Chemical Bonds
I began playing UU not long ago, mainly to stand a chance in a couple of tourneys, one of which I am currently in the finals for, and to make my way there I used a stall team, probrably my only successfull UU team, however now stall is beggining to rot away, so I figured I would make a new team, however playing anything that isn't stall in UU really isn't my thing so hopefully this RMT will help me fix up any issues with the team.
Here and there I had some help from my friend Makaveli, so I recruited him to throw his own comments into this RMT too so from here on, my comments will be in Blue, and Maka's will be in Red.
Team Building Process
I began with a core suggested by my friend Makaveli, Mismagius and Bisharp, and like all of his other suggestions to me, it f*cking works like a charm. The Life Orb Sub+NP/SD Set was used on Mismagius and Bisharp respectively to create my central offensive core for the team, these two have pretty nice synergy, both offensively and defensively, allowing the pair to aid each other to set up and sweep quite proficiently.
I suggested these two pokemon to pain, as they provide a interesting offensive core, and Bisharp behind a sub is deadly and the synergy between Bisharp and Mismagius is awesome, each taking each others key weaknesses.
---
Next I needed something to support my offensive core, Registeel was the pokemon of choice as despite his recent drop in usage, he can still take hits like there nothing from most pokemon in UU, while providing Paralysis support and Stealth Rocks to help aid Missy and Bisharp to set up and sweep.
Registeel helps provide excellent synergy with Mismagius, and can also work as an excellent wall.
---
I began to like the fact that this team seemed somewhat non-generic, and so I decided to stick with it, I added Cofagrigus to take the Physical half of the spectrum to create a defensive core with Registeel, he was also a decent staller if nessercary.
I never really liked Cofagrigus tbh. I dont think he was that efficient or providing anything for the team so I was happy when he was booted =D.
---
Now here I figured that I had a sweeping core, and a defensive core, what I lacked at this point was immediate power. To fix this I decided to use Scarf Rotom-H and Scarf Flygon, providing me with a U-Switch combo to build momentum, and they worked well as revenge killers.
Its the UU version of scizor and rotom =D. U-Switch is a very annoying tactic that allows to keep momentum, and the fact both pokes are not affected by toxic spikes or spikes is even better.
---
Cofagrigus just wasn't working out, he barely had an impact on any games, and any time he did have a chance to benifit my team, it just screwed up, from this I decided to switch him for Suicune, he still synergised fairly well with Registeel as a physical wall. I tried out 2 different sets on Suicune, firstly I tried his RestTalk Scald+Roar set to utilise him as a support pokemon, and this was very situational, and so I soon swapped out Roar for Calm Mind, this worked slighly better.
Suicune was a great wall before, but he did not fit the team well. All his sets used had brought no real benefit to the team. So it was a unfortunate hit and miss.
---
Suicunes role here was primarily for support, so since Roar wasn't working out, and CM wasn't supporting my team very well, I needed to change him around again. I threw in Zapdos here, I began to run out of choices so I litterally thought of a physical wall and threw it in, however once again, Despite my team now being entirely immune to Toxic Spikes (Suck it Roserade) it again simply didn't work.
On paper zapdos seemed a excellent candidate, but yet again it failed to deliver. Like suicune, it didn't manage to provide much for the team so we had to go back to the drawing board.
---
After pondering for a while, and conversing with my friend maka, we came to the conclusion that Mew would be the best solution for my teams current issues. Stall hurt this team, alot, from this point I decided upon Mew, his Taunt + Will-O-Wisp set destroys stall, and he fit into the team really well, he acts as a brilliant Physical wall thanks to his Will-O-Wisp stalling capabilities, he can take status knowing that Synchonise will throw it right back, and he even synergised with Registeel well, it just worked beautifully.
This thing is just awesome. It kills so much simply with taunt and wisp. It screws over stall and and is pain (no pun intended) to those teams that are not prepared. I run a houndoom normally just to handle damn mews because mew is that effective.
