firecape
This is the end...
Introduction
I've been playing 5th generation Ubers from the start, when the only generation 5 server was a private one on PO, and it had about 10 people on at a time. Since then I have made quite a few teams, some of which performed quite well, but not none were worth RMTing really. I had just finished a team that used multiple trappers in an attempt to pull of a Steel Arceus sweep, and then it hit me. Why not just use Extremekiller? I promptly made this team, and along its "journey" it has conquered a few well known players, although I won't name them :P. Yeah blah blah blah here's the team:
Groudon @ Leftovers/Shed Shell *** Trickroom
Trait: Drought
EVs: 252 HP / 176 Def / 56 SDef / 24 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Dragon Tail
- Earthquake
- Stone Edge / Fire Punch
Heatran (M) @ Leftovers *** Jibaku
Trait: Flash Fire
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Toxic
- Roar
- Taunt
I invented this Heatran set for generation 5 Jibaku's Heatran from generation 4 works wonderful in this generation too (ps: he blackmailed me to give him credit ;_;). Yeah, but Heatran is amazing. I originally used Dialga over this (in conjunction with Forretress > Nattorei) but Heatran patches up so many weak spots in this team. Dark Arceus, Ghost Arceus, Shandera, Dialga (sorta), Latios and Latias - the list goes on. It really fit like a puzzle peice and I have never regreted switching. He checks so many things it isn't even funny, and if you don't have a Kyogre or Fighting- or Ground-type attacks good luck with this guy. It takes ridiculously low damage (considering its weak to Water) from even stuff like Palkia in the sun. Heatran is also a great check to many Arceus sets Heatran is also one of my best answers to the near-unbreakable 5th gen dream world stall (created by trickroom).
Nattorei (M) @ Leftovers *** Wild Eep
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Protect
- Leech Seed
- Power Whip
Nattorei is my Spiker, and a great one at that. It can set up on so much stuff, and while it likes rain support a lot more than sunlight, it can still function fine. Nattorei's great bulk and typing allow it to switch in on a lot of stuff and proceed to start setting up Spikes. It can get trapped by the rising-in-popularity-Shandera, but I haven't seen enough to warrant a switch to Shed Shell yet. Nattorei also brings a second Water-type resistance to this team with 3 Water weaknesses. Although it can't take 2 Specs Water Spouts, I usually manage fine. This is also the reason I carry Power Whip (which coincidently helps with my small Groudon weakness, although this isn't too bad as tons of stuff can lure it out and weaken it, which is all my main sweeper needs.) Although I do wish I had Gyro Ball sometimes, like against Rayquaza, I really need Power Whip so I can do some damage to Kyogre. I really don't have *that* big of a problem with it though, as Latias can set up on it and if I sacrifice Groudon to it mid- to late-game I can get a relatively free Swords Dance with Arceus. RP Groudon can give me a little trouble though, and Nattorei can take anything it has (bar Fire Punch >___>) and Whip it with Power! After that its usually to weak to do much and I can eliminate Life Orb variants easily with switching, and if not, Arceus can always take a hit. Nattorei is also my second Fighting weak, which may seem bad, but it actually lures them out quite efficiently for Shandera or Latias to feast upon.
Spikes is quite an obvious addition to the moveset. I like Leech Seed and Protect because it allows Nattorei to provide not only team support, but heal itself quite efficiently. Against things like Dark Arceus that I kill that easily, I send out Nattorei to Leech Seed it then switch to Heatran and Taunt. Heatran will usually end up with a net gain of HP at the end of each turn if I manage to do this before they get a significant amount of boosts. Nattorei's spread may look haphazard, but it lets me almost always take 2 Specs Surfs from Kyogre after a switch into Stealth Rock with the help of Leftovers (50.9% damage). I could use less Special Defense and rely on Protect, but I like to be able to Power Whip without giving a potential switch in a free pass because I have to Protect to survive :(. I could also go with a +SpD nature, but with this spread Nattorei has almost equal Defense and Special Defense, allowing it to take physical and special hits more effectively.
