So I've been playing Pokemon Showdown for a while now, and have 1600+ on several ladders, but have yet to get into Ubers. So this is my first attempt, a Sun team. I have played two battles, and won them both. Links for both provided:
First Battle: http://pokemonshowdown.com/replay/ubers-57719582
Second Battle: http://pokemonshowdown.com/replay/ubers-57721078
I'm looking for any help at all, as I have almost no experience with Ubers, and relied heavily on Smogon's advice. But specifically, I would really appreciate:
1) a better Sun-powered sweeper to replace Blaziken, who is demonstrably too frail,
2) A rapid spinner, especially one that either can take advantage of Sun or has a second support capacity,
3) Any Pokemon that are obvious threats that I have failed to account for, and
4) Any honest compliments, because I believe that praise can be just as useful as criticism when anything comes under scrutiny.
Without Further Ado:
Groudon @ Lum Berry
Ability: Drought
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, - SpAtk)
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake
The obvious choice for the Sun team lead. Drought does its work, and then 90% of the time, out comes stealth rock. I could use Thunder Wave right off the bat if I outspeed their lead, and will not be hit super effectively, but that's not a highly likely scenario, and stealth rock is practically obligatory from what I understand. the EVs help Groudon act as the physical side of my Groudon-Blissey defensive core. Spreading a little paralysis can only benefit, and EdgeQuake coverage is a very nice things to have indeed. Lum Berry is not something an opponent can really predict, so anyone trying outspeed and sleep Groudon to start the game (looking at you, Darkrai), will be unpleasantly surprised.
The main problem I have here is that I may be asking Groudon to do too much. I crammed a lot into this set: Weather set-up, status removal, hazard set-up, status spreading, and dual coverage moves, and physical defensive wall. I'm worried I will end up over-relying on Groudon, and missing it too much if it gets knocked out early. I think that a potential spinner somewhere on the team that could also do any one of these things would take the pressure of off Groudon and really balance out the team.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpDef
Calm Nature (+SpDef, -Atk)
- Wish
- Protect
- Toxic
- Heal Bell
Part two of the defensive core of this team. Everyone knows Blissey sponges special hits like a champ. This is a classic Cleric set for Blissey. Natural Cure removes it's own status upon switching out - very clutch, as it prevents the need for a lum berry or having to waste a heal bell on itself. Wish passes boatloads of HP to everyone else. Protect scouts opposing movepools and provides extra turns for toxic. Toxic is Toxic. Softboiled would be extraneous here because Wish + Protect heals the same. Nature and EVs are all about being a Special Wall. Leftovers is very helpful here.
I'm honestly not worried about picking up a Taunt. It's distribution covers a whopping seven Uber tier pokemon (four of which are Deoxys, and one is Mewtwo, which I find hard to believe would ever give up a slot for Taunt), and the metagame seems to prefer to take a set up turn instead of Taunting. If this assumption is incorrect, and Taunt is a legitimate threat in Ubers, that is something I would very much like to know.
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Protect
- Swords Dance
- Hi Jump Kick
- Blaze Kick
My first of three sweepers. Speed Boost is obvious, as it is the only reason Blazikein can dabble in Ubers at all. Life Orb maxes out potential damage while allowing use of a strong duel-STAB, and the recoil seems negligible, as with no defensive investment, any shot Blaziken takes is a OHKO. The EVs are self-explanatory. Adamant nature is preferred to Jolly here, because honestly if Blaziken is going to actually get to attack anything, it WILL have +2 speed, which is more than enough, and it needs to hit as hard as possible. Protect is necessary, as not only does it provide a guaranteed +1 speed, but it also scouts a little movepool from my opponent. The problem here is that they will probably see this coming, and use their turn to not attack, but I can't really afford to take that risk. The dual kicks provide dual-STAB. If there is an opening, Swords Dance will be used, making Blaziken very dangerous indeed. I use Blaze Kick over Flare Blitz, because between that recoil and Life Orb recoil, Blaziken will kill itself after three attacks, especially if it starts with stealth rock damage.
Note: If I could find a place for Rapid Spin on this team, then Blaziken could switch in with no hazards to worry about, run Focus Sash, and then 1st turn Swords Dance, 2nd turn Protect, and then +2 Atk, +2 Spd probably wins me the game.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 4 SpDef / 252 Spd
Modest Nature (+SpAtk, -Atk)
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
The team's second sweeper, and the one most able to abuse the Sun. The number one choice for a Chlorophyll user does not disappoint. EVs are classic sweeper, and Life Orb is the obvious choice for power, as any recoil is healed off by Giga Drain, which acts as both powerful STAB attack and a great recovery move, which is gold for a sweeper. The dual-STAB has great coverage, and matches with Blaziken's dual-STAB really well. Hidden Power Fire OHKOs Ferrothorn and Shaymin-Sky, and is almost always a surpise, despite it's usefulness. No one doubts the benefits of the +2 SpAtk Venusaur gets from Growth under Sun. Modest Nature maximizes power. Overall a pretty straight forward set. Solar Beam is avoided in case the Sun is taken away, and because Giga Drain doubles as Recovery.
I like this set as is. If there's anything you see differently, let me know.
Mewtwo @ Life Orb
Ability: Unnerve
EVs: 252 SpAtk / 4 SpDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psystrike
- Fire Blast
- Aura Sphere
- Recover
In my opinion, if your team does not include Mewtwo, you either are not playing Ubers, or you have made a mistake. I demonstrated this pretty clearly in the first battle link I posted.
Mewtwo is the final sweeper, and I plan to have him step in mid- to late-game and mop up whatever's left. Aura Sphere is great due to perfect accuracy, and is used for everything it hits Super-Effectively. Fire Blast is boosted by the Sun, 85% accuracy is enough for me, and is used for everything it hits Super-Effectively, especially that jerk Ferrothorn. Psystrike kills everything else. And if for some odd reason, Mewtwo takes damage that Blissey didn't already wish away, Recover is there to the rescue. EVs and Nature are obvious. Unnerve's prevention of berry use is great, especially for the all-annoying Custap Wobbuffet. This is (along with Groudon) the only pokemon I will not consider removing from my team. I will however listen to advice on the the moveset.
If I had any question here, it would be whether to replace Recover with Ice Beam. The fantastic coverage this moveset would have with Ice Beam is unquestionable, but I have reservations about a pokemon that will stay in and can take a hit having no way to heal itself, and having to rely on Blissey is a three turn affair that ruins offensive momentum. However, if you feel you can convince me that the Super-Effective coverage is worth it, I'm all ears.
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SpAtk, - Atk)
- Spacial Rend
- Hydro Pump
- Thunderbolt
- Fire Blast
Palkia operates as my premier revenge killer. With Choice Scarf attached and 252 Spd EVs, it basically outspeeds the entire unboosted metagame, Thus the Timid nature should not be necessary. Palkia also has the SpAtk EVs and Nature to land a OHKO with any of it's four attacks, and then, depending on the next opponent, outspeed them for super-effective damage, or switch out for one of its defensive teammates. Spacial Rend is the dragon-STAB of choice, due to 100% accuracy, and Draco Meteor's horrendous -2 drop in SpAtk, which I deem unacceptable. It also mediates the need for Ice Beam, which would have been for largely for use against Dragons anyway. Hydro Pump is the water-STAB of choice because, for me, the 80% accuracy is just above the line of acceptability, and Surf just does not hit hard enough with Water's power drop thanks to Sunlight. Thunderbolt is wonderful for all the flying types that inhabit Ubers, And finally Fire Blast rounds out what is spectacular coverage (9 types hit for Super Effective damage, neutral damage for the other 9).
If you disagree with the moveset for Nature here, those are definitely things I am willing to change, but keep in mind the purpose here is for Palkia to revenge kill, not sweep.
That's my team. Again, any and all advice is highly appreciated. And if you feel that I can be of help to you in any way, please don't hesitate to ask.
Smogon Username: Klawehtgod
First Battle: http://pokemonshowdown.com/replay/ubers-57719582
Second Battle: http://pokemonshowdown.com/replay/ubers-57721078
I'm looking for any help at all, as I have almost no experience with Ubers, and relied heavily on Smogon's advice. But specifically, I would really appreciate:
1) a better Sun-powered sweeper to replace Blaziken, who is demonstrably too frail,
2) A rapid spinner, especially one that either can take advantage of Sun or has a second support capacity,
3) Any Pokemon that are obvious threats that I have failed to account for, and
4) Any honest compliments, because I believe that praise can be just as useful as criticism when anything comes under scrutiny.
Without Further Ado:
Groudon @ Lum Berry
Ability: Drought
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature (+Def, - SpAtk)
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake
The obvious choice for the Sun team lead. Drought does its work, and then 90% of the time, out comes stealth rock. I could use Thunder Wave right off the bat if I outspeed their lead, and will not be hit super effectively, but that's not a highly likely scenario, and stealth rock is practically obligatory from what I understand. the EVs help Groudon act as the physical side of my Groudon-Blissey defensive core. Spreading a little paralysis can only benefit, and EdgeQuake coverage is a very nice things to have indeed. Lum Berry is not something an opponent can really predict, so anyone trying outspeed and sleep Groudon to start the game (looking at you, Darkrai), will be unpleasantly surprised.
The main problem I have here is that I may be asking Groudon to do too much. I crammed a lot into this set: Weather set-up, status removal, hazard set-up, status spreading, and dual coverage moves, and physical defensive wall. I'm worried I will end up over-relying on Groudon, and missing it too much if it gets knocked out early. I think that a potential spinner somewhere on the team that could also do any one of these things would take the pressure of off Groudon and really balance out the team.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpDef
Calm Nature (+SpDef, -Atk)
- Wish
- Protect
- Toxic
- Heal Bell
Part two of the defensive core of this team. Everyone knows Blissey sponges special hits like a champ. This is a classic Cleric set for Blissey. Natural Cure removes it's own status upon switching out - very clutch, as it prevents the need for a lum berry or having to waste a heal bell on itself. Wish passes boatloads of HP to everyone else. Protect scouts opposing movepools and provides extra turns for toxic. Toxic is Toxic. Softboiled would be extraneous here because Wish + Protect heals the same. Nature and EVs are all about being a Special Wall. Leftovers is very helpful here.
I'm honestly not worried about picking up a Taunt. It's distribution covers a whopping seven Uber tier pokemon (four of which are Deoxys, and one is Mewtwo, which I find hard to believe would ever give up a slot for Taunt), and the metagame seems to prefer to take a set up turn instead of Taunting. If this assumption is incorrect, and Taunt is a legitimate threat in Ubers, that is something I would very much like to know.
Blaziken @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Protect
- Swords Dance
- Hi Jump Kick
- Blaze Kick
My first of three sweepers. Speed Boost is obvious, as it is the only reason Blazikein can dabble in Ubers at all. Life Orb maxes out potential damage while allowing use of a strong duel-STAB, and the recoil seems negligible, as with no defensive investment, any shot Blaziken takes is a OHKO. The EVs are self-explanatory. Adamant nature is preferred to Jolly here, because honestly if Blaziken is going to actually get to attack anything, it WILL have +2 speed, which is more than enough, and it needs to hit as hard as possible. Protect is necessary, as not only does it provide a guaranteed +1 speed, but it also scouts a little movepool from my opponent. The problem here is that they will probably see this coming, and use their turn to not attack, but I can't really afford to take that risk. The dual kicks provide dual-STAB. If there is an opening, Swords Dance will be used, making Blaziken very dangerous indeed. I use Blaze Kick over Flare Blitz, because between that recoil and Life Orb recoil, Blaziken will kill itself after three attacks, especially if it starts with stealth rock damage.
Note: If I could find a place for Rapid Spin on this team, then Blaziken could switch in with no hazards to worry about, run Focus Sash, and then 1st turn Swords Dance, 2nd turn Protect, and then +2 Atk, +2 Spd probably wins me the game.
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 252 SAtk / 4 SpDef / 252 Spd
Modest Nature (+SpAtk, -Atk)
- Growth
- Giga Drain
- Sludge Bomb
- Hidden Power Fire
The team's second sweeper, and the one most able to abuse the Sun. The number one choice for a Chlorophyll user does not disappoint. EVs are classic sweeper, and Life Orb is the obvious choice for power, as any recoil is healed off by Giga Drain, which acts as both powerful STAB attack and a great recovery move, which is gold for a sweeper. The dual-STAB has great coverage, and matches with Blaziken's dual-STAB really well. Hidden Power Fire OHKOs Ferrothorn and Shaymin-Sky, and is almost always a surpise, despite it's usefulness. No one doubts the benefits of the +2 SpAtk Venusaur gets from Growth under Sun. Modest Nature maximizes power. Overall a pretty straight forward set. Solar Beam is avoided in case the Sun is taken away, and because Giga Drain doubles as Recovery.
I like this set as is. If there's anything you see differently, let me know.
Mewtwo @ Life Orb
Ability: Unnerve
EVs: 252 SpAtk / 4 SpDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Psystrike
- Fire Blast
- Aura Sphere
- Recover
In my opinion, if your team does not include Mewtwo, you either are not playing Ubers, or you have made a mistake. I demonstrated this pretty clearly in the first battle link I posted.
Mewtwo is the final sweeper, and I plan to have him step in mid- to late-game and mop up whatever's left. Aura Sphere is great due to perfect accuracy, and is used for everything it hits Super-Effectively. Fire Blast is boosted by the Sun, 85% accuracy is enough for me, and is used for everything it hits Super-Effectively, especially that jerk Ferrothorn. Psystrike kills everything else. And if for some odd reason, Mewtwo takes damage that Blissey didn't already wish away, Recover is there to the rescue. EVs and Nature are obvious. Unnerve's prevention of berry use is great, especially for the all-annoying Custap Wobbuffet. This is (along with Groudon) the only pokemon I will not consider removing from my team. I will however listen to advice on the the moveset.
If I had any question here, it would be whether to replace Recover with Ice Beam. The fantastic coverage this moveset would have with Ice Beam is unquestionable, but I have reservations about a pokemon that will stay in and can take a hit having no way to heal itself, and having to rely on Blissey is a three turn affair that ruins offensive momentum. However, if you feel you can convince me that the Super-Effective coverage is worth it, I'm all ears.
Palkia @ Choice Scarf
Ability: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SpAtk, - Atk)
- Spacial Rend
- Hydro Pump
- Thunderbolt
- Fire Blast
Palkia operates as my premier revenge killer. With Choice Scarf attached and 252 Spd EVs, it basically outspeeds the entire unboosted metagame, Thus the Timid nature should not be necessary. Palkia also has the SpAtk EVs and Nature to land a OHKO with any of it's four attacks, and then, depending on the next opponent, outspeed them for super-effective damage, or switch out for one of its defensive teammates. Spacial Rend is the dragon-STAB of choice, due to 100% accuracy, and Draco Meteor's horrendous -2 drop in SpAtk, which I deem unacceptable. It also mediates the need for Ice Beam, which would have been for largely for use against Dragons anyway. Hydro Pump is the water-STAB of choice because, for me, the 80% accuracy is just above the line of acceptability, and Surf just does not hit hard enough with Water's power drop thanks to Sunlight. Thunderbolt is wonderful for all the flying types that inhabit Ubers, And finally Fire Blast rounds out what is spectacular coverage (9 types hit for Super Effective damage, neutral damage for the other 9).
If you disagree with the moveset for Nature here, those are definitely things I am willing to change, but keep in mind the purpose here is for Palkia to revenge kill, not sweep.
That's my team. Again, any and all advice is highly appreciated. And if you feel that I can be of help to you in any way, please don't hesitate to ask.
Smogon Username: Klawehtgod