In Depth
Flygon (M) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
~ Outrage ~
HIT IT WITH OUTRAGE! Flygons STAB of choice, simply for its staggering 120 Base Power and lack of pokes who resist it in UU
HIT IT WITH OUTRAGE! Flygons STAB of choice, simply for its staggering 120 Base Power and lack of pokes who resist it in UU
~ U-turn ~
Allows a little extra coverage while providing my team with a little extra momentum, it also creates a U-Switch combo with Rotom-H
Allows a little extra coverage while providing my team with a little extra momentum, it also creates a U-Switch combo with Rotom-H
~ Earthquake ~
Flygons secondary STAB move, provides brilliant coverage with the QuakeEdge combo and has a powerful 100 Base Power to dent switch ins.
Flygons secondary STAB move, provides brilliant coverage with the QuakeEdge combo and has a powerful 100 Base Power to dent switch ins.
~ Stone Edge ~
Final coverage move to create the QuakeEdge combo, it allows me to hit the ever common Zapdos for super-effective damage whilst still boasting 100 Base Power, 80 Accuracy isnt the friendliest, although it isnt too much of a drawback.
Final coverage move to create the QuakeEdge combo, it allows me to hit the ever common Zapdos for super-effective damage whilst still boasting 100 Base Power, 80 Accuracy isnt the friendliest, although it isnt too much of a drawback.
---
I decided to use Adamant Scarf over Jolly Band mainly to ensure I can outspeed Banded Victini, who after Rocks damage, I believe I can KO with Earthquake. It allows Flygon to be utilised as a brilliant revenge killer with very little that outspeeds it (non-scarfed of course), and this is complemented by his typing. Adamant provides him with a little extra power that he loses through running Scarf over Band.
Scarf Flygon is a excellent scouter and provides momentum with Rotom. And he is a excellent late game sweeper just by spamming earthquake. Adamant is chosen for the power as with jolly he just does not hit hard. And the fact he is ground type and with levitate makes it so much better, with right prediction stopping volt switches.
Rotom-H @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
~ Volt Switch ~
What Choiced Rotom doesnt use Volt Switch, seriously? It provides me with a scouting STAB to provide momentum, and even rips half of a Chandelure switch-in's health apart. The best part is that it created a U-Switch combo with Flygon.
What Choiced Rotom doesnt use Volt Switch, seriously? It provides me with a scouting STAB to provide momentum, and even rips half of a Chandelure switch-in's health apart. The best part is that it created a U-Switch combo with Flygon.
~ Overheat ~
Rotom-H exclusive attack, Overheat is his STAB of choice with 140 Base Power, alongside a Modest nature... this isn't something to mess around with as it will dent almost any switch in with a decent 90 Accuracy.
Rotom-H exclusive attack, Overheat is his STAB of choice with 140 Base Power, alongside a Modest nature... this isn't something to mess around with as it will dent almost any switch in with a decent 90 Accuracy.
~ Hidden Power [Ice] ~
HP Ice is for coverage in the form of BoltBeam, this also allows him to KO Flygon with ease, outspeeding Banded varients.
HP Ice is for coverage in the form of BoltBeam, this also allows him to KO Flygon with ease, outspeeding Banded varients.
~ Thunderbolt ~
Extra coverage isn't nessercary, so Thunderbolt is added for extra power over Volt Switch, also allowing Rotom-H to clean up late game.
Extra coverage isn't nessercary, so Thunderbolt is added for extra power over Volt Switch, also allowing Rotom-H to clean up late game.
---
This Rotom-H is essentially a Special version of Flygon, its Scarf allows it to outspeed many threats, and has the ability to scout or U-Switch. This means Rotom-H works as a powerful revenge killer. Modest is again to provide it with extra power lost through using a Scarf. Also I do not run Trick on this set as I see it as unnessercary, it cripples Rotom-H as much as the recipitent as he can no longer do his job, Maka prefers trick however most stalling threats are handled by Mew perfectly fine anyway.
Second part of the annoying momentum core. He provides excellent coverage and I prefer trick over HP Ice, trick is just to screw over that damn chansey. He just annoys the heck out of the opponent however if Stealth Rock is up it kills rotoms efficiency.
