BW UU Threat List [GP Approved 2/2]


Ninjask
Typing: Bug / Flying
Base Stats: 61 HP / 90 Atk / 45 Def / 50 SpA / 50 SpD / 160 Spe
Abilities: Speed Boost / Infiltrator (Unreleased)

This is Ninjask, the fastest Pokemon in the UU metagame and the 2nd fastest Pokemon compared to all Pokemon. But when you look closely at its typing and defenses, something tells you Ninjask wasn't meant to be defensive. With a 4x weakness to Stealth Rock, one of the most common entry hazards, weaknesses to common attacking types such as Ice, Fire and Electric along with a less common Flying weakness, you may wonder why you would ever want to use Ninjask. However, Ninjask is a great Baton Passer, being able to Baton Pass Swords Dance, Speed Boost, Substitute and Agility as well as Mind Reader, Hone Claws and Harden. It also has a immunity to Ground and a resistance to Grass, Fighting and Bug. Ninjask also has a usable 90 Atk which gets boosted by Swords Dance. It gets STAB from X-Scissor to deal decent damage and frighten fragile Pokemon that take super-effective damage from it. Ninjask also gets U-Turn to go with that amazing 160 base Speed so any Pokemon it sees in UU that Ninjask has a hard time with can simply be hit by U-Turn then swept by another Pokemon in your team. Overall, Ninjask does some decent damage with physical moves and does a great job using Baton Pass.
 
My bad. Sorry...


Huntail
Typing: Water
Ability: Swift Swim / Water Veil
Stats: 55 HP / 104 Atk / 105 Def / 94 SpA / 75 SpD / 52 Spe

Huntail can be an easily dismissed Pokemon due to its low speed, low HP and awkwardly balanced stats (not high enough Attack to be a dedicated attacker). However, Huntail has unusual potential in evolving from Clamperl, giving it access to the move Shell Smash. Shell Smash lowers Defense and Special Defense one stage, but effectively doubles Attack, Special Attack, and Speed, giving Huntail the speed of a Mienshao or a Rapidash. Huntail then can successfully mix sweep and rip through the opposition, regardless of Defense or Special Defense. It has access to Ice Fang, Crunch, and Waterfall on the Physical end and Surf, Scald, and Ice Beam on the Special side. Sucker Punch is useful for taking out Ghosts and Psychics (however, you would have to sacrifice Shell Smash for it as it is a Gen IV only move), and Baton Pass can pass along the great stat increases to any waiting Pokemon. Huntail is a great addition to any team, especially one that uses Rain Dance already.
 

Sceptile
Typing: Grass
Ability: Overgrow / Unburden (unreleased?)
Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe

Sceptile is an underrated starter in the UU tier, but it boasts some very promising aspects. First and foremost is its beautiful 120 speed, successfully outrunning the majority of the UU tier and allowing Choice specs to be used wisely. It boasts a great Special Attack base, and average defenses. But the one thing dragging it down is movepool. Despite having a far better Special Attack, Sceptile's entire movepool is focused on Attack with moves like Night Slash, X Scissor, Leaf Blade, Dragon Claw, Brick Break, and more. Sceptile has the dream Physical moveset...on a Special Attacker. But don't let this discourage you from utilizing its amazing capabilities! Sceptile has access to some very strong special moves as well, though they are mostly Gen IV only or variable moves like Dragon Pulse, Frenzy Plant, Grass Knot, and Focus Blast. But the best way to utilize Sceptile's Special Attack is by using Leaf Storm as a hard hitting move, either with or without a White Herb. Coupling that with Unburden will double Sceptile's speed, allowing EV training to be concentrated on Attack and Special Attack for a great mixed sweeper utilizing moves like Earthquake, Outrage, Acrobatics, and Drain Punch. It can setup off of Swords Dance or Hone Claws and easily rip holes through any team. Versatility is Sceptile's middle name. If it had one.
 
Is it OK if I reserve Spiritomb?

