XY UU Threat List


Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpAtk / 115 SpDef / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate

While the introduction of Fairy-type Pokemon may have made Scrafty's life much more difficult, he is still a very potent attacker in OU. One of Scrafty's best new options is an Assault Vest set. This set abuses Scarfy's good bulk and healing move in Drain Punch to function as a good special tank. Scrafty also has access to two boosting moves in Bulk Up and Dragon Dance, meaning Scrafty can also function as a versatile sweeper. His first set-up option, Bulk Up, allows him to boost both not only his Attack, but his Defense as well. With some Special Defensive investment and Rest, Scrafty can use it's already good bulk to turn itself into a pseudo-Suicune, being very hard to take down without a critical hit. His other boosting option, Dragon Dance, sacrifices bulk for speed, and makes Scrafty a fast and powerful attacker. Knock Off is a great attacking option on all sets, as it's not only powerful, but it also removes the opponent's item as well. Drain Punch is the STAB move of choice on the Assault Vest and Bulk Up set in order to recover HP, while High Jump Kick is a better option on the Dragon Dance set for more power. Bulk Up Scrafty runs Rest in order to keep itself healthy, while the Assault Vest and Dragon Dance sets prefer another coverage move, such as Poison Jab or Ice Punch. Assault Vest Scarfty can also utilize Pursuit to pursuit-trap Pokemon such as Celebi. Finally, Scrafty can use it's abilities very well; Intimidate can cripple physical attackers on the Assault Vest set, Shed Skin can cure Sleep on the Bulk Up set, or use Moxie can accumulate attack boosts on the Dragon Dance set. Overall, while the amnipresence of Florges in UU may make Scrafty's life hard, access to Assault Vest and a buffed Knock Off have helped make Scrafty a prominent threat in UU.

Celebi
Type: Psychic / Grass
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpDef / 100 Spe
Ability: Natural Cure

Thanks to its good all-around stats, expansive movepool, and useful defensive typing, Celebi is a great defensive Grass-type in UU. The first thing many people see when they look at Celebi's Psychic/Grass typing is its seven weaknesses. However, many people often overlook Celebi's equally good six resistances, which allow it to function as a good answer to the many Electric- Water-, Grass-, and Psychic-type Pokemon in UU, such as Mega Manetric, Jolteon, Starmie, Shaymin, and Gardevoir. Looking at Celebi's movepool, it has access to the ever-important Recover, as well as helpful support moves such as Thunder Wave, Perish Song, Stealth Rocks, Heal Bell, Baton Pass, and Toxic, meaning it has many ways it can annoy the opponent and support the team. Its all-around balanced stats make Celebi very bulky, allowing it to tank even super-effective coverage moves, such as Overheat from Mega Manetric. It's good offensive stats also mean it can't isn't set-up bait for Pokemon such as Cloyster or Heracross. Finally Natural Cure is a very helpful ability, as it makes Celebi a reliable status absorber for any team. Overall, Celebi has many advantages traits that allow it to function as great wall in UU.
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Reserving Kingdra and Donphan.


Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Ability: Swift Swim / Sniper / Damp


Donphan
Type: Ground
Base Stats: 90 HP / 120 Atk / 120 Def / 60 SpA / 60 SpD / 50 Spe
Ability: Sturdy / Sand Veil
 
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horyzhnz

[10:02:17 AM] flcl: its hory xD
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Offensive



Sharpedo

Type: Water / Dark

Base Stats: 70 HP / 120 Atk / 40 Def / 95 SpA / 40 SpD / 95 Spe

Ability: Rough Skin / Speed Boost

Returning as UU's premier glass cannon, Sharpedo's great offensive stats, near unresisted coverage with its dual STABs, and its amazing hidden ability Speed Boost, enables it to tear holes in unprepared teams. Its superb mixed offensive stats allow it to keep the opponent guessing as to which set it's running, and after a single Speed Boost, it outspeeds most of the unboosted metagame. Sharpedo's versatility in terms of offence means that one of its potential checks can be easily dispatched by another set, and the unpredictability factor of Sharpedo's movepool can be used to play mind games. While Waterfall and Crunch are Sharpedo's strongest STAB moves, its access to STAB priority in Aqua Jet also allows Sharpedo to pick off revenge killers and beat Prankster users. Furthermore, Sharpedo can also use its relative frailness to its advantage with Destiny Bond, removing an offensive threat or a bulky wall that may be troublesome to your team. Overall, Sharpedo is definitely a threat that all teams must be prepared for, as it can make short work of any team if it is allowed to obtain a Speed Boost.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Ability: Swift Swim / Sniper / Damp

Kingdra still has its exclusive typing in UU, which gives it a interesting mix of resistances and offensive capability. Its stats are well-rounded, and the combo of Water and Dragon is resisted by almost nothing relevant bar Empoleon and Whimsicott, while a quadruple resistance to Fire and Water give it ample switch-in opportunities. Kingdra has a new niche in this generation which involves the recent change to critical hit mechanics: after using Focus Energy while equipping a Scope Lens, every single one of Kingdra's attacks scores a critical hit. When you consider its access to the Sniper ability as well as critical hits ignoring Draco Meteor's stat drops, Kingdra can feasibly drop meteor after meteor on the foe without any loss in power, while hosing down most Dragon resists that stand in its way. Kingdra can still use its tried and true Rain Dance set, blitzing fast its foes with Swift Swim and use boosted Water attacks such as Waterfall and Hydro Pump to strike foes from either defensive side, and has other means to increase its Speed via Dragon Dance and Agility as well. Kingdra has not faltered even with its new Fairy weakness, and managed to carve a new, unique niche for itself alongside its already potent sweeping prowess.


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

After receiving countless amounts of ridicule in the OU environment, Donphan has finally fallen into UU where it supposedly belongs. Donphan's most notable trait is Rapid Spin, and while it is very slow it does possess the physical bulk, as well as Sturdy, to be able to pull it off, while having synergistic typing for the Stealth Rock-weak Flying-types that it supports. Donphan's biggest problem was its inability to effectively defeat Ghost-types which block its Rapid Spin, but with the new buff to Knock Off Donphan has a substantially easier time against them, and is further helped by the rarity of Ghost-types in the tier. Donphan is not a slouch in the offensive department either, since it has a high Attack stat and STAB Earthquake, and has an assortment of coverage moves which includes Head Smash, Ice Shard, Seed Bomb, and the elemental Fangs. Since Donphan is primarily defensive, it can struggle to perform as well as a tank like its stats would imply, but it does have a better lease in life now that it can tackle Ghost-types which previously hindered its main job.
 
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ScraftyIsTheBest

On to new Horizons!
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And my entries:


Drapion
Type: Poison / Dark
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe
Abilities: Battle Armor / Sniper / Keen Eye

Drapion's niches lie in its unique typing, decent stats, and good movepool. With these, Drapion is capable of fulfilling multiple roles offensively. With access to Swords Dance, along with great coverage in Knock Off, Poison Jab, Earthquake, and Aqua Tail, Drapion can function as a strong physical sweeper, being able to sweep with its good Speed and power. Its access to Taunt also allows Drapion to function as a stallbreaker. Drapion can also run Choice Band for immediate power, and Drapion also has Pursuit to trap Pokemon who would typically flee from it. Assault Vest is also a perfectly viable option on Drapion, giving it respectable special bulk to effectively utilize its typing to check threats such as Azelf, Roserade, and Cofagrigus while still providing a passable damage output. Drapion's slight lack of power does get in its way, but its perks give it plenty of offensive niches to effectively utilize.


Sableye
Type: Dark / Ghost
Base Stats: 50 HP / 75 Atk / 75 Def / 65 SpA / 65 SpD / 50 Spe
Abilities: Keen Eye / Stall / Prankster

Despite Sableye's poor stats in comparison to the rest of the tier, its ability Prankster gives it a very effective defensive niche. Thanks to this great ability, Sableye can utilize priority Will-O-Wisp, Taunt, and Recover to prove a very annoying opponent, crippling physical attackers while preventing Sableye from being crippled by Toxic or Will-O-Wisp. Sableye's access to reliable recovery also helps Sableye function as a defensive Pokemon, consistently keeping it healthy. Its typing is very useful to counter threats such as Mienshao, among other physical attackers. This is complemented by the fact that Sableye possesses only one weakness to Fairy. It has access to STAB Foul Play to threaten Pokemon such as Darmanitan, Entei, and Victini who may try to come in on Sableye, or Knock Off to disrupt the opposing team. Despite being relatively one dimensional, Sableye is a very effective defensive disrupton that can be a headache to many teams.

I might as well take Entei and Quagsire while I'm at it.
 

Psywaves

Procrastinating Pedantic Perfectionist™
is a Contributor Alumnus
Since Mew is re-opened for reservation, I will take this opportunity to nab Mew (Defensive).
On my reservation list now are Snorlax (Offensive) and Mew (Defensive). I intend to complete them soon, so my apologies for prolonged procrastination.
 
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Aerodactyl
Type: Rock / Flying
Base Stats: 80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpDef / 130 Spe
Abilities: Rock Head / Pressure / Unnerve

While the buff to Defog and the tier's many new Rapid Spinners may seem to make Aerodactyl less effective, it still has the right tools to pull off an effective suicide lead set. Thanks to it's great Speed, Aerodactyl has no trouble outspeeding a ton of the tier, meaning it's almost guaranteed to attack at least twice. Stealth Rocks is the most helpful move Aerodactyl has access too, as it can cripple a ton of Pokemon just by them switching in. It can also make your opponent lose momentum if they choose to remove the hazard through Defog or Rapid Spin. Taunt it another move Aerodactyl has access to, which stops the opponent from using Defog, set-up moves, and support moves, such as their own hazards. Aerodactyl can also use the EageQuake combination, which, coming off a base 105 attack, can do a lot to Rapid Spinners such as Tentacruel and Starmie. It even has access to Fire Blast to roast Forretress! Finally, Focus Sash guarantees that Aerodactyl will at least be able to set up Stealth Rock, even if the opponent is faster. Overall, Aerodactyl is a good suicide lead that can easily set your team up for success.
 
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offensive


Jirachi
Type : Steel / Psychic
Base Stats : 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability : Serene Grace

Jirachi is one of the most versatile pokemon ever. With a very good typing, well balanced base stats, gigantic movepool and a very annoying ability in Serene Grace and a lot of moves to abuse it, Jirachi is a nuisance. Due to its great offensive stats and huge movepool it can go either special or physical, making it furthermore difficult to counter. With Calm Mind, it becomes a frightening special sweeper which can sweep late game, or, it can punch holes in the opponent's team, so, that one of its teammates can sweep later. Due to its good bulk and many resistances, Jirachi gets many oppurtunities to setup. Physically, it can utilise its infamous STAB Iron Head which has a whopping 60% flinch chance, while having good coverage in elemental punches for hitting pokemon eho resist its STAB. It can also utilise a Choice Scarf to become a good revenge killer, with utility moves, like, Healing Wish and U-Turn. If you are making a UU team give Jirachi a consideration, it will certainly not dissapoint you.

defensive


Krookodile
Base Stats : 95 HP / 117 Atk / 80 Def / 65 SpA / 70 SpD / 92 Spe
Ability : Intimidate / Moxie / Anger Point

While known for its offensive prowess, Krookodile is also a decent defensive Pokemon. While its typing is not best defensively, it provides it some key resistances and immunities, like, Electric, Rock, and now improved Ghost, Dark and Poison. With Intimidate it can check many physical attackers, like, Snorlax , Mega-Aerodactyl, Jirachi, Darmanitan, Arcanine etc. while hitting back hard with powerful STAB moves in Earthquake and Knock Off. Knock Off also has the added utility of removing the opponent's item thus crippling it for the rest of the match. Krookodile has a very good support movepool. It can set Stealth Rock easiely due to the number of switches it forces thanks to Intimidate. It has Taunt for defensive pokemon who want to status it or for pokemon who want to set up on Crookodile. Krookodile can also Toxic the bulky pokemon who think that it is an offensive set, crippling them severely. Taunt and Toxic make it a very good stallbreaker. Krookodile also has access to Dragon Tail and Roar allowing it to phaze ay boost its foe has got while also racking entry hazard damage. Both have their uses. Dragon Tail bypasses Taunt and also causes chip damage, while Roar bypasses substitute and also hits Fairy-types who are immune to Dragon Tail. Roar also bypasses Protect thus preventing the opponent from using Wish-Protect strategy effectively.

TRC.
 
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Mowtom

I'm truly still meta, enjoy this acronym!
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Zoroark
Type: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Ability: Illusion

There are no two ways about it: seeing a Zoroark in the Team Preview will play horrible mind games with your opponent. Zoroark will always be entering the battlefield disguised as the last Pokemon in its party. Zoroark can abuse this quite well. It has a great special movepool, including Nasty Plot, Dark Pulse, Flamethrower, Focus Blast, and its signature move, Night Daze. Night Daze is a slightly stronger, slightly less accurate Dark Pulse with a 40% chance to lower your opponent's accuracy. On the physical side, Zoroark gets Swords Dance, Knock Off, Sucker Punch, and U-turn, although the last shouldn't be used with Swords Dance. Furthermore, Zoroark hit a good speed tier. This enables Zoroark to run physical, special, or mixed sets. Illusion is the icing on the cake. If you choose a good disguise for Zoroark, such as a Pokemon who takes the same hazard damage and resists its weaknesses or poses no immediate threat to an opponent, setting up is easy. Zoroark is much more than a gimmick, and it should not be taken lightly.


Sigilyph
Type: Psychic / Flying
Base Stats: 72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe
Ability: Wonder Skin / Magic Guard / Tinted Lens

Magic Guard is a great ability on any Pokemon who gets it, and Sigilyph is no exception. It is most well-known for a devastating Cosmic Power/Psycho Shift/Roost/Stored Power set while holding a Flame Orb. Cosmic Power boosts its defenses up to incredibly high levels, which Stored Power then takes advantage of. It wears down opponents with burns from Psycho Shift, and keeps itself healthy with Roost. If you have no way of negating the defense boosts (such as phazing) and have allowed Sigilyph to set up, only a Dark type or a lucky critical hit have a chance of stopping it. However, this is by no means the only thing that Sigilyph can do. It also gets recoil-less Life Orb boosts. Sigilyph has an incredible special movepool, which includes Calm Mind, Psychic and Psyshock, Air Slash, Heat Wave, Ice Beam, Energy Ball, Dark Pulse and Shadow Ball, Dazzling Gleam, Flash Cannon, and Signal Beam. As anyone who has ever faced it knows, Sigilyph is never to be taken lightly.

Reserving Rotom-H (both offensive and defensive)
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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So Ima take Porygon-Z and Nidoking off radianthero156 and Swamp Link's hands respectively.


Porygon-Z
Type: Normal
Base Stats: 85 HP / 80 Atk / 70 Def / 135 SpA / 75 SpD / 90 Spe
Ability: Adaptability / Download / Analytic


Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 102 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Ability: Poison Point / Rivalry / Sheer Force
 
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Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Porygon-Z
Type: Normal
Base Stats: 85 HP / 80 Atk / 70 Def / 135 SpA / 75 SpD / 90 Spe
Ability: Adaptability / Download / Analytic

