Hi guys!! This is my second attempt at a UnderUsed team. The first one I tweaked and has been doing well but I thought I'd need another stable one to offset the problems of the first.
I was trying to make this one more offensively focused and here's what came out of the oven.
I've only been playing UU for a while but I think I've done decently on the ladder. I have typed this up so I can help from you Smogoners. =)
The Team In-Depth:
The Fiery Star
Typhlosion @ Choice Scarf
Blaze
Rash (+Sp Atk, -Sp Def)
252 Sp Atk / 144 Atk / 114 Spd
~ Eruption
~ Earthquake
~ Will-o-wisp
~ Overheat
Analysis: My favorite starter (alongside Charizard) starts of the team. As you can see, he's Scarfed. Typhlosion should stare down the other lead and hit it hard with an Eruption if it's not Water-typed. I swear, even against Rock-types; Eruption hits hard. Earthquake can be chosen to hit Rock-types for harder damage. Will-o-wisp allows Typhlosion to cripple other physical sweepers such as Ursaring, or just spread some status. Overheat becomes his main attacking move once his HP is worn down. Focus Punch / Brick Break is a great alternative to Normal-type sweeprs in UU such as Exploud or Ursaring, or just to wreck that stupid Chansey.
Chemistry: Water-type threats give Feraligatr or Registeel a switch-in. Feraligatr can soak up the attack with minimal worries, and Registeels bulkiness allow it to come in with ease. Threatening Earth-type moves (read: Earthquake) give Honchkrow and Rotom a free switch-in.
Typhlosion usually comes in on the Fire-type and Grass-type attacks (barring Stealth Rock is in play) on Registeel and Feraligatr respectively. Even with that said, I prefer only bringing in Typhlosion on a free switch-in (after a teammate has been KO'ed) and I almost never bring him in while Stealth Rocks are up.
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The Extinct Dinosaur
Venusaur @ Leftovers
Overgrow
Calm (+Sp Def, -Atk)
252 HP / 252 Sp Def / 6 Sp Atk
~ Sleep Powder
~ Energy Ball
~ Leech Seed
~ Sludge Bomb
Analysis: Venusaur replaced Honckrow to stop Milotics and Donphans from running rampant on my team. The set it simple. Put something to sleep (although Sleep Powder's accuracy leaves a lot to be desired), the Leech Seed the target or the switch in. Lastly, Venusaur has 2 great STAB to work with: Energy Ball and Sludge Bomb. I could consider using the Specs set.[SIZE]
Chemistry:Fire-types follow out to Feraligatr. Psychic and Flying-types flow to Registeel. Fire-type attacks may also go to Typhlosion barring Stealth Rocks.
Water, Ground, and Electric-type attacks signal that Venusaur should come in. In those occasions it's either it or Registeel since both are significantly bulky.
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The Terrifying Reptile
Feraligatr @ Leftovers / Lum Berry
Torrent
Adamant (+Atk, -Sp Atk)
252 Atk / 252 Spd / 6 HP
~ Dragon Dance
~ Ice Fang
~ Earthquake
~ Waterfall
Analysis: Like many other Dragon Dancers, if you aren't prepared for one, you're going to get 6-0'ed. This is what you would call your standard Dragon Dancing Feraligatr. Waterfall provides STAB and even after one Dance, it still hits for a respectable amount of damage. Earthquake is quite strong and is uses to scare off Arcanine, and Ice Fang compliments it by hitting the Flying-types that are happily immune to Earthquake. If you're wondering about my choice of items: Leftovers does give gradual healing, but it's minimal and Feraligatr isn't extremely bulky for him to utilize it to full potential. That said I sometimes give him Lum Berry instead. Nothing ruins a sweeper's opportunity than status, and what better than to get rid of the status *snap* like that?
Chemistry: Electric-types call in Dugtrio or Rotom, moreso the former, who then gets the opportunity to revenge kill. Grass-types usually cause Feraligatr to switch to Honchkrow's resistance or Registeel's bulk. If I'm not setup, faster sweepers usually watch Registeel take the alligators place.
Feraligatr sponges up the Water-type attacks that are thrown at leading Typhlosion. He doesn't do it as well as say Milotic or Slowbro would do, but he does it nonetheless. Ice-type threats (again rare) call him in for Honchkrow, and typically offer him a chance to setup except for Hidden Power Grass Milotics. He has priority over Typhlosion to come in on Fire-type attacks against Registeel, especially if Rocks are in play.
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The Jail Guard
Dugtrio @ Choice Band
Arena Trap
Adamant (+Atk, -Sp Atk)
252 Atk / 216 Spd / 42 HP
~ Earthquake
~ Rock Slide
~ Aerial Ace
~ Sucker Punch / Pursuit
Analysis: Dugtrio is the revenge killer on the team. Arena Trap ensnares anything that flies and is not names Mesprit of Uxie. The last two typically run anyways so Pursuit is prefered over Sucker Punch in those situations. Earthquake hits hard, has STAB, and is backed by Choice Band. In short: it hurts. Targets who can escape are hit by Rock Slide (I am still debating over Rock Slide / Stone Edge). Aerial Ace hits Grass and Fighting-types, both of which who resist Dugtrio's other attacks well. Sucker Punch hits sweepers hard, but Pursuit, as I've stated before helps pick off those who can and decided to run away.
Chemistry: Dugtrio worries about Water-types and Grass-types. Feraligatr subs in on the former and Registeel or Typhlosion on the latter. But in all honesty, Dugtrio comes into play to revenge kill on the first place. So he doesn't really switch out until either he has finished his job or something comes in that's a threat (and he shoudl've killed it off the target by then).
