Initial View:
Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 52 HP/206 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Energy Ball
- Hidden Power [Fire] / Sludge Bomb
- Synthesis / Leech Seed
Basic Role: Roserade lays down the Spikes that are of all-importance to a Stall Team. It also acts as a Toxic Spikes absorber, which is significant because Chansey and Milotic's longevities are greatly diminished by Toxic Spikes. Finally, Roserade acts as an okay check against certain Grass-types.
Roserade fills this spot mainly for two reasons: Spikes and absorbing Toxic Spikes. I also like the fact that it has an amount of longevity thanks to decent Special Defense combined with a form of recovery.
I chose Hidden Power Fire to help deal with opposing Grass/Poison types. I am considering switching back to Sludge Bomb to help deal with Shaymin, though. It also helps with Honchkrow and Fire-types.
I originally had Rest in the last slot, but through testing I have found that I like Synthesis more. I'm sort of toying around with Leech Seed in my head, but I don't think it's a good idea since I already have problems with Grass-types.
EVs: I EVed it so that it was 3HKOed by an opposing Timid Roserade's Sludge Bomb, but I keep running into Specs Roserade and Modest Scarf Roserade so it seems pretty situational. I'm not sure if just running max speed would be better.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Foresight / Mach Punch
- Rapid Spin
- Close Combat
- Earthquake
Basic Role: Hitmontop's basic purpose is to stop specific physical threats. Intimidate is also very helpful in reducing the threats that certain Pokemon (ie; Swellow) pose that cannot be met unless in extremely ideal battling conditions (ie; Swellow and Milotic switch in at the same time.) Rapid Spin, while a bit of an afterthought, is useful as well.
Hitmontop's main purpose was initially to get rid of Clefable. It doesn't do a very good job of it, though, as it usually ends up getting paralyzed and only 2HKOs. However, Hitmontop has proven to be useful against Drapion, Toxicroak, various Normal-typed physical sweepers and Absol. And Intimidate is a godsend.
Foresight/Rapid Spin is a bit mediocre. The problem is, I usually end up low on health and/or burned. I don't think there are many better options, though. Mach Punch might be worthy of consideration for some much needed priority to this team.
Earthquake over Stone Edge for Drapion, Muk and Toxicroak. Stone Edge isn't my cup of tea thanks to its accuracy.
EVs: Pretty self-explanatory.
Shaymin @ Leftovers
Ability: Natural Cure
EVs: 66 HP/96 Atk/96 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Seed Bomb
- Swords Dance
- Synthesis
- Return
Basic Role: Shaymin grants my team a tinge of offense combined with some surprise value. Shaymin has proved to be quite useful when pitted against opposing Stall teams, who have limited ways to stop it. Shaymin is also my main Mismagius counter.
I always have to find room for something that looks really stupid on my team, whether it be Mantine, Wormadam-S, Luxray, or now, Swords Dance Shaymin. "Gimmicks" always seem to fit my teams well, and this is no exception. Not to mention that I would tire of using this team without something remotely interesting. I wanted something that could counter Mismagius (meaning I can't use the conventional Special based Shaymin) and Torterra at the same time.
While, this thing is walled to hell by Registeel, after that, you're hard pressed to find something to kill it outside of a revenge killer. The occasional Drifblim, maybe. Steelix and Drapion can switch in once or twice, but they're easily worn down.
EVs: 252 SDef/Careful means that I am 3HKOed by Shadow Ball barring a series of SDef drops. 96 Attack means that a +2 Seed Bomb KOs the standard Mismagius. 96 Speed allows me to outrun neutral natured Blaziken. The rest goes in 66 HP to accommodate for variables such as residual damage.
Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/250 Def/8 Spd
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Will-o-wisp
- Shadow Ball
Basic Role: Spiritomb acts as an anti-spinner, a sleep absorber, a Fighting immunity, and a physical wall that has the ability to usually survive at least one physical assault and leave the offender with a burn.
To keep Spikes on the field, naturally, I need an anti-spinner. Spiritomb has the best all-around defenses, and as a plus, is not weak to stuff like Payback from the Ambipom and Hariyama on which I like to switch it.
Rest/Sleep Talk is pretty self-explanatory; over Pain Split because I needed a status absorber.
Shadow Ball > Dark Pulse. Initially it was due to Gallade, but the potential SDef drops has proven to be useful in a number of situations. I prefer that than having the ability to hit Normal types, most of aren't hurt much by Dark Pulse (Chansey/Clefable).
