Dark Fallen Angel
FIDDLESTICKS IS ALSO GOOD ON MID!
Introduction
Tired of playing OU, I started to play Ubers, and it's actually a fun tier to play. The worst is not the centralization caused by threats like Choice Specs Kyogre, but the high number of n00bs that "haunt" this tier. Still, I've built this team, and I didn't used things like CS Kyogre or Extreme Killer Arceus that everyone uses. Instead, I'm using different pokémon. While in OU I'm an expert of sand teams, in Ubers, I prefer to use sun teams.
Pokémons
Groudon @ Leftovers
Trait: Drought
EVs: 200 HP / 200 Atk / 108 Def
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Thunder Wave
- Earthquake
- Stone Edge
Obviously Groudon is necessary for a sun team. It provides the eternal sun that the team need to function, and blah blah blah. The set that I chose is a set that uses Thunder Wave to cripple enemies and help the rest of team, mainly Palkia, as with paralysis support, Palkia can walk over the opponent and destroy him with it's mighty power.
Swords Dance boosts it's power to sky-high levels. Then I have it's STAB Earthquake, and the coverage Stone Edge, to hit things immune to Earthquake.
Groudon actually doesn't abuse the sun by itself. It's actually more of a supporter than a sweeper. I use him as a sweeper when the opposing team is weakened enough, but it's main job is still of crippling the enemy with Thunder Wave and weakening them with it's attacks.
Arceus (Arceus-Ghost) @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Fire Blast
- Recover
It works as a spinbloker, but Ghost Arceus is also a setup sweeper. With enough Calm Mind boosts, Ghost Arceus is ready to sweep the opponent's team.
Judgement is the obvious STAB. I chose Fire Blast instead of Focus Blast or Flamethrower, because of the former's lack of accuracy, and the latter's lack of power. Fire Blast is sufficient to me to break through Steel-types that resist Judgement. In fact, a sun-boosted Fire Blast is even more powerful than Judgement! Still, the move that I spam is Judgement, as I don't want to risk a Fire Blast miss; Fire Blast is only used in case of the opponent resisting Judgement.
It's coverage is amazing but it fails to cover some few threats such as Tyranitar. But this is not to worry, as Arceus's partners can break through him anyway.
Ho-Oh @ Life Orb
Trait: Regenerator
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Tailwind
- Sacred Fire
- Brave Bird
- Earthquake
Ho-Oh is my main sweeper aside from Arceus-Ghost. It was a pretty obvious choice. The set that I chose is that with Tailwind because it can sweep even without sun, though Brave Bird's recoil combined with Life Orb really limits this Grand Fire Chicken's lifespan. Regenerator compensates for this, however.
I chose Tailwind instead of Flame Charge because I found this to be much more consistent. It managed to instantly double Ho-Oh's speed instead of boosting by only one stage. It can even affect other members of my team. The fact that it only lasts for three turns is not much of a problem; this is often the sufficient that Ho-Oh needs to sweep.
Sacred Fire is it's most powerful attack, and it's absurdly powerful under sun. It also has a great potential to cripple opposing physical attackers. Those that resist Sacred Fire are dealt with Brave Bird, and in fact, Brave Bird has a better accuracy than Sacred Fire, but because the recoil is huge, I only use Brave Bird when neither Sacred Fire nor Earthquake are reliable. For example, when the opponent switches Kyogre, Ho-Oh serves to me as a suicide weapon that instantly destroys Kyogre with Brave Bird and let me win the weather war.
Those that resists both of Ho-Oh's STABs are destroyed by Earthquake. It's also my most powerful attack against Steel-types neutral to Fire, such as Dialga.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Toxic
When I put Terrakion on my team, I had one goal in mind: Having something to check Extremekiller Arceus. Still, Terrakion is a great revenge killer in general. It can even 2HKO Choice Specs Kyogre with Close Combat; if it manages to hit Kyogre on switch, then one more hit and I win the weather war. Also: Terrakion takes advantages of sun by having it's weakness to Water removed, so it can potentially survive weaker Water-type attacks.
It's two STABs are obvious choices, I'm not going to explain them. X-Scissor hits Psychic-types harder than Stone Edge. I chose Toxic because Terrakion doesn't need a fourth move to function. It's here just because I can potentially cripple Lugia on switch. I rarely use this anyway, so I don't bother with wich options I'm going to use on the fourth moveslot. I'm not going to use Earthquake, however, for the reasons that I've explained here.