Dugtrio is the main outlet for Electric-type threats who scare Feraligatr and Honchkrow, and although Rotom can do this job as well, Dugtrio with his immunity does it better. Opposing Thunder Waves which try to cripple my sweepers also give him a nice switch-in, and proceeds to revenge that issue. But that's about it. Dugtrio is just too frail to take anything else. But his purpose was to be a revenger, not part of a chemist chain, so it is acceptable.
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The Crazy Soul
Rotom @ Leftovers
Levitate
Timid (+Spd, -Atk)
252 Sp Atk / 252 Spd / 6 HP
~ Thunder Wave
~ Toxic
~ Thunderbolt
~ Shadow Ball
Analysis: Rotom fills in 2 much needed roles on this team: special sweeper, and status abuser. In a typical match he usually performs as the latter. Thunder Wave the threat, and then Toxic the switch in for some status spreading. In case the opponent stays in, Rotom lets loose with his 2 strong STAB moves: Thunderbolt and Shadow Ball. I am considering Substitute to let him spread havoc more freely, but it limits one of my status inflicting moves. He also serves as a Rapid Spin blocker, but since the only hazards I setup are Rocks there aren't too many issues with that. Plus Donphan and Claydol are the only main Spinners in UU, and Rotom can stay in on both with relative ease.
Chemistry: Rotom only has 2 weaknesses thanks to Levitate: Dark and Ghost-types. Both of which call in Honchkrow or Registeel. Both of them resist those types of attacks with ease, and offer Registeel a chance to setup Stealth Rock. However I am extremely cautious around Pursuit users. It's a shame Rotom can't use Explosion.
Electric-type attacks usually call in my Dugtrio moreso than Rotom, as Dugtrio has full immunity while Rotom offers resitance, but he can come in on well predicted Normal-type attacks as well. He is my one answer to Ambipom leads (although it should be noted that Registeel does well too) and qualifies as the team's anti-spinner.
Numerous Fighting-types exist in UU, and Rotom is my solution to those (though he fears Sucker Punch from the likes of Hitmontop).
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The Ancient Tomb
Registeel @ Leftovers
Clear Body
Careful (+Sp Def, -Sp Atk)
252 HP / 156 Sp Def / 100 Atk
~ Stealth Rock
~ Thunder Wave
~ Iron Head
~ Earthquake / Explosion
Analysis: One of the top tanks in the UU environment in my opinion. He boats base 150 Defense and Special Defense stats, so he doesn't worry too much about anything except Flamethrowers and Earthquakes although he takes Earthquakes pretty well too. Registeel is meant to be a dual wall but leans more towards the special side. He is only user of entry hazards (Stealth Rock) on the team, and seconds Rotom to spread status around. Iron Head provides a decent attack, and Earthquake helps it in the offensive spectrum. Should I find something that proves too annoying to take down (like Milotic), I can simply explode.
Chemistry: Fire-types almost definitely call Feraligatr in. Typhlosion works too if Stealth Rocks are not out. Fighting-types are nullified by Rotom, and as I've stated before his bulk let's him handle Earth-types pretty well. Not much else to say about that.
Being the bulk, he typically enters the fray when something that can't be outbeat by one of my own sweepers starts to look dangerous. Being theole tank (which is a problem) he eats up a lot of things: Grass-types from Feraligatr and Dugtrio, Dark and Ghost-types from Rotom, Ice-types from Honchkrow, and even Electric-types should Rotom ever die.
Issues:
- As I have stated before. Milotic. Especially those that carry Hidden Power Grass. In those scenarios, I switch to Registeel for a stall war, or sacrifice something in order to bring in Rotom safely. I think Blastoise's Rapid Spin set could handle it, as long as I tweak it to give him Hidden Power Grass of his own. Of course this means he would replace Feraligatr and my team would lose more offense, what I had intended this team be for in the first place.
- I lack a Rapid Spinner. I don't see many hazard abusers in UU bar Roserade but Stealth Rock is a major issue for Typhlosion. It is one of the hardest hitters on the team yet frets over losing 25% of his HP everytime he comes in when those are up. Again Blastoise is an option, but this is a more offensively focused team.
- There are most likely others so if you can please point them out and help me offset them that would be great! I don't care if you use constructive criticism, but nothing silly like "You suck get out of UU." please.
Building the Team
I have always wanted to use Typhlosion in a team, but he was just too outclassed in OU by pretty much everything. Once I dropped down to UU I decided to make use of it.
While looking at the UU list, I noticed Honchkrow was there. I enjoyed his Life Orb set analysis so I thought he would make a great addition, since my team was leaning towards total offense.
Then I also wanted to add Feraligatr, another great UU sweeper in my opinion and also a starter from my favorite region.
At this point I realized I just threw in 3 Pokemon I liked, rather than focus on strategy. I noted the Electric-weakness so I threw in Dugtrio, who doubled as a good Revenge killer.
Although I would've loved to continue as a suicidal offensive team I needed something to hinder opposing threats so I looked to Rotom.
Of course, I've had no experience with all-out offensive teams in the past so to be street-smart I tosses in Registeel, one of the best tanks in the UU environment.
Realizing I needed something to stop Milotic and Donphan while still being able to output some damage I chose Venusaur for his bulk and good STAB and support movepool.
---
Thank you for your time, so please, rate away!
-Terywj
I was trying to make this one more offensively focused and here's what came out of the oven.
I've only been playing UU for a while but I think I've done decently on the ladder. I have typed this up so I can help from you Smogoners. =)