Mismagius (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
~ Substitute ~
It speaks for itself really, if you can predict a switch or a status move, getting a free Sub up on Missy can be devastating for the opponent, thanks to it being able to outspeed most UUmons, it lets me get a free NP.
It speaks for itself really, if you can predict a switch or a status move, getting a free Sub up on Missy can be devastating for the opponent, thanks to it being able to outspeed most UUmons, it lets me get a free NP.
~ Nasty Plot ~
Double Missy's 309 SPAtk stat... need I say anything else?
Double Missy's 309 SPAtk stat... need I say anything else?
~ Shadow Ball ~
STAB of choice for any Ghost type (unless your name is Golurk or Banette), it provides good coverage with 80 Base Power, after a NP, it can OHKO most of the metagame that doesnt resist it.
STAB of choice for any Ghost type (unless your name is Golurk or Banette), it provides good coverage with 80 Base Power, after a NP, it can OHKO most of the metagame that doesnt resist it.
~ Thunderbolt ~
I think TBolt provides better coverage than HP Fighting, especially with bulky waters on the rise, after a NP, it is simply devastating with 95 Base Power.
I think TBolt provides better coverage than HP Fighting, especially with bulky waters on the rise, after a NP, it is simply devastating with 95 Base Power.
---
A pokemon I would have NEVER thought of using as a sweeper got thrown at my face by Maka, and Goddammit I love him for it XD. Mismagius is a brilliant set up sweeper, with 105 Base Speed, it outspeed most non-scarfed UU threats apart from Alakazam, who is easilly decimated anyway if theres a Sub up. Taunt can hurt this poke, however I will normally be able to get a Sub up on the switch and KO the taunter (Commonly Mew or Frosslass, both of which are KOed by Shadow Ball). It has proven an irriplaceable member of the team countless times.
After a sub this thing just murders. After a nasty plot it kills so much, and with perfect neutral coverage nothing escapes its wrath. Its good to put pressure on mew with this because they are so god damn annoying. Missy plays her part well in the offensive core.
Bisharp (M) @ Life Orb
Trait: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
Trait: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
~ Substitute ~
Alike Mismagius, get a free turn, set-up, I also forgot to mention earlier that this benefits greatly from Rotom and Flygon's ability to U-Turn/Volt Switch for a free turn.
Alike Mismagius, get a free turn, set-up, I also forgot to mention earlier that this benefits greatly from Rotom and Flygon's ability to U-Turn/Volt Switch for a free turn.
~ Swords Dance ~
Once again, doubling Bisharps 383 Attack, with 2 STAB's is simply extrordinary.
Once again, doubling Bisharps 383 Attack, with 2 STAB's is simply extrordinary.
~ Iron Head ~
Bisharps coverage STAB, he is frequently slower than most pokes so the flinch chance is normally useless, unless however the opponent has been hit with Registeels T-Wave or I got lucky with a T-Bolt.
Bisharps coverage STAB, he is frequently slower than most pokes so the flinch chance is normally useless, unless however the opponent has been hit with Registeels T-Wave or I got lucky with a T-Bolt.
~ Sucker Punch ~
Bisharps STAB of choice, Base 80 Power, and also priority, that has the ability to OHKO most of the metagame after a Swords Dance, why wouldnt you use this move?
Bisharps STAB of choice, Base 80 Power, and also priority, that has the ability to OHKO most of the metagame after a Swords Dance, why wouldnt you use this move?
---
Mismagius' other half, they work brilliantly together, and very similarly. Bisharp has unbelievable power and fairly nice bulk, and STAB priority to compensate for his lack of speed. There isn't really much else to say, other Sub users such as Alakazam can give him problems although the majority of my team can handle him.
