Enjoying Moltres Before She's BL (A UU team)

Introduction: Hullo everyone, this is my first RMT, and I decided to make one for a team that I have been using for quite a long time. This team has gotten me through many a battle, and after using the team for so long there has yet to be a truly solid counter to it. The Pokemon have proven to have amazing synergy together, so without further ado here is the team I have been speaking so highly about!

The Team Building Process:
After playing UU for a bit, I knew that Moltres was an amazing force to be reckoned with, so I decided that there was no reason not to incorporate her on my own team! Although, I really did not want to be forced to bring in Hitmontop along with Moltres since I had other ideas in mind. As such, lead Moltres proved to be the best option available.

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When thinking of UU leads, Ambipom is one of the first that comes to mind. Indeed, the purple ape is often a large threat to many leads, and Moltres is no exception. I didn't want Moltres taking Fake Out damage, since I often need to bring Moltres back into the game later for revenge killing and the like, and since Stealth Rock is typically up she needs to stay in prime condition. As such, a physical wall was needed to handle Ambipom. Weezing immediately came to mind, since Ambipom's Fake Out does minimal damage, and unlike Registeel, Weezing does not fear a well timed Low Kick. Being able to spread burns is also incredibly useful, so Weezing proved to be the best pick for the job.

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Ok, so I have got Moltres and Weezing. It is clear as daylight I need something resembling a sweeper. I also need something that can handle leads like Uxie and Mesprit. Thankfully, I knew the merits of the glorious Ghost-type Mismagius. Boasting 3 immunities and the ability to rip apart unprepared teams, she was simply too much to resist. I decided to go for the time-tested Calm Mind + Substitute set, since everyone these days insists on running Nasty Plot, and surprise factor always counts for something!

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With these three Pokemon in mind, it suddenly dawned on me that if I were to throw off an overly eager Fire Blast with Moltres, a pyromaniac known as Houndoom could step in and ruin these three in a second. In fact, many quick and frail sweepers had a field day on me, so what I needed was a quick revenge killer! The best revenge killer in all of UU will always be Dugtrio, and after playing with the thing for so long it has almost never disappointed me. Indeed, the speedy mole is one of the most important members on my team.

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Lead. Check. Physical wall. Check. Special attacker. Check. Revenge killer. Check. The team was finally coming together, but it was very clear that I was still quite weak defensively. So what Pokemon could be used to take most all attacks in the game, and eagerly support the team with moves like Thunder Wave and Encore? Registeel's low Attack stat was discomforting, and Chansey's crummy Defense was also off-putting. Thankfully, one bold Pokemon stood out to me, and has proven to be the backbone to my team as of yet. She can handle common threats like Venusaur and Milotic without breaking a sweat. She can completely shut down many special attackers such as Mismagius and Houndoom without flinching. This amazing wall has proven time and time again to be one of the most useful Pokemon in all of UU. Indeed, Clefable was what my team needed most.

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I had gotten through the Team-Building process completely forgetting a critical element. Physical attacker! Doy. Indeed, my team has no way of dealing real physical damage outside of Dugtrio, but as everyone know Dugtrio is no sweeper. There were so many physical attackers to choose from, it was quite the task. While trying to choose a member, I also remembered that Rain Dance teams were becoming as common as Zubats in caves nowadays, so Blaziken, whom I had previously considered, was forgotten solely because the poor thing could stand up to anything resembling water. So after much trial and error, one Pokemon eventually proved to fit the bill. Toxicroak. Oh Toxicroak, how useful you are. I eventually settled on the Substitute + Focus Punch set, since I am in love with the move Substitute and how easy it makes prediction.

