ShinyFlareon
bowtie coconut birb
- Joined
- Dec 24, 2007
- Messages
- 7,134
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I swear I actually plan on making this one >.< Mostly UU pokemon, but plan on using in regular play.
Drifblim@Leftovers
Calm nature
Ability: Aftermath
EVs: 80 HP / 252 SpD / 176 Spe
-- Baton Pass
-- Substitute
-- Stockpile
-- Shadow Ball/Hypnosis/Rest
As you can probably tell from the title of this thread, this team focuses on maintaining a Baton Pass chain, which starts here with Drifblim, who is the pokemon with the highest base HP that can learn Baton Pass and isn't Uber. First, Drifblim Substitutes, then behind it Stockpiles up to boost defenses. Shadow Ball stops Taunt from walling me, Hypnosis makes getting the Baton Pass off a little easier, or Rest to keep Drifblim in good health and able to come back later in the match to make more Substitutes.
Floatzel@Leftovers
Jolly nature
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
-- Bulk Up
-- Baton Pass
-- Waterfall
-- Return/Crunch
This way, I get a pseudo-Swords Dance as well as some defense -- also, this means that I can take Stockpile off Drifblim and replace it with something more practical. Waterfall for STAB and Return for coverage or Crunch for Ghosts which I think my team might otherwise have problems with.
Absol@Scope Lens
Lonely nature
Ability: Super Luck
EVs: 252 Atk / 4 Def / 252 Spe
-- Sucker Punch/Night Slash
-- Superpower
-- Fire Blast
-- Psycho Cut
Ladies and gentlemen, this is the coup de grace -- the recipient of Floatzel's Bulk Up's, and Absol really benefits from the Defense boost from Bulk Up. Absol is an absolute beast of a pokemon when set up correctly, and I've been dying to use one competitively for a while. Scope Lens increases the already boosted Critical Hit ratio without recoil damage (something that's always kinda turned me off about a Life Orb). Sucker Punch for excellent STAB, or Night Slash if I'm fast enough; Superpower for the likes of Heatran, Weavile, Regigigas, and Tyranitar; Fire Blast for Scarmory and Lucario, and Psycho Cut for most other Fighting-types. EVs are designed to make Absol as fast and hard-hitting as possible, even if it can't get the Baton Passed Swords Dances/Speed Boosts.
Mr. Mime@Leftovers
Calm nature
Ability: Soundproof
EVs: 252 HP / 40 SpD / 216 Spe
-- Baton Pass
-- Calm Mind
-- Substitute/Encore
-- Charge Beam
The second possible recipient of Drifblim's Substitutes, depending on what is switched in. The idea here is to boost on the Special side with Calm Mind, rather that boost Attack and Speed like Yanmega. Mr. Mime's Soundproof also goes a long way in dealing with the threat of Roar that could so easily ruin my Baton Passing merriment. Charge Beam is a little something extra that may help boost Sp. Atk even more, and Electric has ok coverage.
Espeon@???
Timid nature
EVs: 4 HP / 252 Sp. Atk / 252 Spd
-- Psychic
-- Shadow Ball
-- Hidden Power (Ice/Fire/Bug)
-- ???
Fairly standard. Espeon gets the Calm Mind boosts from Mr. Mime, then proceeds to sweep. Psychic for STAB, Shadow Ball for other Psychics, Hidden Power Ice for Altaria, Fire for Steels and Grasses, or Bug for Darks and Grasses, while I lose coverage on Steels. Fourth move is up for grabs...I kinda want it to be an attack, but the only thing I can think of is Grass Knot, which, aside from Quagsire and Gastrodon, doesn't have a lot of use in UU. Maybe Swift?
Clefable@Toxic Orb
Calm nature
Ability: Magic Guard
EVs: 128 HP / 128 Sp. Atk / 252 Sp. Def
-- Wish
-- Ice Beam/Focus Blast
-- Thunderbolt/Shadow Ball
-- Toxic/Flamethrower
A special wall that can attack if it wants to. Wish to heal itself or the team, BoltBeam or Focus Blast/Shadow Ball combo, then Toxic for further team support or Flamethrower as another general attack.
Well, there you have it. I realize it's not that great, and there are probably a lot of holes in it that I'm just not seeing. But that's what I put it up here for, right?
