Project SV Ubers Bazaar (DLC 2)

https://pokepast.es/edb14273a2521030

Some screens team I threw together a few weeks ago. Nothing too outstanding or notable about it, but it doesn't seem to be that bad through 12 games starting from 1000 going up to 1300s going 11-1. So, not sure how it fairs in the mid or high ladder. Like I said, all the sets are pretty standard, but screens allow Kyogre, Arceus-Ground, or Zacian to set up without worrying about taking a big hit. Also, specs Miraidon is there to destroy anything in its path, as well as corviknight for a bit of bulk.
 
While I appreciate the effort of sharing a build that you had some success with, I would not recommend this build to anyone serious about the tier. You shouldn't be running a Defog Corviknight or Specs Miraidon on a Screens HO.
Yeah, I kinda figured it'd be more of a low ladder type of build
 
:Deoxys-Attack: :Arceus: :Ho-oh: :Miraidon: :Koraidon: :Zacian-Crowned:
Here's a lead Deoxys-A offense team I put together that brought me to the 1500s almost undefeated. I don't think the core idea behind it is anything revolutionary, but I do like taking advantage of Miraidon's electric terrain and Koraidon's sun by using fire/electric coverage on arceus and zacian respectively. Electric terrain boosted supercell slams and sun boosted flare blitzes guarantee 2hko's on physdef Necrozma Dusk Mane and Ho-oh respectively.

I put tera dark on deoxys with the idea to block any prankster taunts from something like grimmsnarl, but this might be too much of a commit and a very early use of the tera. Against deoxys-speed leads i lead off with arceus and just click espeed twice. If they taunt me the first turn fearing swords dance, that's perfect. No hazards for them.

Scarf miraidon and loaded dice koraidon should be self-explanatory.

On Zacian-C I put wild charge over play rough, with the idea being that at +3, behemoth blade and close combat would ohko most of the play rough targets anyway. Wild charge is nice against Ho-oh and NDM, for the latter it means no cc defense drop for (defensive) ndm to exploit. The recoil does not give NDM an OHKO on Zacian. Wild charging twice only works if there is electric terrain. If there isn't, then wild charge first and then cc. Offensive ndm just gets KOed by +3 cc anyway. Tera fire to be safe against burns.
 
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Stallion

Tree Young
is a Tiering Contributoris a Battle Simulator Moderator Alumnusis a Three-Time Past WCoP Champion
:Deoxys-Attack: :Arceus: :Ho-oh: :Miraidon: :Koraidon: :Zacian-Crowned:
Here's a lead Deoxys-A offense team I put together that brought me to the 1500s almost undefeated. I don't think the core idea behind it is anything revolutionary, but I do like taking advantage of Miraidon's electric terrain and Koraidon's sun by using fire/electric coverage on arceus and zacian respectively. Electric terrain boosted supercell slams and sun boosted flare blitzes guarantee 2hko's on physdef Necrozma Dusk Mane and Ho-oh respectively.

I put tera dark on deoxys with the idea to block any prankster taunts from something like grimmsnarl, but this might be too much of a commit and a very early use of the tera. Against deoxys-speed leads i lead off with arceus and just click espeed twice. If they taunt me the first turn fearing swords dance, that's perfect. No hazards for them.

Scarf miraidon and loaded dice koraidon should be self-explanatory.

On Zacian-C I put wild charge over play rough, with the idea being that at +3, behemoth blade and close combat would ohko most of the play rough targets anyway. Wild charge is nice against Ho-oh and NDM, for the latter it means no cc defense drop for (defensive) ndm to exploit. The recoil does not give NDM an OHKO on Zacian. Wild charging twice only works if there is electric terrain. If there isn't, then wild charge first and then cc. Offensive ndm just gets KOed by +3 cc anyway. Tera fire to be safe against burns.
Why is the exclusively physically attacking Zacian - defense (hasty) instead of jolly?
 
