Metagame The 2018 Ubers Circuit Megathread



Hello! With the majority of our 2018 tournaments wrapping up and the championship drawing closer, this means that for a lot of us, Ubers tournaments are gonna be on the quiet side. This thread aims to be a wrap up review of the metagames and tournaments where everyone (spectators, managers, and players alike) can contribute with their thoughts, opinions, team dumps, and other general ideas from all our tournaments this year, but it's to be expected that the more recent things like Snake Draft will be making a majority of the discussion.

Here's some quick links to make my post look a bit bigger:

Ubers Championship Standings
Smogon Snake Draft Replays

I'll add more as I think of it, but the main content of this thread will be whatever you guys make of it.
 
As the 2018 circuit is winding down I figured I would share some of my fav builds that I have not already posted somewhere on forums and some of my thoughts. This being my first year playing Ubers I very much enjoyed the tier and despite what seems to be the common opinion of the tier continuing to regress, I think that the tier is moving in a positive direction. Hearing that the snake game between PC and sharow is most likely the last game for ubers in officials saddens me greatly as I do truly believe that is was a very small portion of the community that has caused it so many issues (not unlike a tier like Ou but that seems to never be talked about), and those people are hardly active any longer. That being said I can understand trying to include a new tier to freshen things up from a spectators POV, although I'm not sure how excluding probably the most diverse tier in terms of new mons being seen does this. I have also really only heard good things about the ubers games from this past snake and slam season, I mean aside from the people that obviously just hate ubers to hate ubers. Regardless I hope that the tier continues to push forward as I think it has already and we are able to once again earn our spot in the circuit, even if we have to wait for a new TD team thats not looking for any opportunity to exclude the tier.

sand Psyspam : https://pokepast.es/95578b5a5b04e875

MMX t-spikes balance: https://pokepast.es/6a9328dfcdee0d16

Double flying offense: https://pokepast.es/86df89447cef82fd

Hail balance: https://pokepast.es/d0a9a2423b4a97ef

Triple trap: https://pokepast.es/588bbefbf77f1fb7

Para spam HO: https://pokepast.es/63a963f7692f0c98

Screens HO: https://pokepast.es/56059e2516c4a6d9

Vin 2: https://pokepast.es/76961326e14f1f94

mega bro semi stall: https://pokepast.es/bdd2c452747f1f3a

Chansey offense: https://pokepast.es/5c9f8733e69b8944

Nihilego Balance: https://pokepast.es/f6c8030466fd6579

ditto + band yvel Bo: https://pokepast.es/358faa8e98f856f2

Mega luc offense: https://pokepast.es/b0bea61ef724b787

Ultra + sciz BO: https://pokepast.es/dcb0abe39a9a9af8

swag spikes + ditto: https://pokepast.es/b899f337e142c602

sciz + deo A: https://pokepast.es/fee72dc71decc926

sciz + ditto: https://pokepast.es/4f5f3b6641262687

PS gar + double leech: https://pokepast.es/6048d99c05e7ffd6

Naga HO: https://pokepast.es/b5bdd6374462d05d

Double ghost: https://pokepast.es/d568aa016604e8b2

lure nala + arc ground: https://pokepast.es/4908dfb6a147f50b

Sand balance: https://pokepast.es/eb36290c2f7c8dcd

Ash gren: https://pokepast.es/1d68f7de3d1b6c15

Hyw stall: https://pokepast.es/31c986bbb512b8da

Hyw webs V1: https://pokepast.es/30a35202c1c56bb9

Blazi + t-spikes: https://pokepast.es/28250dbc83bccb70

Cloy HO: https://pokepast.es/033c03fb3d0fe060

whimsi + goth: https://pokepast.es/60826c71f3d01e87

MMX HO: https://pokepast.es/b0a8d75f4430f61a

TBC...

I would like to add something that i've talked about a lot in ubers disc. I think that the way the circuit was done this year was not ideal at least from my perspective and in accordance to how other tiers did it. I think that the main focal point of the circuit should be the current gen, while I understand old gens are important having 5 old gen tour and 4 current is a bit crazy. Especially when considering every other tier has a maximum of two old gen tours. Its quite apparent I am biased on this having earned almost all of my points this year from usm, but it just annoys me how the point system played out and I wish I had said something sooner. anyway was an excellent year and I hope the tier is able to rally and push forward as I'm sure it can.
 
