Call of the Wild Hello members of Smogon and thanks for opening up this RMT. What I have here is an anti-metagame offensive team. It uses two U-turners to keep its momentum, three priority users should the team need to revenge kill something, and two Substitute users to keep the opposition at its knees on a switch hoping to gain the advantage through such an action. This team also utilizes an aspect that one won't find in the average team and that is the element of surprise. It has the potential to be the deciding factor of who wins the match. However, I tried not to make it too far away from the standard to consistently win. As a matter of fact, this team has peaked at #8 on the leaderboard with a CRE of about 1657 under the name 0.exe (a reference to Megaman ^_^). Venomoth | 6 HP/252 Spd/252 SAtk Tinted Lens Modest - Bug Buzz - Sludge Bomb - Sleep Powder - U-turn --- Venomoth is my unconventional lead and is the first Pokemon you'll see on my team that should be considered anti-metagame given how rare Lum Berry leads are today. It starts the battle off with a Sleep Powder in most cases. Starting a match 5-6 is always beneficial to an offensive team and so putting a Pokemon out of commission through Sleep is an excellent way for my offensive team to gain its momentum. U-turn hits just about everything for Neutral damage and also gives me a light hit on the switchin, sort of like what Stealth Rocks would do if they were up early game. Generally, I will scout with U-turn after the Sleep Powder, but if I have battled my opponent before, I will take my actions according to my knowledge of the person's team. This is where Venomoth becomes deadly as nothing can really switch into a STAB Bug Buzz that hits almost everything in the tier for Neutral/Super Effective damage; especially when I know the opponent will send in a "resist". Sludge Bomb is here to cover any Moltres gutsy enough to switch in expecting a Bug Buzz. Life Orb gives Venomoth's attacks that extra kick and a Modest nature is used to guarantee a 2KO on lead Spiritomb while also giving me a chance to OHKO Mesprit with Bug Buzz since more and more are starting to run Lum Berry. The magic behind this set is that it will never lose to another lead barring those that are faster. If anything tries to switch in on Venomoth's Bug Buzz or Sludge Bomb it is either getting severely hurt or has to fight something else on this team. My teammates can either come in and start bashing things or even set up on Venomoth's common switchins and start a sweep. For example, the standard Suicide Spiker Qwilfish takes 24% - 28.1% from Venomoth's U-turn. Manectric can come in and grab a free boost due to the fact U-turn puts Qwilfish into Manectric's Charge Beam KO range. That right there is true synergy. Venomoth, like all leads, is not without its faults. Ambipom and Alakazam cause it major troubles. Mesprit can handle both by either attacking with Psychic or U-turning to a priority user. Of course, this puts me in a bad position early in the game with about 1/3 of my team revealed, but it's worth it to make sure Venomoth can put at least one of the opponent's Pokemon out later in the game. Hitmonlee | 6 HP/252 Atk/252 Spd Limber Adamant - Close Combat - Substitute - Sucker Punch - Rock Slide --- I admit, I stole this set from Thund, but Hitmonlee would be quite obvious as a partner to Venomoth and for several reasons. Firstly is its ability, Limber. It prevents Paralysis, something Venomoth attracts giving Hitmonlee many opportunities to switch in and start killing things. Secondly is that Venomoth can't get through Registeel and it happens to be scared of Hitmonlee. This is where Substitute comes in. After feigning a scarf for a little while I can Substitute on a Registeel and start bringing the house down. Close Combat carries tons of power and hurts even things that resist it after a little bit of residual damage. Milotic and Donphan are both 2KOed due to its Adamant nature. Rock Slide was chosen over Stone Edge because Stone Edge has crappy PP and accuracy. Spiritomb and Rotom can just stall it out of its precious PP with Pressure and Substitute respectively. This is why I believe Rock Slide is the superior option. It still kills Moltres, but with less of a chance of missing which is golden in my book. The flinch chance also comes in handy once in a while. Sucker Punch compliments Substitute perfectly. Substitute forces Ghosts like Mismagius to attack me. Behind the safety of my Substitute I have the choice of Sucker Punching or handing it a Rock Slide to the face. Rock Slide is usually the superior option since they'll Substitute first thinking they're the smarter one at which point Rock Slide turns into a guaranteed 2KO while I'm still in my Substitute. >_> Problems for Hitmonlee include Pokemon like Venusaur, Spiritomb, and Weezing all of which are set up bait for Houndoom. If the opponent doesn't have one of these 3 or a reliable revenge killer, Hitmonlee is sweeping and if Milotic is weakened enough by Hitmonlee or U-turn damage, Houndoom is sweeping. This is the kind of offensive synergy that would utterly destroy Stall and give Offense huge problems. Manectric | 6 HP/252 Spd/252 SAtk Static Timid - Flamethrower - Thunderbolt - Hidden Power [Grass] - Charge Beam --- Manectric fills my coverage role. As a matter of fact, I have been finding it more productive than Raikou was last round despite general inferiority. This is due to its superior coverage. Of course, it wishes it had Fire Blast to grab the KO on Venusaur without a boost, but Flamethrower is still usable and gets good coverage alongside Grass and Electric hitting things like Venusaur and Registeel for Super Effective damage. Actually, I think the three moves get the most Super Effective coverage in UU hitting a total of eight types for Super Effective damage. Of these eight types that are hit for Super Effective damage three are well known in UU, and they are the prominent Grass, Fire, and Water types that have manifested themselves in this environment as the most effective core you will find