Project SV Ubers UU Team Bazaar

vesp

burning bright in a sodium haze
is a Contributor to Smogon
Welcome to the SV Ubers UU Team Bazaar! This is meant to be a more casual environment than RMTs where you can post cool teams you'd like to share, while letting people steal teams quickly.

RULES
-Make sure you've played with teams before uploading them, this is not where you should build a team.
-Don't flame others for the quality of their teams.
-This is not where you should get your team rated, nor should you rate teams here.
-This is where you can submit samples, high level replays are required for sample submission, though are not required to post in the Team Bazaar.
-Please include a pokepaste and explanation of the team.

Approved by njnp & KineSquared
 
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Palafin + Arcfire Revolving Balance by me
:palafin-hero::clefable::cyclizar::houndstone::slowking-galar::arceus-fire:

This team uses a slight variation on the Revolving Door defensive core (:clefable::cyclizar::houndstone:) paired with Slowking-Galar for defensive support and Palafin + Arceus-Fire as synergistic setup sweepers that abuse Shed Tail and each other's checks for setup opportunities.

The defensive core of Clefable, Houndstone, and Slowking-Galar with Cyclizar for utility is able to hold up against most of the dangerous offensive threats in the metagame, and its walling prowess is augmented by Bulky Palafin and SD-Killer Arceus-Fire, who both have respectable defensive utility.

The general gameplan is to identify which of the two sweepers has the better matchup at preview, and work towards setting up that endgame while staving off threats to it. Note that late-game Last Respects (:houndstone:) can be a suitable wincon as well against teams that stack physical contact attackers.

EV spread notes: Arceus-Fire is invested enough to outspeed Jolly Baxcalibur; Palafin is invested enough to outspeed uninvested Arceus formes and Taunt them before they can Taunt or Wisp.

This team works well for people who like to play at a slower and more methodical pace, although aggressive plays can (and often should) be made with the team. Reach out to Ataki (same on PS) for any additional usage questions.

Replays:
[Room tour] https://replay.pokemonshowdown.com/gen9ubersuu-1998622130 - A close game against Rain
[Room tour] https://replay.pokemonshowdown.com/gen9ubersuu-1998617450 - Arcfire breaks for Palafin to finish later
[Ladder] https://replay.pokemonshowdown.com/gen9ubersuu-1998611799 - Arcfire muscles through an opposing sweeper
[Ladder] https://replay.pokemonshowdown.com/gen9ubersuu-1998559401?p2 - The defensive core is tested against multiple setup threats
 
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Qbking3

Banned deucer.
https://pokepast.es/52b0f9f3a9782b74
Double Eject Pack Trick Room

This is the team that I hit #1 on ladder with and placed 1st and 2nd in the 2 room tours I brought it to. It is a Trick Room team that is optimized to maximize Ursaluna’s number of active turns.

Magearna and Dialga are both bulky Trick Room setters and abusers that can pivot with Fleur Cannon and Draco Meteor respectively thanks to Eject Pack. This allows you to bring in Ursaluna easily while not wasting a turn of Trick Room. Ursaluna already OHKOs everything making Swords Dance unnecessary so instead this team uses Substitute which lets it scout for Tera and switches as well as giving it an extra turn to attack after Trick Room ends if it isn’t broken.

Magearna's Steel Beam can secure a ton of surprise kos as well as using it to sack for pivot in cases where you have already used its Eject Pack. Encore can also be used to lock a setup sweeper into a non-attacking move letting it switch it's teammates in to knock it out.

Dialga's massive special attack allows for it to OHKO and 2HKO almost the entirety of the meta and it isn't reliant on its teammates to set Trick Room.

Donphan is a good lead that gets Stealth Rock up reliably while not being setup fodder thanks to Red Card. Earthquake also hits quite hard and it can spin away hazards if needed.

Rillaboom provides grassy surge which halves damage from Earthquake which is good for your Trick Room setters as they are both weak to it. It also helps deal with problem Pokemon such as Landorus Incarnate and Palafin as they are a massive threat to its teammates.

The last piece of the puzzle is Arceus-Fire which is running an Extreme killer set. It can 6-0 a lot of teams and it puts large dents in the rest. It even functions under Trick Room as it is slower than most of the meta thanks to hp investment instead of speed.

Replays:
https://replay.pokemonshowdown.com/gen9ubersuu-1998620787
https://replay.pokemonshowdown.com/gen9ubersuu-1998623564
https://replay.pokemonshowdown.com/gen9ubersuu-1998644885
 
Kine said to submit sample teams here, so here goes.
https://pokepast.es/a768e6b6a7ebfd95
double scarf shed volt turn team

How the team works
-Poisionceus: Is a powerful boosting sweeper who has a good matchup into zacian, it also takes advantage of defensive pokemon like clef and zama hero, dd's up and gets a couple kills or cleans
-Mag: it's mag, it does mag things, volt switch, t-wave rocks. flash cannon is better in a last mon standing senario, and hits pokemon like zac and clef, but could feasibly be replaced with fleur cannon.
-Sneasler: the first of our scarf pivot pokemon, a standard set with dire claw for the good cheese, cc for big damage, u-turn for obvious reasons, and tera dark lash out to help against ghosts
-Zacian: The bestest boy, I love iron head, as it guarantees a win against non steel zacian, kills spdef clef, and smokes alotails. SD is to take advantage of passive pokemon, or to boost in parallel with other boost pokemon.
-Cyclizar: Good against hazard stack and webs. The best support pokemon, rs, shed, and knock are great support moves, draco helps chunk pokemon that you might have a hard time into.
-Lando-i: Scarf is necessary bc lando is to slow without it, 2 coverage moves, ep, and u-turn are the best you're gonna do, I put focus blast and sludge bomb, but grass knot, and psychic are both good picks. Tera ground is to break past certain mons, but tera grass is also good into palafin.

https://replay.pokemonshowdown.com/gen9ubersuu-1998415468
https://replay.pokemonshowdown.com/gen9ubersuu-1998410299
https://replay.pokemonshowdown.com/gen9ubersuu-1998407220-6vchom2incajf6pt11okyk0fc3ky2dqpw
https://replay.pokemonshowdown.com/gen9ubersuu-1998404522
here's four replays instead of the previous 3, if the council need more, just dm me
 
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here's a silly team I made that's pretty good but I haven't saved any replays of

https://pokepast.es/33fca2401e9325fe

The gimmick of this team is simple. FAST. 3 Priority users, 2 very fast pokemon, and Mag for glue, it's very simple in how it works.

