In preparation for the Gamestop tourney, I really got into ubers battling. I found it quite enjoyable, and actually much easier to learn than the huge OU metagame. There's only a dozen or so pokemon that are commonly used, and they mostly have relatively standard movesets. As an added bonus, an overwhelming majority of the ubers metagame is playable on Shoddy Battle.
I recommend that anyone wanting to practice prediction in competitive pokemon first try to learn the ubers metagame.
I am hoping this post can be a limited sort of introduction to the D/P ubers metagame. I am by no means an expert, but the number of pokemon that are most commonly used is so small, I felt confident I could provide an accurate view of them. Additionally, I see a lot of people asking for just such a guide, so I wanted to offer what I could to the community.
An Introduction to Ubers
Ubers is very tight
The Ubers metagame in D/P is extremely fast-paced and very tight. Pretty much everything except Giratina, Blissey, and Lugia will die in 2-3 normally-effective hits, and coming in to a super-effective attack will generally wreck a pokemon's chances of contributing to the battle. One mistake can kill your important counter and allow your opponent to sweep with a certain poke.
Because of this, prediction and knowing your options is extremely important in the ubers metagame. Being able to think moves ahead is almost required: "Okay, if Metagross takes too much damage now, Deoxys will come in and sweep me" or, "okay, I have to sacrifice this pokemon, because the only poke that can counter this threat is too low to switch in; I have to revenge-kill." If you mispredict with a choice user, you'll likely give your opponent a free switch in; which in ubers, could easily cost you a poke.
Ubers is very small
There's only x number of pokemon that are viable and can compete in the ubers metagame. Anything else is partially novelty, and while it has the potential to take you by surprise, it will definitely have a much harder time doing so (if only because its stats are 2/3 that of a “normal” uber). You don't have to memorize the types and capabilities of some 50-100 pokemon, only about a dozen.
Ubers is decisive
There are very few stall techniques that work in ubers, as most of the pokes die in 2-3 hits. Lugia and Giratina are some pokemon that can actually pull it off, but these tactics really aren't very common. Some pokemon (Mewtwo and Deoxys especially) are so fast and so strong, sometimes the only way to scare them away is with revenge kills, making one side lose a pokemon each time one of these show their faces. Ubers battles rarely (if ever) degenerate into stalemates, making virtually all of them fast-paced and "exciting" battles.
The Pokes You'll Fight in Ubers
Below are some builds that seem to be the most common currently. (NOT necessarily the one I'd recommend using.) This is of course, highly-arguable, but I’m still open to intelligent input on what’s the “most common” build for a poke.
When I refer to stats, I’m always talking about their base stat.
The pokes listed below are sort of arranged in “most common” to “least common,” though as has been stated, this is highly subjective.
Blissey (NRM) - Analysis - Sporting 135 Special Defense, a whopping 255 HP, and a reliable recovery move, Blissey can completely wall any sweeper that relies on purely Special attacks by using a Calm nature and 252 Sp.Def EVs. She can also wall any stat-boosting special sweeper by using Psych Up or Calm Mind herself. She's even more omni-present in Ubers than in OU play, so you better get used to seeing her.
The common solution to get around Blissey is to put STAB physical moves on special sweepers that are likely to fight her, even ones with (relatively) pitiful attack stats like Kyogre (100 Atk). Palkia often carries Aqua tail just for Blissey. With her massive Special Defense, she can even take non-boosted Choice Specs special fighting moves; throwing fighting attacks on random Special Sweepers is not a Blissey counter.
Blissey is also vulnerable to Choice Band Metagross who can switch in and maul her for 99% with Meteor Mash because she's Calm (+Sp.Def) preventing her from switching in again except as a sacrifice. Using Pursuit, Metagross will deal about 50% if she has 252 defense EVs, or can OHKO low/min defense blisseys, which are relatively common in Ubers.
The pros say to use Psych Up Blissey, but so far Calm Mind bolt-beamers seem to be the most common.
A common Blissey:
Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm (+Sp.Def, -Atk)
EVs: 252 HP / 252 Sp.Def / 4 Sp.Atk
- Calm Mind
- Ice Beam
- Thunder/Thunderbolt
- Softboiled
This seems to be the most common Blissey. It's vulnerable to a ton of things like Waterfall Kyogre, and Aqua Tail Palkia, and can be OHKO by Pursuit Metagross. Don't use it, as any pro will tell you to run max Def EVs instead of HP. Nearly as common, is Blissey with some Defense EVs. Ubers Blissey virtually always runs Calm.
Kyogre (WTR) - Analysis - Sporting an insane 150 Special Attack, as well as a massive 140 Special Defense, Kyogre is on virtually every team. Its ability, Drizzle, automatically sets up rain, and it's a favored lead because of it. Because of Kyogre, the majority of ubers fights do take place in the rain, unless Groudon comes out.
With Choice Specs and Timid (+Speed), Kyogre can reach a ridiculous Sp.Atk of 598. With Choice Scarf, it can outspeed all other ubers except for Deoxys-F with a speed nature. In an environment where 2 hits can kill the majority of threats, the choice scarf seems to be the more common variant, as an extra attack will get you more benefit than one attack that's 50% stronger.
With its tremendous Special Defense, it often takes two, high-powered Thunders to take it down. In the meantime, it can hit hard (or first) with the insane Water Spout. Although this move deals less damage as Kyogre loses HP, it starts at 150 BP, STAB, and +50% because of the rain (which Kyogre will always be fighting under, as Groudon fears switching in to STAB water attacks, even with sunlight). Most ubers that don't resist water will die in 2 hits to a water spout, so switching into a full health Kyogre is a fearsome task indeed. Fortunately, Blissey is often a good switch-in to Kyogre (except Choice Specced Water Spouts which still deal over 50%), and if she didn't take too much, she can Calm Mind or Psych Up.
