I've gone back and made some adjustments to the team here, since my first team sorta failed to give me a good coverage to a lot of bad things. So here it is, my second UnderUsed team.
So I decided that, as always, I would be going for a more-or-less offensive team. With that in mind, I picked out some of my old team and some of my new team, and I've done relatively well so far with it.
Insanity (Porygon-Z) @ Choice Specs
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Tri Attack
- Psyshock
- Dark Pulse
- Ice Beam
----
With an overabundance of physical walls that I tend to run into and glass cannons, Pory-Z seemed like the perfect little beastie to rip into anything that doesn't have a comparatively large special defense. 252 SpA. puts it at just over four-hundred overall, and adding the power of Specs and Adaptability, the mainstay of Porygon-Z becomes a lethal attacker, and has a massive damage potential with any of the other three attacks it possesses. And even better - if there's no Special Walls, this becomes a fast-ish suicide lead that's easily capable of clearing out half a team before going down.
Lassie (Arcanine) (F) @ Leftovers
Ability: Intimidate
EVs: 8 Atk / 252 Def / 248 SpD
Impish Nature
- Flare Blitz
- ExtremeSpeed
- Wild Charge
- Morning Sun
----
I'd used to run LO Arcanine with max attack, but this works much better. Able to soak up shots from Darmanitan and Entei if they try and take a cheap shot at me, Leftovers + Morning Sun make it a bit harder to just push out of the way. Flare Blitz is an obvious powerful STAB, though the recoil is mostly mitigated through Morning Sun, and Wild Charge helps when dealing with Specially Defensive Cunes or any annoying water. And on the off chance I run into an Aggron, this is more or less my go-to for soaking up shots and throwing them back {although Flygon handles that better, for the most part}.
Calixer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 108 Def / 160 SpA / 112 SpD / 128 Spe
Calm Nature
- Nasty Plot
- Giga Drain
- Psychic
- Recover
----
Replacing Ninjask came Celebi. I was sorta indecisive on this, but after a few games I realized that the BP combo was killing me because I had no real way to stay in the game. So I dropped that, and opted for a Nasty Plot Celebi. Giga Drain and Recover are there for decent healing and Psychic is more of a filler than anything, but it saw some use against Machamp for the most part.
Kodi (Flygon) (F) @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- U-turn
- Fire Punch
----
Flygon, as I'm commonly told, sucks in UU and almost anything else. I've found that not to really be the case - instead of sucking as much as everybody says, Flygon's proven itself to be a valuable asset where it completely neutralizes Electric attacks which kill Suicune later on.With two Dragon-Type moves of decent power [runs fire punch now since D-Claw never got used], it packs a good STAB punch, and Earthquake does well to help it along when something that would resist or ignore Dragon-Types come along. And since it outspeeds a good portion of the meta, the only risk it has is a physical wall that can throw an ice beam at it if it doesn't get OHKO'ed. Mostly Swampert.
Damian (Lucario) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- ExtremeSpeed
- Iron Tail
- Close Combat
- Swords Dance
----
Since I had a glaring weakness to fairies and stalling Umbreons, Lucario here steps in to fill a slot left empty by the removal of the considerably bulky but not really worthwhile Rhyperior. Running the typical ESpeed, Iron Tail, CC setup, it's a decent Revenge Killer and has a nice niche filling in against any Specials that would otherwise ruin a day. Jolly's there to outspeed anything below 300 speed, and probably some above that, though it's not gonna beat much scarfers. Still, if I manage to set up with an SD, not much is walking away from Close Combat.
Suicune @ Leftovers
Ability: Pressure
EVs: 128 Def / 252 SpA / 128 SpD
Hasty Nature
- Tailwind
- Scald
- Ice Beam
- Calm mind
----
A personal favorite, Suicune serves as a friend to all things that need a tank on an offensive team. Running the Scald and Ice Beam combo that I've come to love so much, few of the counters that come up to anything do more than half to Cune even without AssVest - though I opted for Leftovers to make sure nothing that could OHKO it after Rocks / Spikes got to it. Tailwind, a spare move, has come in handy for dealing with speedier things that pose a legitimate threat, because getting the first shot and pulling off a freeze or burn on something greatly increases survival to all.
----
Arcanine @ Life Orb
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Will-O-Wisp
----
Arcanine gave me a bit of hell when I tried to set up with Ninjask at any time at all, with it being one of the few things that has an attacking priority move. So I decided to dump it into the team as a high-powered attacker that handles the pesky Ice- and Water-Types with Flare Blitz and Wild Charge. Otherwise, it gets a decent bit of usage using Will-O-Wisp, and has Extremespeed as a mainstay just to pick off any low-health stragglers that might try and Roost or Recover on me.