Arceus-Fire with Espeed is a great physical wallbreaker. It comes in and wreaks havoc. Simple.
Palafin is the second part of the three part core, and has extremely solid power. Jet Punch is always a scary threat, and Wave Crash does catastrophic levels of damage. Simple mon.
Rillaboom completes the very standard Fire/Water/Grass Core. Grassy Glide has a shocking level of power with Choice Band, so your priority options are all very strong. Rilla also has an ace up its sleeve (grassy arm?)in High Horsepower. It allows for much better coverage, and to smack fire type switch ins for good damage. It's a really fun thing to catch your opponent off guard with.
Sneasler is a standard partner for Rillaboom. They work perfectly together, and the sheer speed of Unburden Sneasler is completely unrivalled without speed boosts or priority, so its power really helps to secure sweeps.

The rest of the team isn't too standard for HO, but these mons have some very helpful aspects.
Magearna is everything you want it to be. Utility is huge. TWave is always nice, and pivoting around with Volt Switch is nice. Fleur Cannon is good to nuke things, and I always love to include Flash Cannon on my Mag sets to aid with type coverage on the team.
Dragapult is the final layer of the team. One of the few mons that outspeeds Zacian, and the best one that does it without a Choice Scarf. Dragapult's job is utility. Spread burn and paralysis, then hit things for silly amounts of damage with Hex or Draco Meteor.

The huge amount of type diversity on the team allows for no sure-fire counters to you. Some things (like Zacian, or Dragon Types) could be a little difficult, but you're mostly playing a hit-and-run or revolving door style of play. Unlike most HO teams focused on speed, you don't instalose to Trick Room. In fact, you have many good answers to popular TR Sweepers like the Ursalunas.

Anyway yeah, this team is fun. No replays yet, but I'm considering making it a sample team (and probably will try if the tier shifts for December don't screw with everything.)

edit: I swapped out dragapult’s item for leftovers. chipping away at stall with hex just drains your HP if you have lorb.
 
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eavo

Banned deucer.

:Quagsire: :Blissey: :Clefairy: :gastrodon: :gholdengo: :moltres:

Haven't seen stall here so I'm posting, would be really happy if this makes samples :)

Quagsire is your primary answer to most physical Pokemon coming in such as Zacian-C, Arceus-Fire and Sneasler running Shadow Claw. You also get rocks in with this which quite good. I opted for Liquidation instead of Earthquake to hit tera flying Sneasler though Earthquake can also easily work.

Blissey is the best specially defensive wall that is able to switch into a lot of the specially attacking tier such as Magearna and Palkia-O. Calm Mind is used to help against boosting threats.

Clefairy pretty much seals the matchup against Espathra as it would otherwise rip through this team. Protect is used to scout and safely gain Wish recovery.

Gastrodon was initially added as a Knock Off absorber but I find Storm Drain better because of band Palafin-H. You set up Spikes with this Pokemon as well which is nice. Protect helps scout Palafin

Gholdengo is your go to for Cyclizar and Sneasler, along with it being a backup check to Espathra. I believe the EVs can be optimised here, though I'm unsure. Tera Flying is for when you need to check Rillaboom and also helps with Spikes if your boots get knocked off. Nasty Plot makes you decently threatening after a boost or two.

Moltres is used to check Rillaboom which is a massive threat to this team. It's also very good inti Zacian-H and punishes opponents for trying to attack it, with Flame Body. Water Tera helps massively with rain teams carrying Urshifu-R that can be otherwise quite problematic.

Replays coming up soon! :quagchamppogsire:
edit: quick changes
 
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:bw/heatran::bw/heatran::bw/heatran::bw/heatran::bw/heatran::bw/heatran:

I was looking at the VR and noticed that past Uber staple Heatran was really underrated, and I figured that it could do really well in this metagame. It resists the STAB types of Magearna, most of the popular offensive Arceus formes, and can Tera away from Ground moves. I also figured that Heatran would do really well with Toxic Spikes, since Water-types don't enjoy taking the status. I've thus created various team compositions that I think are decent, but are by no means finished.

https://pokepast.es/367fb72be4edb712 - Probably the most "solid" of the three variations I will post here, since SpDef Heatran is the most goated mon in the tier. In an ideal world this Heatran would have Roar, but Taunt is the best we have instead. PhysDef Glowking acts as the check to opposing Zacian and Sneasler, while also providing Tspikes and Chilly Reception. The double Regenerator Boots core of Cyclizar and Glowking is also really handy for taking advantage of the passive play of my opponents. Calm Mind Ice Beam Grassceus forms a nice defensive core with Heatran (Speed investment outruns Lando-I) and checks opposing Palafin and Ground-types that threaten Heatran. Cyclizar can pass Subs to broken Zac, Grassceus, or even Heatran, since it's pretty nasty behind Sub. Scarf Palkia is underrated, as many teams that back themselves to outrun Palkia-O get outrun and destroyed by Scarf Palk. Team is not perfect - Tera Roaring Moon is a massive pain for this team, and getting a single turn wrong can result in a sweep. I also don't see myself clicking Earth Power on Scarf Palk that often, so might change that move out for something else.

https://pokepast.es/d52689965a735213 - Trades out the Chilly Reception and Regenerator of Glowking for the Dark resistance and Will-o-wisp of Weezing-Galar. This should (in theory) make the team more solid against physical attackers, but considering that Gweez isn't rated atm, its flaws haven't yet been revealed to me. Levitate + Leftovers somewhat make up for Weez's worse longevity compared to Glowking (especially since you also get a Ground immunity), but it's not perfect. Otherwise, team is same as before. I think this team has the most interesting tactics, namely that it's very secure against Tera Zacian (if Zac is Tera Fire to block Wow, then Scarf Palkia beats it, and if it's not then you burn it and Pain Split it).

https://pokepast.es/90fd3c93e24fdaba - Of course, Heatran has both an astounding 130 base Special Attack, a trapping move, and Taunt. This team (still with Glowking) uses it both as a wallbreaker and as a stallbreaker that wears down the opposing team between Magma Storm and status, both from Toxic Spikes and from Will-O-Wisp. This actually makes Heatran better at checking several common threats like Arceus-Poison and Arceus-Fire that like to run Earthquake. It also lets Heatran better abuse the Substitutes that get passed to it by Cyclizar. However, it also makes Heatran more fragile, as all of a sudden it can't take a hit if it wants to be able to check Arceus. However, there's no denying that when Magma Storm hits, your opponent will get stung really bad.

