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Why on earth would you run flame orb?
It was a good set back in 5th gen when things like Snorlax walled most, if not all Rotom-H sets. Tricking a flame orb can ruin special walls such as Blissey, Umbreon, and Florges, while beating things such as Swampert and and Gastrodon. In addition, it feigns a choiced set which creates a false sense of security for the opposing player. *shrugs*
 

Sage

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It was a good set back in 5th gen when things like Snorlax walled most, if not all Rotom-H sets. Tricking a flame orb can ruin special walls such as Blissey, Umbreon, and Florges, while beating things such as Swampert and and Gastrodon. In addition, it feigns a choiced set which creates a false sense of security for the opposing player. *shrugs*
I know the premises of Trick Flame Orb, but Trick Scarf cripples all those walls much more, as well as having added utility for Rotom in the early game when it can outspeed stuff like LO Shao and Nape and nab some volt-switches to gain early momentum before they bring in they're wall and you trick it. I might have sounded a little more against trick Flame Orb than I actually am, I just think Trick Scarf overall provides more for a team.
 
I know the premises of Trick Flame Orb, but Trick Scarf cripples all those walls much more, as well as having added utility for Rotom in the early game when it can outspeed stuff like LO Shao and Nape and nab some volt-switches to gain early momentum before they bring in they're wall and you trick it. I might have sounded a little more against trick Flame Orb than I actually am, I just think Trick Scarf overall provides more for a team.
The reason why a choiced set doesn't actually work as well as the flame orb set in most situation is because if you're choiced in volt switch/overheat, there is a greater need to predict. With flame orb, if you click volt switch and a gastro comes in, you can simply click HP grass.

but to each his own
 

Sage

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but to each his own
I think both sets have viable reasons to be used, and each will be better than other in specific situations. The bluff of Flame Orb is nice, but when your faced with a faster offensive threat in your face, your gonna wish you had the scarf. No point in arguing over these two anymore imo, both of us got our points out.
 

Sage

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View attachment 17263
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sludge Wave
- Earth Power
- Focus Blast
- Thunderbolt/Fire Blast/Ice Beam

Role: Wallbreaker

What it Does: Nidoking functions as a powerful Wallbreaker who can annihilate many defensive threats in the tier. His excellent Poison/Ground typing gives him many switch in opportunities on stray toxics and volt switches. While his stat spread may lean towards physical, thanks to his ability Sheer Force special Nidoking hits harder. It also negates the recoil of using a Life Orb. Sludge Wave hits the bulky fairies of the tier hard, primarily Aromatisse and Florges. It also hits bulky grass types like Celebi and Shaymin. His second STAB Earth Power is a rare special ground type move. This hits Mega Aggron, Jirachi, Empoleon, and other bulky mons very hard. Focus Blast allows him to get past premier special walls that would normally cockblock him. Umbreon is clean 2hkoed while Porygon2 is 2hkoed with stealth rocks. Snorlax also takes a decent number from a Focus Blast. The 4th coverage slot depends on what you want to hit. Thunderbolt nails Crobat, Suicune, and AV Slowbro. Fire Blast beats Roserade, AV Escavalier, and Forretress. Finally Ice Beam is OK, hitting Dragons like Flygon, while also giving coverage on Crobat and Roserade. However dragons are most likely outspeeding and OHKOing you. The only one that doesn't outspeed is Goodra and Mega Ampharos, the first taking absolute nothing from any of king's moves, while the second is hit harder by Earth Power.The EVs allow Nidoking to always outspeed everything base 84 and below while speed tying max speed base 85s. Special Attack is maxed to hit harder, final 4 put in Special Defense to give Download users an attack boost.

Good Teammates: Nidoking doesn't like switching in even with good resistances thanks to its mediocre bulk. Having a u-turn or volt switch solves this problem. Cobalion takes care of Blissey and Snorlax while giving momentum to Nidoking. He also sets up rocks which is important for Nido on some Koes. King always wants a fighting type with it for bulky normals. Sticky Web helps deal with King's middling speed, so Shuckle and Galvantula are the best users of the hazard in the tier.

What Counters it: Nidoking has very few counters in the whole UU tier. Blissey is one, which King does nothing too unless it runs Superpower. The other is SpD Mew, who walls and takes anything except Megahorn. There are also a few Assault vest mons that deal with Nido like Snorlax and Goodra. Nidoking is however, much easier to check thanks to only having 85 speed. Common offensive treats will OHKO it with strong STABs or Super Effective coverage.