The Final Team:

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Moltres @Choice Scarf
Pressure
252 SpA / 4 SpD / 252 Spe
Modest
~Fire Blast
~Air Slash
~U-Turn
~Ancient Power

Lead Moltres is a very standard Pokemon, and usually the only thing to wonder about it is whether it is running Hidden Power Grass or Hidden Power Ice. However, after experimenting with both, I realized that neither was doing a whole lot for me, since Ice wasn't hitting as much as it should, and Grass was really only useful for dealing with lead Omastar and Kabutops. I tried Ancient Power out as an interesting gimmick of sorts, wondering how useful it could be, and it turned out to work fantastically for stopping other lead Moltres! They never suspect such a move, and they normally believe it comes down to who gets lucky in the speed tie. Sadly for them, Ancient Power exists to cleanly OHKO them. Naturally, I need to keep in mind that other leads exist, so I made plans on how to deal with the most common leads:
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Alakazam: Bleh I hate this guy. I usually U-Turn out to Clefable, so that Clefable can finish it off with Seismic Toss. They usually Taunt me, but I don't mind since I'll usually switch back to Moltres anyway.
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Ambipom: Switch to Weezing. These guys always Fake Out, and Moltres must stay in top condition.
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Cloyster:
Air Slash it. I hate Fire Blasting right off the bat since I am paranoid of Arcanine and Houndoom, and Air Slash gets the job done.
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Electrode: Ohohoho I have quite the riot with Electrode. More often than not this guy is used for Rain Dance teams, so I immediately bring out Dugtrio as this thing Rain Dances. Thunderbolt is useless and Taunt would be stupid, so Explosion is the foe's last option. In comes Mismagius, and the foe lost their lead without doing a lick of damage to me.
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Hariyama:
Air Slash. These leads never run Stone Edge, so I don't have anything to fear except a Fake Out.
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Hippopotas: I dislike this guy too. I just Air Slash and pray for flinch, since there is not a whole lot else I can do. Stealth Rock usually gets up, but other times I get lucky and flinch it. Not many people keep this thing out after one Air Slash.
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Kabutops: Switch into Weezing. I never U-Turn out of the fear of an Aqua Jet that hits me on the way out. Weezing takes care of it well enough with Will-O-Wisp and Thunderbolt.
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Mesprit: Oh how I hate her, since I never know what she is going to pull out of her moveset. I usually just U-Turn to figure out what set it is running. I made Moltres Modest so that I would be out sped by Mesprit if it is running the Choice Scarf set. I normally bring in Clefable, if it is not running said set.
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Moltres:
Ancient Power to the face. That's it.
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Omastar:
Not a fan of this clown either. I usually U-Turn into Mismagius, so that I can strike some terror into my foe. They won't want to get up too many entry hazards if it means me getting up a Substitute and some Calm Minds.
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Rhyperior:
I am walled completely, so U-Turn I must. I don't fight there guys too often anymore, but when I do I just bring in Weezing to spread some burning.
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Spiritomb: These guys aren't too bad as leads. I just bring in Clefable to take the blatantly obvious Shadow Ball. Then I Thunder Wave and see how thing go from there.
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Uxie:
Its like Mesprit, only wore! I just U-Turn into Clefable, Thunder Wave, and if it stays in after that Encore whatever support move it used, be it Reflect, Light Screen, Stealth Rock or anything else. If they switch out after using their first move, then it is more than likely a Scarf lead.
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Venusaur: Air Slash. Fire Blast is too risky, and Air Slash usually gets the job done. If I get put to sleep, so be it. I need someone to absorb sleep. :P

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Weezing @Leftovers
Levitate
252 HP / 252 Def / 4 SpA
Bold
~Flamethrower
~Thunderbolt
~Pain Split
~Will-O-Wisp

The team's physical wall, Weezing is amazing at what he does. Physical attackers not named Arcanine or Blaziken have to flee or risk a fatal burn, which is what makes Weezing so damn effective. Pain Split is her only form of recovery, but it amazing on Chansey and the like. Some people like to use Special Defense Weezing these days, but I find it blasphemous to ignore such an appealing Defense stat. Weezing is Clefable's best friends when Pokemon like Primeape, Hitmonlee, Hitmontop, and Toxicroak appear. Thankfully, Weezing also excels at luring out a team's special attackers, which means Clefable gets in a nearly free switch. Indeed, Weezing and Clefable are a bit like the SkarmBliss of UU, and function gloriously together.


