Teeth

Team [to be decided]:

Well, welcome to my second RMT. Unlike the last RMT I made, this one is for UU play! I have used this team to get into the UU metagame, and it was pretty fun. It didn't crack the leaderboard, nor did it even come close, but I thought it was a pretty fun team, and almost got me to 1400 CRE (yes, I'm a terrible player in UU, I guess!). Mind you, I'm pretty inexperienced with the tier, so if I make stupid mistakes, please point them out and correct them.

Well, this team was centered around spikes stacking, although it sort of fell off-track as you can see. While going for an offensive team, I sort of went into a... balanced team of sorts? I don't know, but hopefully I can go back to an offensive standpoint without sacrificing too much in the way of defense and/or resistances. Without further ado, here is the team!

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ArtYukimenoko.png

Froslass (F) @ Leftovers ** Jojora
Trait: Snow Cloak
EVs: 248 HP / 228 Def / 32 Spd
Timid Nature (+ Spd, - Atk)
- Spikes
- Taunt
- Ice Beam
- Pain Split

This was a bulky Froslass, and I think it was posted by Heysup. It's been amazing in the lead slot, and almost always gets onelayer of spikes down. Froslass is my spiker, as you can see. I did use a suicide lead Froslass here as my lead and spin blocker. Admittedly, it didn't do a very good job, since it was, in fact, my lead and wasn't particularly sturdy. So I switched to a bulky variant I saw and it's been working better. The EVs are to survive two Ambipom Pursuits, although the only Ampibom I've run into with Pursuit critted me the second time, and I died.:P Considering 248 HP /124 Def / 136 Spd with Destiny Bond over Pain Split; although that does mean I lose a lot of survivability, it gives me a sort of "answer" against NP Houndoom, who will often OHKO my entire team assuming it comes in on Froslass. With the aforementioned spread, I can outspeed it and Destiny Bond it for the KO.

Froslass is the obvious lead Pokemon here. It lays down Spikes quickly and easily. Froslass also performs a secondary role as a spin blocker, though it cannot seriously threaten Hitmontop, which is probably more common than Donphan these days thanks to

The moveset is simple. Spikes are well, Spikes! They are a central part of this rather unsuccessful team's strategy. Taunt is for screwing over slower leads without priority and and Ice Beam is for STAB. Pain Split is for "healing", and puts Donphan in KO range for an Ice Beam. Anyways, this isn't quite bog-standard, but admittedly it's pretty fun to use. Considering going standard suicide lead Taunt/Spikes/Shadow Ball/Ice Shard to beat enemy Froslass.



150px-237Hitmontop.png

Hitmontop (M) @ Leftovers ** Beyblade
Trait: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+ Atk, - SAtk)
- Close Combat
- Mach Punch
- Fake Out
- Bullet Punch

Taking the place of Rhyperior currently
.

Hitmontop is my first Rock resistance and my sole check against Umbreon and Clefable. Hitmontop also provides much needed priority for the team in the form of Bullet Punch and Mach Punch, and combined with Slowbro is my answer against most physical threats. In addition, Hitmontop also provides a decent form of physical offense -- Close Combat is powerful enough on its own, however with a layer or two of spikes down, it becomes devestating! Intimidate ruins physical-based Pokemon who do not have a form of set up, too! Hitmontop is also usually the only member to take sleep on this team if Froslass is absent, since my two sweepers hate status, and Slowbro / Registeel are relied upon to check and counter many mons in the UU metagame.

EVs are your standard 252/252/4, nothing really special to see there. Close Combat's purpose is to provide a decent STAB move (although Mach Punch and Bullet Punch can be powerful, they rarely have enough power to do the job in KOing bulkier foes such as Clefable and Umbreon). The power of Close Combat has really surprised me, and has left a dent in even some of the bulkier walls! Mach Punch, Fake Out, and Bullet Punch are my forms of priority. When switching in Hitmontop, I will usually Fake Out first turn to scout for an opponent's switchins, and go to the appropriate check/counter. If the opposing Pokemon is at low health, I'll either Mach Punch or Bullet Punch, whichever one has the most power, and hope that it dies.