Additional thoughts: Superpower and Megahorn should only be run if your team has trouble with Blissey or Mew respectively, as King's special coverage is much more useful generally.
 

ScraftyIsTheBest

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I'm bored atm so here's another entry:



Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Swords Dance
- Outrage / Dragon Claw
- Earthquake

Role: Physical Sweeper, Wallbreaker

What it does: Haxorus is like your typical Dragon; with this set, it can sweep and wallbreak very well with its bone-crushing strength, which can be amplified with either Swords Dance or Dragon Dance. It has pretty good coverage within Outrage and Earthquake alone, enough to basically decimate a team after it sets up. Haxorus will never be able to use both SD and DD in a match, but having both gives you always gives you an advantage; against stall, SD will allow Haxorus to quickly gain power, enough to basically crush stall teams with its immense power. Meanwhile, against offense, Haxorus can boost both its power and Speed, giving it enough speed to sweep and be able to take out an offensive team with Outrage or Dragon Claw. You just need power and speed to excel. Poison Jab could be used if Florges, Aromatisse, and Slurpuff are a problem but other than that it's kinda useless.

Good Teammates: Like any sweeper or wallbreaker, Haxorus appreciates entry hazard support. Things like Froslass and Mega Aggron are great for this; the latter also takes on Fairies well, which is useful. Haxorus can also pair up well with other wallbreakers or cleaners like Hydreigon or Victini; the latter also takes on Florges and Aromatisse (and Slurpuff) well, while the former forms a double Dragon core that can break down each other's counters. A slow U-turn or Volt Switch user, like Forretress, can be useful to get Haxorus in safely since it's rather frail and does not have an easy time switching in.

What counters it: Not much really counters it, but there are good checks. Revenge killers like Azelf, Scarf Jirachi, and Scarf Mienshao can revenge kill it. Florges and Aromatisse can handle Haxorus if it hasn't boosted too much, and blow it away with Moonblast. Slurpuff could work too, and set up and sweep. Forretress can also work, and wear at it with Gyro Ball.

Any additional Info: A solo dancing set with only Dragon Dance or only Swords Dance is workable, as are Choice sets; this isn't Haxorus's only set. This Pokemon also happens to have the word "hax" in its name, lol.
 

Sage

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View attachment 17415
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Moonlight
- Baton Pass
- Foul Play
- Heal Bell/Toxic

Role: Special Wall, Cleric Support

What it does: Many plyers dismiss Umbreon since the likes of Blissey and Florges were introduced into UU. That is not the case, Umbreon still performs the role of special wall admirably thanks to some unique niches and its great mono-dark typing. Umbreon has an awesome base 130 SpD, and good 95 HP. It's recovery move Moonlight is good, but not the best, since Hippowdon's sand nerfs the recovery. Sun however, increases it. I would suggest Wish Protect, but that would take away Umby's main niche over other Special Walls. Baton Pass is very underrated, and allows you to gain momentum, like if a Lucario came in on you trying to abuse Foul Play, you don't have to predict and can then go to your dedicated check or counter. Foul Play isn't reliant on Umbreon's mediocre attacking stats, since it uses the opponents attack stat in calculations. This can OHKO a +2 Mega Absol trying to set up on you! Finally Heal Bell allows Umbreon to get rid of pesky status conditions harming your team. Also this has good synergy with its ability Synchronize, by using an opponents status against them, then clearing your own.

Good teammates: With this set, many frail offensive Pokemon like Infernape, Darmanitan, and Absol benefit from the free switch-ins Baton Pass creates. In a defensive core, anything that can take strong Fighting type moves aimed at Umbreon works well, like Slowbro, Gligar, or Trevenant. Umbreon Takes many of the special hits aimed at all those Pokemon.

What counters it: Umbreon is forced out by every Fighting type in the tier, who can do all numbers of things. Chesnaught gets to Spike, Infenape and Scrafty can set up, and the rest can just smack your team with strong moves. Lucario, Cobalion, and Virizion can take advantage of Foul play to gain an attack boost. Be wary of mixed sets from the likes of Hydreigon and Nidoking, who can surprise Umbreon with a Superpower or Megahorn respectively.

Additional thoughts: Toxic can be run over Heal Bell if you already have a cleric.


