The Underdogs [NU/UU in OU]

Meet the Cast!

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The NUs and UUs have finally banded together to deal with the popular kids who insist on talking smack. Parafusion and dual screens let them stick around a lot longer than opponents would like, while Arcanine and Lanturn clear the way for Cacturne, who frequently takes out 4 or 5 Pokemon before falling himself.

Before the hecklers and originality haters show up, I will say now that I play games primarily for fun, and in this case that means finding ways to use my favorite Pokemon in a "difficult" environment instead of going with more standard choices.

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[LEAD]
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Caramel (Lopunny) @ Choice Specs
Ability: Klutz
Nature + EVs: Jolly; 252 Spe, 128 Atk, 128 HP
- Switcheroo
- Thunder Wave
- Return
- Fake Out

Soft, sweet, and brown, Caramel is a perfect example of how NU doesn't mean "so weak it's useless". Start with Fake Out, Switcheroo Choice Specs to lock opposing leads into Stealth Rock, then paralyze the switch-in, usually Gengar or Rotom. Faster leads like Azelf (who likes to lead with Trick or Stealth Rock) will be locked into one move no matter what choice he makes, and end up eating a Thunder Wave.

Regarding the EV spread, Lopunny's purpose is to outspeed as much as it can, hence the Jolly + 252 Speed. 128 Attack is to give Fake out and Return a bit more bite, and the HP lets it switch into Stealth Rocks a bit more to continually harass 'mons with Fake Out and paralysis.

The only common leads Caramel has an issue with are Aerodactyl, who may Taunt any attempts to Specslock him into Stealth Rock, and Ambipom, who has a faster Fake Out.

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GG (Cacturne) @ Life Orb
Ability: Sand Veil
Nature + EVs: Adamant; 252 Spe, 252 Atk, 4 HP
- Substitute
- Focus Punch
- Sucker Punch
- Swords Dance

After a Swords Dance and Substitute, Cacturne is unstoppable. In general, his game is to switch into something that can't harm him directly, like a Choice Spec'd lead that didn't switch out, a spiker, a cleric, etc., set up a Substitute to avoid status or Explosion, then Swords Dance while the Sub breaks or the opponent switches. With the Parafusion being spread all over the place on this team, it's very likely he'll be able to get his Sub up in peace.

The EV spread is standard for a Cacturne- he hits 361 Attack, which means that even an unboosted Punch will ruin a lot of things. Between Speed and HP, I chose Speed so that I'd be guaranteed to Substitute first against a paralyzed speedster or slow Rapid Spinner/spiker.

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Schneider (Arcanine) @ Expert Belt
Ability: Flash Fire
Nature + EVs: Rash; 252 Spe, 252 Sp.Atk, 4 Atk
- Fire Blast
- Hidden Power Grass/Ground
- Dragon Pulse
- Extremespeed

A general set that uses Arcanine's decent base Special Attack to give some Special coverage to a team that already has heavy physical attacks. Over the past two weeks I've gone back and forth between HP Grass for Ground coverage and HP Ground for any Fire attacks that Schneider would switch into. With Reflect and/or paralysis support, Arcanine slaughters Kingra, Flygon, and Flygon with Dragon Pulse. Mild was chosen over Modest as to not detract from Extremespeed.

I ran an alternate EV spread before this, with more HP at the cost of some Sp.Attack and Speed, but it didn't have enough power to OHKO a lot of things that it should have been able to.

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Tesla (Lanturn) @ Leftovers
Ability: Volt Absorb
Nature + EVs: Bold; 252 Def, 128 HP, 128 Sp.Def
- Aqua Ring
- Confuse Ray
- Surf
- Thunderbolt/Discharge

Lanturn is a beast. He takes STAB or DD Earthquakes like a champ and retaliates with the appropriate STAB move. Starmie, Jolteon, and Rotom can't do anything to it, giving a free turn for Aqua Ring which, with Leftovers, provides a net 6% gain in Sandstorm or Hail, and negates Rotom's Will-O-Wisp. I originally carried Thunder Wave, but dropped it to deal with any water types I'd switch into. I'm still deciding between Discharge, which carries a greater paralysis rate if Lopunny goes down (no innuendo there), and Thunderbolt for for power.

EVs are primarily to guard against Earthquake while letting it stand up to the occasional Leaf Storm.

