An Early Retirement (peaked 14th on the UU leaderboard)
Introduction:
Hello everybody and thank you for clicking this RMT.
As some of you will notice this is actually a repost of my previous UU team with some slight changes to it. After all the previous suggestions this team has made it to the top 15 on the UU leaderboard so I wanted to thank all of you. This team has peaked at place 14 on the UU leaderboard (CRE of 1637) but since UU has been reset due to the removal of Porygon-z and Cresselia and my score had been reseted so instead of starting all over I decided to retire this team to start something new. It has given me a lot of fun and laughter so I hope it shall do the same to you. Now let’s take a look from afar:
At first sight this team looks a lot like a UU stall team and that is exactly what it is. The main strategy is to lay down as much entry hazards as possible and then forcing my opponent to switch. Of course most of my own pokemon have moves to heal themselves when they get low on health. Others like Jumpluff and Froslass have unorthodox moveset to annoy the hell out of my opponent. With this said it’s time for an in depth look:
In depth look:
Why this lead?
I am not sure of it by I must be the only person in the world who runs a Jumpluff lead that isn’t used on a Sunny Day team. Most people don’t know what to expect when they see Jumpluff on the field used a lead. Some people think: OMG that’s a noob, this should be an easy win for me. But it turns out that Jumpluff is a rather effective lead. With her great 110 Base Speed stat and access to a 75% accuracy move that puts opponents to sleep she wins against most leads. Having such a fast sleep inducer has proven to be very useful when facing stall teams. With their lead put to sleep the probability of my opponent’s odds of spikestaking are drastically lowered. Dual Screen Uxie can also be a real pain in the butt to face, but with Uxie put to sleep those Screens will not be used early in the game and so I prevent my opponent from getting a chance for an early sweep. Having such a fast Sleep Powder on the team can also come in handy mid to late game when my opponent has the edge with something like a +4 Porygon-z or Absol.
Sleep Powder is usually followed by a switch so I can get a Leech Seed in (assuming the switch-in isn’t a grass type). Leech Seed is very annoying for my opponent to face as it can not only give Jumpluff a way of recovering but also the other members of this team. If my opponent doesn’t switch out after being put to sleep he will probably do so after getting Leech Seeded as well. Leech Seed is also a great idea to force out switches as no pokemon likes to have 12% of its health drained away every turn (6% if you count in Leftovers).
With U-turn I can always be one step ahead of my opponent. As he switches out I’ll turn on the switch-in so I can go to the appropriate counter. U-turn I as great scout move as you all might know and is the only attack move that Jumpluff has. That’s okay though, Uxie leads carry only U-turn as well most of the time. I did have Substitute here first but then I was completely walled by Grass types and to prevent them from getting an easy set up I can now just U-turn away into my counter.
Encore is such a great move to have. It can trap set up sweepers by forcing them to keep setting up (Calm Mind or Sword Dance, …). Most likely my opponent will switch after Encore so I usually U-turn. This way I can scout for their switch-in and go to my own counter. U-turn can also give my own pokemon a chance to set up. If Drapion could get in a few Sword Dances he can start of a sweep. Chansey and Froslass are able to be spikestaking with ease. Of course most of my opponents are smart enough to switch out after Encore. Jumpluff was my main switch-in against Porygon-z and Cresselia, if they are given a chance to set up a Nasty Plot or a Substitute/ Calm Mind. Slower pokemon that set up Substitute (Poliwrath, Moltres, …) are also countered fairly well. A pokemon who is encored might also be Leech Seeded to cause great annoyance.
If you haven’t notice yet Jumpluff make a great (anti-) lead to start this team of. This is what Jumpluff does against the top 15 UU leads:
: This is a speed tie, but I don’t want to risk loosing Jumpluff early in the match. I’ll go to my own Froslass to Trick it so it can’t take anyone on my team down with Destiny Bond. After that I switch to Drapion to KO with Crunch.
: Is put to sleep. If it’s a Trickscarfer I’ll go to Froslass to get a layer of free Spikes in.
: Jumpluff loose the speed tie against Jolly version so I go to Froslass to get a Trick in so it isn’t as dangerous anymore.
