UU Sample Team Thread

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Sam

i say it's all just wind in sails
is a Battle Simulator Admin Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis an Administrator Alumnus
UU SAMPLE TEAM THREAD
Welcome! The purpose of this thread is to archive successful XY UU teams, intended to help new players get acclimated to the metagame and different playstyles. The subtle differences in each tier can make UU seem overwhelming, even to seasoned veterans of other tiers. Here, you can post your own team for archiving for new UU players to use.

Guidelines

Selecting which teams will be archived will be done by myself and the UU mods. Anyone is welcome to submit a team they believe to be worthy. When submitting a team, the following is required:

  • An importable
  • A brief explanation of each member's role and an overview of how the team works. You may also include tournament success and high level replays.
Here is a link to Calloflochie's UU Open team archiving, which has some good teams (though some are now illegal) - http://www.smogon.com/forums/threads/an-ode-to-uu-open-team-archive.3517499/
 

Sam

i say it's all just wind in sails
is a Battle Simulator Admin Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis an Administrator Alumnus
Team Archive
King UU's Trapper-core
this team is, in the simplest terms, a Wall-breaking, u-turnpassing trapper-core team. It has elements of both the Balance and Hyper Offence playing styles. Noivern and Machamp act as traditional wall-breakers. Dugtrio acts as a trapper-revenge killer. Vaporeons access to superb bulk, typing, wish support, and baton pass serve to help the momentum of the team. Using Crobat is an alternative if Noivern isn't your thing.

Generally, you'll want to lead with anti-lead Infernape and go from there. Infernape's role in the beginning will determine the momentum of the rest of the match. Typically, you want Infernape to achieve any of these before finally dying:
  1. Set up stealth rocks + prevent opponent rocks/hazards
  2. Kill at least one pokemon + prevent hazards
  3. Kill at least one pokemon + set up rocks
If somehow you fulfill all three conditions, grats you've probably won the game.


Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Air Slash
- Roost
- Taunt

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace

Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Knock Off
- Heavy Slam

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Trick

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 180 Def / 76 SpD
Calm Nature
- Scald
- Baton Pass
- Wish
- Protect

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Fire Blast
- Grass Knot
- Stealth Rock​

I usually hate running dual items, but boy does this team benefit from Max Speed Adamant Choice Band Machamp. Click below for some replays.
Upper-Ladder Replays: 1500-1649
http://replay.pokemonshowdown.com/uu-169395284
http://replay.pokemonshowdown.com/uu-169396726
http://replay.pokemonshowdown.com/uu-169399598
http://replay.pokemonshowdown.com/uu-169570667
http://replay.pokemonshowdown.com/uu-169681973
http://replay.pokemonshowdown.com/uu-170082925

Top-Ladder Replays: 1650+
http://replay.pokemonshowdown.com/uu-169896438
http://replay.pokemonshowdown.com/uu-170107690
http://replay.pokemonshowdown.com/uu-170561995


kokoloko's (bad) Bulky Offense
Sableye (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe (jk i use a fuckoad of speedcreep but i'm not saying how much lol)
Impish Nature
- Knock Off
- Taunt
- Recover
- Will-O-Wisp

Machamp (M) @ Assault Vest
Ability: No Guard
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Stone Edge

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Seed Flare
- Earth Power
- Synthesis
- Psychic

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Earthquake
- Scald
- Stealth Rock
- Protect

Alakazam (M) @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: null Atk
- Psychic
- Dazzling Gleam
- Protect
- Shadow Ball


nice bulky offense that i came up with trying to showcase modest megazam. turns out the team is highly functional without even having to bring it out most of the time--any super fast cleaner or priority sweeper would work in its place tbh. its only real weakness is like offensive hazard-stacking, since once their hazards go down, you can't remove them, but the team usually has enough offensive pressure to keep them at bay. Nas made a version of this team with defog crobat over sableye, which gives you an aditional ground immunity and hazard removal, but forces you to predict vs mienshao and makes you really weak to machamp.


Nas' Bulky Offense
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Protect

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Psychic
- Shadow Ball
- Dazzling Gleam

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Machamp @ Choice Band
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Close Combat
- Knock Off
- Heavy Slam
- Bullet Punch

Crobat @ Black Sludge
Ability: Inner Focus
EVs: 248 HP / 80 Atk / 180 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Psychic
- Dazzling Gleam
- Healing Wish


My build takes a slightly more aggressive route than koko's, utilizing CB Machamp and Specs Shaymin (both amazing wallbreakers btw) to punch holes in my opponent's team so Alakazam or Jirachi can clean lategame. By running CB on Machamp as opposed to AV you do have to play more carefully around certain threats, most notably Hydreigon, but you have solid checks for almost everything and double healing wish allows you to keep your most important mons alive longer. Also, if you play it right Hydreigon shouldnt be able to come in for free on anything except Pert, which can scout with Protect. You'll probably note I'm using Guts on Machamp; this is really just personal preference as there's nothing wrong with haxing the fuck out of people with No Guard D-Punch, I just prefer the consistency of a stronger STAB coupled with Will-O-Wisp/Scald immunity.