Edit: OK Here It Is


Spiritomb
Typing: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe
Abilities: Pressure / Infiltrator (Unreleased)


While Spiritomb may not be the first idea that comes to your mind when you think of Ghost types because it just doesn't stand out as much with more defensive Ghost types such as Dusknoir or more offensive Ghost types such as Mismagius, Spiritomb has what most Ghost types wish they could have, an extra Dark typing.
Spiritomb's 50/108/108 defensive stats are good, but not awesome. However, it has enough bulk to set up Taunt, enough offense to use Sucker Punch and other physical moves nicely and Nasty Plot to boost its Special Attack. Hypnosis isn't the most reliable move to set Pokemon to sleep, but its as close to putting Pokemon to sleep as Spiritomb will get. If our little tomb full of 108 spirits sends a Pokemon to sleep, then Spiritomb can either predict a switch and use Pursuit or use Dream Eater or Nightmare to damage the foe in their sleep. Pressure also makes Spiritomb a viable Spite user to drain PP. Spiritomb lasts long enough in a battle to use Confuse Ray, which is another plus. His typing gives him an opportunity to switch into any Normal, Fighting or Psychic type move. If you use Infiltrator, then you can be sure no Pokemon uses Safeguard to avoid your Will-O-Wisp or any other status inflicting move Spiritomb can learn. Spiritomb also spinblocks decently, but Dusknoir would usually do that sort of job. Last but not least, we have Pain Split. Pain Split is a good move to teach Pokemon with low HP like Spiritomb because Pain Split is where you switch your HP with the foes HP. The extra Dark type also gives Spiritomb no weaknesses, 3 immunities, STAB on powerful moves such as Sucker Punch, Dark Pulse or Pursuit but gives Spiritomb an overwhelming 1 resistance, to Poison.
 
Zoroark is done! Can I reserve Electivire, too? :)




Zoroark
Typing: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Abilities: Illusion

Along with its pre-evolution, Zoroark was the first Gen V Pokémon that was revealed and even starred in its own movie. All the initial hype over Zoroark has been vindicated by its performance as a key threat in Black and White UU. Looking at his stats and moveset, one can easily tell that Zoroark has the tools to effectively run a special, mixed, or even physical set. Focus Blast and Flamethrower help give him great coverage against Steel-types that would otherwise wall him, while Grass Knot and Extrasensory are other options. He also even has a reliable, STAB-ed, and 85 base power signature move: Night Daze. On the physical side, he receives toys like U-Turn for scouting, priority in Sucker Punch, and Foul Play, which uses the target’s Attack stat to calculate damage. Even more impressively, Zoroark has access to Nasty Plot and Hone Claws to boost both ends of the attacking spectrum. His ability, Illusion, allows him to adopt the sprite, gender, cry, and nickname of the last Pokémon in a trainer’s party until he is hit with an attack. He can use his ability in tandem with any Pokémon weak to Psychic-type attacks, such as Crobat or Hitmontop, take no damage from Psychic attacks, and use the turn to boost his Attack or Special Attack. Zoroark, however, is not perfect. His frail defenses mean that he will not take hits especially well, especially taking entry hazards into account, so revenge killing with a Choice Scarf sweeper can easily kill it. Chansey can absorb the attacks of Special varieties, even when boosted, and bulky waters can handle him barring Grass Knot. While Illusion can be situational helpful, too, a keen opponent will be able to recognize when Zoroark is in, since Illusion doesn’t adopt a Pokemon’s remaining HP or any status ailments. However, any unwary trainers that cannot see through Zoroark’s Illusion will be caught off-guard swept away by its plethora of attacks.
 

Togekiss
Typing: Normal / Flying
Stats: 85 HP / 50 Atk / 95 Def / 120 SpA / 115 SpD / 80 Spe
Abilities: Hustle / Serene Grace / Super Luck (Unreleased?)

