XY UU UU (suspect test) Balanced Team

Ik my history with this forum isn't exactly the best but I'll try to be better. Anyways time to explain my UU team.

Grace (Shaymin) @ Leftovers

Grace (Shaymin) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: null Atk
- Substitute
- Seed Flare
- Leech Seed
- Air Slash

As we all know, UU is the metagame where bulky waters are dominant. Shaymin acts as a very reliable Water check that any team appreciates having (especially against Suicune.) I'm using the Offensive SubSeed set because it can play around stall as long as it lacks Crobat and sometimes is useful to scout due to having Substitute. Seed Flare is used for those Waters while Air Slash can take out Chestnaught, Mega Beedrill if behind a Sub, and other stuff. Shaymin helps out a lot since she is one of the few viable Grass types that can take on Suicune even if its at +1 (Trevenent does not count lol.) Leftovers is helpful for regaining lost HP from Substitute.


Lorelei (Nidoqueen) @ Life Orb
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Lorelei (Nidoqueen) @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
IVs: null Atk
- Stealth Rock
- Sludge Wave
- Earth Power
- Ice Beam

Just like every competitive tier, SR is required on every team in order to be successful, UU is no exception. Nidoqueen is used as my SR user because she synergizes well with the rest of my team and she handles Electric and Fairy types. SR is there for obvious reasons while the other 3 attacks are for damage. Sludge Wave murders Fairy types and is relatively safe to go for when I'm aren't sure of what switches in. Earth Power hits Electric and Steel types. Ice Beam covers Hydriegon, Crobat, and opposing Ground types that would wall Nidoqueen otherwise. LO is being used to increase the damage output.


The Tight V (Victini) @ Choice Scarf
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The Tight V (Victini) @ Choice Scarf
Ability: Victory Star
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Zen Headbutt
- Bolt Strike
- U-turn

Yes, that's the pokemon being suspected atm. Scarfed Victini is something that not many people will expect since it is often running a Banded or Mixed LO set. This set is meant to surprise others by outspeeding and taking out a threat. V-create is incredibly powerful and hits hard even without a boost, problem though is the stat drops which forces Victini out. Zen Headbutt acts as a secondary STAB to handle Fighting types. Bolt Strike is very helpful in hitting Water types barring Swampert and Seismitoad for respectable damage and won't miss TOO MUCH thanks to Victory Star. U-turn is just there to grab momentum. Very helpful team member, especially since it makes up a FWG core with Shaymin and Suicune.

JESUS Crystal (Suicune) @ Leftovers
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Crystal (Suicune) @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: null Atk
- Calm Mind
- Scald
- Rest
- Sleep Talk

Possibly one of the most annoying UU mons ever. Suicune is a bulky water type that is also very scary late-game if its checks are removed. Scald is its Water STAB that will always burn if you get lucky. Calm Mind boosts Scald's power and makes it nearly unbreakable on the special side. Rest is there for longevity while Sleep Talk allows Suicune to not be dead weight while it's asleep. It's basically a standard Crocune set that is pretty self-explanatory. It is incredibly obvious why Leftovers are being run. As long as pokes immune to water, such as Heliolisk and Toxicroak are removed, Suicune will dominate.


UU Hype (Mandibuzz) (F) @ Rocky Helmet
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UU Hype (Mandibuzz) (F) @ Rocky Helmet
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Bold Nature
IVs: null Atk
- Foul Play
- Taunt
- Defog
- Roost

I may not be THAT weak to hazards, but I always feel safer with anti-hazard support. Mandibuzz provides that support in the form of Defog. Foul Play will punish physical attackers or anyone who is real enough to go for SD on Mandi. Taunt prevents Mandibuzz from becoming set up bait and stops walls such as Blissey, from using support moves. Roost helps out by healing up Mandibuzz so it can continue taking hits, especially since this set is running Rocky Helmet instead of Leftovers to punish moves that make contact. Very good Physical Wall overall. It may face competition from Crobat as a defogger but her typing is arguably better for my team.


Kirby (Slurpuff) (M) @ Sitrus Berry
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Kirby (Slurpuff) (M) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Drain Punch
- Return

Slurpuff is my wincon. Belly Drum is a move "of the extremes" which boosts Slurpuffs Attack to +6 at the cost of half of its HP (activating Unburden as well.) Play Rough is the obvious STAB move that will be used. Drain Punch grants coverage on the Steel types that would otherwise wall Slurpuff and it heals some of his HP. Return is basically there so that nothing can wall him at +6 barring a few, including Doublade. If Doublade is removed however, Slurpuff will have very little walls to worry about. Ik that many people are questioning why I would use an Adamant Nature over a Jolly Nature. Personally I want more power, and Adamant outspeeds everything it needs to after an Unburden boost.
 
