UU Teambuilding

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First time trying this, so please don't kill me QQ



Slowbro @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Fire Blast
- Scald
- Psyshock / Psychic
- Ice Beam / Grass Knot


Role: Bulky Attacker, Pivot


What It Does: Although Slowbro’s known more famously as a wall or late-game cleaner, the hermitcrab can function as an amazing, hard-hitting pivot for more offensively-inclined teams. Unlike other Assault Vest users, Slowbro has the added benefit of a Regenerator, which means that the pink thing can take a hit and hit back with high-damage moves off of its Base 100 Special Attack. As a result of Assault Vest, Slowbro can easily come in and check many of UU’s top threats, such as Mixed Infernape, Focus Sash Alakazam, and Mixed Hydreigon.


Good Teammates: This is probably the first time where I’m not going to say PinkCore. Anyway, Slowbro really appreciates being part of an FWG core since this version of Slowbro will most likely be on an offensive team. Roserade works very nicely with Slowbro since both can adequately deal with each other’s weaknesses. Furthermore, Roserade provides great utility that Slowbro enjoys, such as Sleep Powder and Spikes. A couple of dual Dark types also mesh really well with Slowbro. Hydreigon and Mega-Houndoom have very good defensive synergy by resisting each other’s weaknesses while providing a very high level of offensive pressure. Slowbro invites in walls that Hydreigon can easily break, and Houndoom greatly appreciates the set-up opportunities that Slowbro’s checks and counters bring.


What Counters It: Even though Assault Vest Slowbro sounds unkillable, it can easily be dealt with. Even with Regenerator, hazards can greatly inhibit its defensive abilities, turning some 3HKOs into 2HKOs. Furthermore, Slowbro hates status and gets easily worn down by it. Furthermore, Pokemon with a STAB super-effective move can easily dismantle Slowbro. Pokemon such as Heracross, Shaymin, and Mega-Ampharos pretty much tears Slowbro a new one.


Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 25 Spe
Timid Nature
- Psyshock / Psychic
- Shadow Ball
- Focus Blast / Dazzling Gleam
- Calm Mind / Psychic / Encore / Hidden Power [Grass] / Thunder Wave


Role: Revenge Killer, Late-Game Killer


What It Does: Alakazam is flat-out and hands-down one of the best Revenge Killers in the UU metagame. The magic in this set lies in its Magic Guard + Focus Sash combo. Thanks to Magic Guard’s complete disregard for all secondary damage, Alakazam can keep a functional Focus Sash 99% of the time. This means getting rid of Alakazam is almost always going to be a 2HKO. Alakazam accentuates this trait further by sporting a ridiculously high 135 Special Attack and 120 Speed. This allows him to pretty much beat most of the metagame’s relevant sweepers and offensive threats. In the case that Alakazam Revenge Kills a Pokemon and still retains full health, he becomes a cancerous offensive threat that is hard to outspeed and hard to kill. Psyshock, Shadow Ball, and Focus (Miss) Blast are the staple coverage trifecta for most Psychic sweepers. Dazzling Gleam can be used as an alternative to nail Dark-types more accurately and completely murk Hydreigon. The last slot is pretty much a toss-up. Psyshock and Psychic provide Alakazam strong STABs to hit on both ends of the spectrum. Calm Mind is pretty much a win-more and allows Alakazam to abuse Focus Sash to get free boosts. Hidden Power Grass nails Swampert and other bulky Waters harder. Encore allows Alakazam to nail set-up sweepers. Thunder Wave beats slows down offensive Pokemon for teammates to clean up on.


Good Teammates: Alakazam usually meshes very well with most offensive team, though there are some teammates that can make its job easier. The lack of a damage item means that Alakazam’s attacks don’t hurt walls as badly, so strong wallbreakers that can wear down walls help Alakazam greatly. Furthermore, chip damage and hazards damage all help with getting Alakazam’s targets into the killable range. However, by using Alakazam as your Revenge killer, you’re mostly going to forfeit a Scarfer, so having fast teammates that can also outspeed some notable UU threats mesh well (essentially good late game cleaners).


What Counters It: Defensively dedicated Pokemon can usually take most of Alakazam’s hits, such as Florges, Mega-Amph, and Blissey. Although it is hard to kill in a 1v1 situation, once the sash is broken or nullified, any Choice Scarfer faster than Base 64 with a Positive nature can revenge kill its frail ass. Pokemon with multi-hit moves, such as Rhyperior, can tank an attack from it and break through its sash with Rock Blast.
 

dingbat

snek
is a Top Tiering Contributor Alumnus

Cloyster @ Life Orb/Focus Sash
Ability: Skill Link
EVs: 164 Atk, 100 SpA, 244 Spe (Life Orb EVs)
Naive Nature
-Icicle Spear
-Rock Blast
-Hydro Pump
-Shell Smash

Role: Mixed Sweeper, Late-Game Cleaner

What It Does: Cloyster has been known for being a dangerous sweeper threat and it is no different here. This set makes full use of Cloyster's 90/85 Attacking stats as the given moveset allows it to penetrate through special walls like Blissey and Florges while also pumping past physical walls like Mega Aggron. The Attack EVs are set to at least guarantee the OHKO on 252/252+ Blissey, the Speed EVs are there to outspeed ScarfApe, and the leftover EVs are dumped into Special Attack.

Good Teammates: Cloyster will definitely appreciate hazards and/or spinning support as they will ease Cloyster's process of sweeping or cleaning. Forretress and Roserade are great partners as the former can set up various hazards on the opposing side and spin away ones on the ally side while the latter can set up Spikes and threaten/KO the things that Cloyster cannot reliably KO with its own moves. Dugtrio/Whimsicott can also be decent partners as they can sac themselves against certain opponents with Memento when necessary in order to give Cloyster a safer opening to Shell Smash.