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SiTuM

j'ai du faire un mauvais rêve
is a Community Contributoris a Tiering Contributor Alumnusis a Contributor Alumnus
Hey. After my seasonal run, I wanted to make a post on different things in ubers rn :



Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt / Will-O-Wisp
- Shadow Ball / Hex
- Sludge Wave
- Destiny Bond

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Recover
- Refresh

You surely know what this core consists of, but I'll explain it to make my reflexion clear. Any good ceus type with CM is a huge annoyance atm, CM Waterceus, CM Groundceus, CM Flyceus and CM Darkceus are all very good in the meta, but I think CM Darkceus is the best one to use. It's only clear counters are Xerneas, Fairyceus and Magearna (only if it has Fleur Cannon, otherwise it can just click Pain Split and Heart Swap). As Magearna saw a drop of its usage with the gigantic use of Dusk Mane, the only things that can stop Darkceus are Xern and Fairyceus. We all know Gengar as a dangerous pokemon which forces a lot of plays as you don't want your mons to be trapped dumbly by it, but the fact that once Darkceus begins to CM it forces them to switch in is very good for Gengar because with a good mindgame you can very easily trap them and sweep without much problem with Darkceus if it was your only answer. You can also be drawn into a CM war with an other Ceus, and if you predict well when it does recover or click an attack, you can also trapkill the Ceus with your Gengar. The second fact that makes Darkceus very good is because of Refresh. A lot of teams relies on some status to creep mons and beat them. But with Refresh, you can't just twave or toxic it with your pdon and rk it/wait it dies.

For a little conclusion, I'm not saying that it is broken, it's not, it's often deadweight vs offense (or not as useful as vs balanced because you can't really set up), and if you're using balanced you can have some ways to beat it, the better being not letting it set up i guess lmao, it's clearly not unbeatable but it's a very good core in the actual metagame.

(i don't have replays, but im sure you can found good ppl using it sometimes, or even try it for yourself, you'll see it's very good.)

also some teams i used for ssnl and i find good :



Ho-Oh @ Leftovers
Ability: Regenerator
EVs: 252 HP / 204 Def / 52 SpD
Impish Nature
- Defog
- Sacred Fire
- Recover
- Toxic

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Whirlpool
- Recover
- Perish Song

Gengar-Mega @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Sludge Wave
- Destiny Bond

Giratina @ Leftovers
Ability: Pressure
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
IVs: 0 Atk
- Defog
- Toxic
- Roar
- Rest

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 196 HP / 80 Def / 232 Spe
Impish Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Protect

Toxapex @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Scald
- Toxic Spikes
- Recover




Deoxys-Speed @ Rocky Helmet
Ability: Pressure
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Superpower
- Taunt

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

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 168 Def / 252 SpA / 88 Spe
Modest Nature
- Geomancy
- Moonblast
- Thunder
- Focus Blast

Arceus @ Chople Berry
Ability: Multitype
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Recover
- Shadow Claw

Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Photon Geyser
- Swords Dance
- Sunsteel Strike
- Earthquake

Naganadel @ Dragonium Z
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Draco Meteor
- Sludge Wave




Necrozma-Dusk-Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Photon Geyser
- Earthquake
- Sunsteel Strike

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 196 Atk / 60 SpA / 252 Spe
Naive Nature
- Eruption
- Precipice Blades
- Rock Tomb
- Hidden Power [Ice]

Arceus-Water @ Splash Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Recover
- Toxic
- Defog
- Ice Beam

Ho-Oh @ Life Orb
Ability: Regenerator
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Recover
- Toxic

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Thousand Arrows
- Glare
- Coil
- Rest

Xerneas @ Choice Scarf
Ability: Fairy Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aromatherapy
- Defog
- Moonblast
- Toxic


(sorry if i made spelling mistakes, english is not my first language.)
 
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ORAS Cup r1 and r2: Brought this twice r1 to win g2 and g3 vs Mysterious M and lost to Chillshadow r2. The original version was built by Mags and had Spiritomb in place of defensive Yveltal. The general idea is to slowly control the game with Mgar and Rest Talk Pdon while the rest of the team fends off stuff that threatens them.
https://pokepast.es/ba121a076b290564

UPL Week 3 vs Hack: I lost the import, but the team was based on the Mags team above with Klefki > Tenta, Latios > Yveltal and Offensive SR > Rest Talk Pdon. Didn't get much time to prep (maybe 20 minutes) so we just went with something.

UPL Week 4 vs Pearl: I lost the import (again), but the idea was to bring a Skarm/Magnezone expecting a slow Jirachi/opposing Skarm team then clean with Scarf Dialga. Fortunately, Jirachi showed up, so Skarm just started bullying.