However, while I like using Heatran, Toxic Spikes have been hit or miss for me. Boots and Poison-types are common enough to where Heatran doesn't get the room to abuse them. You really have to force the issue on the opponent when you are using Toxic Spikes (using Knock Off mostly), which this team as it's built doesn't do. I think that having a defensive Poison type is really good to have in general, and Toxic Spikes are a viable option on these bulky Poisons, but you're better off with a different move.

TL;DR Heatran and Scarf Palkia are underrated, defensive Poison-types are not bad (though Toxic Spikes are hard to make work), Zacian is broken, and Cyclizar and Grassceus are other Water-resists for Heatran.
 

leng loi

Twinkaton!
is a Tiering Contributor
https://pokepast.es/18a458615bce7c80
:houndstone: :arceus-dark: :magearna: :dialga: :cyclizar: :amoonguss:

Still haven't quite cracked 1500 w anything so I feel uncomfortable sharing to sample teams thread, but here's something that's done quite well.

Started as an experiment with HWish Arceus, which I really liked on the other team I peaked #2 with (will link that too but not do a writeup). I figured that there was some inherent synergy with Scarf Houndstone, which admittedly I was skeptical about despite njnp 's advice. I put trick on it after facing stall and play rough is I think optimal on scarf to hit Cyclizar, the most common ghost immune, and dark types to chip them with the assistance of hazards. Darkceus I felt like only really needed 3 moves so I hit it w the hwish. It's tera fire because the team otherwise has no real fire resist which is its biggest flaw. Against Arcfire you're teraing this thing most of the time unless its cm in which case you tera magearna. Against ChiYu you tera magearna. Magearna was there bc I legit can't build without it in this tier. How are you switching in to Palkia on anything bulkier than straight HO without it? Mag is a frequent hwish target because it gets worn down and has unreliable recovery. Dialga forms a great hazard core with Magearna and balloon allows it to switch in on things like landorus while not taking spikes. Roar is such a good and necessary move in this meta. I often click it turn 1 against cyclizar leads to completely sap their momentum and often burn an intrepid sword/booster energy early. Cyclizar is mostly here for hazard removal and knock its actually invaluable on balance to get chipped walls in without them taking damage. You may find that you want dtail over taunt but I think the team has enough answers against setup spam. Amoonguss is a necessary Zacian check (tera fire arceus handles tera fire Zacian) and offers further disruption with Spore/Toxic and Red Card.

Here's the other team that actually peaked higher but I think is worse
https://pokepast.es/03c66ee60fc12f61
:ursaluna-bloodmoon: :palkia-origin: :arceus-grass: :volcarona: :dragapult: :zacian:
 

vesp

burning bright in a sodium haze
is a Contributor to Smogon
https://pokepast.es/367fb72be4edb712 - Probably the most "solid" of the three variations I will post here, since SpDef Heatran is the most goated mon in the tier. In an ideal world this Heatran would have Roar, but Taunt is the best we have instead. PhysDef Glowking acts as the check to opposing Zacian and Sneasler, while also providing Tspikes and Chilly Reception. The double Regenerator Boots core of Cyclizar and Glowking is also really handy for taking advantage of the passive play of my opponents. Calm Mind Ice Beam Grassceus forms a nice defensive core with Heatran (Speed investment outruns Lando-I) and checks opposing Palafin and Ground-types that threaten Heatran. Cyclizar can pass Subs to broken Zac, Grassceus, or even Heatran, since it's pretty nasty behind Sub. Scarf Palkia is underrated, as many teams that back themselves to outrun Palkia-O get outrun and destroyed by Scarf Palk. Team is not perfect - Tera Roaring Moon is a massive pain for this team, and getting a single turn wrong can result in a sweep. I also don't see myself clicking Earth Power on Scarf Palk that often, so might change that move out for something else.
It was really fun building this with you in Smogcord! I can't wait to try it out!
 
https://pokepast.es/89352dbbed674cfe

This webs team is unique in the fact that Masquerain does not run Focus Sash, the standard item on a Webs setter. Instead, Masquerain runs Mental Herb. Thanks to its bulk, Masquerain is able to live almost any neutral hit and super effective coverage moves. Thanks to Mental Herb, Masquerain is able to get up a nearly free Sticky Web against common counters such as Taunt Cyclizar and Encore Magearna. Once webs are up, the rest of the team is designed to take advantage of the speed drop provided to break through and sweep. Gholdengo provides crucial removal blocking, being able to block Cyclizar Rapid Spin. I opted for Colbur Berry on Gholdengo due to Knock Off Cyclizar being used to counter Gholdengo. With Colbur, Gholdengo can punish Cyclizar by knocking it out of Shed Tail range with Make It Rain. Landorus-I is very scary under Webs. Due to the lack of ground resists in the tier, Earth Power alone can usually OKO or 2HKO most mons, with Sludge Bomb taking care of Rillaboom and provides neutral coverage on Flying mons. I have Stealth Rock as the final move to punish Chi-Yu switch ins, as it is a threat to this team due to its absurd power. Zacian is the standard sweeper set, with Tera Blast Ground for Magearna and Arceus-Poison/Fire. Arceus-Poison is the standard DDance set to set up against Zacian and other Poison weak mon. Finally, Ogerpon-Wellspring is on this team due to CB Palafin being a very common answer to the rest of the team. Ogerpon can get free setup from a Choice locked Palafin. Low Kick is on the set to punish Fighting weak mons like Dialga and Roaring Moon. This teams mainly struggles with mons such as Boots Dragapult, who ignores Webs and can cripple the team with burn, and Dragonite, who is near impossible to break through thanks to Multiscale and getting free DDances from the majority of the team.
 

