blazheirio889
Banned
- Pronoun
- she
Decided to try my hand at making a UU team. It's gone through testing (admittedly only with one friend) and I'm pretty satisfied with how it works, except for a few small factors. They'll be listed at the end. Of course, criticism and critique is very welcome.
Mesprit @Choice Scarf
Ability: Levitate
EVs: 52 HP/204 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Trick
- Stealth Rock
- U-Turn
- Zen Headbutt
I'm a bit iffy with this as the lead, but I tried a Uxie with a similar set before and my current one seems to work better. Either set up a fast Stealth Rock (before things can Taunt it) and switch out to an appropriate counter, Trick the Choice Scarf onto a Pokemon, U-Turn if I need to switch straight away, and Zen Headbutt if I think I can kill the opposing Pokemon in two or so hits. More often than not I don't Trick the Choice Scarf onto the lead and switch Mesprit out, then switch it back in to cripple something later in the match.
Also, I'm not quite sure what's going on with the EVs. I just snatched it right off of Smogon. Then again, I'm not sure how much those extras EVs in attack would do...
Suggestions for a better lead? If possible, though, I'd like it to be able to Trick a Choice item into the opponent.
Swellow @Toxic Orb
Ability: Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd, -SAtk)
- U-Turn
- Facade
- Brave Bird
- Protect
Standard Guts-abusing Swellow. When I can, I switch Swellow in, Protect to activate the Toxic Orb if need be, and proceed to seriously maim things. Toxic Orb over Flame Orb because Swellow finds itself switching out a lot. U-turn is, of course, for switching/damaging purposes. Facade and Brave Bird for STAB and monstrous damage. I chose Protect over Quick Attack because I don't find many things faster than Swellow, and I often find myself needing Protect to let the Toxic Orb kick in. Also, once the Orb has been used, Swellow becomes my status absorber. Rock and Electric handled by Aggron and Quagsire, respectively, while I've had little to no problem with Ice. Usually I outspeed them, but I'm fairly sure Aggron could handle an Ice Beam or two.
Aggron @Life Orb
Ability: Rock Head
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Rock Polish
- Head Smash
- Aqua Tail
- Low Kick
Aggron switches in on the Rock moves that Swellow and Moltres (which will be covered later) seem to attract. Or anything it can shrug off easily, which is basically any physical move that isn't super-effective. Rock Polish while the opponent switches, and then kill stuff with Head Smash. The other two attacks are there for coverage, but honestly I don't use them much; basically only when Head Smash hits for not-very-effective damage, since Head Smash would do more damage anyway. Its gigantic weaknesses in Fighting and Ground are covered by Venusaur and Moltres/Swellow, respectively, and Quagsire handles Water.
Moltres @Leftovers
Ability: Pressure
EVs: 248 HP/84 Def/176 Spd
Timid nature (+Spd, -Atk)
- Roost
- Substitute
- Toxic
- Flamethrower
Ah, Moltres. One of the main reasons why I wanted to build a UU team. Anyway, I chose the stall set over the offensive one because my team often has Leech Seed going, courtesy of my Venusaur, and I've found this set to be immensely useful. Maybe I just like being an annoying ass. Either way, I found myself gravitated to this set, and it has not disappointed me. Flamethrower packs enough firepower for me, and if I can squeeze a Toxic on the opponent (usually not a difficult task), they're more or less doomed in the face of Roost and Substitute. Forms a defensive duo with Quagsire, and can usually scare away the Pokemon it attracts, giving me time for Substitute or Toxic.
Quagsire @Leftovers
Ability: Water Absorb
EVs: 252 HP/4 Atk/252 SpDef
Careful nature (+SpDef, -SAtk)
- Curse
- Earthquake
- Recover
- Ice Punch
Quagsire gives my team essential immunities to Electric and Water. It also shrugs off Rock moves easily, making it a great partner for Moltres. In return, Moltres takes the grass-type hits that Quagsire despises. Anyway, Curse up on the switch, or if I have a good idea on what's coming out, I strike with the appropriate attack. Recover for longevity. Overall, Ice Punch has proved more useful to me than Waterfall.
Venusaur @Leftovers
Ability: Overgrow
EVs: 252 HP/4 Def/252 SpDef
Calm nature (+SDef, -Atk)
- Sleep Powder
- Leech Seed
- Sludge Bomb
- Energy Ball
Additional absorber of waters and electrics after Quagsire's gone down. Also resists Fighting, as I find Technitops to be very irritating, and is an additional switch-in to grass. Sleep Powder as I come in, then Leech Seed whatever happens to be out. After that, I may switch to heal my other team members a bit, or outright KO the Leech Seeded and/or sleeping Pokemon with either attack. Energy Ball for STAB, Sludge Bomb for the grass-types that say "no" to Leech Seed. Flying and Psychic covered by Aggron (Mesprit may also switch in on Psychics), Fire by Moltres, Ice by I don't know. Hm.
There is quite a lot of type synergy between my 'mons, as I rarely find myself without an appropriate switch-in. Also, despite the slow and steady nature of my team, I find myself with enough firepower to do a fair amount of sweeping. There are three major problems I have with my team, though: one, my lead. Mesprit is very useful during the beginning of the game, what with SR and Tricking the Scarf, but after that it becomes fairly useless, I find. Also, I don't have enough special attacking, as I often find myself having trouble with Cursers. Finally, I don't have a sure-fire way of checking Ice-types.