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Chozo (Xatu) @ Light Clay
Ability: Synchronize
Nature + EVs: Timid; 252 Spe, 252 HP, 4 Def
- Night Shade
- Light Screen
- Reflect
- Confuse Ray

Xatu is my favorite Pokemon, and as such I've used him in an OU environment longer than anything else on the team. I'd originally used him to cripple teams with multiple statuses (Trick + Flame Orb, Thunder Wave, and Confuse Ray), but this team is already heavy on status so he now fills the role as a dual screener. Everyone loves halved damage, but I've found that Arcanine in particular appreciates them most.

I do want to put Wish on him, but Confuse Ray and Night Shade have both proven themselves to be extremely useful. EVs are to outspeed as much as possible, and HP helps survivability more than either defense; with max HP Xatu can stand up to both Ice Beam and Thunderbolt, then set up Light Screen to make the next Pokemon's job easier.

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Panzer (Donphan) @ Choice Band
Adamant; 252 HP, 252 Atk, 4 Def
- Earthquake
- Ice Shard
- Stealth Rock
- Rapid Spin

Recommended by Mysterious Man, Donphan replaces Steelix as the Physical Wall / Hazard setup member of the team. I am very impressed by what the miniature elephant can do; while not having Steelix' resistances, Panzer gets the only Ice move on the team, and a priority one at that, which removes any Gliscor and Flygon issues.

I try to send him in after Lopunny has forced a lead to switch, so that he can clean up Aerodactyl's or Azelf's Rocks while setting his own. He also does a great job of baiting Starmie and Forretress out, both of which are good news for Cacturne.

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Primary Threats:

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I hate this guy. Unless I can TrickSpecs him or get lucky with parafusion, it's extremely difficult to take him down. Cacturne used to carry Seed Bomb specifically to deal with it, but the loss of Focus Punch wasn't worth coverage for one Pokemon.

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I hate this guy too. If Fire Blast misses or Cacturne doesn't have a Substitute, he's got STAB on 5/6 of my team and is immune to the para- half of parafusion.

Ice is effective against half of the team, but Lanturn resists it and anything else a Water or Ice type could possibly throw at it. Fighting is effective against one third of the team, but in the likely event that a Fighting type carries Ice Punch or Stone Edge, it can take out Xatu and Arcanine as well. Without Stun Spore or Glare, Ground types avoid the parafusion that this team runs on, so they're no fun either.
 
I'm pretty sure even with EV's in Atk, Lopunny won't be doing much damage. I suggest changing it's EV spread so that it's slightly more bulkier, and with Encore over Return. Fake Out isn't that helpful either except for breaking sashes, so unless you want to keep that, maybe run Protect?

And if you want something gimmicky instead of Steelix, I've used a Choice Band Donphan with either Adamant or Impish Natured (can't remember), 252 HP & ATK + 6 DEF. It was quite interesting as it could switch in on most physical attacks (usually from dragons) and OHKO back with Ice Shard. It might also help your Mamoswine problem (with Earthquake)?
 
Lead looks nice, not doing much other than bugging the opponent though.

I can't see when a Cacturne is going to get 2 turns to set up both Substitute and Focus Punch.

his game is to switch into something that can't harm him directly, like a Choice Spec'd lead that didn't switch out, a spiker, a cleric, etc.
What doesn't switch out when Choiced to something like Stealth Rock? Are you hoping your opponents are retarded?
What spikers can Cacturne come in and set up on? Starmie has this move I call Ice Beam, Forry has this move called Gyro Ball.
Clerics? Blissey is not scared of Cacturne one bit, it doesn't matter what set it is, 99% chance that it is carrying one of the following: Ice Beam/Flamethrower/Seismic Toss, none of which Cacturne can set up on.

Personally I think an LO Absol would be better here, albeit not that great in OU.

Arcanine: Outclassed by Infernape. I don't mind you using UUs/NUs, but not when they are outclassed

Lanturn is fucked, especially the EVs:
.
He takes STAB or DD Earthquakes like a champ and retaliates with the appropriate STAB move.
You trolling? +1 Neutral 252 Atk Mence LO = 100% to OHKO
While I do love Lanturn, it has little/no role in this team, you don't even have any Electric weaknesses! Not to mention Steelix has Ground typing anyway. With 58 Base Defense, there is a reason that Lanturn is used as a Special wall, using it primarily to be a Physical wall is stupid, especially with Electric typing [sup EQ]. Use the standard Calm 40 HP / 76 Def / 140 SpA / 252 SpD spread if you want to keep it.