The serene angel gracefully descends from Gen IV OU to bless the UU battlefront with some of the best strategies ever. Yup, only one word can describe Togekiss: heavenly. Gaze at the 120 Special Attack. Gaze at the 115 Special Defense. Stare at the bulk. Wonder at the speed. And just marvel at that ability: Serene Grace. Serene Grace doubles the possibility of a move's secondary effect happening, so STAB Air Slash's flinch rate is now 60%. Heck yeah. Not to mention having access to the moves Aura Sphere, Fire Blast, Nasty Plot, Heal Bell, Roost, Morning Sun, Wish, Thunder Wave, and more. Togekiss will completely dominate at everything it does. It has enough bulk to Nasty Plot setup in front of any staller (*cough cough CHANSEY DUSCLOPS) and rip them to pieces, it has enough speed to flinch the entire UU metagame save Crobat, and it can use Heal Bell to rid your entire party of the annoying Burn, Poison, Paralyze, and Sleep conditions. It stallbreaks, it sweeps, it heals, it paralyzes. Sure, Stone Edge might kill it. Stealth Rock is a major problem, and it doesn't have quite the speed necessary to outrun EVERYTHING (hence Paralysis?). But with that much bulk and a Leftovers Roost heal, it can stay in battle for a very nice long time. From the supportive Wishbell stall to the every-annoying Paraflinch, Togekiss deserves a place on any and every team.
 

Lilligant
Typing: Grass
Base Stats: 70 HP / 60 Atk / 75 Def / 110 SpA / 75 SpD / 90 Spe
Abilities: Chlorophyll / Own Tempo / Leaf Guard (Unreleased)

Boasting stats better than Venomoth as well as access to Sleep Powder and Quiver Dance, Lilligant is a force to be dealt with as it is the only other Quiver Dancer in the tier. Some advantages Lilligant has over Venomoth include its Grass-typing, which grants a neutrality rather than a weakness to Stealth Rock. In addition, its higher base Special Attack allows it to hit harder from the start. It is also slightly bulkier and has the same Speed stat as Venomoth. Perhaps the only reason to use Venomoth over Lilligant is its access to Baton Pass and its Tinted Lens ability, but Lilligant makes up for it with its abilities in Chlorophyll which doubles its Speed in the sun and Own Tempo which allows for the use of Petal Dance without suffering confusion. Unfortunately, Lilligant is not all good. It has a ridiculously tiny movepool, usually forcing one to resort to Sleep Powder, Quiver Dance, a Grass-type move and a Hidden Power of choice, meaning it will be walled depending on the Hidden Power type. However, Lilligant hits very hard after a boost, and outspeeds everything that isn´t equipped with Choice Scarf, thus it should not be underestimated as it can also cripple the opponent with Sleep.


Durant
Typing: Bug / Steel
Base Stats: 58 HP / 109 Atk / 112 Def / 48 SpA / 48 SpD / 109 Spe
Abilities: Swarm / Hustle / Truant (Unreleased)

Durant is a rather one-dimensional Pokemon due to its poor movepool and Hustle, but it can tear through the opposition like paper after a Hone Claws boost. With an Attack boost from Hone Claws, Durant reaches over 700 Attack, and the accuracy of its moves are increased (Hustle forces attacks to be 80% accurate). Although its movepool consists of its STAB moves, Thunder Fang, and Stone Edge, its just enough to get the job done. Along with its interestingly high Speed, Hustle Durant can destroy almost any team lacking a solid physical wall. Unfortunately, due to its abysmal Special Defense, almost any, strong, neutral, Special Attack will 2HKO or even OHKO. Because of this, Durant can´t usually switch in on attacks, but must be brought in after a KO. However, once Durant gets even one boost from Hone Claws, it is usually the end unless the opponent carries a Choice Scarfer or a Steel-type such as Registeel.
 

Woodchuck

actual cannibal
is a Battle Simulator Admin Alumnusis a Forum Moderator Alumnus
Sorry, I've been busy the past few days.

