So this is my second DW Ubers RMT of Gen 5. Shortly after my last one, I found my team becoming less effective in the meta. So I decided to build a new team, based around something that could handle alot of threats while still providing an offensive threat. After trying to think of what the best Pokemon for this job would be a settled on one - Ho-Oh. This team has provided some great results for me peaking at number 1 on both Smogon and the Beta server (with a rating of above 1550 on both) and was there until the rating decay was introduced.
Team at a glance.
Ok, lets take a more in-depth look at each pokemon
Groudon@Leftovers
Trait: Drought
EVs:252HP/252Def/4Spe
Nature:Impish (+Def, -SpA)
-Stealth Rock
-Earthquake
-Stone Edge
-Dragon Tail
Ok, this is the teams main physical wall, with titanic defenses allowing it to easily shrug off some of the most powerful physical attacks in ubers. It checks major threats like RP Groudon,SD Arceus, SD and DD Rayquaza as well as the new threat of Gen 5, Zekrom. In addition to this it sets up the sunlight which is essential for this team, and sets up SR which allows many threats to be handled much more easily. The moves on it are fairly standard, and allow Groudon to hit hard as well as absorb attacks.
Shandera@Choice Scarf
Trait: Shadow Tag
EVs:4HP/252SpA/252Spe
Timid Nature (+Spe, -Att)
-Overheat
-Shadow Ball
-Curse/Flamethrower
-Hidden Power Rock/Hidden Power Ground
Ok, this thing is probably the strongest Pokemon introduced in Gen 5. It performs so many tasks for this team, that it probably wouldnt work without it. It traps and kills the Extremekiller Arceus as well as many other SD sets. It also removes Steel Arceus without much problem, and can destroy support Groudon, all with Overheat. Shadow Ball is there as its secondary STAB to hit things that resist Overheat. Curse seems like an odd choice but until Inconsistent is banned (if it ever is) then Curse stays on the team, and it also helps against Baton Pass teams and last pokemon sweepers. However Flamethrower would be nice to give a more consistent option for its main STABs. Finally, the Hidden Powers are there to help with specific pokemon. Hidden Power Ground is probably a better choice since this team really struggles with Heatran, but HP Rock makes Ho-Oh much less of a problem so this choice comes down to personal preference and the metagame itself.
Arceus@Dread Plate
Trait:Multitype
EVs:252HP/4SpA/252Spe
Timid Nature (+Spe, -Att)
-Calm Mind
-Recover
-Judgment
-Refresh
Ok, this may seem like just anti-metagaming, and while I got the idea for this from Jibaku to use against TR stall, I've tested it alot and it really does well against almost any type of team. It breaks alot of stall teams by itself, and against offense, its a CM Arceus so it more than holds its own. The main reasons for this is its few weaknesses (neither of which are very commonly seen in ubers) and fantastic mono-coverage. Due to its HP EVs it takes U-Turns from a +1 Scarf Genosect and Close Combat from a Scarf Terakion. If it CMs as a Kyogre switches in it beats all the choiced versions 1v1 so it has alot of uses. It also takes hits rather well, owing to its considerable bulk and speed which allows it to quickly recover off the damage.
Espeon@Shed Shell
Trait: Magic Mirror
EVs:4HP/252SpA/252Spe
Timid Nature (+Spe, -Att)
-Hidden Power Ground/Hidden Power Fire
-Grass Knot
-Baton Pass
-Toxic
This is this teams substitute for the commonly seen spinners in Ho-Oh teams, as I find spinning in ubers can be difficult, if not impossible, due to the incredible bulk of the spinblockers. Hidden Power Fire is the preferred options on Espeon, however if Shandera is using HP Rock then Hidden Power Ground is necessary to allow this team to have a chance at hitting Heatran. Grass Knot is obviously there to hit Groudon and Kyogre as well as hitting Tyranitar for a large amount of damage. Baton Pass and Shed Shell on the same set may seem excessive but this team really hates hazards, so I use it to make sure that almost nothing can trap Espeon. Toxic allows Lugia and Ho-Oh to be handled much more easily as well as the Latis although for the most part Dark Arceus handles them in a CM war due to its immunity to Psycho Shock and Super Effective STAB.
