UU-team at its bËst

TEAM OVERALL

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Okei I decided to introduce my UU-team that have had great success so far. So it is now here so you can say your opinions about the team. and please: Tell me if there is something that you think needs editing :)

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Golduck @ Choice Scarf
Ability: Cloud Nine
Nature: Modest
EVs: 252spd/252SpAtt/4hp
~ Hypnosis
~ Hydro Pump
~ Ice Beam
~ Psychic

Unexpected Scarf Lead. Outspeed all other nonscarfed leads and most typical UU-leads and hypnosises them. Works Well as Special Attacker and thanks to cloud nine can ruin Swift Swim/Chlorobyll teams those are typical at UU. And in OU also negates sandstorm boosted rockdudes and sweeps them with HYdro Pump. Hydro Pump may have low accurary but gives needed extrapower on sweeping. Has worked perfectly!

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Swellow @ Flame Orb
Ability: Guts
Nature: Naive
EVs: 252att/252spd/4hp
~ Brave Bird
~ Facade
~ U-Turn
~ Protect

Pretty Standard Swellow with maxed Speed and Guts-boost. Facade hits hard and heavy U-turn for trade. Main Psysical attacker on the team. Naive Nature ain't the best but I get bored on breeding so and get good individual that happened to have naive as its nature but I think on Swellows situation. it doesn't matter is it naive or jolly as it's nature.

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Clefable @ Leftovers
Ability: Magic Guard
Nature: Calm
EVs: 252Hp/128Def/128SpDef
~ Wish
~ Protect
~ Toxic
~ Fire Blast

Mixed stall/wall of the team. toxic-protect-wish stall may be annoying but it works. Also passes Wish to other members if needed. Fire Blast for Steels those don't mind about toxic. Needs the power of Fire Blast because there is no Sp.Attack EV:s at all.

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Claydol @ Light Clay
Ability: Levitate
Nature: Relaxed
EVs: 252hp/180SpDef/78Def
~ Reflect
~ Stealth Rock
~ Rapid Spin
~ Explosion

Supporter/wall of the team. Resist stuff like spikes and stealth rock throwed on the field and spins them off. also sets up Reflect and Stealth rock. Explosion to finish things up.
Nature might be better but I'm fine with relaxed. Reflect > Light Screen because my team needs more physical support than Specialsupport
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Hitmontop @ Leftovers
Ability: Technician
Nature: Adamant
EVs: 252Att/252Hp/4SpDef
~ Fake out
~ Mach Punch
~ Bullet Punch
~ Rapid Spin

An other Spinner and Clefable-counter. Needed because my last member needs this support. Also takes all advanced out of priority and technician-ability. Maxed HP and pretty good SpDef base stat can also wall some Specialside attacks.

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Shedinja @ Focus Sash
Ability: Wonder Guard
Nature: Jolly
EVs: 252att/252spd/4hp xD
~ Shadow Sneak
~ Will-O-Wisp
~ Toxic
~ Protect

The main"wall" of the team. resisting 12 different types it can be easy switch in many situations. Doublestatus allows to hit both fire and poison types also and stall opponent to death and harming their game play at overall. Shadow Sneak for priority and STAB and Protect to scout, that I won't get suprised by some unexpected SuperEffective Attacks. Many team that I've faced seemed to have pretty bad shedinja-weakness.


Thats all! Now you are free to give me shouts :)
 
This is UU, there is no sandstorm. Anyway, as long as long as you can keep Claydol alive to spin, shedinja is really annoying. I battled this team and had to run because he took out all my Shedinja killers and kept spinning away my stealth rocks >_>
 
This team doesn't have enough firepower. Golduck doesn't hit hard at all with scarf. Steelix pretty much walls this team with little special attackers.

Scyther will dismantle this team and many other powerful physical attackers because you have 2 mixed walls.

I'm suprised by your success because I know I'd rape this team pretty bad.
If there was one thing I'd suggest is getting rid of Shedinja for a Ninetails, Manectric, or Venasaur.
 
This team seems to just do a whole lot of nothing, waiting around to be beaten. For all of the walling it does, it never accomplishes anything. For example, your Claydol sits there, and that's it. It has one attack, Explosion, eventually people are going to realize this and then any Fighting type (or physical attacker in general) is going to take advantage of this knowledge. Even when Claydol does do something, like put up a reflect, the Pokemon that surround Claydol don't need that kind of Support. Let's face it, even with a Reflect up, Swellow isn't taking any hits, and Golduck doesn't have any stat up moves to take advantage of the new found bulk from Reflect. The team just doesn't have any coherent strategy.
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First off, you don't need two Spinners. Even with all of the babying that Shedinja needs to be effective, two spinners is incredibly redundant. Your Claydol set should be switched to

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/156 Def/100 SAtk
Bold nature (+Def, -Atk) (You can keep the relaxed nature, it doesn't matter)
- Rapid Spin
- Shadow Ball
- Earth Power
- Ice Beam

These EVs are very specific. The HP and Def guarantee that you will not be 2HKO'd by a Close Combat followed up by a Sucker Punch from Adamant Life Orb Hitmonlee, while the Special Attack generates 201 SpA which makes sure that you will 2HKO Rotom with Shadow Ball (even 252 HP versions). This means that you will Rapid Spin, or your opponent will lose a Pokemon. It also means that you have an actual solid counter to the Fighting types. The loss of Relfect is negligable as you weren't even taking advantage of it before, and while the loss of Stealth Rock is regretable, SR is hardly a "necessity" for this team. You could always take off Ice Beam and put Stealth Rock back on if you really felt that you needed it. Keep Earth Power on, however, so that you have an attack to threaten Steelix (one of the main users of Stealth Rock). Otherwise he'll stay in on you with impunity and keep reapplying rocks.

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Because Claydol is taking on spinning duties for your team, you need to replace Rapid Spin with either Close Combat, or Stone Edge. The former may seem redundant with Mach Punch, but the extra power afforded will save you in a lot of situations, mainly against Steelix. Stone Edge is obviously there for coverage against Flying types. Really it's up to preference.

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Your Clefable EVs are pretty bad, it's generally not a good idea to equally split between Def and SpD. If you're going to go Calm, you might as well use 240 SpD EVs in order to have a shot at missing the 2HKO against Glaceon, otherwise you should use Bold 252 HP / 152 Def / 104 SpA. This is the best EV spread that Clefable can run because it avoids the 2HKO / OHKO on a lot of Physical threats that UU has to offer (read: anything except fighters and stat uppers).

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You're completely wasting Shedinja's potential. If you're going through all of that babying trouble just to use Shedinja as a wall, then you're way better off just using another wall. Your team lacks offense, and a reason for all of the babying of Shedinja, so you might as well change it to an offensive Shedinja set. The following would probably be the best for this team.

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Shadow Sneak
- X-Scissor
- Swords Dance

This actually gives a purpose to Shedinja, and a win condition to the team. With this, you should pose a much bigger threat to your opponents.

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I'm hesitant to change much more than this, so get back to me on how the team works with these adjustments.
 
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