INTRODUCTION
After the Crawdaunt suspect test, I chose to retire my old team and make a new one. Since I had trouble making anything but balance work before, I decided to push myself out of my comfort zone and build an offensive team. The result was a solid offense team that peaked at 1593 Elo with a GXE of 81% before a nasty combination of hax and tilt cost me 80-something points and all motivation to ladder.
It took me a while to learn how to play a style I wasn’t really used to using, but I enjoyed the experience and I’m pretty proud of how well this team has worked out for me. I know that my peak position on the ladder isn’t as impressive as reaching number 1 on the ladder (I think I topped out at around 30th), but I’m still pretty new to competitive Pokemon, so hopefully I’ll be able to improve with more experience and become a stronger ladder player and tournament contender.
The team focuses on breaking down opposing teams so that Salamence can sweep or Mega Aerodactyl can clean. Every member can and has cleaned up weakened opponents, but Salamence and Mega Aerodactyl are my primary win conditions, and the rest of the team is meant to support them and maintain pressure and momentum until I can finish the game.
By posting this, I hope to improve this specific team and to improve my general teambuilding process, both by receiving advice specific to this team and because writing down my thoughts and trying to explain why I made the choices I did forces me to think critically about my decisions and be sure that I really understand them and their ramifications. My success with this team has led me to believe that I have something to offer the community, so I hope that reading this also helps other players improve and increases interest in UU as a tier.
The name comes from the fact that I have been playing way too much Starcraft II recently.
TEAMBUILDING
THE TEAM IN-DEPTH
This team makes heavy use of U-Turn and Volt Switch to gain, regain, and retain momentum and keep pressure on the opponent. I tried to make sure I had multiple resistances to as many types as I could so that my team members could support each other through typing synergy, as nothing on my team runs a defensive EV spread. In most games, I try to identify which of my Pokemon has the best chance to sweep or clean the opposing team and work toward enabling that. Which Pokemon I value most heavily and which ones I use as my primary answers to certain threats changes game by game, so, when using this team, it’s important to be flexible and adaptable. I’m not afraid to sacrifice Pokemon or use double switches in order to put myself in an advantageous position. Games using this team rarely last long, mainly because most of the team is frail, lacks recovery, and/or suffers from Life Orb recoil.
Cobalion
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch
Overview
Cobalion is one of the most splashable Pokemon in UU and is probably the best Steel-type available to offense. It provides tons of useful support to the team because of its typing, movepool, and stat spread. Cobalion’s typing gives it a bunch of valuable resistances, including 4x resistances to Rock-, and Bug-type attacks. Its resistances and itemization allow it to switch into Knock Off with near impunity and lets it check many of the tier’s most threatening Pokemon, such as Hydreigon, most Fairy-types, Lucario, Mega Aerodactyl, Mega Beedrill, Crawdaunt, and Mega Sharpedo. It also puts pressure on a lot of defensive Pokemon, such as Blissey, Snorlax, Florges, Empoleon, and Porygon2, which is extremely useful for the rest of my team. It outspeeds most of the tier and can pressure opposing bulky Water-types by bluffing Swords Dance as long as I haven’t shown Volt Switch. Most importantly, it lets me hit Fairy-types super effectively and keep the pressure on them until I can KO them with one of my other Pokemon. Cobalion’s presence lets me wear down Florges through repeated switching until I can KO it with a Stone Edge from Mega Aerodactyl or a +1 Earthquake from Salamence.
Cobalion is a solid lead against slower teams or in matchups where having Stealth Rock on the field is essential. I often lead with it against offensive Ground-types that it has a speed and typing advantage over, such as Mamoswine and Krookodile, or Pokemon like Empoleon that are weak to one of its STABs. At this point, I can either set up Stealth Rock, force out the Pokemon in the lead and grab momentum with Volt Switch if they switch, or simply KO it outright if they stay in. Which of these options I choose depends on team composition, how important Stealth Rock is in the matchup, and how easily the opposing team can remove Stealth Rock from its side of the field.
Cobalion’s main drawback is the fact that its offensive power is pathetic. 90/90 offenses mean that it isn’t breaking through anything reasonably bulky that its STABs don’t hit super effectively without a boosting move. I also don’t run Life Orb, which would help compensate for Cobalion’s weak offenses.
Moveset, Item, and EV Spread
I considered using a Swords Dance variant, but opted for the current set instead because I primarily use Cobalion as a pivot, at least on this team. I also like Double Dance Cobalion, but I needed the slot for Stealth Rock. Cobalion has a lot of good support and coverage options, such as Stone Edge, Hidden Power Ice, Thunder Wave, Taunt, and Toxic.
Stealth Rock shows up in the first slot since I needed something to set it up and Cobalion has the best chance of coming in and setting it up consistently (Mega Aerodactyl technically gets it, but has neither the moveslots nor the spare momentum to set it up, since Mega Aerodactyl would rather have coverage in its moveset and use free turns to hit a switch-in or simply double switch). Close Combat and Iron Head are the obligatory STABS. While they have decent coverage together and high-to-decent base power, Cobalion still finds itself walled by quite a few Pokemon. Fortunately, Volt Switch lets me rack up chip damage switch out of most of these matchups, with the exception of bulky Ground-types, and has the added bonus of smacking Gyarados fairly hard while I switch to a check.
Shuca Berry is the item of choice. My team is very Mamoswine-weak, so Shuca Berry lets Cobalion check it more effectively. It also has the added bonus of giving me more insurance against dangerous Ground-types, which allows Cobalion to stay in on moves like Earthquake, Drill Run, and Earth Power and either KO the users, set up Stealth Rock, or provide the prior damage I’ll eventually need to break through them later. Shuca Berry prevents Mega Beedrill from 2HKOing me from full health with Drill Run. I have other ways of checking Mega Beedrill, but more insurance is always nice. Even if I can’t win a 1-on-1 matchup with Shuca Berry, I can use it to get off another attack in order to weaken Pokemon like Swampert, Krookodile, or Nidoqueen in order to bring them into KO range for one of my other Pokemon.
The EV spread is fairly standard. The Attack and Speed investment maximizes Cobalion’s offensive presence, while the 4 Special Defense EVs let it take attacks like Moonblast marginally better.
Whimsicott
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore
- Moonblast
- Giga Drain
- U-turn
Overview
Whimsicott finds its way onto the team as my catch-all answer to set-up sweepers and Dragon-type check. Its typing is useful, as it lets it threaten many of the scary set-up sweepers in the tier (Dragon- and Water-types especially), which must always think twice about setting up if Whimsicott can still switch in, while still granting it the ability to switch into their STAB moves without dying if I predict incorrectly. Even for the set-up sweepers it can’t threaten much directly, I can use Prankster Encore to lock them into a set-up move and switch to something that can KO or force them out. I sometimes play somewhat recklessly with Whimsicott, since I can often put my opponent in a position where I can retain control of the game even if I predict incorrectly and lose Whimsicott in the process. For example, Salamence can survive a hit from Heliolisk or Cobalion and use Dragon Dance, but, if I use Volt Switch, my opponent is in a disadvantageous position regardless of whether or not he predicts correctly and uses a coverage move. If my opponent uses Fire Blast or Iron Tail to KO Whimsicott, I can still threaten Salamence out with Mega Aerodactyl or KO it with Heliolisk if it’s taken enough prior damage. This scenario also plays out with other threats, such as Gyarados, which I can force out with Mega Aerodactyl or Heliolisk if it hits Whimsicott on the switch.
Whimsicott also makes itself useful by locking defensive Pokemon into non-damaging moves, which allows me to either force double switches or get a free turn to set up or damage a switch-in. Its speed tier makes it useful as a lead, since it can beat Azelf and U-Turn or Moonblast to break its Focus Sash. I often use Whimsicott as a lead in order to get damage on opposing leads and make sure I have an advantageous matchup from the beginning. My usual method of dealing with Focus Sash leads (other than Aerodactyl) is to U-turn out with Whimsicott to break the Focus Sash and bring in whatever lets me pressure the opponent most effectively (Mega Aerodactyl, Heliolisk, etc.).
Additionally, its typing makes it a good answer to Dragon-, Water-, Fighting-, and Dark-type Pokemon that can threaten my other teammates. Having another way to deal with bulky Water- and Ground-types is always useful, and Whimsicott’s typing lets it take defensive pressure off of Salamence and Cobalion as well by providing another check to Dragon-, Fighting-, and Dark-types.