Azelf
Typing: Psychic
Base Stats: 75 HP / 125 Atk / 70 Def / 125 SpA / 70 SpD / 115 Spe
Abilities: Levitate

Infamous as a suicide lead in DPP OU, Azelf returns this gen in UU as an extremely threatening special sweeper. Sporting a blazing 115 Speed as well as 125 base attacking stats, Azelf is often seen running Nasty Plot to take advantage of its excellent Special movepool and hitting power. Furthermore, Azelf's Psychic typing allows it to utilize the move Psyshock effectively in order to bypass common special walls such as Chansey. Azelf can also use its oft-overlooked 125 base Attack to smash the Special walls it lures in with a Choice Banded attack, or scout with a strong and fast U-turn. If needed, Azelf can also cripple a wall that switches in by Tricking its Choice Band onto it.
Azelf can also provide support for its teammates by Taunting and setting up Dual Screens or Stealth Rock.
Azelf has problems with Chansey if it doesn't carry Nasty Plot and Psyshock. Houndoom and Victini can also switch in on most Special Attacker sets, and most Dark-types can revenge Azelf or trap it with a Pursuit. Azelf isn't the bulkiest of pokemon, so while it is hard to switch in to, it can often be revenged by a scarfer.
 

Honchkrow
Dark/ Flying
100 HP/ 125 Att/ 52 Def/ 105 Sp Att/ 52 Sp Def/ 71 Speed
Insomnia/ Super Luck/ Moxie (Released)

The Big Boss Pokemon returns for another round in UU, and he has several tools, both new and old, up his sleeve to make this offer one you can't refuse. He has powerful STAB options, like the massively powerful Brave Bird and Sucker punch, which also bypasses his mediocre speed. He can use Night Slash and Drill Peck for more reliability, or Pursuit to trap. He also has access to Superpower and Heatwave, excellent options for muscling through steel types who wall his STABs. He sweetens the pot with lesser used options as well; special sweeping is a intriguing thought with Nasty plot. Moxie is a new trick with potential, although it requires him to give up Superpower and Heatwave. It even has a good support movepool, with whirlwind, roost and Thunder Wave, although these are best left to its younger sibling, the Prankster Murkrow. In any case, whatever your need, be it powerful priority or a potent smasher of walls, there is a Honchkrow variant for any team.

I hope that was cool.
 

Medicham
Typing: Fighting / Psychic
Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy (Unreleased?)

Medicham makes Azumarill almost sound like a joke. Don't scoff at the poor Attack stat: Pure Power will double it inconspicuously as it enters battle. Yes, double. As in free Swords Dance. An Attack stat that would make Ubers shudder. And to make things better, it has priority Vacuum Wave and Bullet Punch. Say goodbye to Mamoswine, Ambipom, Weaville and say hello to your new revenge killer. Choice Band Vacuum Wave will make short work of a team that has no Ghost types. And if that's not enough, Medicham has access to the three elemental punches: Fire Punch, Ice Punch, and Thunder Punch. A Physical BoltBeamer has a nice ring to it. It also has STAB Zen Headbutt, STAB High Jump Kick, Rock Slide, and Poison Jab, allowing it to have near-perfect coverage of the entire tier. It can Bulk Up setup and STAB Drain Punch or Recover to heal and it has enough bulk to forego the need for a Focus Sash. With its excellent typing, it only has a x2 weakness to two types, Flying and Ghost. An excellent addition in any team, Medicham will take on all physical roles as a sweeper, revenge killer, and jaw dropper.
 

Medicham
Typing: Fighting / Psychic
Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy (Unreleased?)