EDIT: Don't ask me why I added the UU into the title...I have no idea myself -_- brain fart. Seriously. Pay no attention to it.
Calm nature
Ability: Aftermath
EVs: 80 HP / 252 SpD / 176 Spe
-- Baton Pass
-- Substitute
-- Stockpile
-- Shadow Ball/Hypnosis/Rest
As you can probably tell from the title of this thread, this team focuses on maintaining a Baton Pass chain, which starts here with Drifblim, who is the pokemon with the highest base HP that can learn Baton Pass and isn't Uber. First, Drifblim Substitutes, then behind it Stockpiles up to boost defenses. Shadow Ball stops Taunt from walling me, Hypnosis makes getting the Baton Pass off a little easier, or Rest to keep Drifblim in good health and able to come back later in the match to make more Substitutes.
Jolly nature
EVs: 32 HP / 252 Atk / 8 Def / 216 Spe
-- Bulk Up
-- Baton Pass
-- Waterfall
-- Return/Crunch
This way, I get a pseudo-Swords Dance as well as some defense -- also, this means that I can take Stockpile off Drifblim and replace it with something more practical. Waterfall for STAB and Return for coverage or Crunch for Ghosts which I think my team might otherwise have problems with.
Lonely nature
Ability: Super Luck
EVs: 252 Atk / 4 Def / 252 Spe
-- Sucker Punch/Night Slash
-- Superpower
-- Fire Blast
-- Psycho Cut
Ladies and gentlemen, this is the coup de grace -- the recipient of Floatzel's Bulk Up's, and Absol really benefits from the Defense boost from Bulk Up. Absol is an absolute beast of a pokemon when set up correctly, and I've been dying to use one competitively for a while. Scope Lens increases the already boosted Critical Hit ratio without recoil damage (something that's always kinda turned me off about a Life Orb). Sucker Punch for excellent STAB, or Night Slash if I'm fast enough; Superpower for the likes of Heatran, Weavile, Regigigas, and Tyranitar; Fire Blast for Scarmory and Lucario, and Psycho Cut for most other Fighting-types. EVs are designed to make Absol as fast and hard-hitting as possible, even if it can't get the Baton Passed Swords Dances/Speed Boosts.
Calm nature
Ability: Soundproof
EVs: 252 HP / 40 SpD / 216 Spe
-- Baton Pass
-- Calm Mind
-- Substitute/Encore
-- Charge Beam
The second possible recipient of Drifblim's Substitutes, depending on what is switched in. The idea here is to boost on the Special side with Calm Mind, rather that boost Attack and Speed like Yanmega. Mr. Mime's Soundproof also goes a long way in dealing with the threat of Roar that could so easily ruin my Baton Passing merriment. Charge Beam is a little something extra that may help boost Sp. Atk even more, and Electric has ok coverage.
Timid nature
EVs: 4 HP / 252 Sp. Atk / 252 Spd
-- Psychic
-- Shadow Ball
-- Hidden Power (Ice/Fire/Bug)
-- ???
Fairly standard. Espeon gets the Calm Mind boosts from Mr. Mime, then proceeds to sweep. Psychic for STAB, Shadow Ball for other Psychics, Hidden Power Ice for Altaria, Fire for Steels and Grasses, or Bug for Darks and Grasses, while I lose coverage on Steels. Fourth move is up for grabs...I kinda want it to be an attack, but the only thing I can think of is Grass Knot, which, aside from Quagsire and Gastrodon, doesn't have a lot of use in UU. Maybe Swift?
Calm nature
Ability: Magic Guard
EVs: 128 HP / 128 Sp. Atk / 252 Sp. Def
-- Wish
-- Ice Beam/Focus Blast
-- Thunderbolt/Shadow Ball
-- Toxic/Flamethrower
A special wall that can attack if it wants to. Wish to heal itself or the team, BoltBeam or Focus Blast/Shadow Ball combo, then Toxic for further team support or Flamethrower as another general attack.
Well, there you have it. I realize it's not that great, and there are probably a lot of holes in it that I'm just not seeing. But that's what I put it up here for, right?
EDIT: Don't ask me why I added the UU into the title...I have no idea myself -_- brain fart. Seriously. Pay no attention to it.
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