Whimsicott provides a lot of nice things to the team, but sometimes (actually, all the time…) I find myself wishing its stat spread was a little more generous with the stats that aren’t Speed. Depending on how I invest its EVs, it’s either pitifully fragile or pathetically weak. Its offensive stats are just barely good enough for it to get the KOs it needs to and its natural bulk is just enough to make it a usable pivot in conjunction with its typing, but neither its offenses or its defenses are ever going to be particularly impressive. Still, it makes up for it with its typing, movepool, ability, and speed tier.
Moveset, Item, and EV Spread
Encore is my support move and way of dealing with fast set-up sweepers that I can’t just revenge kill. It also lets me lock opponents into disadvantageous moves so that I can enable something else on my team to take action for free. Moonblast is my Fairy-type STAB move, which gets good neutral and super effective coverage. Giga Drain is my secondary STAB move. It gives me a form of recovery that I much appreciate, since this set has no recovery move and doesn’t run Leftovers. U-turn is useful to keep momentum, pivot out of bad matchups, and rack up chip damage on the opposing team.
I originally had Pixie Plate as my item in the hopes of convincing someone (anyone…) that this Pokemon is more threatening than the average 5-year-old child, but I switched it to Yache Berry after seeing the set in Do A Bibarel's RMT, Acid Rain. I mainly used it to help with my Mamoswine weakness, since I could tank an Ice Shard and Giga Drain to recover health and either KO it outright after some prior damage or bring it into KO range for something else. I ended up really liking this item choice after I realized that it makes it so much easier to deal with things like Gyarados, Feraligatr, and Mega Sharpedo, since I have some way of surviving if they hit me on the switch with Ice-type coverage and don’t have to rely on offensive pressure to keep them from setting up and sweeping me in the future.
The EVs maximize offensive potential and let it take physical hits slightly better.
Heliolisk
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt
Overview
Heliolisk is fast, frail, dangerous, and my biggest special threat. It’s also my primary switch-in to bulky Water-types because Dry Skin heals it when hit with a Water-type move and its Electric-type STAB hits them super effectively. Its typing, speed, and ability allow it to threaten a lot of the tier, while Volt Switch allows it to pivot out of its bad matchups. Heliolisk puts in a lot of work against offensive teams especially, since its power lets it break down the frail Pokemon it outspeeds. Heliolisk provides my team with an Electric-type resistance, which helps me play around Pokemon like Zapdos. Its Normal typing also grants me a nice immunity to Ghost-type attacks, which gives me more options to deal with Doublade and Chandelure. Heliolisk serves as another Crawdaunt check, a Zapdos check, and a Steel-type check. It also helps me deal with many of the Flying-types in UU.
Heliolisk’s main functions are as follows: deal with bulky Water-types, lure in specially defensive Pokemon that Cobalion and Crawdaunt can take advantage of, break down physical walls so the rest of the team can clean, bait in bulky Ground-types that ordinarily wall Cobalion and Aerodactyl, and control momentum and rack up chip damage with Volt Switch. It also lets me threaten offensive Water-types that nothing else on my team can safely and reliably OHKO, such as Feraligatr and Gyarados (Mega Aerodactyl and Salamence can OHKO Gyarados, and Salamence can OHKO Feraligatr, but Stone Edge can miss and Outrage locks me into the move for 2-3 turns).
Moveset, Item, and EV Spread
Volt Switch is my spammable STAB move. It lets me control the matchup and ensure that I have something that can pressure the opponent’s team on the field. Hyper Voice is a more powerful STAB that gets decent coverage with the rest of the moveset. Grass Knot lets me beat Swampert, which I would otherwise have to threaten with Whimsicott or wear down with the rest of the team. It also grants me coverage on other bulky Ground-types, such as Krookodile, Mega Steelix, and Donphan, although Hyper Voice hits Gligar, Nidoking, and Nidoqueen harder. I considered Surf to hit these targets, but ultimately settled on Grass Knot for Swampert. It also gives me a decent move to use on bulky Water-types without worrying about mispredicting a switch and anticipating a Ground-type coming in, since it’ll still hit them for decent damage. Thunderbolt is my final STAB move and lets me hit bulky Water-types harder than Volt Switch. It may seem redundant with Volt Switch, but the power difference is significant, and sometimes I’d rather stay in than switch out.
Life Orb lets Heliolisk hit as hard as possible while still retaining the ability to switch moves. The recoil can be problematic, but Heliolisk can heal off of Water-type moves if I play properly.
The EV spread is simple. I outspeed as much as I can and do as much damage as possible. 4 Defense EVs mean that it only dies to most physical attacks instead of all of them. 0 Attack IVs minimize the damage that Heliolisk takes from Foul Play.
Crawdaunt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Overview
Crawdaunt functions as my main wallbreaker. Swords Dance and Adaptability give me the power I need to break through bulkier teams. Ordinarily, Crawdaunt is hard to switch in, but the rest of my team lures bulky Pokemon that Crawdaunt threatens, so I can bring it in through either Volt Switch or a double switch and proceed to wreak havoc on the opposing team. Crawdaunt puts a lot of pressure on stall teams without itemless Tangrowth, since a +2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 252+ Def Tangrowth: 354-416 (87.8 - 103.2%) has a 25% chance to OHKO without Stealth Rock and is a guaranteed OHKO after Stealth Rock if it’s holding an item. Chesnaught isn’t as good of an answer to it since Crawdaunt finds a lot of opportunities to set up against stall, so I can Knock Off Chesnaught’s Leftovers and then threaten it out with the rest of my team, since it can’t do anything to Whimsicott, Cobalion can Volt Switch out or hit it on the switch to whittle it down, Heliolisk can chunk it with Hyper Voice, and Salamence and Mega Aerodactyl can both hit it super effectively. In a vacuum, Chesnaught is a good answer to Swords Dance Crawdaunt, but my team provides me with the tools to bring it into KO range without too much trouble, while Tangrowth is harder to bring down, due to Regenerator.
Crawdaunt also puts in work against offensive teams, since it gives me speed control through priority and can bring down weakened threats with Aqua Jet. It provides me with a way of checking fast Mega Evolutions and Choice Scarf users that don’t resist Water-type attacks and lets me KO threatening Pokemon like Mamoswine after a bit of prior damage. It also gives me something of an answer to Trick Room teams, since Crawdaunt’s rather slow and has priority for the things it doesn’t outspeed under Trick Room. Crawdaunt also breaks down Pokemon often seen on balance teams, such as Florges and Forretress, and Suicune, so it’s relevant against all playstyles.
One of the greatest benefits Crawdaunt provides this team is its ability to weaken or remove the Pokemon that check or counter Salamence and Mega Aerodactyl. Its typing, ability, and access to Swords Dance allows it to beat Porygon2, Cresselia, Gligar, bulky Fairy-types, bulky Steel-types, bulky Water-types, and bulky Ground-types, all of which keep either Salamence or Mega Aerodactyl from finishing games.
Since Crawdaunt’s pretty frail and slow, I don’t really make much use of its typing defensively, but its typing and decent Defense let it survive non-boosted Extremespeed and it resists most of the remaining priority moves in UU (Aqua Jet, Ice Shard, Bullet Punch, Sucker Punch). Fighting-type priority moves are still a bit of a problem, but I have Salamence and Whimsicott to handle them.
Moveset, Item, and EV Spread
Swords Dance is my boosting move and gives Crawdaunt the power it needs to shatter stall teams and sweep against balance and offense teams. Crabhammer is Crawdaunt’s strongest STAB, though the accuracy is annoying. This move tends to miss right when it’s most important for it to hit, so I often spam Knock Off instead. Knock Off provides secondary STAB and forces opposing Pokemon to lose their items. Walls tend to lose their Leftovers and become easier to KO later, while more offensive checks lose find it harder to do damage. Knocking a Choice Scarf off of something like Hydreigon takes a lot of pressure off the rest of my team by making it easier for Mega Aerodactyl (or other members, depending on situation) to clean. Aqua Jet grants priority and allows me to bypass Crawdaunt’s middling speed. It’s very useful against fast, frail Pokemon like Mega Beedrill. I considered Ice Beam to beat Chesnaught and itemless Tangrowth more effectively, but settled on Swords Dance for the sheer power. Still, I might try the change. I don’t often use Swords Dance except against stall, instead opting to click a STAB and hit the switch-in, so using Ice Beam may be a good idea.
Life Orb lets Crawdaunt maximize its damage without locking itself into a move. The recoil is annoying, but Crawdaunt isn’t meant to stay on the field long to begin with.
