ORAS UU Lindas (Peaked #1)

Pak

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Hello and welcome to my second RMT! Before making this team, I struggled to find anything enjoyable to build around. I realized I would always use the same cores with different partners rotated in. I was tired of using Swampert + Florges + Doublade. I was tired of using Nidoqueen + Hydreigon. I was tired of using Snorlax + Tangrowth. Not only that but every team I had made had been fairly bulky balance. I figured it was time to try something new and lean more towards offense. With about 10 unsuccessful teams in a row, I was starting to lose confidence and enjoyment for the game. I struggled to find anything cool to build around that was good at the same time. I was walking home earlier this week and saw the answer was right in front of my face the whole time. My BLT team is titled Fletchinder Eterna. Somehow I had never thought about building around our team's mascot. I actually built the team in my head on my way home that day and have yet to make any changes. It's safe this worked out as I managed to peak the ladder with it under the name Allegorical. I hadn't had that much fun playing the game in a long time. I also won my BLT matchup this week with this team. Enjoy!

Sets and Teambuilding Thought Process
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Fletchinder
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Acrobatics
- Swords Dance
- Roost
- Will-O-Wisp

As I said before, the mon I decided to build the team around was our team's mascot Fletchinder. I chose to go with the common moveset of acrobatics, SD, roost, and will-o-wisp. Acrobatics obviously gains priority from the ability Gale Wings allowing it to be a major threat to opposing offensive teams since it outspeeds the frailer mons that can threaten it. Swords Dance allows it to boost its attack stat to threaten bulkier teams. Roost is used to stay at a high amount of hp, specifically out of stealth rock range. Will-o-wisp is used to and cripple mons such as Doublade and Swampert that may try to switch in on Acrobatics. The rest of the team is structured to beat or weaken the bulky water types and steel types that prevent a Fletchinder sweep as well as beat the other common pokemon in the tier.


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Magneton @ Choice Specs
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Grass]

The first partner I chose was the not so common Magneton. This mon seemed ideal as it severely threatens the bulky water and steel types that give Fletchinder trouble. Its ability Magnet Pull allows it to trap annoying mons such as Empoleon, Forretress, and Aggron to make a Fletchinder sweep much easier. It's also worth noting that these mons that are trapped are commonly used as hazard setters or removers which this team appreciates being gone since Fletchinder and Beedrill are weak to rocks and come in and out a lot. I tested out a scarf set over specs but I found that Magneton needs the extra power to take on the bulkier teams that make give this one trouble. Thunderbolt and flash cannon serve as the powerful stab moves. Volt switch is useful for grabbing momentum and getting in either Beedrill or Linda on more specially built walls. Hidden power grass was chosen specifically to kill Swampert, another threat to Fletchinder, and other ground types that may switch in expecting electric type moves.


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Beedrill-Mega @ Beedrillite
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

The next mon added to the team was Mega Beedrill. Bee seemed like a perfect fit as it also struggles with the steel types Magneton traps while forming a nice VoltTurn core with it. This core is great for weakening bulkier cores that can give Fletchinder trouble. The moves I chose are fairly self explanatory. U-Turn is used to keep up momentum while punching holes in bulkier cores and poison jab is nice for a powerful stab move to threaten pokemon such as Salamence. Drill run is nice for steel types like Cobalion and Doublade on switch in since Magneton cannot effectively beat them. Protect is obviously used to mega evolve safely.


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Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk

The next Pokemon on the team is Suicune. While the first three form a very good offensive core, there are some very common mons that take advantage of it. The three are Aerodactyl food, Entei food, DD Mence food, and Mamoswine food. What mon checks or counters all of these? UU's favorite legendary dog. However, the set I chose is not very common as I opted to drop calm mind from the standard roar set for sleep talk. While this may look a bit weird, the team can't afford for Suicune to be useless for two turns in order to heal itself. The main role of this mon is the beat the threats mentioned above and stop set up mons in general like Feraligatr, CM Cresselia, opposing Suicune, Reuniclus, and Cobalion if need be. Roar is not only nice for stopping set ups but also for whittling with hazards up. I would've opted to go with more speed evs if cune weren't so pressured. I needed as much bulk as possible so I just decided to hit the leftovers number with 240 hp evs.


