Project Ubers Break This Team! Season 1 Week 4! (Sub)

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Z/Band Marshadow basically get's a kill this game for sure. Also duggy+ kyogre for sure.
So Marshadow+Special Kyogre + Dugtrio basically cleans this team out.
 

bigtalk

Banned deucer.


Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 244 SpA / 12 SpD / 252 Spe
Modest Nature
- Calm Mind
- Moongeist Beam
- Psyshock
- Focus Blast

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect
  • Lunala outspeeds 5/6 mons on the team and nothing resists Ghost-type attacks. It can choose to lead turn 1 against Mega Sableye, prevent it from using Fake Out due to its Ghost typing and simply OHKO w/ the Z-move. Alternatively, it can save the Z-move for Ho-Oh, which will drop to it at +1. Arceus-Ground, the only thing that outspeeds it, drops to 2 +1 Psyshocks, and it can't try to start a CM war because of Psyshock targeting defense.
  • Mega Diancie gets rocks up on all our hazard removers, making it even harder for Ho-Oh to deal with Lunala, and bops 5/6 mons with its coverage.
  • Celesteela invalidates CM Arceus-Ground, which is the only thing that outspeeds these two and the only thing that takes hits from Mega Diancie.
  • 252+ SpA Lunala Moongeist Beam vs. 248 HP / 4 SpD Sableye-Mega: 165-195 (54.4 - 64.3%) -- guaranteed 2HKO
  • 252+ SpA Lunala Menacing Moonraze Maelstrom vs. 248 HP / 4 SpD Sableye-Mega: 330-388 (108.9 - 128%) -- guaranteed OHKO
  • 0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Shadow Shield Lunala: 224-266 (53.9 - 64%) -- guaranteed 2HKO
  • +1 252+ SpA Lunala Menacing Moonraze Maelstrom vs. 96 HP / 0 SpD Ho-Oh: 384-453 (101.8 - 120.1%) -- guaranteed OHKO
  • +1 252+ SpA Lunala Psyshock vs. 0 HP / 4 Def Arceus-Ground: 192-226 (50.3 - 59.3%) -- guaranteed 2HKO
  • +1 252+ SpA Lunala Moongeist Beam vs. 0 HP / 96 SpD Groudon-Primal: 276-325 (80.9 - 95.3%) -- guaranteed 2HKO

  • 252 SpA Diancie-Mega Earth Power vs. 0 HP / 96 SpD Groudon-Primal: 226-266 (66.2 - 78%) -- guaranteed 2HKO
  • 252 SpA Diancie-Mega Earth Power vs. 252 HP / 252+ SpD Magearna: 150-178 (41.2 - 48.9%) -- guaranteed 3HKO after Leftovers recovery
 
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Necrozma-Dusk Mane @ Ultranecrozium Z
Ability: Prism Armor
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Photon Geyser
- Earthquake
- Outrage

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Water Spout
- Calm Mind
- Origin Pulse
- Ice Beam

Generally stall teams have some form of out vs most breakers meaning there's more to breaking a stall(ish) team than sticking 2 mons with good matchups - you have to pilot the matchup properly. Wallbreakers and sweepers like these 2 don't have longevity which means mistakes are extremely costly.

For this team though I think Ultra and Kyogre put out way too much pressure. Only Sableye is any use against SD Ultra sets due to Ho-Oh's offensive set... without recovery to make it scarier. I think pretty much any Ultra variant will give this team insane pressure because of its Speed and potential coverage options - and there's no real way to kill it or even scout it before it does something deadly.

Kyogre just goes ham. There are 6 pokemon here that can't stand up to it and Groudon is special to really throw this matchup to the wolves. Only Arceus-Ground outspeeds it and that isn't any help. Best case scenario is that Kyogre makes a misplay and doesn't come in safely, which is what I refer to in the first paragraph.