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Made 2 New teams that have been tested and performed well on ladder

https://pokepast.es/1fc674f15d90096b - Lead Sash Zacian - Princess Mononoke

I had fun taking this team into the 1500s, I got this idea from remembering how fun Lead Chien Pao was in OU during its time, such a nice surprise for the opponent. This replicated essentially the same results of catching the opponent off guard while also taking 2 Pokemon off my opp sometimes even 3-4 depending on how they play against it. The Tera Ghost is unexpected and works very well against e killer arc/D Nite attempting to revenge when you're lower than 30%. In the rare cases you don't lead Zacian you have Diagla-o as your backup lead, originally it was regular Diagla but Nagol saw my spread and was like no reason not to run Diagla-O. This Pokemon is mainly to be used as a nuke with Draco and Steel Beam, while also supplying phasing support with roar for things like Espathra and Set Up Gearna. Palkia Origin is completely ridiculous and scale shot takes that to another level this also is the team's main stall breaker (along with Dragapult) with tera water to get past the Clefables with ease and scale shot to knock Blissey down a notch. Volcarona makes a lot of matchups manageable and some popular archetypes just fold to tera grass Volcarona once Zacian takes their Arceus-Fire down a peg. Dragonite aids Volcarona in the sun/rain match-up and also aids in overall team phasing with encore. Dragapult is the glue of the team spreading status while also being the fastest viable Pokemon in the tier for easy revenging and aiding with Arc Killer, Zamazenta, and Dragonite.

https://pokepast.es/58eee79132f556f4 - UUBers Revolving Door - Ponyo

This team has been a blast to use. I wanted to use this core while also having the building expectations that I set for myself I was able to pull it off, it is really awkward to use intentionally but once you get used to it, it gets easier to pilot and you truly get to understand why Qbking3 created & abuses this core. This core has been seen many times so I'll just explain my unconventional sets. I'm running Tera Ghost Wisp on Chi Yu to catch arc killer off guard an emergency support if bulky Garchomp goes down early. I'm running Air Balloon Magearna because I'm allergic to free earth move spam and Magearna on a balloon walls some Lando I sets, Poison Arc sets, & helps with the Baxcalibur MU that would otherwise be a major threat. Garchomp is swords dance as a way to prevent from being set up fodder to bulky arc killer sets once they tera normal in a late game situation when it no longer can be phased out by dragon tail.

Hope you guys enjoy the teams!
 

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
https://pokepast.es/3de6e1aa48a490f5 - UUbers Curse Protect Dozo Hazard Stack - "Solo" - Future

So, we got a couple of big drops in Giratina, Dondozo, and Corviknight. I wanted to create a team that succeeds in this current metagame as soon as possible to help you guys who aren't sure where to start. This Dondozo set was created by Raptor and has been amazing in this metagame. A lot of teams aren't able to handle this Dondozo set especially once hazards have been set. It pairs amazingly well with max defense Magearna as a nice defensive backbone for the tier. Cinderace helps keep hazards under control and generally, you are not going to stack your hazards vs opposing hazard stack. It also provides nice priority with sucker punch in some situations, can't go wrong with priority. Landorus is on this team to be the stall/balance breaker, it has grass knot to aid the team vs water garg, Dondozo, and not let air balloon ghol wall for kicks. You need to apply pressure with Landorus vs opposing hazard stacks to get the best result in those match ups.

As far as the second half of the team, Diagla is the main Palkia-O switch-in. It is properly the most important member of the team as it aids in helping Lando-I break stall as stall doesn't handle Diagla well. It also is the most important phaser with Roar, making it the go-to lead vs most shed tail matchups. It is very important vs Espahtra and set up Magearna. Speaking of Magearna, this mon is here to do what Magearna always does, be a pain. It is on this team to aid in playing against Zacian and not make it choice band Play Rough fodder, while also being one of the main Pokemon to pressure out Giratina and switch in. Zacian rounds out the team by giving some of the best speed control you can ask for in the tier while also being an amazing breaker, I'm running SD terablast fire as that's the best set up sweeper set now with Corviknight in the tier I feel, and once Corviknight is removed game becomes much easier for Lando-I.

The biggest threats to the team are an aggressive choice band Palafin, SPD Gargancl, and Palkia-O (but what team isn't weak to it, lol).

I had a fun time taking this team into 1500, I hope you guys have fun using it as well. Here are some replays to get an idea on how to use.

https://goonlinetools.com/html-viewer/#s4rybg4t3ur8obb8nmgvu
https://goonlinetools.com/html-viewer/#u9npnnmveacot1n6lu0gp

Edit: Peaked #2, 1 wasn't meant to be as haxed out everytime lol
 
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njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
Hi, guys. I've been wanting to get these teams out but had some friends playing in the kickoff tournament so I wanted to wait. I have 2 alts currently in the 1600s I've been using these teams to get there. Decent amount of teams so not going into heavy detail for each team but more then welcome to reach out to me anytime on cord, rriv.


https://pokepast.es/597afd5a9c132772 - Ubers UU The Set "Tried Our Best" - Drake

Wanted to build with the set to help with the growing stall problem. It originally was tera poison but after dealing with gira dragon tail nonsense it became tera fairy. The combo of Dragapult + Darkceus is really nice, a lot of games the wisp/t-wave from Dragapult on Magearna + Zacian clears the way for Darkceus late game. Has my favorite UUbers core of Magearna and Diagla, it's my favorite way of containing the major 2 of Zacian and Diagla without losing offensive momentum. Using balloon on Diagla so Lando-I can't freely spam Earth Power. That Diagla coverage is to aid the stall match-up and overall cover most of the metagame. Earth Power and T Wave are fine options used over Flamethrower.

https://replay.pokemonshowdown.com/gen9ubersuu-2004798724?p2
https://replay.pokemonshowdown.com/gen9ubersuu-2004855934?p2

https://pokepast.es/fef709c31c3d61fa - Double Sash Psy Terrain - "Open Arms" - SZA

When I first built this I was not convinced it would be so good but after having not only myself but friends like leng loi and Leo1x win a lot with it was convinced the team may truly be the truth. The team is really simple get your hazards up with lead chomp, prevent hazards going up as best you can with espeon. Go crazy Amarouge, Sneasler, or Zacian. This team's only main weakness is stall you need like luck or to outplay your opp like every turn with dragon tail chomp + rocks and even then...it's mostly impossible. Amarouge is definitely the star of this team, it being able to pressure out threats like Arc Fire and Zacian is really dope, love abusing it on this team, and endure is amazing in the tier.