Scarf Kyogre is also ridiculously common as a lead, and if your lead forces it out, you'll start with an advantage in some 80% of ubers matches.
A common Kyogre:
Kyogre @ Choice Scarf
Ability: Drizzle
Nature: Modest (+Sp.Atk, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Water Spout
- Surf
- Thunder
- Ice Beam
Kyogre also sometimes uses Life Orb and Calm Mind (with a Timid, +Speed nature), but the Choice Scarf (Modest, +Sp.Atk) variant seems to be preferred.
Palkia (WTR/DRG) - Analysis - With 150 Special Attack, Palkia is certainly the more common of the new D/P poster-pokes, and Palkia's water typing makes it a terror in the rain. Since most teams sport Kyogre anyway, Palkia is a highly-likely next choice.
Surf + Life Orb + Rain deals great damage, preventing the faster ubers like Deoxys-F and Mewtwo from switching in . Palkia's 100 speed lets it outspeed the "older" 90 speed ubers (when Palkia is Timid [+Speed]), making them not want to switch in, either (unless Scarf Kyogre can predict a water attack). Spacial Rend provides strong STAB and OHKOs Lati@s, as well as Deoxys-F and Mewtwo on the switch-in. The possibility of Palkia carrying Aqua Tail makes Blissey stay away as well (who takes 67-80% even if she has 252 EVs in Defense).
Because of this, Palkia is an uber that has "no true counters." You'll have to predict or revenge-kill to get in completely safely. To handle these threats, Life Orb is the preferred item over a choice item, as Palkia can still outspeed all the old ubers if Palkia mispredicts a switch.
A common Palkia:
Palkia @ Life Orb
Ability: Pressure
Nature: Hasty (+Speed, -Def)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Surf
- Thunder
- Spacial Rend
- Aqua Tail
Mewtwo (PSY) - Analysis - Running off 130 speed, and threatening with 154 Special Attack, Mewtwo is still very common in ubers, despite being relatively hard to switch in. With a diverse movepool outrunning everything except Scarf Kyogre and Deoxys-F, Mewtwo can hit lots of things hard and super-effective with Life Orb or Choice Specs. Incredible as a revenge-killer; once Mewtwo is brought into battle, it's now your opponent who has to worry about getting in safely.
Because of its speed and power, frequently the only way to scare it off is with a revenge-killer of your own. This is part of what forces fast and decisive battles in ubers, as the number of revenge opportunities you have is limited by the number of pokemon you have left.
A common Mewtwo:
Mewtwo @ Life Orb
Ability: Pressure
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Calm Mind
- Taunt
- Shadow Ball
- Aura Sphere
There are myriad options for Mewtwo. You may have heard of this Mewtwo, but it can also run Choice Specs (dropping CM and Taunt), and choose from bolt/beam, flamethrower, grass knot, or even become a physical sweeper (though that is rare).
Metagross (STL/PSY) - Analysis - With 135 Attack, 130 Defense, and typing that allows it to survive in ubers, Metagross is a great "anti-metagame" pokemon for ubers use.
If Blissey shows up to wall your sweeper, switch in Metagross. The worst you'll take is 25% from her Thunder. Then fearing a meteor mash or Earthquake she'll switch out, and you can punish with Choice Banded pursuit, dealing at least 50%, or even killing/crippling her outright (if no Defense EVs).
Deoxys-F rear its head? Most of the time, you can switch in Metagross. If your opponent mispredicted with a choice item Deoxys, you can kill with Pursuit. Even taking the worst attack, Metagross can play the, "will I Bullet Punch or will I Pursuit" game with Deoxys, though it can only do this once. You may have heard stories about how Bullet Punch can stop Deoxys-F sweeps...
Being a good counter to two of the biggest threats in ubers (Deoxys-F and Blissey) earns Metagross a spot on many ubers teams.
A common Metagross:
Metagross @ Choice Band
Ability: Clear Body
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 252 HP / 252 Atk / 4 Sp.Def
- Meteor Mash
- Earthquake
- Explosion
- Thunder Punch
The most common Metagross is also plain bad for ubers. Earthquake doesn’t hit anything except Dialga, and Pursuit helps with Blissey and Deoxys-F so much it should always be carried. You should run something like Meteor Mash/Pursuit/Explosion/Bullet Punch for ubers.
Arceus (Can be any type... WTF) - Analysis - With 120 in all stats, Arceus is a new form of uber-uber in the D/P metagame. Additionally, it can become any single type by holding one of its signature plates as its hold item. Along with a diverse movepool and Judgement, which gives it a 100 BP, 100% accurate STAB move of Arceus' type, the possibilities are almost endless.
Unfortunately, there just hasn't been enough D/P playtesting for something with as many options as Arceus. It can be EVed offensively or defensively, and just giving it STL, BUG, or NRM typing can radically change its options and counters. On Shoddy Battle, the only type that is functional is NORMAL Arceus, so I'll discuss that here. I really don't know much about any of the other types.
Extremespeed Arceus - With Swords Dance, solid defenses, and STAB Extremespeed, Arceus can begin to OHKO a ton of ubers with just one Swords Dance. Don't let this set up on you - easier said than done, unfortunately, as the very offensive pokes that could kill Arceus quickly are instead OHKO by Swords-Danced Extremespeed. Metagross can't explode on it because Arceus carries Earthquake. Giratina is immune to extreme speed and can Will-o-wisp in return, but Arceus can just keep Swords Dancing. Lugia can switch in on the dance, and then Whirlwind it away, but will take 50-60% from +2 Shadow Claw, so it can only do this once depending on what gets dragged out.
A common Arceus:
Arceus @ Silk Scarf
Ability: Be gay and become any type
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 252 HP / 252 Atk / 4 Speed
- Swords Dance
- Extremespeed
- ???
- Profit!
