Across The Universe - UU Offense [Peaked #9 on the Leaderboard]

Across The Universe [UU Balance]
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Image by Fossil
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Introduction
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Across the Universe [UU Balance] is a team I have been using to great success since early December. With it, I have gotten three accounts to the leaderboard (Maci12., ACTU, and UU.Offense.) in two metagames, each reaching #3 respectively with a CRE peaking at 1684. It was my first team that I made in UU, and because of this team, I have discovered a tier where I can excel. This team is without a doubt the most successful, and by far my favorite team I've ever made, and it has beaten some of the best players in the tier. I would never have gotten as far with this team had it not been for my tutor, Huntofthelion. I had originally signed up for OU tutoring, as that was the tier I had always played in, and I'd never experimented with any other tier. Hunt gave me a team and guided me for a few battles, and then when I started picking it up, he would critique my battles afterwords. Because of him, I learned this tier, and went on to make this team which got me to the leaderboard within a day of its creation.

The team is called Across The Universe because all of the pokemon on the team are named after Beatles songs.

This team is an Offensive Spike Stack team that sets up the best conditions for a late game Swellow cleanup. It is very balanced; I have hard-hitting but extremely bulky walls, as well as some of the most powerful sweepers in UU. Spikes is at the center of everything, with Froslass setting it up. She is, without question, the best Spiker in UU, and she has many different ways to set them up. Most of Swellows counters are pokemon susceptible to Spikes, as they are mainly bulky Rock types. Spikes also make it much harder to switch in to any pokemon, even on a predicted resisted hit, as they will still take a huge beating of it, worse if I get Stealth Rock up as well.

The team utilizes the different cores and combinations to make accomplishing its goal easier:

  • Dual Ghost: This makes life annoying for Foresight Spinners like Hitmontop, because Foresight only works on one Ghost at a time. If I play conservatively with Froslass early on (which I tend to do), I can usually outpredict these spinners and wear them down.
  • Water/Fire: Originally, I had Water/Fire/Grass, with Venusaur on the team as opposed to Swellow (this was changed within three battles), and I reasoned that Milotic and Arcanine were much more useful to the team. Between them them, they can deal with many threats by careful switching and playing with resistances.
  • Froslass/Swellow: Swellow is the fastest pokemon in the tier, and has access to a ridiculous 140 BP STAB move with Guts activated. Most of his counters are grounded pokemon that take a huge hit from repeatedly switching into Swellow, and so Froslass makes an excellent partner to it.
  • Arcanine/Swellow: Arcanine is an amazing partner for Swellow because it lures pokemon such as Rhyperior in that take a huge hit from Hidden Power [Grass] (OHKO'd after Spikes in Rhyperior's case).
I hope you enjoy reading about the team as much as I have had making it =].
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Team Building
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Team Base: Main Sweeper
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I used Swellow as my team base because that it has two insanely powerful STABs, it is the fastest pokemon in the tier, and it is easy to support. Swellow has problems with anything that is Rock or Steel, both of which have very common weaknesses, and many of which are grounded pokemon.
Support #1 - Suicide Spiker