Combine these two and this team is always on the back foot with little hope - they have full control of the game and its a case of them losing, not you winning. The usage of these two mons (and these sets in particular) is too high to try and ignore.
 
Reserving SD Z-Arc Ground + Spout Ogre

As long as SD Arc Ground carries Recover, as opposed to Sub or Magic Coat, it can always come in on Primal Groudon, which would force Ogre out. CM Ogre generally crushes stall without Ferro and Blobs and these two theats arguably pressure this team better than any other two mons in the tier.
 
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Z/Band Marshadow basically get's a kill this game for sure. Also duggy+ kyogre for sure.
So Marshadow+Special Kyogre + Dugtrio basically cleans this team out.



Lunala @ Lunalium Z
Ability: Shadow Shield
EVs: 244 SpA / 12 SpD / 252 Spe
Modest Nature
- Calm Mind
- Moongeist Beam
- Psyshock
- Focus Blast

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Earth Power

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Leech Seed
- Heavy Slam
- Toxic
- Protect
  • Lunala outspeeds 5/6 mons on the team and nothing resists Ghost-type attacks. It can choose to lead turn 1 against Mega Sableye, prevent it from using Fake Out due to its Ghost typing and simply OHKO w/ the Z-move. Alternatively, it can save the Z-move for Ho-Oh, which will drop to it at +1. Arceus-Ground, the only thing that outspeeds it, drops to 2 +1 Psyshocks, and it can't try to start a CM war because of Psyshock targeting defense.
  • Mega Diancie gets rocks up on all our hazard removers, making it even harder for Ho-Oh to deal with Lunala, and bops 5/6 mons with its coverage.
  • Celesteela invalidates CM Arceus-Ground, which is the only thing that outspeeds these two and the only thing that takes hits from Mega Diancie.
  • 252+ SpA Lunala Moongeist Beam vs. 248 HP / 4 SpD Sableye-Mega: 165-195 (54.4 - 64.3%) -- guaranteed 2HKO
  • 252+ SpA Lunala Menacing Moonraze Maelstrom vs. 248 HP / 4 SpD Sableye-Mega: 330-388 (108.9 - 128%) -- guaranteed OHKO
  • 0 Atk Sableye-Mega Foul Play vs. 0 HP / 0 Def Shadow Shield Lunala: 224-266 (53.9 - 64%) -- guaranteed 2HKO
  • +1 252+ SpA Lunala Menacing Moonraze Maelstrom vs. 96 HP / 0 SpD Ho-Oh: 384-453 (101.8 - 120.1%) -- guaranteed OHKO
  • +1 252+ SpA Lunala Psyshock vs. 0 HP / 4 Def Arceus-Ground: 192-226 (50.3 - 59.3%) -- guaranteed 2HKO
  • +1 252+ SpA Lunala Moongeist Beam vs. 0 HP / 96 SpD Groudon-Primal: 276-325 (80.9 - 95.3%) -- guaranteed 2HKO

  • 252 SpA Diancie-Mega Earth Power vs. 0 HP / 96 SpD Groudon-Primal: 226-266 (66.2 - 78%) -- guaranteed 2HKO
  • 252 SpA Diancie-Mega Earth Power vs. 252 HP / 252+ SpD Magearna: 150-178 (41.2 - 48.9%) -- guaranteed 3HKO after Leftovers recovery

SD Groundceus w/ Groundium Z + Magic Coat or Sub 6-0s the team on its own.



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

Kyogre @ Blue Orb
Ability: Drizzle
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Water Spout
- Calm Mind
- Origin Pulse
- Ice Beam

Generally stall teams have some form of out vs most breakers meaning there's more to breaking a stall(ish) team than sticking 2 mons with good matchups - you have to pilot the matchup properly. Wallbreakers and sweepers like these 2 don't have longevity which means mistakes are extremely costly.

