WaterBomb
Two kids no brane
I really couldn't think of a team name less lame than that, sorry! Anyhow, this is the first team that I've had tangible success with in UU, so I wanted to stick with it for a while and try to perfect it. I will first go through the teambuilding process, then analyze the team itself, and finally add a mini-threat list addressing the pokemon I have a little more difficulty dealing with. Let's get this rolling then:
Empoleon @ Leftovers
Calm Nature (+SpD, -Atk)
Ability: Torrent
252 HP/4 SpA/252 SpD
-Scald
-Ice Beam
-Stealth Rock
-Toxic
~Pretty straightforward set here. Empoleon acts as a dedicated Special wall for the team, with his EVs maxing out that bulk. With useful typing and good synergy with Zapdos, Empoleon almost always gets a chance to set up rocks and still be useful afterward. Toxic is a huge boon, but I've occasionally found myself wishing I had Roar. Scald is useful for spreading burn, and I find myself very rarely using Ice Beam. Would it be wise to switch out Ice Beam for something else, since I don't really use it? Suggestions here are welcome.
Zapdos @ Leftovers
Bold Nature (+Def, -Atk)
Ability: Pressure
252 HP/252 Def/4 SpA
-Thunderbolt
-HP Ice
-Roost
-Roar
~Zapdos is surprisingly beefy on the physical side, and does a nice job of complimenting Empoleon. Even uninvested, Thunderbolt threatens to 2HKO frailer pokemon that don't resist it, and forms the trusty Electric+Ice combo with HP Ice. Roost keeps Zapdos healthy obviously and can help to PP Stall with pressure if it comes down to it. Roar for some reason is a surprise to most people who face this Zapdos, so I always get a kick out of switching it in on opposing Raikou, and watching them try to Sub and Calm Mind as I Roar them away. Considering HP Grass over HP Ice to hit swampert and rhyperior harder as HP Ice has kind of underwhelmed me. Is this a good idea?
Crocburglar @ Choice Scarf
Jolly Nature (+Spe, -SpA)
Ability: Moxie
252 Atk/4 SpD/252 Spe
-Crunch
-Pursuit
-Earthquake
-Stone Miss
~Crocburglar is pretty much a total bad ass, having an incredibly easy time attaining Moxie boosts toward the end game. With excellent EdgeQuake coverage further augmented by STAB Crunch and Pursuit, he is dangerous to almost every pokemon in the tier. Pursuit is a nice surprise for silly Choice Band Victini as it tries to switch out when I bring Croc in to revenge. I'm still torn between Stone Miss and Superpower.
Cofagrigus @ Leftovers
Quiet Nature (+SpA, -Spe)
Ability: Mummy
252 HP/4 Def/252 SpA
0 Speed IVs
-Shadow Ball
-HP Fighting
-Nasty Plot
-Trick Room
~Cofagrigus came in to replace Porygon Z because, though I had been successful til now, my team had a weakness to fighting sweepers. Cofagrigus gives me a more reliable switch in to the likes of Mienshao and Ambipom, and typically gives me a free turn to set up Trick Room or Nasty Plot as they switch out. EVs give him enough bulk to weather some powerful attacks (like Scarf Darmanitan's Flare Blitz) and KO back.
Hitmontop @ Leftovers
Impish Nature (+Def, -SpA)
Ability: Intimidate
252 HP/252 Def/4 SpD
-Close Combat
-Sucker Punch
-Rapid Spin
-Toxic
~Hitmontop has proven to be a wonderfully useful pokemon even outside of spinning, between Toxic and a Close Combat that is just strong enough to threaten things. Sucker Punch I opted for as a surprise for Chandelure and other ghosts, who will always switch into predicted Rapid Spins. When I Toxic them instead on the switch, they get nailed next by a surprise Sucker Punch when they try to attack me. Hitmontop usually takes ~70% from a Chandelure Fire Blast, but Sucker Punch puts it into critical health, meaning it either dies to the next Sucker Punch or it dies to rocks the next time it switches in anyway. Opted for Intimidate over Technician so I could nerf physical threats like Heracross and Mienshao.