UPL Week 5 vs M Dragon: After testing vs M Dragon teams with Hyw, we found that DD Ray + Scarf Ttar would probably have good matchup. We also found that defensive CM Mewtwo would screw over all of the scarf Dialga/Ttar/Groudon/Latios stuff he was bringing earlier rounds and figured he would not bring something new versus someone with no tour experience. However, I didn't put Mewtwo over Ray until testing with Squinn last minute because it alleviated the support Dialga matchup, and then we ended up basically 6-0ing with the Mewtwo.
https://pokepast.es/f2ca0587a51146a3

UPL Week 6 vs Absdaddy: We noticed that he never brings Gliscor/Forretress/Kingdra, so we disregarded those losses during testing and ended up bringing an edited version of a Hack/Iris sun stall where we swapped the lead Cloyster with Lead Deo-S in order to hurt lead Tenta.
https://pokepast.es/24871c00eb710e05

UPL Tiebreaker vs Absdaddy: I was expecting a Lucario and got a Lucario... The team was built to beat HO and it worked.
https://pokepast.es/67cb179fdc9a484e

UPL Finals vs M Dragon: Wasn't sure what to expect; I originally made a Wobbuffet + Lead Ray HO (lost the import), but opted to just nuke him with specs Palkia because it worked against his teams during tests. I also got a bit lucky dodging the Dark Void since I was Chople lead Rai at the time. Kyogre set can probably change to Rest or Twave.
https://pokepast.es/f5612f488bc85097

EDIT Forgot to mention these:

AG scarf Mega Ray Bulky Offense that I laddered with for Goth reqs: https://pokepast.es/c18fd2ccd1b16472
Mew BP that I brought vs Leru for DPP Cup Quarter Finals (not optimized yet): https://pokepast.es/bb68ac94b9368294
 
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Cynara

Banned deucer.
Aquatic Kiss
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Gengar-Mega @ Gengarite
Ability: Shadow Tag
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Thunder
- Icy Wind
- Taunt

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 92 Atk / 252 SpA / 164 Spe
Mild Nature
- Rock Polish
- Fire Blast
- Precipice Blades
- Hidden Power [Ice]

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Spikes
- Psycho Boost

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 84 HP / 104 Def / 236 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Thunder
- Aromatherapy

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

This is just a simple HO team I'd use here and there - especially in the early rounds of the seasonal's, Slam etc and I was considering it for Snake Draft since I had not publicly used a Hyper Offense team in a while. It's actually an old team adapted from the start of SM. For those who don't know me, I am actually known for Hyper Offense throughout Ubers and is one of my favourite playstyles (actually one of the main reasons I diverge from it, but I digress).

I thought I'd share it here cause its stuck with me throughout the course of the generation. obviously the Sticky Webs matchup is something to learn to play around and could be tough for new players, but the tools are there such as Extreme Killer Arceus and Geomancy Xerneas which is one of the strongest offensive pairing duos in my truthful opinion. USM Ubers is a metagame I believe rewards the most aware and proactive of players so I design my teams to operate to that convention and the know-how to outplay certain matchups is key to this teams success. some examples knowing to be smart against Arceus-Ground matchups and requires indeed a fair amount proactiveness, keeping either Mega Gengar to Icy Wind into a revenge kill or Xerneas and Arceus around to deal with it.

Another quirk on this team is Psycho Boost Deoxys-Speed, ideally I simply don't think Skill Swap is worthwhile anymore, you're better off getting some chip damage, surprise killing a threat like Marshadow or Mega Gengar. Fat matchups are teams you gotta outplay regardless and I feel the inclusion of Skill Swap does not help with this, making some doubles and smart game management are the only true way to have a chance vs say most stalls these days.

What this teams main goal is to take be solid against common styles like Bulky Offense which are evidently ubiquitous in Ubers and has the tools to get around them with ease, the choice of Mega Gengar set is crucial to this, Thunder enables you to deal with Ho-Oh even with the loss of hazards and Icy Wind prays on the usual Zygarde / Mega Salamence picks on Bulky Offense or Balance.