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Forretress is here to support the team, spinning that boring Stealth Rock that impedes my Ho-Oh sweep, or that Toxic Spikes that bother Arceus. It also lays it's own hazards to help achieve KOs much more easily. For example, Ho-Oh can use Brave Bird and don't worry much about recoil due to hazards decreasing the opponent's HP and so decreasing the recoil.
Gyro Ball is there as a filler move, but it helps when Forretress need to attack itself, such as against Terrakion and Kyurem.
Palkia @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Fire Blast
- Spacial Rend
- Thunder
A sun team in Ubers without a check to Kyogre is just asking to be destroyed. That is where Palkia enters, as it checks Kyogre pretty well, destroying him and winning the weather war. It's my most effective way of getting rid of Kyogre, and Palkia is also an effective wallbreaker that attains perfect coverage with it's moves.
I rarely use Draco Meteor, but it's good when I need to attack with the most powerful attack possible, in other words, if the enemy is not going to die to other attacks. Otherwise, I use Spacial Rend, that has more accuracy and doesn't drop in power after usage. Fire Blast is used because it attains almost perfect coverage with it's Dragon STAB, missing only Heatran, a pokémon that can be dealt with it's teammates. Fire Blast gains pseudo-STAB thanks to the sun and it's even more powerful than Spacial Rend!
Yes, Thunder is counterproductive in sun, but as I said above, this Palikia is mainly meant to check Kyogre. Under rain, Thunder attains perfect accuracy, and is Palkia's most powerful move against Kyogre. In case that I lose the weather war to rain, Thunder is also a reliable move to use, that has decent coverage with it's Dragon STAB.
No STAB Water attacks because they are counter-productive to use in sun, and I don't need their coverage thanks to Fire Blast.
Conclusion
This team is fun to use, and in my opinion is easy to use and hadn't problems with any threat in the current meta. In fact, I have yet to identify a pokémon that can screw up with my entire team. This team is very simple but direct, and now I want that you guys say what you think of this team.
Tired of playing OU, I started to play Ubers, and it's actually a fun tier to play. The worst is not the centralization caused by threats like Choice Specs Kyogre, but the high number of n00bs that "haunt" this tier. Still, I've built this team, and I didn't used things like CS Kyogre or Extreme Killer Arceus that everyone uses. Instead, I'm using different pokémon. While in OU I'm an expert of sand teams, in Ubers, I prefer to use sun teams.
Pokémons
Groudon
Groudon @ Leftovers
Trait: Drought
EVs: 200 HP / 200 Atk / 108 Def
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Thunder Wave
- Earthquake
- Stone Edge
Obviously Groudon is necessary for a sun team. It provides the eternal sun that the team need to function, and blah blah blah. The set that I chose is a set that uses Thunder Wave to cripple enemies and help the rest of team, mainly Palkia, as with paralysis support, Palkia can walk over the opponent and destroy him with it's mighty power.
Swords Dance boosts it's power to sky-high levels. Then I have it's STAB Earthquake, and the coverage Stone Edge, to hit things immune to Earthquake.
Groudon actually doesn't abuse the sun by itself. It's actually more of a supporter than a sweeper. I use him as a sweeper when the opposing team is weakened enough, but it's main job is still of crippling the enemy with Thunder Wave and weakening them with it's attacks.
Arceus
Arceus (Arceus-Ghost) @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Fire Blast
- Recover
It works as a spinbloker, but Ghost Arceus is also a setup sweeper. With enough Calm Mind boosts, Ghost Arceus is ready to sweep the opponent's team.
Judgement is the obvious STAB. I chose Fire Blast instead of Focus Blast or Flamethrower, because of the former's lack of accuracy, and the latter's lack of power. Fire Blast is sufficient to me to break through Steel-types that resist Judgement. In fact, a sun-boosted Fire Blast is even more powerful than Judgement! Still, the move that I spam is Judgement, as I don't want to risk a Fire Blast miss; Fire Blast is only used in case of the opponent resisting Judgement.
It's coverage is amazing but it fails to cover some few threats such as Tyranitar. But this is not to worry, as Arceus's partners can break through him anyway.
Ho-Oh
Ho-Oh @ Life Orb
Trait: Regenerator
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Tailwind
- Sacred Fire
- Brave Bird
- Earthquake
Ho-Oh is my main sweeper aside from Arceus-Ghost. It was a pretty obvious choice. The set that I chose is that with Tailwind because it can sweep even without sun, though Brave Bird's recoil combined with Life Orb really limits this Grand Fire Chicken's lifespan. Regenerator compensates for this, however.
