VanillaThunderbolt
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First off, I don't particularly like the selections in OU now a days, and honestly, I feel like UU is a lot more of a challenge to play in. A friend and I are having a battle in the near future (after which I will delete this thread) using UU teams, and I have a general idea of what I want to use, but I want some outside opinions. Bare in mind, we plan on using no hacking, including fair hacking (to level his lack of Action Replay), so typical Max IV or Fixed IV settings are void here (as well as no doubling up on items, just as a challenge).
The Anti-Lead
Tauros @ Muscle Band
Intimidate Ability
Adamant Nature
16 HP / 252 Atk / 240 Speed
~ Return
~ Earthquake
~ Stone Edge
~ Avalanche
Basically, Intimidate as the first move in hopes to stunt whatever lead is used against me, and then try and brute force it out of the picture. Edge/Quake is great coverage, and Avalanche can revenge kill any DD Altaria later in the game. 240 Speed EVs be as fast as any Max Speed Arcanine (which was my other option as an Anti-Lead) with the same amount of IVs or less than that of Tauros.
Return over Giga Impact for more freedom, and the same influence for the change to Muscle Band over Choice Band.
The Spin/Rock Support
Claydol @ Leftovers
Levitate Ability
Careful Nature
132 HP / 128 Def / 252 Sp.Def
~ Stealth Rocks
~ Rapid Spin
~ Earth Power
~ Shadow Ball
After Tauros wipes out whatever lead my opponent has, I switch out on any threat with Fighting Type attacks and bring out this... thing. Solid defenses and HP give Claydol ample time to clear out any rocks and set up its own. Earth Power to give it some STAB offense, and Shadow Ball to deal with the UU Ghosts who are immune to Rapid Spin and Earth Power (namely Mismagius and Rotom). EVs and Nature give Claydol great Sp.Def, while still paying attention to its Defense (You'll notice there are a lot of Physical Walls in this team, so I imply to build Claydol more on the Special Side).
The Bomb
Weezing @ Black Sludge
Levitate Ability
Impish Nature / Bold Nature
252 HP / 4 Atk / 252 Def -OR- 100 HP / 156 Sp.Atk / 252 Def
~ Explosion
~ Toxic / Fire Blast
~ Will-o-Wisp
~ Haze / Pain Split
This guy comes out on the big bad Physical Sweepers who think they're all that. Will-o-Wisp cripples them with the nasty Attack drop, and Toxic can induce a nasty status on the Fire Types who resist WoW. Haze is always good for ending any Curse sets who managed to max out their defenses, and open them up for an easy KO. After some good scouting and execution of its trickery, Weezing blows up on its (hopefully) unsuspecting victim. EVs and Nature for maximum Physical Wall potential.
Serious Weezing reconsideration here. I could build it slightly less bulky (drop 19 HP) and more offensive Specially (go up 19 or 20 Sp.Atk, plus the benefits from the nature). Doing so could help with other Weezing Walls, and also give pretty decent coverage. Pain Split, however, gives a whole new strategy to mess with walls (which I may need after dropping Toxic), which would also shift the EV Spread to less HP, and more Sp.Atk. If I do get Fire Blast, I ditch Toxic over WoW, because there are 3 potentially Physical Fire Types in UU, and a whole plethora of Steel and Poison Types.
The Scout
Swellow @ Toxic Orb
Guts Ability
Jolly Nature
252 Atk / 252 Speed
~ Protect
~ Facade
~ U-Turn
~ Brave Bird
Using the famous Swellow Sweep as a Scout may seem a bit like a bad idea, but it is one the fastest things in UU (if not the fastest... I forget), and can seriously impact with U-Turn. Protect also scouts out what the opponents move set may be like, be it hinted by the move I block with Protect, or knowing they can't handle Swellow by switching out. Facade hits with a lot of power, and compensates for Swellow's so-so Attack Stat. Roost is gone, and replaced with Brave Bird. Looks like we're just gonna go with offensive Scout here.
The Curse
Registeel @ Chesto Berry
Clear Body Ability
Careful Nature
252 HP / 40 Atk / 216 Sp.Def
~ Curse
~ Rest
~ Sleep Talk (Maybe Earthquake)
~ Iron Head
Ditched Milotic for an awesome Curse Set. Rest/Talk may be how I go with this one, but I'll see how Earthquake works first. Basically, a sky high Sp.Def Stat and Maximum HP gives Registeel permission to set up Curse right in front of anything that doesn't have the immense power to take it out. On that note, the synergy with Registeel and Weezing is seemingly great. Weezing can Haze away any unwanted boosters (hopefully) and Registeel can come in and start boosting itself. That and it can come in on any unwanted Psychic attacks directed towards Weezing.
The Star of the Team
Drapion @ Life Orb
Sniper Ability
Jolly Nature
252 HP / 16 Atk / 80 Sp.Def / 160 Speed
~ Swords Dance
~ Night Slash
~ Brick Break
~ Earthquake
The entire team is built around Drapion, and trying to take out what it struggles to. Drapion combines Swords Dance and Life Orb to dish out serious power, with more than likely Critical Hits from STAB Night Slash. Earthquake over Bug Bite for better coverage, and Bug Bite won't actually do anything concrete most of the time. Brick Break in combination with Night Slash and Earthquake gives full RE Coverage, and handles any Dual Screen set ups that may wall Drapion. The EV Spread attempts to give Drapion a good defensive quality to set up Swords Dance, and fast enough to really make it a sweep.
The reason I chose Drapion as the center of my team is because it has such balanced Stats. Decent everything except for Special Attack and Special Defense, and the defensive stat isn't bad at all. Speed and Attack are slightly above average, and its HP is not so bad either. Building around such a varied team mate gives it easy access to come in late game, and destroy.
