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"I'm trash in the UU competitive meta"
Introduction"I'm trash in the UU competitive meta"
Welcome one and all to my latest UU RMT which is long overdue, featuring one of my favourite teams that I've been using in this tier with minimal changes for ages with this team being before Gyara was in UU.
Considering how long I've been using this and all the success I have had using it, I thought it was time that I shared it with the community, so they can play around with it and enjoy in the overall consistency that I have found the team to have.
This RMT is open to critiques and suggestions, though I know that in its current form it is quite solid and not in need of any drastic changes.
TeambuildingConsidering how long I've been using this and all the success I have had using it, I thought it was time that I shared it with the community, so they can play around with it and enjoy in the overall consistency that I have found the team to have.
This RMT is open to critiques and suggestions, though I know that in its current form it is quite solid and not in need of any drastic changes.
Like quite a few of my teams, this team started with a rather unpopular and unique set that I wanted to test. This set was Calm Mind and Baton Pass Mega-Absol. The idea was that M-Absol would force something out and get the CM on the switch as they switch into a Fairy or Physical Wall. M-Absol would then either attempt to dent the PDef Wall with a Dark Pulse with its boosted 115 SpAtk, or pass that on to something that could abuse that further, especially if they choose to switch into a Fairy. I also wanted to play around with Magic Bounce.
The two receivers I decided to try first was CurseLax and Scarf Chandelure. My thought process was that Curselax with the SpDef boost would be almost impossible for Special Attackers to force out, with it standing up to things like M-Blastoise's Aura Sphere and other Focus Blast coverage that seemed to be popular at the time, allowing it to get more opportunities to set up and sweep. Scarf Chandelure on the other hand was there to make use of the SpAtk boost, allowing to send off fast nukes or Trick away the Scarf in order to wreck havoc against slower teams.
I then saw that I still had a couple of roles to fill and some threats I needed to address, so I wanted a defensive backbone to rely on. Florges was the first pick as a cleric and mixed wall, and who could also potentially abuse a CM boost as a third receiver. I then wanted something to address all of the physical water-types that were running rampant, including the newly dropped Gyara, so Chesnaught filled that role. Lastly, I still needed a Stealth Rock setter and hazard removal, which led me to Forretress, who along with his slow Volt Switch could more easily bring in M-Absol to abuse shit.
After quite a few a games, I realised that the Absol set was far from reliable and lacked the amount of opportunities to setup as I found its bulk and switchin opportunities absolutely awful. Though asides from that disappointment, I found that the team itself functioned incredibly well, with Curselax being an absolute monster at lategame sweeps. I then decided to switch my focus onto Snorlax and decided to switch M-Absol to a more standard 4 attacks set with Pursuit, so that I could remove ghost-types allowing Snorlax an opportunity to finish the game. However, even with the changes I still found M-Absol's available switch-ins and incredible squishiness to be too much of a hold back, and wanted something that was a little less of a reliability. I then turned to CB Krookodile, who still had Pursuit to keep Ghost-types in check, as well as a bit more bulk, Intimidate, harder hits and a way of punishing reckless Volt Switch spam. The team was finally complete and now remains named in the teambuilder as "Absol is shit".
Later down the line, Sylveon joined UU who I used to replace Florges, as it was better in almost every way for the role that Florges was fulfilling. And thus the team is what it is today.
The two receivers I decided to try first was CurseLax and Scarf Chandelure. My thought process was that Curselax with the SpDef boost would be almost impossible for Special Attackers to force out, with it standing up to things like M-Blastoise's Aura Sphere and other Focus Blast coverage that seemed to be popular at the time, allowing it to get more opportunities to set up and sweep. Scarf Chandelure on the other hand was there to make use of the SpAtk boost, allowing to send off fast nukes or Trick away the Scarf in order to wreck havoc against slower teams.
I then saw that I still had a couple of roles to fill and some threats I needed to address, so I wanted a defensive backbone to rely on. Florges was the first pick as a cleric and mixed wall, and who could also potentially abuse a CM boost as a third receiver. I then wanted something to address all of the physical water-types that were running rampant, including the newly dropped Gyara, so Chesnaught filled that role. Lastly, I still needed a Stealth Rock setter and hazard removal, which led me to Forretress, who along with his slow Volt Switch could more easily bring in M-Absol to abuse shit.
After quite a few a games, I realised that the Absol set was far from reliable and lacked the amount of opportunities to setup as I found its bulk and switchin opportunities absolutely awful. Though asides from that disappointment, I found that the team itself functioned incredibly well, with Curselax being an absolute monster at lategame sweeps. I then decided to switch my focus onto Snorlax and decided to switch M-Absol to a more standard 4 attacks set with Pursuit, so that I could remove ghost-types allowing Snorlax an opportunity to finish the game. However, even with the changes I still found M-Absol's available switch-ins and incredible squishiness to be too much of a hold back, and wanted something that was a little less of a reliability. I then turned to CB Krookodile, who still had Pursuit to keep Ghost-types in check, as well as a bit more bulk, Intimidate, harder hits and a way of punishing reckless Volt Switch spam. The team was finally complete and now remains named in the teambuilder as "Absol is shit".