View attachment 17416
Meloetta @ Assault Vest
Ability: Serene Grace
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Psyshock
- Focus Blast

Role: Bulky Attacker, Special Tank

What it does: Meloetta uses its awesome base 128 SpA and SpD to tank numerous powerful special hits while replying back with strong hits of her own. The special attackers it handles well are including but not limited to Mega Blastoise, Chandelure, Nidoking, Noivern, Raikou, and Starmie. She hits hard off modest 128 Special Attack with her STABs Hyper Voice and Psychic. Psyshock may seem redundant, but since this is Assault Vest we can't use like TOxic. This allow sus to sue the psychic move that hits on the target's weaker defensive stat. An example is Florges, who can take most hits a Meloetta has but is handily 2hkoed by Psyshock. Focus Blast rounds out the coverage allowing us to nail Steel and Dark types like Hydreigon, Mega Aggron, and Empoleon.

Good teammates: Any Pokemon with bad special bulk will appreciate the tankiness of Meloetta. While Meloetta's Special Bulk is insane, her physical bulk is very mediocre. A good physically defensive pokemon is appreciated for Meloetta to fall back on. Also Fighting types tend to pair well with Meloetta since most are physical and hurt the special walls that like to come in, while giving a check to nasty Dark types.

What counters it: Dark types are the bane of our singer, and unfortunately the UU tier is full of them. Any physical Dark types forces Meloetta out, like Absol or Krookodile. Blissey walls Meloetta till it dies of boredom. Any faster physical threat is a pain since base 78 defense is not very strong. Meloetta also has no recovery so through repeated attacks it is very easily worn down without Wish support.


View attachment 17418
Granbull @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Play Rough
- Heal Bell
- Rest
- Sleep Talk

Role: Physical Wall, Cleric Support

What it does: Granbull was blessed in the 6th generation to gain the coveted Fairy typing, which lets counter a multitude of physical threats. Especially since Haxorus was confirmed to be UU, the dog has reason to be used over other Fairies. His main attack Play Rough is very strong, capable of OHKOing pokemon it needs to counter like Honchkrow, Absol, Mienshao, and Scrafty, while with Stealth Rocks up you also have good chances of OHKOing Heracross, Flygon, and Haxorus. Even uninvested, 120 Attack is strong. Heal Bell lets him help the team not to be worn down by statuses, and lets him get rid of his own sleep status in conjunction with Sleep Talk. Granbull is forced to run RestTalk because he has no recovery, but this is not necessarily a bad thing. This allows him to buffer all status he may pick up, like a burn from Sableye or Toxic from Blissey. And with Heal Bell, he can recover from his own sleep better.

Good Teammates: Everything enjoys Granbull being on the team since Heal Bell is one of the best supporting moves in the game. It allows you to play more aggresively with your Pokemon thanks to knowing that Granbull can refresh them if they are statused early game. Pokemon with lower physical defense appreciate Granbull able to tank the hits aimed at them. It also clears out Dark types, making life easier for set up sweepers like Mew, Celebi, and Metagross.

What counters it: Granbull has bad special bulk, and a lot of Special attackers are going to force it out. Empoleon, both Nidos, Roserade, and Special Lucario(Watch out for this) are some of the ones capable of OHKOing you. He is also extremely slow so you shouldntbe moving first on many threats in the meta right now. As such he always takes 2 hits before a Rest, so plan accordingly.

Additional thoughts: If you already have a cleric on your team, Granbull can fit either a coverage move or status into the 4th slot. Earthquake and Thunder Wave would be good options.
 
I'm bored atm so here's another entry:



Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Swords Dance
- Outrage / Dragon Claw
- Earthquake

Role: Physical Sweeper, Wallbreaker

What it does: Haxorus is like your typical Dragon; with this set, it can sweep and wallbreak very well with its bone-crushing strength, which can be amplified with either Swords Dance or Dragon Dance. It has pretty good coverage within Outrage and Earthquake alone, enough to basically decimate a team after it sets up. Haxorus will never be able to use both SD and DD in a match, but having both gives you always gives you an advantage; against stall, SD will allow Haxorus to quickly gain power, enough to basically crush stall teams with its immense power. Meanwhile, against offense, Haxorus can boost both its power and Speed, giving it enough speed to sweep and be able to take out an offensive team with Outrage or Dragon Claw. You just need power and speed to excel. Poison Jab could be used if Florges, Aromatisse, and Slurpuff are a problem but other than that it's kinda useless.