Dumping all my SV Ubers teams since peaking ladder. The teams toward the bottom of this post are more recent & better suited to current DLC2 meta trends. Enjoy!

https://pokepast.es/e4c71f2085883fd0 / https://pokepast.es/509469f8d4ce5bc0

Here's a screens HO build I'm fan of. TR + SD NDM & Caly-I form a powerful anti-offense core that shuts down virtually all the offense structures you'll commonly see in the early stages of the meta. In case you're wondering, the 1 Speed IV is to creep opposing min speed NDM & Caly-I. The crux of this team is Tera Stellar Double Dance WP Miraidon, which can easily 6-0 many builds. Alternatively, Miraidon can also run a LO Tera Dragon CM + Taunt set to better break fatter teams.

https://pokepast.es/e31e0ddafaf92070 / https://pokepast.es/f09f6bacd69d53c0

Here's another type of HO featuring lead Deo-S. Tera Dark + Thunder Wave improve(s) the opposing Screens HO matchup. I've considered running Mental Herb, but I feel it's too niche & the last thing you want is your Deo-S to get OHKO'd on T1 by Scarf U-turn Korai or Electro Drift Mirai. The rest of the team is fairly standard, with Tera Fire Agility + Meteor Beam Eternatus serving as the ultimate cleaner of the team. The second team is a slightly different flavor of HO featuring lead Deo-A. The one caveat Deo-A has over Deo-S is that it can threaten more stuff immediately & beat Magic Bounce Hatterene 1v1

https://pokepast.es/09b48ed0f6525990

Here's a fun Webs HO featuring Terapagos. I noticed several players were running Double Dance Terapagos but couldn't break through defensive Ho-Oh. I like the concept of Power Herb + Meteor Beam, as it provides Terapagos with a way to immediately eliminate one of its best phazing checks, while outspeeding the rest of the meta with Rock Polish + Webs support. While I think Terapagos is a mid-tier mon at best, it is an underrated threat on HO teams.

https://pokepast.es/05f5bfb9bd9fb650

This is one of my favorite Hyper Offense teams at the moment. While 4 Psychic Types may seem excessive, this is one of the few Hyper Offense structures that has a reasonable chance of breaking stall. The team centers around Lead Deo-A + NP Mewtwo + CM Taunt Miraidon, which work together to overwhelm common special walls like Clodsire and Ho-Oh. Once they've been taken care of, physically offensive cleaners like OTR WP NDM + Caly-I & EKiller can facilitate a sweep. This team has a challenging Webs matchup, but OTR WP Caly-I + NDM can help neutralize it.

https://pokepast.es/99312e2864968da0 / https://pokepast.es/a4417b989e17c790 / https://pokepast.es/d5961eff1e70be10

Another version of Lead Deo-A HO featuring Tera Stellar 4 Attacks Flutter Mane. This is a pretty brainless team; you just click buttons and win (provided your moves don't miss). The other variations opt for Tera Flying SD Zacian-C & OTR Caly-I over Flutter Mane.

https://pokepast.es/b52371ff67564710 / https://pokepast.es/870e1680f5ff9ef0

Here's a Balance featuring OTR WP NDM + Caly-I. The team is my favorite of the bunch & quite defensively sound, as Gliscor + Ho-Oh provide(s) a solid backbone, while EKiller & Scale Shot Koraidon are the cleaners / sweepers. The EVs on Ho-Oh guarantee that Brave Bird OHKOs non-Tera Scale Shot Koraidon from full. This is a consistent team & one to use if you're looking to learn how to play the tier. The second team features Misty Terrain EKiller, which prevents status (WoW to physical breakers like Caly-I & NDM) while also reducing the power of Gira-O's Draco Meteor. EQ on Ho-Oh is necessary to improve the otherwise difficult Miraidon matchup.

https://pokepast.es/acf7cd869f9fa700 / https://pokepast.es/5f9a71330e43cce0

Here are two Bulky Offense teams built around Scarf Deo-A + Band / Loaded Dice Koraidon, which have a surprising amount of offensive synergy. They each work to wear down the other's checks so one of them can sweep or clean up. These teams are relatively intuitive to pilot and can catch many players by surprise, since no one really preps for Tera Psychic Scarf Deo-A or Band Koraidon, the latter of which can 2HKO Defensive Ho-Oh too.