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Mismagius @Leftovers
Levitate
48 HP / 208 SpA / 252 Spe
Timid
~Calm Mind
~Substitute
~Shadow Ball
~Thunderbolt

Everyone who has played UU recognizes this set. Mismagius has managed to work amazingly as a special attacker, and has just the right mix of stats and immunities to find easy switch-ins. Clefable will often butter up opponents with Thunder Wave and Encore, allowing Mismagius some easy switch-ins. I opt for Thunderbolt over Hidden Power Fighting because losing that one Speed IV is very unappealing, as it means I will suffer against other fast sweepers, most notably other Mismagius. Mismagius has an awful tendency to bring out Registeel, which I suppose is useful for scouting. It can also bring out Houndoom, and it is nice to pick Houndoom off early in the match with Dugtrio.

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Dugtrio @Choice Band
Arena Trap
4 HP / 252 Atk / 252 Spe
Jolly
~Earthquake
~Sucker Punch
~Night Slash
~Aerial Ace

Ah sweet Dugtrio, how many matches you have saved me. The only notable thing to say about this Dugtrio is that I replaced Stone Edge with Sucker Punch. The choice between Night Slash and Sucker Punch is a hard one, so I just decided to use both. Stone Edge was barely used, mostly because a Flying type would be stupid to stay in on something that normally carries Stone Edge. The whole point of Dugtrio is to trap something and revenge kill it, so packing a move to take out something that can just switch out is dumb. Plus, lots of Flying-types pack Scarvers, priority moves, or Dragon Dance, meaning I'll just get out sped.

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Clefable @Leftovers
Magic Guard
252 HP / 152 Def / 100 SpD / 4 Spe
Calm
~Encore
~Thunder Wave
~Seismic Toss
~Softboiled

The backbone of my team. Clefable is so incredibly useful it is not even funny. She will take anything you can throw at her, and paralyze you into oblivion. She can then stall you out while slowly Seismic Tossing you to death during the full paralysis, or Encore a bad move and one of her friends waiting in the wings can wreck havoc. Indeed, Clefable is amazingly useful and if this thing goes down early I can pretty much guarantee my defeat. I take all means necessary to avoid fighting Pokemon that could pack Trick, since the moves completely shut me down. Encoring a brain-dead Milotic that doesn't switch out is immensely useful, since Toxicroak can get in on the Surf and set up. And since Milotic never runs Hypnosis these days, Clefable is home free. Venusaur is also useless if I can get something else on the team asleep, thanks to Thunder Wave. As previously stated, Clefable and Weezing have a great time together thanks to their abilities to sponge each others' hits, so the two make a fierce duo. Besides Trickers, not else can come in on Clefable thanks to Thunder Wave and Encore. Indeed, this thing will probably be the last Pokemon I ever drop from my team.

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Toxicroak @Leftovers
Dry Skin
252 Atk / 4 SpD / 252 Spe
Adamant
~Substitute
~Focus Punch
~Sucker Punch
~Ice Punch

Finally, he's here for you, its the last member, of the UU Crew! This frog's so strong, it isn't funny. Can make a Chansey cry out for mummy! He can throw off an Ice Punch, with relative ease! Makes Altaria, seem such a breeze! He may be frail, he can't take much. But this frog's, one hell of a guy! In all seriousness though, Toxicroak really is amazing. Substitute + Focus Punch is famous, and Toxicroak can pull it off marvelously. Toxicroak is also great against Rain Dance teams, since the rain will bring his HP up and he can be brought in against Surf-happy Pokemon. Ice Punch has proven to be very useful for handling Altaria and Venusaur, and is my best bet for taking out Mismagius who try to throw up a Sub expecting Sucker Punch or a Stone Edge that would miss. If this thing can come in once Pokemon like Rhyperior are out of the picture, Toxicroak can have a riot tormenting foes.

Top Threats:

I have played enough to know what to look out for, so here they are. Certain Pokemon are more of a threat, so they are ranked on difficulty based on color. Be they slightly worrisome, something to really keep watch of, or something that must be dealt with at all costs, there is a color for it.