in UU. Manectric breaks that core so easily, and that is why I have come to like it more than Raikou. Understand that Manectric, sitting at 105 Base Speed, is pretty fast. Unfortunately, its Base 105 Special Attack is a little underwhelming by itself. With a Life Orb attached and a Charge Beam boost given, it reaches a terrifying Special Attack stat of 570. This gives it the opportunity to rip apart Balanced and Offensive teams alike. If the opponent attempts to use priority to kill off Manectric, then Static will usually come into play giving Manectric a 30% chance to paralyze the opponent as a gift to remember it by. The EV spread is standard at 252/252 in the appropriate stats because it's a sweeper and speed tying with Scyther is really important if Stealth Rocks isn't down. Houndoom | 128 Atk/252 Spd/128 SAtk Flash Fire Hasty - Dark Pulse - Fire Blast - Nasty Plot - Sucker Punch --- "Long ago, people imagined its eerie howls to be the call of the grim reaper." Its Pokedex entry is correct. It comes in on a Will-O-Wisp aimed at Hitmonlee, grabs a free Nasty Plot (usually from Spiritomb or Weezing), and then blasts everything in sight with either a Fire Blast or Dark Pulse. Even resists to Fire Blast are 2KOed. Milotic takes a whopping 43% - 50.6% from this Houndoom's Fire Blast after a Nasty Plot and Flash Fire boost. That is some insane damage right there. Factor in the ease of setting it up on Pokemon both Hitmonlee and Mesprit lure in, and you have a vicious monster ready to smack down even Chansey. Sucker Punch prevents it from being revenge killed by the likes of Dugtrio, and with just 128 Attack EVs it's highly likely Dugtrio is getting OHKOed clearing the path for Manectric to sweep unhindered. Of course, Houdoom has one slight problem that is Technitop. It can revenge kill Houndoom with ease, unfortunately. This is where Mesprit and Venomoth come in. Venomoth is 4x resistant to Mach Punch so it'd be easy to smack something with Bug Buzz on the switch or even put it to sleep. If Hitmontop decides to stay in on the Sludge Bomb/Bug Buzz, it's within Houndoom's Sucker Punch KO range after factoring in Stealth Rocks and Life Orb damage. Mesprit has that ability to scout the switchin or even KO Hitmontop. Houndoom happens to be slower than Manectric, but can pose an even greater threat through Nasty Plot and priority. People underestimate Sucker Punch's power when coming off 95 Base Attack and STAB. It picks off weakened Sceptile, Scyther, and even some Arcanine that think they got me beat just because they have priority or are just faster. Houndoom really does a nice job at discouraging the opponent and has caused several reagequits. In all, it is a threat that people must watch out for. Azumarill | 252 HP/240 Atk/16 Spd Huge Power Adamant - Substitute - Aqua Jet - Ice Punch - Focus Punch --- Azumarill is needed on every offensive team for a few reasons. Firstly is its natural ability to check Moltres, opposing Houndoom, and many other Fire types that would ravage most other offensive teams without it. Secondly is its excellent Attack stat and priority. Normally, one would choose Choice Band, but I'm using a Subpunch set because choice sets can cause me to lose momentum. Azumarill checks Moltres and Arcanine for me therefore forcing them to take SR damage and be KOed by other priority or take the Aqua Jet. Substitute eases prediction and withstands Seismic Toss and Night Shade with this EV spread. Focus Punch compliments it perfectly being my strongest move against Pokemon like Torterra, Milotic, and Registeel. Ice Punch is used over Waterfall so I can hurt those threatening Grass types. The EV spread helps to maximize bulk while also giving it enough speed to outpace Chansey and Registeel. With that, it can proceed to Substitute in their face and then fire of Focus Punches. Venusaur obviously gives it huge problems which is why I'm considering Ice Punch, but Mesprit can usually take the Grass attack and retaliate heavily with Psychic. Azumarill happens to be my weapon of choice along with Hitmonlee and Houndoom when facing Stall. They break it down together with Azumarill luring in Water types and breaking them down for Houndoom to finish off. Hitmonlee does much the same thing, but has more trouble with Spiritomb. Azumarill can easily set up on it, lure in the Water type weaken/kill it and/or go back to Hitmonlee for the forced switch. Houndoom can get its set up from there and sweep. In the rare case their bulky Water type happens to be Slowbro and I'm behind a Substitute, Houndoom comes in basically free (most use Psychic) and wrecks things. Mesprit | 252 HP/68 Spd/188 SAtk Levitate Modest - Stealth Rock - Psychic - Grass Knot - U-turn --- Mesprit is my support/offense hybrid. It does defense well enough for me to check things like Alakazam and Ambipom while also supporting the team and giving it that offensive touch. Leftovers are to make up for the lack of a healing move and the moves give some good coverage alongside that outstanding defense. Psychic is there for STAB while Grass Knot is there to hurt those bulky Water type switchins. Stealth Rocks are there to support the team turning some 3KOs into 2KOs. U-turn is Mesprit's way of scouting. Mesprit was a controversial addition, but I eventually added it to loosen up those problems I'd have with Alakazam. I didn't want Spiritomb because its asking to be set up on by Rhyperior and Houndoom. Mesprit can at least U-turn out of both of them or even hurt the latter with Grass Knot. I play very suicidally with Mesprit as once its job is done it's done. Mesprit does a nice job as a scout giving Spiritomb another reason to switch in and another opportunity for Houndoom to set up and wreck house. The EV spread allows Mesprit to reach 213 Speed enough to outspeed bulky offensive Milotic so that it is forced to recover or get KOed. Standard Milotic is 2KOed by Grass Knot after Stealth Rock damage. 252 HP gives it all the bulk it needs as an offensive Pokemon while 188 Special Attack gives it that attacking power to guarantee a 2KO on any Venusaur.