Good Teammates: Like any sweeper or wallbreaker, Haxorus appreciates entry hazard support. Things like Froslass and Mega Aggron are great for this; the latter also takes on Fairies well, which is useful. Haxorus can also pair up well with other wallbreakers or cleaners like Hydreigon or Victini; the latter also takes on Florges and Aromatisse (and Slurpuff) well, while the former forms a double Dragon core that can break down each other's counters. A slow U-turn or Volt Switch user, like Forretress, can be useful to get Haxorus in safely since it's rather frail and does not have an easy time switching in.

What counters it: Not much really counters it, but there are good checks. Revenge killers like Azelf, Scarf Jirachi, and Scarf Mienshao can revenge kill it. Florges and Aromatisse can handle Haxorus if it hasn't boosted too much, and blow it away with Moonblast. Slurpuff could work too, and set up and sweep. Forretress can also work, and wear at it with Gyro Ball.

Any additional Info: A solo dancing set with only Dragon Dance or only Swords Dance is workable, as are Choice sets; this isn't Haxorus's only set. This Pokemon also happens to have the word "hax" in its name, lol.
Not a huge fan of this set, I'd have to say. Double dance removes far too much coverage, which is a necessity in UU considering the popularity of FWG cores and relatively bulky Pokemon. Switching in a Donphan, Forretress or Swampert is too easy on a Double Dancing Haxorus.

Hate to say it but I think Haxorus as a whole has lost a lot of sway in UU. He has the potential to be bulky enough to get a dance up, but it'd almost have to always be Dragon Dance to outspeed things that could easily revenge it. The unfortunate part of this, of course, it losing the massive attack. There's too much else in the tier that can take his place and be better at it I think, shame considering he's one of my favorite Pokemon.
 

Sage

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Not a huge fan of this set, I'd have to say. Double dance removes far too much coverage, which is a necessity in UU considering the popularity of FWG cores and relatively bulky Pokemon. Switching in a Donphan, Forretress or Swampert is too easy on a Double Dancing Haxorus.

Hate to say it but I think Haxorus as a whole has lost a lot of sway in UU. He has the potential to be bulky enough to get a dance up, but it'd almost have to always be Dragon Dance to outspeed things that could easily revenge it. The unfortunate part of this, of course, it losing the massive attack. There's too much else in the tier that can take his place and be better at it I think, shame considering he's one of my favorite Pokemon.
I have to disagree, as Haxorus unboosted still has fucking 147 attack. There's always a niche for that kinda pokemon. Hax's double dance while individually weaker than SD 3 attacks and DD 3 attacks, has the versatility and is able to shine vs stall and offense. Sure scarfers revenge it but most scarfers are scared to switch in because of taking a dragon claw to the face.
 

Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature
- Earthquake
- Defog
- Roost
- Knock Off / U-Turn / Toxic

What It Does: Gligar is one of the most reliable defensive Defog users in the tier. Its huge physical bulk and typing make it one of the best switch ins to Choice Band Heracross in the tier and a good check to common physical attackers such as Jirachi, Mega Aerodactyl, Mienshao, and Krookodile only really fearing Knock Off and Aqua Tail. It is a complete stop to Forretress as its immunity to Volt Switch lets it come in on any move and remove any entry hazard it might have set up while taking next to nothing from its attacks. While the first three moves are absolutely necessary, Gligar has a lot of flexibility in the last slot as all moves are equally useful in different situations. Knock Off removes boosting items from the Pokemon it walls such as Heracross and Leftovers from Forretres thus denying it any form of recovery while crippling almost anything that tries to switch in. U-turn is a good move to use if there is no need to Defog to gain switch initiative when Gligar forces out a threat it walls and is really useful for momentum. Toxic is always good on Pokemon with STAB Earthquake but it gives Heracross a Guts boost making it harder to wall and thus it is often considered inferior. You can also use Aerial Ace or Acrobatics to get rid of Heracross more easily and to stop more obscure sweepers like Virizion from setting up on you and Taunt is always an option to stop entry hazards from being set up again.

Good Teammates: Pokemon that need entry hazards removed to succeed are obviously good partners. For example Victini, Chandelure, and Darmanitan appreciate Stealth Rock being removed and can switch into the Grass-types that Gligar lures in. Gligar has troubles with physical attackers that carry Ice- and Water-type attacks and Slowbro formes a strong core with it as it can take those and appreciates something that takes pressure off it and can take on Heracross with relative ease. Special Walls such as Blissey and Umbreon also pair decently well with Gligar as they have good synergy and check the special attackers that usually threaten it.