st123's Hazard Stacking Offense
Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Destiny Bond
- Spikes
- Taunt

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 244 SpD / 12 Spe
Careful Nature
- Knock Off
- Recover
- Will-O-Wisp
- Taunt

Lucario @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Extreme Speed
- Bullet Punch
- Swords Dance

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Scald
- Stealth Rock
- Roar

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Seed Flare
- Earth Power
- Psychic
- Healing Wish

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 44 Def / 212 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Earthquake
- Taunt


So this is my variant of Spikes stacking offense featuring Lucario. The teams goal is to keep hazards up on the opposing side by utilizing three fast taunters to prevent defog and two ghost types to prevent spin. Mega-Aero has the very important job of trapping Chandelure so Lucario can't get its sweep cut short. Healing Wish Specsmin helps by letting me play very aggressively with Lucario and also can KO most spinners. So basically keep the hazards up, set up Lucario, and sweep.


Meru's Togekiss-Meta Balance
meru (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Wish
- Protect
- Scald
- Baton Pass

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 136 Def / 120 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Volt Switch

thuggy (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Pursuit

air miss (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Nasty Plot
- Air Slash
- Heal Bell

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn

Raikou @ Expert Belt
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Extrasensory


This is a balanced team that I like to use to abuse the popular Togekiss + Dugtrio combo.


The team begins with Vaporeon and Forretress as the defensive backbone of the team. Vaporeon uses a spread that lets it live two LO Darmanitan Flare Blitzes while having enough special bulk to bounce back against Nidos/Mega Blaster, and still passing massively fat Wishes. Baton Pass allows it to pass to Dugtrio mainly on Raikou and Mega Ampharos, while also having the ability to take the hit in a pinch during crucial Wish Passes to the frailer members of the team. Forretress is pretty standard, mainly being used to keep Mega Aerodactyl at bay with Gyro Ball, although the spread is pretty arbitrary. Volt Switch allows Forretress to pass to Dugtrio to trap Fire-types and certain annoying Steel-types, such as Empoleon.


Expert Belt Raikou is the team's best Togekiss check, and has Hidden Power Grass to make Swampert and Quagsire less of an issue while still 2HKOing Krookodile on the switch-in. Hidden Power Ice does miss out on the loss of Flygon, Gligar, and Mega Ampharos, but the former two are set-up bait for Togekiss while Mega Ampharos can be trapped by Dugtrio.


Nasty Plot Togekiss is what the team is centered around, giving a strong stall killer, and being able to run rampant with some of its hardest counters like Raikou, Mega Ampharos, and Jirachi all trapped by Dugtrio. EVs are meant to outpace Adamant Honchkrow, with the rest in physical bulk. It also beats Suicune, which can be hella annoying for Vaporeon. CB Dugtrio is pretty standard, but has Pursuit to add chip damage and help alleviate Chandelure being annoying as hell.


Scarf Hydreigon rounds out the team with Flamethrower being chosen over Dragon Pulse because the team can be a tad bit Lucario weak. Mega Aero can also be annoying, and the team is hardly amazing, with Togekiss not even using its strongest set (Twave, at least imo). However, since newer players might want to get a sense of how strong Togekiss can be in the UU environment, I thought it would be a good contribution to this thread :toast:


Hot n Cold's Hail Balance
Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Wood Hammer
- Earthquake
- Ice Shard

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Rapid Spin
- Psyshock

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Dark Pulse
- Fire Blast
- Draco Meteor

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Toxic
- Substitute

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Earth Power
- Ice Beam
- Roar

Blissey @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Thunder Wave
- Soft-Boiled


balance hail that i did, nidoqueen + starmie + blissey is the defensive core while that jirachi + hydreigon + abomasnow-mega gives me some defensive utility against certain threats and gives offense pressure, scarf hydreigon as revenge killer, jirachi subtoxic as stallbreaker and sd-abomasnow as wallbreaker vs defensive teams oriented and sometimes as sweeper depending on the opponent team. mega-abo is a very underrated mega compared with anothers ones tho
 
Last edited:

Kink

it's a thug life ¨̮
is a Tutor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnus
I'll start us off c: this team is, in the simplest terms, a Wall-breaking, u-turnpassing trapper-core team. It has elements of both the Balance and Hyper Offence playing styles. Noivern and Machamp act as traditional wall-breakers. Dugtrio acts as a trapper-revenge killer. Vaporeons access to superb bulk, typing, wish support, and baton pass serve to help the momentum of the team. Using Crobat is an alternative if Noivern isn't your thing.