The Team In-Depth:
The Fiery Star

Typhlosion @ Choice Scarf
Blaze
Rash (+Sp Atk, -Sp Def)
252 Sp Atk / 144 Atk / 114 Spd
~ Eruption
~ Earthquake
~ Will-o-wisp
~ Overheat
Analysis: My favorite starter (alongside Charizard) starts of the team. As you can see, he's Scarfed. Typhlosion should stare down the other lead and hit it hard with an Eruption if it's not Water-typed. I swear, even against Rock-types; Eruption hits hard. Earthquake can be chosen to hit Rock-types for harder damage. Will-o-wisp allows Typhlosion to cripple other physical sweepers such as Ursaring, or just spread some status. Overheat becomes his main attacking move once his HP is worn down. Focus Punch / Brick Break is a great alternative to Normal-type sweeprs in UU such as Exploud or Ursaring, or just to wreck that stupid Chansey.
Chemistry: Water-type threats give Feraligatr or Registeel a switch-in. Feraligatr can soak up the attack with minimal worries, and Registeels bulkiness allow it to come in with ease. Threatening Earth-type moves (read: Earthquake) give Honchkrow and Rotom a free switch-in.
Typhlosion usually comes in on the Fire-type and Grass-type attacks (barring Stealth Rock is in play) on Registeel and Feraligatr respectively. Even with that said, I prefer only bringing in Typhlosion on a free switch-in (after a teammate has been KO'ed) and I almost never bring him in while Stealth Rocks are up.
---
The Extinct Dinosaur

