SM Ubers SOLID SUMO GENERIC CANCER HO!!!(ubers edition)

GENERIC HYPER OFFENSE: For everyone too lazy to build one… Another Generic Uber HO team!!! In one color only for the purpose of emulating the boredom of laddering!!! Team peaked at #2 SUMO ladder back when it was bank ubers. Laddered from 1000-1790 in 5 days (about 6 hours) as Drakceus. Not bad at all until about top 100 or so on ladder. Team requires slightly more skill than standard HO, but still quite boring and straightforward to play.

Guaranteed: Can ladder to top 500 in 25-45 mins.

Disclaimer: Highly Quantity>Quality style play. Not recommended for top ladder.


Excadrill @ Focus Sash

Ability: Mold Breaker

EVs: 248 HP / 8 SpD / 252 Spe

Jolly Nature

- Stealth Rock

- Rapid Spin

- Rock Tomb

- Toxic


Rocks are absolutely necessary because the Team hates Focus Sash, mainly that of Deoxys-A, and Lugia/Lunala is annoying without scale/shield break. It’s nice that Excadrill can set up rocks against any lead bar shuriken greninja and adamant arm thrust scarf Heracross that rolls decent arm thrust hits. Mold Breaker is bothersome for teams which rely on M-Sab to reliably keep Stealth Rock off, and the fact that Exca can spin out enemy hazards is only a bonus. No one else on the team can set stones but no one hates stones either. Rock Tomb keeps Excadrill from being total taunt and Dragon Dance bait; it also allows for better trades vs. Waterceus. Toxic is a move nearly exclusively for defensive Defoggers. After switching into Rock Tomb and being Toxic’d, defoggers are generally helpless to stop SR spam every turn. Waterceus is damn annoying for this team, and requires good playing to outlead, but for most other mons, Stealth Rock->Toxic or Rock Tomb->Stealth Rock is generally all you need. Since Rock Tomb is the only real attack on this set, exca might as well run Max HP. Jolly allows Exca to outrun Smeargle, which is another plus. Smeargle has to suffer rock tomb and toxic just to set up Web/Rocks, only to die to rapid spin. Similarly, Shuckle can be toxic’d and spun to death.


Groudon-Primal @ Red Orb

Ability: Desolate Land

EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe

Adamant Nature

- Rock Polish

- Precipice Blades

- Stone Edge

- Swords Dance


Groudon-Primal is a monster. Besides Scarf Golduck, few poke can reliably check it. The beauty of Pdon is that it has 2.2 million different sets, and each is cancerous in its own way. DD Groudon is special in that vs. Magic Bounce Hyper Elite Stall, SD is all one generally needs, while vs. Enemy HO, one Rock Polish can be game ending. Versus balance, good timing can allow for set up both RP and SD after which only Gira-O remains a true threat. After SD and SR, Don should OHKO most Defense waterceus(which is nice). After Rock Polish… Fast Scarf like Skymin and friends are still faster, but most mons besides Deo-S are slower. Having the bulk to set up SD versus slow Stall teams comes at the cost to speed:(. Fortunately, Scarf Golduck is still slower than RP Pdon:).


Lucario @ Lucarionite

Ability: Justified

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Swords Dance

- Close Combat

- Iron Tail

- Bullet Punch


Lucario is the only Uber Mega not to suffer a nerf or unreleasement in the SUMO metagame. It’s ability, Adaptability, remains excellent. Unfortunately, all the scarf lunala and defense Pdon running around nowadays means +2 Lucario is not quite as game-ending as it used to be. Still, Lucario can reliably OHKO non Rick Gengar with bullet punch after SD and SR, and +2 CC after Rocks kills most defensive pdon without too much luck involved. (disclaimer: Pdon has 2.2 million different sets. It is very possible that you run into a 172.5 def bold pdon that lucario does not manage to kill. Do not panic. Calmly click the forfeit button). +2 Iron Tail can kill many Gria-o variants after (and some before) rocks, and severely dents M-Mence even at 1.5x. Unfortunately, Lucario is kind of wimpy without SD (can’t even kill pheromosa with BP). It can be hard to find an opening to set up, but life’s good after SD. Run Jolly not to be slower than base 100 Jollies. 112 is a funky speed tier.


