Vapo
water me
INTRODUCTION:
AT A GLANCE:
TEAMBUILDING PROCESS:
I started off the team with Dugtrio and Snorlax. Dugtrio is able to trap and beat numerous annoyances to Snorlax, so it felt fitting to start the team off with it.
It became apparent that Scarf Mienshao beat my current core, so I added intimidate roost Salamence as a check. It also provides a ton of offensive pressure and can lure in and OHKO Doublade with LO Fire Blast.
Every team needs a Suicune check, and I opted for Heliolisk because of its blazing fast base speed and Normal dual typing, which allows it to check Doublade and punish it with free Volt Switches.
I needed a Stealth Rock user, as well as a pokemon that beat opposing Snorlax. Cobalion fit the bill perfectly, providing the team with a reliable offensive Stealth Rocker that doubles as a wincon.
Hazard control was important, as my main fighting switch in is weak to rocks. I also was lacking a mega, so I opted for Mega Blastoise, which clears hazards and punishes offensive teams.
IN DEPTH:
HAITIAN (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
Dugtrio is easily one of the most important pokemon on the team, trapping and KO'ing many threats to Snorlax. While some opt to use Focus Sash to compensate for Dugtrio's awful bulk, I decided Choice Band would be a better option. With it equipped, Dugtrio can OHKO SpD Roar Empoleon, Heracross, Mienshao, Entei, Pidgeot before it mega evolves, and many others, as well as doing significant chunks to Cobalion, Chesnaught, and Machamp. Earthquake is STAB and is usually Dugtrio's move of choice. Stone Edge hits Pidgeot, Crobat, and Mandibuzz for decent damage. Aerial Ace allows Dugtrio to trap and OHKO Heracross, as well as pick off weakened Chesnaughts. The fourth slot isn't as important, but I opted for Sucker Punch, which allows Dugtrio to seriously weaken Scarf Chandelure that may wish to stay in and attack. The EV spread and Jolly nature are pretty self explanatory; they allow Dugtrio to outspeed most of the unboosted meta while dishing out as much damage as possible to secure KO's.
AH UM (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
The star of the show; Snorlax is a force to be reckoned with in the UU metagame. Despite the numerous offensive fighting types in the tier, Snorlax still manages to be one of the most threatening set up sweepers in the tier. Snorlax not only provides a win condition for the team but a blanket check for nearly every special attacker in the tier, only fearing Aura Sphere Mega Blastoise, Special Lucario, and a few others. After a curse or two, not much is breaking Snorlax. Curse allows Snorlax to boost its attack and defense in a single turn, and in combination with Snorlax's excellent natural SpD, makes for a tough pokemon to crack. Rest and Sleep Talk provide semi reliable recovery and prevents Snorlax from being crippled by status. Body Slam is chosen oven Return for its nifty paralyzation chance, so common Snorlax checks including Mienshao and Heracross must think twice before switching directly in. Leftovers provide passive recovery and increase Snorlax's staying power. Thick Fat is chosen to allow Snorlax to effectively check fire spam from the likes of Entei and Darmanitan. The EV spread is the standard Curselax spread that optimizes Snorlax's bulk.
MOANIN (Salamence) @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Iron Tail
- Roost
The thing I like the most about Salamence is its unpredictability. It can run Dragon Dance, Scarf, Mixed, and Defensive sets very well, so your opponent often has to take a hit or two before knowing what can actually check the set. Intimidate + Flying typing allows Salamence to switch into most fighting types with relative ease and force them out or force them to take a huge hit. Draco Meteor is STAB and Salamence's nuke, doing huge damage to anything that does not resist it. Fire Blast allows Salamence to seriously injure Steel types including Doublade and Mega Aggron. Iron Tail is an interesting choice, but allows Salamence to 2HKO Florges and Aromatisse which often switch into it. Roost provides longevity to Salamence and allows it to continuously check fighting spam. Max SpA and Max Spe with a Life Orb maximize Salamence's damage output. A Naive nature is preferred so Iron Tail can 2HKO physically defensive fairies without compromising Salamence's ability to switch into physical fighting types.
