Team: Dynamic Action [UU]

Team: Dynamic Action

A RMT: By Yours Truly

Why is this team so DYNAMIC you say? Allow me to explain;

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Machoke, formally Machop, has a unique ability called No Gaurd which grants him 100% accuracy moves; notable moves being Dynamic Punch and Rock Slide. Now there are three things Machoke greatly disapproves of Ghosts (doesn't believe in them), Psychics (bunch of hocus pocus), and Flying-types. So in order to cover that long list of annoyances I needed 2 Pokemon, a SR user and a Pursuit abuser.

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Enter, Uxie and Skuntank. Both of which have synergy with each other, Uxie hoovers above ground attacks targeted at Skuntank and Skuntank eats them ghosties, as well as synergy with Machoke in their own respective ways. Uxie sets up SR which hampers Flying-types ability to 'freely' switch into Machoke however, switching into a CB Dynamic Punch that has 100% confusion rate ain't exactly a walk in the park. Skuntank eliminates Ghosts and Psychics with impunity and then effectively says FU as he explodes on Milotic or w/e. With just Machoke, Uxie, and Skuntank I essentially have my core. I force my opponent to play by my rules and effectively forcing them switch as I need them to.

I don't want to say that the rest of my team is 'filler'. They each have a unique role that allows me to uphold my winning record. By looking at the threats I do and don't have covered I came to the conclusion that I need the three following Pokemon.

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I will begin with Venusaur. Venusaur is my lone special attacker as well as my special attack absorber, if need be. As you can all-ready see, Milotic could really be a thorn in ones side if she is not dispatched ASAP. I also try to make uses of Venusuars ability to force switches by using not only
Sleep Powder but Roar. While Sleep Powder is straight forward, Roar is two fold. I weaken switch-ins, namely Arcanine and Moltres, and scout the opponents team. Roar also makes for a good temporary check to pokemon such as CM Spiritomb and CM Raikou.

Rhyperior was chosen because, 1: Its fucking Rhyperior and 2: its fucking Rhyperior. Whimsical jokes aside, Rhyperior is indeed on the team for two reasons, check Swellow, very specific but needed, and secondly, his ability to rip off 50%(+) of anything's HP. I already have a SR user so I opted for Roar to, again, phase and scout. Nothing brings me greater satisfaction than a Swellow U-turning out and getting Roared back in.

Because I fucking hate Spikes a Rapid Spinner is a must. I really wasn't limited to my Rapid Spinner choice because of my teams decent synergy. Hitmontop and Blastoise are decent Rapid Spinners, however, Hitmontop hasn't exactly been effective for me in the past few metas. Blastoise lacks an offensive presence and if I did use him I would be sticking a third sleep move, yawn, on my team because of his lack of being able to shell out damage. So I choose Donphan.

Aside from Spinning Donphan has his merits. He is my second and last user of priority in the form of Ice Shard and along with it carries a respectable attack stat and good STAB. Donphan really doesn't see to much action but he is nice to have around to soak up hits when other team members cannot.

The full team:

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I went into great detail in my opening which basically covers everything important, I will refrain from being 'redundant' and post, what I consider to be, the essentials.

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@ Choice Scarf
Ability: Levitate
EVs: 252 HP/44 Def/212 Spd
Impish nature
- Trick
- Yawn
- U-turn
- Stealth Rock
---

Uxie has been Ev'd to outspeed Electrode by 1 point allowing me to Trick him while he is setting up SR or as he attempts to Taunt me. He he setups up Rain I'll begin to spam Yawn attempting to stall out Rain turns. Or if he Taunt's I will obviously U-turn into the best possible match-up.

Ambipom is 50-50, I may stay in and Trick or I may switch-out to Donphan or Rhyperior. Depends on how I feel and if I have played the opponent previously.

Any other lead, again depends on how I feel. SR or Trick.

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@ Choice Band
Ability: No Guard
EVs: 128 HP/252 Atk/128 Spd
Adamant nature
- Payback
- Rock Slide
- Dynamicpunch
- Sleep Talk
---

I'm pretty linear when it comes to Machoke. How un-Dynamic would this team be if I didn't fire off DynamicPunch at my hearts content? Ev's allow me to outrun Clefable by 2 points.