: Outspeeds me so I U-turn out of their on the predicted Taunt or Substitute (will be broken by U-turn). U-turn is better then switching since some Alakazam have Focus Sash. Go the Drapion to take him out with a powerful STAB’ed Crunch.
: Rain Dance team lead (argh). I go to Donphan to take it out (some versions use Thunder against Jumpluff right away because they predict it’s a Sunny Day team I’m using).
: Sleep Powder puts it to sleep so it isn’t able to get his Stealth Rock or Spikes up. Switch to Froslass to get some Spikes up myself. Then Milotic will destroy it with her Hidden Power (grass).
: Put to sleep so I don’t get Stealth Rock on my side of the field.
: Put to sleep so Stealth Rock isn’t set and go to Donphan to get some Stealth Rocks myself. Milotic can deal some have damage with Surf after that.
: Put to sleep. Then go to Froslass to lay down some Spikes. Thunderbolt with 2HKO after that.
: Since most of them carry Lum Berry I U-turn away to Milotic. Surf will deal with it.
: Leads are usually Scarfed so I go to Chansey to take the sleep (Natural Cure will wake it up anyway and I don’t want to reveal Drapion so early in the match).
: Put to sleep but if they Fake Out and so activate the Flame/ Toxic Orb I just Encore the Fake Out and Leech Seed it before U-turning out.
: Since most of them carry Lum Berry I U-turn away to Milotic for a nice surprise called Hidden Power (grass).
: I go to Froslass to scout for the Ice Shard and Trick it. Luckily Hail will activate Snow Cloak so I could normally lay down three layers of Spikes.
Jumpluff is used as a lead but this doesn’t mean she isn’t useful later in the game. Quite to opposite, Jumpluff provides my team with a resistance to Ground and Grass type moves. Donphan is one of the main counters for Drapion and he could really put a stop to the sweep. Jumpluff can come in on the Earthquake, and put Donphan to sleep (or if that is breaking sleep clause, then Encore is used). Ice Shard doesn’t manage to KO Jumpluff even after Stealth Rock damage and that is the best Donphan can do against Jumpluff (bare the rare Stone Edge). Other Ground types standing in the way for Drapion are dealt with the same way.
Why this pokemon?
When building a stall team it is always important to have a) someone who can abuse Stealth Rock (and if needed multiple times) and b) someone with Rapid Spin to spin the entry hazards your opponent worked so hard on away (and if needed multiple times). When you keep those necessities in mind there is one pokemon that comes in your mind instantly: Donphan. Donphan was chosen over it’s rival spinner Hitmontop and Blastoise due to his ability to deal with spin blockers, no Rotom, Mismagius or Froslass enjoys taken a Assurance to the face. While the likes of Hitmontop need to Foresight or switch out Donphan can actually dent the Ghost type spin blockers. I tried Stone Edge over Assurance and the only benefit that has was that Froslass, no matter how bulky it was died from it. That was if it hits. Other Ghost types take as much damage from Assurance as they would have from Stone Edge, but then I must have Stealth Rock up. Rapid Spin is there to keep those annoying Spikes and Stealth Rocks away as this team needs to switch around a lot and taking damage every time they switch-in isn’t that great.
You might notice some strange EV’s spread on Donphan here. Well that was suggested by j. franky because it makes Donphan as bulky as possible. If needed it could even take an Ice Beam from Froslass. This bulkiness is needed because Donphan is such an important member of the team I just can afford to loose it so soon. And because Donphan has no access to instant recovery moves (bare Rest) and because Chansey doesn’t have Wish anymore he cannon heal himself at all during a battle. Luckily Donphan has Leftovers to keep him healthy for at least a little bit. Donphan is also one of my main physical walls and comes in on dangerous physical threats like Rock Polish Rhyperior and take him out or at least weaken him enough so he can be revenge killed. Donphan is my resist to Rock and Electric type moves and he has great synergy with Milotic (both are weak to Grass but that’s covered by Jumpluff and Drapion). Him and Chansey are also great a countering physical and special sweepers respectively.