Cosmic Cortex
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Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Ice Beam
- Thunder

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 152 Atk / 104 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Swords Dance

Arceus @ Chople Berry
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Dark Pulse
- Oblivion Wing / Foul Play
- Defog

Zygarde-Complete @ Dragonium Z
Ability: Power Construct
Shiny: Yes
EVs: 224 Atk / 48 SpD / 236 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Outrage
- Glare

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Heal Bell
- Pain Split

This one of the few Kyogre BO builds I have and one of my favourite. It utilises a Timid Calm Mind + 3 Primal Kyogre and Jolly SD Primal Groudon which is a terrifying breaker combination in itself and because speed is the most important stat in Pokemon. Kyogre is one of those mons that can really abuse it in a crowded speed tier, in addition with the Glare support of Zygarde to help out with the wall breaking core. Extreme Killer Arceus makes a return again to help up with the matchup against offense which would otherwise be troublesome, I think ExtremeKiller is due more credit than it receives in the current metagame, its a really useful tool against offense teams. I further cemented this with a Scarf Defog Yveltal to provide insurance to the otherwise troublesome Sticky Webs matchup.

Dragonium-Z Zygarde is an interesting technology which provides a surprise factor and provides Zygarde with a way of bypassing certain defensive checks that it would not always be able to overcome with immediate presence such as Giratina-O, Opposing Zygarde, Mega Salamence and while also being a much stronger Z-Move. Groundium-Z can also be opted for if so wishes, but I think the breaking power of Dragonium is much more beneficial.

The Shower Scene - A Lugia 'Balance'
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Lugia @ Leftovers
Ability: Multiscale
EVs: 252 HP / 32 Def / 212 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Whirlwind
- Toxic
- Roost
- Psychic

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 144 HP / 124 Atk / 52 SpD / 188 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Rock Tomb
- Swords Dance

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 76 HP / 172 Atk / 28 SpD / 232 Spe
Adamant Nature
- Substitute
- Protect
- Dragon Dance
- Thousand Arrows

Toxapex @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Recover
- Haze
- Scald

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Trick Room
- Swords Dance
- Sunsteel Strike
- Earthquake

This team is the definition of sinister. I theorised about Spdef Lugia for a while in the meta, I feel Lugia simply doesn't need physical investment anymore, as it doesn't really check the physical threats it used to, however with special defensive investment, Lugia is great at doing its job of being a wall and dealing with the uprise of Mixed Rock Polish Groudon.

This Lugia team a win against Exiline for seasonal, obviously the team struggles a tiny bit with Ho-Oh but there is enough of a workaround. Stallbreaker Yveltal is a bit menacing to face too and you really have to rely on Arceus-Dark to deal with Mega Gengar too and the core of both can prove to be troublesome. Toxapex + DD Zygarde is a great combination, Protect + Substitute Dragon Dance is chosen to abuse Toxic Spikes which I feel are a prominent hazard in Ubers overall. Trick Room Necrozma-DM is another additional sweeper and being an anti offense addition. This also cements my approach to Lugia Balance as I feel a strong defensive backbone (in this case Toxapex + Arceus-Dark + Lugia are used) followed by strong winning conditions are clearly the way to go for balance, especially Lugia and I think this makes my take completely different as most players see Lugia as a stall exclusive Pokemon which I feel is simply untrue.

Chasing Shadows
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Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 144 HP / 156 Atk / 56 SpD / 152 Spe
Adamant Nature
- Stealth Rock
- Precipice Blades
- Stone Edge
- Swords Dance

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 240 Def / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Draco Meteor
- Toxic
- Defog

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 232 HP / 24 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Judgment
- Thunder
- Recover

Chasing Shadows (Gothorita) @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Confide
- Heal Bell
- Taunt
- Rest

Zygarde-Complete @ Groundium Z
Ability: Power Construct
EVs: 76 HP / 52 Atk / 120 Def / 28 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Coil
- Substitute

Necrozma-Dusk-Mane @ Weakness Policy
Ability: Prism Armor
EVs: 104 HP / 252 Atk / 152 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Sunsteel Strike
- Earthquake

But it's just you and me and we chase our shadows - This is one of my 'unique' teams and one of the few Gothitelle/Gothorita builds I like, what it makes it different is how its structured, I am not too keen on Charm Goth's at the moment and I think its a wasted slot, Status is also prominent in Ubers so I like to utilise Heal Bell on my Goths since I am paranoid of status, and Gothorita is the best candidate for this, due to its superior special bulk over Gothitelle, it is also capable of trapping stuff like Xerneas, which is something Gothitelle completely misses out on. This team is equipped with dealing the threats Gothorita cannot completely remove anymore.

Calm Mind Arceus-Fairy is something I always wanted to use, but strayed away from it due to it being really prone to status, but Gothorita provides some support with this, Arceus-Fairy also has a good defensive synergy for the team. I opted for Thunder as the coverage option as Kyogre is a bit troublesome and also helped out with Ho-Oh, Celesteela etc. DD + Coil Zygarde pairs with this nicely, as it is able to greatly utilise Coil once support Arceus have been removed and the Zygarde evs are crafted specifically to help it in this endeavour, gain multiple boosts and threaten a sweep / seriously damage a team.

