DP Tier Discussion Thread - BL and UU

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My zepplin style stalling drifblim is actually very cool in passing stock up stats.

jolly/timid with unburden holding chesto berry

will o wisp
rest
stockpile
baton pass/ shadow ball (if you're uninterested in passing defensive evs)

I have had success with both variants because drifblim is tough to kill when both def/spcl.def stats are 150% stronger than normal along with massive hp and an unburden activation makes it outspeed even weavile
 
I tend to run this Drifblim.

Bold @Sitrus Berry
-Will O'Wisp/Stockpile
-Disable
-Shadow Ball/HP Flying
-Explosion/Baton pass

Final move depends on my first move. I find Disable really messes some things up with Drifblim's physical immunities and resistances. Alot of physical Pokemon and CB'ers out there only have one coverage move, disable it and they can't do anything but switch. Shadowball is obviously there for the STAB and so I'm not defenseless. Sitrus berry is just great with Unburden since very few things out there manage straight OHKO's and 25% of Drifblim's HP is comparable to 50% for your average pokemon. HP Flying is decent as it has better coverage but at the cost of 20 BP less and no s.def lowering.
 
Howdy y'all. I saw drifblim and I couldn't help but share my moveset.

Drifblim @ Ganlon berry

Timid nature. 252 speed (ties with max speed togekiss, outspeeds breloom)200 def 58 sp.def

Substitute
Calm mind
shadow ball
baton pass

My in game drifblim has shadow ball, calm mind, explosion, baton pass. it is docile (meh) and has a sitrus berry. It is not EV trained. I also have a calm one with aftermath, only it has stockpile and the leftovers. I trained them up before I got into competative battling.
 
What EV spread do you use Forsety?
Keep in mind my spread was made for standard game so it won't function as well in UU.

Bold
252 def
32 spd
46 s.atk
189 s.def

32 speed lets it outspeed even scarf'd 85 base speed Pokemon which are usually Adamant after Unburden. Mainly this was to deal with Heracross. Don't even think about taking on PorygonZ's period, just run.

46 s.atk turns Shadowball into a OHKO on Gengar who I find appears all the time against Drifblim. 189 s.def also lets me survive +s.atk 252 Shadowball from Gengar. (Its rare I know but its to be on the safe side. If the thing is scarf'd than at least I still have a freakin chance.)

252 def is because with Drifblim's humongous HP but poor defense theres generally a higher payoff from maxing defense than any other stat. Defenses tend to be most optimal when they're as similar to HP as possible as the damage doesn't fluctuate so much.

S.def has been explained but it also allows me to easily live through non STAB Boltbeams. Its also pretty good as to give something for Stockpile variations to work with. However if you honestly feel you won't bother with special attacks any time soon you can dump them back into HP.

Extra notes in general is about the moves themselves. I use Disable over Hypnosis not only for greater accuracy but its spammable. Sleep clause, Rest Talkers and Choice items can mess up a Hypnosis quite easily. It also occasionally lets you escape from Pursuit users.

Predict a Pursuit, Disable it and only take half damage and switch out to fight another day. In a best scenario the Pursuit user might be Choice Banded (not unusual) and you force THEM to switch out instead.

EDIT: Important note I remembered is never use this set with Disable on Shoddy. Disable when you are faster, if it connects won't block a disabled move from being used on the same turn. (Unless its been fixed...) Disable in game however cancels the opponents turn if they use the blocked move.
 
Lets not forget Hitmontop w/Intimidate (yes, they're all Mold Breakers these days)

In OU Pinsir's main selling point over Heracross is Mold Breaker so I could see it being used there, but in UU it's nowhere near as useful since many of the pokemon Mold Breaker is useful for (Gengar, Weezing, Bronzong, Rhyperior, etc) are confined to OU (only UU I can think of that Mold Breaker would be good for is Rotom, and Camerupt). Hitmontop is still decent as a counter (though IIRC CB Pinsir has a chance of a 2HKO with Close Combat), but Pinsir is still one of those pokemon that requires prediction to beat.
 
EDIT: Important note I remembered is never use this set with Disable on Shoddy. Disable when you are faster, if it connects won't block a disabled move from being used on the same turn. (Unless its been fixed...) Disable in game however cancels the opponents turn if they use the blocked move.

Ever since I used my Disable Kanga, which started a couple months ago, it always blocked the disabled move whenever I went first. (that is, if it doesnt 'fail'.)
 
I run a team-specific Drifblim that works pretty well.

