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SV UU- HO MANAPHY AND REVAVROOM TEAM

Hi, i wish to send my team to be a sample team of UU, a play this tier since FEB of this year and i think i built something good here.

https://pokepast.es/3f5e366c24171a8a

Introduction:
The team itself is a reflection of what I literally want to play in Pokémon lately (at least ladder), classic HO that takes advantage of the current UU meta to perform well on the ladder.
Overall in UU, most archetypes tend to be bulkier teams with few High-Order (HO) players (not just memes), so I created this team that manages to have a decent UM against most of the defensive cores currently used in the tier, since there aren't any Electric-type Pokémon strong enough to threaten this team (and the departure of Zarude is also a drawback). Thundurus' pivot set doesn't do much against the team, mainly because of Tera, and its Double Dance gets outspeeded by the entire team. Regarding the Skarmory Iron Defense + Tytar/Slowking Special Defense core, this team performs very well against it because of Keldeo/Manaphy, while maintaining Revra and Iron Jugulis for the late game and possessing Mimikyu to avoid potential sweeps against Excadrill in the sand, Greninja, Latios, Slither Wing, and Conkeldurr (Pokémon that usually rotate in these teams). This team also has a great matchup against Stall on the ladder, Because of subs + Keldeo's CM, Manaphy makes a great wallbreaker, Jugulis with Taunt, all of this makes the matchup against stall very playable as long as Keldeo is alive in the battle. Against other HOs, the tendency is to have a good UM as well, since most will use mirror Pokémon, but Mimikyu is absurd against HOs and basically doesn't let you lose instantly to anything in the game, so you just need to find a small opening to buff with Revra and it will be GG in 90% of cases (10% will be when the opponent rolls 2/3 priority on the team). Mamoswine and Weavile Band are growing in the tier, so having 3 Pokémon that can win the game and resist Ice Shard helps a lot in this, here are the damage:
Keldeo:
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 0 Def Keldeo: 59-69 (18.2 - 21.3%) -- possible 7HKO
252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 0 Def Keldeo: 51-60 (15.7 - 18.5%) -- possible 8HKO

Revra:
252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Revavroom: 51-60 (16.9 - 19.9%) -- guaranteed 6HKO
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 4 Def Revavroom: 59-69 (19.6 - 22.9%) -- possible 5HKO


Manaphy:
252+ Atk Choice Band Mamoswine Ice Shard vs. 0 HP / 4 Def Manaphy: 54-63 (15.8 - 18.4%) -- possible 8HKO
252 Atk Choice Band Weavile Ice Shard vs. 0 HP / 4 Def Manaphy: 46-55 (13.4 - 16.1%) -- possibly the worst move ever

Teambuilding:


Mew enters as the standard suicide lead in the tier, using Stealth Rock to break sashes/secure kills on the opponent's team (example: rocks on Thundurus Double Dance or winning a roll on a Latios KO with Jugulis, seen with 252 SpA Iron Jugulis Dark Pulse vs. 0 HP / 4 SpD Latios: 230-272 (76.4 - 90.3%) -- 25% chance to OHKO after Stealth Rock or take down Sturdy with Skarmory as well, all of which greatly facilitates the late game of the battle (where the team can perform better).


Taunt is very good for avoiding sets from other potential leads like Araquanid, Tinka, Donphan, Tytar, and Excadrill, while also helping in matchups against stall and preventing Pokémon like Comfey and Sinistcha from setting up or Mandibuzz from clicking Defog.

Thunder Wave and WoW allow Stealth Rock, even though it's not as useful in battle, to not ruin the Pokémon in the game; its ability to both cut physical attacks and other attacks is crucial.


Manaphy enters as a wallbreaker and potential sweeper for the team, abusing a movepool that hits everything in the tier and with the best buffing attack in the history of this game.
The idea here is quite simple: Tail Glow to buff, Surf to get STAB and deal trillions of damage, Ice Beam to hit Latios, Ogerpon, Salamence, Mandibuzz, Hydraple, etc., and Energy Ball to hit neutrally against Toxapex and hit super effectively against Slowking, Keldeo, and another Manaphy.
Leftovers is the best item here since it helps Manaphy buff itself and maintain enough health to withstand priority attacks from Lokix, for example. Here's the calculation:
252+ Atk Lokix First Impression vs. 80 HP / 0 Def Manaphy: 136-162 (37.6 - 44.8%) -- guaranteed 3HKO after Leftovers recovery
Tera Steel is very good since it resists both Dragon and Psychic attacks (because of Latios), resists Grass-type attacks (Ogerpon) while also being immune to Toxic and allowing it to take neutral damage from Electric-type attacks. Overall, it helps a lot to buff itself and get important kills in the game, making the late game easier.
His speed is sufficient to outspeed Arcanine-H (306 points), which is the maximum speed he can achieve without taking two hits from First Impression Lokix due to his remaining 80 EVs in HP, and his Timid nature allows him to reach this speed.