Nattorei is named after Wild Eep because METAL NETTLE METAL NETTLE
Shandera (M) @ Choice Scarf *** Fireburn
Trait: Shadow Tag
EVs: 76 HP / 252 SAtk / 180 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Flamethrower
- Shadow Ball
- Hidden Power [Rock]
Arceus @ Silk Scarf *** locopoke
Trait: Multitype
EVs: 252 HP / 132 Atk / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Shadow Claw
- ExtremeSpeed
- Earthquake
Here's a blank version if anyone wishes to steal it (lol) I put it in this post because it would have gone over 100 images in the second one....
Rate away!
I've been playing 5th generation Ubers from the start, when the only generation 5 server was a private one on PO, and it had about 10 people on at a time. Since then I have made quite a few teams, some of which performed quite well, but not none were worth RMTing really. I had just finished a team that used multiple trappers in an attempt to pull of a Steel Arceus sweep, and then it hit me. Why not just use Extremekiller? I promptly made this team, and along its "journey" it has conquered a few well known players, although I won't name them :P. Yeah blah blah blah here's the team:
Team at a glance
Groudon @ Leftovers/Shed Shell *** Trickroom
Trait: Drought
EVs: 252 HP / 176 Def / 56 SDef / 24 Spd
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Dragon Tail
- Earthquake
- Stone Edge / Fire Punch
Groudon is pretty much a necessity for this team. It sets up the sun, checks tons of physical attackers, can phaze a lot of threats, and last but not least it sets up Stealth Rock. The Ground titan really holds this team together against other things like Kingdra and other rain-dependant sweepers, and it can check things like DD Rayquaza. It checks many forms of Arceus too (whether it be a suicide phaze or straight up walling). It also provides quite a useful immunity to Electric-type attacks, like Thunder Wave. Dragon Tail also allows me to phaze out Mew that use Taunt > Substitute, given I haven't seen any yet this generation... Groudon is also very important because it can tank physical Fighting attacks if needed, and it can take out Terakion - one of ExtremeKillers chief counters.
Earthquake and Stone Edge provide nice coverage and are quite obvious. Earthquake takes out Steels (although I really have no trouble with them, lol...) and is a good STAB, while Stone Edge hits most of the stuff that resist it, and gives me a nice way to scare away Ho-Oh. Dragon Tail, as stated before, provides a nice phazing move and allows me to rack up entry hazard damage, while being able to hit through Taunt. It also can put some pretty good dents in a lot of Pokemon. Stealth Rock is useful as always, and needs very little explanation. I will sometimes sacrifice Groudon if I don't really need it (judging by team preview) just to get Stealth Rock up. The current spread Speed creeps a bit but whatever lol... I use 56 Special Defense EVs because I'm pretty sure it allows me to survive 2 Spacial Rends. The rest are thrown into HP and Def with an Impish nature for a lot more physical bulk. Groudon sometimes leads because with Deo-S no longer popular its no longer at that big of a loss... With team preview I can choose to lead with whatever I want. Its usually either this to get sun and Stealth Rocks up right away, or Heatran if they are leading with the ever popular Forretress. When / if Shed Shell becomes popular, Fire Punch is slid over Stone Edge to eliminate Nattorei >:). I'll miss the extra Ho-Oh coverage but eh...
Groudon is named after Trickroom because Groudon is an amazing wall and trickroom uses stall quite a bit (;_;).
With the influx of Shandera I have taken to running Shed Shell which goes great with Heatran. This really helps as Shandera + any whether inducer meant that whether was going to stay. It really helps against Tyranitar teams too.
With the influx of Shandera I have taken to running Shed Shell which goes great with Heatran. This really helps as Shandera + any whether inducer meant that whether was going to stay. It really helps against Tyranitar teams too.