Since I haven't really tested this team in the real UU metagame, I have no idea what threats I should really be watching out for and what my team has yet to counter, so thoughts in that department are much appreciated as well.
Mesprit @Choice Scarf
Ability: Levitate
EVs: 52 HP/204 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Trick
- Stealth Rock
- U-Turn
- Zen Headbutt
I'm a bit iffy with this as the lead, but I tried a Uxie with a similar set before and my current one seems to work better. Either set up a fast Stealth Rock (before things can Taunt it) and switch out to an appropriate counter, Trick the Choice Scarf onto a Pokemon, U-Turn if I need to switch straight away, and Zen Headbutt if I think I can kill the opposing Pokemon in two or so hits. More often than not I don't Trick the Choice Scarf onto the lead and switch Mesprit out, then switch it back in to cripple something later in the match.
Also, I'm not quite sure what's going on with the EVs. I just snatched it right off of Smogon. Then again, I'm not sure how much those extras EVs in attack would do...
Suggestions for a better lead? If possible, though, I'd like it to be able to Trick a Choice item into the opponent.
Swellow @Toxic Orb
Ability: Guts
EVs: 252 Atk/252 Spd/4 SpDef
Jolly nature (+Spd, -SAtk)
- U-Turn
- Facade
- Brave Bird
- Protect
Standard Guts-abusing Swellow. When I can, I switch Swellow in, Protect to activate the Toxic Orb if need be, and proceed to seriously maim things. Toxic Orb over Flame Orb because Swellow finds itself switching out a lot. U-turn is, of course, for switching/damaging purposes. Facade and Brave Bird for STAB and monstrous damage. I chose Protect over Quick Attack because I don't find many things faster than Swellow, and I often find myself needing Protect to let the Toxic Orb kick in. Also, once the Orb has been used, Swellow becomes my status absorber. Rock and Electric handled by Aggron and Quagsire, respectively, while I've had little to no problem with Ice. Usually I outspeed them, but I'm fairly sure Aggron could handle an Ice Beam or two.
Aggron @Life Orb
Ability: Rock Head
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Rock Polish
- Head Smash
- Aqua Tail
- Low Kick
Aggron switches in on the Rock moves that Swellow and Moltres (which will be covered later) seem to attract. Or anything it can shrug off easily, which is basically any physical move that isn't super-effective. Rock Polish while the opponent switches, and then kill stuff with Head Smash. The other two attacks are there for coverage, but honestly I don't use them much; basically only when Head Smash hits for not-very-effective damage, since Head Smash would do more damage anyway. Its gigantic weaknesses in Fighting and Ground are covered by Venusaur and Moltres/Swellow, respectively, and Quagsire handles Water.
Moltres @Leftovers
Ability: Pressure
EVs: 248 HP/84 Def/176 Spd
Timid nature (+Spd, -Atk)
- Roost
- Substitute
- Toxic
- Flamethrower
Ah, Moltres. One of the main reasons why I wanted to build a UU team. Anyway, I chose the stall set over the offensive one because my team often has Leech Seed going, courtesy of my Venusaur, and I've found this set to be immensely useful. Maybe I just like being an annoying ass. Either way, I found myself gravitated to this set, and it has not disappointed me. Flamethrower packs enough firepower for me, and if I can squeeze a Toxic on the opponent (usually not a difficult task), they're more or less doomed in the face of Roost and Substitute. Forms a defensive duo with Quagsire, and can usually scare away the Pokemon it attracts, giving me time for Substitute or Toxic.
Quagsire @Leftovers
Ability: Water Absorb
EVs: 252 HP/4 Atk/252 SpDef
Careful nature (+SpDef, -SAtk)
- Curse
- Earthquake
- Recover
- Ice Punch
Quagsire gives my team essential immunities to Electric and Water. It also shrugs off Rock moves easily, making it a great partner for Moltres. In return, Moltres takes the grass-type hits that Quagsire despises. Anyway, Curse up on the switch, or if I have a good idea on what's coming out, I strike with the appropriate attack. Recover for longevity. Overall, Ice Punch has proved more useful to me than Waterfall.
Venusaur @Leftovers
Ability: Overgrow
EVs: 252 HP/4 Def/252 SpDef
Calm nature (+SDef, -Atk)
- Sleep Powder
- Leech Seed
- Sludge Bomb
- Energy Ball
Additional absorber of waters and electrics after Quagsire's gone down. Also resists Fighting, as I find Technitops to be very irritating, and is an additional switch-in to grass. Sleep Powder as I come in, then Leech Seed whatever happens to be out. After that, I may switch to heal my other team members a bit, or outright KO the Leech Seeded and/or sleeping Pokemon with either attack. Energy Ball for STAB, Sludge Bomb for the grass-types that say "no" to Leech Seed. Flying and Psychic covered by Aggron (Mesprit may also switch in on Psychics), Fire by Moltres, Ice by I don't know. Hm.
There is quite a lot of type synergy between my 'mons, as I rarely find myself without an appropriate switch-in. Also, despite the slow and steady nature of my team, I find myself with enough firepower to do a fair amount of sweeping. There are three major problems I have with my team, though: one, my lead. Mesprit is very useful during the beginning of the game, what with SR and Tricking the Scarf, but after that it becomes fairly useless, I find. Also, I don't have enough special attacking, as I often find myself having trouble with Cursers. Finally, I don't have a sure-fire way of checking Ice-types.
Since I haven't really tested this team in the real UU metagame, I have no idea what threats I should really be watching out for and what my team has yet to counter, so thoughts in that department are much appreciated as well.