Some things I may want to change:
~ Maybe a different Anti-Lead?
So, any suggestions? What was good, and what was bad?
Changes will be posted in BOLD.
The Anti-Lead
Tauros @ Muscle Band
Intimidate Ability
Adamant Nature
16 HP / 252 Atk / 240 Speed
~ Return
~ Earthquake
~ Stone Edge
~ Avalanche
Basically, Intimidate as the first move in hopes to stunt whatever lead is used against me, and then try and brute force it out of the picture. Edge/Quake is great coverage, and Avalanche can revenge kill any DD Altaria later in the game. 240 Speed EVs be as fast as any Max Speed Arcanine (which was my other option as an Anti-Lead) with the same amount of IVs or less than that of Tauros.
Return over Giga Impact for more freedom, and the same influence for the change to Muscle Band over Choice Band.
The Spin/Rock Support
Claydol @ Leftovers
Levitate Ability
Careful Nature
132 HP / 128 Def / 252 Sp.Def
~ Stealth Rocks
~ Rapid Spin
~ Earth Power
~ Shadow Ball
After Tauros wipes out whatever lead my opponent has, I switch out on any threat with Fighting Type attacks and bring out this... thing. Solid defenses and HP give Claydol ample time to clear out any rocks and set up its own. Earth Power to give it some STAB offense, and Shadow Ball to deal with the UU Ghosts who are immune to Rapid Spin and Earth Power (namely Mismagius and Rotom). EVs and Nature give Claydol great Sp.Def, while still paying attention to its Defense (You'll notice there are a lot of Physical Walls in this team, so I imply to build Claydol more on the Special Side).
The Bomb
Weezing @ Black Sludge
Levitate Ability
Impish Nature / Bold Nature
252 HP / 4 Atk / 252 Def -OR- 100 HP / 156 Sp.Atk / 252 Def
~ Explosion
~ Toxic / Fire Blast
~ Will-o-Wisp
~ Haze / Pain Split
This guy comes out on the big bad Physical Sweepers who think they're all that. Will-o-Wisp cripples them with the nasty Attack drop, and Toxic can induce a nasty status on the Fire Types who resist WoW. Haze is always good for ending any Curse sets who managed to max out their defenses, and open them up for an easy KO. After some good scouting and execution of its trickery, Weezing blows up on its (hopefully) unsuspecting victim. EVs and Nature for maximum Physical Wall potential.
Serious Weezing reconsideration here. I could build it slightly less bulky (drop 19 HP) and more offensive Specially (go up 19 or 20 Sp.Atk, plus the benefits from the nature). Doing so could help with other Weezing Walls, and also give pretty decent coverage. Pain Split, however, gives a whole new strategy to mess with walls (which I may need after dropping Toxic), which would also shift the EV Spread to less HP, and more Sp.Atk. If I do get Fire Blast, I ditch Toxic over WoW, because there are 3 potentially Physical Fire Types in UU, and a whole plethora of Steel and Poison Types.
The Scout
Swellow @ Toxic Orb
Guts Ability
Jolly Nature
252 Atk / 252 Speed
~ Protect
~ Facade
~ U-Turn
~ Brave Bird
Using the famous Swellow Sweep as a Scout may seem a bit like a bad idea, but it is one the fastest things in UU (if not the fastest... I forget), and can seriously impact with U-Turn. Protect also scouts out what the opponents move set may be like, be it hinted by the move I block with Protect, or knowing they can't handle Swellow by switching out. Facade hits with a lot of power, and compensates for Swellow's so-so Attack Stat. Roost is gone, and replaced with Brave Bird. Looks like we're just gonna go with offensive Scout here.
The Curse
Registeel @ Chesto Berry
Clear Body Ability
Careful Nature
252 HP / 40 Atk / 216 Sp.Def
~ Curse
~ Rest
~ Sleep Talk (Maybe Earthquake)
~ Iron Head
Ditched Milotic for an awesome Curse Set. Rest/Talk may be how I go with this one, but I'll see how Earthquake works first. Basically, a sky high Sp.Def Stat and Maximum HP gives Registeel permission to set up Curse right in front of anything that doesn't have the immense power to take it out. On that note, the synergy with Registeel and Weezing is seemingly great. Weezing can Haze away any unwanted boosters (hopefully) and Registeel can come in and start boosting itself. That and it can come in on any unwanted Psychic attacks directed towards Weezing.
The Star of the Team
Drapion @ Life Orb
Sniper Ability
Jolly Nature
252 HP / 16 Atk / 80 Sp.Def / 160 Speed
~ Swords Dance
~ Night Slash
~ Brick Break
~ Earthquake
The entire team is built around Drapion, and trying to take out what it struggles to. Drapion combines Swords Dance and Life Orb to dish out serious power, with more than likely Critical Hits from STAB Night Slash. Earthquake over Bug Bite for better coverage, and Bug Bite won't actually do anything concrete most of the time. Brick Break in combination with Night Slash and Earthquake gives full RE Coverage, and handles any Dual Screen set ups that may wall Drapion. The EV Spread attempts to give Drapion a good defensive quality to set up Swords Dance, and fast enough to really make it a sweep.
The reason I chose Drapion as the center of my team is because it has such balanced Stats. Decent everything except for Special Attack and Special Defense, and the defensive stat isn't bad at all. Speed and Attack are slightly above average, and its HP is not so bad either. Building around such a varied team mate gives it easy access to come in late game, and destroy.
Some things I may want to change:
~ Maybe a different Anti-Lead?
So, any suggestions? What was good, and what was bad?
Changes will be posted in BOLD.
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