Venusaur @ Leftovers
Overgrow
Calm (+Sp Def, -Atk)
252 HP / 252 Sp Def / 6 Sp Atk
~ Sleep Powder
~ Energy Ball
~ Leech Seed
~ Sludge Bomb
Analysis: Venusaur replaced Honckrow to stop Milotics and Donphans from running rampant on my team. The set it simple. Put something to sleep (although Sleep Powder's accuracy leaves a lot to be desired), the Leech Seed the target or the switch in. Lastly, Venusaur has 2 great STAB to work with: Energy Ball and Sludge Bomb. I could consider using the Specs set.[SIZE]
Chemistry:Fire-types follow out to Feraligatr. Psychic and Flying-types flow to Registeel. Fire-type attacks may also go to Typhlosion barring Stealth Rocks.
Water, Ground, and Electric-type attacks signal that Venusaur should come in. In those occasions it's either it or Registeel since both are significantly bulky.
---
The Terrifying Reptile

Feraligatr @ Leftovers / Lum Berry
Torrent
Adamant (+Atk, -Sp Atk)
252 Atk / 252 Spd / 6 HP
~ Dragon Dance
~ Ice Fang
~ Earthquake
~ Waterfall
Analysis: Like many other Dragon Dancers, if you aren't prepared for one, you're going to get 6-0'ed. This is what you would call your standard Dragon Dancing Feraligatr. Waterfall provides STAB and even after one Dance, it still hits for a respectable amount of damage. Earthquake is quite strong and is uses to scare off Arcanine, and Ice Fang compliments it by hitting the Flying-types that are happily immune to Earthquake. If you're wondering about my choice of items: Leftovers does give gradual healing, but it's minimal and Feraligatr isn't extremely bulky for him to utilize it to full potential. That said I sometimes give him Lum Berry instead. Nothing ruins a sweeper's opportunity than status, and what better than to get rid of the status *snap* like that?
Chemistry: Electric-types call in Dugtrio or Rotom, moreso the former, who then gets the opportunity to revenge kill. Grass-types usually cause Feraligatr to switch to Honchkrow's resistance or Registeel's bulk. If I'm not setup, faster sweepers usually watch Registeel take the alligators place.
Feraligatr sponges up the Water-type attacks that are thrown at leading Typhlosion. He doesn't do it as well as say Milotic or Slowbro would do, but he does it nonetheless. Ice-type threats (again rare) call him in for Honchkrow, and typically offer him a chance to setup except for Hidden Power Grass Milotics. He has priority over Typhlosion to come in on Fire-type attacks against Registeel, especially if Rocks are in play.
---
The Jail Guard

Dugtrio @ Choice Band
Arena Trap
Adamant (+Atk, -Sp Atk)
252 Atk / 216 Spd / 42 HP
~ Earthquake
~ Rock Slide
~ Aerial Ace
~ Sucker Punch / Pursuit
Analysis: Dugtrio is the revenge killer on the team. Arena Trap ensnares anything that flies and is not names Mesprit of Uxie. The last two typically run anyways so Pursuit is prefered over Sucker Punch in those situations. Earthquake hits hard, has STAB, and is backed by Choice Band. In short: it hurts. Targets who can escape are hit by Rock Slide (I am still debating over Rock Slide / Stone Edge). Aerial Ace hits Grass and Fighting-types, both of which who resist Dugtrio's other attacks well. Sucker Punch hits sweepers hard, but Pursuit, as I've stated before helps pick off those who can and decided to run away.
Chemistry: Dugtrio worries about Water-types and Grass-types. Feraligatr subs in on the former and Registeel or Typhlosion on the latter. But in all honesty, Dugtrio comes into play to revenge kill on the first place. So he doesn't really switch out until either he has finished his job or something comes in that's a threat (and he shoudl've killed it off the target by then).
Dugtrio is the main outlet for Electric-type threats who scare Feraligatr and Honchkrow, and although Rotom can do this job as well, Dugtrio with his immunity does it better. Opposing Thunder Waves which try to cripple my sweepers also give him a nice switch-in, and proceeds to revenge that issue. But that's about it. Dugtrio is just too frail to take anything else. But his purpose was to be a revenger, not part of a chemist chain, so it is acceptable.
---
The Crazy Soul