Jugulis comes in to provide insane speed control and secure games against Balance and BO.

Taunt helps the team against webs and fatties (like Pex, Mandibuzz, Sker, and Clodsire), Hurricane and Dark Pulse come as STABs that click on almost everything in the tier and deal considerable damage, and Earth Power comes in to provide coverage to the Electric type and to make midground plays against Sker, Clodsire, Keldeo (Tera Steel), etc.

Its Booster Energy buffs its speed, which ensures that it is faster than everything in the tier except Latios Scarf.

Tera Ground helps in matchups against Electric types, potentially securing kills on Thundurus, avoiding paralysis from Rotom, or simply increasing Earth Power damage for midground play throughout the game or predicting Steel Teras (the most common Tera in this tier, I believe).

Its build spread is max Speed and max Special Attack for obvious reasons: activate the Speed Energy booster and deal maximum damage. It doesn't need max Speed, but points in any other stats don't influence anything here.



Mimikyu is included to secure matchups against Heroes and offensives, while also possessing great late-game potential.

This is a fairly standard Mimikyu set across generations; it doesn't need Drain Punch here (though it's still an option), but generally, with Tera Ghost + Shadow Claw or Sneak, it already deals enough damage to KO Steel-types (Drain Punch is still good for predicting Tera Steel against Mandibuzz, for example). Play Rough is very important against Conkeldur, Slither Wing, and Greninja.

Shadow Sneak guarantees a very good skill against Latios, Ogerpon, and Thundurus. Shadow Claw with +2 Life Orb guarantees a 2-hit kill on Tinkaton and also guarantees a kill on Excadrill with Tera Ghost. Here are the calculations:

+2 252 Atk Life Orb Mimikyu Shadow Claw vs. 0 HP / 4 Def Excadrill: 347-409 (96.1 - 113.2%) -- 75% chance to OHKO
+2 252 Atk Life Orb Tera Ghost Mimikyu Shadow Claw vs. 0 HP / 4 Def Excadrill: 463-546 (128.2 - 151.2%) -- guaranteed OHKO
+2 252 Atk Life Orb Mimikyu Shadow Claw vs. 248 HP / 184 Def Tinkaton: 231-274 (61.9 - 73.4%) -- guaranteed 2HKO after Leftovers recovery

Jolly allows it to outspeed Arcanine Hisui and Excadrill; Adamant is also an option, but it will be outspeeded by them anyway. With this spread, it also outspeeds Indeedee and Lokix SD.

Overall, Tera Ghost greatly increases the damage of Shadow Claw, making it by far the best move for dealing consistent damage with Mimikyu. +2 252 Atk Life Orb Tera Ghost Mimikyu Shadow Claw vs. 112 HP / 144 Def Cobalion: 221-263 (62.9 - 74.9%) -- guaranteed 2HKO and to ensure kills with priority to avoid sweepers like against other Revra.

Life Orb is very important for this damage, seen as:
+2 252 Atk Tera Ghost Mimikyu Shadow Claw vs. 0 HP / 4 Def Excadrill: 356-420 (98.6 - 116.3%) -- 87.5% chance to OHKO
+2 252 Atk Tera Ghost Mimikyu Shadow Claw vs. 252 HP / 160+ Def Skarmory: 144-170 (43.1 - 50.8%) -- 3.9% chance to 2HKO (no life orb)
+2 252 Atk Life Orb Tera Ghost Mimikyu Shadow Claw vs. 252 HP / 160+ Def Skarmory: 187-221 (55.9 - 66.1%) -- guaranteed 2HKO
+2 252 Atk Life Orb Tera Ghost Mimikyu Shadow Claw vs. 248 HP / 152+ Def Toxapex: 177-211 (58.4 - 69.6%) -- guaranteed 2HKO (with life orb)
But red card is also a good option to avoid these sweeps against HO, in general I prefer life orb




Revra is probably the best physical sweeper in the tier right now, almost indispensable in a ladder build.