https://replay.pokemonshowdown.com/gen9ubersuu-2005267416?p2
https://replay.pokemonshowdown.com/gen9ubersuu-2005284557?p2
https://replay.pokemonshowdown.com/gen9ubersuu-2005468533?p2
https://replay.pokemonshowdown.com/gen9ubersuu-2005682200?p2

https://pokepast.es/165de422d6a7c15f - Grassy Terrain + Goth Trap "Danny Glover Remix" - Nicki Minaj

This team is an offensive team focused on trapping Dondozo to aid Sneasler/Zacian and allowing them to break down stall/balance teams. It is a fun concept it works. The thing is Goth is a worthless Pokemon in certain matchups, so in some games you're playing 5-6. The Diagla evs are so you can live a +2 Arceus Fire Flare Blitz as it's a major threat to the team. Sneasler + Zacian is a nightmare for most hyper-offensive structures that don't have multiple priority options. On the Zacian I'm running close combat to aid the Arceus Fire match up, you can run psychic fang as an option just fine.

https://replay.pokemonshowdown.com/gen9ubersuu-2006985847?p2

https://pokepast.es/85db44f5c4d79c37 - T Wave Spam "Break My Soul" - Beyonce

This team is a really anti-offensive team, it also takes advantage of the second best move in the tier in my opinion Thunder Wave. Simply a nice defensive hazard stack bone with Giratina to block spin. Running double status Giratina to cover different situations. I find the team to be pretty straightforward, not much to further explain. It's a balance team that abuses t wave which Lando I greatly appreciates and Giratina has fun spamming hex while never dying.

https://pokepast.es/c80f18623ad11a16 - T Spikes + Milotic Phasing - "Fallin 4 U" - Nicki Minaj

I've been wanting to build a team that takes advantage of T-Spikes for some time. Slowking-Galar is the most viable and consistent setter unfortunately though it simply is not very good in certain match ups but it is a fantastic lead to get up t spikes vs hyper offensive measures. I really like pairing it with milotic and dondozo wearing down the Pokemon that give them trouble. I'm running tera ghost on Galar to keep toxic spikes vs cyclizar teams as best as possible but if the Cyclizar team has hazard stack as well things can be tricky. Even though this team auto-wins a lot of match ups I find it to be the most awkward to use and certainly isn't beginner friendly but it is quite effective nonetheless.

Enjoy :heart:
 
Two teams that I’ve liked and reached No 1 multiple times on ladder.
:Toedscruel::Gholdengo::Volcarona: :Arceus-Dragon::Garchomp: :Iron Valiant:
https://pokepast.es/db0e6c48491abe9d

Bulkier HO hazard stack build. Lead Toed is nice for spore and spin but can’t lead into lead meow or taunt Cyclizar/arceus. Spedef Ghold helps with speed control and is a rough Palkia check. It stops hazard by tanking hex Giratina well and any attack from Cyclizar. Volcarona can take hits from non Tera fire Zacian and is a good late game cleaner with using Tera grass to set up on palkia and beat Palafin. Arceus-Dragon serves as a mid/late game breaker. +2 flare blitz takes out gearna/corv which can be nice for Valiant. +2 Outrage can ohko Pokémon like dialga which is good for Volcarona. Tera Normal +2 espeed can end games after chip from hazards/garchomp. Garchomp is mainly for giving chip to phsyical attackers for volc/arceus/valiant and beating arceus-Fire. Rest is just for fat teams and can help you stay alive to get more chip. Tera poison for zacian/gearna and tspikes absorption. Valiant is a mixed knock off user that helps beat stall. Encore is nice into opposing Volcarona/cosmic Arceus and any other random set up Pokémon you see. Tera ghost is for extreme speed.

:Masquerain::Garchomp: :Gholdengo: :Roaring Moon: :Arceus-Poison: :Ceruledge:
https://pokepast.es/80cb56fb1be03b13

Standard webs team. Masquerain sets webs. Can stun spore for immediate speed control and whirlwind out annoying guys. Air slash is for accuracy and para flinch. Garchomp gives both hazards, it’s also faster to outspeed and gives free chip vs physical attackers. Tera fairy is for dragons and neutrality for fairy. Spedef Gholdengo Keeps hazards on and has secondary speed control. Roaring Moon provides knock off for hdb spam stall/fat breaking and doesn’t worry about it’s speed as much. DD gives it a lot of end game sweeps. Arc-Poison is a kinda weird set, It can cm against special attackers like Palkia and try to break mid game or end games. It also served as a tspike absorber and decent into non Tera ground zacian. Flying is for Ground types and gives spikes immunity. Sash Ceruledge Is the MVP. Weak armor over flash fire helps vs faster flying Pokémon like Landorus and boots Pokémon like Zacian. +2 Tera ghost boosted poltergeist can ohko many targets like Palkia And Arceus forms. Shadow sneak is nice into weakened Landorus/Palafin/ and Rillaboom and Bitter Blade let’s you keep sash up.
 
Misplayed my Kickoff Games because I was in a rush and lost, so I can share my teams I made now. Just wanted to drop my favorite Team that I also hit 1500+ with, and which performed the best for me so far.
https://pokepast.es/e46fcb2690b34f29
:meowscarada: :gholdengo: :sneasler: :palkia-origin: :magearna: :landorus:

HStack HO with :meowscarada: :focus-sash: Lead. Set up TSpikes, Knock something and maybe get a layer of spikes in order to get going. :air-balloon: :gholdengo: is your main way of keeping the Hazards up and can also be a huge threat in its own right with the use of the Nasty Plot Moveset, the EVs are in order to survive +1 Zamazenta Tera Blast Fire, with enough speed to outrun threats like Giratina. :choice-scarf: :sneasler: is a pretty underrated pick imo and can make huge progress, may it be by revenge killing, spreading poison with poison touch U-Turn or fishing for hax with Dire Claw in dire situations. Night Slash > Lash Out because more PP and high crit chance, the secondary effect of lash out almost never comes into use anyways. Tera dark for more night slash damage and checking stored power users in an emergency. :lustrous-orb: :palkia-origin: is probably one of the best Pokemon in the current December Meta, has basically every coverage and huge damage. Surf and Flamethrower > Pump + Fire Blast because I dont like relying on inaccurate moves as it makes my play inconsistent and Luck dependant, tho swap it if you are confident in hitting, spacial rend for stab and Twave for disruption, tho this can be swapped for substitute if you really want to. :leftovers: :magearna: is a necessary glue mon here, best typing in the game as well as a great movepool variety, can stack more spikes for you since you wont get 3 spikes up with meowscarada. Encore to disable certain threats and volt switch to form a VoltTurn synergy with sneasler. draining kiss for stab and more longevity and tera flying to clutch some Matchups, SpD invested to check opposing :palkia-origin:. 30 Speed EVs to Volt Switch after opposing magearna so you can keep the momentum on your side. :landorus: is the Stealth Rock user here as well as ground/electric immunity, great movepool with Taunt and good dual stab to round things out, tera ghost for random spinblock attempts in case gholdengo is not in a position to check them, + it makes Landorus be able to Wall out :blissey:

All in all im very satisfied with this team and I feel it can be pushed to greater heights than I have achieved as I am still new to the game and figuring out stuff. Thanks to NJNP and Finchely for helping me out with building Teams, I greatly appreciate it and Ill make sure to keep improving so I eventually have a shot at winning a Tournament ^^
 

Qbking3

Banned deucer.
This is the team I won the ladder event yesterday with. My final record was 18-2.
https://pokepast.es/e3cac5bf4a9cb2f0
:dialga: :magearna: :ursaluna: :arceus-fire: :rillaboom: :gholdengo:

This is a hard Trick Room team. Dialga is the standard Trick Room set with the ability to set Trick Room, switch while doing absurd damage with Draco Meteor and Eject Pack, and threatening a massive chunk of the meta with Flash Cannon and Earth Power. For Magearna, I opted to use Steel Beam because it can pick up a lot of surprise OHKOs and functions as a suicide eject button if needed. The rest of the set is pretty standard. Just set Trick Room, lock your opponent with Encore if you need, and pivot with Fleur Cannon. Ursaluna is your main Trick Room abuser. It can OHKO most of the meta and 2HKO the rest meaning that it forced your opponent to sacrifice at least one of their Pokemon every time it comes in under Trick Room. Arceus-Fire is using an E-Killer set here as Trick Room teams appreciate the priority from Extreme Speed and because it is very strong in general. Rillaboom brings another form of strong priority in Grassy Glide which brings a ton of value on its own but it has a lot more than that going for it. Wood Hammer deals massive damage to anything that doesn't resist it, High Horsepower deals big damage to the many Steel types in the meta, and U-turn is another way to pivot. Grassy Surge is super valuable as it negates the burn damage on Ursaluna and provides a way to recover hp on your Pokemon that don't have their own form of recovery. Gholdengo is the last Pokemon and I decided to do something that I haven't seen anyone else so in Ubers UU. Choice Specs makes Gholdengo hit absurdly hard, making it almost impossible to switch into. Make It Rain does just stupid amounts of damage, Shadow Ball if very strong and spammable, Thunderbolt is good coverage but it can be substituted for a different coverage move, and Trick can cripple walls and save you if Ursaluna gets KOed early by having an alternative way to break stall.
 

Qbking3

Banned deucer.
This is the team I won the ladder event yesterday with. My final record was 18-2.
https://pokepast.es/e3cac5bf4a9cb2f0
:dialga: :magearna: :ursaluna: :arceus-fire: :rillaboom: :gholdengo:

This is a hard Trick Room team. Dialga is the standard Trick Room set with the ability to set Trick Room, switch while doing absurd damage with Draco Meteor and Eject Pack, and threatening a massive chunk of the meta with Flash Cannon and Earth Power. For Magearna, I opted to use Steel Beam because it can pick up a lot of surprise OHKOs and functions as a suicide eject button if needed. The rest of the set is pretty standard. Just set Trick Room, lock your opponent with Encore if you need, and pivot with Fleur Cannon. Ursaluna is your main Trick Room abuser. It can OHKO most of the meta and 2HKO the rest meaning that it forced your opponent to sacrifice at least one of their Pokemon every time it comes in under Trick Room. Arceus-Fire is using an E-Killer set here as Trick Room teams appreciate the priority from Extreme Speed and because it is very strong in general. Rillaboom brings another form of strong priority in Grassy Glide which brings a ton of value on its own but it has a lot more than that going for it. Wood Hammer deals massive damage to anything that doesn't resist it, High Horsepower deals big damage to the many Steel types in the meta, and U-turn is another way to pivot. Grassy Surge is super valuable as it negates the burn damage on Ursaluna and provides a way to recover hp on your Pokemon that don't have their own form of recovery. Gholdengo is the last Pokemon and I decided to do something that I haven't seen anyone else so in Ubers UU. Choice Specs makes Gholdengo hit absurdly hard, making it almost impossible to switch into. Make It Rain does just stupid amounts of damage, Shadow Ball if very strong and spammable, Thunderbolt is good coverage but it can be substituted for a different coverage move, and Trick can cripple walls and save you if Ursaluna gets KOed early by having an alternative way to break stall.
I just won the one today with this as well
 

Qbking3

Banned deucer.
:Necrozma-Dawn-Wings:-:Ursaluna:-:Magearna:-:Dialga:-:Kingambit:-:Arceus-Fire:

This is the team I used for the suspect test on NDW. I went 23-3 with a GXE of 77.9 to complete it. It’s once again hard Trick Room and it’s stronger than ever. The classic core of :Magearna:, :Dialga:, :Ursaluna:, and :Arceus-Fire: is back and they’ve stood the test of time as well as some new faces who are here to terrorize the meta.

The Pokemon

:Magearna: is specialized to help with problem mons such as :Arceus-Dark:, :Palafin:, and :Necrozma-Dawn-Wings:. Max Spa means that Fleur Cannon can OHKO :Arceus-Dark:, Tera Water Allows you to take a hit from :Palafin:, and and Encore can lock a :Necrozma-Dawn-Wings: into Calm Cind allowing for you to bring in one of your physical attackers to deal with it. Steel Beam allowed for you to OHKO valuable targets such as :Zacian:, :Kyurem-White:, and a roll to ko :Landorus:. The boost after the KO from Soul Heart makes your follow up Fleur Cannon or Steel Beam even stronger. :Eject Pack: also lets you Fire off Fleur Cannon, bring in :Ursaluna:, and burn it on the same turn.

