ORAS UU Angel of Darkness

Hello there everyone, it's everyone's least favorite Smogonite with an RMT based around the Angel of Darkness, Mega Absol


^^^^Great song^^^^

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Angel of Darkness (Absol) (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Swords Dance
- Play Rough

Mega Absol isn't very used in the Underused metagame, mostly due to the fact it is rather frail, so it isn't easy to set up. That's why I wanted to build around it, and plus it look cool.
Sucker Punch is a great STAB move, due to its decent power and priority over other attacks. Knock Off is a powerful attack which gets rid of the opponent's item, and is a good choice if you suspect your opponent to switch out, not many things enjoy a STAB Sucker Punch to the dome. Swords Dance is probably one of the best moves in the game, if you do manage to get your jig on, it's essentially for for your opponent. Play Rough is good coverage against dark types and fighting types, it's also nice to have for Salamence.


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Indianapolis (Cobalion) @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Taunt
- Close Combat

A solid lead was needed for the team, Azelf used to be here, but it wasn't good for the rest of the team. Stealth Rock support along with spike stacking makes for a nasty combination if you prevent your opponent from using Rapid Spin or Defog. Taunt is a good lead move that cripples other leads. Iron Head is good flinching STAB. And Close Combat is another STAB move that is nice to have

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Roses R Blue @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: NaN Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Leaf Storm
- Spikes
- Hidden Power [Fire]

A spike stacker would also be good for the team considering hazard damage is always welcome for Mega Absol.
Sludge Bomb is the best poison STAB Roserade has access to, having a good 30% to poison as well as 90 base power makes for a solid move. Leaf Storm is the most powerful grass STAB Roserade has access to, even though it lowers her SpA by two stages, the power is well worth it. Spikes is for the aforementioned spike stacking shenanigans and Hidden Power Fire hits forretress for heavy damage.


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Spoopy (Chandelure) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Fire Blast
- Shadow Ball
- Memento
- Trick

A spinblocker was pretty much a mandate for the team, as I have no way to get hazards off the field.
Fire Blast is powerful, and doesn't need explaining why it's in every set. Shadow Ball is also self-explanatory, powerful STAB. Memento lowers the opponents attack and special attack by two stages, allowing pokemon like Mega Absol or Lsurpuff to set up. Trick gives an opponent it's Scarf, which may break them in most cases.

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Famoswine (Mamoswine) (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Earthquake
- Icicle Crash
- Knock Off

The newcomer to UU has earned quite a reputation, both negatively and positively. I threw this dude on the team as it synergized well with it.
Ice Shard is a mandatory priority move for Mamoswine, as its powerful with STAB and it OHKO's Salamence. Earthquake is yet another great STAB move, 2HKOing Vaporeon and Milotic, and 3HKOing Suicune. Icicle Crash is another good ice STAB dealing good damage as well as flinching on occasion. Knock Off is a good move and it's also the only other good physical move Mamoswine has access to.

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Downs Cake (Slurpuff) @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 20 HP / 252 Atk / 236 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum

Slurpuff always synergizes well with Mega Absol.
We all know the set, and we all lost to it, and it was our victory a few times. Belly Drum is for the HUUUUUUUGE attack boost, allowing you to 2HKO or OHKO a large portion of the metagame. Play Rough is primary STAB, and is a no-brained on such a set. Drain Punch can be used to recover lost HP from Belly Drum, and fristraion is the only other physical move it has.

Forgive My Poor Descriptions, I'm not a good writer


<>IMPORTABLE<>

Angel of Darkness (Absol) (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Knock Off
- Swords Dance
- Play Rough

Indianapolis (Cobalion) @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Stealth Rock
- Taunt
- Close Combat

Roses R Blue @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: NaN Atk / 30 SpA / 30 Spe
- Sludge Bomb
- Leaf Storm
- Spikes
- Hidden Power [Fire]

Spoopy (Chandelure) @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick

Famoswine (Mamoswine) (M) @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Earthquake
- Icicle Crash
- Knock Off


Downs Cake (Slurpuff) @ Sitrus Berry
Ability: Unburden
Happiness: 0
EVs: 20 HP / 252 Atk / 236 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Frustration
- Belly Drum

 
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Looks like a really solid team!

Chesnaught > Roserade

Gatr really puts a whole through your team. By adding Chesnaught, you gain more physical bulk to the team while still handling gatr better, and still keeping the spike stacking idea going. Also, you can fit leech seed on your team now for wearing down things even further for absol. You have enough special bulk on slowking where roserade is obsolete outside of spiking.

252+ Atk Feraligatr Ice Punch vs. 252 HP / 252+ Def Chesnaught: 98-116 (25.7 - 30.5%) -- 1.4% chance to 4HKO after Leftovers recovery
(if gatr is even running ice punch)

crunch and water fall only do 8-12%

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Spiky Shield
- Drain Punch

If I come up with anything more, I will make sure to mention it.
 
