NO SCARF
I made this team a few months ago and so far its served me well enough to put me to #5 on the ladder. I've not only found it incredibly effective but also is unique in a lot of ways and has definitely grown on me in the time I've used it.Alright so my primary motive for making this team was that I wanted to try out choice banded heracross, so he's the first one I put on the team:
Next, I added rhyperior because it complements heracross's resistances very nicely and is also just very anti-meta in of itself.
Now, I needed a special wall, so I decided upon umbreon, partly because I liked it at the time and partly because I wanted wish/heal bell support.
For a strong physical wall, I decided to use slowbro as it easily walled things like mienshao and darmanitan plus it got access to regenerator.
To patch up the final holes in my defense (I noticed I had a megahorn weakness) and to provide rapid spin support, I added hitmontop to the team:
Finally, I needed some sort of set up sweeper but I also at this point didn't have a scarfer to take out fast threats either. After a lot of experimentation, I decided upon moxie honchkrow, a poke that literally sets up by killing fast threats. Finally I had:
Next, I added rhyperior because it complements heracross's resistances very nicely and is also just very anti-meta in of itself.
Now, I needed a special wall, so I decided upon umbreon, partly because I liked it at the time and partly because I wanted wish/heal bell support.
For a strong physical wall, I decided to use slowbro as it easily walled things like mienshao and darmanitan plus it got access to regenerator.
To patch up the final holes in my defense (I noticed I had a megahorn weakness) and to provide rapid spin support, I added hitmontop to the team:
Finally, I needed some sort of set up sweeper but I also at this point didn't have a scarfer to take out fast threats either. After a lot of experimentation, I decided upon moxie honchkrow, a poke that literally sets up by killing fast threats. Finally I had:
After playing with this team for some time two of its members stood out as potentially replaceable. This first was umbreon, which I considered replacing with snorlax. Although umbreon had wish and heal bell, snorlax had superior special bulk, a much needed phazing move that ignored subs, a chance to status and better typing and ability. Snorlax sets were and still are also much less predictable (and thus require my opponent to do a little scouting) and also are harder to set up on. Thus, snorlax replaced umbreon.
The second candidate for removal was slowbro for a couple reasons:
1) Didn't help my megahorn weakness
2) Gave grass types (especially shaymin) a free switch-in which my team did not appreciate. Also became a problem because it gave umbreons a free chance to wish or heal bell.
3) Didn't really do anything. In terms of versatility, all slowbro can do is use toxic or twave, which every good player sees coming from miles away (shaymin and umbreon also absorbed statuses with leisure). Slowbro can't use hazards, phaze, taunt, rapid spin or intmidate. Specs sets helped provide additional offense force but were to weak to act as reliable walls.
Dipping down to the RU tier for an answer, I pulled up this behemoth: Qwilfish. It fit like a glove into my team with access to spikes, toxic spikes, intimidate and the ability to completely counter darm, azumarill, mienshao, heracross, and machamp as well as other threats.
My final team:
Now on to the individual members:
Heracross
Guts
Adamant Nature (+Atk -SpA) 4 HP / 252 Atk / 252 Spe
Moves:
-Close Combat
-Megahorn
-Stone Edge
-Shadow Claw
This guy is an absolute monster. Megahorn and CC for powerful stab attacks, stone edge for things like crobat, and night slash for things like cofagrigus and dusclops that would wall heracross otherwise. Why shadow claw over the more common night slash? They're almost identical, same high crit ratio, same base power, same exact pp and same general offensive capabilities, one hitting normal types better while the other hits fighting types better. Here a just a few reasons shadow claw is more useful:Guts
Adamant Nature (+Atk -SpA) 4 HP / 252 Atk / 252 Spe
Moves:
-Close Combat
-Megahorn
-Stone Edge
-Shadow Claw
-cobalion
-mienshao
-machamp
-hitmontop
-scrafty
-virizion
-other heracross
-surprise factor
-no normal type is going to switch into a heracross anyway
Having guts on heracross is also amazing a) because it can absorb statuses for the team and benefit from them and b) most people are so afraid of moxie scarf hera that they tend to want to burn it immediately and often take it for granted that a burned heracross can't do anything and play around it stupidly.
