Hey everyone, how's it going? My name is mrseacoore and today I'm putting out an RMT for an Ubers team that I've been using for a little while. I'm ranked 1491 in Ubers under the account: Complicating.
I have several variations of this team, but I appreciate this version the most because everything on the team is a threat and this is probably the most viable version of the team. The whole idea of the team is to force pressure on the opponent with everything. One thing that I have yet to understand though, is Kyurem-W. It isn't a thing we use anymore, but it still racks up kills without a problem. It's also incredibly bulky despite having 0 investment. The older spread for Deoxys-A which we stopped using to ensure Psycho Boost would nearly always kill anything that didn't resist. Arceus and Xerneas are such a diabolical combo on a team as well. Then there's the Primal Ogre which has been displaced in the tier if you ask me. After Primal-Don goes, there's absolutely nothing in the tier that can handle a rain boosted Origin pulse from Primal Ogre. Maybe things that resist, but that's why Thunder and Ice Beam are coverage moves. So, let's just go over the team briefly.
Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Extreme Speed
- Ice Beam
- Low Kick
Deoxys is a scary alien that just eats things alive. All hits kill it, but there are select few things that can take its raw powered attacks. It outspeeds a huge majority of the metagame and has priority in E-speed. 88 Atk EVs are from the older spread for Deoxys-A if I'm not mistaken. This makes its physical moves more prevalent and outright destructive with the life orb boost. Though this may take away from the special attack, it does quite a bit of good because it helps against Xerneas with its boost, as this team's most practical way of dealing with Geomancy Xerneas is through priority and raw strength before its boost. Otherwise, Primal-Don better be healthy and better land precipice blades. This thing has such a fearsome special attack called "Let's-Just-Drop-A-Nuclear-Bomb-On-Something-Psycho Boost" that everything runs away. Ice Beam rounds out the fearsome special attack nicely with cool ice type coverage. Low Kick is primarily for Darkrai and Primal-Don. It can also smash through Arceus-Rock and Steel that aren't running E-speed. Deoxys-A is the pure definition of glass cannon. Take it or leave it. Regardless, it is a threat.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Dragon Tail
This is arguably the best pokemon in the tier with an undeniably effective support set. Primal Groudon is just a monster. Even without any attack investment, it breaks things. It checks a majority of the tier and counters a decent portion of it as well. I opted to run 248 HP over max just to hit an odd HP number to lessen hazard damage after primal reversion (which is one of the first things it will do in the game anyway). I placed that 4 from HP into speed because there wasn't really another place to put the EVs that made any difference. Impish over Relaxed because I'm using Fire Punch over special fire type moves (namely Lava Plume). Fire Punch typically does more damage than the special fire moves solely due to the staggering difference between Primal-Don's Attack and Special Attack. This also means that Primal-Don has a slight jump over other support variants by possibly running more speed in the grand scheme of things. Precipice Blades may have 85% accuracy, but compared to the damage that Earthquake puts out, the 15% miss rate is worth it more often than not. Dragon Tail is fairly standard for P-Don from what I know. I believe that T-wave, Roar, Toxic, and Stone Edge/Rock Slide are the other moves for the 4th moveslot on the support set for P-Don. (correct me if I'm wrong). Dragon Tail is just a way of shuffling pokemon around while also earning chip damage apart from hazard damage. It has its pros and cons just like all the other moves available to use in the 4th moveslot. I really don't think I have to explain what the support variant of Primal Groudon does, because it's a staple of the entire Uber metagame right now and does essentially the same thing for every team running the set.
Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Force
- Refresh
Now, this is the "How Refreshing" variant of Arceus. This is just my preferred way of running it. With the 200 HP EVs, Arceus finds itself setting up a bit more easily than before. The Adamant Nature is used to bring out more power, as Jolly Nature doesn't do it any favors without maxed out speed. This outspeeds Neutral max speed Rayquaza along with other base 95 speed mons. Shadow Force is run over Shadow Claw despite being a 2 turn move because the damage output is not only that much higher, but it busts through protection, such as King's Shield and Substitute. There is a weakness in this, but the same argument can be made for any Refresh E-Killer. Whatever your coverage can't do can be taken advantage of.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 56 HP / 156 Def / 248 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Grass Knot
- Psyshock
The scary deer thing, also known as Xerneas, ruins teams if it gets the chance. This spread is an alternative spread for the standard Geomancy set with a minor change of my own doing (trading 4 EVs from SpA to Spe). The 4 EVs taken out of SpA doesn't actually make any practical difference in how much chaos Xerneas dishes out. The rolls don't change and the true damage difference is less than half a percent, which is nothing in Ubers. That statement is consistent with a Geomancy boost as well. The extra point in speed just allows me to outpace other standard Geomancy Xerneas' and speed tie with anyone with a mon running just enough speed to outdo standard Geo Xerneas by 1 point. Power Herb+Geomancy is the only reason this set exists. Moonblast is mandatory STAB that gets bolstered by Fairy Aura. Grass Knot is a move that gets 100% accuracy and does the same damage to P-Don that Focus Blast or HP Ground would do. It also OHKOs P-Ogre. It doesn't hit anything else and doesn't really need to because Moonblast is going to be the only move you need to use to hit all else that doesn't resist Fairy type moves and isn't Blissey. Psyshock looks a bit weird because it doesn't really have too much purpose other than hitting physical defense. This is a good thing though because it beats Blissey, Mega-Gengar, and the rare Arceus-Poison. I have also ran HP Ground to hit Poison and Steel types at the loss of being able to bust through Blissey. With HP Ground, you need max SpA and 44 Spe to make up for the IV loss in SpA. Both moves have their ups and downs. Thunder is at least as viable as well. Honestly, it all comes down to preference. The reason for running this spread is simply to allow Xerneas to tank physical hits a bit better at the expense of losing some special bulk. This means that it can take priority E-speeds a bit easier, making it more challenging to deal with through priority moves. This pokemon is one of the most feared threats in the Ubers metagame, and for a good reason.
Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Kyurem-W: "I have a question for you though."
Opponent: "What's that?"
Kyurem-W: "Die."
Opponent: "... That's... not... a... question."
Kyurem-W: "That's because I don't do requests." (Thank you TeamFourStar)
Why isn't this a thing? I remember one point in time where Kyurem-White was considered such a huge threat that any team without a proper check for it risked being devoured by its incredible strength; however, now it's somewhat forgotten to the metagame. Maybe Draco Meteor is something you can't use as freely as in the past. I honestly don't see how Draco Meteor is any different now than before the introduction of Fairy types. You nuke something and half your special attack and leave yourself vulnerable as setup fodder. The only difference is a new immunity to dragon. Honestly, Kyurem doesn't even need to drop a planet on your head to score KOs.
Kyurem breaks things. During the mid-game, Kyurem is a beast that truly pressures players to find counters. I only Drop a Draco when nothing else can treat Kyurem as fodder and Xerneas is not present. Ice Beam breaks everything else down for Xerneas and Arceus to sweep without any trouble generally speaking. I've had a number of opponents check Kyurem with Xerneas only to find out Xerneas just lost over 2/3 of its HP and is now revenge killed by Arceus or Deoxys. Draco and Ice Beam are mandatory STAB. Earth Power is my favorite coverage move thanks to Turboblaze as an ability. Focus Blast is equally usable. Sleep talk and Fusion Flare and Focus Blast are all usable moves in the 4th moveslot depending on team needs. No matter how you see it, Kyurem-W is a strong threat despite its faults.