Like I have mentioned a couple of times before Assurance is what makes Donphan stand out to those other spinners as it punishes spin blockers. Earthquake coming from a 125 base attack stat isn’t anything to be taken lightly. It’s Donphan’s main attack move and with STAB included it could damage switch-ins pretty hard. Donphan’s physical bulkiness allows him to set up Stealth Rock on different occasions in the match and preferable as soon as possible. It is this bulkiness that allows him to do it a multiple times per match if possible. The same goes for Rapid Spin. Donphan can Rapid Spin a couple of times if this is needed and with Assurance in his moveset spin blockers are less likely to keep switching in on him. I have tried moves like Ice Shard, Stone Edge and Roar on him but frankly, they were quite disappointing. So this is the moveset it has now and it is perfection if you asked me.
Why this pokemon?
When building a stall team there are things you cannot miss to have and Chansey is one of those things. Like Blissey does in OU, Chansey does the same in UU. Special attackers will have a though time trying to beat here. In the era of Porygon-z and Cresselia it is always nice to have a decent special wall. I thought decent wasn’t enough and I went for the best one. UU is full of powerful special sweepers and Chansey can counter most of them and their most common used movesets. Without her my team would be exposed to threats as Moltres and other strong special sweepers. Although she can’t do much in return they will often be forced to switch out or to be stalled to death due to Toxic + Seismic toss + Life Orb recoil damage, while I can heal Chansey in both Health and Status.
Chansey is one of the few pokemon on this team that actually provides team support (Jumpluff is the other one with Leech Seed) so she is definitely needed on a team like this. Because my team is stallish itself, opposing stall teams can tend to be annoying if they poison the majority of my team. Luckily they didn’t anticipated Chansey with her Aromatherapy to cure status. Her other moves are standard, Toxic is to annoy opponents they Chansey cannot beat by herself with Seismic Toss (read: pokemon with recovery moves) and is great to wear down opposing Ghost who are trying to block my spin with Donphan. Softboiled is there to keep Chansey as fit as possible so I don’t die from random crits coming from something like a +2 Raikou’s Thunderbolt. With Both Toxic and Softboiled on her set it’s often just a matter of time to let my opponent be worn down by increasing poison damage. Seismic Toss is to have at least one attack move on Chansey and looking at Chansey’s offensive stats it’s probably the best one as well. It is only resisted by Ghost types but they are taken out with Toxic anyway (except for the rare Haunter). And last but not least, we have Aromatherapy. This allows Chansey to be a great asset to the team by healing her companions and of course herself.
Chansey has the normal EV’s spread of the analysis. Both defences are maxed to gain maximum bulk (HP is not needed) and the leftover 6 EV’s are dropped in speed so if needed she could outspeed 0 Spe Donphan. Leftovers is of course her preferred item although Shed Shell might be an option as well to escape Dugtrio who is often paired with the likes of Raikou. Natural Cure is the standard option and although she has Aromatherapy in her moveset, it is still the preferred option as Serene Grace does nothing for her now.
Why this pokemon?
Milotic has great synergy with the two other defensive pokemon on this team (Donphan and Chansey) and because of her great HP and defensive stats she can act as a back up for both a special and physical wall. Without Milotic on this team Rain Dance teams would walk right over it Now the struggle against Rain is somewhat lessened and I actually stand a chance against it. The likes of Rhyperior and Arcanine are also stopped by Milotic and quite nicely if I may say so. Mixed attackers like Blaziken are always a dangerous threat to stallish team but again Milotic does a fantastic job here to keep those threats at bay. Unlike the rest of the team Milotic doesn't care if it is Paralysed or Burned because that will activate Marvel Scale which makes her even harder to take out. Milotic has the basic EV's spread which focuses on maximizing HP and Def. The leftover EV's were dropped in SDef although this in't really needed. Leftovers is the obvious choice as far as items go and heals Milotic every turn.