Generally, you'll want to lead with anti-lead Infernape and go from there. Infernape's role in the beginning will determine the momentum of the rest of the match. Typically, you want Infernape to achieve any of these before finally dying:
  1. Set up stealth rocks + prevent opponent rocks/hazards
  2. Kill at least one pokemon + prevent hazards
  3. Kill at least one pokemon + set up rocks
If somehow you fulfill all three conditions, grats you've probably won the game.


Noivern @ Life Orb
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Air Slash
- Roost
- Taunt

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace

Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dynamic Punch
- Stone Edge
- Knock Off
- Heavy Slam

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Trick

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 180 Def / 76 SpD
Calm Nature
- Scald
- Baton Pass
- Wish
- Protect

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Fire Blast
- Grass Knot
- Stealth Rock​

I usually hate running dual items, but boy does this team benefit from Max Speed Adamant Choice Band Machamp. Click below for some replays.
Upper-Ladder Replays: 1500-1649
http://replay.pokemonshowdown.com/uu-169395284
http://replay.pokemonshowdown.com/uu-169396726
http://replay.pokemonshowdown.com/uu-169399598
http://replay.pokemonshowdown.com/uu-169570667
http://replay.pokemonshowdown.com/uu-169681973
http://replay.pokemonshowdown.com/uu-170082925

Top-Ladder Replays: 1650+
http://replay.pokemonshowdown.com/uu-169896438
http://replay.pokemonshowdown.com/uu-170107690
http://replay.pokemonshowdown.com/uu-170561995

Fine, I'll say it. This team relies on hax a little *runs away crying*​
 
Last edited:

kokoloko

what matters is our plan!
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Two-Time Past SPL Champion
you should probably just add lochie's teams to the OP instead. the legal ones, anyway.

here's what i've been using recently:

Sableye (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 Def / 8 Spe (jk i use a fuckoad of speedcreep but i'm not saying how much lol)
Impish Nature
- Knock Off
- Taunt
- Recover
- Will-O-Wisp

Machamp (M) @ Assault Vest
Ability: No Guard
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Stone Edge

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Seed Flare
- Earth Power
- Synthesis
- Psychic

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Trick
- Healing Wish

Swampert (F) @ Leftovers
Ability: Torrent
EVs: 240 HP / 252 Def / 16 SpD
Relaxed Nature
- Earthquake
- Scald
- Stealth Rock
- Protect

Alakazam (M) @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: null Atk
- Psychic
- Dazzling Gleam
- Protect
- Shadow Ball


nice bulky offense that i came up with trying to showcase modest megazam. turns out the team is highly functional without even having to bring it out most of the time--any super fast cleaner or priority sweeper would work in its place tbh. its only real weakness is like offensive hazard-stacking, since once their hazards go down, you can't remove them, but the team usually has enough offensive pressure to keep them at bay. Nas made a version of this team with defog crobat over sableye, which gives you an aditional ground immunity and hazard removal, but forces you to predict vs mienshao and makes you really weak to machamp.
 

Nas

Banned deucer.
Well I suppose I may as well post the better version of the team.

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

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Psychic
- Shadow Ball
- Dazzling Gleam

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch
- Healing Wish

Machamp @ Choice Band
Ability: Guts
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Close Combat
- Knock Off
- Heavy Slam
- Bullet Punch

Crobat @ Black Sludge
Ability: Inner Focus
EVs: 248 HP / 80 Atk / 180 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Psychic
- Dazzling Gleam
- Healing Wish


My build takes a slightly more aggressive route than koko's, utilizing CB Machamp and Specs Shaymin (both amazing wallbreakers btw) to punch holes in my opponent's team so Alakazam or Jirachi can clean lategame. By running CB on Machamp as opposed to AV you do have to play more carefully around certain threats, most notably Hydreigon, but you have solid checks for almost everything and double healing wish allows you to keep your most important mons alive longer. Also, if you play it right Hydreigon shouldnt be able to come in for free on anything except Pert, which can scout with Protect. You'll probably note I'm using Guts on Machamp; this is really just personal preference as there's nothing wrong with haxing the fuck out of people with No Guard D-Punch, I just prefer the consistency of a stronger STAB coupled with Will-O-Wisp/Scald immunity.
 
Froslass (F) @ Focus Sash
Ability: Cursed Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Destiny Bond
- Spikes
- Taunt

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 244 SpD / 12 Spe
Careful Nature
- Knock Off
- Recover
- Will-O-Wisp
- Taunt

Lucario @ Life Orb
Ability: Justified
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Extreme Speed
- Bullet Punch
- Swords Dance

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Scald
- Stealth Rock
- Roar

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Seed Flare
- Earth Power
- Psychic
- Healing Wish

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 44 Def / 212 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Earthquake
- Taunt


So this is my variant of Spikes stacking offense featuring Lucario. The teams goal is to keep hazards up on the opposing side by utilizing three fast taunters to prevent defog and two ghost types to prevent spin. Mega-Aero has the very important job of trapping Chandelure so Lucario can't get its sweep cut short. Healing Wish Specsmin helps by letting me play very aggressively with Lucario and also can KO most spinners. So basically keep the hazards up, set up Lucario, and sweep.
 