What Counters It: Suicune (Crocune) is the most reliable answer to LO Cloyster as it avoids the 2HKO from Rock Blast after one Shell Smash (bar crits but those crits are probably gonna happen anyways...) and even an unboosted Scald from it will heavily damage Cloyster considering its already piss weak Special Defense at -1.

Additional Info: EVs are specifically for the Life Orb set so if you want to run Focus Sash instead of Life Orb, adjust the EVs accordingly to whatever suits your needs the best.
 
Couple of Reuns for my frens


Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball/Focus Blast
- Calm Mind
- Recover

Role: Special Sweeper

What it does:
Dismantles stall that lacks a dark type or a pokemon to stop it from boosting up. Psyshock is obvious stab that also doubles as a way to hit opposing CM boosters on their unboosted defense stat, while the next move is just for coverage. Shadow ball is to hit psychic types as well as steels, while focus blast hits dark types and steels. Calm Mind is the move you click whenever you can until you boost to +7/+7, while recover stops anything that can't 2HKO you from stopping your set up. EVs are to maximize physical bulk because it won't be boosted while you're setting up. Minimum attack is there to lower damage from foul play not that you're even taking that much anyway but I guess it removes the chance of being 4hko'd by stab foul play while you still have lefties. Magic Guard is because it's totally bullshit, means you basically cannot be worn down.

Good teammates: Reuniclus really appreciates something that can take out dark types for it like Superpower Hydreigon or a strong fighting type like Mienshao or Heracross if it's running Shadow ball, whereas if it's running focus blast it needs something that can take out psychic types like Pursuit Honchkrow or Pursuit Krookodile, and it also likes something to deal with steel and dark types if it can get it because Focus blast has literally 8 pp and a 70% chance of missing, what kind of bullshit is that.

What counters it: Sableye is the big one, switching in on any set and taunting it while not being killed from 2 shadow balls. Strong Dark or Bug attackers that aren't threatened by Reuniclus's attacks are also a good option, although you have to scout for focus blast or shadow ball first - Hydreigon can switch in on one, and not on another. AV Escavalier can switch in on any move and threaten it out with a powerful Megahorn.



Reuniclus @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psyshock/Psychic
- Focus Blast
- Shadow Ball
- Trick Room

Role: Special Sweeper

What it does:
Demolishes offense if it's given a free turn by setting up Trick Room and firing off powerful attacks. Psyshock is psychic stab that hits specially bulky pokemon on their weaker physical defense, while psychic is stronger against most offensive targets. Focus Blast to hit Dark types and Steel types, Shadow ball to hit psychic types, and Trick Room is to fuck with offense's speed tiers. EVs are maxed Special Attack to secure more OHKOs, min speed to "outslow" everything under trick room, max health because where the fuck else are you going to put it and so you have the bulk to set up TR. Magic Guard because, again, it's bullshit but also so LO recoil doesn't kill you halfway through your sweep.

Good teammates: OTR Reuniclus really likes hazard support, especially spikes support from someone like Roserade, to wear down opposing offensive pokemon until it can sweep. It still likes strong fighting types that can take on the dark types that give it trouble, such as Infernape or Lucario.

What counters it: Umbreon shits all over this set, stalling out TR turns with protect while simultaeneously stalling out focus blast PP. It's not a counter in the truest sense of the term though, because it's cleanly 2HKO'd by focus blast, but the chance of hitting 2 focus blasts in a row is literally a 50/50 shot so it's pretty good practically. Even with Psyshock you won't get through blissey, and AV Escav can switch in on any move, KO with megahorn, then abuse your TR to wreck havoc on your team.
 

Eduardo2013

Banned deucer.

Darmanitan @ Choice Band / Life Orb
Ability: Sheer Force
EVs: 4 SpD / 252 Atk / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Superpower / Earthquake
- U-Turn

Role: Wallbreaker, Physical Sweeper, & Late-game Cleaner

What It Does: Darmanitan will be Flare Blitzing Pokemon and either killing them or damaging them to the point where the late game cleaners or sweepers of your team can finish the job. Darmanitan also works well as a great scout with access to U-turn and is able to safely bring in teammates with its decent speed. Rock Slide helps deal with the other fire types in the tier. Superpower is mainly used for hitting the steel types that take neutral damage from Flare Blitz such as Empoleon, it also helps OHKO Umbreon one of the best special walls in the UU tier. Earthquake can be alternative option if the attack drop from Superpower does not favor you , but does not hit harder than Rock Slide on fire types. Choice Band can be used if you want the most power however be weary of the moves you lock yourself into as it can be taken advantage of. Life Orb works well with Sheer Force moves allowing you to bluff the mentioned Choice Band or the more popular Choice Scarf allowing you to catch off guard pokemon that tend to come in on Darmanitan. Jolly nature ensures the get the most speed possible since this set will not be outspeeding as much with no Choice Scarf so 252 attack and 252 speed Evs to maximize the best offensive capabilites. Finally 4 Evs can either be placed into Special Defense or Physical Defense.

Good Teammates: Rapid Spin and Defog are mandatory to help keep Darmanitan healthy with the recoil it will be taking from constant switching out with U-turn and the Flare Blitz recoil. Crobat is a good defog user as it allows to keep the offensive pressure and providing a U-turn core at the same time. Rapid spinner such as Forretress does a similar role in keep offensive momentum but can also lay down entry hazards to help Darmanitan wallbreak easier. Also Forretress has access to Volt Switch making a Volt-Turn core with Darmanitan. Bulky water in the tier such as Mega Blastoise and Swampert can help keep in check the rock and ground types that give Darmanitan trouble and help in in also rapid spinning away hazards or setting up hazards. Sticky web support from Shuckle, Smeargle, and Galvantula help Darmanitan deal with faster threats. Wish and Leech Support can help Darmanitan heal back the HP loss from Flare Blitz recoil, good users of this include Florges/Blissey/Umbreon and Chesnaught.

