UnderUsed: The Second Attempt

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. =)
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The Team In-Depth:

The Fiery Star

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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

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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

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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

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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

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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

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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.
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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.
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Then I also wanted to add Feraligatr, another great UU sweeper in my opinion and also a starter from my favorite region.
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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.
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Although I would've loved to continue as a suicidal offensive team I needed something to hinder opposing threats so I looked to Rotom.
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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.
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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.
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Thank you for your time, so please, rate away!

-Terywj
 
Edit: I found a better Threat list with both defensive and offensive threats:

*~Defensive Threats~*

Articuno
Blastoise
Chansey
Claydol
Clefable
Cloyster
Cradily
Drapion
Gastrodon
Hypno
Kangaskhan
Lanturn
Lapras
Luxray
Meganium
Mesprit
Milotic
Miltank
Moltres
Muk
Nidoqueen
Porygon2
Quagsire
Regigigas
Regirock
Regice
Registeel
Rotom
Shuckle
Slowbro
Spiritomb
Torterra
Uxie
Weezing

*~Offensive Threats~*

Absol
Altaria
Ambipom
Arcanine
Azumarill
Blaziken
Camerupt
Charizard
Drapion
Espeon
Feraligatr
Glaceon
Hariyama
Hitmonlee
Hitmontop
Houndoom
Kabutops
Leafeon
Linoone
Magmortar
Marowak
Medicham
Mismagius
Nidoking
Ninetales
Omastar
Pinsir
Poliwrath
Primeape
Roserade
Sceptile
Scyther
Sharpedo
Slaking
Swellow
Tauros
Toxicroak
Typhlosion
Ursaring
Venusaur


I'm not exactly a great team rater, but I'll give it a try.
In my opinion, the best Milotic counter in UU is this Roserade:

Roserade @ Life Orb
Modest
Natural Cure
EVs: 144 HP / 252 SpA / 112 Spe
~ Sleep Powder/Hidden Power Ground
~ Leaf Storm
~ Sludge Bomb
~ Snythesis

With these EVs, Roserade will survive 2 Ice Beams from Milotic on average, yet still be able to outrun Blaziken and Honchkrow.
Edit #2:Right now, I'm kind of leanig towards replacing Rotom with Roserade because it can still spread some status (sleep/maybe poison), is also a special attacker, and still has fighting and electric resistances.

I would recommend testing a Blastoise instead of Feraligator like you noted, because even if it does take away some offence, it could make your team more effective. I'm going to recommend the Utility set:

Blastoise @ Leftovers
Bold
Torrent
252 HP / 252 Def / 6 SpA
~ Surf
~ Rapid Spin
~ Toxic / Yawn
~ Ice Beam / Rest / Protect

Even if you Don't like it, you can always switch back to Feraligator.
 
Yeah I was thinking of Roserade but decided to opt him out for the revenge killer (Dugtrio). The question is: who would she replace should she do so?

Yeah that was the Blastoise set I was planning; Surf, Toxic, Rapid Spin, Hidden Power Grass. That also opens up Rotom to use Will-o-wisp instead of Toxic.

Also I'm having issues with Donphans. Almost any sets. Feraligatr can handle it some.

Thanks, looking for more good advice like that. =)

-Terywj
 
Yeah, Milotic looks like it would be a problem for this team. Nothing hits it super effectively bar Rotom, which still isn't doing too much. I like Venusaur as a Milotic check, as it is pretty bulky and can outspeed with little Speed investment.

The only replacement I can think of without severely hindering this team is over Feraligatr or Honchkrow. Taking out Honchkrow loses you a powerful wall breaker/priority, but taking out Feraligatr makes your team less capable of sweeping. Another note is that Venusaur and Feraligatr pair well together, as they are both quite bulky and cover each other's weaknesses decently. Whatever you believe is the lesser of two evils, this is the set I usually use:

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Venusaur @ Choice Specs
244 HP/ 252 SAtk/ 12 Spe
Modest Nature
(OR 72 HP/ 252 SAtk/ 184 Spe; Timid Nature)
-Leaf Storm
-Sludge Bomb
-HP Ice
-Sleep Powder

This set is very strong, as it checks Milotic (0 Spe variants, anyway) and hits any switch-ins, even resisted ones, for a lot of damage thanks to Max SAtk+STAB+Specs Leaf Storm. And if you predict a switch to a resist, you can Sleep Powder the switch-in, giving you a free switch of your own. Sludge Bomb and HP Ice are for coverage.

EVs are pretty simple; 12 Spe outruns 0 Spe Milotic, Maxed out SAtk and then the rest is dumped into HP for easier switches.

(The second spread allows you to outspeed max speed Honchkrow. It's mainly a surprise tactic, though, because if they are aware you are faster, they can just Sucker Punch and severely dent you. But if they go for Drill Peck, you are golden.)

Anywho, that's my suggestion. Hope it was helpful!
 
Yeah, Milotic looks like it would be a problem for this team. Nothing hits it super effectively bar Rotom, which still isn't doing too much. I like Venusaur as a Milotic check, as it is pretty bulky and can outspeed with little Speed investment.

The only replacement I can think of without severely hindering this team is over Feraligatr or Honchkrow. Taking out Honchkrow loses you a powerful wall breaker/priority, but taking out Feraligatr makes your team less capable of sweeping. Another note is that Venusaur and Feraligatr pair well together, as they are both quite bulky and cover each other's weaknesses decently. Whatever you believe is the lesser of two evils, this is the set I usually use:

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Venusaur @ Choice Specs
244 HP/ 252 SAtk/ 12 Spe
Modest Nature
(OR 72 HP/ 252 SAtk/ 184 Spe; Timid Nature)
-Leaf Storm
-Sludge Bomb
-HP Ice
-Sleep Powder

This set is very strong, as it checks Milotic (0 Spe variants, anyway) and hits any switch-ins, even resisted ones, for a lot of damage thanks to Max SAtk+STAB+Specs Leaf Storm. And if you predict a switch to a resist, you can Sleep Powder the switch-in, giving you a free switch of your own. Sludge Bomb and HP Ice are for coverage.