Milotic has the standard moveset with the exeption of Hidden Power (grass) over Ice Beam so I could do more damage to Rain Dance teams then I could without and besides Froslass already has Ice Beam. I sometimes regret for not having Ice Beam as things like Tangrowth or Sceptile are having a fun day in the park when they are up against Milotic. But then again I would do the same thing if I had no Hidden Power (grass). Haze is an interesting move and I shall admit I was a bit sceptical about it first. But seeing things like Curse Umbreon (which is starting to get really common these days) I was convinced it was a great move. I think of it as a substitute for the move Roar or Whirlwind which I do not have but without the entry hazard support. Surf basicly is the main attack move and hits most opposing things for at least neutral damage.
Why this pokemon?
Ah, Choice Scarf Froslass. Although it is another thing that I use that isn’t common, it has it positive sides. It can outspeed Torterra after a Rock Polish and take him out with Ice Beam. It can outspeed some of the Swift Swim pokemon and take them out/ deal a great amount of damage with Thunderbolt. This last move also isn’t common on a Froslass But it helps me better against the likes of Dragon Dance Feraligatr then Shadow Ball does against the likes of Alakazam or Cresselia (both who are just set up fodder for Drapion). Froslass is not only a usefull revenge killer but with a Choice Scarf and Trick she can screw over her most common switch-in, Chansey. With a Choice Scarf she can’t do to much anymore so the rest of the team can finish her off rather easy. After I have Trick’ed I can start to lay down some Spikes. A great thing about Froslass is that she can lay them down but also prevent from letting them get spinned away. Common Spinners like Donphan and Hitmontop do not fair well against Froslass out of fair the get an Ice Beam to the trunk/ face. A Choice Scarf also comes in handy when the likes of Hitmontop decides to go for Foresight and thus is trapped in that move, because if this y entry hazards are showing there expected results rather quickly which of course is good for me. She also fair well against pokemon that try to set up (Raikou, Porygon-z, …). After are Tricked and stuck to a move like Substitute, Calm Mind or Nast Plot they aren’t as dangerous anymore. But as I mentioned earlier, I rather Trick walls then sweepers as a Choice Scarf can be dangerous on the like of Porygon-z.
I used to have to offensive EV’s spread but j. franky suggested a more bulkier spread and since I’ve tried it I haven’t regretted it once. Because Froslass must stay alive without any form of recovery this bulkier set is greatly appreciated. Luckily Trick gives me Leftovers most of the times. The bulkier spread looses some speed but the boost in defensive capabilities is greatly improven. I can easily come in on Feraligatr using Dragon Dance and 2HKO it without loosing to much health as I still outspeed if it is at +1 and 2 Thunderbolts will finish it off.
Why this pokemon?
Last but not least we have Drapion. Drapion is such an amazing pokemon and don’t be doubtable when you look at all his defensive EV’s. Although he is EV’ed defensively, he can set up on so many things. In fact, this is the exact same set as the specially defensive Drapion from the strategydex only with Sword Dance over Whirlwind. Not only on Psychic types like Alakazam or Cresselia but even on the standard defensive Milotic. Surf does about 30 % so without a critical hit Milotic can never defeat me (crits are prevented by the Battle Armor ability) while I just Sword Dance up, Rest away the damage and hit her with a powerful +6, STAB’ed Crunch. When given the chance to set up, Drapion can start a little sweep of his own. Normally this is done late game (after Milotic has got her time to shine) when opposing pokemon are already weakened and his main counters defeated. Drapion can easily set up on weaker pokemon and Rest of the damage before commencing his ownage. Drapion is precious to this team as his is one of 2 physical attackers and UU is filled with strong special walls (Jumpluff is physical as well but can hardly be described as an attacker). When Cresselia was still around this was the perfect counter. The same thing goes for another powerful special sweeper, Mismagius.
In another way Drapion also serves as my status absorber. So many stall teams try to win using Toxic on more then half of a team and with Drapion’s immunity to Toxic they have to adjust their strategy. Drapion’s secondary role is absorbing those annoying Toxic Spikes that could really dent members of this team. Although I could opt for using Toxic Spikes myself I decided not to because with to overpopulation of poison types in UU, this is almost useless and the fact that I have realised the set I’m using now is simply much better. I have tried other things like Whirlwind but they were a little disappointment so I decided to keep this one. As I mentioned before this particular Drapion could sweep entire teams as Milotic takes out the bulky Ground types first so Drapion cannot be stopped. Leftovers is the obvious item. I used Black Sludge before but it doesn't really makes difference. Shed Shell is something I sometimes wished I had it, especially when trapped by Dugtrio but the number of times that happened are very rare.