What Counters It: Bulky water types such as Mega Blastoise, Swampert, Suicune & Milotic can really pose a huge problem to Darmanitan as most can take a Flare Blitz and OHKO back with a Scald. The best option is to U-turn out and come in when they have been heavily weakened by the other Pokemon. Faster Pokemon and Scarf Pokemon in the tier can simply OHKO Darmanitan with their moves as he is very fragile. As mentioned above entry hazards will weaken and severely cut Darmanitan's life span with the constant switching out with U-turn and Flare Blitz recoil.
 


Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Waterfall
- Spikes/Toxic Spikes
- Thunder Wave/Toxic Spikes
- Pain Split

Role: Hazard Setter, Physical Wall, Utility

What it does: Qwilfish can perform multiple functions in this meta. Even though its stat spread is not particularly amazing, its ability Intimidate increases its physical bulk. Its typing helps it check the fighting types (Lucario, Infernape, Mienshao, Heracross, Machamp), and fire types (Darmanitan, Victini[but watch out for bolt strike], Infernape, Entei), and can utilize its solid movepool to support your team. It gets access to both Spikes and Toxic Spikes, which can help gain residual damage for both stall teams and sweepers that enjoy having the hazards and status from toxic spikes to secure ohkos or 2hkos. It can also utilize thunder wave to cripple fast sweepers, enabling sweepers of your own to have a better time cleaning up teams. Pain split can also help you recover up on walls like Blissey and Florges and then proceed to set up spikes.

Good teammates: Celebi is a solid partner for Qwilfish since it resists Electric, Psychic, and Ground, all of which are the only weaknesses of Qwilfish. Celebi also enjoys Having Qwilfish to take Bug type attacks (Mainly from Heracross, and Escavalier too), attacks from physical fire types, physical dark type attackers such as Absol, and being able to take on both Crobat, Tornadus-Therian and Honchkrow, the more common flying types in the tier. Celebi can also beat bulky waters that give Qwilfish trouble, and it can also beat defoggers and spinners that will come in to get rid of qwilfish's hazards. It can hit Tentacreul with Psychic, It wins against Empoleon, Blastoise and Donphan both get hit hard by Giga Drain, if Crobat comes in on a thunder wave from Qwilfish, Celebi can outspeed it and beat it with psychic later on. The main hazard removers that both Qwilfish and Celebi have trouble with would be Mew and Forretress, since Mew can knock off Celebi's item, and possibly u-turn on it, while Foretress has great physical bulk to take Waterfalls from Qwilfish, and it resists both of Celebi's STABs, although Celebi can set up on it to either sweep with a Nasty Plot set or baton pass to a sweeper that doesnt have trouble with Foretress. Other teammates for Qwilfish include include spinblockers, particularly Sableye, as it can Taunt both Forretress and Mew, and prevent the Defog/Spin/having hazards from being placed. I mentioned Mew and Foretress particularly since those are both the two main things that give both Qwilfish and Celebi trouble. Sableye can also beat the other defoggers and spinners in the tier, and Qwilfish can switch in on physical fire types that may switch in on Sableye predicting the Wil-O-Wisp. Sweepers also enjoy the hazards that Qwilfish sets as mentioned before. Since Pain Split is not the most reliable form of recovery, wish passers such as Blissey and Florges could pair up with Qwilfish. Florges's two weaknesses are resisted by Qwilfish, and Qwilfish resists Fire and hits it for super effective damage, while Florges's fairy stab is resisted by fire.

What counters it: Electric types such as Raikou and Mega-Ampharos are both immune to thunder wave and can kill Qwilfish with their STABs. Psychic and Ground types also hit Qwilfish for super effective damage with their STABs, although Alakazam doesn't like switching in on either a waterfall or Thunder Wave, and it isn't uncommon for Jirachi to not run a psychic STAB. Defoggers and spinners such as Blastoise, Mew, Empoleon, and Foretress can also come in safely and defog or spin away Qwilfish's hazards. Water types and Grass types can switch into Qwilfish (Grass types can if Qwilfish doesn't run Poison Jab), such as Shaymin, Roserade, Blastoise, and Crocune, which sets up on Qwilfish. Bulk Up Scrafty, Dragon Dance Kingdra, and Curselax also set up on Qwilfish, although Kingdra doesn't like coming in on a Thunder Wave, although Bulk Up Scrafty isn't that common.
 
this thread (yet again) needs 2 be graced by my presence. also the poster above is a fgt


Raikou @ Leftovers
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice] / Hidden Power [Grass]

Role: Special Sweeper

What it does: Raikou has a great offensive presence, and can be an obscenely dangerous threat when given the opportunity. Substitute and Calm Mind are used usually when Raikou has a good opportunity and can force out the opponent. Substitute also serves as a psuedo-immunity to status, so it doesn't become Toxic bait. Thunderbolt serves as STAB, and when coupled with either of the Hidden Powers, the former hitting Dragon-types like Flygon or Mega Ampharos, and the latter hitting Swampert, Gastrodon, and Rhyperior, have good coverage in the metagame.

Good teammates: Pokemon that can beat Special walls, mainly Blissey, are good partners for Raikou. This includes Heracross, Mega Aggron, and Toxicroak. Raikou also appreciates Spikes support; Froslass and Roserade make good partners, with the former being suited to more hyper offensive teams, and the latter found on bulky offense.

What counters it: Special Walls, such as Blissey, Amoonguss, and Umbreon are usually hard stops to Raikou, provided it hasn't already set up a lot of CM Boosts. Raikou can be somewhat checked by common revenge killers, such as Flygon, Krookodile, Heracross, and Victini. Rotom-H is a good switch-in to Raikou, however, it has to rely on Overheat to do reliable damage.
 