https://pokepast.es/b7a798d7c7c1aa50 / https://pokepast.es/a4cdb1c3cd83d170

This is a Balance team built with OreoSpeedruns that capitalizes on winning the Hazard War, spamming HDB & using Knock Off to slowly chip stall teams. This is probably one of the better Balance structures you can make atm. Dragon Tail on Arceus-Fairy / Arceus-Water is a neat tech to phaze faster SD + Taunt abusers.

https://pokepast.es/d17588e0b1bd6920

This is a Bulky Offense team built with OreoSpeedruns. Here, we paired Life Orb Deo-A + Life Orb Flutter Mane - both can bully each other's checks with Knock Off support. The rest of the team plays fairly standard. However, the crux of this build is definitely Bulk Up Arceus, which is a potent stall breaker and late-game HO deterrent. Taunt guarantees Bulk Up EKiller can beat passive Cosmic Power Arceus formes & is generally more useful than Recover.

https://pokepast.es/2a9d0627dacdc1d0

The magnus opus of Ubers, this masterpiece was built with OreoSpeedruns. The team utilizes Ditto to deter volatile set-up sweepers like Scale Shot Koraidon and Zacian-C. It performed extremely well on ladder, peaking #1 with a 1814 ELO & 87.3% GXE. In my humble opinion, this is the single-best team in the current meta.

https://pokepast.es/384e9f2d87854d10 / https://pokepast.es/676251e28920bc30 / https://pokepast.es/e76ebe9ef8c70340

Built originally by Fardin & slightly modified by me, these are some of the most consistent teams in the meta. If piloted well, they are very difficult to beat. I've never found team(s) that could assert complete dominance over a meta as volatile as DLC2 SV Ubers, but these teams challenged me to rethink how I play the game. These are not beginner friendly teams, but if you want to win, use them. Note that if you load into CM + Taunt Miraidon or Sub / Taunt + SD Scale Shot Koraidon, you'll probably lose unless you play perfectly.

https://pokepast.es/dfc27ee5bb05e9f0

Built originally by Icemaster & refined by me, this is one of the most potent HO's of DLC2 SV Ubers. If this team is piloted perfectly, it is very difficult to beat. Agility Miraidon + Eternatus & CM Groundceus all overwhelm each others checks, while Scale Shot Koraidon + OTR WP NDM clean up weakened teams. Substitute on Korai helps ease prediction. This is not a beginner-friendly team, but if you want to quickly climb ladder, pilot it well.

https://pokepast.es/b42e4d828c3c2100 / https://pokepast.es/7ec4f8125cf55db0

My latest and greatest stall team(s) featuring underrated picks like Hippowdon & Wo-Chien. This was originally an AG composition, but works surprisingly well in Ubers. I'm still in the process of testing, but these teams have proven far more consistent than any of the stalls listed above (since they actually have a Mewtwo check & can somewhat deal with Scale Shot Koraidon)

https://pokepast.es/61ea13f7dcec3a20

Here is a broken Bulky Offense featuring Thunder Wave + Water Spout Kyogre. Acting as a solid Koraidon Check, I paired Ogre with two of the most potent special breakers in the tier: CM + Taunt Miraidon & Agility Eternatus to create an extremely potent wall breaking core. The rest of the team is fairly standard, with OTR NDM providing a form of anti-speed control to help the slower members of this team out.

https://pokepast.es/e9e15ca5011ab220

This is currently my favorite composition of the bunch and will be RMT'd later this February. Agility + Solar Beam Miraidon is perhaps the most potent wall breaker / late-game sweeper in the tier. While it may seem like a gimmick set, many players are not adequately prepared to deal with this variant of Miraidon. By supporting it with other threats like Scarf Koraidon & OTR NDM + Caly-I, this team functions as a dynamic Bulky Offense that matches well into the vast majority of team structures frequently seen in SV Ubers.
For the magnum opus team you and oreo made, what are the EV spreads for Ho-oh and Arceus for? And I guess general tips when using the team?
 