Introduction:
Hello everybody and thank you for clicking this RMT.
As some of you will notice this is actually a repost of my previous UU team with some slight changes to it. After all the previous suggestions this team has made it to the top 15 on the UU leaderboard so I wanted to thank all of you. This team has peaked at place 14 on the UU leaderboard (CRE of 1637) but since UU has been reset due to the removal of Porygon-z and Cresselia and my score had been reseted so instead of starting all over I decided to retire this team to start something new. It has given me a lot of fun and laughter so I hope it shall do the same to you. Now let’s take a look from afar:
At first sight this team looks a lot like a UU stall team and that is exactly what it is. The main strategy is to lay down as much entry hazards as possible and then forcing my opponent to switch. Of course most of my own pokemon have moves to heal themselves when they get low on health. Others like Jumpluff and Froslass have unorthodox moveset to annoy the hell out of my opponent. With this said it’s time for an in depth look:
In depth look:
Jumpluff (f) @ leftovers/ jolly/ chlorophyll
252 HP, 6 Atk, 252 Spe
- Sleep Powder
- Leech Seed
- U-turn
- Encore
Why this lead?
I am not sure of it by I must be the only person in the world who runs a Jumpluff lead that isn’t used on a Sunny Day team. Most people don’t know what to expect when they see Jumpluff on the field used a lead. Some people think: OMG that’s a noob, this should be an easy win for me. But it turns out that Jumpluff is a rather effective lead. With her great 110 Base Speed stat and access to a 75% accuracy move that puts opponents to sleep she wins against most leads. Having such a fast sleep inducer has proven to be very useful when facing stall teams. With their lead put to sleep the probability of my opponent’s odds of spikestaking are drastically lowered. Dual Screen Uxie can also be a real pain in the butt to face, but with Uxie put to sleep those Screens will not be used early in the game and so I prevent my opponent from getting a chance for an early sweep. Having such a fast Sleep Powder on the team can also come in handy mid to late game when my opponent has the edge with something like a +4 Porygon-z or Absol.
Sleep Powder is usually followed by a switch so I can get a Leech Seed in (assuming the switch-in isn’t a grass type). Leech Seed is very annoying for my opponent to face as it can not only give Jumpluff a way of recovering but also the other members of this team. If my opponent doesn’t switch out after being put to sleep he will probably do so after getting Leech Seeded as well. Leech Seed is also a great idea to force out switches as no pokemon likes to have 12% of its health drained away every turn (6% if you count in Leftovers).
With U-turn I can always be one step ahead of my opponent. As he switches out I’ll turn on the switch-in so I can go to the appropriate counter. U-turn I as great scout move as you all might know and is the only attack move that Jumpluff has. That’s okay though, Uxie leads carry only U-turn as well most of the time. I did have Substitute here first but then I was completely walled by Grass types and to prevent them from getting an easy set up I can now just U-turn away into my counter.
Encore is such a great move to have. It can trap set up sweepers by forcing them to keep setting up (Calm Mind or Sword Dance, …). Most likely my opponent will switch after Encore so I usually U-turn. This way I can scout for their switch-in and go to my own counter. U-turn can also give my own pokemon a chance to set up. If Drapion could get in a few Sword Dances he can start of a sweep. Chansey and Froslass are able to be spikestaking with ease. Of course most of my opponents are smart enough to switch out after Encore. Jumpluff was my main switch-in against Porygon-z and Cresselia, if they are given a chance to set up a Nasty Plot or a Substitute/ Calm Mind. Slower pokemon that set up Substitute (Poliwrath, Moltres, …) are also countered fairly well. A pokemon who is encored might also be Leech Seeded to cause great annoyance.