IronBullet

Astronomy Domine
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Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Energy Ball
- Moonblast
- Psychic
- Switcheroo

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 120 HP / 136 Atk / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Fire Punch
- U-turn

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 240 Def / 28 Spe
Bold Nature
- Toxic Spikes
- Rapid Spin
- Scald
- Knock Off

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 40 Def / 216 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch

Chandelure @ Leftovers
Ability: Flash Fire
EVs: 112 HP / 140 SpA / 4 SpD / 252 Spe
Timid Nature
- Flamethrower
- Shadow Ball
- Substitute
- Calm Mind


This team is based around a strong win condition in Sub CM Chandelure who I would say is quite anti-meta at the moment as it is able to take advantage of popular stuff like Lucario, Jirachi, Cobalion, Roserade, Scarfed Mienshao/Darm/Entei, and plenty of defensive walls. Tentacruel is the perfect utility Pokemon with Scald + Knock Off + Rapid Spin. It sets up the T-Spikes that make Chandy a nightmare to face against stall and teams lacking a grounded Poison, while Dugtrio steps in to help against those that do. Duggy is really amazing in the current meta otherwise too being able to get an easy KO against a huge number of top threats, and its sheer presence makes opponents play conservatively which is a huge advantage. Scarf Hydreigon and SR Jirachi are nothing new, they are staples and for good reason. They form one of the best offensive cores in the tier with wonderful type synergy between them and use U-turns to maintain momentum and get Duggy in safely. Finally Specs Whimsicott tears through offense with Fairy being a great attacking type, and screws over stall with Switcheroo. It also has great synergy with Duggy who can get rid of the Fires, Poisons and Steels who resist Whimsi's attacks.
 
Last edited:

Meru

ate them up
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Past SPL Championis a Past WCoP Champion
How can we include all of these teams and leave out ones meant for suspect testing?

meru (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Wish
- Protect
- Scald
- Baton Pass

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 136 Def / 120 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Gyro Ball
- Volt Switch

thuggy (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Pursuit

air miss (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 76 Def / 184 Spe
Bold Nature
IVs: 0 Atk
- Roost
- Nasty Plot
- Air Slash
- Heal Bell

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn

Raikou @ Expert Belt
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Hidden Power [Grass]
- Extrasensory


This is a balanced team that I like to use to abuse the popular Togekiss + Dugtrio combo.


The team begins with Vaporeon and Forretress as the defensive backbone of the team. Vaporeon uses a spread that lets it live two LO Darmanitan Flare Blitzes while having enough special bulk to bounce back against Nidos/Mega Blaster, and still passing massively fat Wishes. Baton Pass allows it to pass to Dugtrio mainly on Raikou and Mega Ampharos, while also having the ability to take the hit in a pinch during crucial Wish Passes to the frailer members of the team. Forretress is pretty standard, mainly being used to keep Mega Aerodactyl at bay with Gyro Ball, although the spread is pretty arbitrary. Volt Switch allows Forretress to pass to Dugtrio to trap Fire-types and certain annoying Steel-types, such as Empoleon.


Expert Belt Raikou is the team's best Togekiss check, and has Hidden Power Grass to make Swampert and Quagsire less of an issue while still 2HKOing Krookodile on the switch-in. Hidden Power Ice does miss out on the loss of Flygon, Gligar, and Mega Ampharos, but the former two are set-up bait for Togekiss while Mega Ampharos can be trapped by Dugtrio.


Nasty Plot Togekiss is what the team is centered around, giving a strong stall killer, and being able to run rampant with some of its hardest counters like Raikou, Mega Ampharos, and Jirachi all trapped by Dugtrio. EVs are meant to outpace Adamant Honchkrow, with the rest in physical bulk. It also beats Suicune, which can be hella annoying for Vaporeon. CB Dugtrio is pretty standard, but has Pursuit to add chip damage and help alleviate Chandelure being annoying as hell.


Scarf Hydreigon rounds out the team with Flamethrower being chosen over Dragon Pulse because the team can be a tad bit Lucario weak. Mega Aero can also be annoying, and the team is hardly amazing, with Togekiss not even using its strongest set (Twave, at least imo). However, since newer players might want to get a sense of how strong Togekiss can be in the UU environment, I thought it would be a good contribution to this thread :toast:
 


Abomasnow-Mega @ Abomasite
Ability: Snow Warning
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Wood Hammer
- Earthquake
- Ice Shard

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 80 SpA / 176 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Recover
- Rapid Spin
- Psyshock

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Dark Pulse
- Fire Blast
- Draco Meteor

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- Toxic
- Substitute

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Earth Power
- Ice Beam
- Roar

