beam
- Toxic
- Iron Defense

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

Latios @ Soul Dew
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Grass Knot
- Defog
- Psyshock / Roost

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 68 Def / 192 SpD
Careful Nature
- Stealth Rock
- Foul Play
- Thunder Wave
- Rock Slide

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 120 HP / 248 Atk / 64 SpD / 76 Spe
Adamant Nature
- Thunder Wave
- Swords Dance
- Precipice Blades
- Rock Slide

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 248 HP / 192 Atk / 52 SpD / 16 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Earthquake
- Sleep Talk


Camilas

This is my attempt at a Mega Slowbro + SD groundceus team. Mega Slowbro teams always tend to have a rough matchup vs Good HO Builds and Mega Gengar teams, even when the build is solid, I tried to compromise having some ability to play around HO and Mega Gengar without jeopardising the build to other key threats. Slowbro checks alot of physical threats like E killer and mence quite comfortably, however struggles with common metagame threats like Xerneas/Darkrai/Yveltal and even Ghostceus. Paradancer Groudon softens up checks due to it's sheer power along with crippling switch ins with thunder wave and allows SD Groundceus to clean up mid-late game.

Ho-oh is to help check xerneas, deal with klekfi and generally help break opposing teams due to limited switch ins, aswell as being the sleep absorber of choice for Darkrai. Paradancer Don also cannot check Xerneas alone, especially if it's rest talk or aromatherapy. Naturally Latios is the defogger of choice, the team is pretty solid vs Groudon naturally due to the core however struggles with Water types like kyogre and supportceus. Tyranitar, the stealth rock setter is to help deal with Darkrai/yveltal efficiently, aswell as to avoid autolosing to Ghostceus.
 
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I'm requesting a specs Mewtwo balance team with Primal Groudon. Mewtwo is a powerful special attacker that can punch wholes in teams while Groudon is almost flawless in Ubers. Would really like to see how well they do on the same team.
Still waiting...
 
Still waiting...
Since the extended period of time in which your request was ignored wasn't enough...

Specs Mewtwo is actually bad, which is why no one has built around it yet. The combination of power and coverage is what makes fast psychics, Mewtwo included, threatening; switching a TTar / Bronzong / Darkrai in on a predicted Psytrike isn't gonna get you anywhere when LO F-Blast is sitting on deck. You're trading the only reason to use Mewtwo for a minor increase in power that doesn't even net any special 2HKO that LO won't. In addition to coverage, you lose access to one of Mewtwo's biggest positive traits in Taunt, which keeps your own hazards up and stops Lugia / support Arc from recovering anyway.
 

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