The EV spread lets Crawdaunt hit as hard as possible and outspeed uninvested base 85 Pokemon like Suicune and Gligar. The Defense EVs let it take physical hits slightly better.
Mega Aerodactyl
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost
Overview
Mega Aerodactyl is my Mega Evolution, my cleaner, and probably my most consistently useful Pokemon against offensive teams. After Salamence, this is probably the best Pokemon in UU. Its speed tier is amazing. Mega Aerodactyl is my main source of speed control, since it outspeeds every non-boosted Pokemon in the tier as well as everything slower than +1 maximum speed base 85s. This lets Mega Aerodactyl serve as my primary check to dangerous Pokemon such as Chandelure and Choice Scarf Gardevoir. Its speed also lets it serve as a secondary answer to Pokemon like Feraligatr and Gyarados, since I can outspeed them after they boost and KO them if they’re weakened. Its typing and coverage allow it to break down offensive teams and clean up weakened balance teams, though it struggles against stall, since it lacks the power to break through stall teams unless it hits something super effectively.
I bring Mega Aerodactyl out early and often, so that I can Mega Evolve as soon as possible and start pressuring the opponent. Mega Aerodactyl doesn’t suffer from recoil the way other Pokemon on my team do, so I can switch it in more aggressively without worrying about taking damage and losing a Pokemon prematurely. Against offense, I try to bring Mega Aerodactyl in as soon as possible, since its speed, power, and coverage allow it to threaten almost everything offensive teams tend to run. Offensive teams often check Mega Aerodactyl with Pokemon such as Cobalion or Doublade, when they aren’t running priority, which Mega Aerodactyl can weaken with Earthquake in order to break through them later. I can also switch out of these checks, since the rest of my team can handle them, and grab momentum that way. Against balanced teams, I tend to be more conservative with Mega Aerodactyl and concentrate on wearing down its checks, which often lack reliable recovery. I use Mega Aerodactyl to weaken Pokemon like Swampert and Cobalion so that I can KO them later, eventually putting Salamence or Mega Aerodactyl in a position to finish the game.
Mega Aerodactyl’s main problem is its lack of power. Since it can’t run a boosting item, Tough Claws doesn’t boost its strongest STAB, and I don’t have a free moveslot for Hone Claws, stall teams stop it cold. It’s also weak to common priority moves, but I have ways of handling that. Overall, Mega Aerodactyl is probably the Pokemon that provides the most consistent value to my team.
Moveset, Item, and EV Spread
Stone Edge and Wing Attack are my STAB moves and provide decent coverage together. Stone Edge grants Aerodactyl power at the cost of accuracy, while Wing Attack is weaker and more reliable. Earthquake rounds out Aerodactyl’s coverage and Roost lets it heal itself on a free turn. I’ve considered Hone Claws, Aqua Tail, and Pursuit over Roost, but have found the recovery to be more valuable in the long run.
Aerodactylite allows Aerodactyl to Mega Evolve and is therefore mandatory.
The EV spread and nature let Mega Aerodactyl outspeed as much as possible. The Jolly nature is important because it allows Mega Aerodactyl to outspeed +1 Chandelure, Gardevoir, Gyarados, and others. It also guarantees that I’ll be faster than Mega Beedrill and Mega Sceptile and allows me to speed tie with other Mega Aerodactyl. Full Attack investment lets Mega Aerodactyl hit as hard as possible. The Defense EVs let it take physical attacks slightly more effectively.
Salamence
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Overview
Salamence is the Pokemon I feel has the most influence on the UU tier and its Dragon Dance set is the tier’s most dangerous sweeper. After a boost, Salamence can run through most of the tier with the right coverage move, and its typing, ability, and immediate offensive pressure allow it plenty of opportunities to find that boost. Salamence is my primary win condition, and the rest of the team is intended to weaken its counters so that it can do its job. That said, its position as a defining metagame force means that most teams carry multiple checks, so I sometimes encounter matchups where Salamence is extremely unlikely to sweep. If that’s the case, I usually sacrifice it to break down the opponent’s team for Aerodactyl, Heliolisk, or Crawdaunt or use it as Intimidate fodder to keep some physical threat from breaking through my team.
Intimidate provides a secondary check a lot of offensive Pokemon that can threaten my team if played correctly, like Lucario, Heracross, or Infernape. Its typing and Defense allow it to serve as a backup plan against a lot of Pokemon, which is why I chose Intimidate over Moxie. I value the defensive utility Intimidate brings over the offensive power of Moxie, since I run Life Orb on Salamence and have enough power. Salamence also often finds itself pulling duty as my primary Fighting-type switch-in, since Whimsicott is fragile and Mega Aerodactyl doesn’t resist Fighting-type attack, though it can threaten Fighting-types out if I can bring it in safely.
Salamence’s movepool, and stat spread mean that it can run multiple sets and poses an immediate offensive threat as soon as I send it out, sometimes on turn 1. I sometimes use this to bluff a MixMence set to lure in something my team can take advantage of or to pressure certain Pokemon early on in the game. If I can keep my opponent guessing what combination of coverage moves I’m running, I force them to play conservatively and open up opportunities for my other Pokemon to break down my opponent’s team. Once I set up, I can either finish off the remains of my opponent’s team or break through 2 or 3 Pokemon so that the rest of my team can clean up.
Moveset, Item, and EV Spread
Dragon Dance gives Salamence the ability to boost its stats and outspeed most of the metagame after a boost. Outrage is its most powerful STAB move. I chose it over Dragon Claw despite the fact that Outrage locks me into the move for 2-3 turns and the subsequent confusion because I really needed the power. Also, by the time I’m clicking Outrage, I’m usually in position to win the game as a result, either by sweeping outright or by breaking through enough of my opponent’s Pokemon that something else can clean up after. Earthquake gives me coverage against Pokemon like Nidoqueen and Lucario without relying on inaccurate moves or forcing myself to use Outrage. I considered Iron Tail, but my experience with that move has been that it’s guaranteed to miss the one time in three games I ever actually click it. Besides, all it really hits is Fairies, and the rest of the team can either weaken or KO them before Salamence comes in. Still, I’m considering making the change, since the ability to beat Florges and Gardevoir is nice. Fire Blast gives me coverage on physically defensive Steel-types like Cobalion and Forretress. It also lets me hit Whimsicott on the switch.
Life Orb gives me power that Lum Berry doesn’t and lets me bluff a mixed set. It also allows me to use Intimidate over Moxie since I’m not reliant on Moxie boosts for power and can use Intimidate to create setup opportunities. Moxie is better on hyper offensive teams that can either break through Salamence’s counters or don’t have a problem foddering it off just to weaken something since that will leave the opponent vulnerable to something else, but my team is slower-paced and doesn’t put out enough offensive pressure for that, so I prefer Intimidate for more consistent utility. Intimidate means that, if I find myself facing a team that presents a bad matchup for Salamence, I can at least use it as Intimidate fodder to keep myself in the game or give something else an opportunity to do its job.
The EV spread lets Salamence hit as hard as possible offensively. 252 Attack EVs maximize its physical power, while 252 Speed EVs let me outspeed most of the metagame after a boost. 4 EVs go into Special Attack to boost Fire Blast’s power. The Naïve nature lets me maximize Speed without compromising my Special Attack. I chose to lower Special Defense instead of Defense so that I could make better use of Intimidate.
CONCLUSION
This team has worked out pretty well for me, but it certainly has its flaws. It’s weak to Mamoswine and well-built stall, but I feel like I have an answer for everything else, though not having a resistance to Fairy-type attacks is rough. I wish I could’ve found a way to work in hazard control (Defog, Rapid Spin, a spinblocker, etc.), but nothing on the team really gave me that option. Having Taunt somewhere would’ve been nice as well.
I’ve played a lot of notable users on the ladder with this team, and overall the results give me hope. I’ve won a few, had a lot of close games, and lost often and repeatedly, but I’ve rarely felt like I was so utterly outmatched that I just had no hope of taking the game. I’m confident that I can continue to improve and hope to become a better ladder player and gain some more tournament experience.
I hope that someone enjoyed reading my rambling and that this RMT helps someone learn more about how to play Pokemon in some way, whether that’s improving teambuilding/battling fundamentals, learning more about how to build and play offense, or becoming more familiar with UU. I think this RMT can work as a useful teaching tool (I certainly learned a lot building and playing with this team!), and I’m happy to answer any questions anyone has about it.
I hit the character limit, so a threatlist will be coming in a separate post.
IMPORTABLE