BIRD CALLS (Heliolisk) @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
Lets face it; Suicune is a threat, and if you don't prepare for it, you're going to be 6-0'd. While Curselax can beat traditional CroCune, sets carrying Roar would beat my team without Heliolisk. Heliolisk's ability Dry Skin allows it to not only switch in freely versus Suicune and other bulky waters but recover HP if switching into a Scald or other water type move. The moveset is rather self explanatory, with Thunderbolt and Hyper Voice providing spammable STAB moves, Volt Switch allowing Heliolisk to maintain momentum, and HP Ice hitting Gligar and Salamence. Max SpA and Spe with a Timid Nature allow Heliosk to take full advantage of its fantastic 109 speed tier and dish out as much damage as possible. Choice Scarf is the preferred item, as it allows Heliolisk to check things including Scarf Mienshao, Scarf and Dragon Dance Salamence, Mega Aerodactyl, Crobat, Mega Pidgeot, and others which are all threatening towards offensive teams.
THE CLOWN (Cobalion) @ Chople Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head
Cobalion is one of my favorite pokemon to use in UU. It is one of the best Offensive Rockers in the tier and has an interesting typing and speed tier that allows it to check many threats to Offense including SD Lucario Hydreigon, Snorlax, and Mega Absol. Stealth Rock is a must for all teams, and Cobalion is a very reliable setter. Close Combat is Cobalion's hardest hitting move, OHKO'ing Snorlax, Lucario, Hydreigon, and many others. Iron Head is secondary STAB that allows Cobalion to hit fairies for super effective damage and also score flinches occasionally. In the last slot, I opted for Swords Dance, which allows Cobalion to blow through walls and sweep late game after the opposing team has been weakened. EVs and Jolly Nature are pretty self explanatory, allowing Cobalion to hit hard and fast. Cobalion is great natural bulk, so it does not really need HP investment to check threats. Chople Berry is an interesting choice but something I feel is beneficial, as the team is rather susceptible to fighting spam. Scarf High Jump Kick Mienshao in particular threatens the team greatly, but Chople Cobalion lures Mienshao into staying in, and after Stealth Rock damage Cobalion has a good chance to OHKO with Close Combat.
BLUE CEE (Blastoise-Mega) @ Blastoisinite
Ability: Mega Launcher
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
With my main fighting spam check being weak to Stealth Rock, I knew I needed a reliable spinner. I also had no water type or mega evolution, so Mega Blastoise fit into the team extremely well. Mega Blastoise is an amazing offensive spinner, having the bulk to reliably spin and the power to put dents into the opposing team. Scald is STAB and Mega Blastoise's most spammable move, doing decent damage to anything that does not resist it. I chose Hydro Pump over Scald to compensate for the power loss due to running Timid over Modest. Even with a neutral SpA nature, Hydro Pump hits extremely hard and is Mega Blastoise's nuke. Aura Sphere OHKO's Hydreigon and Abomasnow after Stealth Rock, 2HKO's SpD Empoleon and Mega Aggron, and 3HKO's Curselax, preventing it from setting up freely versus you. Dark Pulse hits Doublade and bulky psychic types including Cresselia and Reuniclus for super effective damage. Rapid Spin clears hazards on your side of the field. I like fast Mega Blastoise, and the EV spread in combination with a Timid Nature I have outspeeds everything up to and including max speed Adamant Mamoswine. SpA is maxed out to allow Blastoise to dish out as much damage as possible and score crucial KO's, with the remaining EVs dumped into HP.
HAITIAN (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
Dugtrio is easily one of the most important pokemon on the team, trapping and KO'ing many threats to Snorlax. While some opt to use Focus Sash to compensate for Dugtrio's awful bulk, I decided Choice Band would be a better option. With it equipped, Dugtrio can OHKO SpD Roar Empoleon, Heracross, Mienshao, Entei, Pidgeot before it mega evolves, and many others, as well as doing significant chunks to Cobalion, Chesnaught, and Machamp. Earthquake is STAB and is usually Dugtrio's move of choice. Stone Edge hits Pidgeot, Crobat, and Mandibuzz for decent damage. Aerial Ace allows Dugtrio to trap and OHKO Heracross, as well as pick off weakened Chesnaughts. The fourth slot isn't as important, but I opted for Sucker Punch, which allows Dugtrio to seriously weaken Scarf Chandelure that may wish to stay in and attack. The EV spread and Jolly nature are pretty self explanatory; they allow Dugtrio to outspeed most of the unboosted meta while dishing out as much damage as possible to secure KO's.
