ORAS UU Carrot Noises - UU Sand (Peak 9th) edit: new peak #1!

MZ

Never more than twelve
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robertbcms: I <3 carrots
robertbcms: Sometimes I pretend I'm a carrot and make carrot noises
robertbcms was muted by Uselesscrab for 60 minutes. (various reasons including repeated offers of steamed broccoli in PMs)

Carrot Noises
A UU RMT

For a B ranked mon, I seem to be the only one using Stoutland. While my main tier is PU, I hopped into UU to try out some my favorite mon to use down there, and I got a decent peak despite my noobiness. However, this team really hasn't been able to get higher than the 1500's, so I decided to post this because Ben Ohver is bad I feel like this could be a really good team with a bit of a mixup. But first, what would an rmt be without music? Don't worry, no darude.

Seriously, why is this a tradition? Get your own goddamn music. But, since no RMT is good without it or something, have something that technically qualifies but you won't listen to.

This is as far as I got before I dropped 100 points due to hax, and I can't really get much higher due to an incredible amount of hax lololo sand is broken it even beats hax
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Teambuilding Process
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Stoutland is my favorite mon to use in my favorite tier, so I had to try it out in UU. Scrappy band is good in PU but probably less so in PU, so sand it is. Despite being mediocre enough to be in PU, Stoutland is an amazing wallbreaker that really should get more use
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duuuuuuuuh
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Stoutland gets superpower, but it's much easiest to just trap steel types with Magneton. It can't trap Mega Steelix, but it removes Forretress which otherwise walls Stoutland in its sleep
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Mega Beedrill has basically the same counters as Stoutland, can use Magneton's steel trapping, and forms a fast volt/turn core with Mag. In
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While I wanted to run hyper offense, Hippowdon kind of ruined that plan, so AV slowking was brought in as a switchin to Nidoqueen/king, PorygonZ, Alakazam, and most special attackers in general
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Slowking was good, but it still left me weak to Hydreigon and Mega Ampharos. Whimsicott is so good in UU I honestly don't know how it hasn't moved up by usage already
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Unfortunately, that build was weak as hell to Mega Abomasnow and Chandelure. While Mega Sharpedo doesn't have as good synergy with the first three mons, it is still an amazing late game sweeper that appreciates this team's ability to beat bulky waters.

Detailed Analyses

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Carrot Noises (Stoutland) @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Pursuit
- Superpower
- Facade

Stoutland is terrifying. If anything's going to make you make carrot noises, it's this. Stoutland's job is to sweep offensive teams and break down defensive ones for Sharpedo, and it does a good job of it. 99% of the time it just spams frustration until everything dies or clicks superpower to nail Aggron or something, but pursuit is nice for trapping chandelure, which dies whether it switches out or not after switching into SR twice. Facade was tacked onto the end because toxic spikes and scald are everywhere and the extra boost allows stout to 2HKO 252/252+ Hippowdon (rofl). Plus, Magneton can already trap Forry, and I've never really missed Fire Fang. Stout is just an amazing mon that's always fun to play with, whether it's PU or UU.
Oh, and did I mention that you 2HKO MEGA AERO GODDAMN
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Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Stout needs sand. Hippo makes sand. That's about it. Max hp max defense because I don't know how to make any other Hippo spreads and it helps beat things like SD Lucario and Scarf Mienshao or Salamence. Ice Fang would be nice, but whirlwind is pretty invaluable to stop setup and this is my only rocks setter, so RIP.

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Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]

Magneton is fun to play with half the time, and underwhelming as fuck the other half. Seriously, timid scarf can't even do 70% to Empoleon. That being said, Magneton is invaluable with its ability to trap steels (other than Mega Steelix, full health Coballion, and the rare EQ Bronzong), leaving Stout to sweep later on. Even if it doesn't kill the steels, simply leaving them at low health is enough. The first three moves are fairly obvious, but I chose HP ice over grass or fire because I already trap forry and can deal with swampert, but being able to hit Gligar, Salamence, and Noivern is nice. I really wish I could fit an eviolite on this, but the team just needed a scarfer.

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Sharpedo @ Sharpedonite
Ability: Speed Boost
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Protect
- Waterfall
- Ice Fang

Despite being the latest addition and a half-hearted replacement to Mega Beedrill, this thing is amazing. Just like Stoutland, it can either be used to wallbreak or sweep depending on the game. Jolly was chosen purely because I hate losing to Beedrill after one protect, as well as Scarf Darm and a few other slightly less annoying things. Other than that, it just has standard.STAB with ice fang to hit Hydreigon and Salamence. If you're wondering why the hell it has zero attack IVs, it's because this thing is just angry.

