Around a month or so ago, I found that UU was absolutely dominated by stall teams that had Pokemon like Chansey, Spiritomb, Roserade etc. I personally don't like stall-fests of any kind, as my connection on Shoddy is really bad and starts lagging after around 10 minutes of play. So I decided to make a more offense-oriented UU team, and for a time it worked. Somehow, despite weaknesses against certain common stallers, it managed to work quite well. Around the time of Honchkrow's return, however, my team began going downhill. So, here it is. I am retiring this team. Rate/hate/steal! :)
By the way, if you're wondering the theme is characters from the Megaman Battle Network games.
CURRENTLY TESTING:
By the way, if you're wondering the theme is characters from the Megaman Battle Network games.
CURRENTLY TESTING:
- CB Phan over my Phan
- Standard Regirock over my Regirock
- Mismagius: Taunt > Substitute
- Venusaur: Return > EQ
AT A GLANCE:






This team is made of three main cores:
Ambipom (M) @ Silk Scarf *Shadowman.EXE*
Ability: Technician
EVs: 4 HP/252 Atk/252 Spe
Jolly nature (+Spe, -SpA)
- Fake Out
- Taunt
- U-turn
- Return
Unfortunately there are no Monkey Navis in any of the Battle Network games. Shadowman was chosen because of his quick and wily nature, which Ambipom shares. Shadowman's quick shuriken throws and sword slashes resemble Ambipom's blinding fast Fake Out and Return. By coincidence they share the same color too.
Ambipom is the best UU shutdown lead I have ever used. Its job is to dish some damage around while preventing opponents from setting up.
Donphan (M) @ Leftovers *Gutsman.EXE*
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SpA)
- Earthquake
- Rapid Spin
- Stealth Rock
- Assurance
Donphan is one of those Pokemon with extreme strength and bulk (HP, Attack, and Defense) and no brains (SpA + SpD). His Earthquake is basically identical to Gutsman's Shockwaves.
I picked Donphan because of its ability to Spin, set up rocks, and deal some damage at the same time. Claydol just didn't pack enough power, while Hitmontop was too frail and did not know SR.
PHYSICAL CORE:
Venusaur (F) @ Leftovers *Woodman.EXE*
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spe
Jolly nature (+Spe, -SpA)
- Swords Dance
- Sleep Powder
- Seed Bomb
- Earthquake
When Pokemon are hit by an angry Venusaur, they probably feel like they're being hit by a tree. Woodman is a tree, and his attacks are very much like Venusaur's. He has a seed shooting attack in MMBN4 (Seed Bomb, anyone), and he jumps into the air to move, slamming back into the ground with earthshaking results (Earthquake).
Venusaur was picked to be more of a bulky surprise sweeper. It also absorbs Toxic Spikes, an entry hazard that would severely plague a good portion of my team. Furthermore, it provides superb synergy with Regirock. However, it has been having problems with Honchkrow, Moltres, Yanmega, and even Roserade (who can sleep Venusaur before Venusaur can sleep it) so replacements are welcome.
Regirock @ Chesto Berry *Stoneman.EXE*
Ability: Clear Body
EVs: 252 HP/6 Atk/252 SpD
Careful nature (+SpD, -SpA)
- Curse
- Stone Edge
- Hammer Arm
- Rest
Do I really have to explain why Regirock is like Stoneman? lol
Regirock is a crucial part of my team. Without him, my team would be picked apart by Flying and Fire attacks, the latter of which Registeel (who I usually prefer over Regirock) is weak to. This set utilizes Regirock's ability to force switches and take attacks to Curse up and fire away with overpowered Attack and Defense.
SPECIAL CORE:
Yanmega (F) @ Choice Scarf *Quickman.EXE*
Ability: Tinted Lens
EVs: 4 Def/252 Spe/252 SpA
Modest nature (+SpA, -Atk)
- Bug Buzz
- Air Slash
- U-turn
- Hidden Power [Ground]
With a Scarf, Yanmega is boosted to lightning-fast speeds. Like Quickman, Yanmega buzzes around throwing its attacks at opposing Pokemon while remaining unscathed due to its extreme speed.
Yanmega is the revenge killer and midgame special sweeper on this team. Thanks to Tinted Lens and Choice Scarf, Yanmega can break through all but the most dedicated special walls (screw you Chansey >,<).
Mismagius (F) @ Leftovers *Magicman.EXE*
Ability: Levitate
EVs: 48 HP/252 Spe/208 SpA
Timid nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Hidden Power [Fighting]
- Shadow Ball
Magicman is a master of wizardry and the mysterious, and so is Mismagius. Heck, even their hats look similar. Magicman loves shooting magic at his foes, and Mismagius does the same with her HP Fighting and Shadow Ball.
Mismagius is one of my favorite special sweepers ever. SubCM Mismagius is one of those few special sweepers that can actually beat Chansey, and it has won me many matches by running the table to finish the game.
I hope you were inspired to play UU offense after reading this team, and thank you in advance for reading and rating this team. Down with stall, and long live offense! :D
Threat list coming tomorrow.
- Early game: Ambipom and Donphan set up the playing field for my four sweepers.
- Physical Duo: Venusaur and Regirock use their synergy to batter through walls.
- Special Duo: Yanmega uses its blinding speed to scout and deal ridiculous damage through Tinted Lens, while Mismagius attempts to go on a game-ending rampage.