Summertime Sadness - vs Fireburn (Snake)
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N. Tropy (Salamence-Mega) (M) @ Salamencite
Ability: Aerilate
EVs: 152 HP / 104 Atk / 252 Spe
Jolly Nature
- Facade
- Roost
- Defog
- Roar

Tiny Tiger (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 156 Atk / 100 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Precipice Blades
- Stone Edge

Dingodile (Arceus) @ Chople Berry
Ability: Multitype
EVs: 248 HP / 236 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Shadow Claw
- Recover

N. Gin (Ferrothorn) (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Protect

Neo Cortex (Xerneas) @ Electrium Z
Ability: Fairy Aura
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Focus Blast
- Thunder

Uka Uka (Marshadow) @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Spectral Thief
- Hidden Power [Ice]
- Shadow Sneak

This is the team that obtained me my first win in Snake Draft out of the 4 games our team I only got to play as our team sadly went out by Phase 2. Special thanks to Bro Fist for the nicknaming convention. I really wanted to win this week and I wanted to use something different and Electrium-Z Xerneas came to mind, as Fireburn struggled vs it somewhat on paper and is a rare threat which makes this team unique. It is also the definition of Hazard stack is dangerous in Ubers backed by Ferrothorn, with Extreme Killer Arceus, Xerneas and Marshadow abusing the hazard stack convention. My team were afraid of Geomancy Xerneas a bit and the inclusion of Roar Salamence was an interesting tool too, incase it tried to setup vs my Salamence while also further taking advantage of the teams concept. This team really struggles against DD + Dragon Tail zygarde so beware of that if you decide to use this team.

Straight For The Knife
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Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hex
- Sludge Bomb
- Will-O-Wisp

Kyogre-Primal @ Blue Orb
Ability: Primordial Sea
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Origin Pulse
- Thunder
- Ice Beam

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 64 Atk / 252 SpA / 192 Spe
Mild Nature
- Rock Polish
- Precipice Blades
- Fire Blast
- Hidden Power [Ice]

Giratina-Origin @ Griseous Orb
Ability: Levitate
Shiny: Yes
EVs: 240 Def / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Hex
- Toxic

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Thunder Wave
- Recover

Necrozma-Dusk-Mane @ Solganium Z
Ability: Prism Armor
EVs: 252 HP / 228 SpD / 28 Spe
Careful Nature
- Swords Dance
- Sunsteel Strike
- Earthquake
- Morning Sun

I am quite fond of the dual ghost arcehtype kind of teams. This team was actually built in Snake Draft and I planned to use it against Zesty43 later on in the tour, cause it is the ideal team to use against him. It is the only team I have with Stealth Rock Arceus-Fairy due to my distaste of it as a support Arceus. Fortunately it works really well against Zesty due to his low Gengar usage and non existent Gothitelle usage so I was inclined to use it. I actually gave this team to Pohjis as Pokeaim was using Zesty teams throughout his grand slam runs so I just wanted to help a friend out. Thunder Wave Arceus-Fairy actually pairs really well here as it helps out Primal Kyogre and boosts the potency of Hex on Mega Gengar. Not much to say about this team except it being a solid dual ghost bulky offense and what I feel one of the workable Arceus-Fairy builds.

Pull Me Under
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Salamence-Mega (M) @ Salamencite
Ability: Intimidate
Happiness: 0
EVs: 72 HP / 184 Atk / 252 Spe
Jolly Nature
- Defog
- Double-Edge
- Earthquake
- Roost

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 8 HP / 244 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 12 Def / 144 SpA / 100 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Recover
- Ice Beam

Toxapex (F) @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Scald
- Recover
- Haze

Lunala @ Lunalium Z
Ability: Shadow Shield
Shiny: Yes
EVs: 244 SpA / 12 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Focus Blast
- Roost

Magearna @ Leftovers
Ability: Soul-Heart
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Fleur Cannon
- Volt Switch
- Heart Swap
- Heal Bell

I built this team while helping out Pearl's Grand Slam run. Again, it is a team featuring one of my favourite defensive cores of Arceus-Dark + Toxapex. This time the team opted for Calm Mind Lunala as the breaker as that is an idea that Pearl wanted to use. Arceus-Dark was decided as the Stealth Rocker so I could opt for a Rock Polish Groudon to deal with offense. Salamence-Mega is a glue of the team completing off the defensive synergy and provide hazard removal support, with Magearna to ensure the critical meta relevant pokemon are covered sufficiently as possible. Most of the team is purely standard however.