(Sigh, it’s usually Earthquake and Shadow Claw in the last slots…)
Arceus, when refined and properly utilized as the metagame develops, will likely be a powerhouse that every team will need to have one of, if they want to be competitive.
Darkrai (DRK) - Analysis - With 125 speed and an 80%-accurate sleep move (Dark Void), you better switch in something you’re okay with being asleep when Darkrai shows its face. If you’re playing without Sleep Clause, this poke is almost unstoppable.
Fortunately, Darkrai’s attack power is not too overpowering (135 Sp.Atk), and its defenses are extremely frail (70 HP, 90/90 Defense). Although it can throw Dark Pulse, Focus Blast, Thunder, and Ice Beam around, you can usually take it out if you’re able to take one or two hits from those attacks. With Sleep Clause, you get to choose what goes to sleep when your foe switches Darkrai in, making this poke reasonably powered, rather than insane.
A common Darkrai:
Darkrai @ Blackglasses
Ability: Bad Dreams
Nature: Timid (+Speed, -Atk)
EVs: 252 Sp.Atk / 4 Sp.Def / 252 Speed
- Calm Mind
- Dark Void
- Taunt
- Dark Pulse
Darkrai has myriad options, and hasn’t really settled on a most common “standard” yet, so here’s one that’s cool.
Giratina (GHS/DRG) - Analysis - With 150 HP, 120 in both defenses and immunity to Normal/Fighting, the only thing preventing Giratina from changing the metagame heavily is the lack of a reliable recovery move. You may have seen its ability to rest-talk and shuffle through teams. It can also run Choice Specs or Choice Band, and switch in pretty easily with its sturdy HP.
Once your opponent pulls themselves together after the shock of seeing an uber caterpillar, however, Giratina really dislikes taking powerful super-effective attacks. With weaknesses to Dragon, Ice, Dark and even Ghost attacks, lots of pokes can hurt it even if it’s rest-shuffling, or predict the switch and take a massive chunk of HP off when Giratina comes in. Combined with Giratina’s slow speed (90), this could make Giratina struggle to force out the pokes it wants to. Additionally, as Surgo pointed out, if Giratina wants to wall massive physical threats like Groudon successfully, it's going to need Will-o-wisp.
But in a metagame where every single switch can turn a loss into a victory, Giratina’s sturdiness may prove quite an asset in the long run.
A common Giratina:
Giratina @ Leftovers
Ability: Pressure
Nature: Bold/Impish (+Def or +Sp.Def)
EVs: 252 Def / 252 Sp.Def / filler
- Toxic / Dragon Claw/Pulse
- Roar / Will-o-Wisp / Calm Mind
- Rest
- Sleep Talk
Lugia (PSY/FLY) - Analysis - With 106 HP, 130 Defense, 154 Special Defense, a respectable 110 speed and a reliable recovery move (Roost, which also rids it of 3 weaknesses), Lugia is perhaps one of the best all-around walls in the game.
It can be specced for Defense or Special Defense, though is usually on the Defensive side, since Blissey covers Sp.Def so well. Furthermore, even if it's specced in primarily one defensive stat, its other stat will be no slouch either. Lugia laughs at anti-Blissey gimmicks like Aqua Tail Kyogre/Palkia, or CB Pursuit Metagross (when Lugia stays in).
It also has access to an array of stalling tactics, such as Calm Mind, Toxic, and Whirlwind. Because of its reliable recovery and beefy defenses, it can actually pull these off, even in the super-offensive metagame that is D/P. It can even PP stall with Pressure and Roost. Unless you have some way of dealing with Lugia quickly and decisively (Taunt Mewtwo/Darkrai/Mew, or an overwhelming sweeper like Kyogre or Deoxys), it can and will sweep a team, slowly but surely.
Something that seriously hinders Lugia’s walling ability is Stealth Rock, as the flying beast takes a potentially-crippling 25% when it switches in.
A common Lugia:
Lugia @ Leftovers
Ability: Pressure
Nature: Bold (+Def, -Atk)
EVs: 252 HP / 116 Def / 140 Speed
- Calm Mind
- Ice Beam
- Aeroblast
- Roost
This seems to be the most common set, though I think it’s foolish as Lugia should pretty much always have Whirlwind to stop stat-uppers. With Calm Mind, Roost, and WW, Lugia takes a lot of teams unprepared.
Deoxys-F (PSY) - Analysis - Simply monstrous: running off of 150 Speed, and 180 Attack/Sp.Attack, Deoxys-F is the true essence of the “glass cannon” with its 20 Defense/Sp.Defense, and 50 HP. Timid/Jolly/Hasty (+Speed) Deoxys can even outrun Choice Scarf Kyogre and Adamant DD Rayquaza if you want. With a huge movepool and the option to run either Physical or Special attacks, every team needs a way to scare off Deoxys, lest it sweep your team.
Priority moves are Deoxys' bane, as it can't survive even a scratch from wimpy moves like Bullet Punch (Metagross), or non-STAB Extremespeed (Rayquaza). Even then, however, the problem lies in getting a poke with such a move in against Deoxys. Like Mewtwo, once Deoxys is in, it's likely staying in until it kills something and you can revenge with a poke that can either take a hit, or has a priority move, because Deoxys is going first.
A common Deoxys-F:
Deoxys-F @ Life Orb
Ability: Pressure
Nature: Rash (+Sp.Atk, -Sp.Def)
EVs: 4 Atk / 252 Sp.Atk / 252 Speed
- Shadow Ball
- Thunder / HP Fire
- Superpower
- Psycho Boost
This seems to be the most common set, and you may be tempted to run an attack nature, considering Deoxys’ outrageous 150 speed, but running a +speed nature allows Deoxys to outrun things like Scarf Kyogre (which is very common) and Adamant Dragon Dance Rayquaza.