After the Crawdaunt suspect test, I chose to retire my old team and make a new one. Since I had trouble making anything but balance work before, I decided to push myself out of my comfort zone and build an offensive team. The result was a solid offense team that peaked at 1593 Elo with a GXE of 81% before a nasty combination of hax and tilt cost me 80-something points and all motivation to ladder.

It took me a while to learn how to play a style I wasn’t really used to using, but I enjoyed the experience and I’m pretty proud of how well this team has worked out for me. I know that my peak position on the ladder isn’t as impressive as reaching number 1 on the ladder (I think I topped out at around 30th), but I’m still pretty new to competitive Pokemon, so hopefully I’ll be able to improve with more experience and become a stronger ladder player and tournament contender.
The team focuses on breaking down opposing teams so that Salamence can sweep or Mega Aerodactyl can clean. Every member can and has cleaned up weakened opponents, but Salamence and Mega Aerodactyl are my primary win conditions, and the rest of the team is meant to support them and maintain pressure and momentum until I can finish the game.
By posting this, I hope to improve this specific team and to improve my general teambuilding process, both by receiving advice specific to this team and because writing down my thoughts and trying to explain why I made the choices I did forces me to think critically about my decisions and be sure that I really understand them and their ramifications. My success with this team has led me to believe that I have something to offer the community, so I hope that reading this also helps other players improve and increases interest in UU as a tier.
The name comes from the fact that I have been playing way too much Starcraft II recently.
TEAMBUILDING
Since I was already trying to build an archetype that I wasn’t familiar with, I decided to start with a set that was familiar to me. Dragon Dance Salamence is one of the scariest sets in UU, and I’ve used it successfully before, so it made a good starting point for an offensive team.
I wanted a way to break down Salamence’s checks and counters. Crawdaunt fit the bill, as it could handle Cresselia, Porygon2, bulky Water-types, Steel-types, and Fairy-types. As an added bonus, it gave me Knock Off, priority, and a way to deal with stall.
Next, I wanted a secondary win condition (Crawdaunt functions more as a wallbreaker, though it does have the potential to clean weakened offense teams or sweep stall teams). Mega Aerodactyl benefits from the presence Salamence and Crawdaunt because they can break down its counters and it can clean once bulky Steel-types and Water-types are weakened.
Crawdaunt has trouble switching in safely, and my team was completely physical so far, so I decided to use a special attacker with access to Volt Switch. Heliolisk fit the bill, and also gave me another tool to break down bulky Water-types. Its typing also gave me a resistance to Electric-type attacks, which my team needed.
I needed a way to set Stealth Rock and a check to Fairy-types. I also really wanted a switch-in to Rock- and Dark-type attacks that could still maintain offensive pressure. Cobalion does all of these things and also grants me additional countermeasures against Mamoswine.
I had a lot of trouble figuring out what to put in the last slot, but I eventually decided on Whimsicott, since it gave me a catch-all answer to setup sweepers and took some pressure to check opposing Dragon- and Dark-types off of Hydreigon.
Once all the slots were filled, the only thing left to do was to tweak some sets.