Blissey @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Thunder Wave
- Soft-Boiled


balance hail that i did, nidoqueen + starmie + blissey is the defensive core while that jirachi + hydreigon + abomasnow-mega gives me some defensive utility against certain threats and gives offense pressure, scarf hydreigon as revenge killer, jirachi subtoxic as stallbreaker and sd-abomasnow as wallbreaker vs defensive teams oriented and sometimes as sweeper depending on the opponent team. mega-abo is a very underrated mega compared with anothers ones tho
 
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watashi

is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Three-Time Past SPL Champion
World Defender
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Shadow Ball
- Dazzling Gleam

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Close Combat
- Extreme Speed

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Taunt

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 25 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Explosion
- Taunt

Suicune @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Tailwind
- Calm Mind
- Hydro Pump
- Ice Beam
hyper offense with tailwind suicune + life orb hydreigon. it's pretty standard and everything on the team can sweep if given the chance. you can use focus sash or protect alakazam if you want to get a better matchup versus offense.
 
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Toxic Spikes + Zygare Team

This team was born from me trying to use dd Zygarde and not liking it, So i decided to use a team based around its coil set. Bronzong is the first member because he checks diggersby and thats a good thing. Gives me rocks and a fairy killer. Mega blastoise for spins for days, you can use Hydro pump over scald, but I like to burn steel and poison types who are immune to toxic. This zygarde set was created by DMT so props to him. (Check out his RMT for the details, but Its outspeeds lucario and kills it) I talked about this roserade set in this thread. I needed a check to Hydreigon and dragon types so I went with Aromatisse over Whimsicott due to already having a grass type and it having wish support to keep blastoise and Zygarde healthy. Rotom-H is here to check grass types that give my team trouble like shaymin or whimsicott. The set has enough speed to outspeed bulky zygarde and burn it before it subs up. Trick to cripple walls and such. Rotom has been just an awesome pivot in general. Its strong with specs and a pain to get rid of due to a mix of will-o-wisp and volt switch.
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion
Froslass @ Focus Sash
Ability: Cursed Body
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Spikes
- Icy Wind
- Destiny Bond
- Taunt

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Ice Punch
- Extreme Speed
- Close Combat

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Rock Slide
- Superpower

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

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Taunt
- Recover
- Knock Off
- Will-O-Wisp

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psyshock
- Protect
- Energy Ball
- Focus Blast

So this is my hazard stacking offense team ive been using as of late and its brought me into the higher ladder. (around 1650)
We start off frostlass who sets up spikes taunts galvantula and threatens things with destiny bond. The rocker i put is roar swampert because its fat and can roar out suicune which after a few boosts can do damage to me. then as a spin blocker and a taunter we have sabelye who can also wall many special threats to my team like scarf hydreigon or blastoise if they dont carry hydro pump. can willo physical threats and taunt to prevent any kind of defog set up or attempted status on itself. then we have our offensive core starting with darm. darm in my opinion put lots of pressure on teams when hazards are up because they will be taking damage prior to a powerful flare blitz which even resisted can add up after hazard damage. darm also provides nice u turn support for momentum. Then we have your standard hyper offense mon in lucario which can be very deadly if you have some of your hazards up. those hazards can break sturdys and sashes and allow you to kill things with espeed and slower walls with cc tht you couldnt without the prior damage. Then finally we have the MVP of the team in my opinion in mega zam. the mega zam set i run is kind of interesting. i am running a modest protect variant because i still outspeed everything in the tier and i wouldnt want to worry about a speed tie with aero anyways . i run psyshock so in the event i lose darm, special walls wont be an issue. and i run energy ball because my team strugles with bulky waters and the energy ball support fits very nicely with this team and i can also hit sabelye harder. and so i dont get walled by mega aggron i have focus blast so i can ohko it after a few switch ins of hazard damage. so tht pretty much wraps everything up c:
 

pokemonisfun

Banned deucer.
How do I make hide tags?!?!
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: null Atk
- Wish
- Protect
- Toxic
- Seismic Toss

Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: null Atk
- Stealth Rock
- Earth Power
- Toxic Spikes
- Flamethrower

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: null Atk
- Will-O-Wisp
- Curse
- Dark Pulse
- Rest

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Heal Bell
- Rest
- Sleep Talk

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Defog
- Roost
- Brave Bird
- Haze

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: null Atk
- Roar
- Scald
- Rest
- Sleep Talk


This is one of my top 8 favorite stall teams and the only one that is for the metagame right now ^_^!

I always thought Spikes were really essential on stall since they can rack easily over several thousand percent in longer games but this team doesn't use them because it just avoids dying instead. This team even lasted when stupid dummies said SD Heracross devoured stall without Zapdos!

