SM Ubers RMT

Hello, all! Thank you in advance for viewing and (possibly) reviewing my team!

I have a strong preference for bulky Pokémon and as such, I depend on set versatility more so than prediction. I don't have a specific strategy in mind but welcome suggestions. I've noticed that some Pokémon that give my team trouble are Celesteela, Ferrothorn, Palkia, and Zygarde-Complete (especially with Substitute). I feel like my team could be more impactful than it is and it could definitely use more of a surprise factor, as much as I value consistency.

As per https://www.smogon.com/forums/threads/rmt-information-resources-required-reading.3534875/
(1) A reason for choosing that Pokémon, (2) the Pokémon's role on the team, and (3) a short description of its set.


Giratina-Origin @ Griseous Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Defog
- Shadow Sneak
- Shadow Force
- Earthquake

(1) A STAB Priority user, Bulky counter to Arceus, and protects Arceus from Fighting. (2) Defogger, immune to Spikes (3) Defog to remove entry-hazards, Shadow Sneak is STAB and Priority (can check Psychic types as well as Ghost types), Shadow Force to avoid status and deal more considerable damage, Earthquake for neutral coverage and effectiveness against Arceus.

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 HP / 88 Def / 168 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Rest
- Sleep Talk

(1) Balanced presence, protects Necrozma and Yveltal (2) Special Wall, Stall-Breaker (3) Scald is STAB, can Burn, and is boosted by Primordial Sea, Ice Beam as coverage for Primal Groudon switch, and Grass types as well as a chance to Freeze, Rest for recovery and status restoration, Sleep Talk in conjunction with Rest for utility.

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 4 HP / 126 Atk / 126 SpA / 252 Spe
Naive Nature
- Foul Play
- Dark Pulse
- Oblivion Wing
- U-turn

(1) Bulky Sweeper Killer, protects Diancie-Mega and Necrozma (2) Revenge Killer, Scout, and (3) Foul Play (STAB) in conjunction with Choice Scarf to outspeed boosted Physical Attackers such as Primal Groudon or Arceus and faint them, Dark Pulse is STAB and can flinch in conjunction with Choice Scarf which can check Deoxys-Speed, Oblivion Wing is STAB and provides recovery and Fighting coverage, U-Turn for scouting in conjunction with Choice Scarf.

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Toxic
- Psycho Cut
- Sunsteel Strike
- Rock Polish

(1) Bulky setup Sweeper with Prism Armor for checks, protects Yveltal (2) Physical Wall, Sweeper (3) Toxic to pressure Stall Pokémon/Sweepers, Psycho Cut is STAB and is an unexpected check to Marshadow as well as a secondary STAB option with much greater PP, Sunsteel Strike is STAB and especially when boosted by Weakness Policy can check Xerneas, Rock Polish to assist in sweeping and capitalize on Weakness Policy.

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 24 Atk / 232 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Heal Bell
- Stealth Rock

(1) Stealth Rock setter with Magic Bounce that is immune to stat drop and boasts cleric support, protects Arceus (2) Lead, Anti-Lead and Cleric (3) Moonblast is STAB and can lower SpA of targets, Diamond Storm is STAB and can check threats such as Ho-Oh, Heal Bell as the team's sole status heal, Stealth Rock as an entry-hazard.

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

(1) A STAB priority user with neutral coverage and bulk (2) Revenge Killer, Sweeper (3) Sword Dance to boost (in addition to Life Orb), Extreme Speed for priority, Facade to counteract susceptibility to status (with STAB neutral coverage), Earthquake for neutral coverage.
 

Stoward

Ah, you're finally awake
Hi cool team.