Driblim @ Petaya
Unburden
Impish 140HP/252Def/20Spd/96Sp.Atk
-Shadow Ball
-Thunderbolt
-Will-o-wisp
-Thunder Wave

Typical double status with the unique EVs to survive a Max Attack CB Pinsir's Stone Edge with 1 HP left over. For that matter, is made to survive pretty much any hit you can throw at it on the physical side.

Thunder Wave is amazing support as always and makes his speed mostly a non-issue (that is before Unburden, after Unburden his speed is even more a non-issue).
Will-o-wisp is for anything pesky (like Aggron) that doesn't mind paralysis but hates burn.

A Petaya-boosted Shadow Ball with x2 speed puts the dent on most things, assuring he will carry his own weight in kills.

His goal in life is to come in on every normal, fighting, and ground attack he can, CB or not, and then scare them away with status. I run him alongside a physically-defensive Hitmontop (something like Toxic, Mach Punch, Close Combat, and Rapid Spin I think) with Intimidate to shut down every UU physical attacker.

His original goal was to kill the shit out of Pinsir and Swellow but he works well for a lot of UU stuff now. I don't suggest this set for OU though since he won't survive those things he needs to with 1HP nor will he be doing too much damage even after the Petaya boost.
 
I run a team-specific Drifblim that works pretty well.

Driblim @ Petaya
Unburden
Impish 140HP/252Def/20Spd/96Sp.Atk
-Shadow Ball
-Thunderbolt
-Will-o-wisp
-Thunder Wave

Typical double status with the unique EVs to survive a Max Attack CB Pinsir's Stone Edge with 1 HP left over. For that matter, is made to survive pretty much any hit you can throw at it on the physical side.

Thunder Wave is amazing support as always and makes his speed mostly a non-issue (that is before Unburden, after Unburden his speed is even more a non-issue).
Will-o-wisp is for anything pesky (like Aggron) that doesn't mind paralysis but hates burn.

A Petaya-boosted Shadow Ball with x2 speed puts the dent on most things, assuring he will carry his own weight in kills.

His goal in life is to come in on every normal, fighting, and ground attack he can, CB or not, and then scare them away with status. I run him alongside a physically-defensive Hitmontop (something like Toxic, Mach Punch, Close Combat, and Rapid Spin I think) with Intimidate to shut down every UU physical attacker.

His original goal was to kill the shit out of Pinsir and Swellow but he works well for a lot of UU stuff now. I don't suggest this set for OU though since he won't survive those things he needs to with 1HP nor will he be doing too much damage even after the Petaya boost.

why would you go impish over bold?
 
The best Pinsir scout I found so far is a Def oriented Gastrodon. It can be EVed to prevent a 2HKO from the CB/LO versions. Recover off the damage to stall, Counter, or switch to a resist. For the SD version, you don't have much flexibility, except it you want to try Counter after one SD.
 
why would you go impish over bold?
Because I make typos.

I like Drifblim for Pinsir since it's immune to two attacks and 4x resists the third.
Whenever I predict a Stone Edge, I just send it to my fighter.

Gastrodon may be able to stave off 2 hits but will most likely be 2HKO'd with prediction and not be able to do anything back.
 
i want to re-pen the debate about jumpluff being broken in UU.

i know we decided it is, but i want to reinforce it again to see if someone will actually believe us this time.

it took me 3 pokemon to take down this damn thing, and thats not including the one that was slept. the only reason it died was because it ran out of subs
 
*shrugs* I guess I just don't find it that dominating ... annoying yes, but there are, IMHO, more immedaite threats than Jumpluff.

*Edit*
Leech Seed doesn't bother Noctowl too much as it can roost of the damage, Hypno can similarly wish, and Delibird could rapid spin Leech Seed away.
 
i agree there are other threats to be adressed. ninetales for instance, i find to be another major problem.

however, i also think that jumpluffs counters are small within the UU metagame, considering the amount of things in it.
many of the no sleep trait pokemon cant hurt jumpluff too badly, and then it can set up a leech seed and a sub without the need for a sleep first.
and as for choice scarfers outspeeding it and killing it, that can eb said about every pokemon in the game, and isnt a valid argument imo.
 
I haven't really had a problem with Ninetails. Once Sleep Clause is activated
most Fire types (especially Torkoal) can counter it, in addition to Altaria and most likely Grumpig. Hypno could also probably switch in without taking too much damage and do a decent chunk back to Ninetails.

Ok. Can someone tell me some good leads in UU, other than Tails? And, can someone point me into the best Speed Passer in UU?

This really isn't a question for this thread, it's meant for debating what's UU and what's BL. But anyways, Swellow, Persian, Purguly, Primeape, and Hitmonlee all work well. Scyther is probably the best passer.
 
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