Heatran (M) @ Leftovers *** Jibaku
Trait: Flash Fire
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature (+SDef, -Atk)
- Lava Plume
- Toxic
- Roar
- Taunt
I chose Lava Plume > Flamethrower because Groudon can be quite annoying at times, and a burned Groudon really eliminates it as a threat to my main sweeper. Lava Plume is also quite powerful even without investment in the sun, and even more so if I manage to get a Flash Fire boost.... I just have to be careful for it burning stuff that I need to Toxic. As I said previously, Heatran is my main stallbreaker. Taunt and Toxic really hurts, and Roar in conjunction with my hazards and the fact that few Pokemon can do sizable damage to Heatran can be a real pain for many teams. While severly hurt by the Taunt nerf, Heatran can still break stall quite effectively. I also sometimes use Toxic in conjunction with Shandera to elliminate a Pokemon that lacks phazing; Shandera will usually die in the process but it can be worth it to eliminate Chansey (usually the main target of this). I don't run any Speed like Jibaku normally does because the extra bulk makes this thing a bitch to take down, but if Giratina-A becomes more popular I'll probably start to run 128 Speed to outspeed and Taunt it before it can Rest. Heatran may seem to overlap a bit with Shandera, but their purposes are extremely different. Heatran breaks up stall and walls tons of stuff while phazing, and what Shandera does is described in its section...
Heatran is named after Jibaku because he created it and he is so annoying, just like Heatran !
Nattorei (M) @ Leftovers *** Wild Eep
Trait: Iron Barbs
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature (+Def, -SAtk)
- Spikes
- Protect
- Leech Seed
- Power Whip
Nattorei is my Spiker, and a great one at that. It can set up on so much stuff, and while it likes rain support a lot more than sunlight, it can still function fine. Nattorei's great bulk and typing allow it to switch in on a lot of stuff and proceed to start setting up Spikes. It can get trapped by the rising-in-popularity-Shandera, but I haven't seen enough to warrant a switch to Shed Shell yet. Nattorei also brings a second Water-type resistance to this team with 3 Water weaknesses. Although it can't take 2 Specs Water Spouts, I usually manage fine. This is also the reason I carry Power Whip (which coincidently helps with my small Groudon weakness, although this isn't too bad as tons of stuff can lure it out and weaken it, which is all my main sweeper needs.) Although I do wish I had Gyro Ball sometimes, like against Rayquaza, I really need Power Whip so I can do some damage to Kyogre. I really don't have *that* big of a problem with it though, as Latias can set up on it and if I sacrifice Groudon to it mid- to late-game I can get a relatively free Swords Dance with Arceus. RP Groudon can give me a little trouble though, and Nattorei can take anything it has (bar Fire Punch >___>) and Whip it with Power! After that its usually to weak to do much and I can eliminate Life Orb variants easily with switching, and if not, Arceus can always take a hit. Nattorei is also my second Fighting weak, which may seem bad, but it actually lures them out quite efficiently for Shandera or Latias to feast upon.
Spikes is quite an obvious addition to the moveset. I like Leech Seed and Protect because it allows Nattorei to provide not only team support, but heal itself quite efficiently. Against things like Dark Arceus that I kill that easily, I send out Nattorei to Leech Seed it then switch to Heatran and Taunt. Heatran will usually end up with a net gain of HP at the end of each turn if I manage to do this before they get a significant amount of boosts. Nattorei's spread may look haphazard, but it lets me almost always take 2 Specs Surfs from Kyogre after a switch into Stealth Rock with the help of Leftovers (50.9% damage). I could use less Special Defense and rely on Protect, but I like to be able to Power Whip without giving a potential switch in a free pass because I have to Protect to survive :(. I could also go with a +SpD nature, but with this spread Nattorei has almost equal Defense and Special Defense, allowing it to take physical and special hits more effectively.