AH UM (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
The star of the show; Snorlax is a force to be reckoned with in the UU metagame. Despite the numerous offensive fighting types in the tier, Snorlax still manages to be one of the most threatening set up sweepers in the tier. Snorlax not only provides a win condition for the team but a blanket check for nearly every special attacker in the tier, only fearing Aura Sphere Mega Blastoise, Special Lucario, and a few others. After a curse or two, not much is breaking Snorlax. Curse allows Snorlax to boost its attack and defense in a single turn, and in combination with Snorlax's excellent natural SpD, makes for a tough pokemon to crack. Rest and Sleep Talk provide semi reliable recovery and prevents Snorlax from being crippled by status. Body Slam is chosen oven Return for its nifty paralyzation chance, so common Snorlax checks including Mienshao and Heracross must think twice before switching directly in. Leftovers provide passive recovery and increase Snorlax's staying power. Thick Fat is chosen to allow Snorlax to effectively check fire spam from the likes of Entei and Darmanitan. The EV spread is the standard Curselax spread that optimizes Snorlax's bulk.
MOANIN (Salamence) @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Iron Tail
- Roost
The thing I like the most about Salamence is its unpredictability. It can run Dragon Dance, Scarf, Mixed, and Defensive sets very well, so your opponent often has to take a hit or two before knowing what can actually check the set. Intimidate + Flying typing allows Salamence to switch into most fighting types with relative ease and force them out or force them to take a huge hit. Draco Meteor is STAB and Salamence's nuke, doing huge damage to anything that does not resist it. Fire Blast allows Salamence to seriously injure Steel types including Doublade and Mega Aggron. Iron Tail is an interesting choice, but allows Salamence to 2HKO Florges and Aromatisse which often switch into it. Roost provides longevity to Salamence and allows it to continuously check fighting spam. Max SpA and Max Spe with a Life Orb maximize Salamence's damage output. A Naive nature is preferred so Iron Tail can 2HKO physically defensive fairies without compromising Salamence's ability to switch into physical fighting types.
BIRD CALLS (Heliolisk) @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
Lets face it; Suicune is a threat, and if you don't prepare for it, you're going to be 6-0'd. While Curselax can beat traditional CroCune, sets carrying Roar would beat my team without Heliolisk. Heliolisk's ability Dry Skin allows it to not only switch in freely versus Suicune and other bulky waters but recover HP if switching into a Scald or other water type move. The moveset is rather self explanatory, with Thunderbolt and Hyper Voice providing spammable STAB moves, Volt Switch allowing Heliolisk to maintain momentum, and HP Ice hitting Gligar and Salamence. Max SpA and Spe with a Timid Nature allow Heliosk to take full advantage of its fantastic 109 speed tier and dish out as much damage as possible. Choice Scarf is the preferred item, as it allows Heliolisk to check things including Scarf Mienshao, Scarf and Dragon Dance Salamence, Mega Aerodactyl, Crobat, Mega Pidgeot, and others which are all threatening towards offensive teams.
THE CLOWN (Cobalion) @ Chople Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head
Cobalion is one of my favorite pokemon to use in UU. It is one of the best Offensive Rockers in the tier and has an interesting typing and speed tier that allows it to check many threats to Offense including SD Lucario Hydreigon, Snorlax, and Mega Absol. Stealth Rock is a must for all teams, and Cobalion is a very reliable setter. Close Combat is Cobalion's hardest hitting move, OHKO'ing Snorlax, Lucario, Hydreigon, and many others. Iron Head is secondary STAB that allows Cobalion to hit fairies for super effective damage and also score flinches occasionally. In the last slot, I opted for Swords Dance, which allows Cobalion to blow through walls and sweep late game after the opposing team has been weakened. EVs and Jolly Nature are pretty self explanatory, allowing Cobalion to hit hard and fast. Cobalion is great natural bulk, so it does not really need HP investment to check threats. Chople Berry is an interesting choice but something I feel is beneficial, as the team is rather susceptible to fighting spam. Scarf High Jump Kick Mienshao in particular threatens the team greatly, but Chople Cobalion lures Mienshao into staying in, and after Stealth Rock damage Cobalion has a good chance to OHKO with Close Combat.