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 160 HP / 220 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Thunder
- Sleep Talk
This is a giant blue dolphin-based pokemon with the power to flood the whole Earth. Have fun. Though the introduction of ORAS has dropped the hammer on the once most dominating force in Ubers, Kyogre is just as useful as it once was. Apart from its Primal sibling, there isn't really anything that can stomach its rain boosted Origin Pulse. And whatever there is that can take its STAB, Kyogre's coverage takes care of it. 128 Spe EVs allow P-Ogre to outpace Geomancy Xerneas and anyone running mons for the same purpose given that said mons outpace Geomancy Xerneas by 1 or 2 points. Modest 220 SpA hits a staggering 496, which is more than enough to break walls in its own right. The remaining EVs get dumped into HP to improve overall bulk. Sleep Talk looks out of place, but is a useful move to cover Darkrai once Deoxys-A is out of commission. This set is also based on the standard CM set for Primal-Ogre. I just used it to fit the team. This is a big, and may I say, overlooked pokemon in Ubers that is incredibly powerful. Don't underestimate this legendary dolphin.
As stated above, this is my most viable version of this team that I've been using. My favorite version of this team replaces Deoxys-A with Mega-Glalie, whose job is to either set up spikes, break a sash, and or get a 1 for 1 trade through explosion.
252+ Atk Refrigerate Mega Glalie Explosion vs. 252 HP / 56+ Def Primal Groudon: 319-376 (78.9 - 93%)
It pretty much destroys whatever it hits with explosion. And if it sees P-Don turn 1, it blows up and makes P-Don regret its life choices or P-Don runs away and something else gets to regret life. No matter what, it annihilates something for my team.
Anyway, that's all for the team guys. If you want to, you can come and support my channel on youtube by clicking the link below and watching some videos. The channel is all just for fun.
https://www.youtube.com/channel/UCcynWwQc_ksCCSMkp2bOrjQ
Thank you for any interest in the channel. All feedback is appreciated.
I have several variations of this team, but I appreciate this version the most because everything on the team is a threat and this is probably the most viable version of the team. The whole idea of the team is to force pressure on the opponent with everything. One thing that I have yet to understand though, is Kyurem-W. It isn't a thing we use anymore, but it still racks up kills without a problem. It's also incredibly bulky despite having 0 investment. The older spread for Deoxys-A which we stopped using to ensure Psycho Boost would nearly always kill anything that didn't resist. Arceus and Xerneas are such a diabolical combo on a team as well. Then there's the Primal Ogre which has been displaced in the tier if you ask me. After Primal-Don goes, there's absolutely nothing in the tier that can handle a rain boosted Origin pulse from Primal Ogre. Maybe things that resist, but that's why Thunder and Ice Beam are coverage moves. So, let's just go over the team briefly.
Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Extreme Speed
- Ice Beam
- Low Kick
Deoxys is a scary alien that just eats things alive. All hits kill it, but there are select few things that can take its raw powered attacks. It outspeeds a huge majority of the metagame and has priority in E-speed. 88 Atk EVs are from the older spread for Deoxys-A if I'm not mistaken. This makes its physical moves more prevalent and outright destructive with the life orb boost. Though this may take away from the special attack, it does quite a bit of good because it helps against Xerneas with its boost, as this team's most practical way of dealing with Geomancy Xerneas is through priority and raw strength before its boost. Otherwise, Primal-Don better be healthy and better land precipice blades. This thing has such a fearsome special attack called "Let's-Just-Drop-A-Nuclear-Bomb-On-Something-Psycho Boost" that everything runs away. Ice Beam rounds out the fearsome special attack nicely with cool ice type coverage. Low Kick is primarily for Darkrai and Primal-Don. It can also smash through Arceus-Rock and Steel that aren't running E-speed. Deoxys-A is the pure definition of glass cannon. Take it or leave it. Regardless, it is a threat.