Anyways Blissey covers most special attackers because of the extreme special defense values easily absorb any Specs or weaker special move except STAB special fighting moves. +2 and +4 and Psyshocks can be a little annoying but Psyshock comes mainly from Alakazam which has a really hard time in beating Spiritomb and Suicune and Blissey combined. Spiritomb can fatally poison most last Pokemon with Curse except some Sigilyph and Reuniclus which is a shame but I can take a big L against some rarer Pokemon (and I will certainly try to Haze and Roar as much PP as possible and still go for Dark Pulse flinches or crits)
Suicune is a useful Fire resist with good mixed bulk and Roar and the best sponger for Brave Birds I have with Granbull. Granbull is a pretty poor cleric especially when you realize clerics have traditionally been the Pokemon with infinite special bulk but it still has a bunch of utility since it counters lots of threats. Nidoqueen has essential hazards and resists and a Volt Switch immunity.
 
How do I make hide tags?!?!
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
IVs: null Atk
- Wish
- Protect
- Toxic
- Seismic Toss

Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: null Atk
- Stealth Rock
- Earth Power
- Toxic Spikes
- Flamethrower

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 240 Def / 16 SpD
Bold Nature
IVs: null Atk
- Will-O-Wisp
- Curse
- Dark Pulse
- Rest

Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Play Rough
- Heal Bell
- Rest
- Sleep Talk

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Defog
- Roost
- Brave Bird
- Haze

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: null Atk
- Roar
- Scald
- Rest
- Sleep Talk


This is one of my top 8 favorite stall teams and the only one that is for the metagame right now ^_^!

I always thought Spikes were really essential on stall since they can rack easily over several thousand percent in longer games but this team doesn't use them because it just avoids dying instead. This team even lasted when stupid dummies said SD Heracross devoured stall without Zapdos!

Anyways Blissey covers most special attackers because of the extreme special defense values easily absorb any Specs or weaker special move except STAB special fighting moves. +2 and +4 and Psyshocks can be a little annoying but Psyshock comes mainly from Alakazam which has a really hard time in beating Spiritomb and Suicune and Blissey combined. Spiritomb can fatally poison most last Pokemon with Curse except some Sigilyph and Reuniclus which is a shame but I can take a big L against some rarer Pokemon (and I will certainly try to Haze and Roar as much PP as possible and still go for Dark Pulse flinches or crits)
Suicune is a useful Fire resist with good mixed bulk and Roar and the best sponger for Brave Birds I have with Granbull. Granbull is a pretty poor cleric especially when you realize clerics have traditionally been the Pokemon with infinite special bulk but it still has a bunch of utility since it counters lots of threats. Nidoqueen has essential hazards and resists and a Volt Switch immunity.
This is almost same team you used 4 months ago -___-.

but yeah his stall team is very good. However, what somewhat distresses me is that you have no wincon like most stall teams. I know that Roar functions as a tool to kind of fuck around the opposing team's offensive momentum, but to be completely honest, I find a CMCune set to be more potent than RoarCune unless you have a second wincon on your team. Furthermore, after playing stall for a while (thanks to you), I've found Defog to be a tad bit detrimental for stall in general, and since a good majority of stall is based around passive damage, you lose a good amount of your hazards for a couple of turns.

Still liking the CurseTomb though.
 

Pearl

Romance は風のまま
is a Tournament Director Alumnusis a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis the 7th Grand Slam Winneris a Past SPL Champion
Might as well revive this with a team of my own. I've already shared it with a decent amount of people and it's proven to be successful (that is, if you consider a fancy ladder peak a success), but I don't really have the time to do a fully-fledged RMT right now, so here it is:


Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Knock Off
- Pursuit
- Earthquake

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Iron Head
- Body Slam
- U-turn
- Stealth Rock

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic Spikes
- Rapid Spin
- Haze

omfuga fetish (Kyurem) @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Dragon Pulse
- Focus Blast

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Work Up
- Refresh
- Roost


Disclaimer: Don't change Kyurem's nickname, or the team's viability will heavily decrease

It is a pretty similar build to the one used by radianthero156 in his SPL week 1 game, featuring a solid defensive backbone of Jirachi, Tentacruel and Krookodile, which also provides me a lot of utility in Stealth Rock, Toxic Spikes, Rapid Spin, Haze (you can run Knock Off over this though), paralysis and Pursuit Krookodile, the later which heavily benefits pretty much the entire team, weakening Choice Scarf Jirachi and Steel-types in general for Kyurem and Pidgeot, Poison-types for Tentacruel's Toxic Spikes and Mienshao, Ghost-types for Mienshao and so on.

The combination of Work Up Pidgeot + Toxic Spikes + Choice Specs Kyurem (or even just the first two if Hurricane confuses a lot for you) is deadly against stall teams, or even just defensively-leaning builds in general. It also holds its ground really well against offense due to Mienshao's ability to clean up with ease once stuff's been worn down (which isn't that hard, considering Krookodile's Intimidate + Pursuit, Toxic Spikes and Kyurem/Pidgeot's hole-punching skills). In spite of that, it's sort of weak to CroCune (which explains Haze on Tentacruel, credits to galbia and Robert Alfons for that one), relying on the aforementioned Haze and Kyurem's firepower to bring it down. Thanks god it's not used as much anymore.