Well Missy's husband Bisharp is one crazy mofo. Under a sub he terrorises. With boosts under his belt no one is safe, because thanks to priority sucker punch he kills, and he has excellent synergy with Missy which has probably been said so many times its annoying. Haha so no more of that :P
Mew @ Leftovers
Trait: Synchronize
EVs: 252 HP / 80 Def / 176 Spd
Timid Nature (+Spd, -Atk)
Trait: Synchronize
EVs: 252 HP / 80 Def / 176 Spd
Timid Nature (+Spd, -Atk)
~ Psychic ~
STAB of choice, deals a decent amount of damage and have better coverage than Ice Beam.
STAB of choice, deals a decent amount of damage and have better coverage than Ice Beam.
~ Taunt ~
Prevents stall pokes setting up, or taunting mew.
Prevents stall pokes setting up, or taunting mew.
~ Will-O-Wisp ~
Causes residual burn damage each turn on the opponent allowing Mew to stall, and also act as a Physical wall.
Causes residual burn damage each turn on the opponent allowing Mew to stall, and also act as a Physical wall.
~ Roost ~
Recovery move allowing me to stall.
Recovery move allowing me to stall.
---
Mew can do just about anything, think of a moveset and Mew can probrably use it, however this is probrably his most renowned and effective set in UU. Mew can stall out most threats to this team and break opposing stall teams down, something that really hurts my team, he supports this team brilliantly and fits right in as a support poke.
Mew came, he saw, he raped and conquered. He burns all in his wake and taunts them to oblivion. He is a answer to stall, and is a important player for this team, being essential in stopping hazards and wisping the physical threats that stand against us. I think he pulls his weight for the team.
Registeel @ Leftovers
Trait: Clear Body
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
Trait: Clear Body
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
~ Stealth Rock ~
Simple hazard support, breaks sashes, sturdy, and makes for easier 1/2HKO's
Simple hazard support, breaks sashes, sturdy, and makes for easier 1/2HKO's
~ Thunder Wave ~
Paralysis support is invaluble, allowing me to set up with Bisharp/Missy easilly.
Paralysis support is invaluble, allowing me to set up with Bisharp/Missy easilly.
~ Iron Head ~
STAB Coverage, it also allows me to abuse ParaFlinch alongside TWave.
STAB Coverage, it also allows me to abuse ParaFlinch alongside TWave.
~ Seismic Toss ~
Set damage move to hit reasonable damage on other pokes.
Set damage move to hit reasonable damage on other pokes.
---
Registeel has began to die down in UU it seems, but I still think he is effective, even despite the numerous threats dropped down from OU. He still makes for one of the best special walling support pokes, being able to wall so many threats, even some physical ones thanks to his incredible bulk and steel typing. His main weaknesses and threats are handled by the rest of my team efficiently enough anyway, he just works for me as the support he provides is alike having a Chansey, only with leftovers.
This thing is so damn annoying. Thunder wave + Iron head is so irritating, but not as much as haxrachi. The moves are standard really, SR for hazards, thunder wave to annoy and slow pokes for bisharp if needed S-toss to do damage and iron head for good old STAB and flinch rate.
---
Final Look
Importable
Flygon (M) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Outrage
- U-turn
- Earthquake
- Stone Edge
Rotom-H @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Volt Switch
- Overheat
- Hidden Power [Ice]
- Thunderbolt
Bisharp (M) @ Life Orb
Trait: Defiant
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Substitute
- Swords Dance
- Iron Head
- Sucker Punch
Mismagius (M) @ Life Orb
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Nasty Plot
- Shadow Ball
- Thunderbolt
Mew @ Leftovers
Trait: Synchronize
EVs: 252 HP / 80 Def / 176 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Taunt
- Will-O-Wisp
- Roost
Registeel @ Leftovers
Trait: Clear Body
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Thunder Wave
- Iron Head
- Seismic Toss
Threat List
Threat levels:
High Risk Threat
Regular Threat
Minor Annoyance
Regular Threat
Minor Annoyance
Offensive Threats
Defensive Threats
Closing
This team has been somewhat successfull in UU upto now, however it still isn't as successfull as my old stall team, this RMT is here to change that, I may get a full threat list set up soon, but in the meantime, rate away, all constructive critique is appreciated.
Thanks!