I chose Tailwind instead of Flame Charge because I found this to be much more consistent. It managed to instantly double Ho-Oh's speed instead of boosting by only one stage. It can even affect other members of my team. The fact that it only lasts for three turns is not much of a problem; this is often the sufficient that Ho-Oh needs to sweep.
Sacred Fire is it's most powerful attack, and it's absurdly powerful under sun. It also has a great potential to cripple opposing physical attackers. Those that resist Sacred Fire are dealt with Brave Bird, and in fact, Brave Bird has a better accuracy than Sacred Fire, but because the recoil is huge, I only use Brave Bird when neither Sacred Fire nor Earthquake are reliable. For example, when the opponent switches Kyogre, Ho-Oh serves to me as a suicide weapon that instantly destroys Kyogre with Brave Bird and let me win the weather war.
Those that resists both of Ho-Oh's STABs are destroyed by Earthquake. It's also my most powerful attack against Steel-types neutral to Fire, such as Dialga.
Terrakion
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Toxic
When I put Terrakion on my team, I had one goal in mind: Having something to check Extremekiller Arceus. Still, Terrakion is a great revenge killer in general. It can even 2HKO Choice Specs Kyogre with Close Combat; if it manages to hit Kyogre on switch, then one more hit and I win the weather war. Also: Terrakion takes advantages of sun by having it's weakness to Water removed, so it can potentially survive weaker Water-type attacks.
It's two STABs are obvious choices, I'm not going to explain them. X-Scissor hits Psychic-types harder than Stone Edge. I chose Toxic because Terrakion doesn't need a fourth move to function. It's here just because I can potentially cripple Lugia on switch. I rarely use this anyway, so I don't bother with wich options I'm going to use on the fourth moveslot. I'm not going to use Earthquake, however, for the reasons that I've explained here.
Forretress
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Forretress is here to support the team, spinning that boring Stealth Rock that impedes my Ho-Oh sweep, or that Toxic Spikes that bother Arceus. It also lays it's own hazards to help achieve KOs much more easily. For example, Ho-Oh can use Brave Bird and don't worry much about recoil due to hazards decreasing the opponent's HP and so decreasing the recoil.
Gyro Ball is there as a filler move, but it helps when Forretress need to attack itself, such as against Terrakion and Kyurem.
Palkia
Palkia @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Fire Blast
- Spacial Rend
- Thunder
A sun team in Ubers without a check to Kyogre is just asking to be destroyed. That is where Palkia enters, as it checks Kyogre pretty well, destroying him and winning the weather war. It's my most effective way of getting rid of Kyogre, and Palkia is also an effective wallbreaker that attains perfect coverage with it's moves.
I rarely use Draco Meteor, but it's good when I need to attack with the most powerful attack possible, in other words, if the enemy is not going to die to other attacks. Otherwise, I use Spacial Rend, that has more accuracy and doesn't drop in power after usage. Fire Blast is used because it attains almost perfect coverage with it's Dragon STAB, missing only Heatran, a pokémon that can be dealt with it's teammates. Fire Blast gains pseudo-STAB thanks to the sun and it's even more powerful than Spacial Rend!
Yes, Thunder is counterproductive in sun, but as I said above, this Palikia is mainly meant to check Kyogre. Under rain, Thunder attains perfect accuracy, and is Palkia's most powerful move against Kyogre. In case that I lose the weather war to rain, Thunder is also a reliable move to use, that has decent coverage with it's Dragon STAB.
No STAB Water attacks because they are counter-productive to use in sun, and I don't need their coverage thanks to Fire Blast.
Conclusion
This team is fun to use, and in my opinion is easy to use and hadn't problems with any threat in the current meta. In fact, I have yet to identify a pokémon that can screw up with my entire team. This team is very simple but direct, and now I want that you guys say what you think of this team.
Groudon @ Leftovers
Trait: Drought
EVs: 200 HP / 200 Atk / 108 Def
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Thunder Wave
- Earthquake
- Stone Edge
Arceus (Arceus-Ghost) @ Spooky Plate
Trait: Multitype
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Judgment
- Fire Blast
- Recover
Ho-Oh @ Life Orb
Trait: Regenerator
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Tailwind
- Sacred Fire
- Brave Bird
- Earthquake
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Toxic
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Sassy Nature (+SDef, -Spd)
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball
Palkia @ Choice Specs
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Fire Blast
- Spacial Rend