Have fun if you decide to give it a go :]
 
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Aerodactyl (M) @ Aerodactylite
Trait: Unnerve
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stone Edge
- Aqua Tail
- Hone Claws
- Roost

Rotom-C @ Choice Specs
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
IVs: 0 Atk
Timid Nature (+Spd, -Atk)
- Leaf Storm
- Thunderbolt
- Volt Switch
- Trick

Bronzong @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 Def / 252 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Toxic
- Stealth Rock

Florges (F) @ Leftovers
Trait: Flower Veil
EVs: 252 HP / 252 Def / 4 SAtk
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Moonblast
- Calm Mind
- Synthesis
- Aromatherapy

Tentacruel (M) @ Black Sludge
Trait: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spd
IVs: 0 Atk
Bold Nature (+Def, -Atk)
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin

Krookodile (M) @ Black Glasses
Trait: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Knock Off
- Earthquake
- Pursuit
- Taunt





This is a nice balanced offensive squad that I put together recently, done pretty well on the ladder and won me a match in spl. Nothing too innovative about it really, but I've had enough use out of it and I think it works well in the current meta so as good a time as any to post it here.

Decided to build around cm florges, hadn't used this mon in spl yet and it's pretty good at the moment being able to switch into threats like heracross and physical dark attackers; it can also be really threatening to some more passive builds while supporting itself and the rest of the team with aromatherapy, so seemed like a fine choice. Next up I added krookodile, helps deal with poison and steel types as well as pokemon such as reuniclus and cresselia which will beat florges in cm wars, intimidate + taunt add a ton of utility and black glasses gives a nice boost to it's dark stabs. Another pokemon which I think is really good at the moment is bronzong, a solid steath rocker which can take on massive special attackers like kyurem, dragalage and the nidos, overall handles a lot of threats and gets plenty of chances to set up rocks throughout the game. As this team lacks a scarfer mega aero functions as the primary revenge killer, stone edge + aqua tail give it solid coverage while roost helps with survivability, hone claws on the last slot helps clean up weakened teams in a pinch and max speed is solely used for out-running most other aero which don't typically opt for this spread. Tentacruel is the team's bulky water, handles threats like infernape and prevents you from being overwhelmed by hazard stacking teams which are on the rise with custap's recent release; toxic spikes aren't essential to this team but do come in handy from time to time. The last pokemon is rotom, if you need something for bulky waters it's as good as any, will handle the likes of suicune while keeping momentum with volt switch, and with not too many electric types around it can be slightly overlooked in team building allowing it to do a ton of damage with the specs set.

Shoutout to texas for not benching me and allowing me to put this together; honestly just starting to get the hang of smogon uu atm, it's really different to what I'm used to on po but happy with this squad and look forward to making more in the future. :]
 
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Showdown!.png

Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Earthquake
- Stealth Rock

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Leaf Storm
- Focus Blast
- Hidden Power [Fire]

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Scald
- Ice Beam
- Calm Mind

Crobat @ Sky Plate
Ability: Infiltrator
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Jump Kick

This is a fairly consistent team that is build around M-Scept. I find that Krook and M-Scept and good partners since they can beat some of each others check and apply alot of pressure to opposing teams. I opted to go with Taunt Krook for more stally teams bc if you look at the team ull see that stall can annoy it a bit since the focus is counter balance/ offense. From there I knew that Sub CM cune would go great with it since Scept and it have great synergy and can play off the situations they can create for each other. Cune fucks with p much all playstyles depending on the situation and Scept can really annoy and limit offense and a good amount of balance. Since I saw I had no fighting resist nor a Fairy check I went with trusty ol Crobat. Sky Plate since I wanted stronger BB's, plus since my team isnt really effected by hazards too badly it doesn't need the recovery of black sludge for more survivability to defog. With the team I had so far I new that I needed something that can threaten steels and also help get rid of fairys and waters. Magneton does that very well. It can trap thing like Empol and Mega Aggron that would normally annoy things like Crobat and Scept and keep them from being as threatning. It doubles as a check to Hydra which is a big threat, but that is to be expected when running offense. I rounded out the team with Mienshao, Its a very reliable scarfer and appreciates the damage that the rest of the team is sure to deal due to its offensive synergy. Certain special attackers like Zam Nido and Hydra really threaten this team so you have to play preemptively to avoid them smacking u around.
http://pastebin.com/fWVSuPyM
 
View attachment 36417
Krookodile @ Black Glasses
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Earthquake
- Stealth Rock

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Leaf Storm
- Focus Blast
- Hidden Power [Fire]

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Scald
- Ice Beam
- Calm Mind

Crobat @ Sky Plate
Ability: Infiltrator
EVs: 72 HP / 252 Atk / 4 SpD / 180 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
- Flash Cannon
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Jump Kick