What Counters It: Nothing can directly stop Gligar from using Defog if it comes in on something slower or something that doesn't carry Taunt. Defiant users like Tornadus can take advantage of Defog but struggle beating Gligar even at +2 sometimes. Some entry hazards setters like Froslass and Mega-Aerodactyl can also stop Gligar from defogging with the threat of a STAB move or with Taunt. In any case Gligar is not particularly difficult to take down as it is prone to special attackers and usually gives a free switch in to Bulky Water-types but it can get around that with U-turn and Toxic. Crobat is immune to almost anything that Gligar usually carries and can wear it down with Taunt and Brave Bird or simply use Toxic on it.

Any Additional Info: Stealth Rock is not good with Defog most of the time and gives Gligar huge 4MSS
 

Toxicroak @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Focus Punch
- Sucker Punch / Drain Punch / Ice Punch
- Gunk Shot

Role: Wallbreaker / Tank

What It Does: Sub Punch Toxicroak hits like a truck, is hard to switch into and easily breaks common walls in the tier such as Aromatisse and Blissey due to it's typing. Due to the many bulky waters it can switch in on and force out (crocune ect) it doesn't find it too hard to set up a sub despite it's 83/65/65 bulk. Once you have a sub up, you can proceed to hit things for truly massive damage (252+ Atk Life Orb Toxicroak Focus Punch vs. 252 HP / 252+ Def Suicune: 199-235 (49.2 - 58.1%) -- 64.5% chance to 2HKO after Leftovers recovery you 2HKO Crocune :D). Sucker Punch, while useful when fighting psychic types, especially when behind a sub, can be opted out for Drain Punch for even easier recovery. It can also be opted out for Ice Punch to hit Crobat and other pokemon that would otherwise counter you.

Good Teammates: Any pokemon that can set rain are god like partners. Black Sludge + Dry Skin is restoring a lot of HP per turn and lets you set up more subs than normal. Honchcrow makes for a great partner for synergy reasons, both offensively and defensively. If you don't run Ice Punch, Alakazam is a nice partner to remove some of Toxicroak's counters.

What Counters It: Crobat does a good job on non Ice Punch variants, being able to switch in safely and roost on all of it's attacks and scare it out with Brave Bird. Slowbro does the exactly the same, but needs to be careful once it has a sub up. Non Ice Punch variants also struggle with Nidoking and Nidoqueen. A max defence Cresselia is also an effective counter.

Any Additional Info: RIP Crocune GG no re.
 
Last edited:

Sage

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Sage of the 6 I'd recommend also slashing Dual Chop with Dragon Claw and Outrage. Although you miss out a bit on accuracy it is quite for it to be able to break through Substitutes and sashes, most importantly SashZam no longer stops your sweep.
Thanks for the feedback Rowdog, but I didn't write the Haxorus analysis. ScraftyistheBest did. Good idea though.
 

Sage

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Insert Kyurem Sprite Here( on mobile ATM will edit in)

Kyurem @ Leftovers
Ability: Pressure
EVs: 52 HP / 240 SpA / 216 Spe
Jolly Nature
- Substitute
- Roost
- Ice Beam
- Earth Power

Role: Stallbreaker, Bulky Attacker

What it Does: Kyurem uses its high natural bulk and potent offensive prowess to force switches, set up subs, and rack damage on the opponents team. This set is beat played in conjunction with Toxic Spikes, allowing Kyruem to stall many a wall out with Pressure and Toxic Damage. The EVs allow him to make 101 HP substitutes, while outspeeding Lucario and Roserade, and maxing Special Attack. Substitute and Roost are the bread and butter of this set. You can utilize the switches Kyurem forces to your own advantage. Healing it back up for more SubRoost shenanigans, or smacking something with his strong Ice Beam. Earth Power is chosen over Dragon Pulse for better coverage and hitting Fire and Steel types that resist Ice Beam. This set has merit against offensive teams outspeeding Base 90's and below like Nidoking Lucario and Roserade. Against stall however, not much can break its mighty subs, and is a force to be reckoned with.