Here are a few damage calcs to show the power of heracross:
252+ Atk Choice Band Burned Guts Heracross Close Combat vs. 252 HP / 252+ Def Suicune: 307-363 (75.99 - 89.85%)
-1 252+ Atk Choice Band Burned Guts Heracross Close Combat vs. 252 HP / 252+ Def Hitmontop: 234-276 (76.97 - 90.78%) -- guaranteed 2HKO (This is after an intimidate)
252+ Atk Choice Band Guts Heracross Close Combat vs. 252 HP / 252+ Def Blastoise: 339-399 (93.64 - 110.22%) -- 62.5% chance to OHKO
252+ Atk Choice Band Burned Guts Heracross Close Combat vs. 0 HP / 0 Def Weavile: 2676-3148 (952.31 - 1120.28%) (Yes, heracross is so strong it can literally kill eleven weaviles in one hit.)
It can also ohko slowbro, crobat, and xatu without a guts boost.
Rhyperior
Solid Rock
Careful Nature (+SpD -SpA) 252 HP / 252 SpD /4 Spd
Moves:
-Rock Blast
-Stealth Rock
-Dragon Tail
-Earthquake
Solid Rock
Careful Nature (+SpD -SpA) 252 HP / 252 SpD /4 Spd
Moves:
-Rock Blast
-Stealth Rock
-Dragon Tail
-Earthquake
Fairly self explanatory set: ruins electric types, sets up rocks, tanks fucking everything. Looking at its stats, rhyperior doesn't look like it can take many special hits but its actually incredibly good at walling things like raikou, zapdos, togekiss, victini, honchkrow etc. Dragon tail can be replaced by things like megahorn, protect, stone edge, etc. but its a very nice phazing move to have on a team that uses both spikes and rocks.
Snorlax
Thick Fat
Careful (+SpD -SpA) Nature 204 HP / 252 SpD / 52 Def
Moves:
-Body Slam
-Whirlwind
-Rest
-Sleep Talk
Thick Fat
Careful (+SpD -SpA) Nature 204 HP / 252 SpD / 52 Def
Moves:
-Body Slam
-Whirlwind
-Rest
-Sleep Talk
Snorlax can take special hits for days, phaze out anything that tries to set up on it and get of a huge hit and maybe a paralysis on anything that dares switch into it (like mienshao). The Hp EVs are specifically to give Snorlax and hp number and the def EVs are there to strengthen snorlax's survivability and take hits from victini if it has to.
Qwilfish
Intimidate
Impish Nature (+Def -SpA) 248 HP / 252 Def / 8 Spd
Moves:
-Poison Jab
-Waterfall
-Spikes
-Pain Split
Intimidate
Impish Nature (+Def -SpA) 248 HP / 252 Def / 8 Spd
Moves:
-Poison Jab
-Waterfall
-Spikes
-Pain Split
This guy is amazing. Qwilfish single-handedly walls almost all UU attackers by itself with its great typing and ability. It also provides spikes support which nearly guarantee the team to win stall wars and works great with rhyperior and snorlax's phazing. It also compliments rhyperior's resistances really well and baits choiced pokes' earthquakes and psychics, providing perfect opportunities to allow honchkrow to get a sweep going. I run dual stab instead of taunt or something for a couple reasons. When an opponent sees waterwall, they assume things like virizion and shaymin get a free switch in. When they see poison jab, they assume things like rhyperior and nidoking get a free switch. Also, while waterfall is more reliable, the chance for a poison with poison jab is incredibly useful, especially with things like xatu that like to switch in. Thus, I've found dual stab to be more useful than any another move. The 8 speed EVs are to outspeed and potentially pick of any low hp gligars (and maybe get a flinch). I urge you all to try out qwilfish in UU if you already haven't.
