ORAS UU Washed Up OU Dropouts


  1. slowking.gif
    espeon.gif
    sharpedo.gif
    blissey.gif
    forretress.gif
    galvantula.gif


    My team came about when I decided that Slowking and Espeon are my favorite pokemon. So I made this team about them! With that said I don't mind if this team outgrows them.

    Royalty of UU

    This team feels pretty intuitive to play, everyone has their role and who does what is pretty clearly defined. I want feedback though, because some games it just feels like I can't do anything about the enemy keeping the tempo and holding the lead.

    Let's Begin

    slowking.gif

    Slowking @ Assault Vest
    Ability: Regenerator
    EVs: 200 HP / 100 Def / 200 SpA / 8 SpD
    Modest Nature
    - Scald
    - Psychic
    - Ice Beam
    - Flamethrower

    Slowking is the king of this crew. He's surprisingly bulky and can eat SE special attacks against him without batting an eye. Slowking is also my go to pokemon in case someone decides to try and light Forretress on fire. Regenerate also makes him a great pokemon to switch in to special attacks when I want more of a threat than Blissey.

    espeon.gif

    Espeon @ Choice Scarf
    Ability: Magic Bounce
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Hidden Power [Fire]
    - Shadow Ball
    - Psychic
    - Dazzling Gleam

    Espeon outspeeds everything and is my answer to anything that would normally sweep me. Not too good at breaking through walls, but definitely great at dropping other fragile threats. HP Fire is for when I switch Espeon into Forretress and they try to rapid spin away their own stealth rocks. It works more than you think!

    sharpedo.gif

    Sharpedo @ Sharpedonite
    Ability: Speed Boost
    EVs: 252 Atk / 4 SpD / 252 Spe
    Adamant Nature
    - Protect
    - Earthquake
    - Crunch
    - Poison Jab

    Sharpedo is another fast check against Psychic/Ghost/Fairy types and is good at putting a decent amount of hurt on everything he touches. The infallible +1 minimum speed boost is a great asset to Sharpedo and it allows him to turn a losing matchup into a turnaround victory

    blissey.gif

    Blissey @ Leftovers
    Ability: Natural Cure
    - Wish
    - Protect
    - Toxic
    - Seismic Toss

    Blissey is the same blissey that exists in every other team. Special wall with insane wish passes and deceptively high seismic toss damage. Blissey is a great asset to this team because she absorbs even the heftiest of special attacks. Nothing surprising here. It's Blissey

    forretress.gif

    Forretress @ Rocky Helmet
    Ability: Sturdy
    EVs: 252 HP / 4 Atk / 252 Def
    Relaxed Nature
    IVs: 0 Spe
    - Stealth Rock
    - Rapid Spin
    - Gyro Ball
    - Volt Switch

    Rocky helmet is super fun. I'm not sure how good it is, but it's really really satisfying. Aside from that, Forretress is one of my two possible leads depending on what the other team looks like. If the enemy team has Aerodactyl, Crobat, Azelf I will usually pass on Forretress starting and let Galvantula start instead.

    galvantula.gif

    Galvantula @ Focus Sash
    Ability: Compound Eyes
    EVs: 252 SpA / 4 SpD / 252 Spe
    Timid Nature
    - Thunder
    - Bug Buzz
    - Sticky Web
    - Energy Ball

    Not so much of a suicide lead, but he does have his uses. OHKO on Azelf when they think I'm just going to sticky web. OHKO on Aerodactyl when they decide to be funny and taunt me. OHKO on Crobat. Also my answer to Swampert and unsuspecting people that don't expect me to have energy ball.

    So with that said

    I have noticed that once Forretress goes down, if their main physical threats aren't weakened to the point where Sharpedo can clean them up, then I'm in some deep trouble. Tanky Psychic types such as Cresselia and Reuniclus are also horrors because Espeon can't exactly break them, and Sharpedo usually can't either for some reason. So what do you think?
 
Hi Atyl,

So, just from team preview, you have pretty much legitimately no reason to run Galvantula. Blissey, Forry, and Slowking are designed to take hits and don't really need to be outspeeding anything. Espeon is likely going to be the fastest of the twelve possible mons with a scarf equipped. Sharpedo literally has Speed Boost. So just right there I can tell you that Galvantula is frankly redundant for you and a waste of a teamslot, especially if you are using it as a suicide hazards lead. It's simply silly.

