Okay, I have not been a much experienced UU player but I've put together this team which, although may have "weird" movesets, has got me a fair amount of wins. The pokemon for each slot are enclosed in Spoliers. Here goes:-
Well thats my team. There's basically just one motive of this team - to hit hard and fast. No super strategy involved. This team mostly relies on prediction, and element of surprise. But I need your opinion for the ones listed in between the "OR" things, and what changes would be beneficial.
Also being considered:
SubSeeding Venusaur, DD Altaria, Baton Pass Gorrebyss, Baton Pass Scyther, Special Porygonz.
Registeel@Leftovers, Careful nature; Ability: Clear Body
EVs: 252 HP / 88 Atk / 16 Def / 152 SpDef
Thunderwave
Seismic Toss
Stealth Rock
Explosion
Pretty simple. Thunderwave if possible, and SRock next turn(provided you don't get Taunted). But some help with the EVs is required. Wanted to make it more of a Special wall thing.
EVs: 252 HP / 88 Atk / 16 Def / 152 SpDef
Thunderwave
Seismic Toss
Stealth Rock
Explosion
Pretty simple. Thunderwave if possible, and SRock next turn(provided you don't get Taunted). But some help with the EVs is required. Wanted to make it more of a Special wall thing.
Hitmonchan@Lum Berry, Adamant nature; Ability: Iron Fist
EVs: 252 Atk / 252 Spd / 4HP
Rapid Spin
Ice Punch
Close Combat
Agility
No, didn't go for Hitmontop. No Blastoise, either. Wanted a good offensive Pokemon, so here it is. Agility first then attack(unless I want it to get rid of the spikes/stones).
EVs: 252 Atk / 252 Spd / 4HP
Rapid Spin
Ice Punch
Close Combat
Agility
No, didn't go for Hitmontop. No Blastoise, either. Wanted a good offensive Pokemon, so here it is. Agility first then attack(unless I want it to get rid of the spikes/stones).
Drapion@Leftovers, Jolly Nature; Ability: Sniper
EVs: 252 Atk / 252 Spd / 4 HP
Poison Jab
Night Slash
Swords Dance
Earthquake
Switch in to something that is weak to it and Swords Dance. And then, well....
Wanted to add that no one seems to expect an EQ from Drapion. It kills Toxicroak and other Drapion who switch in expecting not very effective attacks. I had to go for Leftovers since it was helping more than Scope Lens/Life Orb.
~OR~
Absol@Scope Lens/Lum Berry/Expert Belt/Life Orb
Jolly nature, Abilty: Super Luck
EVs: 252 Atk / 252 Spd / 4 HP
Swords Dance
Night Slash
Psycho-cut
SuperPower/Sucker Punch
Lovely thing this is. Night Slash is for STAB, Psycho-cut for Fighting types that WILL switch in. Sucker Punch for Signal Beam/Focus Blast Alakazam and Espeon, but I was considering Superpower as well. This Absol is a good early-mid game sweeper.
EVs: 252 Atk / 252 Spd / 4 HP
Poison Jab
Night Slash
Swords Dance
Earthquake
Switch in to something that is weak to it and Swords Dance. And then, well....
Wanted to add that no one seems to expect an EQ from Drapion. It kills Toxicroak and other Drapion who switch in expecting not very effective attacks. I had to go for Leftovers since it was helping more than Scope Lens/Life Orb.
~OR~
Absol@Scope Lens/Lum Berry/Expert Belt/Life Orb
Jolly nature, Abilty: Super Luck
EVs: 252 Atk / 252 Spd / 4 HP
Swords Dance
Night Slash
Psycho-cut
SuperPower/Sucker Punch
Lovely thing this is. Night Slash is for STAB, Psycho-cut for Fighting types that WILL switch in. Sucker Punch for Signal Beam/Focus Blast Alakazam and Espeon, but I was considering Superpower as well. This Absol is a good early-mid game sweeper.
Arcanine@Leftovers
Adamant Nature, Ability: Intimidate
EVs: the usual 252/252/4
Thunder Fang
Flare Blitz
Extremespeed
Agility/Morning Sun/Iron Head
Thunder Fang+Flare Blitz+Iron Head=Perfect coverage. But with Morning Sun I have a recovery option. I NEED Leftovers to somewhat make up for recoil damage.