Trick room team built around specs kyogre and basculegion that I got to around top 15. I think the basculegion set is really neat as you can endeavour and Aqua jet any boosting threats. Last respects is pretty strong without any boosting items. Specs kyogre is crazy strong with trick room and with healing wish support you can wear down Koraidon.

I like the Arceus set to lure gliscor and it’s still okay against koraidon on specs miraidon with Hat

The only Pokémon I’m unsure about is great tusk, but it’s good into koraidon under trick room and it can break some teams.

Kyogre @ Choice Specs
Ability: Drizzle
Tera Type: Water
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Water Spout
- Origin Pulse
- Ice Beam
- Thunder

Hatterene @ Focus Sash
Ability: Magic Bounce
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Dazzling Gleam
- Trick Room
- Healing Wish

Calyrex-Ice @ Never-Melt Ice
Ability: As One (Glastrier)
Level: 99
Tera Type: Fire
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Glacial Lance
- Swords Dance
- High Horsepower

Basculegion @ Focus Sash
Ability: Adaptability
Level: 99
Tera Type: Ghost
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Last Respects
- Liquidation
- Aqua Jet
- Endeavor

Arceus-Ground @ Earth Plate
Ability: Multitype
Tera Type: Fairy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Stealth Rock
- Ice Beam
- Healing Wish

Great Tusk @ Booster Energy
Ability: Protosynthesis
Tera Type: Steel
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Headlong Rush
- Rapid Spin
- Head Smash
- Ice Spinner
 
This is a team I saw some limited success with:
Screenshot 2024-01-26 214002.png

(low GXE because I made the genius decision to test and ladder on the same account. I did get a little higher than this, but never took a screenshot.)

EDIT: Decided to have a little fun and got a bit higher on the leaderboard with this team today:
Screenshot 2024-02-26 184750.png


I'm sharing it now because it has some pretty glaring flaws that need to be compensated for, and I'd like to move in a different direction. Most notably, it's extremely ice weak, and Calyrex-I and Iron Bundle are prone to shutting it down late game if you haven't kept your answers healthy:

:koraidon::zacian_crowned::reshiram::miraidon::arceus_ground::giratina_origin:
https://pokepast.es/3e38741967a59e3d

Explanations:

:koraidon:: Band Koraidon has pretty much no consistent checks, and when it does sense danger, it can easily take a chunk out of something's HP with U-Turn, and bring in a more suitable ally. It naturally outspeeds most 'mons in the tier, and can easily OHKO or 2HKO most of those if played correctly. It also serves the critical role of bullying Ting-Lu so that Miraidon can shine, and putting up sun so Reshiram's Blue Flares turn into thermonuclear weapons.

:zacian_crowned:: Here's your obligatory setup sweeper + wallbreaker Zacian set. Only real divergence from the norm is tera fire + Tera Blast, which has enough power to OHKO most NDM sets from full after a Swords Dance, and is actually able to force Ho-Oh out if sun is up. In this team, Zacian's excellent typing is critical, though, so it's best to play conservatively, because you're not in a great spot if it goes down early on. If the absolute worse comes to worst, you can pivot Zacian with Giratina or Arceus in order to stall out Trick Room turns from Calyrex-I, but that's a situation best avoided if at all possible.