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Dragon Tail
This is arguably the best pokemon in the tier with an undeniably effective support set. Primal Groudon is just a monster. Even without any attack investment, it breaks things. It checks a majority of the tier and counters a decent portion of it as well. I opted to run 248 HP over max just to hit an odd HP number to lessen hazard damage after primal reversion (which is one of the first things it will do in the game anyway). I placed that 4 from HP into speed because there wasn't really another place to put the EVs that made any difference. Impish over Relaxed because I'm using Fire Punch over special fire type moves (namely Lava Plume). Fire Punch typically does more damage than the special fire moves solely due to the staggering difference between Primal-Don's Attack and Special Attack. This also means that Primal-Don has a slight jump over other support variants by possibly running more speed in the grand scheme of things. Precipice Blades may have 85% accuracy, but compared to the damage that Earthquake puts out, the 15% miss rate is worth it more often than not. Dragon Tail is fairly standard for P-Don from what I know. I believe that T-wave, Roar, Toxic, and Stone Edge/Rock Slide are the other moves for the 4th moveslot on the support set for P-Don. (correct me if I'm wrong). Dragon Tail is just a way of shuffling pokemon around while also earning chip damage apart from hazard damage. It has its pros and cons just like all the other moves available to use in the 4th moveslot. I really don't think I have to explain what the support variant of Primal Groudon does, because it's a staple of the entire Uber metagame right now and does essentially the same thing for every team running the set.
Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Force
- Refresh
Now, this is the "How Refreshing" variant of Arceus. This is just my preferred way of running it. With the 200 HP EVs, Arceus finds itself setting up a bit more easily than before. The Adamant Nature is used to bring out more power, as Jolly Nature doesn't do it any favors without maxed out speed. This outspeeds Neutral max speed Rayquaza along with other base 95 speed mons. Shadow Force is run over Shadow Claw despite being a 2 turn move because the damage output is not only that much higher, but it busts through protection, such as King's Shield and Substitute. There is a weakness in this, but the same argument can be made for any Refresh E-Killer. Whatever your coverage can't do can be taken advantage of.
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 56 HP / 156 Def / 248 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Grass Knot
- Psyshock
The scary deer thing, also known as Xerneas, ruins teams if it gets the chance. This spread is an alternative spread for the standard Geomancy set with a minor change of my own doing (trading 4 EVs from SpA to Spe). The 4 EVs taken out of SpA doesn't actually make any practical difference in how much chaos Xerneas dishes out. The rolls don't change and the true damage difference is less than half a percent, which is nothing in Ubers. That statement is consistent with a Geomancy boost as well. The extra point in speed just allows me to outpace other standard Geomancy Xerneas' and speed tie with anyone with a mon running just enough speed to outdo standard Geo Xerneas by 1 point. Power Herb+Geomancy is the only reason this set exists. Moonblast is mandatory STAB that gets bolstered by Fairy Aura. Grass Knot is a move that gets 100% accuracy and does the same damage to P-Don that Focus Blast or HP Ground would do. It also OHKOs P-Ogre. It doesn't hit anything else and doesn't really need to because Moonblast is going to be the only move you need to use to hit all else that doesn't resist Fairy type moves and isn't Blissey. Psyshock looks a bit weird because it doesn't really have too much purpose other than hitting physical defense. This is a good thing though because it beats Blissey, Mega-Gengar, and the rare Arceus-Poison. I have also ran HP Ground to hit Poison and Steel types at the loss of being able to bust through Blissey. With HP Ground, you need max SpA and 44 Spe to make up for the IV loss in SpA. Both moves have their ups and downs. Thunder is at least as viable as well. Honestly, it all comes down to preference. The reason for running this spread is simply to allow Xerneas to tank physical hits a bit better at the expense of losing some special bulk. This means that it can take priority E-speeds a bit easier, making it more challenging to deal with through priority moves. This pokemon is one of the most feared threats in the Ubers metagame, and for a good reason.
Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Kyurem-W: "I have a question for you though."
Opponent: "What's that?"
Kyurem-W: "Die."
Opponent: "... That's... not... a... question."
Kyurem-W: "That's because I don't do requests." (Thank you TeamFourStar)
Why isn't this a thing? I remember one point in time where Kyurem-White was considered such a huge threat that any team without a proper check for it risked being devoured by its incredible strength; however, now it's somewhat forgotten to the metagame. Maybe Draco Meteor is something you can't use as freely as in the past. I honestly don't see how Draco Meteor is any different now than before the introduction of Fairy types. You nuke something and half your special attack and leave yourself vulnerable as setup fodder. The only difference is a new immunity to dragon. Honestly, Kyurem doesn't even need to drop a planet on your head to score KOs.