Rotom-Heat @ Flame Orb
Bold Nature (+Def, -Atk)
Ability: Levitate
252 Def/4 SpA/252 SpD
-Trick
-Pain Split
-Discharge
-Overheat
~Credit goes to Far Canal for suggesting this, and boy has it turned out to be useful. With all the Eviolite and Leftovers wielding pokemon roaming UU, Rotom gets plenty of chances to wreak havoc with Trick. Nothing enjoys getting a Flame Orb and subsequent burn, especially pokemon that rely heavily on their item like Gligar, Dusclops, Porygon2, and Heracross. Being able to burn physical threats like Mienshao and Rhyperior is also a plus. Outside of its Trickery, Rotom runs max EVs in both defenses to make it a pretty solid spot-wall on both sides of the spectrum. Its unique typing provides it nice resistance to BoltBeam, as well as making it a good check to pokemon like Raikou and Victini. Whenever I see a Victini on the opposing team, I always lead with Rotom. Choice Band Victini takes Rotom down to about 30% health, only to have it almost completely restored by Pain Split. Combined with the stat drops and reduced HP from Pain Split, Victini after one turn gets dangerously close to KO range from Rotom's Discharge, and is slower too (unless scarfed). This tactic has been surprisingly effective so far, and is very much unexpected.
Well, that's all for now. Rate away!
UPDATE: I've replaced Porygon-Z with OTR Cofagrigus. Team is currently 19th on UU ladder
Before I began the process, I needed to decide what style I would be leaning toward, and what I wanted to build the team around. Balanced has always been what I am most comfortable with, so I opted to stick with the familiar. With that being determined, I needed a solid combination of defensive cores, offensive cleaners and utilities. Since I tend to play more on the cautious and predictive side, I opted to select my defensive core first:
Empoleon and Zapdos make an excellent defensive combo, neatly covering each other's weaknesses and fulfilling wall roles on both the physical and special sides. Zapdos was to be the physical wall, as well as a pseudo hazer. Empoleon, in turn, focuses on the special side of things, spreads status in burn and toxic, and sets up rocks.
My next task would be to select the offensive section of my team, pokemon that would be able to dole out the pain at any point in the match. I needed both a late game sweeper and a versatile softener, so I went with Crocburglar and Porygon Z. Crocburglar, with a scarf and Moxie, can come in near the end and clean up the pieces, whereas Porygon Z just leaves craters wherever it shoots. Specs Modest Porygon Z with a +1 download boost 2HKOs the standard Snorlax after rocks. Nice.
With my offense and defense established, I needed to round out my team with good support. Looking everything over, I figured I could use a rapid spinner as well as a defensive pokemon to check mienshao and heracross. This role was filled nicely by Intimidate Hitmontop, who could slow down physical sweepers, spread Toxic and spin away opposing hazards.
Five pokemon in, now to glue it all together. The final pokemon was actually suggested to me by Far Canal, and it seemed to function well in a variety of different potential situations. Rotom-H had a nice trick up its sleeve, which I will explain in the moveset portion.
After a while I noticed I had a weakness to Fighting type sweepers, so I opted to replace Porygon Z with an OTR Cofagrigus.
Empoleon and Zapdos make an excellent defensive combo, neatly covering each other's weaknesses and fulfilling wall roles on both the physical and special sides. Zapdos was to be the physical wall, as well as a pseudo hazer. Empoleon, in turn, focuses on the special side of things, spreads status in burn and toxic, and sets up rocks.
My next task would be to select the offensive section of my team, pokemon that would be able to dole out the pain at any point in the match. I needed both a late game sweeper and a versatile softener, so I went with Crocburglar and Porygon Z. Crocburglar, with a scarf and Moxie, can come in near the end and clean up the pieces, whereas Porygon Z just leaves craters wherever it shoots. Specs Modest Porygon Z with a +1 download boost 2HKOs the standard Snorlax after rocks. Nice.
With my offense and defense established, I needed to round out my team with good support. Looking everything over, I figured I could use a rapid spinner as well as a defensive pokemon to check mienshao and heracross. This role was filled nicely by Intimidate Hitmontop, who could slow down physical sweepers, spread Toxic and spin away opposing hazards.
Five pokemon in, now to glue it all together. The final pokemon was actually suggested to me by Far Canal, and it seemed to function well in a variety of different potential situations. Rotom-H had a nice trick up its sleeve, which I will explain in the moveset portion.
After a while I noticed I had a weakness to Fighting type sweepers, so I opted to replace Porygon Z with an OTR Cofagrigus.
Empoleon @ Leftovers
Calm Nature (+SpD, -Atk)
Ability: Torrent
252 HP/4 SpA/252 SpD
-Scald
-Ice Beam
-Stealth Rock
-Toxic
~Pretty straightforward set here. Empoleon acts as a dedicated Special wall for the team, with his EVs maxing out that bulk. With useful typing and good synergy with Zapdos, Empoleon almost always gets a chance to set up rocks and still be useful afterward. Toxic is a huge boon, but I've occasionally found myself wishing I had Roar. Scald is useful for spreading burn, and I find myself very rarely using Ice Beam. Would it be wise to switch out Ice Beam for something else, since I don't really use it? Suggestions here are welcome.