I wanted a way to break down Salamence’s checks and counters. Crawdaunt fit the bill, as it could handle Cresselia, Porygon2, bulky Water-types, Steel-types, and Fairy-types. As an added bonus, it gave me Knock Off, priority, and a way to deal with stall.


Next, I wanted a secondary win condition (Crawdaunt functions more as a wallbreaker, though it does have the potential to clean weakened offense teams or sweep stall teams). Mega Aerodactyl benefits from the presence Salamence and Crawdaunt because they can break down its counters and it can clean once bulky Steel-types and Water-types are weakened.



Crawdaunt has trouble switching in safely, and my team was completely physical so far, so I decided to use a special attacker with access to Volt Switch. Heliolisk fit the bill, and also gave me another tool to break down bulky Water-types. Its typing also gave me a resistance to Electric-type attacks, which my team needed.




I needed a way to set Stealth Rock and a check to Fairy-types. I also really wanted a switch-in to Rock- and Dark-type attacks that could still maintain offensive pressure. Cobalion does all of these things and also grants me additional countermeasures against Mamoswine.





I had a lot of trouble figuring out what to put in the last slot, but I eventually decided on Whimsicott, since it gave me a catch-all answer to setup sweepers and took some pressure to check opposing Dragon- and Dark-types off of Hydreigon.






Once all the slots were filled, the only thing left to do was to tweak some sets.






This team makes heavy use of U-Turn and Volt Switch to gain, regain, and retain momentum and keep pressure on the opponent. I tried to make sure I had multiple resistances to as many types as I could so that my team members could support each other through typing synergy, as nothing on my team runs a defensive EV spread. In most games, I try to identify which of my Pokemon has the best chance to sweep or clean the opposing team and work toward enabling that. Which Pokemon I value most heavily and which ones I use as my primary answers to certain threats changes game by game, so, when using this team, it’s important to be flexible and adaptable. I’m not afraid to sacrifice Pokemon or use double switches in order to put myself in an advantageous position. Games using this team rarely last long, mainly because most of the team is frail, lacks recovery, and/or suffers from Life Orb recoil.
Cobalion

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch
Overview
Cobalion is one of the most splashable Pokemon in UU and is probably the best Steel-type available to offense. It provides tons of useful support to the team because of its typing, movepool, and stat spread. Cobalion’s typing gives it a bunch of valuable resistances, including 4x resistances to Rock-, and Bug-type attacks. Its resistances and itemization allow it to switch into Knock Off with near impunity and lets it check many of the tier’s most threatening Pokemon, such as Hydreigon, most Fairy-types, Lucario, Mega Aerodactyl, Mega Beedrill, Crawdaunt, and Mega Sharpedo. It also puts pressure on a lot of defensive Pokemon, such as Blissey, Snorlax, Florges, Empoleon, and Porygon2, which is extremely useful for the rest of my team. It outspeeds most of the tier and can pressure opposing bulky Water-types by bluffing Swords Dance as long as I haven’t shown Volt Switch. Most importantly, it lets me hit Fairy-types super effectively and keep the pressure on them until I can KO them with one of my other Pokemon. Cobalion’s presence lets me wear down Florges through repeated switching until I can KO it with a Stone Edge from Mega Aerodactyl or a +1 Earthquake from Salamence.
Cobalion is a solid lead against slower teams or in matchups where having Stealth Rock on the field is essential. I often lead with it against offensive Ground-types that it has a speed and typing advantage over, such as Mamoswine and Krookodile, or Pokemon like Empoleon that are weak to one of its STABs. At this point, I can either set up Stealth Rock, force out the Pokemon in the lead and grab momentum with Volt Switch if they switch, or simply KO it outright if they stay in. Which of these options I choose depends on team composition, how important Stealth Rock is in the matchup, and how easily the opposing team can remove Stealth Rock from its side of the field.
Cobalion’s main drawback is the fact that its offensive power is pathetic. 90/90 offenses mean that it isn’t breaking through anything reasonably bulky that its STABs don’t hit super effectively without a boosting move. I also don’t run Life Orb, which would help compensate for Cobalion’s weak offenses.
Moveset, Item, and EV Spread
I considered using a Swords Dance variant, but opted for the current set instead because I primarily use Cobalion as a pivot, at least on this team. I also like Double Dance Cobalion, but I needed the slot for Stealth Rock. Cobalion has a lot of good support and coverage options, such as Stone Edge, Hidden Power Ice, Thunder Wave, Taunt, and Toxic.
Stealth Rock shows up in the first slot since I needed something to set it up and Cobalion has the best chance of coming in and setting it up consistently (Mega Aerodactyl technically gets it, but has neither the moveslots nor the spare momentum to set it up, since Mega Aerodactyl would rather have coverage in its moveset and use free turns to hit a switch-in or simply double switch). Close Combat and Iron Head are the obligatory STABS. While they have decent coverage together and high-to-decent base power, Cobalion still finds itself walled by quite a few Pokemon. Fortunately, Volt Switch lets me rack up chip damage switch out of most of these matchups, with the exception of bulky Ground-types, and has the added bonus of smacking Gyarados fairly hard while I switch to a check.
Shuca Berry is the item of choice. My team is very Mamoswine-weak, so Shuca Berry lets Cobalion check it more effectively. It also has the added bonus of giving me more insurance against dangerous Ground-types, which allows Cobalion to stay in on moves like Earthquake, Drill Run, and Earth Power and either KO the users, set up Stealth Rock, or provide the prior damage I’ll eventually need to break through them later. Shuca Berry prevents Mega Beedrill from 2HKOing me from full health with Drill Run. I have other ways of checking Mega Beedrill, but more insurance is always nice. Even if I can’t win a 1-on-1 matchup with Shuca Berry, I can use it to get off another attack in order to weaken Pokemon like Swampert, Krookodile, or Nidoqueen in order to bring them into KO range for one of my other Pokemon.
The EV spread is fairly standard. The Attack and Speed investment maximizes Cobalion’s offensive presence, while the 4 Special Defense EVs let it take attacks like Moonblast marginally better.
Whimsicott