Good Teammates: Toxic Spikes setters really make this set viable in today's metagame. Also Anything that appreciates walls being broken down will love a Kyurem and Toxic Spikes racking up damage on te opponents side. Late game cleaners like Moxie Scarf Pokes such as Krookodile or Heracross, and Speed Boost sweepers like Sharpedo and Yanmega need everything brought in their kill range to sweep so the passive damage adds up.

What Counters it: Strong special walls that have cleric support can tank anything on this set for days while they might find themselves low on PP. This includes Blissey, Florges, and Mew. Anything immune to the Toxic Spikes avoids the passive damage needed for the set to reach full potential is tough to deal with. However, most Poison Types in the tier are 2hkoed by Kyurem. He also outspeeds all but Tentacruel running a lot of speed.

Additional Info: Don't forget about Kyurems natural bulk. While his typing may be bad the 125/90/90 bulk takes neutral hits very well.

Also Calloflochie can you QC check my other sets so I can get the Community Contributor point? TY
 
This is my first mon, hope you like it!


Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam

Role: Hazard Remover

What it does: The choice between Scald, Water Pulse, and Hydro Pump as a Water STAB move is mainly down to personal preference. Scald allows Blastoise to punish physical attackers that try to switch into it with a potential burn. With a boost from Mega Launcher, Water Pulse is a 90 Base Power move with a nifty 20% chance of confusing the opponent. Hydro Pump is another option as it hits harder than both Scald and Water Pulse, but is less reliable due to its lower accuracy. Dark Pulse is mandatory, as it removes unwanted Ghost-types that block Rapid Spin. The last moveslot is dedicated to specific threats and should be chosen based on your team's specific troubles. Aura Sphere, which is boosted by Mega Launcher, hits Tyranitar and Ferrothorn harder than any other move. Another option is Ice Beam, which hits Dragon-types such as Dragonite while still being able to hit Grass-types, such as Tangrowth and Breloom, hard.

Good teammates: Teammates that can handle annoying Electric- and Grass-types are appreciated. Dragon-types such as Latios have nice synergy with Blastoise, as they resist both Electric- and Grass-type moves. In return, Blastoise can tank Ice Beams and remove Stealth Rock for them. Grass-types such as Venusaur can easily take multiple hits from the annoying Rotom-W, other Electric-types, and Grass-types. Tornadus-T is a valuable partner as it can beat Mega Venusaur. It can also beat Toxicroak with a Flying-type move, while Blastoise can remove Stealth Rock for Tornadus-T in return. Another excellent partner is Talonflame. Talonflame resists the Grass-type moves that Blastoise hates and can easily dispose of Mega Venusaur. In return, Blastoise can switch into Heatran, a common switch-in for Talonflame, as well as removing Stealth Rock. Ground-types such as Gastrodon do a pretty good job against Electric-types due to their immunity.

Counters: One word: Sableye. Sableye resist Dark Pulse, makes Rapid Spin & Aura Sphere useless, &, having access to Prankster, can take Blastoise's STAB attacks, along with Ice Beam & Recover right in its face. Therefore, when Sableye takes the field, it's best to switch into a Fairy type like Florges in order to counter.
 

Sage

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This is my first mon, hope you like it!


Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam

Role: Hazard Remover

What it does: The choice between Scald, Water Pulse, and Hydro Pump as a Water STAB move is mainly down to personal preference. Scald allows Blastoise to punish physical attackers that try to switch into it with a potential burn. With a boost from Mega Launcher, Water Pulse is a 90 Base Power move with a nifty 20% chance of confusing the opponent. Hydro Pump is another option as it hits harder than both Scald and Water Pulse, but is less reliable due to its lower accuracy. Dark Pulse is mandatory, as it removes unwanted Ghost-types that block Rapid Spin. The last moveslot is dedicated to specific threats and should be chosen based on your team's specific troubles. Aura Sphere, which is boosted by Mega Launcher, hits Tyranitar and Ferrothorn harder than any other move. Another option is Ice Beam, which hits Dragon-types such as Dragonite while still being able to hit Grass-types, such as Tangrowth and Breloom, hard.