-- Replaced by defensive Arcanine - Morning Sun + Flare Blitz makes better threat.
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Swords Dance
- Baton Pass
- Protect
- Substitute
----
Possessing no attacking moves, I get questioned on my decision to use Ninjask a lot. It's like Artillery on WoT - useful as hell when used in conjunction with the rest of the team, but it won't survive very well on it's own. Since it has the two blocking moves so that getting Speed Boost is almost certain, and Baton Pass to hand along the speed to one of the lagging pokes [which is typically Rampardos], I decided to slap Swords Dance on it instead of X-Scissor because that attack boost is really freaking useful when you get set up on with a defensive wall.
--Replaced by Nasty Plot Celebi -- Needed grass coverage, and it can be changed to run BP if I start running into problems again.
Rampardos @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Fire Punch
- Earthquake
- Thunder Punch
----
Speaking of Rampardos... yeesh, where do I begin. Rampardos on it's own packs a staggering 471 Attack with an Adamant Nature. This unto itself is enough to utterly annihilate almost anything that steps in the way of it. Though lacking Head Smash and getting the useful stab, I ran into Umbreon a good few times and realized that I really really REALLY needed an Umbreon-Killer so I decided to run Superpower on it - odds are, if it doesn't have the 2x+ Attack from Shedinja, three-hundred something attack is still really damn dangerous.
-- Replaced by Rhyperior - Minimal attack difference, neither are gonna outspeed shit, and it's got less bulk than Rhyperior so it doesn't stay long.
Damian (Rhyperior) (M) @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 252 SpD / 4 Def
Adamant Nature
- Fire Punch
- Earthquake
- Superpower
- Thunder Punch
----
My designated hitter if a damned Umbreon shows up, Rhyperior is essentially the physical slugger that helps to break down more specially-defensive pokes. Though it's slow as almost anything else, the impressive attack stat is the main upside of this over what Rampardos did, since it's got the same moveset and a much better bulk.
--Replaced by Lucario - Speed makes a big damn difference and honestly, if it comes in on a fairy or poison, it's actually got a chance.
I'll be updating this later with a few replays, a threat list, the other stuff.
Go ahead and post, please. c:
So I decided that, as always, I would be going for a more-or-less offensive team. With that in mind, I picked out some of my old team and some of my new team, and I've done relatively well so far with it.
Insanity (Porygon-Z) @ Choice Specs
Ability: Adaptability
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Tri Attack
- Psyshock
- Dark Pulse
- Ice Beam
----
With an overabundance of physical walls that I tend to run into and glass cannons, Pory-Z seemed like the perfect little beastie to rip into anything that doesn't have a comparatively large special defense. 252 SpA. puts it at just over four-hundred overall, and adding the power of Specs and Adaptability, the mainstay of Porygon-Z becomes a lethal attacker, and has a massive damage potential with any of the other three attacks it possesses. And even better - if there's no Special Walls, this becomes a fast-ish suicide lead that's easily capable of clearing out half a team before going down.
Lassie (Arcanine) (F) @ Leftovers
Ability: Intimidate
EVs: 8 Atk / 252 Def / 248 SpD
Impish Nature
- Flare Blitz
- ExtremeSpeed
- Wild Charge
- Morning Sun
----
I'd used to run LO Arcanine with max attack, but this works much better. Able to soak up shots from Darmanitan and Entei if they try and take a cheap shot at me, Leftovers + Morning Sun make it a bit harder to just push out of the way. Flare Blitz is an obvious powerful STAB, though the recoil is mostly mitigated through Morning Sun, and Wild Charge helps when dealing with Specially Defensive Cunes or any annoying water. And on the off chance I run into an Aggron, this is more or less my go-to for soaking up shots and throwing them back {although Flygon handles that better, for the most part}.
Calixer (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 108 Def / 160 SpA / 112 SpD / 128 Spe
Calm Nature
- Nasty Plot
- Giga Drain
- Psychic
- Recover
----
Replacing Ninjask came Celebi. I was sorta indecisive on this, but after a few games I realized that the BP combo was killing me because I had no real way to stay in the game. So I dropped that, and opted for a Nasty Plot Celebi. Giga Drain and Recover are there for decent healing and Psychic is more of a filler than anything, but it saw some use against Machamp for the most part.