Considering Sucker Punch or Rapid Spin to hit Mismagius and Alakazam / clear entry hazards, respectively.




Moltres (?) @ Life Orb ** Clouds of Fire
Trait: Pressure
EVs: 32 HP / 252 Spd / 224 SAtk
Timid Nature (+ Spd, - Atk)
- Flamethrower
- Roost
- Air Slash
- Hidden Power [Grass]

Almost in direct contrast to Rhyperior, Moltres has been the most valuable Pokemon on the team. With Stealth Rock and only one layer of Spikes down, Moltres becomes ridiculously powerful, 2HKOing at worst a lot of the metagame. The power of Moltres lategame is simply awe-inspiring. Even when it comes in early, Moltres will take at least two Pokemon down with it. In addition, Moltres is usually my go-to guy for taking just about every attack possible. If Slowbro is weakened, Moltres will typically take the fire-type and fighting-type attacks necessary. It does a very good job of it, too, thanks to those defenses.

Moltres is also my main answer to Registeel and Venusaur: a 2x resistance to Steel, a 4x resistance to Grass, and an immunity to Ground help it do so. In addition, it never has a particularly bad matchup against anything that will come into it, due to spikes usually being set on the field. Random scarfers and bulky waters tend to scare it off, though.

Despite all of this Moltres fanboying from me, there is one huge shortcoming it has: a 4x rock weakness. Now, this is bad enough as it is with attacking moves, but Stealth Rock chips off a massive 50% off of Moltres's health when it comes in, often leaving me in situations where I am at ~40% and forced to switch or die.

Enough rambling, I guess. Flamethrower melts faces off, and Air Slash hits fighters. Both are obvious STAB moves. Hidden Power [Grass] nails bulky waters and Regirock. Roost is for recovery, and has saved Moltres several times when it hangs on by a thread and then heals itself into safety. This has also caught several people off-guard when they Sucker Punch while I Roost, and I sort of get a free heal. :D The EVs are pretty simple: 32 HP hits a Life Orb number, since I was too lazy to change the IVs to have a legal HP [Grass] 70 with a 29 HP IV. However, the extra bulk has come in handy, and I haven't missed the extra attack at all. Moltres is strong enough as it is, I guess!


20090718034749%21243Raikou.png

Raikou (?) @ Life Orb ** Blood and Thunder
Trait: Pressure
EVs: 4 Def / 252 Spd / 252 SAtk
Timid Nature (+ Spd, - Atk)
- Thunderbolt
- Extrasensory
- Calm Mind
- Hidden Power [Grass]

Changed from a Sub/CM moveset, and it's been working better.

This set is what I consider my ace in the hole: it's generally the Pokemon to come out after Moltres has done its job, and often the one who pulls off sweeps! Raikou provides me with a ridiculous punch, and hits almost everything in UU hard. I need to be careful with it though; occasionally Dugtrio comes out and shows its face when I Thunderbolt... Erm, well Raikou is my second abuser of Spikes, and an excellent one at that! Since it's very easy to set up, its power often surpasses Moltres, though even without a boost, Raikou rivals the sheer power of Moltres. The best part about using this set is that Venusaur often comes in and shows itself, only to eat an Extrasensory to the face! I primarily chose Raikou because I wanted something fast and something that could hit hard: Raikou fit the bill perfectly! Having trouble with Chansey though, and although I love this thing to death, I might need to change it.:(

EVs are uninteresting. However, they maximize speed and power, so that's always good. Calm Mind is the move I will usually use first; Raikou with 319 Special Attack, a +1 boost, and a Life Orb attached is not something you want to face! Thunderbolt is my STAB move, and a monstrous one at that. It''s an excellent move, but I'm considering Thunder (call me crazy) for the extra PUNCH. It would probably screw me over in the long run, but landing a guaranteed 2HKO on Umbreon with a +1 Thunder with a layer of Spikes / SR sounds too good to pass up. Extrasensory is probably the greatest part of this moveset, since it smacks Venusaur! HP [Grass] is for Quagsire and Gastrodon mainly (most non-grass mons weak to HP Grass are usually hit harder by a neutral Thunderbolt!).