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@ Leftovers
Ability: Overgrow
EVs: 252 HP/12 Spd/244 SAtk
Modest nature
- Leaf Storm
- Sludge Bomb
- Roar
- Sleep Powder
---

I opted for a special-attacker bulky Venusaur because it is somewhat rare now-a-days. STAB moves hit a pretty broad spectrum of Pokemon. Roar and Sleep Powder help to phase and scout my opponents team. Evs allow Venusaur to outrun Min Speed Milotic and the rest were dumped into Hp and SAtk for bulk and damage purposes.


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@ Leftovers
Ability: Solid Rock
EVs: 116 HP/228 Atk/32 Def/132 Spd
Adamant nature
- Megahorn
- Stone Edge
- Earthquake
- Roar
---

Rhyperior is my check to Normal, Flying, and Fire physical attacks. As well as my switch-in to shit like Registeel and Steelix. Those kinds of switch-ins are very important, at least from the offensive perspective. No one is willing to up-and-leave their precious walls to be devoured by this rock monster... which means they will inevitably switch allowing me to OHKO the switch-in, given proper prediction, or at least put the switch into KO range. I dunno what the EVs specifically do as I have just ripped them off an old analysis.

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@ Leftovers
Ability: Sturdy
EVs: 52 HP/244 Atk/204 Def/8 Spd
Adamant nature
- Ice Shard
- Stone Edge
- Earthquake
- Rapid Spin
---

Second Priority user and Rapid Spinner. Honestly, there isn't much to say about Donphan. He soaks up hits well and can dish out a hit while maintaining his resourcefulness through Rapid Spin. Since I went with 3 attacks I decided that I would opt for the offensive-defensive spread instead of my standard 252/248/8. 8 Spe EVs to outrun Chansey, Registeel, and the like.

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@ BlackGlasses
Ability: Aftermath
EVs: 248 HP/252 Atk/8 Spd
Adamant nature
- Roar
- Pursuit
- Explosion
- Sucker Punch
---

Skuntank is the end all to Ghosts and Psychics alike. Spam Pursuit until they die. Unless it is Spiritomb who I will instead send in Venusaur to check which set that bastardtomb is running. If I'm lucky and can pick off an opponent without resorting to Sucker Punch then I can continue to bluff a choice set, which occasionally comes in handy. More often than not, I will just explode on shit like Milotic or Moltres who think they can recover on my Pursuit/ SuckerPunchs. 8 Evs to out run no speed base 85's (if such a thing exists; Cress is gone so yeah).


Team Strategy:

  • Get SR up ASAP
  • Get Machoke in ASAP, proceed to DynamicPunch
  • Scout
  • Pick-off weakened enemies
  • Rinse and Repeat
Team Alternatives:

Omastar over Rhyperior: Why? While untested, I can safely say that the added Fire Resist and Special attacker could benefit this team just as much as Rhyperior's sheer might. Omastar would also give me 2/3's of the beloved Fire/Grass/Water core. Nevertherlee, he doesn't rid this team of it's Blaziken weakness.

Blastoise over Donphan: Blastoise would also be a welcomed addition to the team. Again giving me a good Fire resist Pokemon that can check Blaziken. Blastoise can also phaze with Roar. However, Blastoise lacks an offensive presence and easy previously mentioned I would have to opt for Yawn in order to maintain Blastoise's effectiveness. Having 2 Yawn users as well as a Sleep Powder user isn't so great if you ask me.

Team Weaknesses:


  • Blaziken: Ever since Cressalias departure more and more of these guys have been popping up and have been giving my team trouble. Luckily, he doesn't exactly get a free switch-in on any of my team members but when he does... ~.~
  • Lack of speed: I'm not terribly concerned with this. Generally speaking, when a meta-game is focused on speed... I focus on bulky, when it is focused on bulk... I go to spike stacking, etc... In most cases, bulk > speed, IMHO.


 



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@ Choice Band
Ability: No Guard
EVs: 128 HP/252 Atk/128 Spd
Adamant nature
- Payback
- Rock Slide
- Dynamicpunch
- Sleep Talk
---

I'm pretty linear when it comes to Machoke. How un-Dynamic would this team be if I didn't fire off DynamicPunch at my hearts content? Ev's allow me to outrun Clefable by 2 points.