While you said that this team's main threats were Ferrothorn, Palkia, Zygarde-Complete and Celesteela. I honestly don't really think they're this team's biggest threats. While you're absolutely right, they can be annoying for this team, they're not the most common or viable threats for this team. If I were to be honest, I'd say this team's biggest threats are Offensivie Primal Kyogre sets, EQ Mega Salamence sets and Marshadow. Primal Kyogre can click either Liquidation or Origin Pulse/Water Spout (depending on what offensive set it runs) vs your entire team. While your own rest/talk Primal Kyogre can stop the physical sets, Sub + CM Primal Kyogre can just set up in front of the rest/talk version as Scald doesn't even break it's substitute Mega Salamence outspeeds your whole team after a single Dragon Dance and your Giratina-O set has 0 HP invested and no dragon move Although you say that you've got Impish Necrozma-DM as a soft check to Marshadow, it doesn't really check it as it's still a roll in Life Orb Marshadow's favour to KO Necrozma-DM with Spectral Thief, meaning that in order to check it effectively, you'd have to lose a mon to do so. I've got calcs below to prove this in case you're interested.

Primal Kyogre:
0- SpA Kyogre-Primal Ice Beam vs. 4 HP / 0 SpD Giratina-Origin: 196-232 (44.3 - 52.4%) -- guaranteed 2HKO after Stealth Rock
200+ SpA Kyogre-Primal Ice Beam vs. 4 HP / 0 SpD Giratina-Origin: 268-316 (60.6 - 71.4%) -- guaranteed 2HKO after Stealth Rock
+6 200+ SpA Kyogre-Primal Origin Pulse vs. 252 HP / 168+ SpD Kyogre-Primal in Heavy Rain: 397-468 (98.2 - 115.8%) -- guaranteed OHKO after Stealth Rock
0 SpA Kyogre-Primal Scald vs. 32 HP / 0 SpD Kyogre-Primal in Heavy Rain: 72-85 (20.6 - 24.3%) -- guaranteed 5HKO
200+ SpA Kyogre-Primal Origin Pulse vs. 0 HP / 0 SpD Yveltal in Heavy Rain: 375-442 (95.4 - 112.4%) -- guaranteed OHKO after Stealth Rock
236+ Atk Kyogre-Primal Liquidation vs. 0 HP / 4 Def Necrozma-Dusk-Mane in Heavy Rain: 205-243 (61.1 - 72.5%) -- guaranteed 2HKO after Stealth Rock
236+ Atk Kyogre-Primal Liquidation vs. 0 HP / 0 Def Diancie-Mega in Heavy Rain: 468-552 (194.1 - 229%) -- guaranteed OHKO
236+ Atk Kyogre-Primal Liquidation vs. 4 HP / 0 Def Arceus in Heavy Rain: 217-256 (56.8 - 67%) -- guaranteed 2HKO after Stealth Rock
200+ SpA Kyogre-Primal Origin Pulse vs. 4 HP / 0 SpD Arceus in Heavy Rain: 316-373 (82.7 - 97.6%) -- 68.8% chance to OHKO after Stealth Rock

Mega Salamence:
+1 252+ Atk Aerilate Salamence-Mega Double-Edge vs. 4 HP / 0 Def Giratina-Origin: 420-495 (95 - 111.9%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Aerilate Salamence-Mega Double-Edge vs. 252 HP / 88 Def Kyogre-Primal: 415-490 (102.7 - 121.2%) -- guaranteed OHKO
+1 252+ Atk Aerilate Salamence-Mega Double-Edge vs. 4 HP / 0 Def Yveltal: 438-516 (111.1 - 130.9%) -- guaranteed OHKO
+1 252+ Atk Salamence-Mega Earthquake vs. 252 HP / 252+ Def Prism Armor Necrozma-Dusk-Mane: 178-210 (44.7 - 52.7%) -- 81.6% chance to 2HKO after Stealth Rock
+1 252+ Atk Salamence-Mega Earthquake vs. 0 HP / 0 Def Diancie-Mega: 360-424 (149.3 - 175.9%) -- guaranteed OHKO
+1 252+ Atk Aerilate Salamence-Mega Double-Edge vs. 4 HP / 0 Def Arceus: 358-423 (93.7 - 110.7%) -- guaranteed OHKO after Stealth Rock

