Blast From the Past
Welcome Smogonites to my RMT. With the awaited english release of Heart Gold and Soul Silver, I wanted to make a team utilising only gen 1, 2 pokemon and their evolutions. This actually wasn't too hard as many of the gen 1 and 2 pokemon have been sent to UU. I have been working on this team for a while now having it go through several stages. The team focuses around balance rather than one certain pokemon. Several of the members are do damage in their own right. Being balance I at times worry that the defense will hold back the team ending the momentum. But I have found that this has yet to occur while the defensive members support the team to keep it going.
At At Glance:






What do you notice from just a glance? I have 3 physical sweepers, 2 supporting tanks, and a rapid spinner. The defense walls are more for opening up holes in the oppenents team while also acting as buffers between pure offense. With decent coverage most hits are taken with minimal damge.
In Depth:
Lead
Hitmontop @ Fist Plate
Ability: Technician
Nature: Adamant
Evs: 252 HP / 252 Atk / 4 Def
Moveset:
Fake Out
Mach Punch
Pursuit
Close Combat

Hitmontop @ Fist Plate
Ability: Technician
Nature: Adamant
Evs: 252 HP / 252 Atk / 4 Def
Moveset:
Fake Out
Mach Punch
Pursuit
Close Combat
What they do...Technitop but as a lead. He works very similar to Ambipom. Why not use him? Well to begin top can actually take a hit compared to ambipom, he hits just as hard, while not having a fighting weakness that the other members of the team have. Fake Out is for free hit. Pursuit gets runners and ghosts. While mach punch provides stab priority. Close combat provides a strong stab. Evs and nature maximize attack while the rest give bulk to Top's decent defenses. Fist Plate boosts his fighting moves; chosen over life orb as didn't want recoil.
Team Work... Top works on the team to wear down pokemon through the use of priority and damage switchers. This allows the other sweepers to finish them off later.
"Stand Alone Sweeper"
Honchkrow @ Life Orb
Ability: Insomnia
Nature: Adamant
Evs:4 HP / 252 Atk / 252 Spe
Moveset:
Brave Bird
Superpower
Sucker Punch
Roost

Honchkrow @ Life Orb
Ability: Insomnia
Nature: Adamant
Evs:4 HP / 252 Atk / 252 Spe
Moveset:
Brave Bird
Superpower
Sucker Punch
Roost
What they do...Honchkrow can muscle his way through most of the tier. Sucker Punch provides and all reliable stab priority. Roost > Pursuit as it allows to heal up from recoil while roosting becomes easy as krow switches so many switches. Krow's survival is nessacary to for the best results and Roost allows for such. With a ground, psychic, and sleep immunity Krow is easier to get in and also gets more time to roost as he often forces switches. The Evs are standard allowing for maximum damage. Adamant was chosen as the loss in speed is made up for from priority sucker punch. Brave Bird provides a powerful stab that allows for muscle while super power rounds off for perfect if not near perfect coverage.
Team Work... Krow's health is hinder by rocks which makes him rely on blastoise to spin away the hazards. Krow uses his resistances to protect the other members of the team. With his primary task of beating down the opponent.
Cleric
Umbreon @ Leftovers
Ability: Synchronize
Nature: Careful
Evs: 252 HP / 6 Atk / 252 SpD
Moveset:
Curse / Protect
Wish
Heal Bell
Payback

Umbreon @ Leftovers
Ability: Synchronize
Nature: Careful
Evs: 252 HP / 6 Atk / 252 SpD
Moveset:
Curse / Protect
Wish
Heal Bell
Payback
What they do...I have found that the key to a balance team is, like stall in away, is keep all the members alive. For that purpose I chose Umbreon. With fantastic defense this shadow fox takes hits like a champ. Wish is for healing himself and the team. Heal Bell, the new toy, allows to rid of status that hinders the sweepers. Payback gives her and attack to do some damage. The final move is either curse or protect. I have not decided on one yet. Curse turns umbreon into a tank who hit hard. While protect allows for scouting and turns wish into an instant recovery move. Protect also also umbreon to stall out rain.
Team Work... Being the empitome of team work Umbreon takes most hits while healing up status and health.
Tank / Phazer / Rocker
Steelix @ Leftovers
Ability:Rock Head
Nature: Careful
Evs: 252 HP / 6 Atk / 252 SpD
Moveset:
Stealth Rock
Roar
Crunch
Earthquake