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Swellow loves Spikes, and Froslass is the best (ab)user of Spikes in the metagame, so naturally they are a good combination. If you look at Swellow's biggest counters (Rhyperior, Registeel, Regirock, Aggron are the ones I see commonly), then you'll notice that almost all of them are susceptible to Spikes, and so if they switch in enough they either wear out so much that Swellow can take them out, or another pokemon will be able to do this. The majority of the tier is affected by Spikes, meaning that by the end of the match when Swellow shows its face, it gets a nice, clean sweep.
Support #2 - Support Sweeper
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As I have mentioned, Swellow's problems stem mostly from Rock and Steel types, both of which Morning Glory Arcanine can deal with efficiently. Arcanine directly counters Steel types such as Registeel, threatening an OHKO with Flare Blitz. Arcanine tends to lure in Rock types who think they can deal with him directly, but after having switched into Spikes and Stealth Rock to counter Swellow a few times, Hidden Power [Grass] can take them out easily. Arcanine and Swellow both share an unfortunate Rock weakness, which means two things; making direct switches from Swellow to Arcanine when the opposing pokemon is Rock type is not happening, and also that I needed Rapid Spin support.
Support #3 - Spinner
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And Donphan comes to the rescue! Donphan is the perfect spinner; he's bulky, has a nice attack stat to 2HKO a lot of pokemon, can set up SR, and also has access to Assurance to damage Spin Blockers. Above all that, he gives my team its sole Rock resistance, making him is my first switch in to something like Rhyperior if he comes in to threaten Swellow. His setting up Stealth Rock is great for a team that abuses hazards like mine.
Support #4 - Offensive SpinBlocker
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My team needs a second spin blocker. I had decided going against ProLass as my lead, and SuicideLass obviously does not make a fantastic SpinBlocker, as it will often have very little health after setting up Spikes. Looking at my team, it is very offensively based, so I should keep up the momentum with something that can force switches and block Spin effectively at the same time, and that's SubCharge Rotom. On top of that, Rotom also sets up on Registeel, which is one of Swellow's chief counters.
Support #5 - Bulky Water
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Milotic is the final addition to the team, and is my glue. The amount of things Milotic walls and counter is ridiculous, and my team already has ways to deal with most of its Electric and Grass counters. Milotic also takes care of otherwise dangerous setup sweepers like Feraligator (both variations), and DD Altaria.
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A Closer Look
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Froslass (F) @ Focus Sash ***** Come Together
Ability: Snow Cloak
EVs: 4 Atk/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Spikes
- Shadow Ball
- Thunderbolt
- Ice Shard
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Why This Pokemon: My team depends on racking up hazard damage to accomplish its goals, so I utilize the best Spiker in UU. Froslass serves as an amazing lead for just about any team, able to set up two layers of spikes in almost every situation. The reason I like Suicide Froslass so much is that I don't have to play too conservatively early on in the game like ProLass does, because I have another Blocker. Suicide Froslass also has creative ways of beating opposing leads that "counter it". By using it and Rotom, they can easily take down Foresight Hitmontop, because both have enough Offensive power to do serious damage if Hitmontop makes one bad move.