Obviously there are a plethora of teams I could talk about here, but these are the ones I mainly wanted to share to the community some of the unique teams I have used throughout USM Ubers and I hope it helps some of the newer players out.

As my good friend Zf would say; Take it easy, amigos.
 

Mysterious M

Sic mundus creatus est
is a Community Contributor Alumnus
Gonna drop some teams as well. Some teams that i built for Garay in Snake, and some more staff:

Toxapex Balance [Snake]

Φώς (Groudon-Primal) @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Precipice Blades
- Toxic
- Rest
- Stealth Rock

Φεγγαρόφως (Lunala) @ Lunalium Z
Ability: Shadow Shield
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Moongeist Beam
- Moonblast
- Roost

Μπλέ Φώς (Lugia) @ Leftovers
Ability: Multiscale
EVs: 224 HP / 252 Def / 32 SpD
Bold Nature
IVs: 0 Atk
- Psychic
- Whirlwind
- Roost
- Toxic

Καρκινοφώς (Toxapex) @ Shed Shell
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Toxic Spikes
- Haze
- Toxic

Μαύρο Φώς (Arceus-Dark) @ Dread Plate
Ability: Multitype
EVs: 252 HP / 128 Def / 4 SpA / 124 Spe
Bold Nature
IVs: 0 Atk
- Judgment
- Ice Beam
- Recover
- Defog

ΥΠΟΜΟΝΗ ΜΜ (Blissey) @ Shed Shell
Ability: Natural Cure
EVs: 252 HP / 252 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Confide
- Soft-Boiled
- Heal Bell

Scizor + Deoxys-A [Snake]

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 176 Def / 84 SpD
Impish Nature
- Bullet Punch
- U-turn
- Curse
- Roost

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 100 Atk / 172 SpA / 236 Spe
Rash Nature
- Psycho Boost
- Superpower
- Extreme Speed / Pursuit
- Ice Beam

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 80 Atk / 252 SpA / 176 Spe
Mild Nature
- Eruption
- Stealth Rock
- Precipice Blades
- Rock Tomb

Ho-Oh @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Toxic
- Defog

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 164 Def / 92 Spe
Timid Nature
IVs: 0 Atk
- Thunder Wave
- Will-O-Wisp
- Judgment
- Recover

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Hex
- Thunder Wave

Dual Fight Offense [Snake]

Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Bullet Punch
- Meteor Mash

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Judgment
- Toxic
- Will-O-Wisp
- Recover

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Stealth Rock
- Rock Tomb
- Overheat
- Precipice Blades

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 184 Def / 172 SpA / 152 Spe
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Hex
- Draco Meteor
- Defog

Ho-Oh @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Sacred Fire
- Toxic
- Defog

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Bulk Up

Flyceus Balance [Snake]

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 248 HP / 148 Def / 112 SpD
Relaxed Nature
- Stealth Rock
- Toxic
- Overheat
- Precipice Blades

Arceus-Flying @ Sky Plate
Ability: Multitype
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Refresh
- Recover
- Judgment

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hex
- Sludge Bomb
- Taunt
- Will-O-Wisp

Zygarde-Complete @ Leftovers
Ability: Power Construct
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Thousand Arrows
- Glare
- Dragon Tail
- Rest

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Bullet Seed
- Leech Seed
- Protect
- Spikes

Yveltal @ Choice Scarf
Ability: Dark Aura
EVs: 248 HP / 36 SpA / 224 Spe
Timid Nature
- Foul Play
- Oblivion Wing
- U-turn
- Defog

MMX + Dragonium Zygarde

Mewtwo @ Mewtwonite X
Ability: Pressure
EVs: 116 HP / 140 Def / 252 Spe
Jolly Nature
- Recover
- Will-O-Wisp
- Low Kick
- Ice Beam

Zygarde @ Dragonium Z
Ability: Power Construct
EVs: 12 HP / 216 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Outrage

Groudon-Primal @ Red Orb
Ability: Drought
EVs: 252 Atk / 100 SpD / 156 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Precipice Blades
- Stone Edge

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 64 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Judgment
- Recover
- Thunder Wave

Necrozma-Dusk-Mane @ Leftovers
Ability: Prism Armor
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Sunsteel Strike
- Toxic
- Moonlight

Giratina-Origin @ Griseous Orb
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Hex
- Thunder Wave

Will add some more after the circuit playoffs end.
 