Marshadow:
252 Atk Life Orb Marshadow Spectral Thief vs. 4 HP / 0 Def Giratina-Origin: 374-439 (84.6 - 99.3%) -- 75% chance to OHKO after Stealth Rock
252 Atk Life Orb Marshadow Close Combat vs. 252 HP / 88 Def Kyogre-Primal: 246-290 (60.8 - 71.7%) -- guaranteed 2HKO after Stealth Rock
252 Atk Life Orb Marshadow Spectral Thief vs. 252 HP / 252+ Def Prism Armor Necrozma-Dusk-Mane: 172-205 (43.2 - 51.5%) -- 53.5% chance to 2HKO after Stealth Rock
252 Atk Life Orb Marshadow Close Combat vs. 0 HP / 0 Def Diancie-Mega: 230-270 (95.4 - 112%) -- guaranteed OHKO after Stealth Rock
252 Atk Life Orb Marshadow Close Combat vs. 4 HP / 0 Def Arceus: 424-502 (110.9 - 131.4%) -- guaranteed OHKO
252 Atk Life Orb Marshadow Close Combat vs. 4 HP / 0 Def Yveltal: 259-305 (65.7 - 77.4%) -- 25% chance to OHKO after Stealth Rock


In order to make changes to this team, I don't feel like just looking at the threatlist and making minor changes will make drastic improvements. It'd be quite easy to just add a chople berry to Arceus-Normal and then you're less weak to Marshadow, but I feel that with a few major changes, but still keeping the same initial structure and roles that you listed, your team can be a lot more powerful.

Major Changes:

>

My main reasonings for replacing Giratina with Marshadow is that I felt that your team needed a little more momentum. Your reasoning for using Giratina was "A STAB Priority user, Bulky counter to Arceus, and protects Arceus from Fighting". While it's true that Giratina provides this team with a normal immunity so it can switch into Extreme Speed, It doesn't really stop Arceus-Normal from setting up, nor does it beat it one-on-one, as Arceus-Normal's standard set runs Shadow Claw. Marshadow provides the team with more Momentum as Ghost+Fighting coverage has no resistances, it beats non-chople berry sets one-on-one and you still get to keep your priority move.

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]


Spectral Thief is Marshadow's Primary Ghost-Type STAB move that combined with Close Combat hits the entire tier for Neutral damage. It also steal boosts, which discourages slower Pokemon such as Primal Groudon, SD Arceus formes and Zygarde-C from setting up. It also goes through Substitutes, which is especially useful for combating Arceus formes, Zygarde-C and Substitute variants of Lugia.
Hidden Power Ice is used as the Fourth Move as it improves Marshadow's matchup against Zygarde-C and Mega Salamence.

hide=Calcs]
252 Atk Giratina-Origin Earthquake vs. 240 HP / 0 Def Arceus: 89-105 (20.1 - 23.8%) -- possible 5HKO after Stealth Rock and Leftovers recovery
252+ Atk Arceus Shadow Claw vs. 4 HP / 0 Def Giratina-Origin: 158-188 (35.7 - 42.5%) -- guaranteed 3HKO
[/Hide]


>

Justification for this change was more that just about every team benefits immensely from having a Primal Groudon on it. I don't think I can say it better than the Analysis that states that "Primal Groudon is the most versatile and threatening Pokemon in Ubers and is therefore a Pokemon that cannot be ignored when building and playing in the tier." It's basically mandatory in every playstyle with the exception of stall. The Offensive Support set is what I had in mind here, as Overheat dishes out heavy damage to Support Arceus formes, OHKOes Salamence prior to Mega Evolving after Stealth Rock Damage (OHKO's Celesteela - one of your listed threats) and Outright OHKOs Mega Sableye, meaning that Primal Groudon is able to beat both Magic Bounce users, and improve the match-up against Stall. Rock Tomb is used as the 4th move in order to hit Ho-Oh, which is a pain to just about every team that doesn't run Zygarde-C.