Unfortunately, it is quite difficult to tell what the "aim" of your team is here. You have some vaguely offensive cleaner mons (Espeon, Sharpedo), two sort of pivots (Forry, AV Slowking), a stall mon (Blissey) and a suicide lead (Galvantula). I hope you can see what I mean when I say that this team doesn't have a lot of coherency.

I assume, just by the descriptions that you've written, that this is an attempt at what we would call a "balance" team. If you are unfamiliar with the jargon, a balance team is typically one that has, in roughly equal measures, ways to respond to common threats offensively and defensively. It stands in contrast to the other extremes, Hyper Offense and Stall, by virtue of how you play the game - put simply, Hyper Offense games are all about hitting hard and fast while Stall games are about keeping the pace of a match deliberately slow and outlasting the opponent. There are other various "archetypes" but, for the moment, they're not terribly necessary to elaborate on them. I figured you were attempting to create a "balance" team because of the way you combined intuitive "attacking side" walls/checks (i.e. 'I need a special wall, so I'll take Blissey, I need a physical wall, so I'll take Forretress, etc.) Unfortunately, this is not a particularly good way to build a team.

For reference, as I assume you are a newer player (and don't worry about this, RMT is a decent forum to start out in as many of the likely responders will be eager to help), there are two general ways to teambuild. The first is to simply pick a mon and build around it (and that's what I'll try to do with your team). The second way is more cerebral, thinking about how to respond to various threats and keep momentum through switches and punishments that are available. The latter is a bit harder, but often creates the better teams - though the former is no slouch either if done correctly.

Alright, to begin with the rate, I'll start by saying that I'll try to keep as much the same about your team as possible while drafting up what I think is a squad with more coherency and a more obvious common goal. In this sense it'll be to be rather standard, able to respond to common threats that you'll find on the ladder, not particularly excelling at anything in particular but not suffering disproportionately against anything common either.

First move will be to get rid of Galvantula entirely. I'm not a huge fan of Galv to be honest, especially with the decent amount of good and offensive defog users in the tier. This makes it difficult to say, stay in and taunt a defog because you could lose a mon in the process. Sticky Webs are tough to get up multiple times because Galvantula is frankly garbage, doesn't necessarily scare out that much nor can he take a hit. So we'll just remove him.

You're using Mega Sharpedo, and as one of the best megas in the tier, I'd like to keep him on the team. So I'll try and tweak the team around the idea of a Sharpedo sweep and make adjustments as necessary. With Galvantula gone, we have a free slot, and looking at the rest of the team I'd like to move SR into this spot and let Forretress start using Spikes. Mega Sharpedo is unique in that he can hit almost as hard as some wallbreakers while still being able to easily get +1 speed. Definitely a scary mon. With a layer of spike and SR up his job becomes that much easier, so it'll be quite cool to have multiple hazards chipping away at the opponent while you use the rest of a balanced team to continually force switches. I'd like to move SR from Forretress because if he has both hazards and spin he's going to be under way too much pressure throughout the match.

So we have a few things in mind now. We want to support Sharpedo and have SR in this empty slot. Sharpedo can't take a single grass, electric, fairy, bug or fighting hit and hates pretty much any non-resisted priority in tier (this is primarily ESpeed). Additionally, Sharpedo can't break through exceptionally bulky physical walls, with something like MAggron as a benchmark that we'll want to be broken before Sharpedo starts revving his engines. So we can patch a few of these weaknesses pretty quickly by using Cobalion. Cobalion's fighting/steel typing, great speed tier, access to SR and ability to dent common walls in the tier (Snorlax, MAggron, PhysDef Florges) means he's a decent partner to Sharpedo. Here's the set I like for your Cobalion:

Cobalion @ Leftovers
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Close Combat
- Volt Switch / Taunt
- Iron Head

I sort of like taunt on this set because it really helps you keep up hazards, but Volt Switch provides really good momentum as well. Choose whichever fits your personal preference.