Why This Moveset: This moveset is one that Huntofthelion showed to me, and one I have never faced. It makes for an amazing lead. Spikes is obligatory on any Froslass, and Suicide Lass is almost guarenteed two layers thanks to how it matches up against most leads. Shadow Ball is a nice STAB that will either 2HKO ProLass while they taunt me, or the combination of it and Ice Shard will take out opposing Froslass leads. Thunderbolt is the move that allows Froslass to OHKO Cloyster leads that set out to counter it. I chose Naive over Timid because it ensures the kill on opposing Suicide Froslass' because Ice Shard deals considerably more damage, and 4 Atk EVs instead of HP so that Froslass can switch into SR four times. The rest of the EVs are standard.

How Froslass Handles Top 15 Leads of December 2009
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- Spikes Turn One. Ambipom leads will do one of two things; use Taunt or use Pursuit. If they use Taunt, then I switch to Swellow to activate Guts on Ambipom's U-Turn, and then U-Turn out to scout their counter. If they use Pursuit, then I use Ice Shard just to get some damage onto it. Rather annoying, but extremely predictable.
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- There are two variants of Uxie leads; Bulky, and Scarf. Scarf variants will always use Trick on Turn One, so I always use Spikes to scout for this. Bulky will usually use Stealth Rock then U-Turn to break Focus Sash, but occasionally some will use Rain Dance. There isn't much they can do to prevent me from getting 3 layers up, and anything they accomplish Stealth Rock wise can be RS away.
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- Shadow Ball turn one. The damage roll on Shadow Ball tells me what variant of Froslass they are. If they are ProLass, SB will do ~75% damage, and they will usually Taunt on Turn One. They will always switch out after that; they have nothing to attack Froslass with, and are outsped, so I switch to Swellow for Guts activation on their switch, and U-Turn out to scout for my counter. I can later come in and get Spikes down. When facing Suicide Lass, I go Shadow Ball + Ice Shard for the kill. Whatever they send in next will likely be faster or a Scarfer, so I switch out and will later come in and get Spikes down.
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- Spikes Turn One. Moltres leads are either Life Orb or Scarfed. If they are Scarfed, I switch to Milotic to absorb Fire Blast and double switch back to Froslass for more Spikes. If they are Life Orb, I'll get two layers of Spikes down, die, and switch to Milotic; messing around with a LO Moltres isn't a good idea.
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- I get 2 layers guaranteed here. They will Flare Blitz, and then Toxic to avoid Destiny Bond which I don't have. Froslass dies in the process, but 2 layers is all I need.
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- Shadow Ball + Ice Shard KO Alakazam, and I can come in later to get Spikes down their switch in is faster/I suspect it to be Scarfed. Otherwise, I'll just get 1 layer down vs. whatever comes in.
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- Always a Rain Dance lead. They Taunt on the first turn, so I Shadow Ball, and Shadow Ball again as they Rain Dance. They will get it down without fail, but my Sash will be in tact so I can come and get Spikes down later to waste turns of rain.
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- I can get 2-3 layers of Spikes off of Steelix. Usually it goes Gyro Ball-SR-Gyro Ball, because they fear D-Bond, and scout for it with SR. Either way, I get an acceptable amount of Spikes down, and Donphan comes in immediately after to RS their SR away.
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- I will almost always get three layers of Spikes here, and sometimes survive to damage Snover because of Snow Veil. I don't especially like Hail teams, but hail teams don't especially like 3 layers of Spikes + SR.
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- Mostly they are Choice Band leads. I use Spikes to scout their first move. If it is Pursuit then I will get a guaranteed two layers, and if it is Shadow Sneak for a 2HKO, then I switch to Swellow, who can proceed to U-Turn back to Froslass for more layers. Surprisingly dangerous leads, but not especially hard to deal with.
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- I assume they are trying to Rock Blast Froslass, and switch to Donphan to setup Stealth Rock. After SR is setup, I will Earthquake him until he dies.
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- Basically the same thing as Snover; I will most likely get three layers of Spikes and some additional damage because this sand hippo is an even worse lead than Snover.
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- Thunderbolt Turn One. They usually go for either Spikes or Stealth Rock, and by Thunderbolting, I 2HKO them, preserving my Sash and guaranteeing they only get one hazard down. I can then go on to setup more.
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- I use Spikes on Turn One as they Stone Edge me, then go to Donphan on Turn 2 as they repeat Stone Edge. After that, I use Rapid Spin as they setup Stealth Rock, and then switch back into Froslass as they either setup Stealth Rock again, or explode. A complicated, but fairly safe process that guarantees two layers of Spikes.
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- Thunderbolt for the surprise OHKO against this lead that supposedly counters Froslass.

Froslass is named after the Beatles' song, Come Together, are the foundation of the team, and the team requires them to get specific kills.
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Donphan (F) @ Leftovers ***** Don't Let Me Down
Ability: Sturdy
EVs: 252 HP/240 Def/20 Spd
Impish nature (+Def, -SAtk)
- Earthquake
- Stealth Rock
- Rapid Spin
- Assurance
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Why This Pokemon: Donphan is one of the best Rapid Spinners in the tier. I chose him over the other viable options for mainly three reasons. First off, I needed a Rock resist, because I needed to have something to directly switch into Stone Edges from Rhyperior or Head Smashes from Aggron. Secondly, I needed Stealth Rock support to help rack up the hazards. This left me with Claydol and Donphan. Between these two, Donphan stood out to me because he has Assurance which is a nice tool to deal with Spinners. Also, Rhyperiors with Mega Horn wouldn't screw it over the way the do with Claydol. Donphan is a Spinner with all the options a spinner could want; Priority, Powerful Dark Attacks, Great STAB, Good Defensive and Offensive Stats, so you can essentially craft him to do what you need for your team.