Rayquaza (FLY/DRG) - Analysis - The Ubers version of Garchomp, Rayquaza has access to the 120 BP Outrage, feeding off a nasty Attack of 150. Even scarier than Garchomp, Rayquaza has access to Dragon Dance, allowing him to outspeed everything but Timid/Jolly Deoxys-F after just one dance.
Unlike OU Garchomp, however, his typing and weak defenses (105 HP and 90/90 Def/Sp.Def) make it extremely hard for him to come in and set up on anything in the Ice/Dragon-move-heavy D/P metagame. Even Blissey with no stat-boosts can be risky; if Ray switches in on an Ice Beam he won't be able to Dragon Dance.
Once it does get a dance off, very little can survive all of Rayquaza's options. Metagross can survive Outrage and Explode or Meteor Mash in return, but Rayquaza can also pack a fire move, and its superior speed will let it see what came in on it. Lugia can do the same, but is also scared by Stone Edge. A +speed Deoxys can also outspeed and scare Rayquaza away if Rayquaza is Adamant.
Rayquaza also gets access to Swords Dance, but its relatively-slow 95 speed and 4x Ice Weakness make this highly undesirable compared to Dragon Dance. Like Scarf vs. Specs Kyogre, getting another attack (or any attack at all) is much better than getting one attack that's 25% more powerful (2 stages vs. 1 stage).
A common Rayquaza:
Rayquaza @ Life Orb
Ability: Air Lock
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 36 HP / 252 Atk / 216 Speed
- Dragon Dance
- Outrage
- Earthquake / Overheat
- Extremespeed
Groudon (GRD) - Analysis - Ah, poor Groudon. Although its 150 Attack and 140 Defense are as outrageous as Kyogre's special atk/def stats, Groudon suffers from the fact that the weather he sets up doesn't help his STAB. Even worse, most uber teams love the rain a lot more than the sun (because of Thunder), and if your rainy weather is taken away, your signature move isn't crippled (Solarbeam becomes unusable, whereas Thunder only loses 30% accuracy). Also, Groudon's version of Kyogre's 150 BP move is for some reason a Special Attack. =(
So once Groudon comes in, he's really not nearly as huge a threat. Fliers like Lugia can avoid his ground STAB completely, and Groudon's pitiful 90 Special Defense and Speed means anyone that gets in will certainly pose an overwhelming threat to Groudon.
Nevertheless, he is a hard physical hitter, and can shut off the rain so many ubers teams love. In a metagame dominated by rain teams and strong special attackers/defenders, clever players may find ways to exploit this.
A common Groudon:
Groudon @ Choice Band
Ability: Drought
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 4 HP / 252 Atk / 252 Speed
- Earthquake
- Dragon Claw
- Stone Edge
- Overheat
Groudon has access to Swords Dance, but his slow 90 speed means he’ll rarely get to attack before whatever switched in does.
Latias/Latios (PSY/DRG) – Analysis/Analysis - The "Lati twins" as they're called seem to be rarely used in D/P ubers play. It may be due to everyone running around with Dragon or Ice moves. The latis have trouble switching into Palkia, Dialga, Rayquaza, Mewtwo, Deoxys, Lugia, and also Blissey pretty much walls them. Metagross can also switch in on anything but Thunder/HP Fire and punish their weak physical defenses with CB Pursuit/Meteor Mash.
Once they do get in, however, the Latis are fast (110 speed) special threats that are also relatively beefy (thanks to Soul Dew, which gives an extra 50% to Sp.Atk and Sp.Def) as long as they can avoid super-effective moves. As said above, though, this is difficult in D/P's anti-psychic-and-dragon metagame.
A common Lati@s:
Lati@s @ Soul Dew
Ability: Levitate
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Thunder/Thunderbolt
- Ice Beam
- Calm Mind
- Recover
Honestly I don’t really know what the most common Lati builds are.
Mew (PSY) - Analysis - With “only” 100 stats across the board, the only reason Mew is in ubers is because of his unique talent of being able to learn every TM in the game. Although he can be EVed and Natured any way to become a physical or special sweeper, there are many, many, many ubers that do both of these much better than Mew. Instead, mew is most commonly used for set-ups like Baton Passing stat-ups. Along with Hypnosis, Mew has a surprisingly good chance of doing this, once he’s in.
A common Mew:
Mew @ Leftovers
Ability: Synchronize
Nature: Timid (+Speed, -Atk)
EVs: 252 HP / 36 Def / 220 Speed
- Taunt
- Hypnosis
- Nasty Plot
- Baton Pass
Dialga (DRG/STL) - Analysis - If Groudon is the under-appreciated sibling to Kyogre, Dialga is the physical-wallish half-half sibling of Palkia. With slightly higher HP (100) and slightly lower speed (90), Dialga also boasts Palkia’s impressive 120 Attack and 150 Special Attack, as well as incredible typing leaving it weak to only Fighting/Ground, and resisting such notable types as Water/Electric/Psychic/Dark.
Unfortunately, the 90 speed is almost completely crippling; whereas Palkia (100 speed) can outspeed Kyogre/Rayquaza/Groudon at will, Dialga is left behind at best tying with non-scarf Kyogre and Groudon. It also doesn’t get STAB water moves in the rain, which turns Palkia into an all-star with “no real counters” and makes Dialga look like something that “might make an interesting wall.”
Because of this, Dialga is only rarely seen in D/P ubers.
A common Dialga:
Dialga @ Choice Specs
Ability: Pressure
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Draco Meteor
- Overheat
- Aura Sphere
- Thunder
Forretress (BUG/STL) - Analysis - Rarely seen, Forretress seems to be mainly an exploding wall with utility (it can rapid spin, stealth rock, and also set up spikes). Its typing is exceptional for ubers (resists Dragon, Psychic, Ice, Dark, and Ghost) and Fire is only carried by Groudon, or sometimes Mewtwo/Deoxys (and Ho-oh, lol). It can resist Rayquaza's outrage like a pro, and explode in its face as well.