:Dialga: is the other main Trick Room setter and it has a similar role to :Magearna:. Draco Meteor threatens a huge chunk of the metagame and the mons that aren’t threatened by it are threatened by Flash Cannon and Earth Power. Same as Fleur Cannon, :Eject Pack: Draco Meteor lets you bring in :Ursaluna: and burn it on the same turn. Tera Flying makes the matchup into the new and old Ground types more manageable as the team is generally weak to them.

:Ursaluna: is the main reason that Trick Room even works thanks to its terrifying breaking power. Tera Ghost makes you immune to Fighting moves and matches up better against other :Ursaluna:. Tera Normal is also a good option for a bit of extra power in breaking through :Arceus-Dark: and Tera Ground is great for breaking through physdef :Giratina: and OHKOing :Necrozma-Dawn-Wings:. This :Ursaluna: has Crunch to ohko :Necrozma-Dawn-Wings: however, if it Terastalizes on the turn that you use Crunch, you are in trouble. An alternative option is Fire Punch to help deal with :Corviknight: and :Skarmory:. Substitute is used to scout Tera and sometimes lets you attack an extra turn outside of Trick Room if the sub is still up.

:Arceus-Fire: is a great form of priority and sweeper. Its checks are beaten by its teammates so you can oftentimes position it to sweep. It is also just a very strong attacker in general with even unboosted Flare Blitz hitting very hard and Extreme Speed finishing off low health mons.

:Necrozma-Dawn-Wings: is both the biggest win for Trick room and the biggest loss out of the new mons. It is a massive threat to Trick Room but I will cover that later. It is a Trick Room setter but most of the time, it’s just enabling itself as it’s a terrifying attacker with Trick Room up. Power Herb Meteor Beam hits very hard and it becomes very hard to answer thanks to the boost. The only good answers to it are :Arceus-Dark: and :Kingambit:. The crazy part is that Tera Ground allows you to OHKO :Kingambit: without the +1 from Meteor Beam and :Arceus-Dark: can be beaten with Tera Fairy Tera Blast which is an alternative option to Earth Power however, you sacrifice the ability to beat :Kingambit: under Trick Room if you run that. You chose one or the other to beat but I personally like Earth Power because it’s good without Tera and you typically want to save Tera for :Magearna:, :Dialga:, :Arceus-Fire:, or :Kingambit:.

:Kingambit: is the other big win for Trick Room with the new drops. It does the same shenanigans that it does everywhere else except now it can move first making it even more terrifying. It is a counter to :Necrozma-Dawn-Wings: assuming the opposing Tera is used up, a terrifying cleaner with the mind games becoming much more in your favor if Trick Room is up, and Sucker Punch is super valuable on Trick Room since priority is a necessity in order for Trick Room teams to work. Tera Flying gives you a ground immunity and fighting Resistance which is often the difference between sweeping and just getting checked.

Problem Matchups

:Palafin: is a mon that you have a few answers to but they are all kinda messy. :Magearna: can set up Trick Room and has Tera Water but you can’t OHKO it. :Ursaluna: can Tera out of the Water weakness and ohko it when it tries to Jet Punch but that requires Trick Room, Tera, and still taking a good bit of damage. :Dialga: can switch into it but it gets chipped down over time and still takes 40% from Wave Crash and gets OHKOed by Close Combat so you can’t set Trick Room in front of it. :Arceus-Fire: is weak to it and doesn’t like taking Wave Crash even after Tera. Your best chance with it is to get to +4 and then OHKOing :Palafin: with Tera Normal Extreme Speed. :Necrozma-Dawn-Wings: takes big damage from it and gets 2HKOed by Jet Punch and gets OHKOed by Wave Crash after Tera Water. :Kingambit: under Trick Room can beat it after you get up a Swords Dance but it’s still kind of messy.

:Necrozma-Dawn-Wings: is much more manageable than :Palafin: but it’s still a very big threat. :Ursaluna: doesn’t beat it consistently because of Tera and even if you do, you are still eating a coverage move which hits quite hard. :Kingambit: is the best answer you have to it but it becomes a mind game of Teras if you both have it available and you really need to save your own Tera if your opponent still has theirs.

Ground Types or more specifically, :Landorus:, :Landorus-Therian:, :Great Tusk:, and :Iron Treads: pretty much force you to Tera one of your Trick Room setters or lead :Necrozma-Dawn-Wings:. These are the easiest to handle as setting up Trick Room makes them all very manageable but they make Trick Room hard to set up.

Entry hazards can give you some issues in the long run due to your lack of recovery and no :Heavy-Duty-Boots:. If your opponent has a Deoxys lead for example, you are pretty much forced to lead :Magearna: and Fleur Cannon turn 1 can switch into :Arceus-Fire: to Extreme Speed and even then, you have burned an :Eject Pack: and a hazard still goes up.


Use this team if you want to complete the suspect test somewhat easily.
 
Torkoal TR, this won on the 2nd suspect tour, granted i only pulled it out during 2 sets, one of them being finals
Finals game, i lost the footage against Icy, so i only have this one
the Team is literally Trick Room (and based on QBKing3's) with specific Anti-Palafin and Anti-Tusk tools, Torkoal is a great abuser of TR and Drought really helps against Palafin, another unppopular choice i had was EKiller Arceus-Dragon, who has only Normal moves (as i chose Double Edge as my non Extreme Speed move) itfunctions the same as EKiller Arceus-Fire but it has a nicer gameplan against Palafin if Torkoal cant set-up Drought, overally the team is very flawed, but eh, i guess it wins sometimes.
 

Qbking3

Banned deucer.
:Necrozma-Dawn-Wings:-:Magearna:-:Kyurem-White:-:Palafin-Hero:-:Arceus-Dark:-:Great Tusk:
I currently have a 46-4 record on ladder (across 2 accounts) and won the third suspect tour for :Necrozma-Dawn-Wings: with this team. This is a balance team that abuses the potent offensive core of :Palafin-Hero: and :Kyurem-White:.

The Pokémon

:Necrozma-Dawn-Wings: is a very good utility mon with Knock Off and Stealth Rock being good tools to break down teams and for role compression. Moongeist Beam still hits super hard allowing for it to actually threaten the mons that it walls. Speaking of walling Pokémon, it walls :Palkia-Origin:, :Kyurem-White:, :Dialga:, and :Walking Wake:.