:reshiram:: A BW special, slotting in Scale Shot to its old mixed Flame Charge set in order to pick up the KO on more weakened targets. Is able to come in on the extremely common Ho-Oh Sacred Fire or choiced Koraidon Flare Blitz and either pick up a boost on the switch or a KO with Stone Edge or Draco Meteor, respectively. Also serves as a dangerous wallbreaker, with sun-boosted Blue Flares shredding even resisted targets, and OHKOing gliscor even with sun down. Tera Fairy also allows Resh to set up on Koraidon and Miraidon: If they're choiced, they can end up locked into a dragon move, wheras if they're not, they'll be outsped and KOed after a Scale Shot. There's a reason why Resh isn't an ubers staple, though. It needs babysitting. Hazards need to stay down, rain can't come up (dispatch Kyogre as quickly as possible), and a poor defensive typing requires more effort than it's probably worth in order to make use of. There are some games where resh will be the MVP, and others where it will be dead weight, but that's just the price of admission with this Pokémon.

:miraidon:: Miraidon really wants to Volt Switch everything, so it's important to take out opposing Ting-Lu, Gliscor, and Arceus-Ground as quickly as possible. With scarf, it's able to outspeed most threats, while electric terrain + Hadron Engine still give it a huge offensive presence. You'll still speed tie with booster energy/sun Flutter Mane and opposing scarf bikes, and get outsped by this team's worst matchup, Iron Bundle. If you see the techno penguin in team preview, it's absolutely critical to keep Zacian healthy and sun up.

:arceus_ground:: Primary setup sweeper + potential taunt lead. Stone edge is used over Shadow Claw due to the prevelance of Ho-Oh, and tera ghost is used over tera ground to help with Arceus forms, Rayquaza, and Deoxys forms that carry Espeed. In an emergency situation, it's also helpful for erasing its ice weakness, and staving off low kicks from Koraidon.

:giratina_origin:: The glue that keeps this team together. Gives a handy ground immunity to somewhat compensate for the three weaknesses elsewhere, and keeps hazards off (which is a requirement for Reshiram to be of any use). With this spread, it's able to guarantee a KO on Calyrex-I via a a Poltergeist then a Shadow Sneak so long as the opponent doesn't terastallize. Critically, 'Tina can tera steel to shut down a Caly-I that does tera, most Arceus forms, Gliscor, NDM, and Zac without Close Combat. Shadow Sneak is also the only priority on this team, which is invaluable for picking off frail sashmons like Deoxys leads and Ribombee that Miraidon and Koraidon can bring down with Volt Switch and U-Turn, respectively.
 
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Etern Fabulous - (Peaked #5, 1741 ELO, 88.9% GXE)

Since not everyone always check the SV Other Teams threads, I'll drop this in the Bazaar as well for easier accesibility. Hey guys, finally have the chance to RMT this heat Eternatus T-Spike Balance team we (Me, Zest Of Life, and DonBoneJones) have cooked up and been playing on high ladder with. Inspiration for the ladder alt nickname and the team nickname theme is Rich Amiri's Ghetto Fabulous, favorite song off of that right now is One Call (yeah, I'm basic).


Introduction

We've been playing the tier for a few weeks (Don and I atleast), and making our VR, we realized how little viable T-Spike absorbers existed in the tier (basically only Eternatus, Clodsire, and the very niche Glimmora). Miraidon has been a pretty contentious topic recently, and some believe its not broken due to the existence of specially defensive grounds (such as Clodsire, Arceus-Ground, Groudon and Ting Lu most prominently) which are pretty weak to T-Spikes (barring Clodsire, but it's for sure the most niche and passive by far). With T-Spikes up, Miraidon can beat these bulky grounds over time, and also heavily affects Miraidon and Koraidon, where T-Spikes immediately puts them on a timer and allows the rest of the team to deal with them.

Proof Of Peak

top5peak.png


Building Process

:eternatus: :miraidon:

We started with this core as mentioned in the intro, where Eternatus acts a specially defensive T-Spike setter, and Miraidon can take advantage of those T-Spike and sweep late game thanks to Choice Scarf + Tera Electric Electro Drift, which nukes the entire tier with those specially defensive grounds gone as the most common ones can't run boots, and get worn down quickly by poison.

:eternatus: :miraidon: :arceus-ground: :ho-oh:

Next, the mandatory check to the two (definetely not broken) most prominent offensive threats in the tier, Miraidon and Koraidon. We added Arceus-Ground and Ho-Oh to check them, Arceus-Ground acting as a late game win condition with Calm Mind, and Ho-Oh being the big bitch it is.