What does that Xatu help you do? Nothing on your team sets up with screens, and I doubt Cacturne's substitutes are going to last with pathetic defences of 70/60/60, the screens won't stop the subs being broken. Change this pokemon.

Steelix is nice, but Chesto Rest is best. You have Lanturn to go to for SpA Fire/Water hits anyway.

Also your threats list should be much bigger:
-MixApe, lols at practically your whole team
-DDMence
-MixMence
-SubGengar
-SDLucario
-Offensive DD Gyarados [or ones with EQ]
 
I've fought quite a few ou with my old uu team wich did better against them then other uu teams lol but I found the a scarfed dugtrio can revenge kill alot of ou my last battle dugtrio took out jirachi (2hko), jolteon, salamance(plus a dd),and another poke but I can't seem to remember bit u may have to be willing to sacriice a couple pokes to get revenge kills mine looks something like this

dugtrio
item: scarf( I had scarf to outspees sceptile)
ability: arena trap
nature: can remember this but it's standard natur
-earthquake
-sucker punch
-air slash
- stone edge
while runnin maxed speed and attack evs
something to play around with or test out
 
I'm pretty sure even with EV's in Atk, Lopunny won't be doing much damage. I suggest changing it's EV spread so that it's slightly more bulkier, and with Encore over Return. Fake Out isn't that helpful either except for breaking sashes, so unless you want to keep that, maybe run Protect?

And if you want something gimmicky instead of Steelix, I've used a Choice Band Donphan with either Adamant or Impish Natured (can't remember), 252 HP & ATK + 6 DEF. It was quite interesting as it could switch in on most physical attacks (usually from dragons) and OHKO back with Ice Shard. It might also help your Mamoswine problem (with Earthquake)?

Will test that Donphan ASAP, thanks for the comment. Regarding Lopunny, Fake Out breaks opposing Lead sashes, and gives it a STAB priority attack every time it comes in to paralyze/Switcheroo later opponents, so I'll keep it. I had originally put Return so that it'd be able to do something after Fake Out, and I found that it is good for breaking lead Ninjask subs, leaving me free to Thunder Wave "them" when he hits 25-40%, because that's almost always when they Baton Pass. Encore seems a bit redundant with SwitchSpecs, but It may come in handy for leads that would later appreciate the Specs; I'll consider it.

[Shortened to keep the post clean.]

Re: Retarded leads
I have run into a few people who keep their Choice Spec'd lead out to scout and see what Caramel would do to their switch-in. It's not as stupid as it may seem.

Re: Cacturne
With paralysis being spread everywhere, every Blissey I've run into has had Aromatherapy as their first priority, dealing with a Cacturne switch-in second. Same thing with Spikers, I have yet to run into one who didn't lay Spikes first before attacking.

Re: Lanturn
I added Lanturn to the team to deal with Starmie and Jolteon specifically, who had enough speed and type coverage to ruin almost everything I had used before.

EQ Gyarados and EQ Salamence always switch into Lanturn after I send it in against Starmie/Jolteon/whatever. Regarding Lanturn's EVs, he's neutral or resistant to against the most common Special moves, while being weak to an extremely common Physical move (Earthquake). While he may have low base defense, his high HP overcompensates for that fault.

Re: Xatu
If dual screens aren't necessary, I'll try using the multi-status build again and tell you how that goes

Chozo @ Flame Orb
Timid; 252 HP, 252 Speed, 4 Defense
- Psycho Shift
- Thunder Wave
- Confuse Ray
- Night Shade

Psycho Shift is being chosen over Trick in order to swap Breloom's Toxic for Burn after Toxic Orb activates.

Re: Threats
An unboosted Sucker Punch deals 61.9% - 73.4% to both MixMence and DDMence, which with Stealth Rock, possible paralysis, Caramel's Fake Out, and Schneider's ExtremeSpeed make Salamence not as big of a threat as it may seem.

The few SD Lucario I've run into haven't posed much of a threat either. In the likely event that the jackal gets paralyzed, Fire Blast deals with it quite nicely.
 