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Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 232 Def / 28 Spe
Impish Nature
- Scald
- Knock Off Haze
- Rapid Spin
- Toxic Spikes

The next pokemon I chose is Tentacruel. With Beedrill and Fletchinder on the team, I needed a reliable hazard remover and Tenta is about as reliable as it gets imo. Not only does it get spin to benefit the team but it also has access to toxic spikes. T spikes seemed perfect for a team like this as it cripples the longevity of some of the Linda's walls. No wall wants to be whittled and lose 12.5% of its health every turn. One thing you may be wondering as you read this is why didn't I go with forretress in this slot since it gets both moves this mon is primarily used for and its typing better compliments that of Suicune. In my experiences with it, Forretress has been underwhelming and too passive. If I had opted to go with forre, I could be easily spin blocked by the ghosts of the tier and could not punish these switches very well. Tentacruel on the other hand can threaten these mons with either scald or knock off. Also, with base 100 speed it has more opportunities to spin on bulkier mons.

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Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stealth Rock

The final member of the squad is Krookodile. A couple things I noticed is the team did not have rocks as well as having no electric immunity. Not only is there no electric immunity but there is no other mon that can take on opposing electric types that threaten Linda. With a more offensive team, it is crucial to keep as much momentum as possible. If there is a ground type in the back, my opponent will be less likely to spam volt switch. Since this team forces a lot of switches, rocks are vital in whittling the opposing team. Switch ins to Beedrill and Magneton are pressured much more with either of the team's hazards up. Stab knock off with the dread plate boost is nice for getting rid of opposing walls' leftovers, limiting their longevity. Pursuit is a nice option as you can trap ghost types, allowing Tentacruel to click rapid spin without fear of a ghost type switching in.


Special attacking dragon types: pokemon such as special Mence, Hydreigon, and Kyurem are huge problems as my only dragon resist is Magneton, which does not take on any of these mons. The goal is to play around them and weaken them for Fletchinder or Beedrill with rocks up.

Pursuit Aerodactyl: can kill Beedrill and weaken Fletchinder on the switch to Suicune

SD Abomasnow: if well played it can cause huge problems

NP Azelf: Have to rely on revenging with Fletchinder or Beedrill

Stealth Rock: cripples Fletchinder and Beedrill's longevity


 
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Hey have we played before? I run a mono-bug team and I remember getting wrecked by a fletchinder (I thought I would be free from Gale Wings in UU).

I don't have much to recommend, your team is amazing (I mean #1, how much better can you get?).
 
Hey have we played before? I run a mono-bug team and I remember getting wrecked by a fletchinder (I thought I would be free from Gale Wings in UU).

I don't have much to recommend, your team is amazing (I mean #1, how much better can you get?).
We may have I don't really remember
 
Wow Pak Nice team! I really like the build around a fun mon like Fletchinder! I also like how you used the awesome voltturn core of Beedrill and Magneton (Just made an RMT on it lol, my first one). This team looks great and it is a nice offensive team. Obviously this team has to be awesome if you peaked at No #1 on the ladder. The only little change I would have to say might improve this team would be Giga Drain > Knock Off On Tentacruel I feel like your Mega Swampert weakness is pretty prevalent bar Suicune, and once Swampert sets up a rain dance or even a curse, it can take out a majority of your team. Because of this I feel Tentacruel could make use of Giga Drain over Knock off for more coverage, and a Swampert counter, while also gaining health back, which is one of Tentacruels weaknesses as well. Also you already have a mon with knock off, which doesnt mean you cant have 2, but yeah...

That is just a possible option that I thought could make the team even better, other than that your Team looks absolutely great!

(P.S) Why did you put me on your Shoutouts! lol jk ;)
 
Eh, I wouldn't say he has a Mega-Swampert weakeness. The whole point of Roartalk suicune is so that you can handle physical stuff like MegaPert as consistently as possible. If you use this team and lose to a Mega pert then you just played really bad. Giga drain hits only pert which is already handled so I would call it a waste. Knock off is overall better.
 
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