Nattorei is named after Wild Eep because METAL NETTLE METAL NETTLE
Shandera (M) @ Choice Scarf *** Fireburn
Trait: Shadow Tag
EVs: 76 HP / 252 SAtk / 180 Spd
Timid Nature (+Spd, -Atk)
- Overheat
- Flamethrower
- Shadow Ball
- Hidden Power [Rock]
This. Thing. Is. A. Beast. <----. I really can't describe how much this thing owns. Dare not incur Shandera's wrath or you shall be crit into a pit of oblivion (Great Sage.......). Jokes aside, this thing is amazing. It takes out so many things, such as Mewtwo, Darkrai, ExtremeKiller, Forretress, Nattorei; the list goes on. It can't really switch directly into some of these, but with pivots and the like I usually get it in on a Fighting move. That's where the "blessing" of quite a few Fighting weaknesses comes in :). Shandera really holds this team together against a few of the aforemention Pokemon and many more besides. Overheat in the Sun with that SpA and STAB is a force to behold. Mewtwo, even after a Calm Mind, dies after some prior damage. Darkrai stands no chance, nor does Steel Arceus, and ExtremeKiller is obliterated after some prior damage as well. Forretress and Nattorei, as well as nearly every Pokemon that sets up Spikes, is crisped by Shandera. This things main use, however, is eliminating ExtremeKiller's checks and counters. The two are amazing counters, I can't really stress that enough. Pretty much all Steels, save for Heatran, and Fighting-types fall to Shandera. This thing can also double as a spinblocker, as Forretress really stands no chance. I won't switch this in on a full health Forretress, as they will get 3 layers if I do so, so I wait until Sturdy is "broken," usually by hazards, and then go in for the kill. Tentacruel is the only spinner that can give me "trouble," but it can only 3HKO me in the sun unless it invest a lot into SpA, and even then Shadow Ball is a near 3HKO-4HKO, meaning it will most likely be forced out from my switch in and die later on to hazards. Nattorei turns into pretty much 1 layer of hazards and then they're dead for the opponent as well. Shandera can also sacrifice itself and nearly kill Groudon if needed - all the better for Arceus. As stated before, Heatran's Toxic in conjunction with Shandera's Shadow Tag can be used to sacrifice Shandera in order to nearly take down Chansey (who will most likely die later from hazards or my switch in).
Overheat is a fairly obvious choice to inflict tons of damage and incinerate most things in its path. Flamethrower is the more consistent alternative if I don't want my SpA lowered or can't afford a miss. Shadow Ball is weaker than Overheat in the sun so it isn't used that much, but its quite useful as an alternative STAB. With it, Lugia will usually take a big chunk in its efforts to phaze Shandera out, unless it has Earthquake -_-. I originally used HP Ice for SD Rayquaza, but HP Rock does quite a bit, usually ending Rayquaza's life in conjunction with SR and a few rounds of LO damage. If all else fails it will definitely be in range for Arceus's ExtremeSpeed after HP Rock. HP Rock is used to give me an extra "layer" of protection against Ho-Oh. It may seem dumb to invest in HP with something so frail, but this spread gives me enough Speed to outpace anything sitting 1 point above Timid Mewtwo. Max Special Attack for obvious reasons, and the rest are just thrown into HP. Shandera can actually take some hits, like unboosted ExtremeKillers Shadow Claw and Shadow Sneak from Giratina-O if Shandera has taken little prior damage.
Shandera is named after Fireburn because they are both Fire-types! I don't know though I still think Shandera is cooler than him...
Latias (F) @ Soul Dew *** Great Sage
Trait: Levitate
EVs: 52 HP / 204 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psycho Shock
- Dragon Pulse
- Recover
Latias (F) @ Soul Dew *** Great Sage
Trait: Levitate
EVs: 52 HP / 204 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psycho Shock
- Dragon Pulse
- Recover
Soul Dew not being released limits Latias's usefulness to Dream World, but its still extremely good there! Latias is quite a useful addition to this team with its good combination of bulk, speed, and power. Latias also takes special Fighting attacks that would be too risky to send Shandera in, and more importantly, Kyogre. Latias's bulk and Soul Dew stop Kyogre from almost crushing my team flat. She also stops Reshiram from demolishing my team, a job that almost falls on her alone unfortunately. I chose Calm Mind on a seemingly unbulky set because it is a great tool against stall and offense a like. Latias's new move, Psycho Shock, allows it to plow through would-be special walls like Chansey and Blissey with a Calm Mind or 2. Dragon Pulse provides the primary STAB, however, and is quite powerful as well. Recover is good for when I force stuff like Kyogre and Reshiram out, keeping Latias healthy and able to switch in again. Those two don't really like hazards, so I can usually just do that and get them weakened to a point where they can't switch in on much safely.
