VanillaThunderbolt
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I'm planning another UU Team, and I really want to try a different approach with this one. I'm very open to changing the team mates, so any suggestions, shoot away. c:
Take Note: I am playing with the Item Clause, so don't tell me to double up on Leftovers or Life Orb. I'm also playing with no fair hacking, so IV breeding for Hidden Power is basically out of the question, due to my patience (unless I seriously think it's absolutely crucial).
ADDITIONS IN BOLD
REMOVALS IN STRIKE THROUGH
Ambipom @Focus Sash
Technician Ability
Jolly Nature
4 HP/252 Atk/252 Speed
~Fake Out
~Double Hit
~Low Kick
~Payback
Donphan @Rindo Berry
Sturdy Ability
Impish Nature
252 HP/4 Atk/252 Def
~Stealth Rock
~Earthquake
~Assurance
~Superpower/Ice Shard
Gardevoir @Light Clay
Trace Ability
Bold Nature
252 HP/252 Def/4 Sp.Def
~Reflect
~Light Screen
~Wish
~Psychic
Rotom @Choice Scarf
Levitate Ability
Timid Nature
4 HP/252 Sp.Atk/252 Speed
~Thunder Wave
~Will-o-Wisp
~Trick
~Shadow Ball
Hariyama @Leftovers
Thick Fat Ability
Adamant Nature
252 HP/252 Atk/4 Speed
~Return
~Close Combat
~Knock Off
~Bullet Punch
Scyther @Salac Berry
Swarm|Technician Ability
Adamant Nature
252 Atk/252 Speed
~Endure
~Reversal
~X-Scissor|Bug Bite
~Swords Dance|Pursuit/Aerial Ace
Now, there are a few things that are key about this team. Though I do make an effort to set up Rocks with Donphan, I so NOT have any way of removing them. Now, with my main and favorite sweeper being Scyther, you may think that Rapid Spin support is crucial, but on the contrary, not having it actually allows Scyther to be a serious threat before it even makes a move.
On top of the standard Swarm strategy, I have three defensively oriented team mates (though one of them plays the offense just as amazingly). I have Gardevoir providing Wish Support to heal the damaged team mates, and Dual Screen to prevent damage, Rotom to pass around Status, and a nasty Tricked Choice Scarf, and Hariyama, who steadily Knocks Off items through out the team. These three defensive strategies allow Scyther to pick off foes one by one (and it doesn't even have Sniper! [/bad joke])
Lastly, I have Ambipom, whose main purpose is to take out foes faster than Scyther, and those who just threaten it in general.Even if it plays the Scout role by constantly using Fake Out + U-Turn (which will eventually lead to suicide, understood), it scatters damage around the opponent's team, and it may be the damage that the foe doesn't bother worrying about, which could easily lead to the wrong prediction. And we all know, one wrong move, and it could mean the game.
So, opinions? o.o
Things I Want to Change:
~Rotom's Set. I feel as though it's so out of place on my team. =/
~Hariyama also just feels out of place. I'm debating Hitmonlee now, after thinking about it for a few days.
~Which path should I take with Scyther? o.o
~Gardeevoir, worth it or not?
~Is Scyther's strategy to abuse Stealth Rock even worth it? If not, should Donphan get Rapid Spin instead of Superpower/Ice Shard?
Take Note: I am playing with the Item Clause, so don't tell me to double up on Leftovers or Life Orb. I'm also playing with no fair hacking, so IV breeding for Hidden Power is basically out of the question, due to my patience (unless I seriously think it's absolutely crucial).
ADDITIONS IN BOLD
Ambipom @Focus Sash
Technician Ability
Jolly Nature
4 HP/252 Atk/252 Speed
~Fake Out
~Double Hit
~Low Kick
~Payback
Ambipom is one of my favorite all time revenge killers of all time. Technician and Life Orb go hand in hand to make previously useless moves great choices competitively. Jolly Nature gives it more Speed than power, which is important for out speeding other Speed demons in UU/NU.
STAB+Technician+Life Orb Fake Out has great power, and a great secondary effect, and Double Hit follows it up with just great power. Arial Ace not only gives Ambipom help with taking out opposing Fighting Types, but also gives it better coverage for Ghosts (while receiving a Technician boost). U-Turn allows Ambipom to act as a Scout, while Payback could receive a Technician boost, and effectively hit Ghost and Psychic Types with a 150 Power move, before Life Orb.Low Kick provides great coverage, and really dents the heavier leads that will probably come up.
