Go, go Parafusion! [UU]

Well, lately I have started testing with D/P UU tier, since I've not had the best of luck with the OU Ladder on Shoddy aanndd always liked UU in advance. Enough stupid blabber, on with the team!

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Armaldo (M) @ Leftovers
Ability: Battle Armor
EVs: 244 HP / 14 Atk / 252 Def
Impish Nature
- Rock Blast
- Toxic
- Knock Off
- Stealth Rock

Supporter Armaldo. Blasts away anything airborne and sets up rocks. Toxic and Knock Off are kept for later use against walls and such. He can be a critical member to the team, since he can easily get rid of Substitutes, though he absorbs annoying sleep usually too. :(

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Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 152 Def /6 Spd / 100 SDef
Calm Nature
- Thunder Wave
- Encore
- Wish
- Seismic Toss

Helps pass around Thunder Wave to aid the Parafusion abusers. Encore lets them in much easier to set-up on set-uppers, or on a move they resist! Wish is always helpful. Not very much else to say.

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Vileplume (F) @ Leftovers
Ability: Chlorophyll
EVs: 244 HP / 136 Def / 130 SDef
Calm Nature
- Sludge Bomb
- Sleep Powder
- Leech Seed / Synthesis
- Aromatherapy

Excellent Pokemon, indeed. Takes [most] moves like a champ, and sleeps the opponent if possible. Aromatherapy helps to get rid of status on my side, so the Parafusion abusers don't go around dying of Toxic, sleeping, or ending up getting counter-hax'd by random Paralysis. Leech Seed is there for further assistance, but I'm thinking of replacing it with Synthesis so Vileplume can stick around longer...

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Dunsparce (M) @ Brightpowder
Ability: Serene Grace
EVs: 144 HP / 252 Atk / 36 Def / 78 SDef
Adamant Nature
- Water Pulse
- Thunder Wave
- Headbutt
- Bite

Well, now I bet you were wondering, "Well where the hell is the Parafusion?" Here it begins! Kinda of no-brainer why he is here. Water Pulse for Rock and Ground types, plus 30% (not factoring Serene Grace) confusion rate. Flinch abuse with the last 2 moves, Bite is only for ghosts. Brightpowder further reduces the chances you will have to hit Dunsparce. Once this thing comes in on a paralyzed foe / paralyzes them, it's ALL over for them. ;)

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Stantler (M) @ King's Rock
Ability: Intimidate
EVs: 252 HP / 252 Atk / 6 Spd
Adamant Nature
- Thunder Wave
- Confuse Ray
- Stomp
- Bite

Help! Nobody loves Stantler and I don't know why! Parafusion combo + dual flinch moves = no moving for you. Completely walled by Steels, Rocks, and Grounds sadly. Still, it works exactly like Dunsparce, but with better stats and without Serene Grace. King's Rock improves the flinch rate, and this set works super.

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Xatu (M) @ Leftovers
Ability: Synchronize
EVs: 198 HP / 60 Atk / 252 Spd
Jolly Nature
- Zen Headbutt
- Thunder Wave
- Confuse Ray
- Substitute

I love Xatu, totally awesome design. Need I explain this? It's Stantler except with Zen Headbutt for flinch. Mostly set-ups the others, so they don't have to themselves, but it works well too. Walled by Dark types completely, but at least it can Parafuse before flapping away! Easily switches in on Choice'd Fighting and Ground moves (Usually aimed at Armaldo first turn, so Xatu is usually the first one out) and Subs on the switch to protect itself while it sets up. Sadly, there isn't a Fighting type flinch move any of the above 3 can learn, let alone if one even exists...o_O

Still testing this team out, but it has been working wonders so far. :)

Go, rate. Now.
 
kings rock is generally banned, and bright powder is shunned.

you don't have any real sweepers, just mostly pure support pokemon.

you are quite slow, and alot of quick succsession power attacks will quickly end you, i suggest adding atleast 1 decent sweeper in there.
 
kings rock is generally banned, and bright powder is shunned.

you don't have any real sweepers, just mostly pure support pokemon.

you are quite slow, and alot of quick succsession power attacks will quickly end you, i suggest adding atleast 1 decent sweeper in there.

Nobody has minded Bright Powder, hell it's on the Garchomp analysis. Nobody has said anything about King's Rock either.

That's not the point of my team though. Adding in a fast sweeper completely removes the point of Parafusion Flinch killing. <_<

Well, the only problem I have had so far is Persian. But with some thinking, I've been able to disable it with Paralysis or Sleep, and proceed to Flinch it to death.
 
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