Why This Moveset: I made myself a Defensive Spinning set for Donphan because I needed him to accomplish several jobs; RS, setting up SR, and damaging the frail Levitating Spin Blockers. The heavy investment in defense allows him to take hits from pokemon like Rhyperior and Aggron who I need him to take out/force out who otherwise threaten my main sweeper. Earthquake is the obligatory STAB move that comes off of his great attack stat. I needed Stealth Rock, so I gave it to Donphan as well. Rapid Spin is essential to my team, as three of my pokemon are weak to it. Finally Assurance is a move that I chose because it can take out the offensive Spin Blockers that Levitate easily and survive with a lot HP left. I have gone back and forth between Ice Shard to counter Swellow better, but my team already has enough Swellow checks. The other option was Roar to take out rack up hazards, which is very useful because I have a heavily defensive spread. Ultimately, I needed a Spinner more than a Phazer, so Assurance got the job.

Other Tested Spinner

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- I outlined why I didn't choose Claydol for the most part above. While resistance to Fighting and Rock, and immunity to Ground are all extremely useful, it came at the price of a Dark, Bug, and Ghost weakness, which many Spin Blockers and SR Pokemon have. Additionally, Claydol was less physically bulky than Donphan, and did not have access to a Phazing ability like Roar.

Donphan is named after the Beatles' song, Don't Let Me Down, because he reliably spins away Rapid Spin, sets up Stealth Rock, and Phazes. I need him to accomplish so many jobs that few pokemon can do all at once.
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Milotic (F) @ Leftovers ***** Across The Universe
Ability: Marvel Scale
EVs: 252 HP/248 HP/8 Spd
Bold nature (+Def, -Atk)
- Surf
- Hidden Power [Grass]
- Haze
- Recover
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Why This Pokemon: Milotic is the glue of my team. It is my main switch in to huge threats like Kabutops, Omastar, Gorebyss, Feraligator, Azumarill, Altaria, Moltres, Houndoom, and more. The amount of things Milotic walls is crazy. Milotic was the last addition to my team, and proved to be an important one. By the time I had gotten to adding her, most of her counters could be dealt with by my team, so she could accomplish her job of walling and stalling more effectively. I originally tested RaikouLover's Bulky LO set, but found that while it made for a powerful pokemon, I needed Milotic to deal with threats defensively. There were two other Bulky Waters tested, Azumarill and Slowbro, but with the way my team was built, I needed the support that Milotic had to offer more than a Bulky Offensive pokemon.

Why This Moveset: This is a fairly standard Milotic EV Spread; focusing first on the Defense, pouring 252 EVs + a Bold nature into it. Then I added 248 HP EVs in and poured 8 EVs into Speed to outspeed other Milotics and defensive Base 80s. Surf is Milotic's reliable and potent STAB move. Hidden Power [Grass] enables her to deal with the majority of Rain teams, and when used in tandem with Recover, she becomes one of the most reliable counters to Azumarill, Feraligator, Moltres, and Houndoom. I debated between Haze and Toxic for spots on the moveset, but I believe I made the right choice with Haze. Because of Haze, I can deal with otherwise major threats like DD and SD Feraligator, Curse Umbreon, Curse Regirock/Registeel, all of which would be huge pains in my teams ass otherwise.

Other Tested Bulky Waters
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- I used the SubPunch set with Ice Punch over Waterfall. I liked Azumarill a lot; it could set up on things like Registeel and Chansey, its bulky and really hard to switch into, and could also lure in Bulky Grass types that take a beating from Ice Punch. However, I felt I was too weak to setup sweepers like DD Feraligator, and so went for Milotic.
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- Slowbro was really not a successful test. He was not a good fit for the team, and I'm of the opinion that this offensive metagame is too fast paced for him. I used the Calm Mind set for testing, and it couldn't set up fast enough, and because of its terrible speed, its counters shit all over it once in. Again, it does nothing to compensate my weakness to setup sweepers to Milotic was the better choice.