Latias@Soul Dew
Trait: Levitate
EVs: 200HP/56SpA/252Spe
Timid Nature (+Spe, -Att)
-Calm Mind
-Recover
-Dragon Pulse
-Psycho Shock
This is my main Kyogre check in the team (originally Palkia but I was having alot of trouble with CM Ogre as well as repeated attacks from other forms of Kyogre). Due to Recover and its ability to CM alongside Ogre this definitely makes a better Ogre check than Palkia does in my opinion. Despite the fact this is included as a defensive pokemon, it also acts as one of the hands down best sweepers in the tier, tearing through many teams by itself, and even destroying its former arch nemesis Blissey thanks to the addition of Psycho Shock this gen. It also handles almost all other unscarfed Dragons thanks to its ridiculous power and bulk.
Ho-Oh@Leftovers
Trait: Regeneration
EVs:248HP/252Atk/8Spe
Adamant Nature (+Atk, -SpA)
-Sacred Fire
-Brave Bird
-Substitute
-Recover
Now we come to the star of the team. Acts as a wall (taking 50% from most Scarf Draco Meteors), a sweeper, a cleaner pretty much anything that the team requires of it. All it asks in return is that SR is off the field. If it can be kept off the field then this thing is hard to stop. Sacred Fire is pretty much mandatory on every Ho-Oh set due to its power in the sun and high burn chance, allowing it to wall even physical threats. Brave Bird is also mandatory on most Ho-Oh sets. It allows it to hit Palkia, Kyogre, Manaphy for alot of damage doing 60%+ to many Kyogre.
Substitute eases prediction and allows it to avoid status problems. Also due to its huge bulk its substitutes can often take multiple hits. Finally, Recover rounds out the set allowing Ho-Oh to increase its longevity and take repeated hits from even Palkia in the sun (or Kyogre if you can get it in the sun).
Threatlist:
Kyogre: This is a particularly big threat to any sun team, even though Latias handles most versions well, if it dies then I will have to sacrifice Groudon to allow either Ho-Oh or Arceus to come out and wall it. But this is one of the biggest threats to the team although for the most part it has handled it due to most players liking to switch their Kyogres into Ho-Oh and taking a Brave Bird.
Palkia: Palkia can be a problem but is walled by Ho-Oh in the sun, and can be beaten by Arceus in the rain, depending on what variant it is, its unpredictable but not overly threatening.
Dialga: The offensive variants are hardly a problem with Ho-Oh completely walling it, the real problem can be the SR variants, since Espeon has to sacrifice itself to stop SR, although thankfully in the sun Shandera can then come in and remove Dialga if its suffered some prior damage.
Mewtwo: Can be revenged by Shandera if its suffered a little prior damage and doesnt have too many CMs, but is very problematic if it starts to CM up and its even worse if it has recover.
Darkrai: Not too much of a problem since Ho-Oh takes most of its attacks without any problem, and they have to be careful about throwing around Dark Void due to Espeons presence. Can also be revenged by Shandera.
Groudon: The support variant hates both Espeon and Shandera, and the offensive variants are walled by my own Groudon. Not really a problem for this team. Of course it doesnt take too much from Ho-Ohs attacks due to its bulk but it hates Sacred Fire and the Burn chance that comes with it.
Rayquaza: The DD variant gives the team some issues but both Groudon and Arceus have the ability to take a +1 Outrage and hit back. Most other versions arent too threatening, although the mixed versions can give Ho-Oh some headaches but it often needs Outrage to kill it.
Latios: Not all that threatening if its doesnt have many CM boosts Ho-Oh handles it well. and without a critical hit it loses to Dark Arceus one-on-one in a CM war.
