Uh hey so this is my first RMT and it's for a UU team that was based around a Jumpluff, because I honestly think it's a great mon and I'd really like to see it get bumped up to UU for fifth gen. This means that I'm just gunna ignore any comments suggesting I remove it from my team, however, I'm open to just about any other ones.
At a Glance:
Process:
Like I said before, this was the center of my team. Once it's threats, mainly priority users and grass types, are out of the way, Jumpluff can easily sweep a team.
Being flying type and Jumpluff needing to switch in and out, I needed a Spinner. I've used Hitmontop before as a spinner and I really like it, with Foresight it can spin on even ghosts and Spiritomb just gets ruined by it.
Then I started covering Jumpluff's weaknesses, namely Fire and Flying. Rotom and Milotic make a great combo and I can often switch between the two to wear down countless threats.
Jumpluff can cause a lot of switching, which means SR, Spikes, and Toxic Spikes can be really beneficial. Omastar is excellent at getting Spikes and SR down, and can do some decent damage with Hydro Pump. Drapion is the mon I'm least sure of in this team. However, it often plays it's roll and Jumpluff covers its only weakness, so it made the cut.
In Depth:
Omastar @ Leftovers
Ability: Swift Swim
252 HP/ 20 Spe/ 238 SpD
Att/SpA IVs-30
Bold Nature
-Hydro Pump
-Hidden Power (Grass)
-Stealth Rock
-Spikes
Like I said earlier, he's supposed to come in, throw down whatever hazards he can, and if he does some damage along the way, great. Also he's pretty bulky, albeit having a rather lame defensive type. He doesn't really mind a Scarf either as it gives him an opportunity to get either more spikes down, or hit with a speedy Hydro Pump. Rain teams also get ruined by him.
Rotom @ Leftovers
Ability: Levitate
252 HP/ 252 SpD/ 4 Def
Bold Nature
-Discharge
-Will-O-Wisp
-Rest
-Sleep Talk
This may seem like an odd set, but it really piqued my interest. I needed Rotom to be more defensive to take hits from birds for Jumpluff, also it takes thunderbolts directed at my water mons quite well also. Discharge and Will-o-Wisp help spread status, which can help Jumpluff's sweep even more. This guy can actually be pretty hard to take down
Jumpluff @ Leftovers
Ability: Chlorophyll
188 Def/ 252 Spe/ 68 SpD
Timid Nature
-Encore
-Sleep Powder
-Substitute
-Leech Seed
The center of my team. I love using this guy, and I get pretty disappointed in games where I don't get a chance to throw him in. Pretty simple, switch in on something I can either Encore or Sleep power, Sub and then Leech Seed. Anything without a priority move, recovery, or encore, is just easy bait.
Drapion @ Leftovers
Ability: Battle Armor
252 HP/ 4 Att/ 252 Def
Impish Nature
-Taunt
-Toxic Spikes
-Crunch
-Earthquake
Toxic spikes can help Jumpluff enormously, especially with 2 layers. Recovery moves become much less of a threat and can even be encored. Drapion also absorbs Psychic moves aimed at Hitmontop and can hit back with Crunch. Also right now Drapion is my only way of dealing with Venusaur, who otherwise can be troublesome. If anyone has any suggestions for better mons, don't be afraid to speak =o.
Milotic @ Leftovers
Ability: Marvel Scale
248 HP/ 14 Spe/ 8 SpA/ 240 SpD
Calm Nature
IVs: 30 Spe/ 30 Att
-Surf
-Recover
-Haze
-Hidden Power (Psychic)
I'm not sure where I heard HP Psychic before, but for this team, it helps. Poison and Fighting types can be troublesome, particularly Toxicroak, but HP Psychic can take a decent chunk out of their HP. Haze is mostly for DD sets as most DD sweepers outspeed Jumpluff after one/two DD's so it can't encore. Milotic and Rotom make a great defensive combo in my opinion.
Hitmontop @ Leftovers
Ability: Intimidate
252 HP/ 252 Att / 4 Def
Adamant Nature
-Rapid Spin
-Foresight
-Close Combat
-Sucker Punch
Hitmontop is my spinner, but it is also pretty decent at being an attacker too. Intimidate helps stop some physical threats and Sucker Punch is good for revenge killing, not much to say here.
Yea so this is my team! I've had some decent success with it, though if anyone has any suggestions on how to improve it, I'd really appreciate it. One thing I was thinking of was maybe switching a Toxic Spiker into the lead and dropping Omastar, since Toxic Spikes are much more helpful for Jumpluff. Then I could fit a Fire type in to deal with the bulky grass types. Thoughts?
Currently in testing variants:
1.
Omastar, Rotom, Jumpluff, Houndoom, Hitmontop, Milotic
Houndoom @ Choice Scarf
Ability: Flash Fire
4 Att/ 252 SpA/ 252 Spe
Naive Nature
IVs: 30 Spe/ 30 SpA/ 30 SpD
-Fire Blast
-Dark Pulse
-Hidden Power Flying
-Pursuit
He's pretty effective as a revenge killer and a good Psychic and Grass type counter. Pursuit is good for reading switches if I can predict it right. I opted for Fire Blast because the extra power is definitely appreciated. I also chose Naive since Houndooms not going to take many Special attacks anyway. He works well with Jumpluff Rotom and Hitmontop
2.
Drapion, Rotom, Jumpluff, Typhlosion, Milotic, Hitmontop
Lead Drapion carries the same set as the one above. Essentially I use it to get Toxic Spikes down and hopefully stop SR to go down from slower leads. Toxic Spikes doubles as being very effective and also a scout for Venusaur as most opponents will switch it in right away after seeing it.
Typhlosion @ Choice Scarf
Ability: Blaze
4 HP / 252 SpA/ 252 Spe
Timid Nature
IVs: 30 Spe/ 30 Def/ 30 SpD
-Eruption
-Fire Blast
-Hidden Power Rock
-Focus Blast
Vs Houndoom this one is speedier, plus Eruption and only a 1 point drop in SpA. Basically it sacrifices coverage for effectiveness. I opted for Focus Blast over Focus Punch since I was having too much trouble predicting it correctly. Hidden Power Rock is great against sunny Day teams and Swellow.
Other teams to try:
-Leads with Uxie/Donphan
-Replace Houndoom with Moltres in variant 1
-Replace Drapion with Moltres in variant 2, give Omastar Toxic Spikes over Spikes
At a Glance:






Process:

Like I said before, this was the center of my team. Once it's threats, mainly priority users and grass types, are out of the way, Jumpluff can easily sweep a team.


Being flying type and Jumpluff needing to switch in and out, I needed a Spinner. I've used Hitmontop before as a spinner and I really like it, with Foresight it can spin on even ghosts and Spiritomb just gets ruined by it.




Then I started covering Jumpluff's weaknesses, namely Fire and Flying. Rotom and Milotic make a great combo and I can often switch between the two to wear down countless threats.






Jumpluff can cause a lot of switching, which means SR, Spikes, and Toxic Spikes can be really beneficial. Omastar is excellent at getting Spikes and SR down, and can do some decent damage with Hydro Pump. Drapion is the mon I'm least sure of in this team. However, it often plays it's roll and Jumpluff covers its only weakness, so it made the cut.
In Depth:

Omastar @ Leftovers
Ability: Swift Swim
252 HP/ 20 Spe/ 238 SpD
Att/SpA IVs-30
Bold Nature
-Hydro Pump
-Hidden Power (Grass)
-Stealth Rock
-Spikes
Like I said earlier, he's supposed to come in, throw down whatever hazards he can, and if he does some damage along the way, great. Also he's pretty bulky, albeit having a rather lame defensive type. He doesn't really mind a Scarf either as it gives him an opportunity to get either more spikes down, or hit with a speedy Hydro Pump. Rain teams also get ruined by him.

Rotom @ Leftovers
Ability: Levitate
252 HP/ 252 SpD/ 4 Def
Bold Nature
-Discharge
-Will-O-Wisp
-Rest
-Sleep Talk
This may seem like an odd set, but it really piqued my interest. I needed Rotom to be more defensive to take hits from birds for Jumpluff, also it takes thunderbolts directed at my water mons quite well also. Discharge and Will-o-Wisp help spread status, which can help Jumpluff's sweep even more. This guy can actually be pretty hard to take down

Jumpluff @ Leftovers
Ability: Chlorophyll
188 Def/ 252 Spe/ 68 SpD
Timid Nature
-Encore
-Sleep Powder
-Substitute
-Leech Seed
The center of my team. I love using this guy, and I get pretty disappointed in games where I don't get a chance to throw him in. Pretty simple, switch in on something I can either Encore or Sleep power, Sub and then Leech Seed. Anything without a priority move, recovery, or encore, is just easy bait.