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Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Scald
- Psyshock
- Ice Beam
- Dragon Tail

Apparently physically defensive calm mind is the Slowking thing right now, but I needed a switchin to the Nidos and Kyurem, so for the second time I have AV Slowking on an rmt for a tier that I don't know very well. Standard EVs are run because I don't know what else to put on (just like every other member lol). First two slots go to standard STAB, ice beam bops the dragon type switchins (mainly Mega Ampharos and Hydreigon), and dragon tail helps rack up hazard damage on the fire types that switch out and ensures that I don't have to switch out vs Crocune and risk a burn on Whimsicott. I kind of want to fit on grass knot, but I can't imagine removing one of the moves.

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Whimsicott @ Pixie Plate Leftovers
Ability: Prankster
EVs: 252 Spa / 252 Spe / 4 Def 248 HP / 248 Def / 8 Spe
Timid Bold Nature
- Encore
- U-turn
- Giga Drain
- Moonblast
Why hasn't this moved to UU by usage? Whimsicott is just so good in the tier it's not even funny. I decided to forego prankster stun spore for a more offensive variant, as with Pixie Plate this thing hits deceptively hard, especially versus things it really shouldn't do too much to. I'd like to replace this with a somewhat bulkier spread, but I don't know what to run for that, so I just left it as is. It ensures that I don't just die to Alomomola, Suicune, etc. and just fucks things up with encore+u-turn. 10/10 would definitely use again. Running physically defensive as per OGWanka's suggestion to take on the many waters that plague the tier while still fitting the same basic concept.

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I rely on Hippowdon for physical bulk and Slowking for my water resist, but these three nicely bypass that. DD Gatr is slower than stout in sand but outspeeds everything else and hits like a truck, Cloyster is slower stout in sand and can be encored if it doesn't have ice shard but hits like a truck, and Sharpedo is slower than stout in sand but hits like a truck. Not impossible to beat, but they definitely make for a harder game.

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Chandelure doesn't have a great switchin and stops stout from just clicking frustration. However, it's slower than Mag unless scarfed, has to get the 50/50 right between shadow balling slowking and fire blasting stoutland, can be set up on by Sharpedo, and is pursuit trapped after two switchins to rocks. It requires careful playing, but can be dealt with.

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My best switchin to these is a Whimsicott with no defense investment and no recovery. They don't fare well vs anything else, but make foddering necessary and can be obnoxious.

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No 100% safe switchin, removes sand, can be scurry with SD. Again, not impossible with rocks and stout being but try not have a dumb moment vs this thing.
Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind

Carrot Noises (Stoutland) @ Choice Band
Ability: Sand Rush
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Pursuit
- Superpower
- Facade

Sharpedo @ Sharpedonite
Ability: Speed Boost
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Protect
- Waterfall
- Ice Fang

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Ice]

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpA
Modest Nature
- Scald
- Psyshock
- Ice Beam
- Dragon Tail

Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 248 Def / 8 Spe
Bold Nature
- Encore
- U-turn
- Giga Drain
- Moonblast
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Because I don't want animated butts being your final impression
 

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Hey person I never have seen before, I'd like to make a short suggestion of Crunch>Pursuit on Stout based on my professional opinion. It helps stop ghost switchins but it does also lose the trapping of chandelure or alakazam or whatever. Try it you nub.
 
sup zard this looks like a pretty cool sand team u got here. Looking at your threatlist I see you put down that hydreigon can put in work on u and I see krookodile can be of annoyance as even though hippo can chew hits it doesnt like getting knocked off and some carry taunt to stop your rocks. Also opposing sharpedos look to give u trouble as well. This is just a suggestion I have and looking at the team since u have slowking, a really good uu core that has been notified is slowking + florges core. So an option could be that u can switch whimsi for florges as it provides a better back bone for threats that whimsi really doesnt enjoy taking on with no bulk investmant. However encore is really tempting and it really does help u for those sweepers u listed above. So another option is that you can change around your evs on whimsi to make a more defensive variant and still have those encores. Ill post some ideas for you below along with a florges set if you choose to go that route. Just some options none the less but pretty fun lookin team if I say so myself.