Latias: The same as Latios really, Dark Arceus beats it as well and Ho-Oh isnt too bothered by it.
Ho-Oh: Fairly difficult to handle, especially the SubRecover variants since alot of pokemon in my team cant really hurt it. Although Groudon, Latias and Ho-Oh should be able to stop it, it is still a huge threat that can never be discounted.
Giratina-O: Can be annoying due its good mixed stats but if it gets burned by Ho-Oh then it loses any real threat to this team. Shadow Sneak means Shandera cant revenge it well, but for the most part its more an annoyance than anything else.
Reshiram: Not too much of a threat since Ho-Oh handles it well, although Specs variants, or those with Stone Edge can be a problem, for the most part it isnt too hard to handle.
Zekrom: Most choiced versions arent too difficult to handle, since Groudon walls them, but the Mix versions can be really troublesome,
thankfully ,without hax, Dark Arceus can take most hits and once its used Draco Meteor once Groudon can handle it fine.
Arceus: I won't go through every form but for the most part, CM ones are handled by either Ho-Oh or Latias, or even my own CM Arceus. SD versions are handled by Groudon or removed by Shandera.
Tyranitar: A real problem for this team due to its ability to pursuit Latias and Shandera. The main way to handle this is through predcition. If it gets reduced to about 50% a +1 Latias can KO it but watch out for this in the team preview, a huge threat.
Genosekuto: Very annoying with its constant U-Turns but Ho-Oh can absorb just about anything it uses, but if they have the right pokemon to U-Turn to, it can prove difficult. Only the Scarf versions are very threatening.
Heatran: I haven't bolded this as a major threat since I believe that HP Ground is probably better for this team on Shandera. But if you dont use this then this is probably the single biggest threat to this team, particularly if its paired with something like Shed Shell Nattorei.
Credit for all the sprites go to Veekun.
In this threatlist, I have ignored alot of defensive threats, but that is because this team doesnt have too many problems with them due to the presence of Dark Arceus, Ho-Oh and Espeon.
Thats the end of this RMT, a team which takes advantage of two of the less common pokemon in Gen 5 Ubers (Ho-Oh and Espeon), rate away.
Team at a glance.
Ok, lets take a more in-depth look at each pokemon
Groudon@Leftovers
Trait: Drought
EVs:252HP/252Def/4Spe
Nature:Impish (+Def, -SpA)
-Stealth Rock
-Earthquake
-Stone Edge
-Dragon Tail
Ok, this is the teams main physical wall, with titanic defenses allowing it to easily shrug off some of the most powerful physical attacks in ubers. It checks major threats like RP Groudon,SD Arceus, SD and DD Rayquaza as well as the new threat of Gen 5, Zekrom. In addition to this it sets up the sunlight which is essential for this team, and sets up SR which allows many threats to be handled much more easily. The moves on it are fairly standard, and allow Groudon to hit hard as well as absorb attacks.
Shandera@Choice Scarf
Trait: Shadow Tag
EVs:4HP/252SpA/252Spe
Timid Nature (+Spe, -Att)
-Overheat
-Shadow Ball
-Curse/Flamethrower
-Hidden Power Rock/Hidden Power Ground
Ok, this thing is probably the strongest Pokemon introduced in Gen 5. It performs so many tasks for this team, that it probably wouldnt work without it. It traps and kills the Extremekiller Arceus as well as many other SD sets. It also removes Steel Arceus without much problem, and can destroy support Groudon, all with Overheat. Shadow Ball is there as its secondary STAB to hit things that resist Overheat. Curse seems like an odd choice but until Inconsistent is banned (if it ever is) then Curse stays on the team, and it also helps against Baton Pass teams and last pokemon sweepers. However Flamethrower would be nice to give a more consistent option for its main STABs. Finally, the Hidden Powers are there to help with specific pokemon. Hidden Power Ground is probably a better choice since this team really struggles with Heatran, but HP Rock makes Ho-Oh much less of a problem so this choice comes down to personal preference and the metagame itself.