Kodi (Flygon) (F) @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Outrage
- U-turn
- Fire Punch
----
Flygon, as I'm commonly told, sucks in UU and almost anything else. I've found that not to really be the case - instead of sucking as much as everybody says, Flygon's proven itself to be a valuable asset where it completely neutralizes Electric attacks which kill Suicune later on.
Damian (Lucario) @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- ExtremeSpeed
- Iron Tail
- Close Combat
- Swords Dance
----
Since I had a glaring weakness to fairies and stalling Umbreons, Lucario here steps in to fill a slot left empty by the removal of the considerably bulky but not really worthwhile Rhyperior. Running the typical ESpeed, Iron Tail, CC setup, it's a decent Revenge Killer and has a nice niche filling in against any Specials that would otherwise ruin a day. Jolly's there to outspeed anything below 300 speed, and probably some above that, though it's not gonna beat much scarfers. Still, if I manage to set up with an SD, not much is walking away from Close Combat.
Suicune @ Leftovers
Ability: Pressure
EVs: 128 Def / 252 SpA / 128 SpD
Hasty Nature
- Tailwind
- Scald
- Ice Beam
- Calm mind
----
A personal favorite, Suicune serves as a friend to all things that need a tank on an offensive team. Running the Scald and Ice Beam combo that I've come to love so much, few of the counters that come up to anything do more than half to Cune even without AssVest - though I opted for Leftovers to make sure nothing that could OHKO it after Rocks / Spikes got to it. Tailwind, a spare move, has come in handy for dealing with speedier things that pose a legitimate threat, because getting the first shot and pulling off a freeze or burn on something greatly increases survival to all.
----
Arcanine @ Life Orb
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Wild Charge
- Will-O-Wisp
----
Arcanine gave me a bit of hell when I tried to set up with Ninjask at any time at all, with it being one of the few things that has an attacking priority move. So I decided to dump it into the team as a high-powered attacker that handles the pesky Ice- and Water-Types with Flare Blitz and Wild Charge. Otherwise, it gets a decent bit of usage using Will-O-Wisp, and has Extremespeed as a mainstay just to pick off any low-health stragglers that might try and Roost or Recover on me.
-- Replaced by defensive Arcanine - Morning Sun + Flare Blitz makes better threat.
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Swords Dance
- Baton Pass
- Protect
- Substitute
----
Possessing no attacking moves, I get questioned on my decision to use Ninjask a lot. It's like Artillery on WoT - useful as hell when used in conjunction with the rest of the team, but it won't survive very well on it's own. Since it has the two blocking moves so that getting Speed Boost is almost certain, and Baton Pass to hand along the speed to one of the lagging pokes [which is typically Rampardos], I decided to slap Swords Dance on it instead of X-Scissor because that attack boost is really freaking useful when you get set up on with a defensive wall.
--Replaced by Nasty Plot Celebi -- Needed grass coverage, and it can be changed to run BP if I start running into problems again.
Rampardos @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Fire Punch
- Earthquake
- Thunder Punch
----
Speaking of Rampardos... yeesh, where do I begin. Rampardos on it's own packs a staggering 471 Attack with an Adamant Nature. This unto itself is enough to utterly annihilate almost anything that steps in the way of it. Though lacking Head Smash and getting the useful stab, I ran into Umbreon a good few times and realized that I really really REALLY needed an Umbreon-Killer so I decided to run Superpower on it - odds are, if it doesn't have the 2x+ Attack from Shedinja, three-hundred something attack is still really damn dangerous.
-- Replaced by Rhyperior - Minimal attack difference, neither are gonna outspeed shit, and it's got less bulk than Rhyperior so it doesn't stay long.
Damian (Rhyperior) (M) @ Life Orb
Ability: Solid Rock
EVs: 252 Atk / 252 SpD / 4 Def
Adamant Nature
- Fire Punch
- Earthquake
- Superpower
- Thunder Punch
----
My designated hitter if a damned Umbreon shows up, Rhyperior is essentially the physical slugger that helps to break down more specially-defensive pokes. Though it's slow as almost anything else, the impressive attack stat is the main upside of this over what Rampardos did, since it's got the same moveset and a much better bulk.
--Replaced by Lucario - Speed makes a big damn difference and honestly, if it comes in on a fairy or poison, it's actually got a chance.
I'll be updating this later with a few replays, a threat list, the other stuff.
Go ahead and post, please. c:
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