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Kabutops: They can be a problem if they get up a Swords Dance. Weezing is brought in A.S.A.P. if one of these clawed demons show up, since Stone Edge may crit, or Will-O-Wisp may miss, or some other piece of sick hax. Once I get them burned they are not too bad of a problem... but considering Dugtrio and Moltres are Aqua Jetted, Mismagius and Clefable are Waterfall'd, and Toxicroak is Stone Edge'd, this thing is still something to watch out for.
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Aggron: Much like Kabutops, I need to stop this thing from setting up. After a Rock Polish, Dugtrio is useless, so Moltres is my only hope of taking down the fearsome dinosaur. Weezing must burn it at all costs or suffer, but if worse comes to worse Clefable can be brought in, and if it has full HP, it can sometimes take the Head Smash and paralyze back.

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Rhyperior: Rock-types really are a pain, huh? Yeah, same story as the other two, only Rhyperior is easier to Encore than the other. Burn it quickly yadda yadda yadda, then Mismagius can just kill it or something. I dunno, they really aren't a huge Isshu.


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Porygon2: Some people just could not get over losing Porygon-Z to BL, so they brought in an earlier model. These things are tricky, since they are bulky, and are very versatile. They can Trick you, Life Orb sweep you, set up Trick Room, or wall they hell out of you. They are not entirely common, but they must be looked out for.

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Alakazam: Meep this thing is bad. Clefable barely survives a Focus Blast from the non-Spec'd variants, and thing are even worse for her if it has to take a Focus Blast at less-than perfect HP. If she survives, Thunder Wave stops it well enough, but getting Tricked with a Scarf or pair of Specs is vicious. Plus, it is hard to kill with Dugtrio or Toxicroak's Sucker Punches when they are so easy to read. I mean, who would bring in one of them UNLESS they were packing such a move? If I Sucker Punch and they Substitute, I'm done for.

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and
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Mesprit and Uxie: There two clowns are listed together just because they essentially do the same thing. They Trick Choice items on Clefable, and destroy Weezing and Toxicroak with their Pyschic-type moves. Calm Mind variants are especially troublesome if Clefable is out of the picture. Mismagius and Dugtrio can usually take these two out, it really depends on which one is in more condition to fight.

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Arcanine: Blech how I hate these things. Dugtrio can't revenge kill when its got ExtremeSpeed, and Weezing can not effectively block it when it has a chance at packing Fire Blast. If it comes in on Weezing, I usually send in a weaker Pokemon like Moltres to take the hit and see what its packing. If I get hit with a Fire Blast, Weezing goes into hiding and I bring in Clefable to Thunder Wave it, Softboil until Arcanine gets fully paralyzed, and Seismic Toss it to death. Tedious, but effective.

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Milotic: Why hullo there Milotic. Milotic is so bulky it is more than unpleasant. It makes its ugly face apparent rather early into the match when it spots my lead Moltres. Indeed, I figure out if the opposing team has a Milotic rather quickly. Clefable often Thunder Waves it, and while this may seem stupid it works out well enough. It lets Mismagius throw up Substitute and lots of Calm Minds, which is wondrous. Seismic Toss also makes somewhat quick work of Milotic, since I can Encore it when it tries to Recover forcing a switch.

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Blaziken: I wish I could make a deal with Blaziken. I stop fearing you, and you stop running sets that incorporate Agility or are mixed! I swear, revenge killing these things with Dugtrio is impossible if it has Vacuum Wave or some extra speed. These things can really rip through my team, and is one of the few Pokemon that Clefable has troubles walling. It may be a bit excessive to consider it a red threat, but they really are terrifying.

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Spiritomb: MAYDAY MAYDAY, STOP THIS THING AT ONCE. Spiritomb is the one thing that my team has sever trouble taking care of, since they can halt most all of my Pokemon. Sucker Punch takes care of Dugtrio and Moltres. Trick handles Clefable. Shadow Ball destroys Mismagius, Toxicroak, and Weezing. These things are very hard to deal with, so I just try to paralyze it with Clefable to cripple it at first. I Encore Calm Mind if it tries to do so, then bring in Moltres or Mismagius to weaken it a little. Once it is at 50% or below, I try to get Dugtrio in to Earthquake it to death. Impossible if Spiritomb has Sucker Punch. I am really glad when I see these clowns as leads, since it just makes the set that much easier to predict.

