Teh PWNAGE (UU RMT)

It has been a while since I posted a RMT, so, here it is. My most recent semi successful team.



regirock.png

Regirock@Leftovers
204 Hp / 252 Atk / 52 Sp.D
Adamant
Clear Body

Stone Edge
Hammer Arm
Explosion
Stealth Rock

I watched 031ap using Regirock to great success, so I decided to emulate him, and damn it all if it hasn't worked. Setting up Rocks is all important, staving off some big threats and allowing for some KO's that might not be possible otherwise. Stone Edge is the all important STAB, allowing me to hit many things hard, with his decent base 100 Atk. Hammer Arm along with Stone Edge provides good neutral coverage, and Explosion for when I'm a bit worse for wear, or just need something taken out.

Fighting:Moltres, Venusaur, Claydol
Water:Venusaur, Poliwrath
Grass:Venusaur, Moltres
Ground:Moltres, Claydol

umbreona.png

Umbreon@Leftovers
252 Hp / 160 Def / 98 Sp.D
Careful
Synchronize

Payback
Wish
Heal Bell
Yawn

My main special wall, and supporter. Umbreon generally doesn't let me down, and always fulfills its role to some extent. Payback is my attack of choice, with Umbreon being so slow, it works pretty well. Wish supports the whole team, since the only other poke on the team that can heal itself is Moltres. Heal Bell allows me to fix status that may be plaguing the team at any given time. Yawn cause lots of switches, or, if they decide to stay in, incapacitates a poke, which is great. The EV's are pretty straight forward, Maximize Hp, pour the rest into defenses.

Fighting:Moltres, Venusaur, Claydol
Bug:Moltres Poliwrath

claydola.png

Claydol@Leftovers
252 Hp/ 44 Atk / 212 Sp.D
Sassy
Levitate

Earthquake
Zen Headbutt
Grass Knot
Rapid Spin

Claydol mostly serves as my Raikou check, and a great one at that. With Quake, he can deal a minimum of 64% to the sub Calm Mind variant, while he can only deal between 25~30% back with SE Hidden Power. Zen Headbutt is the other STAB move, hitting Venusaur for SE damage. Grass Knot is mainly for Rhyperior, dishing out between 84~99% to min/min Rhyperior, I also out speed Adamant 132 speed Rhyperior, which is nice, considering I have a minus speed nature. Claydol also serves as my spinner, obviously, since it has Rapid Spin. Rapid spin is almost needed to clear Stealth Rock from the field for Moltres.

Bug:Moltres Poliwrath
Water:Venusaur, Poliwrath
Grass:Venusaur, Moltres
Dark:Umbreon, Poliwrath

moltresa.png

Moltres@Life Orb
4 Def / 252 Sp.Atk / 252 Speed
Timid
Pressure

Overheat
Air Slash
Hidden Power {Grass}
Roost

Moltres is 1/3 of the prominent Fire/Water/Grass that seems necessary for UU balance. Some say Moltres is a bit overpowered. I'd say they are right. Moltres just plows through most of the UU metagame, with it's massive base 125 Special attack, respectable base 90 speed and powerful STAB Overheat. Overheat may seem like an odd choice, but I like the power granted by the base 140 attack, and generally, Moltres doesn't stay in forever anyways. Overheat also has better Accuracy. Air Slash provides the second STAb, and is generlly a safer choice to start the match with, considering it's better accuracy and better neutral coverage. Hidden Power rounds out coverage, allowing me to hit the ever popular Water types in UU for SE. Fire/Grass/Flying is unresisted in UU which is another perk. Roost allows greater longevity, and lets me play mind games with Sucker Punch users. The EV's allow for the greatest offensive prowess.

Water:Venusaur, Poliwrath
Electric:Claydol, Venusaur
Rock:Claydol, Poliwrath

poliwratha.png

Poliwrath@Leftovers
252 Hp / 252 Atk / 4 def
Adamant
Water Absorb

Waterfall
Focus Punch
Substitute
Encore

This spot used to be occupied by Azumarill, but then I decided to test Poliwrath and have never looked back. His water immunity has been very helpful allowing me to switch in to bulky water types with little worry. Focus Punch is the main attack while behind a sub, it does massive amounts of damage to those who don't resist. Waterfall is useful for hitting Ghost types/others that resist Fighting, or if I don't have a sub up. Sub is quite obvious, allowing for the use of uninterrupted Focus Punches, and it blocks status, which is nice. Encore is great because it can help Poliwrath set up subs, or help get another poke is safely. The EV's are easy, when you need bulk and power, max Hp and Attack.