I chose to use Will-O-Wisp rather than Calm Mind because Spiritomb never seems to be able to stick around that much. "CroTomb" idoesn't seem to be as invincible as it once seemed to be.
EVs: The EV spread is mostly standard. 8 Speed lets me outrun opposing Spiritomb.
Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/8 Spd/250 SDef
Calm nature (+SDef, -Atk)
- Softboiled
- Seismic Toss
- Toxic
- Stealth Rock
Basic Role: Chansey protects my team from high-powered Special assaults and helps in wearing down the more defensive of Pokemon with Toxic.
Chansey is basically the best special wall of UU. It basically plugs in the Special holes my team has. As a bonus, I have something that I can use to set up Stealth Rock.
Toxic is mainly for boosting Special attackers, such as Slowbro, and for things with recovery, such as Porygon2.
EVs: I snuck in an extra speed EV so I outrun 4 Speed Chansey and the Regis. Max defense is of course a priority so it can take weak physical hits from stuff like Quagsire and Steelix. Rest in SDef to augment its decent stat.
Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 194 HP/252 Def/64 SAtk
Bold nature (+Def, -Atk)
- Surf
- Haze / Ice Beam
- Recover
- Hidden Power [Grass] / Hidden Power [Electric]
Basic Role: Milotic patches up the holes my team has, most of them physical ones. It also nullifies stat boosting Pokemon with Haze.
Token bulky water. I stuck this here after getting swept by a Houndoom. Apparently Chansey isn't as invincible as it seems on first sight.
I included Haze because Mismagius sometimes criticals Shaymin. This also helps against random stuff like Curse Umbreon or Curse Registeel. I am loosely considering Ice Beam for the occasional Dragon.
Hidden Power Grass is for Water types, most notably Kabutops and the other Rock/Water or Water/Ground Pokemon. I'm thinking about Hidden Power Electric for Qwilfish and Toxicroak, though.
EVs: 64 SpA nets it a guaranteed KO on Blaziken factoring in Life Orb Recoil. Rest of the EVs is to give Milotic the best physical defense possible.
Roserade (M) @ Leftovers
Ability: Natural Cure
EVs: 52 HP/206 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Spikes
- Energy Ball
- Hidden Power [Fire] / Sludge Bomb
- Synthesis / Leech Seed
Basic Role: Roserade lays down the Spikes that are of all-importance to a Stall Team. It also acts as a Toxic Spikes absorber, which is significant because Chansey and Milotic's longevities are greatly diminished by Toxic Spikes. Finally, Roserade acts as an okay check against certain Grass-types.
Roserade fills this spot mainly for two reasons: Spikes and absorbing Toxic Spikes. I also like the fact that it has an amount of longevity thanks to decent Special Defense combined with a form of recovery.
I chose Hidden Power Fire to help deal with opposing Grass/Poison types. I am considering switching back to Sludge Bomb to help deal with Shaymin, though. It also helps with Honchkrow and Fire-types.
I originally had Rest in the last slot, but through testing I have found that I like Synthesis more. I'm sort of toying around with Leech Seed in my head, but I don't think it's a good idea since I already have problems with Grass-types.
EVs: I EVed it so that it was 3HKOed by an opposing Timid Roserade's Sludge Bomb, but I keep running into Specs Roserade and Modest Scarf Roserade so it seems pretty situational. I'm not sure if just running max speed would be better.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Def/6 Spd
Impish nature (+Def, -SAtk)
- Foresight / Mach Punch
- Rapid Spin
- Close Combat
- Earthquake
Basic Role: Hitmontop's basic purpose is to stop specific physical threats. Intimidate is also very helpful in reducing the threats that certain Pokemon (ie; Swellow) pose that cannot be met unless in extremely ideal battling conditions (ie; Swellow and Milotic switch in at the same time.) Rapid Spin, while a bit of an afterthought, is useful as well.
Hitmontop's main purpose was initially to get rid of Clefable. It doesn't do a very good job of it, though, as it usually ends up getting paralyzed and only 2HKOs. However, Hitmontop has proven to be useful against Drapion, Toxicroak, various Normal-typed physical sweepers and Absol. And Intimidate is a godsend.
Foresight/Rapid Spin is a bit mediocre. The problem is, I usually end up low on health and/or burned. I don't think there are many better options, though. Mach Punch might be worthy of consideration for some much needed priority to this team.