Arceus@Dread Plate
Trait:Multitype
EVs:252HP/4SpA/252Spe
Timid Nature (+Spe, -Att)
-Calm Mind
-Recover
-Judgment
-Refresh
Ok, this may seem like just anti-metagaming, and while I got the idea for this from Jibaku to use against TR stall, I've tested it alot and it really does well against almost any type of team. It breaks alot of stall teams by itself, and against offense, its a CM Arceus so it more than holds its own. The main reasons for this is its few weaknesses (neither of which are very commonly seen in ubers) and fantastic mono-coverage. Due to its HP EVs it takes U-Turns from a +1 Scarf Genosect and Close Combat from a Scarf Terakion. If it CMs as a Kyogre switches in it beats all the choiced versions 1v1 so it has alot of uses. It also takes hits rather well, owing to its considerable bulk and speed which allows it to quickly recover off the damage.
Espeon@Shed Shell
Trait: Magic Mirror
EVs:4HP/252SpA/252Spe
Timid Nature (+Spe, -Att)
-Hidden Power Ground/Hidden Power Fire
-Grass Knot
-Baton Pass
-Toxic
This is this teams substitute for the commonly seen spinners in Ho-Oh teams, as I find spinning in ubers can be difficult, if not impossible, due to the incredible bulk of the spinblockers. Hidden Power Fire is the preferred options on Espeon, however if Shandera is using HP Rock then Hidden Power Ground is necessary to allow this team to have a chance at hitting Heatran. Grass Knot is obviously there to hit Groudon and Kyogre as well as hitting Tyranitar for a large amount of damage. Baton Pass and Shed Shell on the same set may seem excessive but this team really hates hazards, so I use it to make sure that almost nothing can trap Espeon. Toxic allows Lugia and Ho-Oh to be handled much more easily as well as the Latis although for the most part Dark Arceus handles them in a CM war due to its immunity to Psycho Shock and Super Effective STAB.
Latias@Soul Dew
Trait: Levitate
EVs: 200HP/56SpA/252Spe
Timid Nature (+Spe, -Att)
-Calm Mind
-Recover
-Dragon Pulse
-Psycho Shock
This is my main Kyogre check in the team (originally Palkia but I was having alot of trouble with CM Ogre as well as repeated attacks from other forms of Kyogre). Due to Recover and its ability to CM alongside Ogre this definitely makes a better Ogre check than Palkia does in my opinion. Despite the fact this is included as a defensive pokemon, it also acts as one of the hands down best sweepers in the tier, tearing through many teams by itself, and even destroying its former arch nemesis Blissey thanks to the addition of Psycho Shock this gen. It also handles almost all other unscarfed Dragons thanks to its ridiculous power and bulk.
Ho-Oh@Leftovers
Trait: Regeneration
EVs:248HP/252Atk/8Spe
Adamant Nature (+Atk, -SpA)
-Sacred Fire
-Brave Bird
-Substitute
-Recover
Now we come to the star of the team. Acts as a wall (taking 50% from most Scarf Draco Meteors), a sweeper, a cleaner pretty much anything that the team requires of it. All it asks in return is that SR is off the field. If it can be kept off the field then this thing is hard to stop. Sacred Fire is pretty much mandatory on every Ho-Oh set due to its power in the sun and high burn chance, allowing it to wall even physical threats. Brave Bird is also mandatory on most Ho-Oh sets. It allows it to hit Palkia, Kyogre, Manaphy for alot of damage doing 60%+ to many Kyogre.
Substitute eases prediction and allows it to avoid status problems. Also due to its huge bulk its substitutes can often take multiple hits. Finally, Recover rounds out the set allowing Ho-Oh to increase its longevity and take repeated hits from even Palkia in the sun (or Kyogre if you can get it in the sun).
