Prioritops

You know, UU is my favorite tier, by far. I don't know why. Maybe its because most of the Pokemon are flexible and can do some pretty amazing things one might not expect. This is my main team for this tier, and I just would like to get some people's opinion on it. Just so you know, I'll be calling Hitmontop by my nickname for him, Prioritops, for this just due to the fact that I cant help myself. Here we go:

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Hitmontop @ Life Orb
Trait: Technician
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Fake Out
- Sucker Punch
- Bullet Punch
- Mach Punch

Ah, yes. Prioritops. The star of this team, although another Pokemon on the team acts as its main support. Let me start off by saying I love this thing. It destroys everyone's day. You see, the choice of all priority moves probably seems really odd, and it will make sense in a bit, but for now, I'll trying to justify it. The thing is, nothing outspeeds this guy, so you can spend EVs on other stats to make it more bulky. Fake Out is a good choice to open most times, unless your low on HP, then it would be dumb to rack up more Life Orb recoil than necessary. Mach punch is a great move, STAB and priority, so thats a must here. Sucker Punch doesnt get the Technician boost, but its great to shut down Chandelure, what most people bring out on this guy. Bullet Punch may seem pointless, since whatever its super-effective against, Mach Punch is, but its solely for neutral coverage.*Honestly, I built this team just to use this guy.



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Umbreon @ Leftovers
Trait: Synchronize
EVs: 252 SpD / 252 HP / 4 Def
Careful Nature
- Curse
- Baton Pass
- Heal Bell
- Foul Play

Umbreon is what makes Prioritops work. I know most Umbreons carry the annoying Wish/Protect combo, but that's not what I was going for. You see, Curse and Baton Pass is unbelievably great for Prioritops. Umbreons great defenses let him take hits really well while he sets up Curse, then when he has a good amount of Curses up or he's in trouble, he Baton Passes into Hitmontop. Other than that, it carries Heal Bell to work as a cleric, and Foul Play to take care of itself in case it's the last Pokemon left. Also, as an added bonus, Sychronize punishes status moves, which makes it even easier to set up.



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Togekiss @ Leftovers
Trait: Serene Grace
EVs: 126 SpD / 130 Def / 252 HP
Calm Nature
- Wish
- Thunder Wave
- Air Slash
- Aura Sphere

This thing is a great mixed wall. Although I already have Umbreon for that, this thing has another purpose: Wish. Due to things being able to switch in on Prioritops that he can't really hit, he has to switch out sometimes. You can set up again later with Umbreon, but it will be harder due to it most likely being damaged. Along with that, Prioritops will get seriously damaged from Life Orb after a while. Wsih fixes most of this, and Togekiss's high HP certainly helps. Along with this, Thunder Wave cripples many things, and with Air Slash's 60% flinch rate after Serene Grace, this thing can take care of itself fine. The last move is your pick, I use Aura sphere just for an alternate attack.



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Blastoise @ Leftovers
Trait: Torrent
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Rapid Spin
- Scald
- Ice Beam
- Toxic

This is my physical wall/rapid spinner, and he does his job really well. Hazards dont really help any team, including this one, so it's nice to get rid of them. Scald is a good STAB move, but it's main job is to burn physical attackers, which is a great help. Ice Beam is good coverage that can do good damage if you predict a switch right. Example: You come in on a Darmanitan with this guy, and you notice he has a Virizion. He most likely won't stay in, so you go for the ice beam to hit that Virizion. The last most, Toxic, helps take down walls, and just helps encourage switching over time.



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Chandelure @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 252 Spe / 4 SpD
Modest Nature
- Trick
- Fire Blast
- Shadow Ball
- Energy Ball

Yeah, I know this set is pretty typical, but it works. You see, I mainly use this guy for Trick. Common switch ins on this guy are Bisharp and Slowbro. Bisharp can be handled with the Fire Blast, sure, but then you have to worry about the Sucker Punch. The Trick option makes him decide on a move next turn or switch out, and if he goes for the former, you can just switch into something else and ruin its day. Slowbro has no use for a Choice Scarf, and gets crippled by it. Shadow Ball is great STAB, and hits neutral well. Energy ball helps against Blastoises quite a bit.



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Roserade @ Focus Sash
Trait: Natural Cure
EVs: 252 SAtk / 252 Spe / 4 HP
Modest Nature
- Sunny Day
- Solarbeam
- Sludge Bomb
- Weather Ball

This was the last Pokemon I added to this team. It was originally a Virizion, but then there was one thing this team kept on getting walled by: Water types. So, what I did was make a Pokemon who's sole use was to shut down water types, and this lovely lady came out of it. Sunny Day helps by weakening water type moves, and it spirals out from there. Solarbeam only needs one turn under sun, becoming a great STAB move. Sludge bomb is for neutral coverage, also being a STAB move. Lastly, Weather Ball. The thing that wrecks under sun. Base 50 doubled into 100, getting the 50% boost for fire type moves under sun makes it a base 150 move, and it's great to hit other grass types. Also, the focus sash helps for when fire types switch in and think they can just switch me out because of fear it will die instantly.


So, thank you for looking at my team. I would appreciate criticism and tips on what I should change. Thank you.
 
Looks like a nice team! Here's some thoughts on it:

I think would be a good idea is to put Hitmontop's last 4 evs in Special Defense, as then Download users will get an Attack boost instead of a Special Attack boost.

And also your Roserade set seems a little odd. I'm not saying that its not good as I've never used/seen it, but Roserade isn't really fast enough to pull off any kind of sweep under the sun. And if water types are that big of a problem, why not just use a regular specially defensive Roserade?

And another thing, you lack and entry hazard user, which I think would be a good idea to have, especially since Stealth Rocks or Spikes would great help you sweep with Hitmontop.
 
A switch to a specially defensive Roserade also opens up an opportunity to use Spikes to set up hazards, so I'm seconding that change. She has a pretty high special attack anyways, and Sludge Bomb hits other Grass-types just fine.

I would change Ice Beam to Roar on Blastoise, to help rack up entry hazard damage and disrupt set up sweepers (I don't think Ice Beam does very much as the Grass-types in the tier all have excellent Special Defense).
 
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