Whimsicott @ Yache Berry
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore
- Moonblast
- Giga Drain
- U-turn
Overview
Whimsicott finds its way onto the team as my catch-all answer to set-up sweepers and Dragon-type check. Its typing is useful, as it lets it threaten many of the scary set-up sweepers in the tier (Dragon- and Water-types especially), which must always think twice about setting up if Whimsicott can still switch in, while still granting it the ability to switch into their STAB moves without dying if I predict incorrectly. Even for the set-up sweepers it can’t threaten much directly, I can use Prankster Encore to lock them into a set-up move and switch to something that can KO or force them out. I sometimes play somewhat recklessly with Whimsicott, since I can often put my opponent in a position where I can retain control of the game even if I predict incorrectly and lose Whimsicott in the process. For example, Salamence can survive a hit from Heliolisk or Cobalion and use Dragon Dance, but, if I use Volt Switch, my opponent is in a disadvantageous position regardless of whether or not he predicts correctly and uses a coverage move. If my opponent uses Fire Blast or Iron Tail to KO Whimsicott, I can still threaten Salamence out with Mega Aerodactyl or KO it with Heliolisk if it’s taken enough prior damage. This scenario also plays out with other threats, such as Gyarados, which I can force out with Mega Aerodactyl or Heliolisk if it hits Whimsicott on the switch.
Whimsicott also makes itself useful by locking defensive Pokemon into non-damaging moves, which allows me to either force double switches or get a free turn to set up or damage a switch-in. Its speed tier makes it useful as a lead, since it can beat Azelf and U-Turn or Moonblast to break its Focus Sash. I often use Whimsicott as a lead in order to get damage on opposing leads and make sure I have an advantageous matchup from the beginning. My usual method of dealing with Focus Sash leads (other than Aerodactyl) is to U-turn out with Whimsicott to break the Focus Sash and bring in whatever lets me pressure the opponent most effectively (Mega Aerodactyl, Heliolisk, etc.).
Additionally, its typing makes it a good answer to Dragon-, Water-, Fighting-, and Dark-type Pokemon that can threaten my other teammates. Having another way to deal with bulky Water- and Ground-types is always useful, and Whimsicott’s typing lets it take defensive pressure off of Salamence and Cobalion as well by providing another check to Dragon-, Fighting-, and Dark-types.
Whimsicott provides a lot of nice things to the team, but sometimes (actually, all the time…) I find myself wishing its stat spread was a little more generous with the stats that aren’t Speed. Depending on how I invest its EVs, it’s either pitifully fragile or pathetically weak. Its offensive stats are just barely good enough for it to get the KOs it needs to and its natural bulk is just enough to make it a usable pivot in conjunction with its typing, but neither its offenses or its defenses are ever going to be particularly impressive. Still, it makes up for it with its typing, movepool, ability, and speed tier.
Moveset, Item, and EV Spread
Encore is my support move and way of dealing with fast set-up sweepers that I can’t just revenge kill. It also lets me lock opponents into disadvantageous moves so that I can enable something else on my team to take action for free. Moonblast is my Fairy-type STAB move, which gets good neutral and super effective coverage. Giga Drain is my secondary STAB move. It gives me a form of recovery that I much appreciate, since this set has no recovery move and doesn’t run Leftovers. U-turn is useful to keep momentum, pivot out of bad matchups, and rack up chip damage on the opposing team.
I originally had Pixie Plate as my item in the hopes of convincing someone (anyone…) that this Pokemon is more threatening than the average 5-year-old child, but I switched it to Yache Berry after seeing the set in Do A Bibarel's RMT, Acid Rain. I mainly used it to help with my Mamoswine weakness, since I could tank an Ice Shard and Giga Drain to recover health and either KO it outright after some prior damage or bring it into KO range for something else. I ended up really liking this item choice after I realized that it makes it so much easier to deal with things like Gyarados, Feraligatr, and Mega Sharpedo, since I have some way of surviving if they hit me on the switch with Ice-type coverage and don’t have to rely on offensive pressure to keep them from setting up and sweeping me in the future.
The EVs maximize offensive potential and let it take physical hits slightly better.
Heliolisk

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt
Overview
Heliolisk is fast, frail, dangerous, and my biggest special threat. It’s also my primary switch-in to bulky Water-types because Dry Skin heals it when hit with a Water-type move and its Electric-type STAB hits them super effectively. Its typing, speed, and ability allow it to threaten a lot of the tier, while Volt Switch allows it to pivot out of its bad matchups. Heliolisk puts in a lot of work against offensive teams especially, since its power lets it break down the frail Pokemon it outspeeds. Heliolisk provides my team with an Electric-type resistance, which helps me play around Pokemon like Zapdos. Its Normal typing also grants me a nice immunity to Ghost-type attacks, which gives me more options to deal with Doublade and Chandelure. Heliolisk serves as another Crawdaunt check, a Zapdos check, and a Steel-type check. It also helps me deal with many of the Flying-types in UU.
Heliolisk’s main functions are as follows: deal with bulky Water-types, lure in specially defensive Pokemon that Cobalion and Crawdaunt can take advantage of, break down physical walls so the rest of the team can clean, bait in bulky Ground-types that ordinarily wall Cobalion and Aerodactyl, and control momentum and rack up chip damage with Volt Switch. It also lets me threaten offensive Water-types that nothing else on my team can safely and reliably OHKO, such as Feraligatr and Gyarados (Mega Aerodactyl and Salamence can OHKO Gyarados, and Salamence can OHKO Feraligatr, but Stone Edge can miss and Outrage locks me into the move for 2-3 turns).
Moveset, Item, and EV Spread
Volt Switch is my spammable STAB move. It lets me control the matchup and ensure that I have something that can pressure the opponent’s team on the field. Hyper Voice is a more powerful STAB that gets decent coverage with the rest of the moveset. Grass Knot lets me beat Swampert, which I would otherwise have to threaten with Whimsicott or wear down with the rest of the team. It also grants me coverage on other bulky Ground-types, such as Krookodile, Mega Steelix, and Donphan, although Hyper Voice hits Gligar, Nidoking, and Nidoqueen harder. I considered Surf to hit these targets, but ultimately settled on Grass Knot for Swampert. It also gives me a decent move to use on bulky Water-types without worrying about mispredicting a switch and anticipating a Ground-type coming in, since it’ll still hit them for decent damage. Thunderbolt is my final STAB move and lets me hit bulky Water-types harder than Volt Switch. It may seem redundant with Volt Switch, but the power difference is significant, and sometimes I’d rather stay in than switch out.
Life Orb lets Heliolisk hit as hard as possible while still retaining the ability to switch moves. The recoil can be problematic, but Heliolisk can heal off of Water-type moves if I play properly.
The EV spread is simple. I outspeed as much as I can and do as much damage as possible. 4 Defense EVs mean that it only dies to most physical attacks instead of all of them. 0 Attack IVs minimize the damage that Heliolisk takes from Foul Play.
Crawdaunt

