ORAS UU Absol UU Team

Hello everyone, Crow here and after quite a while of battling and regretting not having Absol in any team, I have decided to create a team with her as the star of it! Absol is a great pokemon with high attack, but is extremely frail and requires support Pokemon to help her live and actually be worthwhile in the team. The team has trouble with Fighting types and I find myself at a standstill on what changes to make, so hopefully I can get some help from the community of Smogon Forums!

First up is Absol, or as I call her, Lilith, and why I chose her to be the main point of the team.

(Italicized means it was edited/fixed)

absol-mega.jpg


Lilith (Absol) (F) @ Absolite
Ability: Justified
EVs: 252 Atk / 4 Spd / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough

Okay, I know what you might be thinking. "Absol is way too frail to even be considered for a competitive team," and I used to think the same way. However, after contemplating some strategies and movesets, and with the release of her Mega Evolution, Absol becomes viable in competitive battling; most specifically, UU. Absol is, by far, my favorite Pokemon. I was dying inside when she wasn't in any of my teams. Lilith used to be used as an anti-lead with magic bounce, but aside from using protect during mega evolution, she became somewhat of a letdown. Lilith has high attack, and when switching in on a dark-type move for a jutsified off of fake out, or another dark-type move, Lilith can mega evolve and go for a sucker punch. Magic Bounce forces an offensive move, making sucker punch more than viable. Play Rough is to handle annoying fighting types and other dark types.

rotom+grass+form.png


Chopper (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

Rotom-C is a powerful grass type with high Special Attack and is able to check other suicune, which my team alone normally wouldn't handle easily, as well as other water types in general. Chopper also functions as a great pivot for Lilith, supporting her in a better way than the Roserade I had before.


250px-671Florges.png


Flora (Florges) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Heal Bell

Florges is a very bulky, durable Fairy-type pokemon that most teams need a check to in order to actually take her down. If Florges isn't handled quickly, she easily becomes a thorn in the side of any team going up against her. Fairy typing is good as it has a very small amount of weaknesses, and a powerful Moonblast.


250px-245Suicune.png


Suicune @ Leftovers
Ability: Pressure
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
- Rest
- Calm Mind
- Scald
- Roar

When someone sees a Suicune in competitive play, their most common assumption is "it's a CroCune." Because almost everyone knows what a CroCune is, it makes it very predictable. Having a Suicune that is not a CroCune makes it harder to deal with as the opponent's counter strategy is no longer viable if they make that false assumption. Substitute can be used for safety as well as additional setting-up for Calm mind. After about 2 calm minds, Scald is ever-more annoying.

250px-205Forretress.png


Clyde (Forretress) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball

Forretress was added because I needed someone who could get rid of entry-hazards such as stealth rock, and set up his own. He comes with Gyro Ball and purposely lower Speed for damage against common leads and annoying opponents that can prove to be hard to take down. Volt Switch allows him to become a defensive pivot for the team.

250px-392Infernape.png


Burnape (Infernape) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Stone Edge
- Close Combat

Infernape is a very powerful pokemon with hard-hitting physical attacks that become even more powerful after blaze kicks in. Early game he is meant to spam a scarfed U-turn, harassing enemies until his checks are gone, and he finished up the match with a late game sweep.


However, there is an issue with this team. I feel as though there are too many leftovers on the team. Is there a good fix to this?
 
Last edited:
OK so just going to suggest a few changes while trying to keep in mind the team was built around Mega Absol. First is having RoarCalmMind Suicune over current set, as this allows you to have an easier time dealing with Curse Snorlax among other bulky setup sweepers while still ensuring Suicune is your win condition and it also gives you a more solid switch into Entei, which can really trouble your team otherwise. The team also seems to be weak to other Suicune considering Roserade does not beat them 1v1, so I recommend changing Roserade to Rotom-C, as this gives you a good countermeasure to Suicune and Water-types in general and it also provides an excellent pivoting partner for Mega Absol. With that, you're unable to use Rotom-H but since you already have a physically defensive wall in Suicune, I'd suggest changing Rotom-H to Florges, as this gives you a good wall that's able to deal with all variants of Hydreigon, which your teams has problems against should it be an unfavorable set, and Heracross, which your team has no switch-ins for. Florges also provides Wish and clerical support for the rest of the squad, which is especially good for Suicune which doesn't have Sleep Talk to burn the sleep turns with. Lastly, I recommend having Infernape over Darmanitan, as this gives you a good fighting-type, a Choice Scarf user that isn't outsped by other common Choice Scarf users, and still retains your Fire-type and offensive pivot while also providing you with a good revenge killer for the likes of Salamence among others.

Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rest / Substitute
- Roar
- Calm Mind

You can run more Speed EVs to creep opposing Suicune although I'd run a lot more for Substitute variants of this set. Personally I prefer Rest though.

Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

You could run a Modest nature but I prefer Timid since Rotom sits in an awkward Speed tier otherwise.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Heal Bell

EVs are customizable but this one ensures you can deal with all Hydreigon variants, inclusive of Choice Specs, as well as Choice Band Heracross.

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Stone Edge
- Close Combat
 
Hey PrimordialCrow!

I agree with all the suggestions that Kreme made, this is more of a tip for you for future teams. When you are team building or coming up with a pokemon's set pay extra attention to what the team and/or the pokemon needs. I am specifically talking about Rotom-H and Suicune. The problem with these two sets is that they lack Leftovers. Defensive Rotom-H with Flame Plate over Leftovers, while packing a stronger Overheat, lacks the recovery that the set calls for. The same goes for Suicune. Having Leftovers on Suicune only helps because: (1) it has sub and no means to any other recovery (2) the spread of the ev's don't allow for enough bulk to maintain the sub and (3) Never-Melt-Ice only helps Ice beam which is un-STAB and will only be used on pokemon that its super-effective against. Paying attention to the set you give a pokemon is crucial for a team, which is why, I think, with Kreme's suggestion your team will be much better and more cohesive.

I hope what I said made sense lol :]
 
Hey PrimordialCrow!

I agree with all the suggestions that Kreme made, this is more of a tip for you for future teams. When you are team building or coming up with a pokemon's set pay extra attention to what the team and/or the pokemon needs. I am specifically talking about Rotom-H and Suicune. The problem with these two sets is that they lack Leftovers. Defensive Rotom-H with Flame Plate over Leftovers, while packing a stronger Overheat, lacks the recovery that the set calls for. The same goes for Suicune. Having Leftovers on Suicune only helps because: (1) it has sub and no means to any other recovery (2) the spread of the ev's don't allow for enough bulk to maintain the sub and (3) Never-Melt-Ice only helps Ice beam which is un-STAB and will only be used on pokemon that its super-effective against. Paying attention to the set you give a pokemon is crucial for a team, which is why, I think, with Kreme's suggestion your team will be much better and more cohesive.

I hope what I said made sense lol :]

The problem is, it's rather difficult to use a team with multiple leftovers because leftovers are hard to obtain ingame. I make the team on Showdown with the intention to use that team in the game against real players. But yes, I will be using Kreme's suggestions.
 
Last edited:
Back
Top