Electric:Claydol, Venusaur
Grass:Venusaur, Moltres
Psychic:Umbreon, Claydol
Flying:.....

venusaura.png

Venusaur@Life Orb
52 Atk / 204 Sp.Atk / 252 Speed
Hasty
Overgrow

Power Whip
Earthquake
Sludge Bomb
Swords Dance

This is the Saur set I posted a few days ago in the "Creative Moveset" thread.
A modern twist on an old classic, or, something. With Life Orb and 204 Sp.Atk, and some SR support, Saur can take down even it's most popular switch ins. Sludge Bomb does Min 256 damage to Min/Min Honchcrow 75% ko'ing with SR. Min/Min Moltres takes a minimum of 177 damage, about 55% once again OHKOing with SR. Arcanine takes between 187~217 from Sludge Bomb, which is between 51%~61%. With his main checks out of the way, Saur is free to sweep. Max Speed is Obvious, with the dominance of Base 80's in the UU metagame, the rest is put into attack. This has worked very well for me recently, mainly because of the shock factor.
The only common switch in to this set that is not beaten by it is Registeel, and even that can be beaten if I have time to set up a couple SD's. This set has been very good to me and is also a last resort check to SubCM Raikou, should Umbreon and Claydol be down.

Ice:Poliwrath,
Fire:Moltres, Poliwrath, Regirock
Psychic:Umbreon, Claydol
Flying:.....

This is the team, it's been pretty nice to me, though it is somewhat weak to Rain Teams. Another thing I don't really like is that there is nothing blistering fast on the team, but that hasn't really bothered me.
 
As you know, I use a Regirock lead as well, and he absolutely needs max special defense. Your regirock currently takes over 60% from Moltres' HP Grass. Max s.def takes less than 50%, meaning an unlucky miss on your rock move doesn't fuck you. Additionally, I think Ambipom actually 2hkos you with Low Kick, which is just uncool. My recommendation is that you switch to either an Impish or Careful nature and max out special defense. Additionally, I see that you've decided to use Poliwrath. Poliwrath needs at least 200 speed. Otherwise you can't set up on a few walls that you otherwise would be able to (Milotic, Altaria, some Venusaur) and you get beaten to the Focus Punch by any Azumarill that invests in speed and Toxicroak, which screws you.
 
Just a nitpick: Claydol seems odd. I don't want you to remove him, but the set id just weird. Kepp grass knot if it is helping you that mush with rhyperior, but most rhy's won't even go near claydol because:

1. If it doen't carry megahorn, it gets walled.
2. It most likely won't take the risk of being crippled by a STAB earth power.

It's whatever floats your boat dude. The main nitpick I guess, would be to swap psychic for zen headbutt, seeing as you've invested in physical attack and it will hit venusaur a little harder. Interesting team, nonetheless, so good luck with it!
 
Hey Godsend, nice team you have here. Just from our battles though, if LO Raikou gets 1 - or god forbid 2 - Calm minds in half your team is swept away. It outspeeds all of your team and with Thunderbolt, Extrasensory and HP water it OHKOs or cripples your team every time. I'd throw in a Guts Swellow to provide a check while not giving up any offensive power.
 
Sorry, but i'm not getting the Venusaur set. After an SD Power Whip OHKO's Honch with SR anyway so Sludge Bomb is for hitting what.....Meganium? Earthquake after an SD can deal with Arcanine, or you should just be switching considering it's faster and can OHKO.

You have a few other options for that slot. You can just make Venusaur jolly with 252Atk/252Spe and run Return. It's a nice filler move that hits pokes that resist your attacks neutrally such as Moltres and Altaria, or you can keep it mixed and run the appropriate Hidden Power that hits these two. You can also go with Sleep Powder but I didn't recommend it first because you have Yawn on Umbreon, but then again you can never go wrong with Sleep Powder. One last option is Synthesis, to heal off residual damage and LO recoil. Test any of these and see how you like them.
 