Later down the line, Sylveon joined UU who I used to replace Florges, as it was better in almost every way for the role that Florges was fulfilling. And thus the team is what it is today.
The Team
And now that we have been through (or skipped over) the journey, it is time to analyse the team itself.
Krookodile
@ Choice Band
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Krookodile
@ Choice Band
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Since joining the team, Krookodile has proven to be a potent harasser and Pursuit trapper. It's part one of the more offensive side of the team, along with Chandelure and Snorlax, which together form a great core that supports Snorlax's sweep while Chande and Krook go ghost-busting and make dents in the team.
Pursuit is probably the highlight move, for its obvious ghost trapping but also for removing threatening mons from the equation, as it has the ability to force a lot of things out. I've found that any team who doesn't have an answer to this things Earthquake falls apart incredibly quickly, as every time you bring it in, something is going to be taken out. Stone Edge fills the last slot as a filler to deal with the flying-types, like Crobat and M-Aero, that can be a rather large pain for this team as well as Rotom-H, though its accuracy really does hurt.
The speed EVs are just enough to outspeed Adamant Entei and non-scarf Rotom-H, whilst the rest is dumped in HP to give it a little added bulk.
Defensively, Krook's intimidates grant a whole lot of utility, allowing me to help check a plethora of threats and take the hit even if Krook is to go down. Being able to stop Volt-Switches with its ground-typing has also done a lot for the team. Though otherwise, I don't need Krook to keep many mons in check, and it is generally the first thing that dies or that I will end up sacking if I need to.
Chandelure
@ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick
Pursuit is probably the highlight move, for its obvious ghost trapping but also for removing threatening mons from the equation, as it has the ability to force a lot of things out. I've found that any team who doesn't have an answer to this things Earthquake falls apart incredibly quickly, as every time you bring it in, something is going to be taken out. Stone Edge fills the last slot as a filler to deal with the flying-types, like Crobat and M-Aero, that can be a rather large pain for this team as well as Rotom-H, though its accuracy really does hurt.
The speed EVs are just enough to outspeed Adamant Entei and non-scarf Rotom-H, whilst the rest is dumped in HP to give it a little added bulk.
Defensively, Krook's intimidates grant a whole lot of utility, allowing me to help check a plethora of threats and take the hit even if Krook is to go down. Being able to stop Volt-Switches with its ground-typing has also done a lot for the team. Though otherwise, I don't need Krook to keep many mons in check, and it is generally the first thing that dies or that I will end up sacking if I need to.
Chandelure
@ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick
Part two of the ghost-busting core, Scarf-Chandelure has many roles that it fulfills for the team.
Firstly, it is my only real speed for the team, and thus functions as my revenge killer. It is also my main special attacker, and once the enemy is softened up can help clean with Fire Blast or Shadow Ball. Trick also has its many uses, crippling a tonne of walls, setup sweepers, and in certain situations other threatening mons that help me ease my prediction with Protect and Spiky Shield and can cripple them immensely.
Defensively Chandelure's typing and ability have a lot to offer to the team. Ghost-typing allows me to spin block in order to keep up my SR and Spike stacks, or even Leech Seed in some circumstances, which can put a lot of pressure on some teams. Flash Fire also comes in particularly handy, allowing me to deal with the strong Fire-types that plague the tier with the help Snorlax. Lastly the unique combination of types helps me check several other things STABs with its 3 immunities and handy resistances, including Infernape, Cobalion, Toxicroak and Lucario, who can otherwise cause problems.
Snorlax
@ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk
Firstly, it is my only real speed for the team, and thus functions as my revenge killer. It is also my main special attacker, and once the enemy is softened up can help clean with Fire Blast or Shadow Ball. Trick also has its many uses, crippling a tonne of walls, setup sweepers, and in certain situations other threatening mons that help me ease my prediction with Protect and Spiky Shield and can cripple them immensely.
Defensively Chandelure's typing and ability have a lot to offer to the team. Ghost-typing allows me to spin block in order to keep up my SR and Spike stacks, or even Leech Seed in some circumstances, which can put a lot of pressure on some teams. Flash Fire also comes in particularly handy, allowing me to deal with the strong Fire-types that plague the tier with the help Snorlax. Lastly the unique combination of types helps me check several other things STABs with its 3 immunities and handy resistances, including Infernape, Cobalion, Toxicroak and Lucario, who can otherwise cause problems.
Snorlax
@ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk
Quite easily the star of the show, CurseLax is often this teams win-condition and finds many opportunities to set up and win.