We are currently in the process of creating the 2019 circuit. I'm open to hearing (constructive) feedback and potential ideas in this thread so that we may consider it when designing next year. Stuff like overall feeling, meta representation, scheduling across the year, amount of x tours, etc.

Some quick thoughts I have that will probably see implementation coming from community feedback so far (but don't take as guarantees):

- an early-ish UPL (likely immediately after Exhibition)
- A team tournament + ssnl running around "Ubers Open" to compensate for the lack of it and address the demand for another team tour after UPL (most likely a Snake format or something but tbd)
- more tournaments rather than less, i'll be more towards tournament overlap and multiple running at once over leaving gaps or waiting around (type A overlap will still be kept to a minimum)
- i'm looking at making type C tournaments common and easy to start up and i'd like to better clarify what would make a type C tour, because it is a bit of a vague idea so far and we didn't have any in 2018. being an easy to throw around tier of tournament should result in a scattered but reasonable amount rather than zero.

If there's feedback on our Championship format I'm happy to hear it after its conclusion. It doesn't necessarily need to be locked in by the end of this month like our overall circuit does and I want to see how it concludes myself before making any judgements, and you should too.
 
We are currently in the process of creating the 2019 circuit. I'm open to hearing (constructive) feedback and potential ideas in this thread so that we may consider it when designing next year. Stuff like overall feeling, meta representation, scheduling across the year, amount of x tours, etc.

Some quick thoughts I have that will probably see implementation coming from community feedback so far (but don't take as guarantees):

- an early-ish UPL (likely immediately after Exhibition)
- A team tournament + ssnl running around "Ubers Open" to compensate for the lack of it and address the demand for another team tour after UPL (most likely a Snake format or something but tbd)
- more tournaments rather than less, i'll be more towards tournament overlap and multiple running at once over leaving gaps or waiting around (type A overlap will still be kept to a minimum)
- i'm looking at making type C tournaments common and easy to start up and i'd like to better clarify what would make a type C tour, because it is a bit of a vague idea so far and we didn't have any in 2018. being an easy to throw around tier of tournament should result in a scattered but reasonable amount rather than zero.

If there's feedback on our Championship format I'm happy to hear it after its conclusion. It doesn't necessarily need to be locked in by the end of this month like our overall circuit does and I want to see how it concludes myself before making any judgements, and you should too.
why not an ubers wcup and a ladder tour ?
 

Cynara

Banned deucer.
I appreciate that you're being open to feedback for the 2019 Circuit and willing to hear any positive input from the community.

I am rather keen on the topics of tournament representation of Ubers, so I will be as detailed and as constructive as possible for each point raised in this post.

- an early-ish UPL (likely immediately after Exhibition)
I agree with the notion of an early UPL - This should almost be the case for every year. I feel like a late February/Early March is close as optimal as possible, as it allows to accommodate other circuit tournaments such as Ubers Winter Seasonal being concluded or in the very late stages. Pentathlon (if we go off last years circuit, I don't know if you have any plans to move this or not) would have just started and this could easily co-exist with the UPL. Furthermore If you look at official tournaments such as SPL also exist in this time period would also be coming to conclusion which is also beneficial, as SPL Players would have had adequate time to settle into playing/dedicating to SPL etc and would be more inclined to participating in UPL.

I understand some players have been calling for a Late dec/Jan UPL and now with exhibition I honestly don't feel this is beneficial to the quality of the tournament, as the period is rather tournaments heavy (official and Ubers circuit, Exhibition, Beginning of SPL) and this is also the exams period for a majority of countries.

- A team tournament + ssnl running around "Ubers Open" to compensate for the lack of it and address the demand for another team tour after UPL (most likely a Snake format or something but tbd)
This point reads to me as two different topics of interest, so I will preface them as such:

New team tournament

An additional team tournament to me seems like a great idea, there has also been a demand from several people who have voiced this opinion. Two team tournaments a year to me seems like a good idea to increase development of the community and competitive representation of Ubers. I understand you're looking at the summer gap in your post, but you also have to consider the autumn / early winter months - as there could indeed be a gap here, depending on whether we get represented in the official Snake Draft or not. More-so I feel Team tournaments don't have to be ultimately set in stone now as a schedule is concerned. Unlike the circuit tournaments such as Seasonals, etc since they don't contribute to the championship points, but could be introduced with adequate notification of when they are going to take place in the year.