If you haven’t notice yet Jumpluff make a great (anti-) lead to start this team of. This is what Jumpluff does against the top 15 UU leads:














Jumpluff is used as a lead but this doesn’t mean she isn’t useful later in the game. Quite to opposite, Jumpluff provides my team with a resistance to Ground and Grass type moves. Donphan is one of the main counters for Drapion and he could really put a stop to the sweep. Jumpluff can come in on the Earthquake, and put Donphan to sleep (or if that is breaking sleep clause, then Encore is used). Ice Shard doesn’t manage to KO Jumpluff even after Stealth Rock damage and that is the best Donphan can do against Jumpluff (bare the rare Stone Edge). Other Ground types standing in the way for Drapion are dealt with the same way.
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Donphan (m) @ leftovers/ adamant/ sturdy
252 HP, 252 Def, 6 SDef
- Rapid Spin
- Assurance
- Earthquake
- Stealth Rock
Why this pokemon?
When building a stall team it is always important to have a) someone who can abuse Stealth Rock (and if needed multiple times) and b) someone with Rapid Spin to spin the entry hazards your opponent worked so hard on away (and if needed multiple times). When you keep those necessities in mind there is one pokemon that comes in your mind instantly: Donphan. Donphan was chosen over it’s rival spinner Hitmontop and Blastoise due to his ability to deal with spin blockers, no Rotom, Mismagius or Froslass enjoys taken a Assurance to the face. While the likes of Hitmontop need to Foresight or switch out Donphan can actually dent the Ghost type spin blockers. I tried Stone Edge over Assurance and the only benefit that has was that Froslass, no matter how bulky it was died from it. That was if it hits. Other Ghost types take as much damage from Assurance as they would have from Stone Edge, but then I must have Stealth Rock up. Rapid Spin is there to keep those annoying Spikes and Stealth Rocks away as this team needs to switch around a lot and taking damage every time they switch-in isn’t that great.
You might notice some strange EV’s spread on Donphan here. Well that was suggested by j. franky because it makes Donphan as bulky as possible. If needed it could even take an Ice Beam from Froslass. This bulkiness is needed because Donphan is such an important member of the team I just can afford to loose it so soon. And because Donphan has no access to instant recovery moves (bare Rest) and because Chansey doesn’t have Wish anymore he cannon heal himself at all during a battle. Luckily Donphan has Leftovers to keep him healthy for at least a little bit. Donphan is also one of my main physical walls and comes in on dangerous physical threats like Rock Polish Rhyperior and take him out or at least weaken him enough so he can be revenge killed. Donphan is my resist to Rock and Electric type moves and he has great synergy with Milotic (both are weak to Grass but that’s covered by Jumpluff and Drapion). Him and Chansey are also great a countering physical and special sweepers respectively.
Like I have mentioned a couple of times before Assurance is what makes Donphan stand out to those other spinners as it punishes spin blockers. Earthquake coming from a 125 base attack stat isn’t anything to be taken lightly. It’s Donphan’s main attack move and with STAB included it could damage switch-ins pretty hard. Donphan’s physical bulkiness allows him to set up Stealth Rock on different occasions in the match and preferable as soon as possible. It is this bulkiness that allows him to do it a multiple times per match if possible. The same goes for Rapid Spin. Donphan can Rapid Spin a couple of times if this is needed and with Assurance in his moveset spin blockers are less likely to keep switching in on him. I have tried moves like Ice Shard, Stone Edge and Roar on him but frankly, they were quite disappointing. So this is the moveset it has now and it is perfection if you asked me.
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Chansey (f) @ leftovers/ calm/ natural cure
252 Def, 6 Spe, 252 SDef
- Toxic
- Softboiled
- Seismic Toss
- Aromatherapy
Why this pokemon?