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- U-turn
- Encore
- Moonblast
- Stun Spore/giga drain (you can use either one. The teams Ive seen run this set usually carry stun spore but if you want giga it can work as well however stun is good for those sweepers u listed)

252+ Atk Sharpedo Ice Fang vs. 248 HP / 252+ Def Whimsicott: 118-140 (36.5 - 43.3%) -- 98.1% chance to 3HKO after Leftovers recovery

0 SpA Whimsicott Moonblast vs. 0 HP / 0 SpD Sharpedo: 336-396 (119.5 - 140.9%) -- guaranteed OHKO

252 Atk Krookodile Earthquake vs. 248 HP / 252+ Def Whimsicott: 60-72 (18.5 - 22.2%) -- possible 6HKO after Leftovers recovery

252+ Atk Life Orb Sheer Force Feraligatr Ice Punch vs. 248 HP / 252+ Def Whimsicott: 211-250 (65.3 - 77.3%) -- guaranteed 2HKO after Leftovers recovery (stun it and gtfo or giga it twice)

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Moonblast
- Wish
- Synthesis
- Aromatherapy

those are some options for florges if you go that route.
 
Changed whimsicott to physically defensive as per OG_Wanka's suggestion. Also edited in a slightly higher peak before I got haxed down 50 points. Replays coming soon.
 
Peaked 9th (for now, but I got bored) and added replays (one so far but I'll start dumping the better ones in without having to talk about them)
 
Sand is really good right now and nobody runs it, so Imma bump and see what I can get out of this
 
I've been running sand myself and you're definitively right about it being good:O

Have you considered using SpDef Empoleon > Slowking? I haven't played much with Slowking myself, but Empoleon helps you deal with some variants of Feraligatr and Cloyster, while also letting you phaze with Roar, while also letting you handle similar special attackers

Also, is Facade really doing work for you? I run Play Rough over it so you might want to check that out too. Helps you beat Dark-types without having to rely on Superpower so much. You can also RK Hydreigon with it too :]

Leech Seed > Moonblast might be something you should consider since you can easily take advantage of the mons it stops

isn't really a rate, but just some things you might want to look into!
 
I've been running sand myself and you're definitively right about it being good:O

Have you considered using SpDef Empoleon > Slowking? I haven't played much with Slowking myself, but Empoleon helps you deal with some variants of Feraligatr and Cloyster, while also letting you phaze with Roar, while also letting you handle similar special attackers

Also, is Facade really doing work for you? I run Play Rough over it so you might want to check that out too. Helps you beat Dark-types without having to rely on Superpower so much. You can also RK Hydreigon with it too :]

Leech Seed > Moonblast might be something you should consider since you can easily take advantage of the mons it stops

isn't really a rate, but just some things you might want to look into!
Play rough doesn't hit anything that I can't with a different move though. If I switched moves, I'd go with wild charge to 2hko Cune with sand/rocks, but I've been finding facade nice due to the prevalence of scald and toxic spikes. I've been considering dropping an offensive move on whimsicott for seed or stun spore for a while, but not sure how that'll pan out. Will definitely test Empoleon. Thanks for the rate n_n
 
My last UU Sand team was Super similar to this, which is awesome cause now Stoutland/Hippo can get some credit for being a great pair. However, With concerns of Hippo leaving for UU, is there any replacement you would have for him in that situation?
Anyways, I dig this team. IT would just be a shame if Hippo left and Stoutland lost viability. But I could see you building around Megneton/Beedrill if you had to, they're a pretty unique pairing. Usually I test out the teams I rate, but since I ran something similar to this a while back, I'll pass. Good job and good luck ^^
 
My last UU Sand team was Super similar to this, which is awesome cause now Stoutland/Hippo can get some credit for being a great pair. However, With concerns of Hippo leaving for UU, is there any replacement you would have for him in that situation?
Anyways, I dig this team. IT would just be a shame if Hippo left and Stoutland lost viability. But I could see you building around Megneton/Beedrill if you had to, they're a pretty unique pairing. Usually I test out the teams I rate, but since I ran something similar to this a while back, I'll pass. Good job and good luck ^^
If hippo goes I will cry like a little baby and start a new team
 
If hippo goes I will cry like a little baby and start a new team
Like I said that's why I strayed away from the team. If Hippo goes then Stoutland loses a LOT of potential in my opinion. I don't think you'd need to replace the WHOLE team since you already have a nice trapper core hidden in there, BUT you'd need to find 2 or 3 pokes to give it it's Competitive groove again
 
Like I said that's why I strayed away from the team. If Hippo goes then Stoutland loses a LOT of potential in my opinion. I don't think you'd need to replace the WHOLE team since you already have a nice trapper core hidden in there, BUT you'd need to find 2 or 3 pokes to give it it's Competitive groove again
Yes, but until he goes this is a good team and when he leaves it's a showcase of sand in the UU meta (and how broken it is).