Regaurding Arcanine. Concider a Mixed set: Overheat/ Flareblitz/ Extremespeed/Morning sun? Overheat is really powerful, and 100% accurate, and with the rest of his moves being physical he can still perform after the Debuff. You could replace Mornign sun with another spec move for type coverage, I just couldnt think of another move. In this way, you let his Specs kick ass, take full advantage of Flash Fire, and Have a mini sweep going on.

Or at the very least, Drop Dragon Pulse + Expert Belt. their's no reason you should be switching Aracanine into anything Dragont type, as almost all are faster (Flygons are usaully scarfed) and have access to Earth Quake. I'd Replace that with Flare Blitz or Morning sun.
 
Re: Retarded leads
I have run into a few people who keep their Choice Spec'd lead out to scout and see what Caramel would do to their switch-in. It's not as stupid as it may seem.
It is actually a pretty bad idea, its like LOL, I WILL LET YOU SET UP?!

Re: Cacturne
With paralysis being spread everywhere, every Blissey I've run into has had Aromatherapy as their first priority, dealing with a Cacturne switch-in second. Same thing with Spikers, I have yet to run into one who didn't lay Spikes first before attacking.
So Starmie really uses Rapid Spin against you? I don't know who you have been playing......And even if you set up a sub against forry, they are not going to keep spiking, are they? You can only Sub+Fpunch or something, you still lose and Forry gets spikes up.

Re: Lanturn
I added Lanturn to the team to deal with Starmie and Jolteon specifically, who had enough speed and type coverage to ruin almost everything I had used before.

EQ Gyarados and EQ Salamence always switch into Lanturn after I send it in against Starmie/Jolteon/whatever. Regarding Lanturn's EVs, he's neutral or resistant to against the most common Special moves, while being weak to an extremely common Physical move (Earthquake). While he may have low base defense, his high HP overcompensates for that fault.
Not really, so what if he has huge HP? His Def is pathetic at 58, and its not like his SpD is great either, 78 IIRC. What does this mean? He isn't going to function well as a Mixed Wall, his primary role should be a Special Wall...Do you see Blissey running around as a Physical Wall? Running defense EVs doesn't make it a Physical Wall, but rather what the Pokemon's role is, Lanturn Wall should be primarily a Special one, otherwise don't bother

Re: Xatu
If dual screens aren't necessary, I'll try using the multi-status build again and tell you how that goes

Chozo @ Flame Orb
Timid; 252 HP, 252 Speed, 4 Defense
- Psycho Shift
- Thunder Wave
- Confuse Ray
- Night Shade

Psycho Shift is being chosen over Trick in order to swap Breloom's Toxic for Burn after Toxic Orb activates.

Re: Threats
An unboosted Sucker Punch deals 61.9% - 73.4% to both MixMence and DDMence, which with Stealth Rock, possible paralysis, Caramel's Fake Out, and Schneider's ExtremeSpeed make Salamence not as big of a threat as it may seem.
So you need to sacrifice a pokemon or two, and keep in mind you probably won't have SR up, because lets be honest, how well does Steelix do in OU? Just about everything threatens it, even Blissey...The only thing it would enjoy the company of is Skarmory, who happily sets up Spikes and Whirlwinds you away.
The few SD Lucario I've run into haven't posed much of a threat either. In the likely event that the jackal gets paralyzed, Fire Blast deals with it quite
nicely.
You need to stop this nonesense completely. SDLuke is a late game sweeper, you are SOLEY relying on him to be paralysed, when you only have 2 paralysers, both of which can't take a SD CC. How do you deal with it, WITHOUT paralysis?
 
@Shizzle. Cmon ur tolling him pretty hard here I mean sure some of his ideas are a little dumb but so what ur freaking out over nothing. Calm down.

Anyways to RMT you might want to like shizzle said get rid of the Def Evs and just go with the standard spread, just so lanturn can do his job corectly, and just generaly take Shizzle's advice he knows what he's talking about.

GL with the team
 
Re: Shizzle
Actually, it's more like LOL MY LEAD IS USELESS NOW LET ME SEE WHAT YOU WERE GOING TO DO. Regardless, there's no point in getting so mad at me, go rage at them.

Starmie is OHKOed by unboosted Sucker Punch, just putting that out there. Now I don't know how you play, but every single Spiker I've fought so far (Forretress, Tentacruel, Froslass, etc.) lay their Spikes first. I'll start saving logs if you refuse to believe this.