When building a stall team there are things you cannot miss to have and Chansey is one of those things. Like Blissey does in OU, Chansey does the same in UU. Special attackers will have a though time trying to beat here. In the era of Porygon-z and Cresselia it is always nice to have a decent special wall. I thought decent wasn’t enough and I went for the best one. UU is full of powerful special sweepers and Chansey can counter most of them and their most common used movesets. Without her my team would be exposed to threats as Moltres and other strong special sweepers. Although she can’t do much in return they will often be forced to switch out or to be stalled to death due to Toxic + Seismic toss + Life Orb recoil damage, while I can heal Chansey in both Health and Status.
Chansey is one of the few pokemon on this team that actually provides team support (Jumpluff is the other one with Leech Seed) so she is definitely needed on a team like this. Because my team is stallish itself, opposing stall teams can tend to be annoying if they poison the majority of my team. Luckily they didn’t anticipated Chansey with her Aromatherapy to cure status. Her other moves are standard, Toxic is to annoy opponents they Chansey cannot beat by herself with Seismic Toss (read: pokemon with recovery moves) and is great to wear down opposing Ghost who are trying to block my spin with Donphan. Softboiled is there to keep Chansey as fit as possible so I don’t die from random crits coming from something like a +2 Raikou’s Thunderbolt. With Both Toxic and Softboiled on her set it’s often just a matter of time to let my opponent be worn down by increasing poison damage. Seismic Toss is to have at least one attack move on Chansey and looking at Chansey’s offensive stats it’s probably the best one as well. It is only resisted by Ghost types but they are taken out with Toxic anyway (except for the rare Haunter). And last but not least, we have Aromatherapy. This allows Chansey to be a great asset to the team by healing her companions and of course herself.
Chansey has the normal EV’s spread of the analysis. Both defences are maxed to gain maximum bulk (HP is not needed) and the leftover 6 EV’s are dropped in speed so if needed she could outspeed 0 Spe Donphan. Leftovers is of course her preferred item although Shed Shell might be an option as well to escape Dugtrio who is often paired with the likes of Raikou. Natural Cure is the standard option and although she has Aromatherapy in her moveset, it is still the preferred option as Serene Grace does nothing for her now.
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Milotic (f) @ leftovers/ bold/ marvel scale
252 HP, 252 Def, 6 SDef
- Surf
- Haze
- Hidden Power (Grass)
- Recover
Why this pokemon?
Milotic has great synergy with the two other defensive pokemon on this team (Donphan and Chansey) and because of her great HP and defensive stats she can act as a back up for both a special and physical wall. Without Milotic on this team Rain Dance teams would walk right over it Now the struggle against Rain is somewhat lessened and I actually stand a chance against it. The likes of Rhyperior and Arcanine are also stopped by Milotic and quite nicely if I may say so. Mixed attackers like Blaziken are always a dangerous threat to stallish team but again Milotic does a fantastic job here to keep those threats at bay. Unlike the rest of the team Milotic doesn't care if it is Paralysed or Burned because that will activate Marvel Scale which makes her even harder to take out. Milotic has the basic EV's spread which focuses on maximizing HP and Def. The leftover EV's were dropped in SDef although this in't really needed. Leftovers is the obvious choice as far as items go and heals Milotic every turn.
Milotic has the standard moveset with the exeption of Hidden Power (grass) over Ice Beam so I could do more damage to Rain Dance teams then I could without and besides Froslass already has Ice Beam. I sometimes regret for not having Ice Beam as things like Tangrowth or Sceptile are having a fun day in the park when they are up against Milotic. But then again I would do the same thing if I had no Hidden Power (grass). Haze is an interesting move and I shall admit I was a bit sceptical about it first. But seeing things like Curse Umbreon (which is starting to get really common these days) I was convinced it was a great move. I think of it as a substitute for the move Roar or Whirlwind which I do not have but without the entry hazard support. Surf basicly is the main attack move and hits most opposing things for at least neutral damage.
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Froslass (f) @ choice scarf/ timid/ snow cloak
248 HP, 230 Def, 32 Spe
- Ice Beam
- Spikes
- Thunderbolt
- Trick
Why this pokemon?