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Overview
Crawdaunt functions as my main wallbreaker. Swords Dance and Adaptability give me the power I need to break through bulkier teams. Ordinarily, Crawdaunt is hard to switch in, but the rest of my team lures bulky Pokemon that Crawdaunt threatens, so I can bring it in through either Volt Switch or a double switch and proceed to wreak havoc on the opposing team. Crawdaunt puts a lot of pressure on stall teams without itemless Tangrowth, since a +2 252+ Atk Life Orb Adaptability Crawdaunt Knock Off (97.5 BP) vs. 248 HP / 252+ Def Tangrowth: 354-416 (87.8 - 103.2%) has a 25% chance to OHKO without Stealth Rock and is a guaranteed OHKO after Stealth Rock if it’s holding an item. Chesnaught isn’t as good of an answer to it since Crawdaunt finds a lot of opportunities to set up against stall, so I can Knock Off Chesnaught’s Leftovers and then threaten it out with the rest of my team, since it can’t do anything to Whimsicott, Cobalion can Volt Switch out or hit it on the switch to whittle it down, Heliolisk can chunk it with Hyper Voice, and Salamence and Mega Aerodactyl can both hit it super effectively. In a vacuum, Chesnaught is a good answer to Swords Dance Crawdaunt, but my team provides me with the tools to bring it into KO range without too much trouble, while Tangrowth is harder to bring down, due to Regenerator.
Crawdaunt also puts in work against offensive teams, since it gives me speed control through priority and can bring down weakened threats with Aqua Jet. It provides me with a way of checking fast Mega Evolutions and Choice Scarf users that don’t resist Water-type attacks and lets me KO threatening Pokemon like Mamoswine after a bit of prior damage. It also gives me something of an answer to Trick Room teams, since Crawdaunt’s rather slow and has priority for the things it doesn’t outspeed under Trick Room. Crawdaunt also breaks down Pokemon often seen on balance teams, such as Florges and Forretress, and Suicune, so it’s relevant against all playstyles.
One of the greatest benefits Crawdaunt provides this team is its ability to weaken or remove the Pokemon that check or counter Salamence and Mega Aerodactyl. Its typing, ability, and access to Swords Dance allows it to beat Porygon2, Cresselia, Gligar, bulky Fairy-types, bulky Steel-types, bulky Water-types, and bulky Ground-types, all of which keep either Salamence or Mega Aerodactyl from finishing games.
Since Crawdaunt’s pretty frail and slow, I don’t really make much use of its typing defensively, but its typing and decent Defense let it survive non-boosted Extremespeed and it resists most of the remaining priority moves in UU (Aqua Jet, Ice Shard, Bullet Punch, Sucker Punch). Fighting-type priority moves are still a bit of a problem, but I have Salamence and Whimsicott to handle them.
Moveset, Item, and EV Spread
Swords Dance is my boosting move and gives Crawdaunt the power it needs to shatter stall teams and sweep against balance and offense teams. Crabhammer is Crawdaunt’s strongest STAB, though the accuracy is annoying. This move tends to miss right when it’s most important for it to hit, so I often spam Knock Off instead. Knock Off provides secondary STAB and forces opposing Pokemon to lose their items. Walls tend to lose their Leftovers and become easier to KO later, while more offensive checks lose find it harder to do damage. Knocking a Choice Scarf off of something like Hydreigon takes a lot of pressure off the rest of my team by making it easier for Mega Aerodactyl (or other members, depending on situation) to clean. Aqua Jet grants priority and allows me to bypass Crawdaunt’s middling speed. It’s very useful against fast, frail Pokemon like Mega Beedrill. I considered Ice Beam to beat Chesnaught and itemless Tangrowth more effectively, but settled on Swords Dance for the sheer power. Still, I might try the change. I don’t often use Swords Dance except against stall, instead opting to click a STAB and hit the switch-in, so using Ice Beam may be a good idea.
Life Orb lets Crawdaunt maximize its damage without locking itself into a move. The recoil is annoying, but Crawdaunt isn’t meant to stay on the field long to begin with.
The EV spread lets Crawdaunt hit as hard as possible and outspeed uninvested base 85 Pokemon like Suicune and Gligar. The Defense EVs let it take physical hits slightly better.
Mega Aerodactyl

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost
Overview
Mega Aerodactyl is my Mega Evolution, my cleaner, and probably my most consistently useful Pokemon against offensive teams. After Salamence, this is probably the best Pokemon in UU. Its speed tier is amazing. Mega Aerodactyl is my main source of speed control, since it outspeeds every non-boosted Pokemon in the tier as well as everything slower than +1 maximum speed base 85s. This lets Mega Aerodactyl serve as my primary check to dangerous Pokemon such as Chandelure and Choice Scarf Gardevoir. Its speed also lets it serve as a secondary answer to Pokemon like Feraligatr and Gyarados, since I can outspeed them after they boost and KO them if they’re weakened. Its typing and coverage allow it to break down offensive teams and clean up weakened balance teams, though it struggles against stall, since it lacks the power to break through stall teams unless it hits something super effectively.
I bring Mega Aerodactyl out early and often, so that I can Mega Evolve as soon as possible and start pressuring the opponent. Mega Aerodactyl doesn’t suffer from recoil the way other Pokemon on my team do, so I can switch it in more aggressively without worrying about taking damage and losing a Pokemon prematurely. Against offense, I try to bring Mega Aerodactyl in as soon as possible, since its speed, power, and coverage allow it to threaten almost everything offensive teams tend to run. Offensive teams often check Mega Aerodactyl with Pokemon such as Cobalion or Doublade, when they aren’t running priority, which Mega Aerodactyl can weaken with Earthquake in order to break through them later. I can also switch out of these checks, since the rest of my team can handle them, and grab momentum that way. Against balanced teams, I tend to be more conservative with Mega Aerodactyl and concentrate on wearing down its checks, which often lack reliable recovery. I use Mega Aerodactyl to weaken Pokemon like Swampert and Cobalion so that I can KO them later, eventually putting Salamence or Mega Aerodactyl in a position to finish the game.
Mega Aerodactyl’s main problem is its lack of power. Since it can’t run a boosting item, Tough Claws doesn’t boost its strongest STAB, and I don’t have a free moveslot for Hone Claws, stall teams stop it cold. It’s also weak to common priority moves, but I have ways of handling that. Overall, Mega Aerodactyl is probably the Pokemon that provides the most consistent value to my team.
Moveset, Item, and EV Spread
Stone Edge and Wing Attack are my STAB moves and provide decent coverage together. Stone Edge grants Aerodactyl power at the cost of accuracy, while Wing Attack is weaker and more reliable. Earthquake rounds out Aerodactyl’s coverage and Roost lets it heal itself on a free turn. I’ve considered Hone Claws, Aqua Tail, and Pursuit over Roost, but have found the recovery to be more valuable in the long run.
Aerodactylite allows Aerodactyl to Mega Evolve and is therefore mandatory.
The EV spread and nature let Mega Aerodactyl outspeed as much as possible. The Jolly nature is important because it allows Mega Aerodactyl to outspeed +1 Chandelure, Gardevoir, Gyarados, and others. It also guarantees that I’ll be faster than Mega Beedrill and Mega Sceptile and allows me to speed tie with other Mega Aerodactyl. Full Attack investment lets Mega Aerodactyl hit as hard as possible. The Defense EVs let it take physical attacks slightly more effectively.
Salamence