I'm not using Lanturn as a wall of any sort, his primary purpose is to kill Starmie, Jolteon, and Heatran, with Surf and Discharge, while being able to survive the inevitable switch-in with Earthquake. Here's an excerpt from Lanturn's Smogon article regarding 216 Def EVs:

The EV spread is tailored for survival in the OU metagame. The biggest difference is the large amount of Defense EVs. Defense EVs are an absolute necessity for Lanturn's survival in OU because without them, many unboosted neutral attacks can 2HKO it, and even resisted attacks take off massive chunks of damage. It should be noted that with these Defense EVs, Lanturn is easily able to survive a Life Orb MixMence's Earthquake. In addition, without any Defense EVs, Lanturn is 2HKOed by a +1 Life Orb Waterfall from Gyarados, but with them it doesn't even come close to a 2HKO. Lastly, these Defense EVs let Lanturn take next to nothing from Choice Band Scizor's Bullet Punch, making it a great switch-in to a very common move.

Looks like Defense on Lanturn isn't that useless after all.

Re: NotGay
Thanks for the luck, considering that this team runs on parafusion I'll need it. I lost 4-6 to TSP today because Infernape just refused to stay paralyzed lol

Team Update:
I swapped out Arcanine for a Ninetales, as with him I don't have to choose between Grass and Ground. Currently testing.

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Keaton (Ninetales) @ Expert Belt
Timid; 252 Speed, 252 Sp.Atk, 4 HP
- Flamethrower
- Energy Ball
- Hidden Power Ground
- Roar
 
Yes, lanturn takes nothing from MIXMENCE... the one with little atack evs and a neutral nature. Dd mence despite popular belief is still the most common set. Its eq will kill your lanturn whether it has def. Evs or not. I love lanturn, but don't tell anyone it should stay out to watch a mence eq it. Stick to 216 def evs and dump those other ones into sp def. Lanturn is a special wall for this team, don't forget. Cacturne is a lovely alternative, but I think that it serves more as a revenge killer, no? If this is true, focus punch and substitute could very well be replaced with seed bomb and brick break. You get the kills but now waters cower in fear. Keep swords dance on the unlikely switch. If cacturne has the power and won't mind losing swords dance, sub+focus punch can be used again. But you won't have both. You seem to have a large fighting weakness and few counters. A sub+3 attack machamp can take out a lot of your team. Do you need xatus speed?. Seeing as its the only thing resisting fighting is xatu maybe allocating some speed to def. wouldn't be bad. If you are switching to donphan that means you have no more stealth rocks. That means a few things: dragons switch in easier and cacturne has a hard time revenging them. With sr up, cacturne could very well ko a slightly damaged salamence without swords dancing. Donphan may have ice shard but without sr it is not koing (unless smogon's set has wrong calcs). There is a reason sr is important: dragons fear it, the standard ones anyway.

I realize cacturne is supposed to be a sweeper of sorts, but its late game at best and by then your parafusion combo if successful will take out pokemon more than the cactus. A revenge killing cacturne sounds more apporpriate. I think cacturne can also learn pursuit, another reason to keep it as more of a scizor than a mence

If you change up cacturne and refine donphan/steelix this team will be nasty.
 
Re: Shizzle
Actually, it's more like LOL MY LEAD IS USELESS NOW LET ME SEE WHAT YOU WERE GOING TO DO. Regardless, there's no point in getting so mad at me, go rage at them.
Really? I am annoyed at you, because no one is going to leave their lead in when they are choiced onto a move which does nothing, not so early in the game anyway. Anyone half smart would go to their status absorber, who doesn't mind taking these hits anyway.

Starmie is OHKOed by unboosted Sucker Punch, just putting that out there. Now I don't know how you play, but every single Spiker I've fought so far (Forretress, Tentacruel, Froslass, etc.) lay their Spikes first. I'll start saving logs if you refuse to believe this.
Thats not the question, how/when does Cacturne set up?
Also I did say that spikers spike first, but how well do you do against them?
Forry: Read above, you lose, and he still gets a layer of spikes down
Tentacruel: If he does go for Toxic Spikes, then you can beat him, but you also lose your sub in the process.

I'm not using Lanturn as a wall of any sort, his primary purpose is to kill Starmie, Jolteon, and Heatran, with Surf and Discharge, while being able to survive the inevitable switch-in with Earthquake. Here's an excerpt from Lanturn's Smogon article regarding 216 Def EVs:

Looks like Defense on Lanturn isn't that useless after all.