Groudon @ Red Orb
Ability: Drought
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Rock Tomb


>


Choice Scarf Xerneas was chosen to replace Mega Diancie for a number of reasons. I didn't really like Mega Diancie on this team - or in this meta - as although it is able to deflect hazards and Magic Bounce is a great ability, it's worth noting that Mega Diancie loses to virtually every Hazard Setter in the tier. I've already got Primal Groudon as a Hazard setter, so the only things that Mega Diancie was offering to this team was that it provided the team with a Fairy-type Pokemon and was able to slightly prevent hazards and act as a Cleric with Heal Bell. Choice Scarf Xerneas is able to provide the team with Speed Control, check Marshadow, remove hazards with Defog, and act as a Cleric with Aromatherapy.

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Moonblast
- Focus Blast
- Aromatherapy
- Defog


Minor Changes

>

- Taunt > Foul Play
- Sucker Punch > U-Turn


Reason for changing this is that Choice Scarf Xerneas already provided the team with Speed Control and Life Orb just gives Yveltal more Momentum. It's the standard Analysis Life Orb set, but for the sake of justifying it, Taunt is great for preventing Entry Hazards from being set and Status from being spread. Sucker Punch is a great Priority move, OHKOing Mega Gengar and easily picking off weakened faster mons.

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Oblivion Wing
- Taunt
- Sucker Punch



EVs: 248 Atk / 8 SpD / 252 Spe > EVs: 252 HP / 252 Def / 4 SpD
Swords Dance > Toxic
Earthquake > Psycho Cut
Optional Change:
>


The Slow set didn't really do you any favours. As mentioned before, it still didn't allow you to beat Marshadow one-on-one. Thanks to Prism Armor, Necrozma-DM is still incredibly bulky, even without investment, and this team already has Primal Groudon as a Stealth Rock Setter, so I don't think the Support Set is really necessary here - Especially since you're already running Rock Polish, which gives me reason to believe that you want to use this Pokemon as a bulky setup sweeper. Weakness Policy is still a viable option for Necrozma-DM, however this team doesn't have a Z-Move user, and Solganium Z is Necrozma-DM's best set, so I don't really see any reason not to use it.


Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 Atk / 8 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Sunsteel Strike
- Earthquake


Optional Change

Defensive > Offensive

I feel like I've made a hell of a lot of changes to your team already, and I don't think by any means that changing Kyogre's set is mandatory, however it can potentially provide setup opportunities for Primal Groudon. Everything else on this team has a more offensive nature and I feel like using either the Physical or the Calm Mind Set can provide you with more offensive pressure. I've personally ran the Physical Set, as it is better at punishing Primal Groudon upon switchin, and it can also threaten Opposing Primal Kyogre with Thunder. A link to both of those sets can be found here:

Conclusion:
I honestly really enjoyed using this team. I know I made a lot of changes - some might argue that it's too many changes - but all of those changes were all used thinking about the initial structure, making sure all of the roles that you gave those Pokemon were still filled, and I honestly truly hope that you enjoy using the team with it's changes. If you have any further questions about the team, or teambuilding in Ubers, feel free to send me a message.


Kyogre @ Blue Orb
Ability: Drizzle
EVs: 32 HP / 236 Atk / 64 Def / 176 Spe
Adamant Nature
- Liquidation
- Earthquake
- Ice Beam
- Thunder

Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Oblivion Wing
- Taunt
- Sucker Punch

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Hidden Power [Ice]

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 248 Atk / 8 SpD / 252 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Sunsteel Strike
- Earthquake

Groudon @ Red Orb
Ability: Drought
EVs: 180 HP / 252 SpA / 76 Spe
Mild Nature
- Stealth Rock
- Precipice Blades
- Overheat
- Rock Tomb

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Moonblast
- Focus Blast
- Aromatherapy
- Defog


 
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