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Overview
Salamence is the Pokemon I feel has the most influence on the UU tier and its Dragon Dance set is the tier’s most dangerous sweeper. After a boost, Salamence can run through most of the tier with the right coverage move, and its typing, ability, and immediate offensive pressure allow it plenty of opportunities to find that boost. Salamence is my primary win condition, and the rest of the team is intended to weaken its counters so that it can do its job. That said, its position as a defining metagame force means that most teams carry multiple checks, so I sometimes encounter matchups where Salamence is extremely unlikely to sweep. If that’s the case, I usually sacrifice it to break down the opponent’s team for Aerodactyl, Heliolisk, or Crawdaunt or use it as Intimidate fodder to keep some physical threat from breaking through my team.
Intimidate provides a secondary check a lot of offensive Pokemon that can threaten my team if played correctly, like Lucario, Heracross, or Infernape. Its typing and Defense allow it to serve as a backup plan against a lot of Pokemon, which is why I chose Intimidate over Moxie. I value the defensive utility Intimidate brings over the offensive power of Moxie, since I run Life Orb on Salamence and have enough power. Salamence also often finds itself pulling duty as my primary Fighting-type switch-in, since Whimsicott is fragile and Mega Aerodactyl doesn’t resist Fighting-type attack, though it can threaten Fighting-types out if I can bring it in safely.
Salamence’s movepool, and stat spread mean that it can run multiple sets and poses an immediate offensive threat as soon as I send it out, sometimes on turn 1. I sometimes use this to bluff a MixMence set to lure in something my team can take advantage of or to pressure certain Pokemon early on in the game. If I can keep my opponent guessing what combination of coverage moves I’m running, I force them to play conservatively and open up opportunities for my other Pokemon to break down my opponent’s team. Once I set up, I can either finish off the remains of my opponent’s team or break through 2 or 3 Pokemon so that the rest of my team can clean up.
Moveset, Item, and EV Spread
Dragon Dance gives Salamence the ability to boost its stats and outspeed most of the metagame after a boost. Outrage is its most powerful STAB move. I chose it over Dragon Claw despite the fact that Outrage locks me into the move for 2-3 turns and the subsequent confusion because I really needed the power. Also, by the time I’m clicking Outrage, I’m usually in position to win the game as a result, either by sweeping outright or by breaking through enough of my opponent’s Pokemon that something else can clean up after. Earthquake gives me coverage against Pokemon like Nidoqueen and Lucario without relying on inaccurate moves or forcing myself to use Outrage. I considered Iron Tail, but my experience with that move has been that it’s guaranteed to miss the one time in three games I ever actually click it. Besides, all it really hits is Fairies, and the rest of the team can either weaken or KO them before Salamence comes in. Still, I’m considering making the change, since the ability to beat Florges and Gardevoir is nice. Fire Blast gives me coverage on physically defensive Steel-types like Cobalion and Forretress. It also lets me hit Whimsicott on the switch.
Life Orb gives me power that Lum Berry doesn’t and lets me bluff a mixed set. It also allows me to use Intimidate over Moxie since I’m not reliant on Moxie boosts for power and can use Intimidate to create setup opportunities. Moxie is better on hyper offensive teams that can either break through Salamence’s counters or don’t have a problem foddering it off just to weaken something since that will leave the opponent vulnerable to something else, but my team is slower-paced and doesn’t put out enough offensive pressure for that, so I prefer Intimidate for more consistent utility. Intimidate means that, if I find myself facing a team that presents a bad matchup for Salamence, I can at least use it as Intimidate fodder to keep myself in the game or give something else an opportunity to do its job.
The EV spread lets Salamence hit as hard as possible offensively. 252 Attack EVs maximize its physical power, while 252 Speed EVs let me outspeed most of the metagame after a boost. 4 EVs go into Special Attack to boost Fire Blast’s power. The Naïve nature lets me maximize Speed without compromising my Special Attack. I chose to lower Special Defense instead of Defense so that I could make better use of Intimidate.
CONCLUSION
This team has worked out pretty well for me, but it certainly has its flaws. It’s weak to Mamoswine and well-built stall, but I feel like I have an answer for everything else, though not having a resistance to Fairy-type attacks is rough. I wish I could’ve found a way to work in hazard control (Defog, Rapid Spin, a spinblocker, etc.), but nothing on the team really gave me that option. Having Taunt somewhere would’ve been nice as well.
I’ve played a lot of notable users on the ladder with this team, and overall the results give me hope. I’ve won a few, had a lot of close games, and lost often and repeatedly, but I’ve rarely felt like I was so utterly outmatched that I just had no hope of taking the game. I’m confident that I can continue to improve and hope to become a better ladder player and gain some more tournament experience.
I hope that someone enjoyed reading my rambling and that this RMT helps someone learn more about how to play Pokemon in some way, whether that’s improving teambuilding/battling fundamentals, learning more about how to build and play offense, or becoming more familiar with UU. I think this RMT can work as a useful teaching tool (I certainly learned a lot building and playing with this team!), and I’m happy to answer any questions anyone has about it.
I hit the character limit, so a threatlist will be coming in a separate post.
IMPORTABLE
Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore
- Moonblast
- Giga Drain
- U-turn
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Iron Head
- Volt Switch
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore
- Moonblast
- Giga Drain
- U-turn
Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Grass Knot
- Thunderbolt
Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet
Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Wing Attack
- Earthquake
- Roost
Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Dragon Dance
- Outrage
- Earthquake
- Fire Blast
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