For this team though I think Ultra and Kyogre put out way too much pressure. Only Sableye is any use against SD Ultra sets due to Ho-Oh's offensive set... without recovery to make it scarier. I think pretty much any Ultra variant will give this team insane pressure because of its Speed and potential coverage options - and there's no real way to kill it or even scout it before it does something deadly.

Kyogre just goes ham. There are 6 pokemon here that can't stand up to it and Groudon is special to really throw this matchup to the wolves. Only Arceus-Ground outspeeds it and that isn't any help. Best case scenario is that Kyogre makes a misplay and doesn't come in safely, which is what I refer to in the first paragraph.

Combine these two and this team is always on the back foot with little hope - they have full control of the game and its a case of them losing, not you winning. The usage of these two mons (and these sets in particular) is too high to try and ignore.

Reserving SD Z-Arc Ground + Spout Ogre

As long as SD Arc Ground carries Recover, as opposed to Sub or Magic Coat, it can always come in on Primal Groudon, which would force Ogre out. CM Ogre generally crushes stall without Ferro and Blobs and these two theats arguably pressure this team better than any other two mons in the tier.

SD GCeus / BUp Marsh.

Voting is up!
 

Bomb Voyage

Banned deucer.
SD Z-Groundceus + Geo Xern

Dual Primals with 150 BP moves are especially frail as they cannot expect to switch in to moves or their 150 BP moves lose their lethality. SD Z-Groundceus is one of the few mons that has a very good match up against both Primal. Not only does it outspeed them, but if it reaches +2, it can defeat both mons with EQ after SR. Keeping SR up is key as you get important chip needed to KO Mega Mence with at +1 Stone Edge and Fairyceus with Tectonic Rage if necessary. KOing Lunala with +2 Earthquake after Shadow Shield is broken via SR is also a favorable roll. Geomancy Xerneas synergizes extremely well with SD Z-Groundceus, as it can threaten something out and force Blissey to switch in, which can allow a player to proactively double out to Groudceus, Sub and proceed to sweep.

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Substitute

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

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

Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Icy Wind
- Taunt / Substitute

Marshadow forces in Arceus-Fairy, and then Mega Gengar traps it because it doesn't have Earth Power. Mega Gengar can also trap Mega Salamence if it hasn't been paralyzed by Arceus-Fairy, but if this situation is unachievable, busting +1 Marshadium is also capable of doing the trick. Shadow Sneak only on this Marshadow otherwise the core can't deal with Scarf Lunala.
 
Physical Darkceus Z | Mgar.

Arceus-Dark @ Darkinium Z
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Punishment
- Refresh
- Recover


Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Shadow Ball
- Sludge Wave
- Icy Wind
- Sucker Punch


I'm not sure if that Arceus set is viable but for this occasion with Mgar as a support set it is great. It has a well-measured cast and with those 16 in speed it surpasses the Modest POgre by one point. Basically, it is to eliminate Fairyceus with Gengar, which is the threat that stops Arceus so he can do a better job. It has no EP. SPunch for Scarf Lunala.
 
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bigtalk

Banned deucer.


Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost
- Facade / Defog

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Recover
- Will-O-Wisp / Toxic
  • There are no Flying resists on the team, so Mega Salamence is a big threat. It naturally outspeeds the primals and can revenge kill them with a little prior chip. Our only long-term answer to it is Arceus-Fairy, which gets outsped and 2HKOed by Double-Edge after rocks damage; Lunala and our own Salamence will fold to a +1 Double-Edge after rocks damage.
  • Gothitelle traps and neutralizes Arceus-Fairy, providing a safe environment for Salamence to set up.
  • Arceus-Fairy ensures that Stealth Rock will stay up against this team, as it beats our primary Defogger, Mega Salamence. Stealth Rock ensures that Lunala/our own Salamence fall into KO range in addition to gradually weakening the power of Eruption/Water Spout.
 