Spooky (Arceus) @ Ghostium Z

Ability: Multitype

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Swords Dance

- Shadow Force

- Brick Break

- Extreme Speed


Ghostceus was majorly buffed by the addition of Ghostium. Click Z-move to gain access to a 190 or so power one turn ghost type move. At +2, Zmove OHKOs most Pdons and Defense Waterceus before or after rocks. Even non tough Yveltal suffers OHKO before or after rocks depending on bird set. Timid nature allows Ghostceus to outrun most M-Mence, all Lucario, and most Arceus formes. Brick Break covers the odd dark and normal types in the uber meta and allows +2 Ghostceus to kill +2 Ekiller formes 10/10 times due to being able to BB-> ES. Ghostceus is also crucial to this team because without it, Ditto would be nearly impossible to deal with. Ghostceus, however, can simply click Shadow Force when Ditto switches in, and as it is slower, will force as switch or get a kill. Without ghostceus, Ditto would be unmanageable. Thanks to Ghostceus, Ditto is only nearly at the top of this team’s threatlist. Ditto teams with scarf lunala is where the troubles start…


Xerneas @ Power Herb

Ability: Fairy Aura

EVs: 184 HP / 32 Def / 252 SpA / 40 Spe

Modest Nature

IVs: 0 Atk

- Geomancy

- Moonblast

- Focus Blast

- Thunder


Standard ORAS HO GeoXern!!! Still solid:) Standardish EV spread. More Speed EVs could be a choice in the current meta to outspeed and out Geo other Xerns, but this particular set allows for a little more leeway vs. Lucario BP. Moonblast after Fairy Aura kills almost everything that does not resist. Chansey is an exception, but it takes the 2hko from FB. FB also covers Pdon and Magearna which resist moonblast, but vs. the latter, it is generally wiser not to geo while it is alive at all, and rather to switch immediately to Pdon or Luke. Thunder is the Trump Card of the set. Ho-Oh dies to it. Primal Kyogre dies to it. Celesteela dies to it. Toxapex dies to it. If only it didn’t miss.


Darkrai @ Life Orb

Ability: Bad Dreams

EVs: 4 Def / 252 SpA / 252 Spe

Timid Nature

IVs: 0 Atk

- Thunder

- Nasty Plot

- Dark Pulse

- Sludge Bomb


Still alive! After Dark Void was nerfed into the abyss, many believed Darkrai was finished as an Uber pokemon. Not so. Besides a highly viable Z-Hypno NP set, Darkrai can take the advantage of a “free” moveslot to run NP plus 3 attacks. Sludge bomb covers the fair(y) in the metagame while Thunder can often kill magearna after SR and Dark Pulse. Thunder also covers Toxapex, Yveltal, Ho-oh, and Waterceus which are difficult to OHKO otherwise. All of this comes at the cost of the lack of 80 acc DV, however, and a corresponding decrease in opportunities for Rai to set up. Still, the introduction of dark weak SUMO legends and lots of Lugia and Sableye usage makes up for this lack in my view. For similar reasons, the faster and bulkier Mewtwo is less appealing for its lack of STAB shadow ball or Dark pulse. By not using Mewtwo, the team becomes slightly weaker to M-Gar, but slightly stronger vs. Stall and balance.

RAI HIGHLIGHT: file:///C:/Users/big/Downloads/Gen7Ubers-2017-02-09-thetrapgod-h0ngster.html



Generic overview: Standardish HO. What else to say?

Pros: Wins quickly, good quantity vs. quality, easy to use, slightly better vs. stall compared to other HO. Lucario better than Mence for carry vs. Stall.

