Hey guys, Master B8s here, While i play with all the tiers, UU was my first tier playing competitavly and this is my first RMT so i thought why not do a UU team. I've played with this team and peaked at 1350 ladder points, but thats as far as i can get to, i will take any criticism. I just gotta find what else this team needs to be perfect.
Frosslass(F) @ Focus Sash
Ability: Cursed Body
Ev: 252 HP / 4 SpD / 252 Spe
Timid Nature
-icy wind
-taunt
-destiny bond
-spikes
Frosslass serves as a suicide lead to help me get my spikes up. Focus sash serves to let it take a single hit as its going to start the battle off. Cursed body allows me disable the attacking pokemons moves. icy wind is so its not taunt bait, while weaker than ice beam, is used for the speed drop. I find it helps agains scarf leads practically negating the scarf boost and making Frosslass faster taunt is to stop other hazard leads as Frosslass naturally out speeds most of the others like Galvantula. Destiny bond is so Frosslass can potentially take down an opposing pokemon once my spikes are up. Not much to say for this one, very typical spread.
Infernape(M) @ Choice Scarf
Ability: Iron Fist
Ev: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Flare Blitz
-Close Combat
-Thunder Punch
-U-Turn
Infernape plays a number of roles on this team. It plays as physical wall breaker, revenge killer and scout. He works really well with Frosslass letting me scout what the opponent brings in after frosslass spike stacks. Flare Blitz and CC are strong stabs for him. Thunder punch is for water type coverage and packs a good punch with iron fist (get it? :D). U-Turn is for Scouting and maintaing offensive momentum. I find it great for hitting alakazam when infernape has a free switch in letting him break sashed alakazams. Im debating taking thunder punch off for mach punch to give my team some priority, but scarfed ape seems like enough speed for the team
Starmie (N/A) @ Assault Vest
Ability: Analytc
Ev: 252 SpA / 4 Spd / 252 Spe
Timid Nature
-Scald
-Psyshock
-Ice Beam
-Rapid Spin
Starmie plays as the team rapid spinner. Analytc is for the power boost if the opponent decides to switch. The speed and Special Attack Spread is to give Starmie offensive presence. Scald is to fish for burns as well as stab on Starmie. Psyshock is so it can beat Blissey. I ran thunderbolt before for BoltBeam coverage, but found that beating Blissey was more useful. Ice beam is to handle dragons like Noivern and Haxorus. Goodra is just too strong for Starmie so i don't usually stay in with him. Rapid spin is for spinning away hazards obviously. I decided AV over LO because it lets Starmie take a few extra hits and starmie may need to come back in and spin away hazards multiple times, and the life orb doesn't give it that longevity.
Trevenant (M) @ Lum Berry
Ability: Harvest
Ev: 252 Hp / 4 Atk / 252 Spd
Careful Nature
-Horn Leech
-Will-O-Wisp
-Leech Seed
-Rest
Trevenant is my status absorber and finishes my fire-water-grass core. I run harvest lum to constantly come back and absorb status that would otherwise hurt my other pokemon. I decided harvest lum over natural cure rest because i find its much more convenient and doesn't give my opponent the free turn when I'm forced to switch. The EV spread is for special bulk while WOW lets it take physical attacks. Horn Leech is for extra damage while not making trevenant taunt bait, and giving it more health back. WOW is to spread burn around on the opponents team and hurt physical sweepers. Leech seed is for more health and drain the opposing pokemons health. Rest finally is for a full heal when i have the lum without sleep turns. I find Will-O-Wisp and Leech Seed work well together for wearing down pokemon with residual damage. Im debating replacing Horn Leech for Shadow Claw for better coverage and so i can beat other Trevenant.
Hippowdon (F) @ Leftovers
Ability: Sand Stream
Ev: 252 Hp / 80 Def / 176 Spd
Careful Nature
-Earthquake
-Stealth Rock
-Slack Off
-Whirlwind
Hippowdon is my bulky stealth rock setter. the Ev spread seems a little weird. I tried to make him more of a mixed bulk instead of full physical bulk. Earthquake is a strong stab. Stealth rock is for... well yea stealth rock. Slack off is for reliable recovery along with lefties. Whirlwind is for phasing set up sweepers while spreading sentry hazard damage. This Ev spread was for hippowdon being able to survive and aegislash shadow ball, which i figured is the strongest thing he'd need to be able to survive but feel free to tweak the spread.
Ampharos (M) @ Ampharosite
Ability: Static/Mold Breaker
Ev: 252 Spa / 4 Spd / 252 Spe
Modest Nature
-Thunderbolt
-Dragon Pulse
-Focus Blast
-Agility
This set emphasizes on mega Ampharos's bulk. With an agility boost and full speed investment, Ampharos hits a speed of 378 (one more than timid greninja, but he's not here). Thunderbolt and Dragon Pulse are Ampharos main stabs, while focus blast is a necessary move to beat steal types that would otherwise wall him. Note that he's suppose to be a late game sweeper and not just come in whenever to set up. I find using him along with infernape works well because infernape can come in and revenge kill whatever killed ampharos and kill anything that ampharos couldn't. it also works the other way around. Infernape can punch holes into my opponents team, then ampharos can come in and clean up.
Well theres my team, lemme know any suggestions that can help i won't cry about it :]
Changes made:
Sableye (F) Leftovers
Ev: 248 Hp / 8 Def / 252 SpD
Careful Nature
-Knock Off
-Will-O-Wisp
-Taunt
-Recover
Braviary (M) @ Choice Scarf
Ev: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Return
-Brave Bird
-SuperPower
-U-Turn
Starmie (N/A) @ Life Orb
Ev: Same
Timid Nature
-Scald
-Psyshock
-Recover
-Rapid Spin
Infernape (M) @ Life Orb
Ev: Same
Jolly Nature
-Flare Blitz
-Close Combat
-ThunderPunch
-Swords Dance
Frosslass(F) @ Focus Sash
Ability: Cursed Body
Ev: 252 HP / 4 SpD / 252 Spe
Timid Nature
-icy wind
-taunt
-destiny bond
-spikes
Frosslass serves as a suicide lead to help me get my spikes up. Focus sash serves to let it take a single hit as its going to start the battle off. Cursed body allows me disable the attacking pokemons moves. icy wind is so its not taunt bait, while weaker than ice beam, is used for the speed drop. I find it helps agains scarf leads practically negating the scarf boost and making Frosslass faster taunt is to stop other hazard leads as Frosslass naturally out speeds most of the others like Galvantula. Destiny bond is so Frosslass can potentially take down an opposing pokemon once my spikes are up. Not much to say for this one, very typical spread.
Infernape(M) @ Choice Scarf
Ability: Iron Fist
Ev: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Flare Blitz
-Close Combat
-Thunder Punch
-U-Turn
Infernape plays a number of roles on this team. It plays as physical wall breaker, revenge killer and scout. He works really well with Frosslass letting me scout what the opponent brings in after frosslass spike stacks. Flare Blitz and CC are strong stabs for him. Thunder punch is for water type coverage and packs a good punch with iron fist (get it? :D). U-Turn is for Scouting and maintaing offensive momentum. I find it great for hitting alakazam when infernape has a free switch in letting him break sashed alakazams. Im debating taking thunder punch off for mach punch to give my team some priority, but scarfed ape seems like enough speed for the team
Starmie (N/A) @ Assault Vest
Ability: Analytc
Ev: 252 SpA / 4 Spd / 252 Spe
Timid Nature
-Scald
-Psyshock
-Ice Beam
-Rapid Spin
Starmie plays as the team rapid spinner. Analytc is for the power boost if the opponent decides to switch. The speed and Special Attack Spread is to give Starmie offensive presence. Scald is to fish for burns as well as stab on Starmie. Psyshock is so it can beat Blissey. I ran thunderbolt before for BoltBeam coverage, but found that beating Blissey was more useful. Ice beam is to handle dragons like Noivern and Haxorus. Goodra is just too strong for Starmie so i don't usually stay in with him. Rapid spin is for spinning away hazards obviously. I decided AV over LO because it lets Starmie take a few extra hits and starmie may need to come back in and spin away hazards multiple times, and the life orb doesn't give it that longevity.
Trevenant (M) @ Lum Berry
Ability: Harvest
Ev: 252 Hp / 4 Atk / 252 Spd
Careful Nature
-Horn Leech
-Will-O-Wisp
-Leech Seed
-Rest
Trevenant is my status absorber and finishes my fire-water-grass core. I run harvest lum to constantly come back and absorb status that would otherwise hurt my other pokemon. I decided harvest lum over natural cure rest because i find its much more convenient and doesn't give my opponent the free turn when I'm forced to switch. The EV spread is for special bulk while WOW lets it take physical attacks. Horn Leech is for extra damage while not making trevenant taunt bait, and giving it more health back. WOW is to spread burn around on the opponents team and hurt physical sweepers. Leech seed is for more health and drain the opposing pokemons health. Rest finally is for a full heal when i have the lum without sleep turns. I find Will-O-Wisp and Leech Seed work well together for wearing down pokemon with residual damage. Im debating replacing Horn Leech for Shadow Claw for better coverage and so i can beat other Trevenant.
Hippowdon (F) @ Leftovers
Ability: Sand Stream
Ev: 252 Hp / 80 Def / 176 Spd
Careful Nature
-Earthquake
-Stealth Rock
-Slack Off
-Whirlwind
Hippowdon is my bulky stealth rock setter. the Ev spread seems a little weird. I tried to make him more of a mixed bulk instead of full physical bulk. Earthquake is a strong stab. Stealth rock is for... well yea stealth rock. Slack off is for reliable recovery along with lefties. Whirlwind is for phasing set up sweepers while spreading sentry hazard damage. This Ev spread was for hippowdon being able to survive and aegislash shadow ball, which i figured is the strongest thing he'd need to be able to survive but feel free to tweak the spread.
Ampharos (M) @ Ampharosite
Ability: Static/Mold Breaker
Ev: 252 Spa / 4 Spd / 252 Spe
Modest Nature
-Thunderbolt
-Dragon Pulse
-Focus Blast
-Agility
This set emphasizes on mega Ampharos's bulk. With an agility boost and full speed investment, Ampharos hits a speed of 378 (one more than timid greninja, but he's not here). Thunderbolt and Dragon Pulse are Ampharos main stabs, while focus blast is a necessary move to beat steal types that would otherwise wall him. Note that he's suppose to be a late game sweeper and not just come in whenever to set up. I find using him along with infernape works well because infernape can come in and revenge kill whatever killed ampharos and kill anything that ampharos couldn't. it also works the other way around. Infernape can punch holes into my opponents team, then ampharos can come in and clean up.
Well theres my team, lemme know any suggestions that can help i won't cry about it :]
Changes made:
- Dropped Trevenant for Sableye
- Swapped Hippowdon for Braviary to punish defog
- Switch AV off Starmie for LO
- Dropped U-Turn on Infernape for Swords Dance and is now LO
Sableye (F) Leftovers
Ev: 248 Hp / 8 Def / 252 SpD
Careful Nature
-Knock Off
-Will-O-Wisp
-Taunt
-Recover
Braviary (M) @ Choice Scarf
Ev: 252 Atk / 4 Def / 252 Spe
Jolly Nature
-Return
-Brave Bird
-SuperPower
-U-Turn
Starmie (N/A) @ Life Orb
Ev: Same
Timid Nature
-Scald
-Psyshock
-Recover
-Rapid Spin
Infernape (M) @ Life Orb
Ev: Same
Jolly Nature
-Flare Blitz
-Close Combat
-ThunderPunch
-Swords Dance
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