Medicham makes Azumarill almost sound like a joke. Don't scoff at the poor Attack stat: Pure Power will double it inconspicuously as it enters battle. Yes, double. As in free Swords Dance. An Attack stat that would make Ubers shudder. And to make things better, it has priority Vacuum Wave and Bullet Punch. Say goodbye to Mamoswine, Ambipom, Weaville and say hello to your new revenge killer. Choice Band Vacuum Wave will make short work of a team that has no Ghost types. And if that's not enough, Medicham has access to the three elemental punches: Fire Punch, Ice Punch, and Thunder Punch. A Physical BoltBeamer has a nice ring to it. It also has STAB Zen Headbutt, STAB High Jump Kick, Rock Slide, and Poison Jab, allowing it to have near-perfect coverage of the entire tier. It can Bulk Up setup and STAB Drain Punch or Recover to heal and it has enough bulk to forego the need for a Focus Sash. With its excellent typing, it only has a x2 weakness to two types, Flying and Ghost. An excellent addition in any team, Medicham will take on all physical roles as a sweeper, revenge killer, and jaw dropper.
Vacuum Wave is a Special move, to inform you.
 
Reserving Quagsire.
Edit: Done.


Quagsire
Typing: Water / Ground
Base Stats 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Ability: Damp / Water Absorb / Unaware

Quagsire leaps into UU this generation, with its newly-obtained ability, Unaware. Unaware negates the foe's stat modifications, so when running this ability, Quagsire will never become set-up fodder. Set-Up Sweepers such as Sigilyph, Raikou, and Suicune can't touch it. Quagsire packs a wide support movepool, consisting of Body Slam, Counter, Encore, Haze, Recover, Toxic, and Scald, and it has Curse and Stockpile to ensure that it can deal damage to the threats that it walls. Offensively, Base 85 Attack is enough to work with, and can be boosted with Curse. Water / Ground is a fantastic offensive combination, Waterfall and/or Earthquake is usually enough, on any set. Rock Slide, Brick Break, and Ice Punch (at the cost of Unaware, as it is a 4th Gen Tutor move) are offensive options that shouldn't be overlooked, even if they don't gain STAB. Another ability that sets Quasire apart from other Bulky Waters, namely Slowbro and Milotic, is Water Absorb. With Water Absorb, Quagsire can take Aqua Jets / Waterfalls from Choice Band Azumarill, and can still take boosted Surfs easily from CroCune. Quagsire's typing grants four resistances, notably to Rock- and Fire- type moves, with one weakness to Grass, which can be easily remidied by proper team synergy. The Water Fish Pokemon has it's own share of weaknesses, however. The ever-common Toxic shuts most of its sets down completely, which undermines it's tanking and walling prowess considerably. Even with Ice Punch, almost all Grass-types laugh at what Quagsire has to offer, and can OHKO with the proper move. Roserade, Shaymin, Celebi, and Sceptile can all pose huge problems for it. Overall, if Quagsire is played to its strengths, it can benefit any team.
 

Flygon
Typing: Ground / Dragon
Base Stats: 80 HP / 100 Atk / 80 Def / 80 SpA / 80 SpD / 100 Spe
Ability: Levitate

Flygon has finally dropped into UU for the first time due to the overshadowing presence of more powerful Dragon-types in OU such as Salamence, Latios, and Latias. However, UU is really where Flygon can shine, with the only other useful Dragon-type being Altaria, who is mostly inferior. Flygon commonly utilizes a Choice Band or Choice Scarf set, and hits hard with STAB Outrage and Earthquake. Choice Band Flygon can punch holes in the opponent's team while Choice Scarf Flygon makes an excellent revenge killer. Flygon also has access to fantastic type coverage moves in Fire Punch, Thunderpunch, and Stone Edge. With the fifth generation, Flygon also gained the move Hone Claws, which boosts Accuracy and Attack. However, Flygon is not limited to a physical movepool, it also boasts an expansive special movepool including Earth Power, Signal Beam, Fire Blast, and Draco Meteor, allowing Flygon to go mixed or fully special. Flygon is a great addition to any team as a revenge killer or wall breaker, and should be considered a dangerous threat in the UU metagame.
 
Reserving Registeel.
Edit: Done.