Ah, Choice Scarf Froslass. Although it is another thing that I use that isn’t common, it has it positive sides. It can outspeed Torterra after a Rock Polish and take him out with Ice Beam. It can outspeed some of the Swift Swim pokemon and take them out/ deal a great amount of damage with Thunderbolt. This last move also isn’t common on a Froslass But it helps me better against the likes of Dragon Dance Feraligatr then Shadow Ball does against the likes of Alakazam or Cresselia (both who are just set up fodder for Drapion). Froslass is not only a usefull revenge killer but with a Choice Scarf and Trick she can screw over her most common switch-in, Chansey. With a Choice Scarf she can’t do to much anymore so the rest of the team can finish her off rather easy. After I have Trick’ed I can start to lay down some Spikes. A great thing about Froslass is that she can lay them down but also prevent from letting them get spinned away. Common Spinners like Donphan and Hitmontop do not fair well against Froslass out of fair the get an Ice Beam to the trunk/ face. A Choice Scarf also comes in handy when the likes of Hitmontop decides to go for Foresight and thus is trapped in that move, because if this y entry hazards are showing there expected results rather quickly which of course is good for me. She also fair well against pokemon that try to set up (Raikou, Porygon-z, …). After are Tricked and stuck to a move like Substitute, Calm Mind or Nast Plot they aren’t as dangerous anymore. But as I mentioned earlier, I rather Trick walls then sweepers as a Choice Scarf can be dangerous on the like of Porygon-z.
I used to have to offensive EV’s spread but j. franky suggested a more bulkier spread and since I’ve tried it I haven’t regretted it once. Because Froslass must stay alive without any form of recovery this bulkier set is greatly appreciated. Luckily Trick gives me Leftovers most of the times. The bulkier spread looses some speed but the boost in defensive capabilities is greatly improven. I can easily come in on Feraligatr using Dragon Dance and 2HKO it without loosing to much health as I still outspeed if it is at +1 and 2 Thunderbolts will finish it off.
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Drapion (m) @ leftovers/ careful/ battle armor
252 HP, 14 Atk, 244 SDef
- Crunch
- Sword Dance
- Rest
- Sleep Talk
Why this pokemon?
Last but not least we have Drapion. Drapion is such an amazing pokemon and don’t be doubtable when you look at all his defensive EV’s. Although he is EV’ed defensively, he can set up on so many things. In fact, this is the exact same set as the specially defensive Drapion from the strategydex only with Sword Dance over Whirlwind. Not only on Psychic types like Alakazam or Cresselia but even on the standard defensive Milotic. Surf does about 30 % so without a critical hit Milotic can never defeat me (crits are prevented by the Battle Armor ability) while I just Sword Dance up, Rest away the damage and hit her with a powerful +6, STAB’ed Crunch. When given the chance to set up, Drapion can start a little sweep of his own. Normally this is done late game (after Milotic has got her time to shine) when opposing pokemon are already weakened and his main counters defeated. Drapion can easily set up on weaker pokemon and Rest of the damage before commencing his ownage. Drapion is precious to this team as his is one of 2 physical attackers and UU is filled with strong special walls (Jumpluff is physical as well but can hardly be described as an attacker). When Cresselia was still around this was the perfect counter. The same thing goes for another powerful special sweeper, Mismagius.
In another way Drapion also serves as my status absorber. So many stall teams try to win using Toxic on more then half of a team and with Drapion’s immunity to Toxic they have to adjust their strategy. Drapion’s secondary role is absorbing those annoying Toxic Spikes that could really dent members of this team. Although I could opt for using Toxic Spikes myself I decided not to because with to overpopulation of poison types in UU, this is almost useless and the fact that I have realised the set I’m using now is simply much better. I have tried other things like Whirlwind but they were a little disappointment so I decided to keep this one. As I mentioned before this particular Drapion could sweep entire teams as Milotic takes out the bulky Ground types first so Drapion cannot be stopped. Leftovers is the obvious item. I used Black Sludge before but it doesn't really makes difference. Shed Shell is something I sometimes wished I had it, especially when trapped by Dugtrio but the number of times that happened are very rare.
Conclusion:
As you probably have figured out, this is team is extremly fun to use. Although I will not ladder with it anymore it shall still be my team I'll use in the Smogon Tour so be prepared.