I was going to do Alakazam but I was way too slow sadly :( But ah well lets do the omni-smiling fiery ape Darmanitan, however this time he ha a ChoiceScarf.


Darmanitan @Choice Scarf
Ability: Sheer Force
EVs: 252 Atk/252 Spe/4 Def
Adamant Nature
- Flare Blitz
- Rock Slide
- Superpower/ Earthquake
- U-Turn

Role: Revenge Killer, Late Game Cleaner.

What it does: Darmanitan is very scary to come up against, i mean just look at that grin, it's blistering base 140 Atk means anything that comes its way will be hurt severely. Sheer Force is a blessing as it takes any move with a chance for an added effect, for example Flare Blitz, and increases it's power by 30% which is essentially a life orb boost. A Choice Scarf makes Darmanitan an effective revenge killer with it's base 95 Speed allowing it to gain momentum often with U-Turn. U-Turn will be the most used move in order to keep momentum up for your team. Flare Blitz is the STAB move of choice, it hits like a truck when boosted by Sheer Force and you'll have to think twice about sending your physical wall in to defend itself if its name isn't Slowbro and Alomomola for instance. Rock Slide is a nice move to dent fire types such as Victini and Entei and also gets a free life orb boost thanks to sheer force making it's power 97.5 which is nice considering it doesn't get Stone Edge sadly. Superpower is the last move used in order to obliterate Blissey and Umbreon without any chance for them to retaliate, Superpower can also hit MegaAbsol however Sucker Punch will put an end to you first. Earthquake can be used in place of Superpower to hit the two Nidos however Flare Blitz does quite the chunk of damage to them if they even think about switching in on you.


Good teammates: As Darmanitan is a fire type it has a disappointing weakness to Stealth Rock and Spikes as well which really hampers it's ability to scout with U-Turn and is limited in its use of Flare Blitz due to the recoil it gives. In order to circumvent this Defog/Rapid Spin support is Darmanitans best friend. Mega Blastoise fits this role of a Rapid Spinner very well due to it's ability to take water type attacks for Darmanitan and Mega Blastoise can also deal with Hippowdon very effectively. Anything that can wreck bulky waters are a godsend to Darmanitan, LO Shaymin is a good offensive partner to Scarf Darmanitan as the little SHRUBBERY! (if you didn't get the reference then die...) can take out bulky waters such as Slowbro and can also annihilate Swampert which Electric types like Raikou can't do unless they are running HP Grass. Shaymin also has some defensive Synergy with our red hot fiery monkey (more like nightmarish smiler) as it can take Water and Ground type moves aimed for Shaymin whereas Darmanitan can take the Fire and Ice moves aimed at Shaymin.

What counters it: You'd think Bulky Waters would stop this thing from smiling but they still don't... never mind the point is that they are very effective in completely walling Darmanitan as they don't take much damage from Flare Blitz and the majority can heal up the damage taken. Physical walls like Hippowdon can give Darmanitan trouble as the big ass hippo mofo can take any of Darmanitans hits and Slack Off the damage back. Mega Aggron could still be a problem for the grinning monkey even though Aggron is weak to Flare Blitz and Superpower it can live the hit and OHKO that smiling monster back with Earthquake/Head Smash. Also anything faster than Basee 95 Speed scarfed can obviously outspeed MrMonkey (Stop smiling please) and OHKO it with a Super Effective move.

Additional info: GameFreak PLEASE DON'T EVER MAKE SOMETHING WITH A SMILE THAT CREEPY AGAIN! ( I'm not scared of this thing just the smile... like it knocks pokemon out senseless and is STILL SMILING it's masochistic i swear...).
 
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Since the other Swampert one wasn't accepted i'll try to write something of a better quality as it is a quality pokemon in my opinion... ok slight bias there as i've been using Swampert since i got Ruby and Sapphire all them years ago.


Swampert Leftovers
Ability: Torrent
EVs: 252 HP/ 4 Atk/ 252 Def
Relaxed Nature
-Scald
-Earthquake
-Roar
-Stealth Rock

Role: Tank, Hazard Setter?

What it does: Swampert has done the same thing for quite a while now, been quite the physical tank. It can take on scary physical fire types like Victini, Entei and Darmanitan and OHKO them back with a STAB earthquake off of a pretty decent attack stat. Swampert can also be used in the Utility role being a durable and reliable hazard setter as it does force switches which gives it the prime opportunity to set up Stealth Rock. With Scald it can potentially shut down scary physically sweepers like Lucario if it burns them allowing it to wall even more. Earthquake is used to hit Fire types like Darmanitan and can also do some nice damage to non bulky Roserade on the switch, it also allows it to hit Electric types such as Mega-Ampharos and Raikou hard. Roar makes Swampert a very effective phazer as well. As in the UU tier there aren't many options for a phazer besides Milotic and Swampert, maybe Mega Aggron with Dragon Tail? As Swampert doesn't have a form of reliable recovery Leftovers helps it to recover HP back every turn.

Good teammates: As Swampert is such a reliable user of Stealth Rock a spin blocker isn't really need as if it's rocks are spun away it can just come in and set them up again after forcing a switch. However Swampert CAN NOT take any Grass type attack at all so Fire types like Victini are very effective in eliminating the threat of grass types like Shaymin. Swampers special defense is rather lack luster as most can 2HKO it. Therefore a Special wall like Blissey/Florges are good teammates as they can take special hits aimed at Swampert. I mentioned Blissey and Florges in particular as there are another two rather bad flaws that hinder Swampert, No reliable recovery and Status wrecks it, Blissey and Florges are able to pass large wishes to Swampert allowing it to wall more and can clear any statuses with Aromatherapy. Swampert works well as part of a FWG core as it'll have two teammates who can take grass moves for it.