Registeel
Typing: Steel
Base Stats: 80 HP / 75 Atk / 150 Def / 75 SpA / 150 SpD / 50 Spe
Ability: Clear Body / Light Metal (Unreleased)

Registeel is one of the few Steel- types in UU, and is one of the bulkiest Pokemon in UU overall. With 80/150/150 defenses, it takes even super effective hits with impunity. While it can take serious damage from some offensive threats, it can paralyze or Toxic almost anything, certainly crippling either defensive or offensive threats. It has a plethora of support options, such as Body Slam, Counter, Curse, Stealh Rock, Thunder Wave, and Toxic, making it hard to predict its moveset. It's important resistance to Stealth Rock and the increasingly common Toxic Spikes will help Registeel switch in with ease. However, Registeel does come with a good amount of drawbacks. Even with gargantuan defenses, the lack of a recovery move outside of Rest means that it won't last long. Being susceptible to Spikes isn't good, with it switching out frequently. While it has many offensive options to choose from, its meager 75 attacking stats on both spectrums means that it'll have to rely on Seismic Toss to do damage, making it stopped cold by Taunters. Even with these drawbacks, Registeel is a top-tier defensive threat, and should not be taken lightly.
 
Okay, I know it's been a little while since I submitted any entries, but I'm still alive, just a little bit busy. As a matter of fact, here's Donphan. Slowbro's here too.


Donphan
Typing: Ground
Base Stats: 90 HP / 120 Atk / 120 Def / 60 SpA / 60 SpD / 50 Spe
Ability: Sturdy / Sand Veil (Unreleased)

Donphan’s roles are limited, but it is extremely effective at what it does. Donphan is one of the most effective support Pokemon in the UU tier thanks to its access to Stealth Rock and Rapid Spin, its outstanding Physical bulk, and its enormous attack stat, which complements its use of STAB Earthquake. Due to the importance of Rapid Spin in UU, Donphan’s ability to use it effectively cements its status as one of the most common Pokemon in UU. Although its typing leaves something to be desired defensively, its decent Base HP and excellent Base Defense make up for its shortage of useful resistances. However, Donphan is not limited to a defensive role, as its impressive Base Attack, good offensive typing, and access to solid coverage moves and priority such as Head Smash, Stone Edge, Ice Shard, and Seed Bomb all allow it to use a Choice Band effectively. Although Seed Bomb sounds like a strange choice, it allows Donphan to 2HKO the bulky Water-types that would otherwise wall it. Donphan is one of the most prevalent Pokemon throughout the UU tier, and as such is a Pokemon that every team should be able to handle.



Slowbro
Typing: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Ability: Oblivious / Own Tempo / Regenerator

In a tier as full of bulky Water-types as UU, any bulky Water-type vying for usage needs to have some way of differentiating itself from the other bulky Water-types in the tier in order to earn a slot on a team. In Slowbro’s case, its Psychic typing and access to the Regenerator ability allow it to stand out from among the myriad of bulky Water-types available in UU. In addition to impressive defensive stats, the Regenerator ability, and top-notch defensive typing that sports six useful resistances, Slowbro has access to instant recovery and an excellent support movepool that includes moves such as Thunder Wave and Toxic. It also possesses good neutral and super effective coverage between its STAB moves and other coverage options such as Flamethrower, Fire Blast, and Ice Beam. Slowbro can also check certain other threats with Calm Mind, relying on its amazing Physical bulk to take hits while boosting its respectable Special Attack stat and decent Special Defense stat in order to take on Pokemon that it ordinarily couldn’t. Finally, Slowbro can set up Trick Room and is one of the best Pokemon for the job, since its bulk and access to Regenerator allow it to switch in several times throughout the match in order to set up Trick Room.

I noticed that I've written the entries for most of the bulky Water-types in UU and 15.6 per cent of the entries on the UU Threat List. What can I say? This is fun, and I like Water-types.

Pending approval of these two, I would like to reserve Tangrowth. Since Amarillo reserved Shaymin as I was editing this post earlier, I'm going to reserve Rotom-C in Shaymin's place.
 

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