:eternatus: :miraidon: :arceus-ground: :ho-oh: :necrozma-dusk-mane: :calyrex-ice:

The speed control on the team was middling at best, and to round it out we added an offensive Trick Room core to flip the script on Webs and Offense teams. Well played, I personally believe this is the best offensive core that exists in the tier, and serves its role more than well on the team.

Team Preview

:sv/eternatus:

ONE BEAM @ :Heavy-Duty Boots:
Ability: Pressure
Tera Type: Normal
248 HP / 172 SpD / 88 Spe
Calm Nature
- Dynamax Cannon
- Flamethrower
- Recover
- Toxic Spikes

The schizo vision for this team, the man, the myth, the legend, Eternatus. We went with a specially defensive set to act as our main Kyogre check, Dynamax Cannon is reliable STAB, Flamethrower acts as coverage for Necrozma-Dusk-Mane and Zacian (wouldn't wanna get 6-0'd by that testing the team haha), and Recover offers reliable recovery. Speed is to creep boosting nature base 95s, and is really all the speed this set needs. You may be looking at this set and thinking to yourself, what crack did you smoke before putting Eternatus as Tera Normal on this build? Well, whatever crack it is ask Icemaster to pass it, because they effectively cock blocked our 90% GXE by running physically defensive Tera Normal Kyogre (very real set in a very healthy meta). We took inspiration, and Tera Normal acts as the only you don't get molly whopped by Basculegion, as the rest of the team is very Last Respects weak otherwise.

:sv/miraidon:

DRACOS ON READY @ :Choice Scarf:
Ability: Hadron Engine
Tera Type: Electric
252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Electro Drift
- Dragon Pulse
- U-turn

Miraidon is Scarf to provide consistent speed control, act as a late game cleaner since all of the bulky ground types get easily worn down by T-Spikes, and acts as a surprise factor since most teams are underprepared for Scarf Miraidon (as its objectively the worst set for it, but fits this team really well). Originally this was a Pivot Boots Miraidon, but the team proved to be Zacian weak, and Scarf Tera Electric Drift is a clean OHKO. U-Turn was chosen over Volt Switch for better momentum on the specially defensive grounds plaguing the tier and being it's main switch in, and Dragon Pulse acts as reliable STAB (which is especially useful in the endgame) that doesn't drop Special Attack.

:sv/arceus-ground:

ILLUMINATI @ :Earth Plate:
Ability: Multitype
Tera Type: Steel
200 HP / 104 Def / 48 SpA / 136 SpD / 20 Spe
Calm Nature
- Calm Mind
- Judgment
- Power Gem
- Recover

This literal god spread is all Don's doing, this thing is unreasonably bulky and lives and beats everything it needs to. Firstly, into Miraidon, 2 Modest Draco Meteors after Stealth Rocks never KO Arceus-Ground. A +2 4 Hit Scale Shot From Koraidon Never KOs (don't ask about 5 hit), and Necrozma-Dusk-Mane is 2HKO'd by Judgement and a +2 Photon Geyser or Sunsteel Strike doesn't OHKO back with Stealth Rocks up. Calm Mind gives Arceus-Ground the utility of acting as a Miraidon check and a threatening win condition with Calm Mind, as it can sit on a lot of the tier and accumulate +1 or +2 Special boost pretty consistently.

:sv/ho-oh:

OUTTA THERE @ :Heavy-Duty Boots:
Ability: Regenerator
Tera Type: Fairy
248 HP / 100 Atk / 136 Def / 24 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Whirlwind
- Recover

The classic Zest Ho-Oh, perhaps the most important defensive pivot in the entire tier, Ho-Oh provides a valuable switch-in to Koraidon and Zacian, provided they have not set-up. The EVs are so Ho-Oh can always OHKO Koraidon with Brave Bird. The interaction between the two is dicey at best since more experienced players can see a telegraphed Tera Fairy coming in and choose to click Flare Blitz. Luckily, the rest of our team is well-equipped to handle this scenario, and if your god you run down timer then don't Tera to always win the exchange.