Earthquake over Stone Edge for Drapion, Muk and Toxicroak. Stone Edge isn't my cup of tea thanks to its accuracy.
EVs: Pretty self-explanatory.
Shaymin @ Leftovers
Ability: Natural Cure
EVs: 66 HP/96 Atk/96 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Seed Bomb
- Swords Dance
- Synthesis
- Return
Basic Role: Shaymin grants my team a tinge of offense combined with some surprise value. Shaymin has proved to be quite useful when pitted against opposing Stall teams, who have limited ways to stop it. Shaymin is also my main Mismagius counter.
I always have to find room for something that looks really stupid on my team, whether it be Mantine, Wormadam-S, Luxray, or now, Swords Dance Shaymin. "Gimmicks" always seem to fit my teams well, and this is no exception. Not to mention that I would tire of using this team without something remotely interesting. I wanted something that could counter Mismagius (meaning I can't use the conventional Special based Shaymin) and Torterra at the same time.
While, this thing is walled to hell by Registeel, after that, you're hard pressed to find something to kill it outside of a revenge killer. The occasional Drifblim, maybe. Steelix and Drapion can switch in once or twice, but they're easily worn down.
EVs: 252 SDef/Careful means that I am 3HKOed by Shadow Ball barring a series of SDef drops. 96 Attack means that a +2 Seed Bomb KOs the standard Mismagius. 96 Speed allows me to outrun neutral natured Blaziken. The rest goes in 66 HP to accommodate for variables such as residual damage.
Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/250 Def/8 Spd
Bold nature (+Def, -Atk)
- Rest
- Sleep Talk
- Will-o-wisp
- Shadow Ball
Basic Role: Spiritomb acts as an anti-spinner, a sleep absorber, a Fighting immunity, and a physical wall that has the ability to usually survive at least one physical assault and leave the offender with a burn.
To keep Spikes on the field, naturally, I need an anti-spinner. Spiritomb has the best all-around defenses, and as a plus, is not weak to stuff like Payback from the Ambipom and Hariyama on which I like to switch it.
Rest/Sleep Talk is pretty self-explanatory; over Pain Split because I needed a status absorber.
Shadow Ball > Dark Pulse. Initially it was due to Gallade, but the potential SDef drops has proven to be useful in a number of situations. I prefer that than having the ability to hit Normal types, most of aren't hurt much by Dark Pulse (Chansey/Clefable).
I chose to use Will-O-Wisp rather than Calm Mind because Spiritomb never seems to be able to stick around that much. "CroTomb" idoesn't seem to be as invincible as it once seemed to be.
EVs: The EV spread is mostly standard. 8 Speed lets me outrun opposing Spiritomb.
Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/8 Spd/250 SDef
Calm nature (+SDef, -Atk)
- Softboiled
- Seismic Toss
- Toxic
- Stealth Rock
Basic Role: Chansey protects my team from high-powered Special assaults and helps in wearing down the more defensive of Pokemon with Toxic.
Chansey is basically the best special wall of UU. It basically plugs in the Special holes my team has. As a bonus, I have something that I can use to set up Stealth Rock.
Toxic is mainly for boosting Special attackers, such as Slowbro, and for things with recovery, such as Porygon2.
EVs: I snuck in an extra speed EV so I outrun 4 Speed Chansey and the Regis. Max defense is of course a priority so it can take weak physical hits from stuff like Quagsire and Steelix. Rest in SDef to augment its decent stat.
Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 194 HP/252 Def/64 SAtk
Bold nature (+Def, -Atk)
- Surf
- Haze / Ice Beam
- Recover
- Hidden Power [Grass] / Hidden Power [Electric]
Basic Role: Milotic patches up the holes my team has, most of them physical ones. It also nullifies stat boosting Pokemon with Haze.
Token bulky water. I stuck this here after getting swept by a Houndoom. Apparently Chansey isn't as invincible as it seems on first sight.
I included Haze because Mismagius sometimes criticals Shaymin. This also helps against random stuff like Curse Umbreon or Curse Registeel. I am loosely considering Ice Beam for the occasional Dragon.
Hidden Power Grass is for Water types, most notably Kabutops and the other Rock/Water or Water/Ground Pokemon. I'm thinking about Hidden Power Electric for Qwilfish and Toxicroak, though.
EVs: 64 SpA nets it a guaranteed KO on Blaziken factoring in Life Orb Recoil. Rest of the EVs is to give Milotic the best physical defense possible.