Anyway, I tested all of your suggestions @Minus... and I don't feel like any are implementable. They were good suggestions, but empoleon lacks the offensive presence and utility that slowking provides, and it turns out that losing giga drain or moonblast makes me unacceptably weak to fighting types or water types.

Also updating because this team peaked #1!. Title and peak are updated (or will be in about a minute). LiberalLucario git sharpedo'd
 
I know this RMT is relatively old but I'm just gonna give my input cause I think it's got a lot of potential.

I'm personally a huge fan of Mega Sharpedo, but I don't think that it fits on this team really effectively for a couple reasons. For one, it's quite redundant with Stoutland since both act as late-game cleaners that require significant prior damage to opposing teams before sweeping, but nothing else on your team really hits hard enough to provide this prior damage. In addition, it adds nothing defensively to your team and puts a ton of pressure on your other mons to take hits early in the game. Your team is also very weak to certain strong special attackers, such as Shaymin and Chandelure, that Slowking can't deal with. I would recommend using Mega Aerodactyl over Mega Sharpedo for this team.

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Taunt
- Aerial Ace
- Aqua Tail

This set focuses on supporting your team both offensively and defensively and is especially useful in helping Stoutland pull off an endgame-sweep. Aerial Ace helps your team deal with powerful Fighting-types that give this team a lot of trouble, since Slowking is not physically defensive. Taunt prevents walls like opposing Hippowdon and Suicune from recovering their HP, making it a lot easier to wear them down and get them into Stoutland range. Roost is quite obvious and allows Aerodactyl to keep itself healthy enough to check threats like the aforementioned Chandelure and Shaymin multiple times throughout the game (made even easier through Aerodactyl's SpDef boost in the sand). The last moveslot will be made clear after you read my next suggestion.

This team struggles a ton with hazards and is especially weak to Toxic Spikes. I like Minus's suggestion of using Empoleon over Slowking, but this opens up an even larger weakness to Fighting-types, so I suggest that you use Tentacruel over Slowking to maintain your Fighting resistance while giving yourself a nice form of hazard control. In addition, laying Toxic Spikes of your own will help out Stoutland immensely, letting it break through walls like Porygon2, Chesnaught, and Hippowdon much more easily. This, however, admittedly does make you significantly weaker to Nidoqueen, which is where Aerodactyl's last moveslot comes into play. Aqua Tail Aerodactyl under sand provides you with a solid Nidoqueen check when Slowking is removed.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Rapid Spin
- Toxic Spikes
- Scald
- Haze / Knock Off

Haze in the last moveslot helps you deal with Feraligatr and Suicune, but Knock Off is a viable alternative in case you want to cripple 'mons that rely on Leftovers even further.

So yeah, I think both of these changes will help your team. Both changes focus on helping Stoutland clean late-game, which seems to have been the purpose of the team in the first place, whereas currently Sharpedo and Slowking are kind of haphazardly slapped on the team and do not provide enough support to the rest of your team. Hope these suggestions helped.
 
I know this RMT is relatively old but I'm just gonna give my input cause I think it's got a lot of potential.

I'm personally a huge fan of Mega Sharpedo, but I don't think that it fits on this team really effectively for a couple reasons. For one, it's quite redundant with Stoutland since both act as late-game cleaners that require significant prior damage to opposing teams before sweeping, but nothing else on your team really hits hard enough to provide this prior damage. In addition, it adds nothing defensively to your team and puts a ton of pressure on your other mons to take hits early in the game. Your team is also very weak to certain strong special attackers, such as Shaymin and Chandelure, that Slowking can't deal with. I would recommend using Mega Aerodactyl over Mega Sharpedo for this team.

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Roost
- Taunt
- Aerial Ace
- Aqua Tail

This set focuses on supporting your team both offensively and defensively and is especially useful in helping Stoutland pull off an endgame-sweep. Aerial Ace helps your team deal with powerful Fighting-types that give this team a lot of trouble, since Slowking is not physically defensive. Taunt prevents walls like opposing Hippowdon and Suicune from recovering their HP, making it a lot easier to wear them down and get them into Stoutland range. Roost is quite obvious and allows Aerodactyl to keep itself healthy enough to check threats like the aforementioned Chandelure and Shaymin multiple times throughout the game (made even easier through Aerodactyl's SpDef boost in the sand). The last moveslot will be made clear after you read my next suggestion.