This is a fairly consistent team that is build around M-Scept. I find that Krook and M-Scept and good partners since they can beat some of each others check and apply alot of pressure to opposing teams. I opted to go with Taunt Krook for more stally teams bc if you look at the team ull see that stall can annoy it a bit since the focus is counter balance/ offense. From there I knew that Sub CM cune would go great with it since Scept and it have great synergy and can play off the situations they can create for each other. Cune fucks with p much all playstyles depending on the situation and Scept can really annoy and limit offense and a good amount of balance. Since I saw I had no fighting resist nor a Fairy check I went with trusty ol Crobat. Sky Plate since I wanted stronger BB's, plus since my team isnt really effected by hazards too badly it doesn't need the recovery of black sludge for more survivability to defog. With the team I had so far I new that I needed something that can threaten steels and also help get rid of fairys and waters. Magneton does that very well. It can trap thing like Empol and Mega Aggron that would normally annoy things like Crobat and Scept and keep them from being as threatning. It doubles as a check to Hydra which is a big threat, but that is to be expected when running offense. I rounded out the team with Mienshao, Its a very reliable scarfer and appreciates the damage that the rest of the team is sure to deal due to its offensive synergy. Certain special attackers like Zam Nido and Hydra really threaten this team so you have to play preemptively to avoid them smacking u around.
http://pastebin.com/fWVSuPyM
RestTalk Suicune > SubCM Suicune. Better check to Salamence, esp. after +1.
 
i dont see how that could be true when sub cm has ice beam on top of the fact that mence cant get many chances to set up if the first place. Crocune takes a insane amount of momentum out of teams and since this team relies on what sub cm cune can do for mometum and pressure thats just not a good option.
 
i dont see how that could be true when sub cm has ice beam on top of the fact that mence cant get many chances to set up if the first place. Crocune takes a insane amount of momentum out of teams and since this team relies on what sub cm cune can do for mometum and pressure thats just not a good option.
CM/Rest/Ice Beam/Scald

What are you smoking?
 
oh jeez I'm sorry. Crocune.
alright, seriously? GULLY's team is more offensive, with an offensive core + a scarfer, a bulky offensive support mon and a mag to trap steels. CroCune would kill all momentum for his team, whereas SubCM cune generates offensive pressure and provides a nice offensive backbone against fire types at the same time. CroCune isn't always better than SubCM cune; in fact a lot of the time, SubCM cune is better, especially on more offensively based teams like this one. The amount of offensive pressure it can generate (especially with Celebi and Raikou gone) combined with his other wallbreakers makes it a great team, while CroCune would take all of the assets that cune gives to his team and throws them down the drain. I'm not saying Rest Cune or CroCune is bad, but in no way is it 100% better (like you seem to think) and on this team SubCM is much better.
 
Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Moonblast
- U-turn
- Encore
- Tailwind

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Knock Off
- Facade

Nidoqueen (F) @ Life Orb
Ability: Sheer Force
EVs: 152 HP / 248 SpA / 108 Spe
Modest Nature
- Stealth Rock
- Sludge Wave
- Earth Power
- Ice Beam

Suicune @ Leftovers
Ability: Pressure
EVs: 208 HP / 248 SpA / 52 Spe
Modest Nature
- Calm Mind
- Tailwind
- Hydro Pump
- Ice Beam

Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Polish
- Head Smash
- Outrage
- Earthquake

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit


This is a really fun HO team based around Tailwind. It's got two really reliable setters of Tailwind and 4 wallbreaks that work well together and can all break teams with the support. Whimsicott guarantees that I'll get Tailwind up at least once in a game and also checks Pokemon like Mega Absol, Suicune and Hydreigon. Suiciune checks Fire-types, Mega Aerodactyl, and a lot more, and offensive Suicune puts in a ton of work in a metagame where defensive Suicune is the standard. Flame Orb Heracross ensures that stall won't have an easy time, and Tyrantrum and Honchkrow just smack things with their STAB moves. Nidoqueen is there for Stealth Rock and can easily get kills against offense later in the game under Tailwind. Enjoy!
 
Last edited:

kokoloko

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cool team i made back before serp first got the boot and now i get to use it again wee

Tentacruel (M) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 224 Def / 36 Spe
Bold Nature
IVs: null Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin

Aerodactyl (M) @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Earthquake
- Roost
- Pursuit

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 232 Def / 24 SpD / 4 Spe
Calm Nature
IVs: null Atk
- Moonblast
- Wish
- Synthesis
- Aromatherapy

Seismitoad (F) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Earthquake
- Scald
- Stealth Rock
- Protect

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Leaf Storm
- Hidden Power [Ice]
- Glare
- Giga Drain

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Taunt


seismi is there over pert because serp doesn't like scald burns and because it beats tenta/empoleon very reliably with aroma support from florges. pursuit aero is kinda the best mon in the tier atm so i see no reason not to use it, huehue. its pretty much just a solid all around balance team with a couple of underrated mons in seismi and cobal. the serp set is just my personal favorite but it can be other stuff tbh. serp is just there because 1. its the suspect and 2. it breaks defense.
 
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