The spread may seem odd on a seemly defensive Latias, but I need near max Speed to outspeed Terakion if Groudon is too injured to wall it. After that its so close to max Speed its just not worth those HP EVs compared to the opportunity to outspeed opposing Latios and Latias. The SpA EVs are sort of hap-hazardly placed and allow me to OHKO Palkia if I don't have rocks down, but I like the power a lot. I sometimes run an alternative spread of 160 HP / 96 SpA / 252 Spe as that benchmark allows me to OHKO Palkia with Stealth Rock, but I really like all the power 204 affords... I know I don't really have a problem with Palkia I just use those as benchmarks lol. It may seem odd that I rely on Latias without Thunder to kill Kyogre, but Psycho Shock more often then not can 2HKO just like Thunder.
Latias is named after Great Sage 'cause you don't mess with Great Sage 9.9 (ok I admit it i really couldn't think of someone to name this after).
Arceus @ Silk Scarf *** locopoke
Trait: Multitype
EVs: 252 HP / 132 Atk / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Shadow Claw
- ExtremeSpeed
- Earthquake
The <insert star of the show cliche here>. Its crude and unoriginal, but with Shandera support, and the support of the rest of my team, man does it hit hard. I rarely send this out until lategame when everything is sufficiently weakened and my hazards have done their toll. Arceus doesn't really "check" anything, but aside from cleaning up amazingly it can revenge a few things with ExtremeSpeed, and is quite useful as my only user of priority.
Arceus can set up a Swords Dance against so many things it's not even funny. If Kyogre is alive and Latias and Nattorei are down I will usually sacrifice Groudon to Kyogre and bring this thing in for free. It gets a 100% free Swords Dance if I do this, as Surf and Water Spout stand no chance of OHKOing in the sun, while Ice Beam can't freeze under the sun. They can't be using Thunder otherwise they couldn't have killed Groudon. All of this of course assumes no crits, although I doubt even those can kill it under the sun with all the bulk I'm running. So, yeah, my core eliminates and/or weakens Groudon, Lugia, Skarmory, Nattorei, etc and then this thing comes in on like 80% of the tier and gets a free Swords Dance. By this time in the game its usually too late for anything to be done. I opt for 3 coverage moves rather than Recover since I rarely use this until the point where I can clean everything up, and the coverage helps. ExtremeSpeed is obvious for a priority STAB off 120 Base Attack. Shadow Claw covers Ghosts, while Earthquake takes care of Steels and things like Zekrom if no hazards are present. I choose Silk Scarf because it affords a considerable ammount more power while not sacrificing any health. For the EV spread, I threw 252 EVs into HP to afford a lot of bulk. Then I put 124 EVs into Speed to assure I outspeed all base 90 Speed Pokemon, and the rest of the EVs are thrown into Attack with an Adamant nature for more power.
Arceus is named after locopoke because its a fucking troll and should be banned, but damn is it good.
"After the pre-battle tintinnabulation is completed, please stare in pure, unadulterated horror and ominous presentiment at what is unequivocally the best and most versatile Pokemon in the game. Dare not incur Arceus's divine wrath, or else the consequences shall be severe and merciless, and life shall become an evanescent wisp."
One last look
Ubers
Arceus
Darkrai
Deoxys-A
Dialga
Giratina
Giratina-O
Groudon
Ho-Oh
Kyogre
Lugia
Mewtwo
Palkia
Rayquaza
Reshiram
Shaymin-S
Zekrom
Non-Ubers:
Blaziken
Blissey
Chansey
Deoxys
Deoxys-D
Deoxys-S
Ditto
Doryuuzu
Dugtrio
Espeon
Erufuun
Forretress
Garchomp
Gengar
Genosect
Heatran
Heracross
Jirachi
Kingdra
Kyurem
Latias
Latios
Lucario
Ludicolo
Manaphy
Mew
Metagross
Nattorei
Octillery
Sazandora
Scizor
Shandera
Shedinja
Skarmory
Tentcruel
Terrakion
Tyranitar
Ulgamoth
Victini
Wobbuffett
Non-Ubers:
Rate away!