:Magearna: is very standard. You can set Spikes, lock setup mons into Encore, hit decently hard with Fleur Cannon, and pivot with Volt Switch.

:Kyurem-White: and :Palafin-Hero: are a terrifying offensive core because nothing walls both of them. This means that they force a switch every time that one of them comes in leading to chip damage from entry hazards.

:Arceus-Dark: is THE SET and it is great as always. It deals with the new Psychic types, has utility in Taunt,and can sweep teams shockingly often.

:Great Tusk: is your hazard removal and check to of the top mons including :Kingambit: and :Arceus-Fire:. A lot of people don't expect Close Combat so it can catch people by surprise.

Tips for using the team

Lead :Palafin:. Don't lead other things it's not worth it except for specific instances like your opponent having :Cyclizar: and even that depends on what else your opponent has on their team.

Don't be affraid to wait until the midgame to get up your hazards. While it is good to get them up as soon as possible, the early game is more about positioning and keeping your :Palafin-Hero: and :Kyurem-White: healthy. It's often times best to get them up in the midgame where you are in a spot to either threaten their removal or have already KOed it.

Use :Great Tusk: at the right time. Its only recovery is Leftovers so it can be worn down and losing your spinner can spell doom in some matchups especially since neither :Palafin-Hero: or :Kyurem-White: can hold Heavy Duty Boots.

Be prepared to make sacks in the endgame. :Palafin-Hero: and :Kyurem-White: want to switch out a lot in order to clean games thanks to their choice items and that often requires a sack.
 
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:Necrozma-Dawn-Wings:-:Magearna:-:Kyurem-White:-:Palafin-Hero:-:Arceus-Dark:-:Great Tusk:
I currently have a 46-4 record on ladder (across 2 accounts) and won the second suspect tour for :Necrozma-Dawn-Wings: with this team. This is a balance team that abuses the potent offensive core of :Palafin-Hero: and :Kyurem-White:.

The Pokémon

:Necrozma-Dawn-Wings: is a very good utility mon with Knock Off and Stealth Rock being good tools to break down teams and for role compression. Moongeist Beam still hits super hard allowing for it to actually threaten the mons that it walls. Speaking of walling Pokémon, it walls :Palkia-Origin:, :Kyurem-White:, :Dialga:, and :Walking Wake:.

:Magearna: is very standard. You can set Spikes, lock setup mons into Encore, hit decently hard with Fleur Cannon, and pivot with Volt Switch.

:Kyurem-White: and :Palafin-Hero: are a terrifying offensive core because nothing walls both of them. This means that they force a switch every time that one of them comes in leading to chip damage from entry hazards.

:Arceus-Dark: is THE SET and it is great as always. It deals with the new Psychic types, has utility in Taunt,and can sweep teams shockingly often.

:Great Tusk: is your hazard removal and check to of the top mons including :Kingambit: and :Arceus-Fire:. A lot of people don't expect Close Combat so it can catch people by surprise.

Tips for using the team

Lead :Palafin:. Don't lead other things it's not worth it except for specific instances like your opponent having :Cyclizar: and even that depends on what else your opponent has on their team.

Don't be affraid to wait until the midgame to get up your hazards. While it is good to get them up as soon as possible, the early game is more about positioning and keeping your :Palafin-Hero: and :Kyurem-White: healthy. It's often times best to get them up in the midgame where you are in a spot to either threaten their removal or have already KOed it.

Use :Great Tusk: at the right time. Its only recovery is Leftovers so it can be worn down and losing your spinner can spell doom in some matchups especially since neither :Palafin-Hero: or :Kyurem-White: can hold Heavy Duty Boots.

Be prepared to make sacks in the endgame. :Palafin-Hero: and :Kyurem-White: want to switch out a lot in order to clean games thanks to their choice items and that often requires a sack.
was it not the third (it was 2 per day)
 

Dorron

BLU LOBSTAH
is a Top Social Media Contributoris a Community Contributoris a Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnusis a defending World Cup of Pokemon Champion
I'm out of the Ubers UU Open (got lucked) so now I can freely share my teams. Most of these were just my being bored at class so wanted to try sth interesting. All these are submissions for samples too.

:raging-bolt: :zacian: :great-tusk: :arceus-grass: :corviknight: :palkia-origin:
:giratina: :skarmory: :quagsire: :blissey: :arceus-dark: :mewtwo:Might want to use The Set on Darkceus
:zacian: :great-tusk: :arceus-fire: :kingambit: :palkia-origin: :corviknight:
:landorus: :arceus-grass: :palkia-origin: :magearna: :regieleki: :volcarona:
:gholdengo: :deoxys-speed: :arceus-fire: :palkia-origin: :zacian: :landorus-therian:
:sneasler: :deoxys: :great-tusk: :arceus-dark: :moltres: :palkia-origin:
:toxapex: :zacian: :mewtwo: :regieleki: :landorus-therian: :arceus-dark:
:kyurem-white: :arceus-dark: :mewtwo: :great-tusk: :solgaleo: :dragonite:
:Serperior: :Dragapult: :Great-Tusk: :Arceus-Dark: :Moltres: :Zacian:
:Chi-Yu: :Regieleki: :Palkia-Origin: :Landorus-Therian: :Gholdengo: :Zacian:
:Great-Tusk: :Solgaleo: :Kingambit: :Zacian: :Mewtwo: :Palkia-Origin:
:Weavile: :Regieleki: :Landorus-Therian: :Palkia-Origin: :Zacian: :Slowking-Galar:
:Palkia-Origin: :Regieleki: :Weavile: :Landorus-Therian: :Arceus-Dark: :Solgaleo:
:Indeedee-F: :Landorus-Therian: :Deoxys: :Mandibuzz: :Sneasler: :Solgaleo: Don't use this
:Arceus-Grass: :Toxapex: :Annihilape: :Landorus-Therian: :Slowking-Galar: :Zapdos-Galar:
:Archaludon: :Alomomola: :Great Tusk: :Magearna: :Muk-Alola: :Latias: first team of the new meta lol

Tagging SwordIsBored since all of these are technically sample nominations so you might want to take a look.
 

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