~OR~
Moltres@Life Orb
Modest nature, Ability: Pressure
EVs: 252 SpAtk / 252 Spd / 4 HP
Air Slash
Roost
Flamethrower
HP grass
Thats a Special sweeper Moltres for ya. I don't think it needs explanation.
Adamant Nature, Ability: Intimidate
EVs: the usual 252/252/4
Thunder Fang
Flare Blitz
Extremespeed
Agility/Morning Sun/Iron Head
Thunder Fang+Flare Blitz+Iron Head=Perfect coverage. But with Morning Sun I have a recovery option. I NEED Leftovers to somewhat make up for recoil damage.
~OR~
Moltres@Life Orb
Modest nature, Ability: Pressure
EVs: 252 SpAtk / 252 Spd / 4 HP
Air Slash
Roost
Flamethrower
HP grass
Thats a Special sweeper Moltres for ya. I don't think it needs explanation.
Venusaur@Black SLudge
Adamant nature, Ability: Overgrow
EVs: the usual
Swords Dance
Power Whip
Earthquake
Sleep Powder
Put the opp to sleep first, then setup with SD and you're off. And no, Earthquake is NOT for Arcanine(unless he's put to sleep on the switch) since he's too fast for poor Venusaur anyway. Stil, in a one-on-one situation, where I have no other option, it still kills Arcanine some times if it can survive a Flare Blitz.
~OR~
Clefable@Leftovers
Jolly Nature, Ability: Magic Guard
EVs: 252 Atk / 252 Spd / 4 HP
Belly Drum
Softboiled
Double Edge
Meteor Mash
Well, a bit tough to pull off, but a game finisher in all respects. BDrum first turn, Softboiled on the next, and DEdge/Meteor Mash for coverage.
Adamant nature, Ability: Overgrow
EVs: the usual
Swords Dance
Power Whip
Earthquake
Sleep Powder
Put the opp to sleep first, then setup with SD and you're off. And no, Earthquake is NOT for Arcanine(unless he's put to sleep on the switch) since he's too fast for poor Venusaur anyway. Stil, in a one-on-one situation, where I have no other option, it still kills Arcanine some times if it can survive a Flare Blitz.
~OR~
Clefable@Leftovers
Jolly Nature, Ability: Magic Guard
EVs: 252 Atk / 252 Spd / 4 HP
Belly Drum
Softboiled
Double Edge
Meteor Mash
Well, a bit tough to pull off, but a game finisher in all respects. BDrum first turn, Softboiled on the next, and DEdge/Meteor Mash for coverage.
Alakazam@Choice Specs/Scarf
Modest Nature, Ability: Synchronize
EVs: 252 SpAtk / 252 Spd / 4 HP
Shadow Ball
Psychic
Signal Beam
Trick
All three Offensive moves provide sensational coverage and Trick is for fun.
~OR~
Raikou@ Leftovers
Modest Nature, Ability: Synchronize
EVs: 252 SpAtk / 252 Spd / 4 HP
Shadow Ball
Thunderbolt/Thunder
Thunder Wave/HP Ice
Magnet Rise
TB is STAB. Shadow Ball is for rampaging Psychics/Ghosts. Magnet Rise is quite unexpected but comes in handy when the opponent switches in his star Ground type. If that moron decides to keep his Ground type in there, it is usually KO'ed by HP Ice.
Modest Nature, Ability: Synchronize
EVs: 252 SpAtk / 252 Spd / 4 HP
Shadow Ball
Psychic
Signal Beam
Trick
All three Offensive moves provide sensational coverage and Trick is for fun.
~OR~
Raikou@ Leftovers
Modest Nature, Ability: Synchronize
EVs: 252 SpAtk / 252 Spd / 4 HP
Shadow Ball
Thunderbolt/Thunder
Thunder Wave/HP Ice
Magnet Rise
TB is STAB. Shadow Ball is for rampaging Psychics/Ghosts. Magnet Rise is quite unexpected but comes in handy when the opponent switches in his star Ground type. If that moron decides to keep his Ground type in there, it is usually KO'ed by HP Ice.
Well thats my team. There's basically just one motive of this team - to hit hard and fast. No super strategy involved. This team mostly relies on prediction, and element of surprise. But I need your opinion for the ones listed in between the "OR" things, and what changes would be beneficial.
Also being considered:
SubSeeding Venusaur, DD Altaria, Baton Pass Gorrebyss, Baton Pass Scyther, Special Porygonz.
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