BLUE CEE (Blastoise-Mega) @ Blastoisinite
Ability: Mega Launcher
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
With my main fighting spam check being weak to Stealth Rock, I knew I needed a reliable spinner. I also had no water type or mega evolution, so Mega Blastoise fit into the team extremely well. Mega Blastoise is an amazing offensive spinner, having the bulk to reliably spin and the power to put dents into the opposing team. Scald is STAB and Mega Blastoise's most spammable move, doing decent damage to anything that does not resist it. I chose Hydro Pump over Scald to compensate for the power loss due to running Timid over Modest. Even with a neutral SpA nature, Hydro Pump hits extremely hard and is Mega Blastoise's nuke. Aura Sphere OHKO's Hydreigon and Abomasnow after Stealth Rock, 2HKO's SpD Empoleon and Mega Aggron, and 3HKO's Curselax, preventing it from setting up freely versus you. Dark Pulse hits Doublade and bulky psychic types including Cresselia and Reuniclus for super effective damage. Rapid Spin clears hazards on your side of the field. I like fast Mega Blastoise, and the EV spread in combination with a Timid Nature I have outspeeds everything up to and including max speed Adamant Mamoswine. SpA is maxed out to allow Blastoise to dish out as much damage as possible and score crucial KO's, with the remaining EVs dumped into HP.
THREATLIST:
While Reuniclus sets that do not run Focus Blast can be dealt with by Snorlax, CM Focus Blast sets are extremely threatening for the team, as it beats Snorlax 1v1 so long as Focus Blast hits. Mega Blastoise can 2HKO it with Dark Pulse even after a CM boost, but it is still an extremely huge threat that beats the majority of the team.
The team is weak to fighting spam in general, but Salamence and Dugtrio are usually able to check / trap threats. Machamp, however, does not allow Salamence to switch in freely. Even though Salamence has intimidate and resists fighting type moves, Machamp's DynamicPunch confuses the target, meaning Salamence effectively only has a 50% chance to get a hit off on it. However, if I am able to break through confusion, Machamp can be weakened enough to be revenged by Dugtrio. If not, I usually have to sack something else to bring it down to Banded EQ range.
Slurpuff is a huge threat that is underprepared for often times. This thing flat out 6-0's me after a Belly Drum, so I have to be extremely careful and apply offensive pressure constantly to prevent it from setting up. However, it cannot really set up versus many things on my team. The only way it could set up reliably is if it gets a free switch versus my unboosted Snorlax or Heliolisk. Everything else provides enough pressure to prevent Slurpuff from Belly Drumming.
CONCLUSION:
Thank you all for reading! I know it was long but I wanted to explain everything in as much detail as possible. Hopefully you guys like the team and try it out for yourselves on the ladder. Feel free to drop a rate, as I know the team is not flawless and has some holes it could patch up (especially versus Reuniclus). Hyper Offense is not extremely reliable, especially in UU, but it sure as hell is fun, so I hope you all give it a shot!
(Haven't laddered on the alt in a while so it decayed quite a bit. ELO peak was somewhere in the 1700s but I never took a screenshot)
Tournaments and UU Rooms, you guys are all cool :^]
Meme Squad Shiba metaphysical scald petyer Meteordash
Club Penguin Gang <:3c
(Basically I'm too lazy to tag everyone but you know who you are)
Meme Squad Shiba metaphysical scald petyer Meteordash
Club Penguin Gang <:3c
(Basically I'm too lazy to tag everyone but you know who you are)
HAITIAN (Dugtrio) @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
AH UM (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
MOANIN (Salamence) @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Iron Tail
- Roost
BIRD CALLS (Heliolisk) @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
THE CLOWN (Cobalion) @ Chople Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head
BLUE CEE (Blastoise-Mega) @ Blastoisinite
Ability: Mega Launcher
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
AH UM (Snorlax) @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
MOANIN (Salamence) @ Life Orb
Ability: Intimidate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Fire Blast
- Iron Tail
- Roost
BIRD CALLS (Heliolisk) @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hyper Voice
- Hidden Power [Ice]
THE CLOWN (Cobalion) @ Chople Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Close Combat
- Iron Head
BLUE CEE (Blastoise-Mega) @ Blastoisinite
Ability: Mega Launcher
EVs: 76 HP / 252 SpA / 180 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin