Go Hard or Go Home
Hey guys! I'm carrera911, big time car nut with a UU team I've been pretty successful with. This team revolves around offensive Calm Mind Cresselia and Swords Dance Mega Sceptile. This is my first RMT, so please enjoy! I urge you to leave feedback on how I can potentially make it better: it fares well in the tier, but I know improvements can be made.
The Team
Team Building Process
The focus of this team was Calm Mind Cresselia. I really wanted to build a team around it. Cress's bulk makes it difficult to bring down, which leads to tons of setup opportunities.
I needed a way to cover Cresselia's weakness, so Assault Vest Machamp was selected, as No Guard really caught my eye. Cress and Champ covered each other well: Cress could wall just about every flying and fairy type in the tier as well as eat psychic attacks while Machamp had the movepool necessary to cover Cress.
Rocks and Defog were a must for me, so I chose Empoleon. With access to scald, 10 resistances, and a poison immunity, Empoleon easily fit in.
I wanted to get crafty and unique, so I chose Mega Sceptile. I planned to utilize a Swords Dance set to lure certain Special Walls such as Blissey, Goodra, and Florges.
The team lacked momentum and I felt like I needed a Will-O-Wisper to deal with certain threats like Mega Beedrill. Rotom-H seemed like a perfect choice.
The team was crippled by status and needed recovery, so I went searching for a cleric. Florges was considered, but in the end, I went for physically defensive Umbreon.
After a while, I concluded Machamp wasn't cutting it. It's poor speed was the leading factor, so I went for somebody who was faster and hit just as hard: Mienshao. Regenerator also meant I could keep Mienshao healthy without having to Wish into it. Plus, I had a volt-turn core.
In-Depth Analysis
Cresselia @ leftovers
252 Def, 252 HP, 4 Sp. Def
Bold Nature
- Calm Mind
- Moonlight
- Moonblast
- Psyshock
Aaahh, Cress. One of the best defensive walls in the game. With 120/120/130 base defenses, Cress is a very easy switch in and finds lots of opportunities to set up Calm Mind. Heck, it can even survive Knock Off from Mega Absol (if it's at full HP). Moonlight is to keep Cress healthy, but it's biggest flaw is its 8 PP, so it must be preserved. Moonblast is there to hit dark types on the switch. So many Hydreigon and Crawdaunt have fallen this way. Psyshock is STAB and enables Cress to hit the special walls that otherwise wall it. However, Cress can't do much unboosted as it fails to OHKO Crawdaunt and Mega Absol without a boost. Setup on mons you know Cress can wall and that lack Toxic. It's better Cress gets paralyzed then poisoned.
Mienshao @ Life Orb
252 ATK, 252 Spe, 4 HP
Jolly Nature
- Fake Out
- Drain Punch
- Knock Off
- U-Turn
A great ability in Regenerator, solid 105 speed, and a great 125 attack allows Mienshao to excel late game. Fake out is priority, however, it's usually quite obvious. Drain Punch is there for recovery (I hate running Hi Jump Kick), Knock Off is to strip defensive mons of the items they relay on and to hit Ghost types, and U-Turn is to gain momentum. While Machamp functioned alright, Mienshao is doing better, except for that one time I lost a 1v1 against a Mega Aerodactyl. Bullet Punch would've been great there.
Empoleon @ Leftovers
252 Spd, 248 HP, 8 SpA
Calm Nature
- Stealth Rock
- Defog
- Scald
- Flash Cannon
Originally modest with some special attack investment, I found specially defensive Empoleon to work better with this team. Rocks and Defog are self explanatory, Scald is there for that glorious 30% burn chance, although it doesn't ever work in my favor, and Flash Cannon is especially for Whimsicott and other fairies. Empoleon is a fantastic switch-in most of the time.
Sceptile @ Sceptilite
252 Spe, 252 Atk, 4 HP
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw
- Drain Punch
I don't ever think I've ran into another physical Mega Sceptile. Although most people tend to run a special attacker, I personally find physical to be so much better. After just one Swords Dance, Sceptile's attack raises to a staggering 638. It's actually easier to set up then you think. Bring Sceptile in on a foe you're opponent knows a special attacking Sceptile would OHKO, like Swampert. As they switch into their designated special wall, they will be in shock once Sceptile executes a Swords Dance. Leaf Blade and Dragon Claw are for STAB and Drain Punch is to recover HP as well as hit Blissey for super effective damage. And because of Lightning Rod, Sceptile finds immunity to Thunder Wave. However, Aerodactyl just laughs at Mega Sceptile. I'm trying to get Thunder Wave on somebody to take care of that, so Will-o on Rotom may have to go, but I don't know yet.
Rotom-H @ Leftovers
224 HP, 200 Sp. Atk, 84 Def
Modest Nature
- Overheat
- Volt Switch
- Pain Split
- Will-o-wisp/Thunder Wave
Rotom-Heat's unique Electric/Fire Tying makes it immune to both Will-O-Wisp and Thunder Wave, greatly enhancing the team. Overheat is for the sheer power, Volt Switch gains momentum and lets me escape when Overheat drops my Sp. Atk, Pain Split is for a way to recover, and Will-o-wisp neuters any physical attacker that'd otherwise threaten Cress, such as Pursuit Krookodile. Rotom's presence on the team has benefited the crew greatly. This spread is so Rotom-H isn't 2HKOed by Mega Beedrill's Poison Jab, thus being able to launch off Will-O-Wisp successfully.
Umbreon @ Leftovers
252 HP, 252 Def, 4 Spd
Bold Nature
- Foul Play
- Toxic
- Heal Bell
- Wish
Umbreon's main role is to KO setup sweepers like Gyarados and Salamence who would otherwise mow down my team. That is exactly what Foul Play is for, destroying anyone who dares to Dragon Dance or Swords Dance on Umbreon. Toxic is to cripple opposing walls, but thanks to Synchronize, sometimes Toxic isn't even needed. Heal Bell is to cleanse everyone of status, notably Cress of poison and Sceptile of burn, and Wish is to keep the crew healthy, notably Empoleon who lacks reliable recovery outside of Rest. Umbreon is a really good answer to Darmanitan, Gyarados, and other powerful physical attackers. However, he struggles when Mega Beedrill or other offensive dark types joins the party.
Threatlist
- Suicune. Oh, this freaking thing. If Sceptile's down and the rest of the team is becoming worn down, Suicune can be a problem. The way I deal with them is Toxic with Umbreon, and while it rests, go into Mega Sceptile and set up. However, Ice Beam variants are bad news for Sceptile. Cress usually holds up if she has enough calm mind boosts as well, but the scald burn can be problematic.
- Mega Aero can be a huge problem late game. Sceptile and Mienshao lose 1 on 1. Cress is usually the designated switch-in if she's healthy enough, however, all my walls have a good matchup, as long as they're healthy.
- Mega Beedrill destroys this team if Empoleon and Cress are down. U-Turn deals heavy damage to Umbreon, and the switch means Umbreon can't foul play. Try to burn it with Rotom-H early on. Identify any possible clerics and take them out quickly. Mienshao is another option with its priority fake-outs, but usually loses to protect variants.
- As with Aero, Crobat can cause problems late game. However, if Sceptile's at +2, it's really no big deal, and all 3 of my walls handle it fine. Crobat's only a late game threat.
- Setup sweepers like Gyarados and Mence can be problematic, especially if everyone's worn out. Umbreon is usually my method of dealing with them, but Cress also fares well too.
- THIS PIECE OF GARAGE. MY STINKING GOSH. IT JUST PLAYS WITH CRESS AND UMBREON WHILE THREATENING MEGA SCEPTILE AND MIENSHAO. Rotom-H and Empoleon are your best bets.
Status - My gosh, this team hates status. Toxic is Cress's worst enemy and Will-o-Wisp spells trouble for Sceptile and Mienshao. You'll have to be precise with your switches or Heal Bell with Umbreon as long as he's around.
Replays
Some of my closest battles has been with this team. (replays feature Machamp)
Conclusion
This team was a lot of fun to build and even more fun to battle with. I sincerely hope you guys enjoyed this team. Feel free to take out for a spin. I urge you to leave feedback: I am looking on how to make this team better.
The Team






Team Building Process
The focus of this team was Calm Mind Cresselia. I really wanted to build a team around it. Cress's bulk makes it difficult to bring down, which leads to tons of setup opportunities.

I needed a way to cover Cresselia's weakness, so Assault Vest Machamp was selected, as No Guard really caught my eye. Cress and Champ covered each other well: Cress could wall just about every flying and fairy type in the tier as well as eat psychic attacks while Machamp had the movepool necessary to cover Cress.


Rocks and Defog were a must for me, so I chose Empoleon. With access to scald, 10 resistances, and a poison immunity, Empoleon easily fit in.



I wanted to get crafty and unique, so I chose Mega Sceptile. I planned to utilize a Swords Dance set to lure certain Special Walls such as Blissey, Goodra, and Florges.




The team lacked momentum and I felt like I needed a Will-O-Wisper to deal with certain threats like Mega Beedrill. Rotom-H seemed like a perfect choice.





The team was crippled by status and needed recovery, so I went searching for a cleric. Florges was considered, but in the end, I went for physically defensive Umbreon.






After a while, I concluded Machamp wasn't cutting it. It's poor speed was the leading factor, so I went for somebody who was faster and hit just as hard: Mienshao. Regenerator also meant I could keep Mienshao healthy without having to Wish into it. Plus, I had a volt-turn core.






In-Depth Analysis

Cresselia @ leftovers
252 Def, 252 HP, 4 Sp. Def
Bold Nature
- Calm Mind
- Moonlight
- Moonblast
- Psyshock
Aaahh, Cress. One of the best defensive walls in the game. With 120/120/130 base defenses, Cress is a very easy switch in and finds lots of opportunities to set up Calm Mind. Heck, it can even survive Knock Off from Mega Absol (if it's at full HP). Moonlight is to keep Cress healthy, but it's biggest flaw is its 8 PP, so it must be preserved. Moonblast is there to hit dark types on the switch. So many Hydreigon and Crawdaunt have fallen this way. Psyshock is STAB and enables Cress to hit the special walls that otherwise wall it. However, Cress can't do much unboosted as it fails to OHKO Crawdaunt and Mega Absol without a boost. Setup on mons you know Cress can wall and that lack Toxic. It's better Cress gets paralyzed then poisoned.

Mienshao @ Life Orb
252 ATK, 252 Spe, 4 HP
Jolly Nature
- Fake Out
- Drain Punch
- Knock Off
- U-Turn
A great ability in Regenerator, solid 105 speed, and a great 125 attack allows Mienshao to excel late game. Fake out is priority, however, it's usually quite obvious. Drain Punch is there for recovery (I hate running Hi Jump Kick), Knock Off is to strip defensive mons of the items they relay on and to hit Ghost types, and U-Turn is to gain momentum. While Machamp functioned alright, Mienshao is doing better, except for that one time I lost a 1v1 against a Mega Aerodactyl. Bullet Punch would've been great there.

Empoleon @ Leftovers
252 Spd, 248 HP, 8 SpA
Calm Nature
- Stealth Rock
- Defog
- Scald
- Flash Cannon
Originally modest with some special attack investment, I found specially defensive Empoleon to work better with this team. Rocks and Defog are self explanatory, Scald is there for that glorious 30% burn chance, although it doesn't ever work in my favor, and Flash Cannon is especially for Whimsicott and other fairies. Empoleon is a fantastic switch-in most of the time.

Sceptile @ Sceptilite
252 Spe, 252 Atk, 4 HP
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw
- Drain Punch
I don't ever think I've ran into another physical Mega Sceptile. Although most people tend to run a special attacker, I personally find physical to be so much better. After just one Swords Dance, Sceptile's attack raises to a staggering 638. It's actually easier to set up then you think. Bring Sceptile in on a foe you're opponent knows a special attacking Sceptile would OHKO, like Swampert. As they switch into their designated special wall, they will be in shock once Sceptile executes a Swords Dance. Leaf Blade and Dragon Claw are for STAB and Drain Punch is to recover HP as well as hit Blissey for super effective damage. And because of Lightning Rod, Sceptile finds immunity to Thunder Wave. However, Aerodactyl just laughs at Mega Sceptile. I'm trying to get Thunder Wave on somebody to take care of that, so Will-o on Rotom may have to go, but I don't know yet.
Rotom-H @ Leftovers

224 HP, 200 Sp. Atk, 84 Def
Modest Nature
- Overheat
- Volt Switch
- Pain Split
- Will-o-wisp/Thunder Wave
Rotom-Heat's unique Electric/Fire Tying makes it immune to both Will-O-Wisp and Thunder Wave, greatly enhancing the team. Overheat is for the sheer power, Volt Switch gains momentum and lets me escape when Overheat drops my Sp. Atk, Pain Split is for a way to recover, and Will-o-wisp neuters any physical attacker that'd otherwise threaten Cress, such as Pursuit Krookodile. Rotom's presence on the team has benefited the crew greatly. This spread is so Rotom-H isn't 2HKOed by Mega Beedrill's Poison Jab, thus being able to launch off Will-O-Wisp successfully.
Umbreon @ Leftovers

252 HP, 252 Def, 4 Spd
Bold Nature
- Foul Play
- Toxic
- Heal Bell
- Wish
Umbreon's main role is to KO setup sweepers like Gyarados and Salamence who would otherwise mow down my team. That is exactly what Foul Play is for, destroying anyone who dares to Dragon Dance or Swords Dance on Umbreon. Toxic is to cripple opposing walls, but thanks to Synchronize, sometimes Toxic isn't even needed. Heal Bell is to cleanse everyone of status, notably Cress of poison and Sceptile of burn, and Wish is to keep the crew healthy, notably Empoleon who lacks reliable recovery outside of Rest. Umbreon is a really good answer to Darmanitan, Gyarados, and other powerful physical attackers. However, he struggles when Mega Beedrill or other offensive dark types joins the party.
252 Atk Darmanitan Superpower vs. 252 HP / 252+ Def Umbreon: 98-116 (48.5 - 57.4%) -- 48.8% chance to 2HKO after Leftovers recovery
+1 252+ Atk Gyarados Waterfall vs. 252 HP / 252+ Def Umbreon: 75-88 (37.1 - 43.5%) -- 99.8% chance to 3HKO after Leftovers recovery
+2 252 Atk Salamence Dragon Claw vs. 252 HP / 252+ Def Umbreon: 94-112 (46.5 - 55.4%) -- 19.9% chance to 2HKO after Leftovers recovery
+1 252+ Atk Life Orb Feraligatr Waterfall vs. 252 HP / 252+ Def Umbreon: 87-103 (43 - 50.9%) -- guaranteed 3HKO after Leftovers recovery
Umbreon's bulky enough to take some hits and retaliate back with Foul Play.
+1 252+ Atk Gyarados Waterfall vs. 252 HP / 252+ Def Umbreon: 75-88 (37.1 - 43.5%) -- 99.8% chance to 3HKO after Leftovers recovery
+2 252 Atk Salamence Dragon Claw vs. 252 HP / 252+ Def Umbreon: 94-112 (46.5 - 55.4%) -- 19.9% chance to 2HKO after Leftovers recovery
+1 252+ Atk Life Orb Feraligatr Waterfall vs. 252 HP / 252+ Def Umbreon: 87-103 (43 - 50.9%) -- guaranteed 3HKO after Leftovers recovery
Umbreon's bulky enough to take some hits and retaliate back with Foul Play.
Threatlist







Status - My gosh, this team hates status. Toxic is Cress's worst enemy and Will-o-Wisp spells trouble for Sceptile and Mienshao. You'll have to be precise with your switches or Heal Bell with Umbreon as long as he's around.
Replays
Some of my closest battles has been with this team. (replays feature Machamp)
http://replay.pokemonshowdown.com/uu-323850802 (Mega Sceptile cleans up late game)
http://replay.pokemonshowdown.com/uu-316252551 (came down to the wire)
http://replay.pokemonshowdown.com/uu-309035414 (In control the entire match)
http://replay.pokemonshowdown.com/uu-316252551 (came down to the wire)
http://replay.pokemonshowdown.com/uu-309035414 (In control the entire match)
This team was a lot of fun to build and even more fun to battle with. I sincerely hope you guys enjoyed this team. Feel free to take out for a spin. I urge you to leave feedback: I am looking on how to make this team better.
Cresselia @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 6 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Psyshock
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Drain Punch
- U-turn
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Flash Cannon
Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Drain Punch
- Dragon Claw
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 224 HP / 84 Def / 200 SpA
Modest Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Overheat
Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Toxic
- Wish
- Heal Bell
- Foul Play
Ability: Levitate
EVs: 252 HP / 252 Def / 6 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Moonlight
- Psyshock
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Knock Off
- Drain Punch
- U-turn
Empoleon @ Leftovers
Ability: Torrent
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Flash Cannon
Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Drain Punch
- Dragon Claw
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 224 HP / 84 Def / 200 SpA
Modest Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Pain Split
- Overheat
Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Toxic
- Wish
- Heal Bell
- Foul Play
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