Drapion @ Leftovers
Ability: Battle Armor
252 HP/ 4 Att/ 252 Def
Impish Nature
-Taunt
-Toxic Spikes
-Crunch
-Earthquake
Toxic spikes can help Jumpluff enormously, especially with 2 layers. Recovery moves become much less of a threat and can even be encored. Drapion also absorbs Psychic moves aimed at Hitmontop and can hit back with Crunch. Also right now Drapion is my only way of dealing with Venusaur, who otherwise can be troublesome. If anyone has any suggestions for better mons, don't be afraid to speak =o.

Milotic @ Leftovers
Ability: Marvel Scale
248 HP/ 14 Spe/ 8 SpA/ 240 SpD
Calm Nature
IVs: 30 Spe/ 30 Att
-Surf
-Recover
-Haze
-Hidden Power (Psychic)
I'm not sure where I heard HP Psychic before, but for this team, it helps. Poison and Fighting types can be troublesome, particularly Toxicroak, but HP Psychic can take a decent chunk out of their HP. Haze is mostly for DD sets as most DD sweepers outspeed Jumpluff after one/two DD's so it can't encore. Milotic and Rotom make a great defensive combo in my opinion.

Hitmontop @ Leftovers
Ability: Intimidate
252 HP/ 252 Att / 4 Def
Adamant Nature
-Rapid Spin
-Foresight
-Close Combat
-Sucker Punch
Hitmontop is my spinner, but it is also pretty decent at being an attacker too. Intimidate helps stop some physical threats and Sucker Punch is good for revenge killing, not much to say here.
Yea so this is my team! I've had some decent success with it, though if anyone has any suggestions on how to improve it, I'd really appreciate it. One thing I was thinking of was maybe switching a Toxic Spiker into the lead and dropping Omastar, since Toxic Spikes are much more helpful for Jumpluff. Then I could fit a Fire type in to deal with the bulky grass types. Thoughts?
Currently in testing variants:
1.
Omastar, Rotom, Jumpluff, Houndoom, Hitmontop, Milotic

Houndoom @ Choice Scarf
Ability: Flash Fire
4 Att/ 252 SpA/ 252 Spe
Naive Nature
IVs: 30 Spe/ 30 SpA/ 30 SpD
-Fire Blast
-Dark Pulse
-Hidden Power Flying
-Pursuit
He's pretty effective as a revenge killer and a good Psychic and Grass type counter. Pursuit is good for reading switches if I can predict it right. I opted for Fire Blast because the extra power is definitely appreciated. I also chose Naive since Houndooms not going to take many Special attacks anyway. He works well with Jumpluff Rotom and Hitmontop
2.
Drapion, Rotom, Jumpluff, Typhlosion, Milotic, Hitmontop
Lead Drapion carries the same set as the one above. Essentially I use it to get Toxic Spikes down and hopefully stop SR to go down from slower leads. Toxic Spikes doubles as being very effective and also a scout for Venusaur as most opponents will switch it in right away after seeing it.

Typhlosion @ Choice Scarf
Ability: Blaze
4 HP / 252 SpA/ 252 Spe
Timid Nature
IVs: 30 Spe/ 30 Def/ 30 SpD
-Eruption
-Fire Blast
-Hidden Power Rock
-Focus Blast
Vs Houndoom this one is speedier, plus Eruption and only a 1 point drop in SpA. Basically it sacrifices coverage for effectiveness. I opted for Focus Blast over Focus Punch since I was having too much trouble predicting it correctly. Hidden Power Rock is great against sunny Day teams and Swellow.
Other teams to try:
-Leads with Uxie/Donphan
-Replace Houndoom with Moltres in variant 1
-Replace Drapion with Moltres in variant 2, give Omastar Toxic Spikes over Spikes