Zapdos @ Leftovers
Bold Nature (+Def, -Atk)
Ability: Pressure
252 HP/252 Def/4 SpA
-Thunderbolt
-HP Ice
-Roost
-Roar
~Zapdos is surprisingly beefy on the physical side, and does a nice job of complimenting Empoleon. Even uninvested, Thunderbolt threatens to 2HKO frailer pokemon that don't resist it, and forms the trusty Electric+Ice combo with HP Ice. Roost keeps Zapdos healthy obviously and can help to PP Stall with pressure if it comes down to it. Roar for some reason is a surprise to most people who face this Zapdos, so I always get a kick out of switching it in on opposing Raikou, and watching them try to Sub and Calm Mind as I Roar them away. Considering HP Grass over HP Ice to hit swampert and rhyperior harder as HP Ice has kind of underwhelmed me. Is this a good idea?
Crocburglar @ Choice Scarf
Jolly Nature (+Spe, -SpA)
Ability: Moxie
252 Atk/4 SpD/252 Spe
-Crunch
-Pursuit
-Earthquake
-Stone Miss
~Crocburglar is pretty much a total bad ass, having an incredibly easy time attaining Moxie boosts toward the end game. With excellent EdgeQuake coverage further augmented by STAB Crunch and Pursuit, he is dangerous to almost every pokemon in the tier. Pursuit is a nice surprise for silly Choice Band Victini as it tries to switch out when I bring Croc in to revenge. I'm still torn between Stone Miss and Superpower.
Cofagrigus @ Leftovers
Quiet Nature (+SpA, -Spe)
Ability: Mummy
252 HP/4 Def/252 SpA
0 Speed IVs
-Shadow Ball
-HP Fighting
-Nasty Plot
-Trick Room
~Cofagrigus came in to replace Porygon Z because, though I had been successful til now, my team had a weakness to fighting sweepers. Cofagrigus gives me a more reliable switch in to the likes of Mienshao and Ambipom, and typically gives me a free turn to set up Trick Room or Nasty Plot as they switch out. EVs give him enough bulk to weather some powerful attacks (like Scarf Darmanitan's Flare Blitz) and KO back.
Hitmontop @ Leftovers
Impish Nature (+Def, -SpA)
Ability: Intimidate
252 HP/252 Def/4 SpD
-Close Combat
-Sucker Punch
-Rapid Spin
-Toxic
~Hitmontop has proven to be a wonderfully useful pokemon even outside of spinning, between Toxic and a Close Combat that is just strong enough to threaten things. Sucker Punch I opted for as a surprise for Chandelure and other ghosts, who will always switch into predicted Rapid Spins. When I Toxic them instead on the switch, they get nailed next by a surprise Sucker Punch when they try to attack me. Hitmontop usually takes ~70% from a Chandelure Fire Blast, but Sucker Punch puts it into critical health, meaning it either dies to the next Sucker Punch or it dies to rocks the next time it switches in anyway. Opted for Intimidate over Technician so I could nerf physical threats like Heracross and Mienshao.
Rotom-Heat @ Flame Orb
Bold Nature (+Def, -Atk)
Ability: Levitate
252 Def/4 SpA/252 SpD
-Trick
-Pain Split
-Discharge
-Overheat
~Credit goes to Far Canal for suggesting this, and boy has it turned out to be useful. With all the Eviolite and Leftovers wielding pokemon roaming UU, Rotom gets plenty of chances to wreak havoc with Trick. Nothing enjoys getting a Flame Orb and subsequent burn, especially pokemon that rely heavily on their item like Gligar, Dusclops, Porygon2, and Heracross. Being able to burn physical threats like Mienshao and Rhyperior is also a plus. Outside of its Trickery, Rotom runs max EVs in both defenses to make it a pretty solid spot-wall on both sides of the spectrum. Its unique typing provides it nice resistance to BoltBeam, as well as making it a good check to pokemon like Raikou and Victini. Whenever I see a Victini on the opposing team, I always lead with Rotom. Choice Band Victini takes Rotom down to about 30% health, only to have it almost completely restored by Pain Split. Combined with the stat drops and reduced HP from Pain Split, Victini after one turn gets dangerously close to KO range from Rotom's Discharge, and is slower too (unless scarfed). This tactic has been surprisingly effective so far, and is very much unexpected.
I will complete this section tomorrow, as I am too tired right now and need sleep. Off the top of my head I know I struggle a little against Mienshao, Cofagrigus, Umbreon, and Virizion.
Well, that's all for now. Rate away!
UPDATE: I've replaced Porygon-Z with OTR Cofagrigus. Team is currently 19th on UU ladder