I recommend that anyone wanting to practice prediction in competitive pokemon first try to learn the ubers metagame.
I am hoping this post can be a limited sort of introduction to the D/P ubers metagame. I am by no means an expert, but the number of pokemon that are most commonly used is so small, I felt confident I could provide an accurate view of them. Additionally, I see a lot of people asking for just such a guide, so I wanted to offer what I could to the community.
An Introduction to Ubers
Ubers is very tight
The Ubers metagame in D/P is extremely fast-paced and very tight. Pretty much everything except Giratina, Blissey, and Lugia will die in 2-3 normally-effective hits, and coming in to a super-effective attack will generally wreck a pokemon's chances of contributing to the battle. One mistake can kill your important counter and allow your opponent to sweep with a certain poke.
Because of this, prediction and knowing your options is extremely important in the ubers metagame. Being able to think moves ahead is almost required: "Okay, if Metagross takes too much damage now, Deoxys will come in and sweep me" or, "okay, I have to sacrifice this pokemon, because the only poke that can counter this threat is too low to switch in; I have to revenge-kill." If you mispredict with a choice user, you'll likely give your opponent a free switch in; which in ubers, could easily cost you a poke.
Ubers is very small
There's only x number of pokemon that are viable and can compete in the ubers metagame. Anything else is partially novelty, and while it has the potential to take you by surprise, it will definitely have a much harder time doing so (if only because its stats are 2/3 that of a “normal” uber). You don't have to memorize the types and capabilities of some 50-100 pokemon, only about a dozen.
Ubers is decisive
There are very few stall techniques that work in ubers, as most of the pokes die in 2-3 hits. Lugia and Giratina are some pokemon that can actually pull it off, but these tactics really aren't very common. Some pokemon (Mewtwo and Deoxys especially) are so fast and so strong, sometimes the only way to scare them away is with revenge kills, making one side lose a pokemon each time one of these show their faces. Ubers battles rarely (if ever) degenerate into stalemates, making virtually all of them fast-paced and "exciting" battles.
The Pokes You'll Fight in Ubers
Below are some builds that seem to be the most common currently. (NOT necessarily the one I'd recommend using.) This is of course, highly-arguable, but I’m still open to intelligent input on what’s the “most common” build for a poke.
When I refer to stats, I’m always talking about their base stat.
The pokes listed below are sort of arranged in “most common” to “least common,” though as has been stated, this is highly subjective.
Blissey (NRM) - Analysis - Sporting 135 Special Defense, a whopping 255 HP, and a reliable recovery move, Blissey can completely wall any sweeper that relies on purely Special attacks by using a Calm nature and 252 Sp.Def EVs. She can also wall any stat-boosting special sweeper by using Psych Up or Calm Mind herself. She's even more omni-present in Ubers than in OU play, so you better get used to seeing her.
The common solution to get around Blissey is to put STAB physical moves on special sweepers that are likely to fight her, even ones with (relatively) pitiful attack stats like Kyogre (100 Atk). Palkia often carries Aqua tail just for Blissey. With her massive Special Defense, she can even take non-boosted Choice Specs special fighting moves; throwing fighting attacks on random Special Sweepers is not a Blissey counter.
Blissey is also vulnerable to Choice Band Metagross who can switch in and maul her for 99% with Meteor Mash because she's Calm (+Sp.Def) preventing her from switching in again except as a sacrifice. Using Pursuit, Metagross will deal about 50% if she has 252 defense EVs, or can OHKO low/min defense blisseys, which are relatively common in Ubers.
The pros say to use Psych Up Blissey, but so far Calm Mind bolt-beamers seem to be the most common.
A common Blissey:
Blissey @ Leftovers
Ability: Natural Cure
Nature: Calm (+Sp.Def, -Atk)
EVs: 252 HP / 252 Sp.Def / 4 Sp.Atk
- Calm Mind
- Ice Beam
- Thunder/Thunderbolt
- Softboiled
This seems to be the most common Blissey. It's vulnerable to a ton of things like Waterfall Kyogre, and Aqua Tail Palkia, and can be OHKO by Pursuit Metagross. Don't use it, as any pro will tell you to run max Def EVs instead of HP. Nearly as common, is Blissey with some Defense EVs. Ubers Blissey virtually always runs Calm.
Kyogre (WTR) - Analysis - Sporting an insane 150 Special Attack, as well as a massive 140 Special Defense, Kyogre is on virtually every team. Its ability, Drizzle, automatically sets up rain, and it's a favored lead because of it. Because of Kyogre, the majority of ubers fights do take place in the rain, unless Groudon comes out.
With Choice Specs and Timid (+Speed), Kyogre can reach a ridiculous Sp.Atk of 598. With Choice Scarf, it can outspeed all other ubers except for Deoxys-F with a speed nature. In an environment where 2 hits can kill the majority of threats, the choice scarf seems to be the more common variant, as an extra attack will get you more benefit than one attack that's 50% stronger.
With its tremendous Special Defense, it often takes two, high-powered Thunders to take it down. In the meantime, it can hit hard (or first) with the insane Water Spout. Although this move deals less damage as Kyogre loses HP, it starts at 150 BP, STAB, and +50% because of the rain (which Kyogre will always be fighting under, as Groudon fears switching in to STAB water attacks, even with sunlight). Most ubers that don't resist water will die in 2 hits to a water spout, so switching into a full health Kyogre is a fearsome task indeed. Fortunately, Blissey is often a good switch-in to Kyogre (except Choice Specced Water Spouts which still deal over 50%), and if she didn't take too much, she can Calm Mind or Psych Up.
Scarf Kyogre is also ridiculously common as a lead, and if your lead forces it out, you'll start with an advantage in some 80% of ubers matches.