Hitmontop
Intimidate
Impish Nature (+Def -SpA) 252 HP / 252 Def / 4 Spd
Moves:
-Close Combat
-Toxic
-Sucker Punch
-Rapid Spin
Intimidate
Impish Nature (+Def -SpA) 252 HP / 252 Def / 4 Spd
Moves:
-Close Combat
-Toxic
-Sucker Punch
-Rapid Spin
Although Hitmontop is probably seen least on this team during a regular battle, he still plays a very important role. IMO, he's by far the best spinner in the UU tier and on top of it provides intimidate support, toxic support (only one on the team), priority and a powerful stab move. This guy has saved me from defeat countless times. Foresight can be used over toxic; both are better in different situations and one is definitively more useful. It also gives me a very beneficial double intimidate
Honchkrow
Moxie
Adamant Nature (+Atk -SpA) 252 Atk / 252 Spd / 4 SpD
Moves:
-Brave Bird
-Sucker Punch
-Superpower
-Roost
Moxie
Adamant Nature (+Atk -SpA) 252 Atk / 252 Spd / 4 SpD
Moves:
-Brave Bird
-Sucker Punch
-Superpower
-Roost
"Honchkrow isn't sweeping me enough"
-Said no one ever
To be honest, when I initially put honch on the team, I kinda just slapped it on for no reason, but it's worked out amazingly. It gets excellent coverage, an amazing ability, stab priority and typing that allows it to switch into ground and psychic moves with no damage at all. All he needs is a free kill and 9 times out of 10 he ends up taking out most of the opposing team. A few drawbacks are its frailty, rocks weakness and mediocre speed but it makes up for them fairly well. Keep in mind honchkrow works best late game, so don't lose him too early.
Threat List
Shaymin-The only thing that can comfortably take a hit from shaymin is my snorlax and if it gets a SpDef drop with seed flare, my team has a lot of trouble dealing with it. I also don't have anything to outspeed it if its running max speed.
Bisharp
-The problem with running dual intimidate it that it can be abused by anything with defiant, mainly bisharp. If my rhyperior is at full health, it can take a +2 iron head and ohko with EQ but if rhyperior's weakened, bisharp can prove to be a pain to take down
Gligar
-This thing can be somewhat difficult for my team to take down, and I have nothing that can straight up 2HKO it, but it does eventually get worn down by hazards, flinches, paralysis, etc. If it comes down to it, I can also stall it out of pp with snorlax (rest w/o using sleep talk) assuming it doesn't have taunt.
There may be more threats that I can't remember at the moment so let me know if anything comes to mind.
Team Analysis
There are a few things you may have noticed about my team which may seem questionable. As the title suggests, I have no scarfer which, to many of you, may seem appalling for the UU tier. This really doesn't hurt my team; however, and it can even play into my favor when opponents assume my heracross is scarfed.Another unique aspect of my team is that I don't have a single special attacker, in fact every nature on my team is a minus SpAtt nature. This can be pretty nice as it renders some opposing pokes like snorlax practically obsolete. This also isn't a problem for my team because I can at least 2HKO every physical wall in the tier barring the aforementioned gligar.
One final less obvious thing to note is that my team is also very tankish. It has an average base speed of 64, hits extremely hard and takes hits very well.
Synergy-wise, I've found the team checks its own weaknesses very well, with the exception of psychic (and a little bit ground) attacks. This is intentional as opponents either are reluctant to lock themselves into either of these two types or may get a short-term kill only to open themselves up to be massacred by Honchkrow.
Here are some of the best replay's I've had with the team:
http://www.pokemonshowdown.com/replay/uu-17107575 -- Me 6-0ing a threatening ass team (I'm on the other side. Also wasn't technically a 6-0 cuz they foreited but it would've been one in 2-3 turns
http://www.pokemonshowdown.com/replay/uu-16835548 -- Very close match showing the power of Honchkrow
Please rate, comment, suggest, etc. I am always open to suggests unless they're shamefully awful (put hyper beam on snorlax).