Threatlist:
Kyogre: This is a particularly big threat to any sun team, even though Latias handles most versions well, if it dies then I will have to sacrifice Groudon to allow either Ho-Oh or Arceus to come out and wall it. But this is one of the biggest threats to the team although for the most part it has handled it due to most players liking to switch their Kyogres into Ho-Oh and taking a Brave Bird.
Palkia: Palkia can be a problem but is walled by Ho-Oh in the sun, and can be beaten by Arceus in the rain, depending on what variant it is, its unpredictable but not overly threatening.
Dialga: The offensive variants are hardly a problem with Ho-Oh completely walling it, the real problem can be the SR variants, since Espeon has to sacrifice itself to stop SR, although thankfully in the sun Shandera can then come in and remove Dialga if its suffered some prior damage.
Mewtwo: Can be revenged by Shandera if its suffered a little prior damage and doesnt have too many CMs, but is very problematic if it starts to CM up and its even worse if it has recover.
Darkrai: Not too much of a problem since Ho-Oh takes most of its attacks without any problem, and they have to be careful about throwing around Dark Void due to Espeons presence. Can also be revenged by Shandera.
Groudon: The support variant hates both Espeon and Shandera, and the offensive variants are walled by my own Groudon. Not really a problem for this team. Of course it doesnt take too much from Ho-Ohs attacks due to its bulk but it hates Sacred Fire and the Burn chance that comes with it.
Rayquaza: The DD variant gives the team some issues but both Groudon and Arceus have the ability to take a +1 Outrage and hit back. Most other versions arent too threatening, although the mixed versions can give Ho-Oh some headaches but it often needs Outrage to kill it.
Latios: Not all that threatening if its doesnt have many CM boosts Ho-Oh handles it well. and without a critical hit it loses to Dark Arceus one-on-one in a CM war.
Latias: The same as Latios really, Dark Arceus beats it as well and Ho-Oh isnt too bothered by it.
Ho-Oh: Fairly difficult to handle, especially the SubRecover variants since alot of pokemon in my team cant really hurt it. Although Groudon, Latias and Ho-Oh should be able to stop it, it is still a huge threat that can never be discounted.
Giratina-O: Can be annoying due its good mixed stats but if it gets burned by Ho-Oh then it loses any real threat to this team. Shadow Sneak means Shandera cant revenge it well, but for the most part its more an annoyance than anything else.
Reshiram: Not too much of a threat since Ho-Oh handles it well, although Specs variants, or those with Stone Edge can be a problem, for the most part it isnt too hard to handle.
Zekrom: Most choiced versions arent too difficult to handle, since Groudon walls them, but the Mix versions can be really troublesome,
thankfully ,without hax, Dark Arceus can take most hits and once its used Draco Meteor once Groudon can handle it fine.
Arceus: I won't go through every form but for the most part, CM ones are handled by either Ho-Oh or Latias, or even my own CM Arceus. SD versions are handled by Groudon or removed by Shandera.
Tyranitar: A real problem for this team due to its ability to pursuit Latias and Shandera. The main way to handle this is through predcition. If it gets reduced to about 50% a +1 Latias can KO it but watch out for this in the team preview, a huge threat.
Genosekuto: Very annoying with its constant U-Turns but Ho-Oh can absorb just about anything it uses, but if they have the right pokemon to U-Turn to, it can prove difficult. Only the Scarf versions are very threatening.
Heatran: I haven't bolded this as a major threat since I believe that HP Ground is probably better for this team on Shandera. But if you dont use this then this is probably the single biggest threat to this team, particularly if its paired with something like Shed Shell Nattorei.
Credit for all the sprites go to Veekun.
In this threatlist, I have ignored alot of defensive threats, but that is because this team doesnt have too many problems with them due to the presence of Dark Arceus, Ho-Oh and Espeon.
Thats the end of this RMT, a team which takes advantage of two of the less common pokemon in Gen 5 Ubers (Ho-Oh and Espeon), rate away.