Hey. I'm not a team rater or anything so I can't point out flaws very efficiently. Also, I'm not good at identifying team threats. Despite that, I must point out that your Machoke runs a really odd set. Sleep Talk without Rest, really? You want to fire off Dynamic Punches yet you want it to be the status absorber of the team? Let's say Machoke's been put to sleep. You use Sleep Talk to attack. What if another move other than Dynamic Punch comes out? Also, I don't know how 128 speed EVs help boost Machoke's base 45 Speed. Oh, and I must point out your item. Choice band locks you to the move you used first right? This really puts Sleep Talk to complete obscurity. For example you come in on Venusaur, a sleeper. You Rock Slide him because you know that Dynamic Punch is not very effective. (You are now locked to Rock Slide) If he Sleep Powders you, you can't do any attack except Rock Slide because you can't Sleep Talk.

That being said, I suggest you replace this Machoke with a pokemon with the same typing and can run an identical set when it comes to element and with better stats than Machoke. Since you don't want OU pokemon, I would suggest Hitmonlee to replace your Machoke. It has higher attack, speed and special defense than Machoke. Although it has lower HP and Defense (I didn't mention Sp. Atk because Hitmonlee doesn't use Specially based moves.) This set should do you good.
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Hitmonlee @ Choice Band/Choice Scarf
EVs: 40HP/252Atk/212Spe
Nature: Adamant/Jolly
Ability: Limber
Moves:
~Close Combat
~Sucker Punch
~Stone Edge
~Earthquake

This Choice Hitmonlee set from Smogon should be better than the Machoke you are currently using because his moves has greater Base Powers than the ones you are using on your Machoke. Close Combat has more Base Power than Dynamic Punch though it doesn't have the confusion that Dynamic Punch ensures. It's not such a big deal because confusion is just a "chance" to hurt your enemies and prevent them from attacking. You don't need No Guard because Close Combat has 100% accuracy. Limber blocks paralysis and therefore helps you maintain your speed.

As I said earlier, I'm not a team rater so i can't point out any threats to your team. Just saying that Hitmonlee will be so much better than Machoke.

Hope I helped!
 
Hi Athe.

Team looks nice and well thought out. I have often wondered how Machoke would go in UU, so props for going with something different. I do question the use of Choice Band on Machoke though. If I remember right, it has 100 base power which is pretty good, and the gimmick is more to do with the confusion and not the raw power. Leftovers, while dropping power significantly, adds to your duration while letting you do more than Sleep Talk or fire off only one move at a time.

The first thing that struck me however was how susceptible the team is to Life Orb Moltres (surprise, surprise). If it gets in it can almost 6-0 your entire team apart from Uxie. You obviously have some means of dealing with it, namely Stealth Rocks which go up early and some priority to hopefully KO it thereafter, but if your rocks get spun away you are in a fair bit of trouble. For this reason I'd try out Spiritomb over Skuntank to block the spinners which usually accompany Moltres. Since you are going offensive, a tweaked Trick set might be worth looking into:

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Spiritomb (F) @ BlackGlasses
Ability: Pressure
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Will-O-Wisp
- Shadow Sneak
- Sucker Punch
- Pursuit

I think this team really needs the rocks up to deal with Moltres. On the negative side, you lose the physical presence of Skuntank who is so threatening with Explosion.

Also on Rhyperior, I tend to think the more standard Substitute is more beneficial than Roar. Come in on something like Swellow, and sub on the U-Turn to get a free shot at the incoming Pokemon. Megahorn/Stone Edge/Earthquake is great coverage in UU, so that free turn is likely to tear something a new a**hole. 136 HP / 244 Atk / 128 Spe is the recommended spread, giving you 405 HP for obvious reasons.

Just a nitpick:
Uxie has been Ev'd to outspeed Electrode by 1 point allowing me to Trick him while he is setting up SR
If you mean Stealth Rock, well, Electrode can't do that. Change it to screens ;)

Nice team though. Hope it is working out well for you.

EDIT: kingdra22, I think the whole point of the team is to use Machoke.
 
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