Next I think we should replace Blissey with something that provides you a bit more utility, better typing to support Sharpedo and a little more offensive presence. Blissey is a bit of a momentum sinker on teams that aren't stall oriented, so it's not really fitting to be paired with Sharpedo very often. I think Florges does a lot in this spot. It helps deal with fighting types (Heracross the notable example) as well as some bulkier mons that will always impede Sharpedo's sweep if they aren't worn down (Mega Blastoise with Aura Sphere coverage). Use the following set:

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

I chose Florges over Aromatisse because it functions a bit better as a mixed wall, and I'm assuming you want a "special wall" on your team.

For Forretress, I think you can keep the set the same (sans putting Spikes over Stealth Rock as mentioned before) but switch to Leftovers. The additional recovery is pretty good on Forry, and with Cobalion you have a decent check to most Mega Beedrills, so the chip damage isn't super important, especially because after Sharpedo will almost always be able to OHKO MBee.

I don't really like Scarf Espeon. It's power and offensive typing is a bit lacking for a scarf user. While it's nice to surprise Mega Beedrills every now and then, overall I don't find it a terribly consistent strategy. With no Ice Fang on your Sharpedo set, I'm thinking you may have a bit of trouble with Salamence, particularly the intimidate sets as they can tank a hit from Sharp and OHKO back. I'm tempted to put an offensive Whimsicott here, which provides you a check to Dragons (though not in particular Salamence, because it often carries Fire Blast) and a way to stop setup sweepers (so they can't say, boost past Sharpedo rendering him inert). I think for now that works, but I'll sleep on it and see if a better idea comes to mind. This set will outspeed any non-scarf dragon in the tier and be able to deal a ton of damage:

Whimsicott @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Energy Ball
- Encore
- U-turn

This set also provides a good check to Suicune, who, as a massively bulky water wall will give you issues in any attempted sweep. A more defensive set could be viable, but my changes to the team were mostly in the "middle" of offensive/defensive utility I think so it could be just more fun to play with a more offense oriented option here.

Finally, I would change the Slowking set. Without MPidg in the tier you don't really need Assault Vest any more just IMO. The standard CM set is really good, and with Cleric Support you can get second and third chances to set up for a sweep from a different mon (for example, healing off Toxics or something)

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Let me know what you think of the suggestions and I'll gladly come back to any of them if you'd like and reconsider. I've said this before but I tend to write and think at the same time, so there are definitely chances that there are oversights here, but I feel that on the whole this team is a lot more cohesive than what you had before and much more able to achieve its aims. Sharpedo is a really fun mon, so given the right support I think you can definitely do well on the ladder and in room tournaments where you can refine the team even more to your own liking.
 
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Hi Atyl...
Hi! I read over all of this. I am fairly new and I really appreciate that advice. I didn't have any idea when I made this team. How it happened is that I made a team with mons I liked and played some battles. I noticed which mons were the MVPs of most of the battles and swapped out the ones that weren't pulling their weight. After a few iterations I got to there where there really is no clear MVP in each battle (1250 range), so I came here to take another step. You noted that I don't have ice fang on Shark, which can change. I actually had ice fang at first but changed it when i needed a check to faries. Would your advice change if i had Crunch/Ice Fang/Waterfall/Protect ?
 
Hi! I read over all of this. I am fairly new and I really appreciate that advice. I didn't have any idea when I made this team. How it happened is that I made a team with mons I liked and played some battles. I noticed which mons were the MVPs of most of the battles and swapped out the ones that weren't pulling their weight. After a few iterations I got to there where there really is no clear MVP in each battle (1250 range), so I came here to take another step. You noted that I don't have ice fang on Shark, which can change. I actually had ice fang at first but changed it when i needed a check to faries. Would your advice change if i had Crunch/Ice Fang/Waterfall/Protect ?
Sort of, but I think poison coverage is not bad on Shark. It really depends on what you want to eliminate first before starting a sweep attempt, Salamence or Florges (just the two most common examples). Mence is worn down quickly by rocks and is often offensive with a life orb, meaning it might be easier to ensure he's dead in comparison to Florges, not weak to rocks and able to constantly heal itself. For your team I think poison is probably better actually.
 
Mence is worn down quickly by rocks .
Funnily enough, I just faced a Mence that carried FB. Should I default to Slowking in situations where i'm against a Salamence instead of Whims?

Another thing that isn't obvious to me, what do I do to an infernape with Flare Blitz and U turn?
 
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