This team struggles a ton with hazards and is especially weak to Toxic Spikes. I like Minus's suggestion of using Empoleon over Slowking, but this opens up an even larger weakness to Fighting-types, so I suggest that you use Tentacruel over Slowking to maintain your Fighting resistance while giving yourself a nice form of hazard control. In addition, laying Toxic Spikes of your own will help out Stoutland immensely, letting it break through walls like Porygon2, Chesnaught, and Hippowdon much more easily. This, however, admittedly does make you significantly weaker to Nidoqueen, which is where Aerodactyl's last moveslot comes into play. Aqua Tail Aerodactyl under sand provides you with a solid Nidoqueen check when Slowking is removed.

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Rapid Spin
- Toxic Spikes
- Scald
- Haze / Knock Off

Haze in the last moveslot helps you deal with Feraligatr and Suicune, but Knock Off is a viable alternative in case you want to cripple 'mons that rely on Leftovers even further.

So yeah, I think both of these changes will help your team. Both changes focus on helping Stoutland clean late-game, which seems to have been the purpose of the team in the first place, whereas currently Sharpedo and Slowking are kind of haphazardly slapped on the team and do not provide enough support to the rest of your team. Hope these suggestions helped.
Thanks for the full rate! I realized that I'd been using Stoutland more as a wall breaker that could outspeed stuff rather than a late game cleaner, and I like the suggestions (testing them now). However, the team feels a lot weaker to mega pidgeot. Waaaay too weak without Slowking, which would be my main reason for not using the changes. I like the idea behind them, but is there a more efficient way to not get demolished by Jesus bird? Also not convinced I need phys def tenta and whimsicott, may go back to an offensive set with it.

edit: phys def reuni also shits on this team without dragon tail slowking
 
Thanks for the full rate! I realized that I'd been using Stoutland more as a wall breaker that could outspeed stuff rather than a late game cleaner, and I like the suggestions (testing them now). However, the team feels a lot weaker to mega pidgeot. Waaaay too weak without Slowking, which would be my main reason for not using the changes. I like the idea behind them, but is there a more efficient way to not get demolished by Jesus bird? Also not convinced I need phys def tenta and whimsicott, may go back to an offensive set with it.

edit: phys def reuni also shits on this team without dragon tail slowking
Well Mega Aerodactyl in the sand is basically as good an answer to Mega Pidgeot as you're gonna get, and you've also got a Scarfed Magneton which can revenge kill it so I'm not quite seeing a Pigeot weakness. Taunt on Aerodactyl and Encore on Whimsicott should also let you deal with Reuniclus early game, but if you still find it difficult to beat, you can replace Pursuit on Dog with Crunch (also helps with Cress). Also, Dragon Tail Slowking wasn't really ever helping you /beat/ Reuniclus, it was just kind of postponing you having to deal with it. You've still got a reliable form of phazing in Hippowdon so you shouldn't be missing Dragon Tail too much.

Also yeah, reverting back to offensive Whimsicott seems like a good idea now that you've got Tentacruel.
 
Well Mega Aerodactyl in the sand is basically as good an answer to Mega Pidgeot as you're gonna get, and you've also got a Scarfed Magneton which can revenge kill it so I'm not quite seeing a Pigeot weakness. Taunt on Aerodactyl and Encore on Whimsicott should also let you deal with Reuniclus early game, but if you still find it difficult to beat, you can replace Pursuit on Dog with Crunch (also helps with Cress). Also, Dragon Tail Slowking wasn't really ever helping you /beat/ Reuniclus, it was just kind of postponing you having to deal with it. You've still got a reliable form of phazing in Hippowdon so you shouldn't be missing Dragon Tail too much.

Also yeah, reverting back to offensive Whimsicott seems like a good idea now that you've got Tentacruel.
I changed tenta and not aero because I'm a genius. Will do actual testing now.
 
Now that I have Aero, I feel like these changes hit the nail on the head dodmen, thanks. Or it's just sand being broken. I'll change the OP soon. If anybody uses this, ABUSE SAND BEFORE HIPPO RISES.

★King UU: nice team
UU mod approved 2/2

edit: just ran into a nidoqueen on ladder and realized how bad this wins if they don't just sack it to aero. not impossible, but requires much more aggressive play and doubling to keep it at bay esp if it has investment to live an Aqua tail
 
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