A common Kyogre:
Kyogre @ Choice Scarf
Ability: Drizzle
Nature: Modest (+Sp.Atk, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Water Spout
- Surf
- Thunder
- Ice Beam
Kyogre also sometimes uses Life Orb and Calm Mind (with a Timid, +Speed nature), but the Choice Scarf (Modest, +Sp.Atk) variant seems to be preferred.
Palkia (WTR/DRG) - Analysis - With 150 Special Attack, Palkia is certainly the more common of the new D/P poster-pokes, and Palkia's water typing makes it a terror in the rain. Since most teams sport Kyogre anyway, Palkia is a highly-likely next choice.
Surf + Life Orb + Rain deals great damage, preventing the faster ubers like Deoxys-F and Mewtwo from switching in . Palkia's 100 speed lets it outspeed the "older" 90 speed ubers (when Palkia is Timid [+Speed]), making them not want to switch in, either (unless Scarf Kyogre can predict a water attack). Spacial Rend provides strong STAB and OHKOs Lati@s, as well as Deoxys-F and Mewtwo on the switch-in. The possibility of Palkia carrying Aqua Tail makes Blissey stay away as well (who takes 67-80% even if she has 252 EVs in Defense).
Because of this, Palkia is an uber that has "no true counters." You'll have to predict or revenge-kill to get in completely safely. To handle these threats, Life Orb is the preferred item over a choice item, as Palkia can still outspeed all the old ubers if Palkia mispredicts a switch.
A common Palkia:
Palkia @ Life Orb
Ability: Pressure
Nature: Hasty (+Speed, -Def)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Surf
- Thunder
- Spacial Rend
- Aqua Tail
Mewtwo (PSY) - Analysis - Running off 130 speed, and threatening with 154 Special Attack, Mewtwo is still very common in ubers, despite being relatively hard to switch in. With a diverse movepool outrunning everything except Scarf Kyogre and Deoxys-F, Mewtwo can hit lots of things hard and super-effective with Life Orb or Choice Specs. Incredible as a revenge-killer; once Mewtwo is brought into battle, it's now your opponent who has to worry about getting in safely.
Because of its speed and power, frequently the only way to scare it off is with a revenge-killer of your own. This is part of what forces fast and decisive battles in ubers, as the number of revenge opportunities you have is limited by the number of pokemon you have left.
A common Mewtwo:
Mewtwo @ Life Orb
Ability: Pressure
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Calm Mind
- Taunt
- Shadow Ball
- Aura Sphere
There are myriad options for Mewtwo. You may have heard of this Mewtwo, but it can also run Choice Specs (dropping CM and Taunt), and choose from bolt/beam, flamethrower, grass knot, or even become a physical sweeper (though that is rare).
Metagross (STL/PSY) - Analysis - With 135 Attack, 130 Defense, and typing that allows it to survive in ubers, Metagross is a great "anti-metagame" pokemon for ubers use.
If Blissey shows up to wall your sweeper, switch in Metagross. The worst you'll take is 25% from her Thunder. Then fearing a meteor mash or Earthquake she'll switch out, and you can punish with Choice Banded pursuit, dealing at least 50%, or even killing/crippling her outright (if no Defense EVs).
Deoxys-F rear its head? Most of the time, you can switch in Metagross. If your opponent mispredicted with a choice item Deoxys, you can kill with Pursuit. Even taking the worst attack, Metagross can play the, "will I Bullet Punch or will I Pursuit" game with Deoxys, though it can only do this once. You may have heard stories about how Bullet Punch can stop Deoxys-F sweeps...
Being a good counter to two of the biggest threats in ubers (Deoxys-F and Blissey) earns Metagross a spot on many ubers teams.
A common Metagross:
Metagross @ Choice Band
Ability: Clear Body
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 252 HP / 252 Atk / 4 Sp.Def
- Meteor Mash
- Earthquake
- Explosion
- Thunder Punch
The most common Metagross is also plain bad for ubers. Earthquake doesn’t hit anything except Dialga, and Pursuit helps with Blissey and Deoxys-F so much it should always be carried. You should run something like Meteor Mash/Pursuit/Explosion/Bullet Punch for ubers.
Arceus (Can be any type... WTF) - Analysis - With 120 in all stats, Arceus is a new form of uber-uber in the D/P metagame. Additionally, it can become any single type by holding one of its signature plates as its hold item. Along with a diverse movepool and Judgement, which gives it a 100 BP, 100% accurate STAB move of Arceus' type, the possibilities are almost endless.
Unfortunately, there just hasn't been enough D/P playtesting for something with as many options as Arceus. It can be EVed offensively or defensively, and just giving it STL, BUG, or NRM typing can radically change its options and counters. On Shoddy Battle, the only type that is functional is NORMAL Arceus, so I'll discuss that here. I really don't know much about any of the other types.
Extremespeed Arceus - With Swords Dance, solid defenses, and STAB Extremespeed, Arceus can begin to OHKO a ton of ubers with just one Swords Dance. Don't let this set up on you - easier said than done, unfortunately, as the very offensive pokes that could kill Arceus quickly are instead OHKO by Swords-Danced Extremespeed. Metagross can't explode on it because Arceus carries Earthquake. Giratina is immune to extreme speed and can Will-o-wisp in return, but Arceus can just keep Swords Dancing. Lugia can switch in on the dance, and then Whirlwind it away, but will take 50-60% from +2 Shadow Claw, so it can only do this once depending on what gets dragged out.
A common Arceus:
Arceus @ Silk Scarf
Ability: Be gay and become any type
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 252 HP / 252 Atk / 4 Speed
- Swords Dance
- Extremespeed
- ???
- Profit!
(Sigh, it’s usually Earthquake and Shadow Claw in the last slots…)
Arceus, when refined and properly utilized as the metagame develops, will likely be a powerhouse that every team will need to have one of, if they want to be competitive.
