So, after some weeks of basking in the UU environment, I've compiled a team that I hope will kick some serious ass. I'm still testing but with mixed results and I was hoping to see where I'm going wrong. I'm still new to this so please forgive any glaring weaknesses that are apparent.
Changes and removals in Red. Further commentary in Bold.
Changes and removals in Red. Further commentary in Bold.
Drapion
Drapion (M) @ Choice Band
Ability: Sniper
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Fang
- Earthquake
- Night Slash
- Rock Slide
Ability: Unburden
EVs: 12 HP/252 Def/88 Spd/124 SAtk/32 SDef
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Baton Pass
- Substitute
- Hidden Power [Fighting]
Drapion (M) @ Choice Band
Ability: Sniper
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Ice Fang
- Earthquake
- Night Slash
- Rock Slide
. First of all let me say, Drapion is a beast. good Atk, good Def, and only one(!) weakness makes him a hardy poke. Drapion is my anti-lead and although EQ is very common in normal play most leads don't run it, and, it's easy to scout so he very rarely takes one. Ice fang deals with the fairly common Roserade lead as well as other grasses, EQ deals with Typhlosion, Arcanine and other fire types. Night Slash will 2HKO mesprit and deal serious damage to his psychic amigos. Rock Slide is there for one reason: Yanmega. Yanmega can seriously mess up my team if not dealt with quickly and a 4x weakness to rock does just that. It also deals with Moltres who can be tricky to take down as well. Factor in Sniper and the fact that most of these moves have a high CH ratio, as well as CB, and you have a serious monster. Still in Use.
Drifblim (M) @ LeftoversDonphan
Donphan (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard/ Assurance
Donphan (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard/ Assurance
I'm not quite sure I'm sold on Donphan yet. Previously I was using Sandslash and he seemed to last a lot longer, as well as having a more reliable way of dealing with those ghost types who appear at the sight of a Rapid Spinner. As I often don't get the chance to set up SR before one of them appears, Assurance doesn't do much damage. Anway, Ice Shard is good for revenge kills, and EQ is a good STAB. Okay, Donphan has proven his worth. Greater Atk and Def than Sandslash is a big plus. Running Assurance meant no Ice Shard which sucks, but the amount of Ghosts switching into him has proved it nessecary. Assurance hits hard enough to break through Mismagius Sub's which means it can't set up.
Drifblim
Ability: Unburden
EVs: 12 HP/252 Def/88 Spd/124 SAtk/32 SDef
Modest nature (+SAtk, -Atk)
- Shadow Ball
- Baton Pass
- Substitute
- Hidden Power [Fighting]
I love this big ghost balloon and regardless, he will always find a place on my team. Switching in on Fake Out Ambipom and other normal types never fails to make me feel good. As well as hitting back with HP fighting. Shadow Ball is for STAB and Substitute allows me to Baton Pass on huge subs to this guy: Replaced with Dusclops. Rock and Electricity weakness was a big factor, as Rotom can run wild on this. As well, Linoone is gone too so there's no need for gigantic Subs no more. I still love it :(
Dusclops
Dusclops (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/36 Atk/20 Def/200 Spd
Careful nature (+SDef, -SAtk)
- Will-o-wisp
- Focus Punch
- Shadow Ball
- Pain Split
Dusclops (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/36 Atk/20 Def/200 Spd
Careful nature (+SDef, -SAtk)
- Will-o-wisp
- Focus Punch
- Shadow Ball
- Pain Split
This guy rules. Full stop. Switch in on normal or psychic types, wait for the switch and then wallop what ever is coming in with a Focus Punch. This works great because it gets the two most common switch ins- Dark and Normal types. Houndoom comes in expecting a Wow to boost it's fire power but gets OHKO'ed. Shadow Ball for STAB, Wow to cripple incomers that are planning to do a number on it and Pain Split as recovery.
Linoone
Linoone (M) @ Salac Berry
Ability: Gluttony
EVs: 116 HP/252 Atk/136 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Belly Drum
- Extremespeed
- Seed Bomb
- Shadow Claw
Most people see this guy coming in off a Baton Pass with a huge Sub and know whats coming. After a Belly Drum this guy will sweep a good 2,3,4 pokes before going out in a blaze of glory. Haze Altaria and Milotic will spoil the party as well as steel types. This set pretty much explains itself but if any one can suggest better type coverage I'd be very happy to listen. Gone. To hard to get into play safely, and despite it's purpose, doesn't guarantee OHKO's on most pokes.Linoone (M) @ Salac Berry
Ability: Gluttony
EVs: 116 HP/252 Atk/136 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Belly Drum
- Extremespeed
- Seed Bomb
- Shadow Claw
Ludicolo
Ludicolo (M) @ Choice Specs
Ability: Swift Swim
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Grass Knot
- Surf
- Ice Beam
- Hydro Pump
Much in the same vein as Drapion, Ludicolo is an underated pokemon. A unique typing allows it to overcome some of the more common counters each of its seperate types would succumb to. I decided to chose Grass Knot over Energy Ball because of the more common heavy waters in UU like Milotic, Quagsire and Slowbro/King. Surf as well for STAB, Ice Beam to deal with other grasses that don't run any poison moves and Toxic is good for a switch in that your unsure of. Switched to a Choice Specs variety. Changed to Swift Swim to benefit more from rain. Hydro Pump 2HKO's a common switch in, Registeel. Not sure about having two water attacks but Surf is good for when something NEEDS to hit, given the shaky accuracy of HP. Ice beam is pretty much guaranteed to kill any grass switch in.Ludicolo (M) @ Choice Specs
Ability: Swift Swim
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Grass Knot
- Surf
- Ice Beam
- Hydro Pump
Slowbro
Slowbro (M) @ Leftovers
Ability: Own Tempo
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Calm Mind
- Slack Off
- Psychic
- Surf
Slowbro (M) @ Leftovers
Ability: Own Tempo
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Calm Mind
- Slack Off
- Psychic
- Surf
My bulky water. With Calm Mind and Slack Off, slowbro can last for a very long time if the usual counters have been dealt with. Even at that, if allowed to set up a few CM's even typical counters will have a hard time. Psychic and Surf are, again, STAB. Still in Use.
Finally, a new addition:
So, there's my team. I'd be very grateful for any constructive criticism/ suggestions.
Finally, a new addition:
Chansey
Chansey (F) @ Leftovers
Ability: Serene Grace
EVs: 252 Def/4 Spd/252 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Wish
- Softboiled
- Body Slam
Chansey (F) @ Leftovers
Ability: Serene Grace
EVs: 252 Def/4 Spd/252 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Wish
- Softboiled
- Body Slam
I know, it's an unconventional set. Chansey is basically team support. Healing Status and passing on Wish have really given my other pokes much more longevity, and if Chansey does this then it's doing its job. I'm still not sure about Softboiled as well as Wish but it's good for immediate healing when Wish would come too late. As for it's attack, I decided to go for STAB Body Slam instead of the more common Seismic toss. With Serene grace Body slam cripples 60% of the time, giving further team support. With Aromatherapy, Natural Cure is sort of redundant as Chansey is sturdy enough to waste a few turns if she's paralysed before Aromatherapy works.
So, there's my team. I'd be very grateful for any constructive criticism/ suggestions.