Shift gear for buffs, gunk shot for stabs, the basics that get kills on a lot of things and give a...
ridiculous damage, seen after a gear:
+1 252+ Atk Revavroom Gunk Shot vs. 252 HP / 240+ Def Mandibuzz: 213-252 (50.2 - 59.4%) -- guaranteed 2HKO (mandibuzz max def)

+1 252+ Atk Revavroom Gunk Shot vs. 252 HP / 240 Def Slowking: 280-330 (71 - 83.7%) -- guaranteed 2HKO (slowking def)

+1 252+ Atk Revavroom Gunk Shot vs. 252 HP / 160+ Def Rotom-Wash: 225-265 (74 - 87.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (rotom def)

+1 252+ Atk Revavroom Gunk Shot vs. 0 HP / 0 Def Iron Jugulis: 343-405 (104.2 - 123.1%) -- guaranteed OHKO (bypassing speed)

+1 252+ Atk Revavroom Gunk Shot vs. 0 HP / 0 Def Latios: 364-430 (120.9 - 142.8%) -- guaranteed OHKO (bypassing speed even with a scarf)

High Horse is great cover for Steel-types like Excadrill, Cobalion, and Metagross, and is very useful for predicting Steel-type attacks like Hydraple, as well as allowing it to click into Clodsire, Sker, Pex, and Tytar.
Temple Flare + Tera Fire is the best way for it to get past Skarmory and Tinka/Excadrill with Balloon, in addition to another Revra with Balloon. Here's the damage:
+1 252+ Atk Tera Fire Revavroom Temper Flare vs. 248 HP / 16+ Def Skarmory: 254-302 (76.2 - 90.6%) -- 18.8% chance to OHKO after Stealth Rock (standard Skarmory set in the tier)

Air Balloon removes its biggest weakness of 4x Ground, which allows it to buff itself in front of Excadrill, Hydraple, Tytar, and another Revra, and prevents Clodsire from touching it.

With that speed, it's guaranteed to outspeed all the other Pokémon in the tier after a Shift Gear upgrade, which is why Adamant is included to increase its damage, even outspeeding Excadrill and Thundurus +2 with natures that don't increase Speed (which generally don't work, like Excadrill in sand).

It's a great Pokémon to bring into the late game with this team, being the one that most benefits from that.







Keldeo comes in here as a wallbreaker and to disrupt current metas like Stall or the previously mentioned cores.

Calm Mind + Substitutions always guarantees a good matchup against larger teams, buffing it against Slowking with standard sets (even if it's Noise, we have Tera Steel).

Surf with Secret Sword makes most of the tier's defensive cores completely broken (like Tytar, Blissey, Skarmory), and Substitute allows it to gain momentum in several opportunities along with its Tera Steel (like against Venusaur, Latios, Jugulis).

Tera Steel provides resistance to Psychic and Fairy types, making it a great defensive Tera that can also be used to tank moves like Jugulis' Hurricane and Latios' Draco Meteor.

Leftovers ensures it uses Substitutions more efficiently and lasts longer during matches against Stall or larger teams.

Max special attack to deal maximum damage to walls and max speed to get TIE with Cobalion in the tier and pass pivot sets of shocks and thundurus.

Team Leads:
The standard will usually be Mew, but in matchups against Ribombee or Galvantula, starting with Jugulis is good because of the taunt. If the opponent's lead is Shocks, it's also valid to start with something else like Revra or Mimikyu to maintain pressure, but Mew isn't a bad lead in that matchup.

Counters:
Getting a good matchup with stall doesn't mean it's not a threat to the team. Be careful with this type of team; always try to abuse Keldeo and then Revra in the late game to win this matchup.
Against very strong BOs (like running Clodsire with Skarmory and Mandibuzz), it becomes very difficult to play the matchup (especially if the Clodsire is a Tera Ghost). Therefore, it's more about looking for the opponent's mistake than your own skill. The most you can try is to break their team with Jugulis before trying anything else.
Jugulis, Revra, and Greninja are annoying against this team as well. Save Mimikyu, Keldeo, and Manaphy for this, preferably.
Ogerpon with Taunt also threatens the team. Try to predict the Taunt or catch it in trades. It requires you to think at least a little against it (possibly save Tera here).

Good matchup:
Against HO and Balance in general, the matchup will always be favorable (against the most popular players in the tier). Against BO that isn't so fat, the matchup tends to be ours as well.

Team evidence:

I played while building it, I'd probably have a better score now.
38/16 at account uucanbecomegood
https://replay.pokemonshowdown.com/gen9uu-2502307935-tyw5cdda1vgtxtmq0lvrme5ohuy62ebpw
https://replay.pokemonshowdown.com/gen9uu-2502315275-o61plqmwxkd3hvgdee5b9a25fb86eu4pw
https://replay.pokemonshowdown.com/gen9uu-2502193250-ahlyd9s5txemt3r9nawm3d8d1nxfm9spw
 
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