Final Counter: Anything With Heal Bell. I rely on Thunder Wave and Will-O-Wisp to work their magic. I am in trouble if all of my careful statusing goes to waste.

Final Thoughts:

This team has gotten me through thick and thin. They have been hax'd dealt hax, shut down weather and Trick Room teams, shut down certain Pokemon, and even had some wins in the realm of OU. They have served me marvelously, and I intend on using this team for a very long time. I will naturally have to rethink the team if I lose Moltres or Dugtrio to *shudder* BL, but for now I am quite content with the team and all they have accomplished.
 
I like your team, i actually like it very much.

But i suggest this big guy which happens to be one of my favorites [and usually gets the job done]

Aggron @ Leftovers
Jolly
Rock Head
252 Atk / 252 Spe / 4 HP [or you could go for the EVs on the main site, if you dont trust these]
~ Substitute
~ Focus Punch
~ Magnet Rise
~ Head Smash

standard SubPunch set from the main site, but this guy is just superb. [beware from Vacuum Wave and Mach Punch though]

When you send out Aggron, the opponent will probably switch into something with Earthquake or a Fighting move, so this gives you a turn to set up a Sub, then start Punching or Magnet Rising depending on the situation.

Or, you could go for the set that i use:

Aggron @ Chople Berry
Rock Head
252 Spe / 252 Atk / 4 HP
Jolly
~ Rock Polish
~ Head Smash
~ Earthquake/Iron Head/Fire Punch
~ Magnet Rise

Seriously, nothing can stop this set if it uses Rock Polish, it can outspeed anything in UU, and can even outspeed Pokémon in the OU, this set has major type coverage, you could go for Earthquake to counter other Aggrons, Kabutops, Rhyperior and Steelix, Iron Head for a good STAB, or you could go Fire Punch for the Grass types (mainly Venusaur and Leafeon) plus Steel types.
 
Hi there. Just one quick thing that came to me while looking at your team. You said that Houndoom is meant to be taken care of by dugtrio. However, the new standard for Houndoom is Nasty Plot/Fire Blast/Dark Pulse/Sucker Punch with an ev spread of 100 Atk, 216 Speed, and 192 SpA, the item Life Orb, and a Naive/Hasty nature. With 100 Atk EV's Houndoom's Sucker Punch OHKO Dugtrio 100% of the time after SR damage, and has a very good chance at OHKOing even without SR. There are a couple of ways you can remedy this. One is to switch out of your pokemon with a Milotic (You could try a Sp.D one because it would pair well with Weezing, though it's kinda hard to say who you should replace). Or if you don't want to switch out any members of your team, you could change your Dugtrio set to the Life Orb w/ substitute one. This would not only allow you to safely revenge kill Houndoom, but also makes dugtrio a lot more versatile as an attacker, as well as doesn't make it as easy for teams to setup on after it kills an opposing pokemon off. Here is the set I would recommend:
Dugtrio@ Life Orb
Nature: Jolly
Ability: Arena Trap
EV's: 252 Atk, 252 Speed, 4 Def (Or wherever)
Moveset:
~Earthquake
~Rock Slide/Stone Edge
~Sucker Punch
~Substitute
With Life Orb you still get a lot of power on your attacks, but you can also change attacks so you are not setup bait afterwards. Also, having 2 non-STAB attacks has never been efficient, and sucker punch has more uses than night slash normally. Rock Slide is for a more accurate way of taking down Flyers than the unreliable Stone Edge.

Hope this helped :) Nice Team also.
 
Dugtrio @ Life Orb/Muscle Band
Ability: Arena Trap
Nature: Jolly (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Beat Up
- Stone Edge
- Sucker Punch

I suggest this Dugtrio set over your current one, purely because being locked into EQ or whatever is simply asking for trouble. Beat up lets you OHKO chansey, probably the biggest thing you wanna trap along with Registeel. The item is up to you, LO gives you 30% extra punch, but muscle band allows you to bluff CB, and shit all over the switch in hoping for a free setup.
 