Porygon-Z has always been an offensive powerhouse. While 'Normal-type' doesn't exactly scream threatening, one look at its stats, movepool, and abilities say otherwise. Adaptability Tri Attack is Porygon-Z's main calling card, dealing a hefty chunk of damage to anything that doesn't resist it. It also boasts good neutral coverage, sporting the BoltBeam combo as well as Dark Pulse or Shadow Ball to go alongside its Normal STAB. The Steel nerf helped Porygon-Z immensely, since it no longer has to prepare for Steel-types, and can simply blast through them with its anti-Ghost moves like it would against Rock-types, freeing up its moveslots for more options. Porygon-Z also has great boosting options in Nasty Plot and Agility, and since Porygon-Z now possesses effective 2 move coverage, it can even opt for both boosting moves at the same time, threatening offensive and defensive opponents alike. Porygon-Z also makes a decent Choice Scarf user to patch up its initial Speed as well as making use of its strong coverage and Trick. While its other abilities are overshadowed by the more consistent Adaptability, they do grant a situational boost to all of Porygon-Z's attacks, potentially making it even harder to handle. Porygon-Z has always been one of the hardest hitting threats in the tier, and one should never let their guard down against it.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 102 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Ability: Poison Point / Rivalry / Sheer Force

Meet one of, if not the most effective wallbreaker in all of UU. Don't let the offensive stats fool you; Nidoking is primarily a special attacker, since its special movepool complements its Sheer Force ability much better than its physical counterparts, and when equipped with a Life Orb, Nidoking can strike for incredible amounts of damage while suffering no recoil whatsoever. Nidoking's greatest advantage, aside from its 'free' power, is its gigantic movepool. Nidoking has the ability to threaten almost anything in UU, with the only thing holding it back being its 4 move capacity, which can include anything from Earth Power, Sludge Wave, Ice Beam, Thunderbolt, Fire Blast, Focus Blast, and Shadow Ball. With its frightening power and versatility, Nidoking poses a serious threat to anything slower than it, and is one of the hardest Pokemon to switch into in the whole tier. Pray that Nidoking does not carry the right move(s), or that you can predict your way around it, lest Nidoking punch irreparable holes in your team.
 
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Psywaves

Procrastinating Pedantic Perfectionist™
is a Contributor Alumnus

Snorlax
Type: Normal
Base Stats: 160 HP / 110 Atk / 65 Def / 65 SpA / 110 SpD / 30 Spe
Ability: Immunity / Thick Fat / Gluttony

From a first glance, one might be of the impression that Snorlax is a total slacker - But its offensive prowess on the battlefield shows that it is anything but. With an offensive movepool as large as its stomach and a high base 110 Attack, Snorlax is easily capable of hurting many opponents. Not only does Snorlax hit hard, but a combination of astounding HP and great Special Defense allows Snorlax to easily come in on many special attacks and start plugging away at the foe. This Generation has gifted Snorlax with a new set thanks to the debut of the Assault Vest, which Snorlax can use to bolster its special bulk to incredibly high levels, and Snorlax easily has the movepool to go with a hyper-offensive moveset. Snorlax's movepool full of viable offensive options means that it is a versatile threat who will keep you guessing - It has access to valuable coverage such as Earthquake, Fire Punch and Crunch. In addition, access to Pursuit is a boon for eliminating frail Psychic and Ghost types like Azelf and Mismagius who will be hard-pressed to damage Snorlax on account of its massive special bulk. Overall, this large beast is something to be feared - Make sure you are capable of taking it on, lest your chances of victory be squashed flat.


Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is the definition of a jack of all trades thanks to one of the best movepools in the game. Thanks to great bulk, reliable recovery and a multitude of support moves it can successfully utilise, Mew can make for a potent defensive Pokémon indeed. This Generation, Mew received a new niche as a user of Defog thanks to the move's buff, and is very capable of tanking physical attacks thanks to Will-O-Wisp, shutting down other walls with Taunt, and recovering health with either Roost or Softboiled when the need arises. Also buffed this generation was Knock Off, a move whose item-removing utility can be useful and potentially decrease the damage output of offensive threats, or hinder the longevity of defensive opponents by ridding them of their precious Leftovers. Thanks to access to Heal Bell, Mew can be played as a cleric, and access to Baton Pass and a myriad of boosting moves allows Mew to function as a Baton Passer, capable of passing some very useful combinations of stat boosts. With regards to the aforementioned cleric set, Mew's Synchronize ability can come in handy; being able to give the status inducer a taste of its own medicine then shrug off the status via use of Heal Bell. Courtesy of a highly valuable movepool and impressive bulk, it's safe to say that this pink kitty gets the job done well, and has established a niche as a formidable defensive Pokémon.

Wow, I really procrastinated with these ones, so my apologies. I hope they're up to standard.
Reserving Shaymin (Defensive) and Slowking (Defensive).
 
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EonX

Battle Soul
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fuk, totally forgot about this. I feel great shame... Anyway, here's Slowbro:


Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Attack / 110 Defense / 100 Special Attack / 80 Special Defense / 30 Speed
Ability: Oblivious / Own Tempo / Regenerator

Slowbro is one of the top bulky Water-type Pokemon in the entire XY UU metagame. With great physical bulk and Regenerator, Slowbro is able to withstand and outlast many of the top physical attackers in the tier, even if it gets hit hard on a predicted switch-in. The 33% recovery from Regenerator is a big part of why Slowbro can be played so recklessly. The fun doesn't end there, however. With Calm Mind, a solid base 100 Special Attack, and decent movepool, Slowbro becomes an excellent win condition for stall teams. It can take repeated attacks early on and end the match for its team late when it sets up Calm Mind on a Pokemon incapable of breaking through it. Slowbro is even capable of patching up its suspect Special Defense with an Assault Vest. While this can take away from Slowbro's prowess as a physical wall, the newfound special bulk can let Slowbro stand up to many more resisted and neutral special attacks that it would otherwise have a hard time dealing with, and Regenerator only makes the set better by compensating for the lack of Leftovers or Slack Off. Whether it's taking on some of the strongest physical attacks the tier has to offer and finishing matches for stall teams, or effectively tanking attacks from both ends of the spectrum and hitting back immediately with an Assault Vest, Slowbro is a great defensive addition that can work on just about any team. Just make sure your own team has a couple of ways of overwhelming it.

Taking Mew [Supportive] as my likely last mon for this TRC.
 

Mowtom

I'm truly still meta, enjoy this acronym!
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Not going to be able to do either Rotom-H. Please put it back up for reservation.
 

Psywaves

Procrastinating Pedantic Perfectionist™
is a Contributor Alumnus
I apologise for severe procrastination; I will try my very best to get Shaymin (Defensive) and Slowking (Defensive) written up ASAP.
 
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horyzhnz

[10:02:17 AM] flcl: its hory xD
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Defensive

Rotom-H
Type: Electric / Fire
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

Overshadowed by its cousin cresting the waves of OU, Rotom-H finds itself a comfortable, snug home in the UU tier as a status absorber and multi-purpose wall. With a unique Electric / Fire typing, Rotom-H has nine resistances and an immunity, allowing it to check some prominent threats such as Abomasnow, Celebi, Rotom-C, and Tornadus. Thanks to new mechanics, our little micro-oven can now switch into paralysis and Will-O-Wisp with impunity, giving it a new role as a status absorber, and with the buff to Defog, it can also afford to switch in more often. With solid 107 / 107 defenses, Rotom-H can take most neutral hits, then follow with a powerful STAB Overheat or gain offensive momentum with Volt Switch. Access to Thunder Wave and Will-O-Wisp enables Rotom-H to slow down potential threats, cripple physical attackers, or get off residual damage on bulky Pokemon. Rotom-H also has a form of recovery in Pain Split, taking advantage of its low base HP by simultaneously healing itself while reducing the opponent's HP, and its standard ChestoResto set effectively gives it a one-time full heal and status refresh. Rotom-H can also run Choice Scarf or Specs, allowing it a quick switch out of an unfavorable match-up or letting its STAB attacks do considerably more damage; it can also use Trick to cripple an incoming wall, giving it great versatility. Because of this versatility, Rotom-H forces many switches against Pokemon either fearing a crippling status or a strong STAB attack, and thus can utilize Volt Switch to the fullest extent by safely bringing in a teammate with a favorable match-up. Overall, if Rotom-H played to its strengths, it can become an effective pivot and even a stallbreaker.

was I supposed to double post? lul
 
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