Kyurem breaks things. During the mid-game, Kyurem is a beast that truly pressures players to find counters. I only Drop a Draco when nothing else can treat Kyurem as fodder and Xerneas is not present. Ice Beam breaks everything else down for Xerneas and Arceus to sweep without any trouble generally speaking. I've had a number of opponents check Kyurem with Xerneas only to find out Xerneas just lost over 2/3 of its HP and is now revenge killed by Arceus or Deoxys. Draco and Ice Beam are mandatory STAB. Earth Power is my favorite coverage move thanks to Turboblaze as an ability. Focus Blast is equally usable. Sleep talk and Fusion Flare and Focus Blast are all usable moves in the 4th moveslot depending on team needs. No matter how you see it, Kyurem-W is a strong threat despite its faults.
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 160 HP / 220 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Thunder
- Sleep Talk
This is a giant blue dolphin-based pokemon with the power to flood the whole Earth. Have fun. Though the introduction of ORAS has dropped the hammer on the once most dominating force in Ubers, Kyogre is just as useful as it once was. Apart from its Primal sibling, there isn't really anything that can stomach its rain boosted Origin Pulse. And whatever there is that can take its STAB, Kyogre's coverage takes care of it. 128 Spe EVs allow P-Ogre to outpace Geomancy Xerneas and anyone running mons for the same purpose given that said mons outpace Geomancy Xerneas by 1 or 2 points. Modest 220 SpA hits a staggering 496, which is more than enough to break walls in its own right. The remaining EVs get dumped into HP to improve overall bulk. Sleep Talk looks out of place, but is a useful move to cover Darkrai once Deoxys-A is out of commission. This set is also based on the standard CM set for Primal-Ogre. I just used it to fit the team. This is a big, and may I say, overlooked pokemon in Ubers that is incredibly powerful. Don't underestimate this legendary dolphin.
As stated above, this is my most viable version of this team that I've been using. My favorite version of this team replaces Deoxys-A with Mega-Glalie, whose job is to either set up spikes, break a sash, and or get a 1 for 1 trade through explosion.
252+ Atk Refrigerate Mega Glalie Explosion vs. 252 HP / 56+ Def Primal Groudon: 319-376 (78.9 - 93%)
It pretty much destroys whatever it hits with explosion. And if it sees P-Don turn 1, it blows up and makes P-Don regret its life choices or P-Don runs away and something else gets to regret life. No matter what, it annihilates something for my team.
Anyway, that's all for the team guys. If you want to, you can come and support my channel on youtube by clicking the link below and watching some videos. The channel is all just for fun.
https://www.youtube.com/channel/UCcynWwQc_ksCCSMkp2bOrjQ
Thank you for any interest in the channel. All feedback is appreciated.
Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Extreme Speed
- Ice Beam
- Low Kick
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Dragon Tail
Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Force
- Refresh
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 56 HP / 156 Def / 248 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Grass Knot
- Psyshock
Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 160 HP / 220 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Thunder
- Sleep Talk
The Mega Glalie set is just max speed, max attack, Adamant Nature with Spikes, Explosion, Double Edge, and Ice Shard.
Ability: Pressure
EVs: 88 Atk / 168 SpA / 252 Spe
Hasty Nature
- Psycho Boost
- Extreme Speed
- Ice Beam
- Low Kick
Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 56 Def / 200 SpD / 4 Spe
Impish Nature
- Stealth Rock
- Precipice Blades
- Fire Punch
- Dragon Tail
Arceus @ Silk Scarf
Ability: Multitype
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Force
- Refresh
Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 56 HP / 156 Def / 248 SpA / 48 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Grass Knot
- Psyshock
Kyurem-White @ Choice Specs
Ability: Turboblaze
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Fusion Flare
Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 160 HP / 220 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Origin Pulse
- Ice Beam
- Thunder
- Sleep Talk
The Mega Glalie set is just max speed, max attack, Adamant Nature with Spikes, Explosion, Double Edge, and Ice Shard.
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