Nice wrong prefix fgt >:[

This is just personal preference, but switch Ice Beam for Flamethrower, it allows you to OHKO forretress which, in my opinion, is more of an issue than say, Salamence.

Also run Frustration over Return, it's just overall better considering if your opponent has a Ditto, they won't be able to utilize Frustration, because they're likely to have maximum happiness as opposed to minimum happiness.

That's all I got, and fix your prefix. Also add an importable, for the awful people who wish to use Suicune
 
Nice wrong prefix fgt >:[

This is just personal preference, but switch Ice Beam for Flamethrower, it allows you to OHKO forretress which, in my opinion, is more of an issue than say, Salamence.

Ice Beam is also useful for some other threats (including most defoggers), such as Crobat and Mega-Aero, not to mention being able to KO Pidge from full and being able to 2HKO Mandibuzz. Earth Power 2HKOs Forry anyhow (which is the best you'll get even with Flamethrower if Sturdy is unbroken), while Forry can't really do anything back.
 
After playing a lot of UU on pokemon showdown let me just say I'm one of those guys that likes to run choice band salamence which can kill this team really fast.

Salamence:

Shaymin:
252+ Atk Choice Band Salamence Outrage vs. 0 HP / 0 Def Shaymin: 331-391 (97 - 114.6%) -- 81.3% chance to OHKO
Sure you outspeed however none of your moves can hit salamence for any damage. Plus salamence with an outrage OHKO's your shaymin 81% of the time. So Shaymin can't really fair well against salamence. Plus if this thing has moxie and he kills your shaymin or if you switch into something that isn't slurpuff you're going to take a ton of damage.

Victini
252+ Atk Choice Band Salamence Earthquake vs. 0 HP / 0 Def Victini: 370-436 (108.5 - 127.8%) -- guaranteed OHKO
Victini on the other hand can't touch salamence. V create only does 40% of damage. Sure you outspeed and you can switch but the only thing that you can switch into is madibuzz which can be very predictable.

nidoqueen:

252+ Atk Choice Band Salamence Earthquake vs. 128 HP / 0 Def Nidoqueen: 414-488 (117.2 - 138.2%) -- guaranteed OHKO
nidoqueen can OHKO salamence with an Ice beam but what good does that do when you wont outspeed salamence and you will get insta-killed by an earthquake.

mandibuzz

252+ Atk Choice Band Salamence Outrage vs. 248 HP / 136+ Def Mandibuzz: 255-300 (60.2 - 70.9%) -- guaranteed 2HKO
yep even mandibuzz with all the EV's and IV's you have wont appreciate a outrage. Madibuzz can two hit KO a salamence however, Salamence will still outspeed.

suicune:

252+ Atk Choice Band Salamence Outrage vs. 252 HP / 252+ Def Suicune: 217-256 (53.7 - 63.3%) -- guaranteed 2HKO
A choice banded outrage will two hit KO a suicune as well and you're not running any ice moves. That means you have to really on scald and get a burn. now the good news is if you get a burn salamence will only 4HKO your suicune.

Slurpuff

252+ Atk Choice Band Salamence Double-Edge vs. 4 HP / 0 Def Slurpuff: 251-296 (82 - 96.7%) -- guaranteed 2HKO
Double edge is guaranteed a 2HKO and if you set up a bellydrum you're going to die immediately. The good news
252+ Atk Slurpuff Play Rough vs. 0 HP / 0 Def Salamence: 282-332 (85.1 - 100.3%) -- 6.3% chance to OHKO
Even without a belly drum boost you still have a good chance to kill. Plus your opponent
 
Nice wrong prefix fgt >:[

This is just personal preference, but switch Ice Beam for Flamethrower, it allows you to OHKO forretress which, in my opinion, is more of an issue than say, Salamence.

Also run Frustration over Return, it's just overall better considering if your opponent has a Ditto, they won't be able to utilize Frustration, because they're likely to have maximum happiness as opposed to minimum happiness.

That's all I got, and fix your prefix. Also add an importable, for the awful people who wish to use Suicune

How is Forretress an issue? It can't really do much to my team and earth power does more than enough damage anyways.


252+ SpA Life Orb Sheer Force Nidoqueen Earth Power vs. 248 HP / 252+ SpD Forretress: 187-220 (52.9 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
 
How is Forretress an issue? It can't really do much to my team and earth power does more than enough damage anyways.


252+ SpA Life Orb Sheer Force Nidoqueen Earth Power vs. 248 HP / 252+ SpD Forretress: 187-220 (52.9 - 62.3%) -- 99.6% chance to 2HKO after Leftovers recovery
I guess my nidoqueen is poorly trained, it usually doesn't 4HKO the opposing Forretress
 
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