Rotom @ Leftovers
Levitate
Timid (+Spd, -Atk)
252 Sp Atk / 252 Spd / 6 HP
~ Thunder Wave
~ Toxic
~ Thunderbolt
~ Shadow Ball
Analysis: Rotom fills in 2 much needed roles on this team: special sweeper, and status abuser. In a typical match he usually performs as the latter. Thunder Wave the threat, and then Toxic the switch in for some status spreading. In case the opponent stays in, Rotom lets loose with his 2 strong STAB moves: Thunderbolt and Shadow Ball. I am considering Substitute to let him spread havoc more freely, but it limits one of my status inflicting moves. He also serves as a Rapid Spin blocker, but since the only hazards I setup are Rocks there aren't too many issues with that. Plus Donphan and Claydol are the only main Spinners in UU, and Rotom can stay in on both with relative ease.
Chemistry: Rotom only has 2 weaknesses thanks to Levitate: Dark and Ghost-types. Both of which call in Honchkrow or Registeel. Both of them resist those types of attacks with ease, and offer Registeel a chance to setup Stealth Rock. However I am extremely cautious around Pursuit users. It's a shame Rotom can't use Explosion.
Electric-type attacks usually call in my Dugtrio moreso than Rotom, as Dugtrio has full immunity while Rotom offers resitance, but he can come in on well predicted Normal-type attacks as well. He is my one answer to Ambipom leads (although it should be noted that Registeel does well too) and qualifies as the team's anti-spinner.
Numerous Fighting-types exist in UU, and Rotom is my solution to those (though he fears Sucker Punch from the likes of Hitmontop).
---
The Ancient Tomb

Registeel @ Leftovers
Clear Body
Careful (+Sp Def, -Sp Atk)
252 HP / 156 Sp Def / 100 Atk
~ Stealth Rock
~ Thunder Wave
~ Iron Head
~ Earthquake / Explosion
Analysis: One of the top tanks in the UU environment in my opinion. He boats base 150 Defense and Special Defense stats, so he doesn't worry too much about anything except Flamethrowers and Earthquakes although he takes Earthquakes pretty well too. Registeel is meant to be a dual wall but leans more towards the special side. He is only user of entry hazards (Stealth Rock) on the team, and seconds Rotom to spread status around. Iron Head provides a decent attack, and Earthquake helps it in the offensive spectrum. Should I find something that proves too annoying to take down (like Milotic), I can simply explode.
Chemistry: Fire-types almost definitely call Feraligatr in. Typhlosion works too if Stealth Rocks are not out. Fighting-types are nullified by Rotom, and as I've stated before his bulk let's him handle Earth-types pretty well. Not much else to say about that.
Being the bulk, he typically enters the fray when something that can't be outbeat by one of my own sweepers starts to look dangerous. Being theole tank (which is a problem) he eats up a lot of things: Grass-types from Feraligatr and Dugtrio, Dark and Ghost-types from Rotom, Ice-types from Honchkrow, and even Electric-types should Rotom ever die.
Issues:
- As I have stated before. Milotic. Especially those that carry Hidden Power Grass. In those scenarios, I switch to Registeel for a stall war, or sacrifice something in order to bring in Rotom safely. I think Blastoise's Rapid Spin set could handle it, as long as I tweak it to give him Hidden Power Grass of his own. Of course this means he would replace Feraligatr and my team would lose more offense, what I had intended this team be for in the first place.
- I lack a Rapid Spinner. I don't see many hazard abusers in UU bar Roserade but Stealth Rock is a major issue for Typhlosion. It is one of the hardest hitters on the team yet frets over losing 25% of his HP everytime he comes in when those are up. Again Blastoise is an option, but this is a more offensively focused team.
- There are most likely others so if you can please point them out and help me offset them that would be great! I don't care if you use constructive criticism, but nothing silly like "You suck get out of UU." please.
Building the Team
I have always wanted to use Typhlosion in a team, but he was just too outclassed in OU by pretty much everything. Once I dropped down to UU I decided to make use of it.

While looking at the UU list, I noticed Honchkrow was there. I enjoyed his Life Orb set analysis so I thought he would make a great addition, since my team was leaning towards total offense.


Then I also wanted to add Feraligatr, another great UU sweeper in my opinion and also a starter from my favorite region.



At this point I realized I just threw in 3 Pokemon I liked, rather than focus on strategy. I noted the Electric-weakness so I threw in Dugtrio, who doubled as a good Revenge killer.




Although I would've loved to continue as a suicidal offensive team I needed something to hinder opposing threats so I looked to Rotom.





Of course, I've had no experience with all-out offensive teams in the past so to be street-smart I tosses in Registeel, one of the best tanks in the UU environment.






Realizing I needed something to stop Milotic and Donphan while still being able to output some damage I chose Venusaur for his bulk and good STAB and support movepool.






---
Thank you for your time, so please, rate away!
-Terywj