SD Z-Groundceus + Geo Xern

Dual Primals with 150 BP moves are especially frail as they cannot expect to switch in to moves or their 150 BP moves lose their lethality. SD Z-Groundceus is one of the few mons that has a very good match up against both Primal. Not only does it outspeed them, but if it reaches +2, it can defeat both mons with EQ after SR. Keeping SR up is key as you get important chip needed to KO Mega Mence with at +1 Stone Edge and Fairyceus with Tectonic Rage if necessary. KOing Lunala with +2 Earthquake after Shadow Shield is broken via SR is also a favorable roll. Geomancy Xerneas synergizes extremely well with SD Z-Groundceus, as it can threaten something out and force Blissey to switch in, which can allow a player to proactively double out to Groudceus, Sub and proceed to sweep.

Arceus-Ground @ Groundium Z
Ability: Multitype
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Substitute

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

:sm/marshadow:
:sm/gengar-mega:

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

Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Icy Wind
- Taunt / Substitute

Marshadow forces in Arceus-Fairy, and then Mega Gengar traps it because it doesn't have Earth Power. Mega Gengar can also trap Mega Salamence if it hasn't been paralyzed by Arceus-Fairy, but if this situation is unachievable, busting +1 Marshadium is also capable of doing the trick. Shadow Sneak only on this Marshadow otherwise the core can't deal with Scarf Lunala.

Physical Darkceus Z | Mgar.

Arceus-Dark @ Darkinium Z
Ability: Multitype
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Swords Dance
- Punishment
- Refresh
- Recover

Gengar @ Gengarite
Ability: Cursed Body
EVs: 252 SpA / 4 SpD / 252 Spe
Naive Nature
- Shadow Ball
- Sludge Wave
- Icy Wind
- Sucker Punch


I'm not sure if that Arceus set is viable but for this occasion with Mgar as a support set it is great. It has a well-measured cast and with those 16 in speed it surpasses the Modest POgre by one point. Basically, it is to eliminate Fairyceus with Gengar, which is the threat that stops Arceus so he can do a better job. It has no EP. SPunch for Scarf Lunala.



Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Dragon Dance
- Double-Edge
- Roost
- Facade / Defog

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 244 HP / 108 Def / 156 SpD
Calm Nature
- Confide
- Charm
- Taunt
- Rest

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Judgment
- Recover
- Will-O-Wisp / Toxic
  • There are no Flying resists on the team, so Mega Salamence is a big threat. It naturally outspeeds the primals and can revenge kill them with a little prior chip. Our only long-term answer to it is Arceus-Fairy, which gets outsped and 2HKOed by Double-Edge after rocks damage; Lunala and our own Salamence will fold to a +1 Double-Edge after rocks damage.
  • Gothitelle traps and neutralizes Arceus-Fairy, providing a safe environment for Salamence to set up.
  • Arceus-Fairy ensures that Stealth Rock will stay up against this team, as it beats our primary Defogger, Mega Salamence. Stealth Rock ensures that Lunala/our own Salamence fall into KO range in addition to gradually weakening the power of Eruption/Water Spout.

Voting is up!
 

Cynara

Banned deucer.
Chazm.

Bigtalks core would break it faster, but Chazms core is viable on a larger variety of builds whether as the latter would take a niche build and have some mu concerns.

Stallbreaker Yveltal + AoA Gengar would almost break this whole team by themselves idk why it got ignored
 
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Chazm.

Bigtalks core would break it faster, but Chazms core is viable on a larger variety of builds whether as the latter would take a niche build and have some mu concerns.

Stallbreaker Yveltal + AoA Gengar would almost break this whole team by themselves idk why it got ignored
Probably because not many teams that feature MGar and Yveltal choose to use the Stallbreaker set over something like Specs or Band. Anyway Modest Specs Yveltal could achieve the same feat against this team, provided there was some way of dealing with Blissey.
 

bigtalk

Banned deucer.
Ultra Necrozma 6-0s after a Swords Dance.