Darkrai (DRK) - Analysis - With 125 speed and an 80%-accurate sleep move (Dark Void), you better switch in something you’re okay with being asleep when Darkrai shows its face. If you’re playing without Sleep Clause, this poke is almost unstoppable.
Fortunately, Darkrai’s attack power is not too overpowering (135 Sp.Atk), and its defenses are extremely frail (70 HP, 90/90 Defense). Although it can throw Dark Pulse, Focus Blast, Thunder, and Ice Beam around, you can usually take it out if you’re able to take one or two hits from those attacks. With Sleep Clause, you get to choose what goes to sleep when your foe switches Darkrai in, making this poke reasonably powered, rather than insane.
A common Darkrai:
Darkrai @ Blackglasses
Ability: Bad Dreams
Nature: Timid (+Speed, -Atk)
EVs: 252 Sp.Atk / 4 Sp.Def / 252 Speed
- Calm Mind
- Dark Void
- Taunt
- Dark Pulse
Darkrai has myriad options, and hasn’t really settled on a most common “standard” yet, so here’s one that’s cool.
Giratina (GHS/DRG) - Analysis - With 150 HP, 120 in both defenses and immunity to Normal/Fighting, the only thing preventing Giratina from changing the metagame heavily is the lack of a reliable recovery move. You may have seen its ability to rest-talk and shuffle through teams. It can also run Choice Specs or Choice Band, and switch in pretty easily with its sturdy HP.
Once your opponent pulls themselves together after the shock of seeing an uber caterpillar, however, Giratina really dislikes taking powerful super-effective attacks. With weaknesses to Dragon, Ice, Dark and even Ghost attacks, lots of pokes can hurt it even if it’s rest-shuffling, or predict the switch and take a massive chunk of HP off when Giratina comes in. Combined with Giratina’s slow speed (90), this could make Giratina struggle to force out the pokes it wants to. Additionally, as Surgo pointed out, if Giratina wants to wall massive physical threats like Groudon successfully, it's going to need Will-o-wisp.
But in a metagame where every single switch can turn a loss into a victory, Giratina’s sturdiness may prove quite an asset in the long run.
A common Giratina:
Giratina @ Leftovers
Ability: Pressure
Nature: Bold/Impish (+Def or +Sp.Def)
EVs: 252 Def / 252 Sp.Def / filler
- Toxic / Dragon Claw/Pulse
- Roar / Will-o-Wisp / Calm Mind
- Rest
- Sleep Talk
Lugia (PSY/FLY) - Analysis - With 106 HP, 130 Defense, 154 Special Defense, a respectable 110 speed and a reliable recovery move (Roost, which also rids it of 3 weaknesses), Lugia is perhaps one of the best all-around walls in the game.
It can be specced for Defense or Special Defense, though is usually on the Defensive side, since Blissey covers Sp.Def so well. Furthermore, even if it's specced in primarily one defensive stat, its other stat will be no slouch either. Lugia laughs at anti-Blissey gimmicks like Aqua Tail Kyogre/Palkia, or CB Pursuit Metagross (when Lugia stays in).
It also has access to an array of stalling tactics, such as Calm Mind, Toxic, and Whirlwind. Because of its reliable recovery and beefy defenses, it can actually pull these off, even in the super-offensive metagame that is D/P. It can even PP stall with Pressure and Roost. Unless you have some way of dealing with Lugia quickly and decisively (Taunt Mewtwo/Darkrai/Mew, or an overwhelming sweeper like Kyogre or Deoxys), it can and will sweep a team, slowly but surely.
Something that seriously hinders Lugia’s walling ability is Stealth Rock, as the flying beast takes a potentially-crippling 25% when it switches in.
A common Lugia:
Lugia @ Leftovers
Ability: Pressure
Nature: Bold (+Def, -Atk)
EVs: 252 HP / 116 Def / 140 Speed
- Calm Mind
- Ice Beam
- Aeroblast
- Roost
This seems to be the most common set, though I think it’s foolish as Lugia should pretty much always have Whirlwind to stop stat-uppers. With Calm Mind, Roost, and WW, Lugia takes a lot of teams unprepared.
Deoxys-F (PSY) - Analysis - Simply monstrous: running off of 150 Speed, and 180 Attack/Sp.Attack, Deoxys-F is the true essence of the “glass cannon” with its 20 Defense/Sp.Defense, and 50 HP. Timid/Jolly/Hasty (+Speed) Deoxys can even outrun Choice Scarf Kyogre and Adamant DD Rayquaza if you want. With a huge movepool and the option to run either Physical or Special attacks, every team needs a way to scare off Deoxys, lest it sweep your team.
Priority moves are Deoxys' bane, as it can't survive even a scratch from wimpy moves like Bullet Punch (Metagross), or non-STAB Extremespeed (Rayquaza). Even then, however, the problem lies in getting a poke with such a move in against Deoxys. Like Mewtwo, once Deoxys is in, it's likely staying in until it kills something and you can revenge with a poke that can either take a hit, or has a priority move, because Deoxys is going first.
A common Deoxys-F:
Deoxys-F @ Life Orb
Ability: Pressure
Nature: Rash (+Sp.Atk, -Sp.Def)
EVs: 4 Atk / 252 Sp.Atk / 252 Speed
- Shadow Ball
- Thunder / HP Fire
- Superpower
- Psycho Boost
This seems to be the most common set, and you may be tempted to run an attack nature, considering Deoxys’ outrageous 150 speed, but running a +speed nature allows Deoxys to outrun things like Scarf Kyogre (which is very common) and Adamant Dragon Dance Rayquaza.
Rayquaza (FLY/DRG) - Analysis - The Ubers version of Garchomp, Rayquaza has access to the 120 BP Outrage, feeding off a nasty Attack of 150. Even scarier than Garchomp, Rayquaza has access to Dragon Dance, allowing him to outspeed everything but Timid/Jolly Deoxys-F after just one dance.