The set itself is quite explanatory and I don't feel I need to go into much details about it. I choose Body Slam over Return as I find the Paralysis can come in incredibly handy, and can win you games that you otherwise might not. It's quite BS really, but Pokemon is haxy game, as seen by everyone running Scald. Get a few boost and Body Slam starts doing a lot of damage with its base 110 Atk.
Though in the early stages of the game where Snorlax isn't setting up, it serves as a nice secondary SpDef wall. Most notably it helps in checking the Nidos for Sylveon. Lastly, thanks to Thick Fat, Snorlax serves as my primary Fire counter for things such as Entei and Darmanitan.
I can't quite recall what the EVs are for, but it was to create some mixed bulk in order to check some threat. ¯\_(ツ)_/¯
Sylveon
@ Leftovers
Ability: Pixilate
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
The set itself is quite explanatory and I don't feel I need to go into much details about it. I choose Body Slam over Return as I find the Paralysis can come in incredibly handy, and can win you games that you otherwise might not. It's quite BS really, but Pokemon is haxy game, as seen by everyone running Scald. Get a few boost and Body Slam starts doing a lot of damage with its base 110 Atk.
Though in the early stages of the game where Snorlax isn't setting up, it serves as a nice secondary SpDef wall. Most notably it helps in checking the Nidos for Sylveon. Lastly, thanks to Thick Fat, Snorlax serves as my primary Fire counter for things such as Entei and Darmanitan.
I can't quite recall what the EVs are for, but it was to create some mixed bulk in order to check some threat. ¯\_(ツ)_/¯
Sylveon
@ Leftovers
Ability: Pixilate
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
The primary special wall and team cleric, this spot Florges' for ages and functioned just as well back in that meta. However now this is the Sylveon meta (unless you are using Synthesis Florges), and for several reasons.
Sylveon's larger HP means bigger wishes, which is helpful, and also means Sylveon is better at taking physical hits. Sylveon also has a useful ability, and even uninvested Sylveon can dish out some hurt with those Hyper Voices. Though there are still times where I miss the Moonblast drops q_q Otherwise just a standard cleric set.
The Fairy-typing is quite handy, especially for things such as Conk and Machamp (though nowadays you hardly see the latter).
The EVs for this one are tailored towards Specs Sylveon, a stupidly hard-hitting threat. It doesn't even let me beat it one on one, it just allows me to have options and get a hit off on it to assist in getting rid of it.
Chesnaught
@ Leftovers
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield
Sylveon's larger HP means bigger wishes, which is helpful, and also means Sylveon is better at taking physical hits. Sylveon also has a useful ability, and even uninvested Sylveon can dish out some hurt with those Hyper Voices. Though there are still times where I miss the Moonblast drops q_q Otherwise just a standard cleric set.
The Fairy-typing is quite handy, especially for things such as Conk and Machamp (though nowadays you hardly see the latter).
The EVs for this one are tailored towards Specs Sylveon, a stupidly hard-hitting threat. It doesn't even let me beat it one on one, it just allows me to have options and get a hit off on it to assist in getting rid of it.
Chesnaught
@ Leftovers
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield
The first of my two dedicated physical walls is Chesnaught.
Wood Hammer is the go to attack, as it is the most powerful and necessary for taking on Gyarados and Suicune, two of Chesnaught's most important functions. Leech Seed is its form of recovery, is good at threatening switches and just overall good harass. Can be very helpful in dealing with Bulky setup sweepers as well. Spiky Shield is needed for Gyara's Bounce, as well as getting extra turns of Leech Seed, leftovers, and just good for scouting. Spikes fills the final slot to punish teams who can't clear them and switch a lot.
Chesnaught also assists in taking care of Crawdaunt, Feraligatr, Krookodile and Swampert.
Forretress
@ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
Wood Hammer is the go to attack, as it is the most powerful and necessary for taking on Gyarados and Suicune, two of Chesnaught's most important functions. Leech Seed is its form of recovery, is good at threatening switches and just overall good harass. Can be very helpful in dealing with Bulky setup sweepers as well. Spiky Shield is needed for Gyara's Bounce, as well as getting extra turns of Leech Seed, leftovers, and just good for scouting. Spikes fills the final slot to punish teams who can't clear them and switch a lot.
Chesnaught also assists in taking care of Crawdaunt, Feraligatr, Krookodile and Swampert.
Forretress
@ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
In the last slot is good old Forry.
Forretress may have been slapped on this team for Stealth Rocks and Rapid Spin, but he fulfills a lot more than just that. It is a necessary check to several mons that I may otherwise lack a direct means of switching into. There are many situations where I'll need to switch into a Physical mon for Forry to take the hit so that I can safely switch in something like Chandelure or Krookodile with the slow Volt Switch. The slow Volt Switch is truly amazing, giving this team some momentum that it might otherwise lack if you can't get off the switches or don't want to take the risk.