STAB+Technician
Donphan @Rindo Berry
Sturdy Ability
Impish Nature
252 HP/4 Atk/252 Def
~Stealth Rock
~Earthquake
~Assurance
~Superpower/Ice Shard
Donphan seems to make an amazing lead for Stealth Rock, as long as no one aims a Special Grass, Water, or Ice Attack in its direction. Impish and the EVs boost it's Physical defensive capabilities to their maximum, which makes me wary about using Focus Sash. One of the later team mates, Scyther, may actually welcome the Stealth Rock damage that would some to it, so Focus Sash won't have a use on any other team mate (unless I decide to change the order of the team).Rindo Berry gives Donphan protection against SE Grass attacks that will come its way, especially Grass Knot.
Earthquake gives Donphan reliable STAB, while Assurace gives it an offense against the likes or Rotom and Mismagius. The debate between Supwerpower and Ice Shard is very tough for me. Superpower literally gives Donphan perfect coverage, but hinders the two Stats it's using the most, where as Ice Shard provides Speed Priority, and a great offense against not only Altaria, but also a last resort attack against the Grass Types of UU (and even NU).
Earthquake gives Donphan reliable STAB, while Assurace gives it an offense against the likes or Rotom and Mismagius. The debate between Supwerpower and Ice Shard is very tough for me. Superpower literally gives Donphan perfect coverage, but hinders the two Stats it's using the most, where as Ice Shard provides Speed Priority, and a great offense against not only Altaria, but also a last resort attack against the Grass Types of UU (and even NU).
Gardevoir @Light Clay
Trace Ability
Bold Nature
252 HP/252 Def/4 Sp.Def
~Reflect
~Light Screen
~Wish
~Psychic
For the longest time, I thought Gardevoir was OU, and I have no idea why. Now that I know it's not, this bulky Dual Screen will gladly make its way onto my team. The EVs and Nature attempt to balance its defenses, while Trace is mainly there to hopefully mess with Intimidate users, and maybe anything along the lines of Water Absorb (though I really don't think it will WALL anything, it will hopefully mess up the operation of someone's plan). I am debating using Synchronize (and even maybe a Lum Berry, if so) to drag any Status based strategies down with me.
Dual Screen and Light Clay go hand in hand to make whatever I switch out to a reliable Wall. Wish also gives some extra support to my team mates. I know that having Psychic as its only form of offense makes it walled by just about every Dark, Steel, and other Psychic type, but at least it doesn't become Taunt bait.
Dual Screen and Light Clay go hand in hand to make whatever I switch out to a reliable Wall. Wish also gives some extra support to my team mates. I know that having Psychic as its only form of offense makes it walled by just about every Dark, Steel, and other Psychic type, but at least it doesn't become Taunt bait.
Rotom @Choice Scarf
Levitate Ability
Timid Nature
4 HP/252 Sp.Atk/252 Speed
~Thunder Wave
~Will-o-Wisp
~Trick
~Shadow Ball
Here's a set I'm kind of sketchy about. Levitate makes it a great switch in for predicted Earthquakes, while Timid and the EV Spread make it as fast as possible, and giving a good Special offense. Choice Scarf is used to be Tricked off (a classic strategy).
The reason I'm sketchy about Rotom is because of what I'm trying to do with it. I'm more than likely to replace Will-o-Wisp with Thunderbolt, but I wan't Rotom to be able to induce multiple Status ailments, but combining the Trick and Dual Status strategies leaves Rotom with only one offensive move. Shadow Ball is the best choice, in my opinion, because if I switch Rotom in on Ground Types, expecting Earthquake, I don't want it to be walled with only Thunderbolt in its arsenal.
The reason I'm sketchy about Rotom is because of what I'm trying to do with it. I'm more than likely to replace Will-o-Wisp with Thunderbolt, but I wan't Rotom to be able to induce multiple Status ailments, but combining the Trick and Dual Status strategies leaves Rotom with only one offensive move. Shadow Ball is the best choice, in my opinion, because if I switch Rotom in on Ground Types, expecting Earthquake, I don't want it to be walled with only Thunderbolt in its arsenal.