Unlike OU Garchomp, however, his typing and weak defenses (105 HP and 90/90 Def/Sp.Def) make it extremely hard for him to come in and set up on anything in the Ice/Dragon-move-heavy D/P metagame. Even Blissey with no stat-boosts can be risky; if Ray switches in on an Ice Beam he won't be able to Dragon Dance.
Once it does get a dance off, very little can survive all of Rayquaza's options. Metagross can survive Outrage and Explode or Meteor Mash in return, but Rayquaza can also pack a fire move, and its superior speed will let it see what came in on it. Lugia can do the same, but is also scared by Stone Edge. A +speed Deoxys can also outspeed and scare Rayquaza away if Rayquaza is Adamant.
Rayquaza also gets access to Swords Dance, but its relatively-slow 95 speed and 4x Ice Weakness make this highly undesirable compared to Dragon Dance. Like Scarf vs. Specs Kyogre, getting another attack (or any attack at all) is much better than getting one attack that's 25% more powerful (2 stages vs. 1 stage).
A common Rayquaza:
Rayquaza @ Life Orb
Ability: Air Lock
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 36 HP / 252 Atk / 216 Speed
- Dragon Dance
- Outrage
- Earthquake / Overheat
- Extremespeed
Groudon (GRD) - Analysis - Ah, poor Groudon. Although its 150 Attack and 140 Defense are as outrageous as Kyogre's special atk/def stats, Groudon suffers from the fact that the weather he sets up doesn't help his STAB. Even worse, most uber teams love the rain a lot more than the sun (because of Thunder), and if your rainy weather is taken away, your signature move isn't crippled (Solarbeam becomes unusable, whereas Thunder only loses 30% accuracy). Also, Groudon's version of Kyogre's 150 BP move is for some reason a Special Attack. =(
So once Groudon comes in, he's really not nearly as huge a threat. Fliers like Lugia can avoid his ground STAB completely, and Groudon's pitiful 90 Special Defense and Speed means anyone that gets in will certainly pose an overwhelming threat to Groudon.
Nevertheless, he is a hard physical hitter, and can shut off the rain so many ubers teams love. In a metagame dominated by rain teams and strong special attackers/defenders, clever players may find ways to exploit this.
A common Groudon:
Groudon @ Choice Band
Ability: Drought
Nature: Adamant (+Atk, -Sp.Atk)
EVs: 4 HP / 252 Atk / 252 Speed
- Earthquake
- Dragon Claw
- Stone Edge
- Overheat
Groudon has access to Swords Dance, but his slow 90 speed means he’ll rarely get to attack before whatever switched in does.
Latias/Latios (PSY/DRG) – Analysis/Analysis - The "Lati twins" as they're called seem to be rarely used in D/P ubers play. It may be due to everyone running around with Dragon or Ice moves. The latis have trouble switching into Palkia, Dialga, Rayquaza, Mewtwo, Deoxys, Lugia, and also Blissey pretty much walls them. Metagross can also switch in on anything but Thunder/HP Fire and punish their weak physical defenses with CB Pursuit/Meteor Mash.
Once they do get in, however, the Latis are fast (110 speed) special threats that are also relatively beefy (thanks to Soul Dew, which gives an extra 50% to Sp.Atk and Sp.Def) as long as they can avoid super-effective moves. As said above, though, this is difficult in D/P's anti-psychic-and-dragon metagame.
A common Lati@s:
Lati@s @ Soul Dew
Ability: Levitate
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Thunder/Thunderbolt
- Ice Beam
- Calm Mind
- Recover
Honestly I don’t really know what the most common Lati builds are.
Mew (PSY) - Analysis - With “only” 100 stats across the board, the only reason Mew is in ubers is because of his unique talent of being able to learn every TM in the game. Although he can be EVed and Natured any way to become a physical or special sweeper, there are many, many, many ubers that do both of these much better than Mew. Instead, mew is most commonly used for set-ups like Baton Passing stat-ups. Along with Hypnosis, Mew has a surprisingly good chance of doing this, once he’s in.
A common Mew:
Mew @ Leftovers
Ability: Synchronize
Nature: Timid (+Speed, -Atk)
EVs: 252 HP / 36 Def / 220 Speed
- Taunt
- Hypnosis
- Nasty Plot
- Baton Pass
Dialga (DRG/STL) - Analysis - If Groudon is the under-appreciated sibling to Kyogre, Dialga is the physical-wallish half-half sibling of Palkia. With slightly higher HP (100) and slightly lower speed (90), Dialga also boasts Palkia’s impressive 120 Attack and 150 Special Attack, as well as incredible typing leaving it weak to only Fighting/Ground, and resisting such notable types as Water/Electric/Psychic/Dark.
Unfortunately, the 90 speed is almost completely crippling; whereas Palkia (100 speed) can outspeed Kyogre/Rayquaza/Groudon at will, Dialga is left behind at best tying with non-scarf Kyogre and Groudon. It also doesn’t get STAB water moves in the rain, which turns Palkia into an all-star with “no real counters” and makes Dialga look like something that “might make an interesting wall.”
Because of this, Dialga is only rarely seen in D/P ubers.
A common Dialga:
Dialga @ Choice Specs
Ability: Pressure
Nature: Timid (+Speed, -Atk)
EVs: 4 HP / 252 Sp.Atk / 252 Speed
- Draco Meteor
- Overheat
- Aura Sphere
- Thunder
Forretress (BUG/STL) - Analysis - Rarely seen, Forretress seems to be mainly an exploding wall with utility (it can rapid spin, stealth rock, and also set up spikes). Its typing is exceptional for ubers (resists Dragon, Psychic, Ice, Dark, and Ghost) and Fire is only carried by Groudon, or sometimes Mewtwo/Deoxys (and Ho-oh, lol). It can resist Rayquaza's outrage like a pro, and explode in its face as well.