Dugtrio @ Life Orb/Muscle Band
Ability: Arena Trap
Nature: Jolly (+Spe, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Earthquake
- Beat Up
- Stone Edge
- Sucker Punch

I suggest this Dugtrio set over your current one, purely because being locked into EQ or whatever is simply asking for trouble. Beat up lets you OHKO chansey, probably the biggest thing you wanna trap along with Registeel. The item is up to you, LO gives you 30% extra punch, but muscle band allows you to bluff CB, and shit all over the switch in hoping for a free setup.
^ That is an okay set, but it still doesn't solve the main problem, which is having a reliable way to revenge kill Houndoom, a pokemon that after a Nasty Plot (And a potential Flash Fire boost) can rip through your team. If you do run the above set you need to replace a move with substitute, as without it you can't revenge kill Houndoom.
 
Moltres without a spinner is bad news! It would've been a bit better had you been running a variant with Roost, but you're running Scarf variant which means it will only be able to switch-in twice! I'm gonna take this team in a new direction so I hope you can be open-minded to my suggestions.

Remove Dugtrio. Replace it with a Hitmontop. You need a spinner if you want Moltres, and Hitmontop is the most reliable. A 252HP/252Atk/4Speed adamant set works well with Rest/Foresight/Close Combat/Rapid Spin for the moveset. If you want a bulkier Hitmontop (which I recommend to switch into Rhyperior), go with 252HP/216Def/40Atk to give it a good amount of physical bulk.

On Weezing, having two Fire-moves is a big-no no because it just screams "come rape me Houndoom." Instead, I'm going to suggest going for the new specially defensive set. Rest/Sleep Talk/Will-o-Wisp/Sludge Bomb is great as it acts as a sleep absorber and makes Venusaur less annoying. Weezing still has great physical bulk and can easily absorb those Fighting attacks. EV spread should be 252HP/240SpD/16 Speed with a Bold nature.

Switch out Toxicroak for Milotic. I know you're going to miss the offensive presenc but your team is severely weak to Fire-types and offensive water-types like SD Feraligatr. For this team I'd go with Surf/Hidden Power Grass/Recover/Haze or Toxic. No need for Ice Beam because Weezing can handle Venusaur and physical Toxicroak while Moltres can as well. This allows Milotic to defeat Feraligatr and Azumarill. You'll definately need Special Defense ev's. 248HP/196Def/56SpD/8spe with a Calm nature is what I'd recommend. You now have a reliable Pokemon to eliminate Houndoom and other powerful threats.

Clefabe is fine, but for other options I'd just make a small recommendation of Aromatherapy over Thunder Wave. This heals your team of status and common switch-ins to Clefable like Rhyperior and Hitmonlee don't take anything from Thunder Wave. Just an option to consider.

Ok. We now have 2 spots left. I'm going to suggest switching Mismagius for a Spiritomb, as your current team is a bit weak to Psychic threats like Calm Mind Mesprit and Alakazam. A simple 208 HP / 184 Atk / 116 SpD spread with a careful nature will work. Attacks should be Pursuit/Sucker Punch/Shadow Sneak/Pain Split or Rest. This allows you trap and defeat Alakazam before it causes problems, and gives you some nifty priority. Pain Split can work but if you go with Aromatherapy on Clefable Rest is superior. If you go with this Spiritomb I suggest you make Moltres a SubRoost variant. This allows you stall out most of the UU tier and goes with the more defensive vibe of the team. Spread should be 248 HP / 84 Def / 176 Spe with a Timid nature. Moveset of Substitute/Toxic/Roost/Flamethrower.

If you choose not to go with Spiritomb, I suggest you complement Calm Mind Mismagius with a LO Offensive Moltres, as they work decently together. Roost/Air Slash/Fire Blast/Hidden Power Grass seems good, with max speed and special attack. Go with a Timid nature. Note that if you go with this offensive pair your team will have a bit of trouble with Alakazam.

Good luck and I hope this helps! =)
 
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