Milotic is named after the John Lennon's "Across The Universe" because it is my favorite song done by any of the Beatles, and Milotic is my favorite pokemon onf the team.
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Arcanine (F) @ Life Orb ***** Sun King
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Naughty nature (+Atk, -SDef)
- Flare Blitz
- Extremespeed
- Hidden Power [Grass]
- Morning Sun
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Why This Pokemon: When I added Arcanine to my team, I needed something that could deal with Rock and Steel types, and I saw the Morning Glory Arcanine set in C&C. Arcanine lures in the Rock types that Swellow hates, and can deal heavy damage to them with Hidden Power [Grass] + Spikes & SR. Steel types are quickly dealt with by Arcanine's STAB Flare Blitz. I love Arcanine's priority, because it also helps me lure in and eliminate Dugtrio, and kill weakened Ludicolo's in Rain so that Milotic can wall the rest of their team. Arcanine is a great counter to many pokemon, with great stats on all sides backing it up, and Intimidate helping him to switch in. With Spikes and Stealth Rock on the ground, there is really nothing that can stop Morning Glory Arcanine and Swellow together; they will have had to switch in and take considerable damage too many times to take hits from either.

Why This Moveset: To me, this moveset accomplished everything I needed it to. With Arcanine's 95 Base Speed, I can put 252 Speed EVs in and outspeed 252+ Base 80s without needing a +Speed Nature myself. This means I can pour 252 Atk EVs and an +Attack Nature into Arcanine, giving him a lot more potency. I chose a Naughty nature over an Adamant nature because it ensures a kill on Rhyperior if Rhyperior switched into 1 layer of Spikes + SR or 2 Layers of spikes, something I valued as when using him as a lure. Flare Blitz is Arcanine's extremely powerful physical STAB move, and is what keeps Steel pokemon at bay. Extreme Speed is the most powerful priority move, and is a move I rely on to revenge threats like Swellow, Raikou (if he's not behind a sub), Dugtrio, and Houndoom. Hidden Power [Grass] is used on a predicted switch in as a Rock pokemon comes in so that they take heavy damage from SR + Spikes + Hidden Power [Grass]. This will usually put them in a kill range for Arcanine. Morning Sun is something that I rarely get a chance to use, but when I have the opportunity against something like a -1 Venusaur, it is useful to heal 50% that has been lost by either switching into SR (if I haven't gotten it off yet) or from LO + FB recoil.

Other Tested Support Sweeper
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- I tested SubCM Raikou with HP [Grass] as well with this team, and it worked great. Spikes + SR really compliment Raikou as they wear down most of his counters. Also, for Grass pokemon counters like Venusaur, I had Swellow waiting in the wings who can come in on a predicted Earthquake and bring havoc. However, Arcanine destroys Sunny Day teams, which, while rare, are worth countering. He also is a great answer to the ever annoying Hail teams. In addition to that, when I originally made this team, Gallade and Honchkrow were everywhere, and Arcanine was among the best checks to both of them. Arcanine's Extreme Speed is alluring, because it is one of my chief ways to kill off Rain Ludicolo. Once Ludicolo is gone, Milotic can rape rain teams for the most part.

Arcanine is named after the Beatles' song, Sun King, because he is a really powerful fire type sweeper. Also, he is my chief answer to Sunny Day teams.
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Rotom @ Leftovers ***** Let It Be
Ability: Levitate
EVs: 64 HP/192 SAtk/252 Spd
Timid nature (+Spd, -Atk)
- Substitute
- Charge Beam
- Thunderbolt
- Shadow Ball
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Why This Pokemon: Rotom is an excellent pokemon, and is one of the best spin blockers in UU. With the great 91 Base Speed, it outspeeds much of UU, most importantly Moltres, as well as most Base 95 Pokemon who EV only to outspeed Base 90 pokemon. I tested two other Spin Blockers; Mismagius and Dusclops, and Registeel, but found both to be less useful than Rotom. Rotom can setup on pokemon that give Swellow trouble, especially Registeel. Not only that, but it sets up on Spin Blockers like Donphan, who, if he lacks Assurance, cannot break Substitutes in one hit with Ice Shard. Rotom also works well with Froslass as one of the two Spin Blockers when I need to avoid Foresight Hitmontop, as both have decent enough Special Attack stats to bring him down. I also like Rotom because of its ability to force switches. Its unique Speed forces pokemon like Moltres to either leave and take SR damage on reentry, or die and force another pokemon to take hazards.