Cons: Has the standard HO weaknesses. Lack of Deo-A or Mewtwo makes speed control difficult. Lack of M-mence makes team weaker vs. Balance.


Threatlist: M-gar is painfully fast and its Ghost-Fighting-Poison coverage is difficult but not impossible to manage. Ditto can be a nuisance to this team because of its ability to discourage stat boosting. Scarf Lunala, similarly, is bothersome because of Ghost-Fighting coverage but not gamending. Hyper Balance teams(waterceus, scarf lunala, Yveltal, Gira-o, Pdon, filler) are very difficult to defeat. Baton pass absolutely murders this team unless correctly managed, as not a single poke on the team can phaze. Vs. Baton pass, it is advisable to lead with Luke SD against enemy lead mew and lead GeoXern vs. enemy scolipede. Not much can happily switch into a +2 xern moonblast. Enemy z-geomancy can be gamending of unpredicted.

Importable:
Excadrill @ Focus Sash
Ability: Mold Breaker
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Rapid Spin
- Rock Tomb
- Toxic

Groudon-Primal @ Red Orb
Ability: Desolate Land
EVs: 104 HP / 252 Atk / 96 SpD / 56 Spe
Adamant Nature
- Rock Polish
- Precipice Blades
- Stone Edge
- Swords Dance

Lucario @ Lucarionite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Tail
- Bullet Punch

Spooky (Arceus) @ Ghostium Z
Ability: Multitype
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Shadow Force
- Brick Break
- Extreme Speed

Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 184 HP / 32 Def / 252 SpA / 40 Spe
Modest Nature
IVs: 0 Atk
- Geomancy
- Moonblast
- Focus Blast
- Thunder

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Nasty Plot
- Dark Pulse
- Sludge Bomb
 
Heya~
Well, the concept how to use this team is really basic and is quite easy for a hyper offense like yours gain momentum as fast as possible without taking many turns, let me give you a rate.
I think Excadrill's set is kinda weird, although, I really get why are you trying to keep Toxic and Rock Tomb; Toxic might bother defensive threats like Arceus-Water and Rock Tomb is there to prevent the boost from opposing Mega Salamence, drop Speed and have a good chance to KO opposing Ho-Oh lead. However, Excadrill really needs Earthquake in order to pressure support Lava Plume Primal Groudon which is annoying to face.
Another issue I have with this team is you don't have Ground resist, you can't even handle unboosted Ground-types moves and having Mega Lucario makes nearly impossible to play against bulky Ground-types as they can easily force the switch out while losing momentum.
These are my suggestions:
  • Replace
    with
    .
Dialga @ Shuca Berry
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Stealth Rock
- Draco Meteor
- Flash Cannon
- Toxic
Very self-explanatory set. Unlike Excadrill, Dialga offers a great movepool and coverage making it capable to pressure defensive Pokemon. The Toxic access and its HP investement allows it to annoy opposing Arceus support and its fantastic typing helps you to improve the match-up against Mega Salamence as it can proper take any hit and revenge kill with Draco Meteor. I strongly recommend Dialga because it fits in the team and gives you the chance to have a better / potential Stealth Rock user while keeping the offensive synergy.
  • Take out
    and use
    instead.
Yveltal @ Life Orb
Ability: Dark Aura
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Dark Pulse
- Oblivion Wing
- Sucker Punch
- Knock Off
While Darkrai isn't that bad it's pretty evident the Dark Void nerf has affected its effectiveness and usage which is why I recommend a better Life Orb user such as Yveltal but Choice Specs can be a nice option as well. Yveltal's stats are insane, it benefits the team giving an okay Ground resist allowing it to work as an exceptional teammate for Mega Lucario as they both can punish defensive teams. I recommend Knock Off as 4th moveslot because it can help dealing good damage to threats like Ho-Oh or predicting the GeoXerneas switch-in.

I think that's all. Overall, solid team n_n hope I helped and good luck!
 

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