Steelix @ Leftovers
Ability:Rock Head
Nature: Careful
Evs: 252 HP / 6 Atk / 252 SpD
Moveset:
Stealth Rock
Roar
Crunch
Earthquake
What they do... The metal snake comes back for another round to take some hits. Steelix plays the role of a supporter and a tank on the team. Stealth Rock puts some hazards up to rack of damage. By forcing switches getting rocks up becomes relatively easier. Roar Phazes out stat uppers. Earthquake does some damage from stab. Crunch was used to take care of ghosts coming in expecting to set up. The evs maximize sp def as its defense is already massive.
Team Work... Being able to prevent to statuses is always helpful pair with resistances to electric. Then given amazing defenses Steelix can take several hits. With Umbreon ready to heal him up steelix is staying around for awhile to wall while dealing decent damage.
Bulky Water / Spinner
Blastoise @ Leftovers
Ability: Torrent
Nature: Timid
Evs: 6 HP / 252 SpA / 252 Spe
Moveset:
Surf / Hydro Pump
Hidden Power Grass
Ice Beam
Rapid Spin

Blastoise @ Leftovers
Ability: Torrent
Nature: Timid
Evs: 6 HP / 252 SpA / 252 Spe
Moveset:
Surf / Hydro Pump
Hidden Power Grass
Ice Beam
Rapid Spin
What they do...After coming across life orb spin starmie, I thought why not something like that in UU. This is not that rediculous as Blastoise is right around the speed tiers of UU allowing him to strike first. While with natural bulk he can still take hits. Surf provides stab while the other provide near perfect coverage. Rapid Spin allows for him to spin away hazards that would other wise hurt the team. Although based on life orb starmie I decided to keep leftovers to help keep the turtle spinning. The evs and nature maximize speed to beat the neutral 80 base tier while the rest of the evs go to specail attack.
Team Work... Lacking a healing move himself, Blastoise relies on umbreon to heal him up. But spinning away hazards Blastoise provides alot of team supports as hazards are so common in UU. With a decent sp atk stat and good coverage blastoise can deal some damage to wear down.
RK9
Arcanine @ Life Orb
Ability: Intimidate
Nature: Naughty
Evs: 6 HP / 252 Atk / 252 Spe
Moveset:
Flare Blitz
Extremespeed
Morning Sun
Hidden Power Grass

Arcanine @ Life Orb
Ability: Intimidate
Nature: Naughty
Evs: 6 HP / 252 Atk / 252 Spe
Moveset:
Flare Blitz
Extremespeed
Morning Sun
Hidden Power Grass
What they do...This has become the new standard for arcanine. Flare Blitz is the primary move dealing massive damage to most of the tier. ExtremeSpeed is for revenging and taking out weaken opponents. Ex. With Stealth Rocks Extremespeed KOs Alakazam. Hidden Power Gras allows arcanine to beat several of the x4 grass weak pokemon in UU expecting to come in with no threat. While also allowing him to finish off weakened water types. Morning Sun to help with stay alive. With Intimidate and Morning Sun Arcanine usually ends up lasting all if not most of the battle. The Evs are to give max attack allowing Flare Blitz and Extremespeed hit harder. While the Naughty nature maxes the attack while not detrimenting any of the specail attacker for HP Grass. Life Orb is used to get extra power.
Team Work... Like Krow, Arcanines health is hinder by rocks which makes him rely on blastoise to spin away the hazards. Providing the fire power for the team to finish off many pokemon along side Krow
Well that is the team rate/hate/steal
I would like to give a specail thanks to Slumdog who helped build the team
Would like someone to test the team out on shoddy and give feedback
I would like to give a specail thanks to Slumdog who helped build the team
Would like someone to test the team out on shoddy and give feedback