What counters it: Grass types are pretty much Swamperts bane of existence as they resist both Scald and Earthquake and can obliterated Swampert with a STAB move. Magic Bouncers like MegaAbsol can set up on Swampert, provided it doesn't get burned by scald, as Magic Bounce will prevent it from Roaring it out to eliminate the swords dances. Strong special attacks do a number on the mud fish as it's Special Defense is pretty lackluster for a bulky Pokemon.

So hopefully this write up is up to standard to be Accepted. Lets hope it's Mega Evolution gets some increases in SpDef and Attack so it can be come a better tank and Gamefreak please give it recover PLEASE.
 
Ok so after a short hiatus (well I needed to get the thread text length extended since I couldn't update it) but problems aside, I can start updating this again so make sure to send in your sets guys and hopefully I can accept them ^_^
 

dingbat

snek
is a Top Tiering Contributor Alumnus

Virizion @ Life Orb/Lum Berry
Ability: Justified
EVs: 4 HP, 252 Atk, 252 Spe
Jolly Nature
-Close Combat
-Leaf Blade
-Stone Edge
-Swords Dance

What it does: This set takes advantage of Virizion's physical capabilities as Swords Dance will elevate Virizion's average Attack stat to a much greater level. Its STABs allow it to rip through a myriad of threats, including and especially the bulky waters, something physical attackers not named Bandcross generally have trouble breaking. In addition, switching Virizion into something like Dark Pulse or Knock Off will further boost its Attack due to its ability Justified.

Good Teammates: Rotom-Heat is a good partner as it can cover Virizion's most glaring weaknesses while Virizion can cover the two weaknesses Rotom-h has. Heck, any other fire type 'mon that appreciates having bulky waters eliminated from their sight can mold decently well with Virizion, while absorbing Will-o-Wisps that hinder Virizions not carrying a Lum Berry.

Counters: Although Crobat must avoid the Stone Edge, it avoids the OHKO without Stealth rocks and it can proceed to roost away the damage or outright wreck it with a Brave Bird. Nidoqueen can also switch in safely to non-Zen Headbutt variants and threaten it out with Finally, Heracross can also come in on an unboosted Virizion (without Zen Headbutt) and take advantage of its much weaker physical defence.

Additional Info: Sacred Sword can be used over Close Combat if the defense drops really concern you, but the power lost from using Sacred Sword is generally not worth it due to losing potential KOs. Zen Headbutt can be used over Stone Edge to hit Heracross and Poison-types harder if they really trouble your team.

I hope mine will be accepted :D
As long as you don't plagiarize or put any 'mons not worthy of being here (or any other stupid shit for that matter :p), you'll be fine :]
 

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk/ 4 Def /252 Spe
Adamant Nature
-Extreme Speed
-Sacred Fire
-Stone Edge
-Sleep Talk/ Bulldoze

Role: Wallbreaker, Revenge Killer

What it does: Gen 6 has been very kind to Entei. In previous generations there was no reason to use this pokemon over other fire-type physical attacking behemoths like Arcanine, Victini, and Darmanitan. But in XY Entei got blessed with arguably the best attacking move in the game, Sacred Fire, a 100 BP STAB move with a 50% chance to burn. This move alone essentially rids itself of all hard counters because even if the hit is resisted no pokemon wants a burn. The next move is Extreme Speed which makes Entei a formidable revenge killer allowing it to pick off weakened threats and threatening sweepers.. Stone Edge is key for hitting Defensive Arcanine, Rotom-H, and Chandelure among others. Entei's physical movepool is next to nonexistent after those 3 moves so for the last slot Sleep Talk is recommended if you don't have any other pokemon to absorb sleep status and surprise your opponent with the ability to still attack. Bulldoze is also an option to create EdgeQuake coverage but this option is more viable in OU to hit Heatran and isn't needed in the UU tier as in most cases your best bet is to spam Sacred Fires. Hidden Power Grass is an option to hit Swampert and Rhyperior, but it doesn't even 2HKO so like I said you'd be better off spamming Sacred Fires and hoping for burns.

Good Teammates: Rapid Spin/Defog support is necessary because Entei is weak to rocks, so Forretress and Flygon are great teammates both able to take the EdgeQuake combo that threatens Entei and get rid of hazards. Hazard support is also helpful to nab 2HKOs and get residual damage on its counters so again Forretress is also and Chesnaught are good for this. Strong grass types are needed to take care of bulky water types that counter Entei; Celebi, Shaymin, and Rotomo-Mow all make for great answers to this. Late game cleaners/sweepers appreciate Entei's ability to blast holes in defensive cores so Mega-Absol, Yanmega, and Scarf Heracross make for good teammates as Entei handles their biggest counter in Florges, while each of them can take care of Slowbro, one of Entei's best counters.

What Counters it: Entei's best counter is Suicune; Suicune gives 0 fucks and can set up Calm Minds and Rest off any damage, it is essential to have a stop to Suicune if you use Entei (Rotom-Mow is a great teammate b/c it can cripple Suicune by tricking Choiced items). Curelax with Thick Fat also doesn't care much for Entei's attacks and can Rest off burns. Slowbro can take hits and doesn't care to much for burns because it has Slack Off and the Regenerater ability. Milotic is also a great stop because if it gets burned that activates Marvel Scale which increases it's defense and it can Recover off any damage taken.Other pokemon that can take hits from Entei are Hippowdon, Relincanth, Rhyperior, Swampert,and Gligar among others but none of them appreciate burns.

Additional Info: The reason this set is Adamant is because Entei with Extreme Speed was an event pokemon with an Adamant nature, it is illegal to have any other nature when using Extreme Speed or Flare Blitz.
 

dingbat

snek
is a Top Tiering Contributor Alumnus

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk/ 4 Def /252 Spe
Adamant Nature
-Extreme Speed
-Sacred Fire
-Stone Edge
-Sleep Talk/ Bulldoze

Role: Wallbreaker, Revenge Killer

What it does: Gen 6 has been very kind to Entei. In previous generations there was no reason to use this pokemon over other fire-type physical attacking behemoths like Arcanine, Victini, and Darmanitan. But in XY Entei got blessed with arguably the best attacking move in the game, Sacred Fire, a 100 BP STAB move with a 50% chance to burn. This move alone essentially rids itself of all hard counters because even if the hit is resisted no pokemon wants a burn. The next move is Extreme Speed which makes Entei a formidable revenge killer allowing it to pick off weakened threats and threatening sweepers.. Stone Edge is key for hitting Defensive Arcanine, Rotom-H, and Chandelure among others. Entei's physical movepool is next to nonexistent after those 3 moves so for the last slot Sleep Talk is recommended if you don't have any other pokemon to absorb sleep status and surprise your opponent with the ability to still attack. Bulldoze is also an option to create EdgeQuake coverage but this option is more viable in OU to hit Heatran and isn't needed in the UU tier as in most cases your best bet is to spam Sacred Fires. Hidden Power Grass is an option to hit Swampert and Rhyperior, but it doesn't even 2HKO so like I said you'd be better off spamming Sacred Fires and hoping for burns.

Good Teammates: Rapid Spin/Defog support is necessary because Entei is weak to rocks, so Forretress and Flygon are great teammates both able to take the EdgeQuake combo that threatens Entei and get rid of hazards. Hazard support is also helpful to nab 2HKOs and get residual damage on its counters so again Forretress is also and Chesnaught are good for this. Strong grass types are needed to take care of bulky water types that counter Entei; Celebi, Shaymin, and Rotomo-Mow all make for great answers to this. Late game cleaners/sweepers appreciate Entei's ability to blast holes in defensive cores so Mega-Absol, Yanmega, and Scarf Heracross make for good teammates as Entei handles their biggest counter in Florges, while each of them can take care of Slowbro, one of Entei's best counters.

What Counters it: Entei's best counter is Suicune; Suicune gives 0 fucks and can set up Calm Minds and Rest off any damage, it is essential to have a stop to Suicune if you use Entei (Rotom-Mow is a great teammate b/c it can cripple Suicune by tricking Choiced items). Curelax with Thick Fat also doesn't care much for Entei's attacks and can Rest off burns. Slowbro can take hits and doesn't care to much for burns because it has Slack Off and the Regenerater ability. Milotic is also a great stop because if it gets burned that activates Marvel Scale which increases it's defense and it can Recover off any damage taken.Other pokemon that can take hits from Entei are Hippowdon, Relincanth, Rhyperior, Swampert,and Gligar among others but none of them appreciate burns.

Additional Info: The reason this set is Adamant is because Entei with Extreme Speed was an event pokemon with an Adamant nature, it is illegal to have any other nature when using Extreme Speed or Flare Blitz.
I definitely remember someone else making a [decent] post about Entei here a couple posts after kokoloko's here a page; not sure if lochie just forgot about it or if he rejected it :/ (just saying)
 
Being offensive is not the only thing this thing can do...


Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP/ 252 Def/ 4 Atk
Impish Nature
- Knock Off
- Stealth Rock/ Toxic
- Taunt
- Earthquake

Role: Physical wall

What it does: Krookodile can actually take quite the hit, it's defensive stats aren't awful 95/80/70 defenses aren't the worst thing known to Pokemon kind and Intimidate! can help it wall more by lowering the foes attack by one stage. Knock off is the blessing of any dark type in XY providing a very effective STAB move for Krookodile being able to cripple Pokemon on the switch by knocking off their item. Earthquake is a very powerful STAB move hitting anything that doesn't resist it for a good amount of damage. Taunt is to shut down slower walls that might want to come in and set up on you like Forretress though it has to watch out for Knock Off. Stealth Rock or Toxic can be used in the last slot. Stealth Rock is always nice to have ensuring that the opponents Pokemon will take damage when it switches in, however if someone else is already fulfilling the role of Stealth Rocker on your team then Toxic can be used instead to catch other walls like Slowbro on the switch crippling it's longevity if it doesn't have a Heal Bell user as a team mate.

Good Teammates: Bulky ass Krook here works well in a defensive core with Slowbro as they can take each others weaknesses for each other, Slowbro can deal with Fighting and Water moves aimed at Krookodile, whilst the Krook can take Electric and Dark type moves aimed at Slowbro. As Krookodile can't take Special hits very well a partner which can absorb them works very well, an example of this is Florges who can take many special hits for days and it can also give Krookodile wish support and remove any statuses from it with Aromatherapy. Wish support is also vital for Krookodile as it doesn't have a reliable form of recovery besides Leftovers

What counters it: Strong special attackers wreck Krookodile even non STAB special attacks will 2HKO it which compensates for it's amazing ability to wall Physical Pokemon very well with intimidate. It can't fare against Sableye at all as it'll outspeed it with Prankster and Proceed to either Taunt or burn Krookodile rendering it useless. Krookodile can't wall every physicall attacker as it gets obliterated by Heracross one of the most deadly wallbreakers in the tier as well as any other strong fighting type as even under an intimidate Krookodile will still take alot of damage from super effective physical moves.
 
Who remembers Choice Band Snorlax?

Snorlax @ Choice Band
Ability: Thick Fat
EVs: 252 HP/ 252 Atk/ 4 Def
Adamant Nature
- Return/Frustration
- Earthquake
- Crunch
- Fire Punch/ Iron Head

Role: Wall Breaker

What it does: I tell you what this thing does... it smacks the daylight outta things. Choice Band Snorlax makes a good wall breaker as it's able to whack alot of Pokemon for very solid damage. Return or Frustration can be used as the STAB attack as both have the same power, personal preference on whether your Snorlax loves you or hates you. Earthquake is used to hit Steels and Fire types whilst also dealing with Nidoqueen and Nidoking. Crunch is there to hit Psychics like Slowbro for super effective damage as well as catching Sableye as it switches in to try to burn you. In the last slot contains Fire Punch or Iron Head. Fire Punch can be used to Smack Grass types but Return/Frustration usually do enough damage anyways. Iron Head is slashed as it can hit Florges for super effective damage and other rare fairies like Aromatisse for super effecive damage.

Good teammates: Anything that can remove faster Pokemon with Fighting type moves. Pokemon like Mienshao and Heracross can come in on Snorlax and threaten it out with a High-Jump-Kick or Close Combat. For this Crobat makes a good partner as it can remove Fighting types that scare Snorlax. Talking about Fighting types they can help Snorlax in Removing Mega Aggron which walls this set as it can live Earthquakes. Fairy types like Florges are a nice defensive partner for Snorlax as they can take Fighting type attacks and help Snorlax stay healthy (the irony in that) by using aromatherapy and wish.

What counters it: Sableye can come in if Snorlax is locked into return and cripple it with Will-o-wisp making Snorlax useless. Faster hard hitting physical Pokemon carrying Fighting type moves can obliterate Snorlax as it doesn't have the defense to take the hits and hit them hard back.
 

Lucario @ Life Orb
Ability: Justified/ Stedfast
EVs: 252 SpAtk/ 252 Spe/ 4 SpDef
Timid Nature
- Nasty Plot
- Aura Sphere
- Dark Pulse
- Flash Cannon/ Vacuum Wave

Role: Special Sweeper

What it does: Lucario can be used specially as well, granted the special set worked better in OU whilst it's Mega Evolution was legal but it can still work in the UU tier. It's a deadly set as it's normal counters are thrown off guard by Lucario Nasty Plotting on their switch making the player thing twice about what to bring in. Aura Sphere is a great STAB move that never misses, combined with Dark Pulse this creates near perfect coverage only resisted by Fairy Types. Dark Pulse hits Psychics like Slowbro for super effective damage and also deals with the Ghost types immune to Aura Sphere. For the last move Vacuum Wave and Flash Cannon are your options. I'd recommend Flash Cannon otherwise you CAN NOT hit Florges at all and it just walls you. However if you can deal with Florges in another way then Vacuum Wave is nice priority which can pick off weakened faster foes. Timid nature is used in order to increase our speed as with 90 base speed we won't be out speeding too much.

Good teammates: Things that can remove special walls. A great example of this is Choice Band Heracross. CB Heracross can eliminate Blissey and Umbreon two of the tiers supreme special walls with Close Combat and MegaHorn allowing Lucario to sweep free of Pink Blobs. Something that can out speed many of the things Lucario is slower than as otherwise his sweep will be stopped dead in it's tracks. Tornadus-Therian is a good candidate (until it's banned) as it can deal with many of the faster fighting types that give Luc problems. Hazard support is also very nice for Lucarios sweep as it Turns some 2HKO's into OHKO's.

What counters it: Blissey counters this set all day for ever, until the end of time as it can come in on any one of Lucarios moves and Thunder wave it rendering the master of aura useless. Fairies like Florges and Aromatisse can wall variants not carrying Flash Cannon though scouting will be needed to be done in order to know Lucarios final move.
 
What counters it: Blissey counters this set all day for ever, until the end of time as it can come in on any one of Lucarios moves and Thunder wave it rendering the master of aura useless.
Uhh.....
+2 252 SpA Life Orb Lucario Aura Sphere vs. 252 HP / 4 SpD Blissey: 484-569 (67.7 - 79.6%) -- 37.5% chance to OHKO after Stealth Rock and 1 layer of Spikes
+2 252 SpA Life Orb Lucario Vacuum Wave vs. 252 HP / 4 SpD Blissey: 242-289 (33.8 - 40.4%) -- 36.6% chance to 3HKO after Leftovers recovery

If Blissey comes in as Luke is boosting, it's an easy 2HKO with Aura Sphere + Vacuum Wave, regardless of T-Wave. Plus, there's a chance it can OHKO after SR and one layer of Spikes. I would hardly call Blissey a counter, probably a check, if even that.
 

MikeDawg

Banned deucer.

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Overheat
- Trick
- Thunderbolt / Shadow Ball / Hidden Power Ice

Role: Pivot

What it Does: Nothing really wants to switch in to Rotom-H. In fact, it threatens just about the entirety of the S and A ranks due to the utility provided by Volt Switch coupled with the incredibly powerful Overheat. What really allows Rotom-H to shine is its access to Trick. Even the likes of Blissey and Hippowdon are taking a risk by switching in, as a single Trick can leave them crippled for the entirety of the match. Its typing is also surprisingly good. Levitate alleviates its ground weakness, making it a valuable switchin to random Earthquakes and Earth Powers. Its resistances to fire and electric are golden in UU. It has a chance to avoid the 2hko from Scarf Victini, and it can force it out or heavily damage it afterward. Similarly, Raikou cannot touch it, though Rotom finds itself unable to do much to Calm Mind variants anyway. Shaymin and co. also fail to pose any real threat to Rotom.

Good Teammates: Hazards, hazards, hazards! Both the setting and removal of hazards is essential for Rotom-H. With the amount of switches that it, and volt-turn in general, causes, entry hazard damage will quickly chip away at the opponents' help while simultaneously making it easier for Rotom to KO its targets and even clean up late-game. On the other end of things, with the amount of switches that it, and volt-turn in general, makes, removal of Stealth Rock is essential. Mega Blastoise is a good choice of spinner. It beats every spin blocker fairly easily, and it has fabulous type synergy with Rotom-H. A defogger is also helpful. Flying types also appreciate Rotom-H's ability to sponge electric-type attacks. Other U-turn/Volt Switch users are great to create a volt-turn core, allowing the user to control momentum. Hard hitters or setup sweepers that have difficultly switching in like Haxorus and Lucario greatly appreciate volt-turn support, as they can come in on a mon like Blissey that doesn't threaten them and set up.

What Counters it: Rotom-H is difficult to fully counter given its access to Trick and Volt Switch, but some mons come very close. Anything with an electric immunity is a real pain to Rotom-H as volt-switching into them is a huge loss of momentum. Aside from Hippowdon who is susceptible to Trick and relatively nonthreatening, Rotom-H strugigles to do much damage to these mons, and giving a free turn to the likes of Nidoking is never ideal! Rotom-H hates dragon types such as Haxorus and Hydreigon. The best that it can do to them is Volt Switch out, but that is unhelpful if it is already locked into another move (especially Overheat). Calm Mind Raikou can use Rotom-H as setup bait to attempt a sweep. Faster scarfers, if they are out against Rotom-H, can pose quite an issue.
 

Chesnaught @ Assault Vest
Ability: Bulletproof
EVs: 252 HP / 200 Atk / 40 SDef / 16 Def
Adamant Nature
- Wood Hammer / Seed Bomb
- Hammer Arm
- Earthquake
- Dragon Claw / Shadow Claw / Stone Edge / Poison Jab

Role: Physical Sweeper, Wallbreaker

What it does: Just look At it. Makes dents in teams. He has a good attack and the defense it can back it up with. Chesnaught is like a knight, so it got a "I'm gonna fuck up the world and no one will give a shit about it" stance. This pokemon is nothing to ignore. Sure, you can run defensive and be fine, but I'm doing something offensive here.

Good Teammates: like many pokemon, he needs at least some support. Bronzong is great if you want a Trick Room team, as Chesnaught can be very fast, which is devastating. SRers Can join in the fun, since they help get rid of flying types. Darmanitan can be a lure, so chesnaught can take the hit, unlike with Darmanitan's defenses.

What Counters It: Special attackers and flying types, Enough listed. But Alakazam and Chandelure are probably the best counters. They are good counters because:

1) They are faster than Chesnaught
2) They are Special attackers
3) They have very powerful SE STABs

Additional Information: Don't Focus all the defense EVs in one place. Give more to the one which is lower and vice versa.
 


O-TRevenant kek

Trevenant @ Life Orb / Mental Herb
Ability: Natural Cure
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Trick Room
- Shadow Claw
- Wood Hammer / Horn Leech
- Destiny Bond / Rock Slide / Rest

Role: Tank, Physical Sweeper, Support

What it does: Sets up Trick Room and wreck fast offensive teams with its impressive attack and newfound speed in Trick Room. Thanks to Trevenant's natural bulk and fairly unique typing which grants it resistances/immunities to the prelevant Water, Fighting and Ground type attacks, it can often set up Trick Room on things such as Heracross locked into Close Combat. Shadow Claw is the main STAB that has solid neutral coverage and can maim the bulky Psychic types in the tier, while Wood Hammer is the hardest hitting attack that allows Trevenant to deal massive damage to the bulky Water types and Ground types such as Suicune and Hippowdon, although Horn Leech is an acceptable alternative if you treasure longevity over power. In the last slot, Destiny Bond allows you to take down an opposing Pokemon when Trevenant's time has come as well as pressure your opponent in Sucker Punch mindgames, while Rock Slide is your best option of hitting Houndoom, Honchkrow and Crobat and has a nifty flinch chance. Rest is also an alternative that allows Trevenant to be healthy throughout the match and has good synergy with Natural Cure. Life Orb is used for more attacking power while Mental Herb gurantees Trevenant setting up at least one Trick Room. Also absorbs status thanks to Natural Cure.

Good teammates: Mega Ampharous enjoys the "speed" that Trevenant provides with Trick Room and can take on the Fire and Flying attacks as well as Knock Off that is aimed at Trevenant, and providing Volt Switch for momentum while Trevenant can take down bulky ground types for Ampharous. Emploeon and Nidoqueen also has decent type synergy with Trevenant and can provide Stealth Rock support that Trevenant enjoys having to ensure some OHKOs otherwise it can't achieve as well as taking down physical walls that Trevenant has trouble with such as Arcanine.

What counters it: If Trick Room isn't up, fast Flying types can give Trevenant issues, most notably Crobat, who can switch in on either STAB and Taunt Trevenant or Brave Bird it to death, but it has be wary of Rock Slide. Certain Dark types such as Houndoom, Honchkrow and Hydreigon resists its STABs and can retaliate with their Dark STABs. The ever so common Fire types can threaten out Trevenant if Trick Room isn't up, but most of them cannot switch into Shadow Claw like Victini or Chandelure. Physically defensive walls like Arcanine can take anything that Trevenant throws at it and Flare Blitz it or cripple it with Will-O-Wisp forcing it to switch, and Aggron can also wall it and setup rocks in its face or phaze it out. Last but not least priority gives trouble to Trevenant. Sableye can also Taunt and burn Trevenant before Trevenant can react regardless of speed thanks to Prankster, as well as Knocking it off. Fletchinder can revenge kill Trevenant in and outside of Trick Room due to priority Brave Bird.

Additional Information: Trevenant can also use Hone Claws or Growth to raise its attack stat to higher levels, but it is usually surperior to just outright attack to make full use of the Trick Room turns. Curse can be used as a last ditch effort to deal damage to an opponent while granting Trick Room turns to a teammate, but its inconsistency makes it an inferior choice. X-scissor to shrek Celebi extra hard
 
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