:sv/necrozma-dusk-mane:

CROZMA FREESTYLE @ :Weakness Policy:
Ability: Prism Armor
Tera Type: Fire
248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 3 Spe
- Trick Room
- Swords Dance
- Photon Geyser
- Earthquake

The world's most standard Necrozma-Dusk-Mane Trick Room abuser set, it clicks the two funny moves and starts blowing up the tier. I have been running 3 Spe IV to always ensure in the Necrozma-Dusk-Mane mirror under Trick Room, I am slower and get the Weakness Policy proc first. Tera Fire over Ground to set up in front of Ho-Oh and any other burn spreaders, and offers a nice Fire resist.

:sv/calyrex-ice:

TROOPS @ :Heavy-Duty Boots:
Ability: As One (Glastrier)
Tera Type: Fire
248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Trick Room
- Glacial Lance
- High Horsepower

Calyrex-Ice is the exact same deal, basic Trick Room abuser, nothing special going on here. We did choose to go 0 Spe IV since a lot of people are running 1 Spe IV, and I'd argue being the faster Calyrex-Ice under Trick Room is more important. This guy clicks the funny no-drawback 120 base power STAB move and snowballs pretty quickly, played well it is an excellent win condition.

Replays

Versus Freezai (Running Fraudelent Webs) https://replay.pokemonshowdown.com/gen9ubers-2068371271-f5tarqhgxdqd2b3bayh4mee7qxd8q5tpw?p2
Versus Arceus-Ground Balance https://replay.pokemonshowdown.com/gen9ubers-2069195985?p2
Versus Ting-Lu Balance https://replay.pokemonshowdown.com/gen9ubers-2069189848?p2
Versus Webs https://replay.pokemonshowdown.com/gen9ubers-2068140478?p2
Game We Peaked (Versus An Actual In-Game Team) https://replay.pokemonshowdown.com/gen9ubers-2069201277?p2

Threats

:sv/miraidon:

Double Dance LO Draco Meteor Miraidon

Double Dance LO Miraidon with Draco Meteor is specifically the most threatening since it can nuke Arceus-Ground from full. Dragon Pulse sets are relatively easy to play around, but Draco Meteor will require you to make sure you are in a position such that Miraidon cannot get the Agility boost so you can threaten with your own Miraidon, or sack into Arceus-Ground for the Draco Meteor Special Attack drops.

:sv/koraidon:

Loaded Dice Koraidon

Extremely limited counterplay into this. Best play is to aggressively double and not allow anything too passive that allows Koraidon to SD for free, and if it gets the SD you need to dodge a roll with Arceus-Ground or Calyrex-Ice, or get the 50/50 right with Ho-Oh. Alternatively, just win the speed tie with Scarf Miraidon like a true ladder player.

:sv/basculegion:

Basculegion

If Eternatus is dead, GG go next. All seriousness, in the Basculegion match up you need to play smart, preserving Eternatus Tera and HP for endgame, as Basculegion teams using Kyogre means we use Eternatus as our main Kyogre and Basculegion check, so make sure to balance that, you may need to sack a few into Kyogre.

Importable

Here is the paste, enjoy!

Conclusion

Huge shoutouts to Don and Zest for all the help, this whole laddering and building experience has been a huge collaborative effort between the three of us, and I'm happy we got this far in the ladder and got to cook this team. Even with the limitations of what I think is a pretty constricting teambuilding experience (having to build around Basculegion, Miraidon and Koraidon) when not running hard offense, we managed to cook up what I think is a unique and rewarding team, and I truly hope you guys enjoy playing with this team. Lastly, shoutout to Jam and the Academy Discord, which is how Zest and I met, and allowed us to start laddering together. If y'all have read this far, I really appreciate it, and best of luck laddering!​
 

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