Ok, this is definitely my last post here. First of all, you are not even using that EV Spread. Second of all, OF COURSE FUCKING LANTURN NEEDS DEFENSIVE EVS, IT NEEDS TO BE DEFENSIVELY BULKY, NO FUCKING SHIT. BUT it does not change its role, its primary role, IS TO BE A SPECIAL WALL.
By your great logic, Blissey uses Defensive EVs, ITS A DEFENSIVE WALL. Is it?Do you think Specially Defensive Skarmory is a Special Wall when it runs 252 HP / 252 SpD? Because its not, its primary role is still a Physical Wall, its running these EVs so it can better take on moves from the other spectrum, making it a somewhat mixed wall. In Lanturn's case, as I have said from the start, it is not a Physical Wall, its a Special Wall, use it as one.

Also to defeat Jolteon/Heatran/Starmie? So the other sets can do that, and I don't know about you, but last I heard thats called Walling when you are pumping ALL your EVs into defence to handle certain foes. I mean are you trying to call Lanturn a sweeper or something?

I should also mention that you have an 87% chance to 2HKO 0/0 Heatran, deal (31.37% - 37.64%) to 0/0 Jolteon with Surf, and deal (71.26% - 85.06%)to 0/0 Starmie
 
I don't really play enough OU to know much about common threats and such, but an incredible NU pokemon is the often overlooked Linoone. With your Lopunny lead Switcherooing things, if their lead stays in for a Linoone switch in, then they are dead meat.

Linoone @ Salac Berry
Ability: Gluttony
Adamant Nature
116HP/252ATK/4SPD/136SPD

ExtreemeSpeed
Belly Drum
Seed Bomb
Return/Shadow Claw


Belly Drum to max attack, and with Gluttony, Salac Berry activates, leaving you with +6 Attack and +2 Speed with a base power 80 (120 with STAB) priority attack coming off +6 attack. Seed Bomb for coverage, and you can either go with Return for extra power or Shadow Claw if you'd rather exterminate ghosts. The EV spread is straight out of the analysis, so if anyone can suggest a more appropriate spread for OU play, go for it.

I also don't like Lopunny in the lead position simply because it's so obvious what it's going to do, so they may switch in something with a choice item already, after the fake out. There's not much I can suggest however, and if it works then go for it.

Good luck with your team!

EDIT:

A DS/Memento Uxie lead could help you greatly if you wanted to use Linoone.

Uxie @ Light Clay
Impish Nature
252HP/252DEF/4 SPD

Light Screen
Reflect
Memento
Stealth Rock/U-turn

Stealth Rock if you really need the rocks, U-turn if you don't want taunters to lol at you.
 
doesnt fake out lock you into it due to the specs?

Lopunny's unique ability, Klutz, makes it so that held items have no effect on it. I can equip all sorts of nasty things like Iron Ball, Toxic Orb, etc. and hold them for as long as I want without Lopunny suffering any ill effects.

[Shortened to keep the post clean]

Thanks for the words of wisdom. With Xatu as another paralyzer, Cacturne's speed may not be much of an issue, so he may be able to get a hit in first. However, dropping Substitute means my replacement Fighting move is half as strong, while I also lose the immunity to status/Trick and the ability to bait Ghosts into attacking directly [into a Sucker Punch], but I'll try Seed Bomb for a while and see where that goes.

Regarding Xatu, he's a bit fragile aside from that 4x Fighting resist, and I use his speed to get a quick screen or status off. If you recommend I use him as a Fighting wall, that means switching into something that most likely also carries Stone Edge. If I run max HP, max Defense, I definitely won't be able to OHKO with Psychic, which means I'm still relying on status. The only thing I can see is sacrificing Xatu to try and cripple a Machamp with Psycho Shift or something.

And maybe you didn't see, but Donphan does have Stealth Rock.

[Shortened to keep the post clean]

I don't care much for Uxie, but that Linoone is pretty damn sexy. The only issue is that it doesn't have any Fighting-type moves, so Steel types could be an issue. I'll make a slot for him today and see how well he works.

On another note, there seem to be a lot of people who don't know about Klutz, so Lead Lopunny may not be as much of a giveaway as you think.
 
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