Ambipom (M) @ Silk Scarf *Shadowman.EXE*
Ability: Technician
EVs: 4 HP/252 Atk/252 Spe
Jolly nature (+Spe, -SpA)
- Fake Out
- Taunt
- U-turn
- Return
Unfortunately there are no Monkey Navis in any of the Battle Network games. Shadowman was chosen because of his quick and wily nature, which Ambipom shares. Shadowman's quick shuriken throws and sword slashes resemble Ambipom's blinding fast Fake Out and Return. By coincidence they share the same color too.
Ambipom is the best UU shutdown lead I have ever used. Its job is to dish some damage around while preventing opponents from setting up.
- FAKE OUT is great for many purposes. It breaks Sashes, allows you a free pass for a turn when attempting to stall out weather, deals quick revenge kills, etc. In fact, the combination of Fake Out + Return often KO's many leads before they can even move. To make things even better, Technician boosts Fake Out's power to respectable levels.
- TAUNT is a great move because Yanmega HATES Stealth Rock. Taunt prevents many leads like Uxie from setting up so you don't have to waste a turn Spinning with Donphan. It also annoys the Rocks and Steels who switch into Ambipom's Fake Out in anticipation of a free turn as Ambipom retreats.
- U-TURN is a cool scouting move that unfortunately does a mediocre amount of damage due to no item boost. It's good for the common Psychic-types though.
- RETURN is a bread-and-butter move that allows Ambipom to attempt a rampage. Between STAB and the 1.2x boost from Silk Scarf, Return actually does nice damage to those that do not resist it. This move was picked over stuff like Brick Break and Pursuit because it is much stronger than the two, though I am open to suggestions for the last two slots.
- SILK SCARF was chosen for the item because I want to boost Ambipom's power without losing 10% per attack. I used to have Life Orb on it, but Silk Scarf greatly increased Ambipom's longevity. Leftovers lacks the small power boost Ambipom needs, while Focus Sash is pointless in Ambipom often switches in and out throughout the battle.


Donphan (M) @ Leftovers *Gutsman.EXE*
Ability: Sturdy
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SpA)
- Earthquake
- Rapid Spin
- Stealth Rock
- Assurance
Donphan is one of those Pokemon with extreme strength and bulk (HP, Attack, and Defense) and no brains (SpA + SpD). His Earthquake is basically identical to Gutsman's Shockwaves.
I picked Donphan because of its ability to Spin, set up rocks, and deal some damage at the same time. Claydol just didn't pack enough power, while Hitmontop was too frail and did not know SR.
- EARTHQUAKE is a standard STAB move, and even with almost no EV investment it does a LOT of damage to a lot of stuff. Honestly, though, Donphan's role is not attacking.
- RAPID SPIN is one of the main reasons the bulky elephant is on my team. If Ambipom cannot prevent SR from being set up, Donphan has to come in and Spin those pointy stones away. It really isn't very hard, though, since Donphan's bulk forces out a lot of Pokemon.
- STEALTH ROCK, often considered "the most broken move in the metagame" is a must on offensive and defensive teams alike, and this team is no exception. Over time, it punishes foes for switching in and out to take my attacks and quickly turns 3HKOs into 2HKOs and 2HKOs into OHKOs. Also, since Ambipom often draws in Registeel/Regirock/Steelix and Taunts them, Donphan is an excellent Pokemon for Ambipom to U-Turn to. As the Registeel/Regirock/Steelix switches out, you get a free SR.
- ASSURANCE is there to hit Ghost-types who try to block Donphan's Spins. It is mostly filler, though, as it is quite weak against everything else. It's better than Ice Shard, though, which was what I had before.
- LEFTOVERS increases Donphan's bulk.
PHYSICAL CORE:


Venusaur (F) @ Leftovers *Woodman.EXE*
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spe
Jolly nature (+Spe, -SpA)
- Swords Dance
- Sleep Powder
- Seed Bomb
- Earthquake
When Pokemon are hit by an angry Venusaur, they probably feel like they're being hit by a tree. Woodman is a tree, and his attacks are very much like Venusaur's. He has a seed shooting attack in MMBN4 (Seed Bomb, anyone), and he jumps into the air to move, slamming back into the ground with earthshaking results (Earthquake).
Venusaur was picked to be more of a bulky surprise sweeper. It also absorbs Toxic Spikes, an entry hazard that would severely plague a good portion of my team. Furthermore, it provides superb synergy with Regirock. However, it has been having problems with Honchkrow, Moltres, Yanmega, and even Roserade (who can sleep Venusaur before Venusaur can sleep it) so replacements are welcome.
- SWORDS DANCE is the boosting move of choice on this set. After one SD, the bulky Venusaur suddenly becomes a one-hit/two-hit KOing machine. Self-explanatory for a physical set.
- SLEEP POWDER is what seperates this from other Grass-type SD sweepers. The idea is to sleep whatever is on your opponent's side of the field in order to get a free Swords Dance. It is also great for shutting down problematic Pokemon and making them easier to kill later in the game.
- SEED BOMB is one of those attacks I've always thought should be special based on its name, but this is one of those times I'm glad it's physical. Between STAB, Swords Dance, and sometimes even Overgrow (Venusaur's ability), Seed Bomb deals a lot of damage to many Pokemon. It also hits bulky Waters like Milotic for super-effective, which is important since they would otherwise wall this team. Unfortunately, it often gets 4x resisted, and Earthquake really doesn't go a long way in helping to alleviate this weakness.
- DOUBLE-EDGE replaces EQ to get better coverage on Altaria and other fliers.
- LEFTOVERS increases Venusaur's bulk, which is one of the main reasons why Venusaur is used over other SD Grassers anyways.
- EARTHQUAKE deals neutral and super-effective damage to many Pokemon (most notably Registeel and Fire-types), but unfortunately does not hit Fliers at all. I've been debating putting Return/Double-Edge in this slot, what do you think?


Regirock @ Chesto Berry *Stoneman.EXE*
Ability: Clear Body
EVs: 252 HP/6 Atk/252 SpD
Careful nature (+SpD, -SpA)
- Curse
- Stone Edge
- Hammer Arm
- Rest
Do I really have to explain why Regirock is like Stoneman? lol
Regirock is a crucial part of my team. Without him, my team would be picked apart by Flying and Fire attacks, the latter of which Registeel (who I usually prefer over Regirock) is weak to. This set utilizes Regirock's ability to force switches and take attacks to Curse up and fire away with overpowered Attack and Defense.
- CURSE allows Regirock to become almost impossible to kill from the physical side. It also boosts Regirock's average Attack to lethal levels. After just one Curse, Regirock will be firing away hard-to-wall attacks while simulatenously taking any two physical moves in the game without dying. The Speed drop is negligible due to the fact that Regirock is already slow as is.
- STONE EDGE is the STAB move of choice. Rock Slide was not chosen because the Flinch chance will never happen, while SE's Crit chance will help in a pinch. Trust me, a +6 Critical Hit Stone Edge from Regirock is really, really fun to watch. The miss chance doesn't really matter since Regirock can afford to take hits anyways.
- HAMMER ARM is the other powerful attack whose setback really doesn't matter. With Curse already lowering Regirock's Speed to snailish levels, Hammer Arm's Speed drops won't even matter. Rock + Fighting provides very good type coverage.
- REST allows Regirock to just take a 0-turn snooze thanks to Chesto Berry and essentially get a second life. I can use this either after getting one or two Curses down or in the middle of a sweep that is about to be thwarted. In the later stages of the game, I can even use this move without the Chesto Berry to wake me up if my opponent can barely scratch me.
- CHESTO BERRY allows Regirock to get the aforementioned immediate awakening.
SPECIAL CORE:


Yanmega (F) @ Choice Scarf *Quickman.EXE*
Ability: Tinted Lens
EVs: 4 Def/252 Spe/252 SpA
Modest nature (+SpA, -Atk)
- Bug Buzz
- Air Slash
- U-turn
- Hidden Power [Ground]
With a Scarf, Yanmega is boosted to lightning-fast speeds. Like Quickman, Yanmega buzzes around throwing its attacks at opposing Pokemon while remaining unscathed due to its extreme speed.
Yanmega is the revenge killer and midgame special sweeper on this team. Thanks to Tinted Lens and Choice Scarf, Yanmega can break through all but the most dedicated special walls (screw you Chansey >,<).
- BUG BUZZ is the bread and butter move of this team. To demonstrate its power, it 2HKOs Weezing, most Mismagius, Blaziken (I think), and other Pokemon that "resist" Bug Buzz. Well, thanks to Tinted Lens, "resist" turns into "neutral". Scarf allows you to capitalize on these 2HKOs before they even hit you. Not much to say about an STAB move that basically hits everything in the game for at least neutral.
- AIR SLASH is the second STAB move and attains perfect coverage with Bug Buzz. As an added bonus, Yanmega is usually fast enough to abuse the 30% flinch chance too. However, Air Slash is barely used due to the fact Bug Buzz is stronger and more accurate.
- U-TURN is a basic scouting move that does surprising damage even though Yanmega is running a -Atk nature and no Attack EVs. Pretty cool imo.
- HP GROUND is mostly filler, but it does hit Magneton and Registeel a bit harder than the other moves. Who need type coverage when you have Tinted Lens?
- TINTED LENS is an ability that is too good to pass up. I don't care that Speed Boost is more common, but Tinted Lens makes sweeping far, far easier.
- CHOICE SCARF makes up for the lack of Speed Boost and surprises many opponents expecting a slower Yanmega on the first turn. For the surprise factor and easy neutral coverage, I prefer this set to the Choice Specs Speed Boost or Choice Specs Tinted Lens sets.


Mismagius (F) @ Leftovers *Magicman.EXE*
Ability: Levitate
EVs: 48 HP/252 Spe/208 SpA
Timid nature (+Spe, -Atk)
- Calm Mind
- Substitute
- Hidden Power [Fighting]
- Shadow Ball
Magicman is a master of wizardry and the mysterious, and so is Mismagius. Heck, even their hats look similar. Magicman loves shooting magic at his foes, and Mismagius does the same with her HP Fighting and Shadow Ball.
Mismagius is one of my favorite special sweepers ever. SubCM Mismagius is one of those few special sweepers that can actually beat Chansey, and it has won me many matches by running the table to finish the game.
- CALM MIND is the boosting move of choice that simultaneously increases both Mismagius's attacking power and special bulk to broken levels. It also makes it harder to break MissyM's Substitutes.
- HP FIGHTING deals nice damage to the Normal-types of the world who are immune to the STAB Shadow Ball. Although it costs MissyM one crucial Speed point, the perfect type coverage attained from running Shadow Ball and HP Fighting together more than makes up for it.
- SHADOW BALL is the main attack of this set. After a few CMs, it absolutely destroys anything that does not resist it, and anything that does will get its face pounded in by HP Fighting.
- TAUNT replaces Substitute on the standard SubCM Mismagius since it still beats everything that Sub does while gaining coverage on stall.
- SUBSTITUTE is one of the extremely important moves on this set. It protects Mismagius from random crits and, more importantly, status conditions. When behind a Sub, it is nigh-impossible for Chansey to break through. It also provides a safety net in case a Pursuiter or Sucker Puncher comes in, allowing you to attack straight up or run as needed.
I hope you were inspired to play UU offense after reading this team, and thank you in advance for reading and rating this team. Down with stall, and long live offense! :D
Threat list coming tomorrow.