It can set up on Toxapex/Magearna, scares out Tyranitar, can mess up Giratina with a Z-move, forces mindgames with Grassceus/Ho-Oh whether they should go for Fire Blast/Sacred Fire or Ice Beam/Brave Bird, Ho-Oh is the only thing faster and can't KO it without prior chip in addition to getting said mindgame correct, and it's very hard to get that chip when it walls/threatens most of the other members of the team.

(snow You should find some actually decent teams ie. from the samples thread, while I think the teams I shared are quite heat I posted them in the bazaar and not there for a reason lol)
 
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Ropalme1914

Ace Poker Player
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:sm/ho-oh: :sm/zygarde-complete: :sm/arceus-fairy:

Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Toxic

Zygarde @ Dragonium Z
Ability: Power Construct
EVs: 228 Atk / 48 SpD / 232 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Substitute
- Outrage

Arceus-Fairy @ Pixie Plate
Ability: Multitype
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Judgment
- Stealth Rock
- Recover
- Toxic

Tbh, just Ho-Oh + Zyg could probably win here, but it would require some careful plays, so Arceus-Fairy comes in and makes it so that you can just play safe and still win. Basically, Ho-Oh can come in and just click a move to weaken the oppoosing team: Brave Bird will 2HKO or OHKO everything except Magearna and Tyranitar, both of which are 2HKOed by Earthquake (and in Magearna's case, OHKOed by Sacred Fire, and it can't do anything back anyway). Zygarde is there for redundancy since Brave Bird's recoil will be too much for Ho-Oh alone without abusing Regenerator, being able to deal with Scarf Ho-Oh before it deals damage to your own Ho-Oh, defeat Tyranitar that Ho-Oh will struggle with, Toxapex (Rocky Helmet will deal a lot of damage to it too), and also force Giratina-O in (as Grassceus is a free switch for Ho-Oh). Fairyceus rounds it up by giving SR damage against Ho-Oh and as a pivot for the other two, as it can take the status that they won't appreciate and it can come on Foul Play Tyranitar that Zygarde won't like.
 
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Ho-Oh @ Choice Band
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Brave Bird
- Earthquake
- Toxic

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Fake Out
- Foul Play
- Will-O-Wisp
- Recover

Arceus-Dark @ Dread Plate
Ability: Multitype
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
- Judgment
- Recover
- Defog
- Toxic

The team will eventually crumble to dust due to having no reliable switch-ins into attacks from CB Ho-Oh - it can take away the team's momentum by switching into Magearna, Grassceus, Toxapex, Choice-locked Scarf Ho-Oh and Giratina-O at -2. While Mega TTar must be cautious with Earthquake and Sacred Fire burns but the fact that Mega TTar lacks recovery move and as a result it cannot withstand several blows from CB powered attacks from Ho-Oh.

While Ho-Oh is capable of threatening the entire team to a exceptional degree, Mega Sab and Darkceus is the core's defensive backbone and also provide anti-hazard support which Ho-Oh urgently needs. Mega Sab with Magic Bounce denies TTar's Stealth Rocks as who is not even 2HKOd by Stone Edge and can proceed to burn it with Wisp after taking a Stone Edge + Sandstorm chip (104+ Atk Tyranitar-Mega Stone Edge vs. 252 HP / 252+ Def Sableye-Mega: 121-144 (39.8 - 47.3%) -- 2% chance to 2HKO after sandstorm damage) and also scoffs any attempt to get damage and status move off from Pex and Ho-Oh.

Due to Gira-O's lack of Toxic, it is completely countered by Darkceus. Darkceus also carries Defog and is bulky enough to switch into powerful attacks as TTar's Stone Edge then proceed to clear rocks or wear TTar w/ Toxic and also T-Spikes from Pex while not minding a burn from Scald.
 
I'm hearing the OP is very busy irl and can't keep these threads updated reliably, so I'm locking the three projects under his care until he's properly able to return to hosting or otherwise. Apologies to those left waiting for updates.
 
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