As you know, I use a Regirock lead as well, and he absolutely needs max special defense. Your regirock currently takes over 60% from Moltres' HP Grass. Max s.def takes less than 50%, meaning an unlucky miss on your rock move doesn't fuck you. Additionally, I think Ambipom actually 2hkos you with Low Kick, which is just uncool. My recommendation is that you switch to either an Impish or Careful nature and max out special defense. Additionally, I see that you've decided to use Poliwrath. Poliwrath needs at least 200 speed. Otherwise you can't set up on a few walls that you otherwise would be able to (Milotic, Altaria, some Venusaur) and you get beaten to the Focus Punch by any Azumarill that invests in speed and Toxicroak, which screws you.

Thanks Flare Blitz for the suggestions.
Moltres Timid Life Orb Moltres does 52~61% with HP[Grass], which does suck and will completly cripple Regirock, but Rock Slide ko's in return, and with 95% accuracy, I'm content to stick the the spread as is. Though, it has happened that Rock Slide missed a Moltres and it does suck.
252 attack Jolly Life Orb Ambipom does max 52% to Regirock, which is never a 2HKO with Leftovers, while Regirock's Hammer Arm does min 96% to Ambipom, so I'm not really scared of that.
So, should Poliwrath's spread be 152/252/100? That gives 201 speed.


Just a nitpick: Claydol seems odd. I don't want you to remove him, but the set id just weird. Kepp grass knot if it is helping you that mush with rhyperior, but most rhy's won't even go near claydol because:

1. If it doen't carry megahorn, it gets walled.
2. It most likely won't take the risk of being crippled by a STAB earth power.

It's whatever floats your boat dude. The main nitpick I guess, would be to swap psychic for zen headbutt, seeing as you've invested in physical attack and it will hit venusaur a little harder. Interesting team, nonetheless, so good luck with it!

Flamewheeler, I know Claydol looks odd, but it has worked really well for me. Grass Knot was mainly a filler, it was between that and Ice Beam and that just won out for me. I will change Psychic for Zen Headbutt, which makes a lot of sense since I do invest in attack. lol


Sorry, but i'm not getting the Venusaur set. After an SD Power Whip OHKO's Honch with SR anyway so Sludge Bomb is for hitting what.....Meganium? Earthquake after an SD can deal with Arcanine, or you should just be switching considering it's faster and can OHKO.

You have a few other options for that slot. You can just make Venusaur jolly with 252Atk/252Spe and run Return. It's a nice filler move that hits pokes that resist your attacks neutrally such as Moltres and Altaria, or you can keep it mixed and run the appropriate Hidden Power that hits these two. You can also go with Sleep Powder but I didn't recommend it first because you have Yawn on Umbreon, but then again you can never go wrong with Sleep Powder. One last option is Synthesis, to heal off residual damage and LO recoil. Test any of these and see how you like them.

Thund91, Sludge Bomb allows me to beat Saurs counters, either one on one, those pokes switching in. Moltres and Honchcrow are both KO'd switching in to stealth rock and Sludge Bomb. I don't like return because neither are Ko'd by it, even with 252 attack and SR. Since Honch has priority and Moltres is faster, I'd rather deal with them switching in then have to do stupid switching. And yes, Sludge Bomb deals with Meganium. lol
But really, it does deal with Tangrowth that would shit on this set. It almost always 2HKO's the defensive Altaria, and does min 50% to Arc.




To everyone, if I sound ungreatful for your advice, I am sorry, I do appreactite it.
 
I really don't have much to add now as pretty much everything that could have been improved in some way has already been pointed out, but in spite of what you say regarding Overheat over Fire Blast on Moltres I kinda disgree.
Even though it's truth Moltres won't be sweeping early game with so much priority going, with Overheat you do not get the chance of breaking your way through Milotic, as after theSpAtk drop, HP Grass will be doing lol damage, while if you employed Fire Blast you could take out Milotic sitting on 70%. Also the last thing you want is to setup a perfect sweep for Moltres lategame and see your chances turn to smoke once the drops catch up (especially due to the fact you're running Timid nature, making it easier to sweep).

Good luck =)
 
I understand completely what you mean about Overheat, but I just play Overheat cautiously. For right now, it has worked fine for me, but if it does start to fail me, I will switch to Fire Blast.
 
Quick update,
Changed Overheat to Fire Blast, as it didn't really prove worth the drop in Sp.Atk, aside from the boosted accuracy.
Changed Poliwrath's EV's to give it 200 speed.
The team generally does well against Stall, but against Stall, I don't have much that is just overly threatening to combat it.
 
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