Arrival - A UU RMT
Song choice bc it's my first of what'll probs be several UU rmts
Hey guys, Peef here, and I'm here with what I consider one of my more successful UU teams as of late. The team was initially built around something people are dangerously under-prepared for on the ladder: Slurpuff. I decided to build this team after a bit of REQs laddering and in practice has treated me fairly well (albeit I don't and have no intention of getting REQs due to laziness). I'm more than welcome to any criticism, of course!
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Play Rough
- Belly Drum
- Flamethrower
The center of the team itself: Slurpuff. You only have to watch a few UU games to see how unprepared people are for this monster, and it can tear apart said unprepared teams. The set is fairly self explanatory, Belly Drum + Unburden + Sitrus Berry makes this thing unstoppable once its checks/counters have been fully eliminated. Drain Punch (which made this thing single handedly viable while I was away like oml) gives it a form of recovery, and an option to hit steels it would trouble with otherwise, Play Rough is the obligatory STAB, and what you'll be clicking 99% of the time after a boost, and Flamethrower nails some of Slurpuff's more defensive steel foes, that even Drain Punch can't break. This thing either ends up being the star of the show or complete fodder, no real in between.
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Aerial Ace
- Aqua Tail
I'm gonna be real; the main reason I'm running this thing is because at this point in the UU metagame, it's just stupid not to. It's just stupid good and can have it's way with a solid 90% of UU teams right now, with it's main obstacle being itself. I went with the Hone Claws set because it's by far the best set at the moment, with the particular EVS (4/252/252 over 40/252/216) to get the jump on other M-Aero's running the slower spread, or at least to speed tie with other Max Speed Jolly variants. Moves are simple, both of it's STABs there for maximum damage on that front, while Aqua Tails hits Rhyperior, Gligar, Hippo, basically any bulky grounds that would wall a non Aqua Tail set. Does a very good job of picking off threats for Puff, albeit they have somewhat redundant counters.
Darmanitan @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
Time to break some Steel types.
Darmanitan is here for the obvious reason of fucking up Bronzong and other Steels Aero and Puff don't wanna deal with. Flare Blitz is the move you will click every single time Unless the opponent has something with Flash Fire, in which case either U-turn out to a guarenteed kill or risk the predict and EQ/Rock Slide. This can 2HKO about 75% of the metagame, and whatever it can't is covered later in the team.
Roserade @ Life Orb
Ability: Technician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain
- Hidden Power [Fire]
- Spikes
- Sludge Bomb
Roserade synergizes quite nicely with both Aero and Darm, as it can take on pesky Ground and Water neither is too particularly fond of fighting off. I went with a move offensive spike stacking set, as extra damage on grounded foes greatly helps Aero and Puff kill the pesky checks they each have. Technician was the ability of choice for my over Natural Cure, as it gives yet another option to bap steels that wanna trouble the original core.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
- Scald
- Toxic
- Knock Off
- Rapid Spin
Tentacruel completes an effective (albeit psychic weak as fuck) FWG core with Darm and Rose, making it a given choice for my rapid spinner. It also continues to alleviate Aero and Puff's checks, and can get burns on pesky physical sweepers that want to try to threaten the team. Decided to go with physically defensive to better handle the more common Lucario set (SD w/ Stabs and Espeed). A little bulkier than the rest of the team but given it's great synergi and tility in Rapid Spin I don't see a much better option.
Azelf @ Light Clay
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Taunt
- Explosion
Azelf rounds off the team with the extreme utility of being a dual screens Suicide lead. Screens immensely help Aero and Puff preform their jobs, often saving game tbh. Odds are you're gonna want to avoid Taunting turn one, as other leads often predict this move and go ahead for a free attack.This gives you the free corresponding screen and helps you take down whatever lead you're faced with with explosion.
Alakazam straight up dumps on this team. If I can't break its sash, I lose to it outright.
This fucker likes to win speed ties, which if that happens, I have a large hole punched in my team
Scarf Heracross has a solid option for every member of my team. Obviously getting Choice locked into an inconvenient move makes it stoppable with proper play, but still things have to die for that to work.
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Play Rough
- Belly Drum
- Return
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Aerial Ace
- Aqua Tail
Darmanitan @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
Roserade @ Life Orb
Ability: Technician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain
- Hidden Power [Fire]
- Spikes
- Sludge Bomb
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
- Scald
- Toxic
- Knock Off
- Rapid Spin
Azelf @ Light Clay
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Taunt
- Explosion
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Drain Punch
- Play Rough
- Belly Drum
- Return
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Aerial Ace
- Aqua Tail
Darmanitan @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
Roserade @ Life Orb
Ability: Technician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain
- Hidden Power [Fire]
- Spikes
- Sludge Bomb
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 240 HP / 244 Def / 24 Spe
Bold Nature
- Scald
- Toxic
- Knock Off
- Rapid Spin
Azelf @ Light Clay
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Taunt
- Explosion