Gonna be honest here I really don't get the team. You have a HO lead azelf paired with Mega Absol, and that's cool. Ater that though, you have Mamoswine and a defensive core? The problem is your team has no spinblocker and is kinda passive, so there isn't much point in having a dedicated suicide lead over an offensive rocker, which you've already fit on your team, just not with rocks. Things like Absol HO generally go for something like slurpuff because it can abuse fighting types that threaten Absol, but you're actually really weak to them, especially Mienshao. Anyway, I don't want to make one or two specific changes because I honestly don't get your team's purpose. I clicked on this looking for a coll team, but while I don't want to discredit your work on this I really don't get the whole hyper offense/balance thing here. So I guess my rate is be more offensive and try stuff like offensive Roserade/Shaymin and replace slowking, maybe swap rotom for chandy to have a spinblocker? Idk, maybe I'm just too sick and tired (literally, not of your team) to say something better or make more suggestions. Also I agree that gatr is an issue but Chesnaught isn't a fix as things like pidgeot+Krook still put in work. Maybe some replays would help. I'd go for more specific stuff but you've posted other rmts so I think you know enough to get what I'm saying. Sorry if this just felt like a massive insult.
 
Looks like a really solid team!

Chesnaught > Roserade

Gatr really puts a whole through your team. By adding Chesnaught, you gain more physical bulk to the team while still handling gatr better, and still keeping the spike stacking idea going. Also, you can fit leech seed on your team now for wearing down things even further for absol. You have enough special bulk on slowking where roserade is obsolete outside of spiking.

252+ Atk Feraligatr Ice Punch vs. 252 HP / 252+ Def Chesnaught: 98-116 (25.7 - 30.5%) -- 1.4% chance to 4HKO after Leftovers recovery
(if gatr is even running ice punch)

crunch and water fall only do 8-12%

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Spiky Shield
- Drain Punch

If I come up with anything more, I will make sure to mention it.
Thanks for the suggestion, I'll change the team accordingly
Gonna be honest here I really don't get the team. You have a HO lead azelf paired with Mega Absol, and that's cool. Ater that though, you have Mamoswine and a defensive core? The problem is your team has no spinblocker and is kinda passive, so there isn't much point in having a dedicated suicide lead over an offensive rocker, which you've already fit on your team, just not with rocks. Things like Absol HO generally go for something like slurpuff because it can abuse fighting types that threaten Absol, but you're actually really weak to them, especially Mienshao. Anyway, I don't want to make one or two specific changes because I honestly don't get your team's purpose. I clicked on this looking for a coll team, but while I don't want to discredit your work on this I really don't get the whole hyper offense/balance thing here. So I guess my rate is be more offensive and try stuff like offensive Roserade/Shaymin and replace slowking, maybe swap rotom for chandy to have a spinblocker? Idk, maybe I'm just too sick and tired (literally, not of your team) to say something better or make more suggestions. Also I agree that gatr is an issue but Chesnaught isn't a fix as things like pidgeot+Krook still put in work. Maybe some replays would help. I'd go for more specific stuff but you've posted other rmts so I think you know enough to get what I'm saying. Sorry if this just felt like a massive insult.
Turns out I don't know what HO is, apparently this team is All Out Attacking, if that's anything :P
 
Thanks for the suggestion, I'll change the team accordingly

Turns out I don't know what HO is, apparently this team is All Out Attacking, if that's anything :P
Basically offensive teams work together to break down opposing threats and sweep with something. Losing momentum and switching to counters don't exactly happen all that often. You have a suicide lead (oh and knock off>shadow ball to hit chandy and espeon) but then you can easily be spun/defogged on, especially with your passive as hell Roserade. It feels more like random things were tossed on rather than a cohesive team.
 
Ok Lilly because you're my friend and you're bad good (pls dont hurt me) I have decided to rate your team :P

1. I don't really think Coballion Needs Volt Switch as much as it needs a High power stab in Close combat Close combat > Volt switch

2.
Chandelure hardly ever clicks energy ball. I would recommend using memento over Energy Ball. This will let your power houses like Absol and Slurpuff gain set up opportunities
3. Slurpuff can run 236+ speed and dump the rest in hp as that outspeeds all the relevant threats (including the random scarfbat which is creeping scarf ape and random scarf heliolisk)
This is just for optimization sake as the bulk difference is minimal, but hey every little bit counts.
Hope I helped
 
Ok Lilly because you're my friend and you're bad i have decided to rate your team :P

1. I don't really think Coballion Needs Volt Switch as much as it needs a High power stab in Close combat Close combat > Volt switch

2.
Chandelure hardly ever clicks energy ball. I would recommend using memento over Energy Ball. This will let your power houses like Absol and Slurpuff gain set up opportunities
3. Slurpuff can run 236+ speed and dump the rest in hp as that outspeeds all the relevant threats (including the random scarfbat which is creeping scarf ape and random scarf heliolisk)
This is just for optimization sake as the bulk difference is minimal, but hey every little bit counts.
Hope I helped
Max speed jolly allows Slurpuff to outspeed scarf Mienshao, and the hp investment never really helps
 
Ok Lilly because you're my friend and you're bad good (pls dont hurt me) I have decided to rate your team :P

1. I don't really think Coballion Needs Volt Switch as much as it needs a High power stab in Close combat Close combat > Volt switch

2.
Chandelure hardly ever clicks energy ball. I would recommend using memento over Energy Ball. This will let your power houses like Absol and Slurpuff gain set up opportunities
3. Slurpuff can run 236+ speed and dump the rest in hp as that outspeeds all the relevant threats (including the random scarfbat which is creeping scarf ape and random scarf heliolisk)
This is just for optimization sake as the bulk difference is minimal, but hey every little bit counts.
Hope I helped
Forget what I said :P
 
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