EVs are pretty simple; 12 Spe outruns 0 Spe Milotic, Maxed out SAtk and then the rest is dumped into HP for easier switches.

(The second spread allows you to outspeed max speed Honchkrow. It's mainly a surprise tactic, though, because if they are aware you are faster, they can just Sucker Punch and severely dent you. But if they go for Drill Peck, you are golden.)

Anywho, that's my suggestion. Hope it was helpful!

Yeah a bulky-esque Venusaur was what I had in mind against Milotic. Outspeeding it and KO'ing / denting it with Leaf Storm. I'll try a few test-runs replacing Honchkrow with Venusaur.

The last couple matches have given me a hard time against Donphan. It destroys my anti-Spinner with Assurance and wreaks havoc with Earthquake and Ice Shard. I don't know if Venusaur is able to outspeed it or not, but it would have Ice Shard anyways.

-Terywj
 
Just diving into say that you should use Ice Punch on Feraligatr for the higher base power and accuracy over Ice Fang. The 10% flinch chance simply isn't worth the trade-off.
 
Just diving into say that you should use Ice Punch on Feraligatr for the higher base power and accuracy over Ice Fang. The 10% flinch chance simply isn't worth the trade-off.

Oh whoops yeah I do run Ice Punch on Feral, I guess I mis-typed. Thanks for noting that.

-Terywj
 
Yeah a bulky-esque Venusaur was what I had in mind against Milotic. Outspeeding it and KO'ing / denting it with Leaf Storm. I'll try a few test-runs replacing Honchkrow with Venusaur.

The last couple matches have given me a hard time against Donphan. It destroys my anti-Spinner with Assurance and wreaks havoc with Earthquake and Ice Shard. I don't know if Venusaur is able to outspeed it or not, but it would have Ice Shard anyways.

-Terywj
4 Atk Donphan's Ice Shard vs 0 Def/244 HP Venusaur: 277 Atk vs 202 Def & 362 HP (40 Base Power): 80 - 96 (22.10% - 26.52%)

4 Atk Donphan's Earthquake vs 0 Def/244 HP Venusaur: 277 Atk vs 202 Def & 362 HP (100 Base Power): 148 - 175 (40.88% - 48.34%) (64.76% 2HKO with rocks)

Unless it is already dented, Venusaur's bulk allows it to easily switch in to anything Donphan throws at it. And yes, it easily outspeeds Donphan and threatens with Leaf Storm or HP Ice (if you are predicting a switch).
 
Yeah I threw in a Venusaur and it helped out more in place oh Honchkrow. So the good news is it's getting somewhere but the bad news is that it's drifting from what I intended the team to be. Ahh well.

Edit: I can't edit my original post... O_O

Edit 2: Or quote it for the matter.

-Terywj
 
Alright I have this problem a lot.

Under Settings & Options go to Edit Options.

Under Message Editor Interface go to Basic Editor. Edit in whatever you need to.

After you've finish go back and change it to the default (Enhanced Interface). Btw I think the problem is caused by center aligning but I could be wrong!
 
Have you even tested that Venusuar? Or even thought about its set? Because it really is just...strange...

First, your nature and EVs don't cooperate with each other (+def with SDef investment...?) which really hinders it's ability to wall anything at all (if that was even your intention). Secondly, it isn't able to effectively check Milotic without any Speed or SAtk investment, as Milotic can just outspeed and hit you with Ice Beam and can survive Leaf Storm. Finally, why do you use Life Orb on a defensively oriented set? That's just completely gimping it's ability to be either defensive or offensive, as it will be widdling itself away, preventing it from supporting the team after a few hits and it's offensive capabilities are piss poor because of little SAtk investment.

This strange attempt at a Jack of All Trades Venusaur really confuses me. I'm not sure why you didn't just use my Specs suggestion. It works wonders, really. If it's cause you don't like Specs, you can replace it with Life Orb for more versatility, as it still hits quite hard. But please, do not use the set in the OP. As it just completely contradicts itself and holds the team back.
 
Have you even tested that Venusuar? Or even thought about its set? Because it really is just...strange...

First, your nature and EVs don't cooperate with each other (+def with SDef investment...?) which really hinders it's ability to wall anything at all (if that was even your intention). Secondly, it isn't able to effectively check Milotic without any Speed or SAtk investment, as Milotic can just outspeed and hit you with Ice Beam and can survive Leaf Storm. Finally, why do you use Life Orb on a defensively oriented set? That's just completely gimping it's ability to be either defensive or offensive, as it will be widdling itself away, preventing it from supporting the team after a few hits and it's offensive capabilities are piss poor because of little SAtk investment.

This strange attempt at a Jack of All Trades Venusaur really confuses me. I'm not sure why you didn't just use my Specs suggestion. It works wonders, really. If it's cause you don't like Specs, you can replace it with Life Orb for more versatility, as it still hits quite hard. But please, do not use the set in the OP. As it just completely contradicts itself and holds the team back.

Ahh sorry. I was editing in a rush and tried to remember correctly the set from Smogon because that was the one I've been testing. The Specs version will be tested today when I have time. I'll fix it.

-Terywj
 
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