Forretress is also my main check to M-Aero, M-Bee, Crobat and Slurpuff.
Forretress may have been slapped on this team for Stealth Rocks and Rapid Spin, but he fulfills a lot more than just that. It is a necessary check to several mons that I may otherwise lack a direct means of switching into. There are many situations where I'll need to switch into a Physical mon for Forry to take the hit so that I can safely switch in something like Chandelure or Krookodile with the slow Volt Switch. The slow Volt Switch is truly amazing, giving this team some momentum that it might otherwise lack if you can't get off the switches or don't want to take the risk.
Forretress is also my main check to M-Aero, M-Bee, Crobat and Slurpuff.
Threats
Like all teams, this one still isn't perfect, and has its share of threats that it struggles to deal with. And although I can't think of any threat which just outright destroys this team (or that is at all common), here are some of the most notable ones that can cause the team massive problems. I've kept the list rather sharp and short, as not many things jump to mind against this team.
Swords Dance + Stone-Edge Cobalion: Chandelure is the teams main Cobalion check, outspeeding for the OHKO and being relatively unscathed by its STABs. However this changes if it is carrying Stone Edge. If this is the case my best bet is to go into Forretress and safely Volt Switch into Chandelure. But Forretress gets quite easily worn down by +2 Close Combats, and can't do this much. Otherwise hope for a Body Slam para on the switch in.
Poison Jab Conkeldurr: Conk is a massive threat in UU with its great coverage, nice bulk and attack, with a strong Drain Punch. In most cases, Sylveon is my way of addressing this mon, with it resisting its STAB and Knock Off whilst hitting it incredibly hard with Hyper Voice. However this becomes a problem if it is carrying Poison Jab. Once Sylveon is gone, the rest of the team can be a relative field day for Conkeldurr, as I struggle to take it out between its bulk, damage and Drain Punch heals.
Empoleon: Now this mon isn't so much of a threat as it is a massive nuisance. Empoleon sets up against the majority of my team, and can hit most things rather hard whilst walling my other members. The only real way I have of dealing with it is Krookodile, but even then a lot still run Shuca berry and there is little way to get Krook in safely against it. In the end an Empoleon can cause a fair bit of damage before I end up getting rid of it. Thankfully it is almost never run with Wish support.
Achievements
Since its creation, this team has greatly assisted me in reaching some new heights in the UU tier, some of which I have decided to list to acknowledge this team for these achievements for my own future reference as a rather lazy player and ladderer.
- Got to 3rd on the UU ladder with 1736 elo (couldn't be bothered trying to reach pif in the 1800s)
- Consistently maintained a position in the top 20 of the UU ladder, should I put in the effort to ladder.
- Got the requirements for the Alakazam and Hydreigon suspect tests.
- Didn't lose a game in the UU Open (I didn't bring this team in Round 4 when I got eliminated because I'd used only two other teams over the first 3 rounds and thought I was getting predictable).
Shoutouts
Lastly I'd like to just give a few shout outs to some of my UU friendos :3 to Mahmudkipz for being one of my longest UU friends on Showdown and giving some advice for the team, along with Yifeng for constantly reminding me how shit me and my teams are. Also Cyndequil. for pointing out that I don't use any other teams, along with all my other "friends" from PS! and Skype: GrilledClawitzer nv Accelgor Donphantastic Eyan LeoLancaster Pak Amaroq Kreme Shadestep DrReuniclus Aquadext Pearl TSR Shiba Thisbemyalt Euphonos
Hopefully that was most of you, and sorry if I missed anyone notable out. Just PM me or show your public disgust for not being mentioned in the thread and I can remedy it.
Hopefully that was most of you, and sorry if I missed anyone notable out. Just PM me or show your public disgust for not being mentioned in the thread and I can remedy it.
Conclusion
In conclusion I've been quite happy with how this team has turned out.
Perhaps Absol isn't utter shit but I couldn't make it work on a balance/semi-stall team so for me at least it's shit.
I've left an importable of the team here at the end for you guys to try for yourselves and play around with. Tell me what you think :)
Until next time.
- RowDog
Perhaps Absol isn't utter shit but I couldn't make it work on a balance/semi-stall team so for me at least it's shit.
I've left an importable of the team here at the end for you guys to try for yourselves and play around with. Tell me what you think :)
Until next time.
- RowDog
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Krookodile @ Choice Band
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Rapid Spin
- Volt Switch
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Curse
- Rest
- Sleep Talk
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 68 Def / 188 SpD
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Heal Bell
Krookodile @ Choice Band
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stone Edge
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Fire Blast
- Energy Ball
- Trick
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Wood Hammer
- Spikes
- Leech Seed
- Spiky Shield