190px-080Slowbro.png

Slowbro (M) @ Leftovers ** HURRRRRR
Trait: Own Tempo
EVs: 252 HP / 216 Def / 40 SDef
Bold Nature (+ Def, - Atk)
- Thunder Wave
- Slack Off
- Surf
- Hidden Power [Grass]

Now we come to what is probably my favorite member of the team: Slowbro. While Moltres is definitely the MVP, I don't think this team would work as well as it does without Slowbro. The ability of Slowbro to stand up to so many hits in UU never ceases to amaze me. In addition, Slowbro paralyzes a punch of the things that come in on it attempting to set up, and not many of them really enjoy being paralyzed! In addition, Slowbro provides an extra resistance to Fighting, as well as Fire and my only resistance to Water. Slowbro, combined with Registeel really ease prediction for me and give a defensive backbone to rely on when I think my prediction could fail me. In addition, Slowbro is my answer to rain teams, and is invaluable against them, thanks to HP [Grass] and Thunder Wave. Though I suppose it can't touch Qwilfish, paralysis is usually enough.

EV spread was pretty much max HP / highest jump point in Defense / rest in special defense, and the 36 EV difference in Defense is negligible. However, the extra special defense has won me a game or two. I've already explained the moveset, but I suppose I could restate it! Thunder Wave is for the sake of paralyzing almost everything that comes in!! Slack Off is for recovery, Surf is for STAB, and HP [Grass] is for just about every Water-type in UU, especially Omastar and Kabutops.


379Registeel.png

Registeel (?) @ Leftovers ** Black Dog
Trait: Clear Body
EVs: 252 HP / 100 Atk / 156 SDef
Careful Nature (+ SDef, - SAtk)
- Earthquake
- Stealth Rock
- Ice Punch / Thunder Wave
- Iron Head

Registeel is my switch-into-anything-you-want-to-and-still-survive Pokemon. As previously stated, Registeel and Slowbro form a defensive core and a "glue" to the team. However, it comes at a price: the team's pace is slowed by these two. I'm admittedly reluctant to change either of them due to the fact that they take SO MANY HITS and still keep on kicking. Registeel is my SR-layer, and does a pretty solid job of it due to the fact that it can come in on just about anything, not die, and lay down Stealth Rock. My only gripe with it is that it doesn't do much else once SR is laid down. It will probably force a switch, launch a weak hit, and switch out into Moltres/Raikou. Although it is set up fodder for some Pokemon, Registeel still helps the team greatly.

EVs come straight from the analysis, like Raikou's. Moveset is slightly different, though, due to the addition of Ice Punch. Ice Punch has actually been pretty handy so far, killing some fliers outright rather than paralyzing them. It also is an OHKO on average to Dugtrio after a layer of Stealth Rock and Spikes. Stealth Rock was already mentioned, but it's an almost essential move to have, crippling Moltres and other fliers. Earthquake is for smacking other Registeel and fires, and is just an awesome move to have due to what type the move is and the high base power. Iron Head is my STAB move, and the only thing in Registeel's repertoire that is going to kill Mismagius.

_______________________________

A Final Look:


  • Bulky Froslass
  • Hitmontop
  • LO Moltres
  • LO Raikou
  • Thunder Wave Slowbro
  • Registeel

_______________________________

Conclusion:

Well, there we go! I hope you've enjoyed reading this. Hopefully, you'll know what to do with this team, as I've attempted to change it and it kinda flopped ~_~ Anyways, this team has been pretty fun to play with, and I enjoyed making it. Although there are a few things I'm unhappy with, and hopefully that's where you come in!


