New Ubers Team

I was having a play around with the old ubers team the other day and decided a new one was due as I've been using the same Mewtwo/Cloyster/Snorlax/Lugia/Tyranitar/Blissey combo for ages and wanted to try something a little less passive that actually makes use of Mew.


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1. Snorlax @ Leftovers
Curse, Lovely Kiss, Double-Edge, Rest

Probably the most suitable starter in the team; it can setup while stopping the opponents setup with l.kiss. Unlikely to be forced out on the start in Ubers.

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2. Mewtwo @ Leftovers
Psychic, Thunder, Rest, Sleep Talk

With there being no Heal Beller on this team I needed something that could absorb status's and keep on going. This move set works really well for taking on Ho-Oh which would otherwise have an easy time leaving burns on me, it also gives Mewtwo a fighting chance against Sleep Talk Zapdos & Raikous, with a better duration to resist & spread paralysis.

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3. Forretress @ Leftovers
Spikes, Toxic, Hidden Power Fire, Explosion

Forretress is actually pretty useful on this team: Obviously it's the spiker, Toxic is good due to most things having recover and it's especially useful for stopping Lugia set up. HP Fire is for Steelix - it doesn't demolish it but Forry has enough defense you can switch him in quite easily and expect a 4/5hko, it's also good for other Forretresses/Skarmory and you're not worried to suck a Toxic or Explosion on the switch. And Explosion - because you never know when you'll need it! Most probably for Snorlax

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4. Mew @ Leftovers
Swords Dance, Submission, Shadow Ball, Softboiled

Everybodys favourite uber. I don't need to explain much about this guy; keep him away from paralysis and burns, I find him tricky to bring into play early & mid game but does well sweeping late game. Pick the timing right and start dancing. I chose the Submission move set as it was a good check for Tyranitar which I'm a little weak against.

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5. Lugia @ Leftovers
Curse, Aeroblast, Whirlwind, Recover

The original ubers phazer; curse up alongside things like Snorlax then Whirlwind them out. It should have some ability to do spike shuffle damage with Forretress's Spikes & Toxic. Obviously there's precious little PP for attack too so don't go firing off Aeroblasts unnecessarily; try and set up with Curse before using them up.

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6. Tyranitar @ Leftovers
Curse, Rock Slide, Crunch, Surf

I've always found Curse T.tars work quite well in ubers; you can counter setup to monolaxs and wear them down with Crunch, hit most things in the tier pretty hard. A couple of curses can help defend against Submission but generally don't try tanking them. Surf is there to hit Steelix; I'm on the fence as to whether it's a better idea than Fire Blast? I haven't worked out the probability of Surf 2HKOing Steelix vs F.Blast hitting twice? I figured I've already got a fire type attack on the team and Surf can be useful for those occasional Rhydons plus it can put in respectable damage on a Tyranitar which had starting cursing.
 
Tyranitar Surf vs. Steelix: 173-204 (49 - 57.7%) -- 57.1% chance to 2HKO after Leftovers recovery
Odds of Fire Blast hitting twice: 0.85^2 = 72.25%

So Fire Blast does have better odds, but it might be worth considering surf anyway due to rhydon as you said and other ttars
 
Surf is also good if you run into a Marowak:
Tyranitar Surf vs. Marowak: 154-182 (47.6 - 56.3%) -- 86.7% chance to 2HKO
+1 Tyranitar Rock Slide vs. Marowak: 70-83 (21.6 - 25.6%) -- 0.9% chance to 4HKO
+1 Tyranitar Earthquake vs. Marowak: 125-147 (38.6 - 45.5%) -- guaranteed 3HKO

Plus with Surf vs. Steelix, regardless of failing the 2HKO Steelix will be near-dead while a Fire Blast miss can leave Steelix with enough HP to take a hit and Explode or Rest or something. For example, Lugia's Earthquake and Mew(two)'s Submission fail to KO Steelix even after a max roll Fire Blast, while 2 low-mid roll Surfs totaling atleast 370 damage total allows even Lugia's min-roll Aeroblast to KO.
 
Yes surf definitely has its place here. The downside is it leaves tar a little weaker against forretress & skarmory. Seeing as they defend more than threaten I think having a check for damaging threats is important to have. What the team really needs is mew replacing with Machamp carrying: Curse, cross chop, rock slide, hp bug, but that doesn't really work for the whole "using mew" theme here. There's probably an argument for explosion on mew for things like last poke lax
 
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