I understand there is also the discussion of Ubers world Cup (UWC) vs a Ubers Snake Draft (USD) as well, so I will provide my opinions on both formats. I understand the world cup format seems entirely unique to players, however I feel it is inherently flawed as its core, despite its uniqueness compared to a snake draft. Why I feel it's more prone to flaws? The region based locking of players can potentially cause arguably unbalanced teams much more considerably than a Snake Draft format would.

I see 'World Cup' format as something that only truly works in a official setting such as World Cup of Pokemon due the larger playerbase of OU / Old Gens OU while being an official tournament that attracts a greater amount of signups, while being a unique idea, the niche of World Cup formats tend to struggle in communities with smaller representations such as Ubers, NU and LC etc. Snake Draft as there is more of a degree of draft preparation/planning from managers to create their solid teams and the lack of restrictions on players, making team picks more versatile.

In a penultimate decision, if the majority care more about raw competitiveness and the quality of the tournament a Snake Draft format feels like the way to go in regards to an additional tournament, but the uniqueness of a World Cup Format should also be considered for additional variety, but it is crucial to weigh the pros and cons of each format.

New tournament to replace Ubers Open.

Judging by the context of the point above, I am going to assume this will be another Type-A tournament like a Ubers Seasonal. To me, another 'seasonal' should not be the answer as it overlaps with the Summer Seasonal already, if we go by the 2018 tournament schedule:

Summer

Summer Seasonal (May to August, Type A)
Ubers Generations Team Tournament (late June*)
Smogon Grand Slam - Ubers Open VI (July to September, Type A)
If you are a proposing there is a Type-A tournament gap. moving away from the seasonal format honestly seems plausible for another Type-A tournament such as a Ubers Majors Tournament or perhaps a ladder tournament - This allows to keep the demand of what is expected of a type-A and have players adequately compete in a tournament worthy of Type-A, while bringing additional variety to the circuit.

The idea of Ubers Majors is identical to a tournament that has occurred in another tournament: UnderUsed Majors - https://www.smogon.com/forums/threads/underused-majors-iii-signups.3641493/

I feel this is a tournament format that is worth looking into and adopting for Ubers. Since Majors could feasibly replace the Ubers Open in terms of prestige and I like the variety that Majors is able to offer for our circuit. I also understand that a ladder tournament is probably not the most feasible option, due to the demand it could have on players trying to qualify and the administration behind the playoffs procedure for Type-A points such as players who qualified (do they get type-A points etc, I'm no expert in this so please forgive me if this point is off).

- more tournaments rather than less, i'll be more towards tournament overlap and multiple running at once over leaving gaps or waiting around (type A overlap will still be kept to a minimum)
I honestly don't have much to say about this point, going off my thoughts above, as obviously I've already suggested the possible introduction more tournaments, especially the new team tournament idea. There is always going to be times when tournaments overlap, and this seems completely acceptable, for example a team tournament is always going to be in the juxtaposition of another circuit tournament throughout the year.

i'm looking at making type C tournaments common and easy to start up and i'd like to better clarify what would make a type C tour, because it is a bit of a vague idea so far and we didn't have any in 2018. being an easy to throw around tier of tournament should result in a scattered but reasonable amount rather than zero.
These feel like a grey area to me, what should qualify as a 'Type-C' tournament is seems quite vague and is not completely defined. Though I do like the idea of start-up tours, I find this rather unique. This gives other members of the community to have attempts at hosting tournaments and gain experience with doing this, I hosted ORAS Ubers Cup with minimum experience and I found it quite enjoyable and would like to believe it was hosted adequately.

Type-C also gives good space of ideas to be broadened and explored, these seem like niche tournaments to me more than anything. Some ideas that I feel would be good for Type-C tours stand out as 'DPP with Arceus' or GSC Ubers which is completely left out of the circuit for instance, so it would be nice to introduce some new, fun ideas to players while still keeping a sense of competitiveness.

In conclusion, I think the 2018 circuit was actually good as a start, and I have high hopes for the 2019 circuit and improvements to follow. Overall I think the fundamentals of the circuit are good, what makes the Ubers circuit unique is the good portion of representation of older generations such as ADV, DPP, BW, ORAS even from the perspective of someone who is considered a 'Current gen player' and I hope this is one aspect that truly stands in the foundation of the Ubers circuit. The old gens representation means new and old players alike are able to compete at high level and this also caters and attracts a broader selection of players to our circuit.

I hope this post doesn't come off as 'do this, do that' that isn't the intention of this post at all, but more of to keep options and ideas open for the future of the circuit and I tried to be constructive and detailed enough and gave my honest thoughts on the points that have been raised.
 

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