Just so you know, the team has issues with:


  • Three Ground Weaknesses: Moltres probably isn't the best switch-in to Pokemon that carry Ground moves, since the 4x SR weakness kind of forces it to Roost, and most Grounds typically carry another move or Roar. Either way, it's not much fun. Considering something that's reistant/immune to Ground to solve this.


  • Umbreon: Raikou cannot break it, Moltres gets walled, and it can always switch out of Rhyperior. The other three get walled silly.


  • Clefable: See Umbreon, though it is even more annoying since it has no trouble KOing Rhyperior AND has immunity to residual damage. Encore screws over my set up sweepers, and Thunder Wave + Softboiled beats Moltres. While I'm aware Clefable can't use Double-Edge/Grass Knot/Thunder Wave/Toxic/Stealth Rock/Encore/Seismic Toss/Fire Blast on the same set, it is hard, if not impossible to maneuver around.

There are undoubtedly more, so feel free to point them out! Also, I'm not making a threat list; I don't know who the strongest Pokemon in UU are and I probably wouldn't finish the threat list anyway. So that's all! Thanks to Bulbapedia for the images, and sincerely, thank you for reading this. If you'd like for me to explain something about the team, please ask me. I'd be more than happy to respond.
 
Hey there, nice to be dropping by to rate your team.

Anyways, I'd like to offer some suggestions in response to your current weakness to Umbreon and Clefable. You've stated that your goal is to deal immediate damage and weaken the opponent through a combination of entry hazards and raw power. In that case, have you considered perhaps running a Gallade or Hitmontop over Rhyperior (noting that that is the Pokémon you most want to replace)? You've stated you've considered Gallade and I think either that or Hitmontop would work great for your team. I've been using Choice Band Gallade a while and it works great with a combination of Spikes and Stealth Rock, although it does require some prediction to pull off. I think Hitmontop, specifically the Technitop set, would work well for your team because it provides your team with a form of priority. It would appear that you currently have trouble with faster threats since your team is quite slow, despite being able to hit hard, so I think Hitmontop would help cover that issue.

The Technitop set is below...

Hitmontop @ Life Orb
Intimidate | 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SpA)
Fake Out / Mach Punch / Bullet Punch / Close Combat

As far as specific team weaknesses go, I don't think anything specifically will be causing a major problem to your team as you pretty much check everything pretty well. My only major concern would be Honchkrow, but I think that paralyzing it with Slowbro would make it much less of a threat, a definite possibility since Sucker Punch won't hit Slowbro as you Thunder Wave.

With Raikou, you stated that you often felt you were lacking power, or at least that you wouldn't mind changing the set. I've been using Life Orb Raikou on one of my earlier teams during this round of UU and it hard worked quite well, so I'd like to share it with you:

Raikou @ Life Orb
Pressure | 4 HP / 252 SpA / 252 Spe
Timid Nature (+Spe, -Atk)
- Calm Mind / Thunderbolt / Hidden Power Grass / Extrasensory

Basically, this set provides Raikou with a lot of power that can quickly add up with a combination of entry hazards. There really isn't much to say from my experience except that you will 2HKO pretty much everything not named Umbreon and Chansey after a Calm Mind boost, so Altaria will not be as much of a problem either despite not having Hidden Power Ice. I suggest Extrasensory over Shadow Ball so that you can hit Venasaur, one of the most common Pokémon in UU, for super effective.

Anyways, you have a solid team here so I didn't need to make too many suggestions. However, I do hope that the suggestions I did provide will be of help to you. Please contact me if you have any more questions and I'll gladly help out.

Good luck!
 
You have a glaring Life Orbed Revenge Killer Dugtrio weakness. Stone Edge OHKOs Moltres and Froslass, considering your not running a focus sash on froslass. Earthquake OHKOs raikou and rhyperior and probably your registeel. So your only left with your slowbro, which would OHKO dugtrio, but then you'd be facing the rest of their team with only 1 poke.
 