Hariyama @Leftovers
Thick Fat Ability
Adamant Nature
252 HP/252 Atk/4 Speed
~Return
~Close Combat
~Knock Off
~Bullet Punch
Hariyama, besides being a great Wall for a good range of offensive types thanks to Thick Fat, has an amazing offensive potential, thanks to a Base 120 Attack, an Adamant Nature, and 252 Attack EVs. Leftovers makes that amazing HP all the more amazing as well.
STAB Close Combat really puts the hurt on just about everything that doesn't resist it (and even some things that do).SmellingSalt is there in hopes to take advantage of any Paralyzed foe's crippled Speed, and destroy it with a powerful 120 Power Attack with no negative side effects, if it manages to KO the target. I understand that STAB Close Combat has more power, and better coverage than SmellingSalt used at it's peak performance, but Smellingsalt Retrun will hit Poison, Flying, Psychic, and Bug Types harder if, and only if, the target is Paralyzed than STAB Close Combat, and provides decent coverage and reliability. Knock Off and Bullet Punch play the gimmick of crippling the foe's item based strategies, and abusing Speed Priority (I am, however, maybe considering Bulk Up).
STAB Close Combat really puts the hurt on just about everything that doesn't resist it (and even some things that do).
Scyther @Salac Berry
Swarm|Technician Ability
Adamant Nature
252 Atk/252 Speed
~Endure
~Reversal
~X-Scissor|Bug Bite
~Swords Dance|Pursuit/Aerial Ace
Now, here's the heart of the team. Anyone who has seen me post on anything relative to competitive battles should know my bias love for the Endure+Salac+Reversal/Flail strategy. I don't care if one priority move destroys the whole set, or even a simple pHaze, negative weather condition, or damaging status ailment shuts it down. It still has GREAT potential, and should never be over looked. [/rant]
Scyther is a bit undecided, at the moment. Adamant, max Speed and Attack, and the Endure+Salac+Reversal combo are the only in stone concepts of it.
Swarm, X-Scissor, and Swords Dance go hand in hand, as Swarm and Swords Dance will make a STAB X-Scissor more powerful than a STAB Technician Bug Bite (even if Bug Bite has a cooler secondary effect). Aerial Ace actually provides decent coverage, but a good Technician boosted Pursuit makes fun of any switch outs, and provides better coverage than Aerial Ace. If I choose Swords Dance, I'll also choose Swarm. However, if I choose Aerial Ace, or Pursuit, I'll choose Technician.
Scyther is a bit undecided, at the moment. Adamant, max Speed and Attack, and the Endure+Salac+Reversal combo are the only in stone concepts of it.
Swarm, X-Scissor, and Swords Dance go hand in hand, as Swarm and Swords Dance will make a STAB X-Scissor more powerful than a STAB Technician Bug Bite (even if Bug Bite has a cooler secondary effect). Aerial Ace actually provides decent coverage, but a good Technician boosted Pursuit makes fun of any switch outs, and provides better coverage than Aerial Ace. If I choose Swords Dance, I'll also choose Swarm. However, if I choose Aerial Ace, or Pursuit, I'll choose Technician.
Now, there are a few things that are key about this team. Though I do make an effort to set up Rocks with Donphan, I so NOT have any way of removing them. Now, with my main and favorite sweeper being Scyther, you may think that Rapid Spin support is crucial, but on the contrary, not having it actually allows Scyther to be a serious threat before it even makes a move.
On top of the standard Swarm strategy, I have three defensively oriented team mates (though one of them plays the offense just as amazingly). I have Gardevoir providing Wish Support to heal the damaged team mates, and Dual Screen to prevent damage, Rotom to pass around Status, and a nasty Tricked Choice Scarf, and Hariyama, who steadily Knocks Off items through out the team. These three defensive strategies allow Scyther to pick off foes one by one (and it doesn't even have Sniper! [/bad joke])
Lastly, I have Ambipom, whose main purpose is to take out foes faster than Scyther, and those who just threaten it in general.
So, opinions? o.o
Things I Want to Change:
~Rotom's Set. I feel as though it's so out of place on my team. =/
~Hariyama also just feels out of place. I'm debating Hitmonlee now, after thinking about it for a few days.
~Which path should I take with Scyther? o.o
~Gardeevoir, worth it or not?
~Is Scyther's strategy to abuse Stealth Rock even worth it? If not, should Donphan get Rapid Spin instead of Superpower/Ice Shard?
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