Good teammates: Teammates that can handle annoying Electric- and Grass-types are appreciated. Dragon-types such as Latios have nice synergy with Blastoise, as they resist both Electric- and Grass-type moves. In return, Blastoise can tank Ice Beams and remove Stealth Rock for them. Grass-types such as Venusaur can easily take multiple hits from the annoying Rotom-W, other Electric-types, and Grass-types. Tornadus-T is a valuable partner as it can beat Mega Venusaur. It can also beat Toxicroak with a Flying-type move, while Blastoise can remove Stealth Rock for Tornadus-T in return. Another excellent partner is Talonflame. Talonflame resists the Grass-type moves that Blastoise hates and can easily dispose of Mega Venusaur. In return, Blastoise can switch into Heatran, a common switch-in for Talonflame, as well as removing Stealth Rock. Ground-types such as Gastrodon do a pretty good job against Electric-types due to their immunity.

Counters: One word: Sableye. Sableye resist Dark Pulse, makes Rapid Spin & Aura Sphere useless, &, having access to Prankster, can take Blastoise's STAB attacks, along with Ice Beam & Recover right in its face. Therefore, when Sableye takes the field, it's best to switch into a Fairy type like Florges in order to counter.
This analysis focuses on OU pokemon, this is UU teambuilding. Change the descriptions to match the UU meta.
 

Molk

Godlike Usmash
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Isn't Blastoise UU?
What he means is that while Blastoise is UU, you have several Pokemon such as Tyranitar and Ferrothorn which aren't allowed in the UU tier mentioned in your entry. You'd need to change your entry around to match the current UU meta for it to be accepted.
 

Aragorn the King

Literally a duck
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Well, Blastoise is used in tiers above UU, so no argument on your side.
This is a page to help people in the UU community build teams for UU matches. Ferrothorn and Tyranitar can't be used in UU, so it isn't exactly helpful.

Also, I noticed your writing is the exactly the same as the OU analysis...
Look here, and compare it to what you have...
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam

Role: Hazard Remover

What it does: The choice between Scald, Water Pulse, and Hydro Pump as a Water STAB move is mainly down to personal preference. Scald allows Blastoise to punish physical attackers that try to switch into it with a potential burn. With a boost from Mega Launcher, Water Pulse is a 90 Base Power move with a nifty 20% chance of confusing the opponent. Hydro Pump is another option as it hits harder than both Scald and Water Pulse, but is less reliable due to its lower accuracy. Dark Pulse is mandatory, as it removes unwanted Ghost-types that block Rapid Spin. The last moveslot is dedicated to specific threats and should be chosen based on your team's specific troubles. Aura Sphere, which is boosted by Mega Launcher, hits Tyranitar and Ferrothorn harder than any other move. Another option is Ice Beam, which hits Dragon-types such as Dragonite while still being able to hit Grass-types, such as Tangrowth and Breloom, hard.

Good teammates: Teammates that can handle annoying Electric- and Grass-types are appreciated. Dragon-types such as Latios have nice synergy with Blastoise, as they resist both Electric- and Grass-type moves. In return, Blastoise can tank Ice Beams and remove Stealth Rock for them. Grass-types such as Venusaur can easily take multiple hits from the annoying Rotom-W, other Electric-types, and Grass-types. Tornadus-T is a valuable partner as it can beat Mega Venusaur. It can also beat Toxicroak with a Flying-type move, while Blastoise can remove Stealth Rock for Tornadus-T in return. Another excellent partner is Talonflame. Talonflame resists the Grass-type moves that Blastoise hates and can easily dispose of Mega Venusaur. In return, Blastoise can switch into Heatran, a common switch-in for Talonflame, as well as removing Stealth Rock. Ground-types such as Gastrodon do a pretty good job against Electric-types due to their immunity.

Counters: One word: Sableye. Sableye resist Dark Pulse, makes Rapid Spin & Aura Sphere useless, &, having access to Prankster, can take Blastoise's STAB attacks, along with Ice Beam & Recover right in its face. Therefore, when Sableye takes the field, it's best to switch into a Fairy type like Florges in order to counter.
 

ScraftyIsTheBest

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Well, Blastoise is used in tiers above UU, so no argument on your side.
Yes, it has a niche in OU, but this is not the OU forum, this is UU, so all mentions of OU Pokemon need to be removed. If you want to make an entry about Blastoise in the OU metagame, then it should be taken to the OU Teambuilding threat, not this one, so only UU Pokemon are to be mentioned in these entries.

I might edit this post later with 1212 pounds of manliness, but wanted to get that across.
 

Sage

From the River To the Sea
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Well, Blastoise is used in tiers above UU, so no argument on your side.
But this thread isn't meant to be about tiers above UU. Read some other sets and adapt your Blastoise with pokemon that reside in the UU tier and it should be fine.
 
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