Pretty nice! But I really don't like that Slowbro, because of it's speed. Maybe a Starmie or Suicune will help?

wtf, first it is really annoyign when you quote the entire thing just to say its nice, I have just read the team and don't need to read it again. Second its a UU team, slobro is UU, starmie and cune are OU and it doesn't need speed, its a wall, third he wanted a fightign resist, whcih cuen does not have and he probably wanted the regibro combo which is famous in UU.

For the team I would suggest blaziken over moltres, then mismagius over raikou, now you have steels and physical walls handled swellow makes a good poke over ryperior and then lead techitop, or lead aimbipom can be good as spikes are not really needed.
 
You have a glaring Life Orbed Revenge Killer Dugtrio weakness. Stone Edge OHKOs Moltres and Froslass, considering your not running a focus sash on froslass. Earthquake OHKOs raikou and rhyperior and probably your registeel. So your only left with your slowbro, which would OHKO dugtrio, but then you'd be facing the rest of their team with only 1 poke.

...or he could just bring in Slowbro right away, lol. He doesn't need to bring in each Pokemon just so it can be killed, and then bring in the Pokemon that counters it. And Dugtrio will never OHKO a full health Registeel. In fact, Adamant CB Dugtrio can't even OHKO Registeel. Jolly LO EQ does 60.7% - 71.4%. Granted, Registeel can't switch in on EQ, but you get the point.

About the team now: Your only check to Milotic is Raikou, which is probably decent enough, but it will force you to bring out your late game sweeper to get rid of it. Milotic can't do anything to Registeel and Slowbro, but all they can do in return is boost its Defense with Thunder Wave. A good check to Milotic is Venusaur. I've found Venusaur to really help me in UU, and I rarely make a team without it. My favorite set would be the SD set, but I believe your team may benefit from a Scarf variant:

Venusaur @ Choice Scarf
Overgrow
Timid / Naive Nature
72 Atk / 252 SAtk / 184 Spd
-Leaf Storm
-Hidden Power Ice
-Earthquake
-Sludge Bomb / Sleep Powder

Choice Scarf gets you up to 399 Speed, meaning you outspeed all UU Pokemon except Electrode and anything scarfed faster than Jolly/Naive Scarf Honchkrow.

As far as attacks go, Leaf Storm is STAB, HP Ice takes care of Honchkrow, EQ hits Houndoom, Raikou, Registeel, and Chansey, and Sludge Bomb is seconday STAB that can be used against foes that aren't hit for SE damage from the first three (i.e. Moltres) or when you want a reliable attack. Sleep Powder could be beneficial, but you don't really want to be stuck on it. =/

Try it out, most likely in place of Rhyperior, and see how you like it. Good luck.
 
Thanks for the suggestions, everyone. I'll implement them as soon as possible!

Flashstorm
- I've been testing your suggestions of Hitmontop and offensive Life Orb Raikou, and so far they've been working excellently. Hitmontop provides me with much-needed priority (which has saved me several times while using this team), and gives a pretty good answer to Clefable and Umbreon. Offensive Raikou has been an absolute beast paired with Moltres, and it's becoming a lot easier to KO things now! In addition, Extrasensory has been awesome against Venusaurs who like to stay in. Thank you for the rate.

HenrikKnutsen - Thanks for replying. I'm glad that you like the team, but in the future, please don't quote my entire post; it's annoying for others to scroll down the page to see the same team twice. Also, Suicune and Starmie are OU, and therefore, they are banned from UU (I realize that replying is redundant since someone has already responded to you, but I started typing and didn't want to stop lol).

George - I'll try out your suggestions in the very near future, as they sound like they would work pretty well. Mismagius over Raikou is a possibility for certain, though I'd be a bit more worried over losing the extra bulk. I'll still test it, of course. Thank you for the rate!

Blackhawk
- Thank you for the suggestion of Choice Scarf Venusaur. It was on a slightly modified version of the team, albeit with a different moveset and EV spread. You're right about Raikou being my Milotic check, though. It's really annoying for Moltres to come in on a predicted Flamethrower from Moltres, and then have to switch out because Moltres is either:

a. in KO range and won't kill Milotic with a single HP [Grass]
b. in a position where it either kills or almost kills Milotic and dies to a revenge killer, or switches out and dies due to SR damage.

It sounds like a great idea to have a secondary check to Milotic, and I'll be sure to test it out over Rhyperior/Hitmontop in the future. Thank you for the suggestion.


Once again, thank you for your time, everyone! If my replies are too short, please feel free to tell me and I'll expand them a bit.
 
Well, I get one bump per RMT thread, and I'm going to use it here.:D

There are two rather significant changes to this team: Life Orb Raikou and Hitmontop in the place of Rhyperior. They have both proved to be significantly more useful than my other movesets. I haven't tested Venusaur, though I probably will tomorrow or whenever possible (busy week for me...) :)
 
Hello requiems,

Nothing needs to be changed that much but I could give this a shot. Firstly, you covered the threats in this metagame pretty well. I do see a weakness with pure attacking Raikou, especially ones who wield Life Orb and Hidden Power Ground as their attacking option. Seriously, nothing on your team can safe in on Thunderbolt and Registeel without any healing moves will go down sooner than you think. One simple way to patch this up is add a Special Defensive Steelix over Registeel. Now I'm thinking of going for 252 HP / 40 Atk / 220 SpD with a Careful nature and the item Passho Berry with the movesets Stealth Rock / Iron Head / Earthquake / Explosion. The purpose of the set is pretty simple: wall Electric-type hits and scare Raikou away and lure in bulky water thanks to Passho Berry and nail them with Explosion. With that being said, a severely injured Slowbro or OHKOes Azumarill and Milotic will help Moltres seriously sweep teams many trouble. Lastly, Steelix provides an excellent check to Honchkrow as well thanks to the high defense stat.

As for other options, I'd go for 252 SpA on Moltres. Screw the HP EVs, the power is more needed here. Just fix back that IV problem by going 31 hp and 28 atk on IVs to get a legal HP Grass. You'd be surprised how much power is missed from those EVs, as you can now potentially 2HKO Slowbro with Air Slash. On Hitmontop, I'd ditch Bullet Punch for Pursuit to effectively kill off Mismagius instead of resorting to Bullet Punch. Trapping it is an added bonus as well. On Slowbro, I'd shoot for standard Psychic over Thunder Wave to hit Venusaur or prevent it from getting any free switch ins. Psychic / Water provides excellent synergy already so don't worry. Thunder Wave is actually not required on this team, as your team is relatively fast. You can always switch it back if your not satisfied. overall gl.
 
Two quick things. You should probably have Technician as Hitmontop's nature with all those 40 base power attacks. On Slowbro, HP Grass is obviously better against Pokemon who are 4x weak to it, but STAB Psychic has 135 base power against Water-types, compared to 140 from HP Grass. Your team seems to be able to handle Omastar and Kabutops fine, so I suggest using Psychic over HP Grass to hit Fighting, Poison, and Grass-types much harder.

Edit: I reread and noticed the part where you said Slowbro was a good counter against rain teams. Rain-boosted STAB Surf has 214 base power against Omastar and Kabutops, while HP Grass is 280 (obviously more, but pretty similar). Also, Fake Out+Mach Punch from Hitmontop is an excellent way to get rid of Omastar, and sometimes Kabutops (watch out for Aqua Jet!) in the rain. With Psychic, you'll be able to OHKO Qwilfish, who could otherwise use Swords Dance and Explode on you, eliminating your team's only member who can defeat Kabutops in the rain.
 
You dont need Mach Punch on Hitmontop, it might be STAB, but it misses Ghosts while bullet punch takes care of that nicely. I suggest Rapid Spin over Fake Out, and Sucker Punch over Mach Punch, that way you've got 2 priorty moves and one that hits ghost that would otherwise wall you, you've also got rapid spin to spin away those pesky entry hazards.
 
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