Why This Moveset: When I told Huntofthelion about my choice to use SubCharge Rotom, he disagreed, saying that Scarf Rotom would be a better choice. While Scarf Rotom is useful for killing of Swellows, Registeel would wall it, and I needed something that could lure in and beat Registeel consistently. Also, Scarf Rotom doesn't force switches the way that SubCharge does; when people see that Rotom is at +1, the tend to switch around a lot more than when they see a really fast one. 64 HP EVs allows Rotom to use Substitute 5 times, and maximizes Leftover recovery. 252 Speed EVs and a Timid nature are important to outspeed Rotom's that use Hidden Power [Fighting] and base 90s. The rest of the EVs go to Special Attack. Many of its counters are frail Dark pokemon (see Houndoom), so that in breaking the sub, they will take a lot of damage from Thunderbolt. Substitute and Charge Beam are given on the set. Shadow Ball is a reliable STAB move that deals super effective damage to many Rapid Spinners. I chose to use Thunderbolt over Hidden Power [Fighting]; that one speed point is important to me should I ever need to go one on one with another Rotom. Also, the power of Thunderbolt is greatly preferable to that of Charge Beam, and allows it to deal with Milotic, Blastoise, and other Bulky Waters much quicker. Electric + Ghost also have great coverage, and the few things that resist it in the tier have fairly low Special Defense (see Steelix and Magneton).

Other Tested Spin Blockers
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- I tested the Nasty Plot Mismagius as a Spin Blocker. Mismagius falls into a similar category as Rotom as an offensive Spin Blocker, with the added bonus of greater speed and power, with a faster and more reliable boost. However, Mismagius doesn't benefit from dual STABs like Rotom does (and he gets them with no additional weaknesses). More importantly, Mismagius herself is countered by Registeel, and I wanted something that could lure and kill Registeel as opposed to being hard countered by it. That was the deciding factor in Mismagius vs. Rotom.
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- Dusclops is hard to kill, but that is really all he is. He doesn't have a nice Attack stat like his big brother Dusknoir and most of the UU Spinners are physical walls. I found that Dusclops slowed down the pace of my team and did nothing to force switches. On top of that, he, like Mismagius, did nothing to compensate for a Registeel weakness.

Rotom is named after the Beatles' song, Let it Be, because it blocks Rapid Spinners and shuts down many pokemon, making sure that the hazards stay as they are.
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Swellow (M) @ Toxic Orb ***** Free As A Bird
Ability: Guts
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- Brave Bird
- U-turn
- Quick Attack
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Why This Pokemon: Swellow is the pokemon the whole team is based around. Every pokemon on the team is here to ensure that Swellow has an easy sweep when it comes to the end of the game; Froslass sets up Spikes so that Swellow's counters are weakened, Donphan spins away Stealth Rock and sets up SR, Arcanine lures in Rock counters and destroys Steel counters, and Rotom sets up on Registeel and ensures that the Spikes and SR stay on the field. With all these ideal conditions, Swellow can sweep easily for a number of reasons. Swellow is the fastest pokemon in the tier with that great 125 base speed. Initially, Swellow starts off with what isn't a great attack stat (85), but Guts is easily activated, increasing Swellow's attack to huge heights, as well as doubling Facade's Base Power, giving Swellow a 140 BP STAB attack and a 120 BP STAB attack. Swellow's problems as a pokemon are very easy to fix with good support, and by the end of the match it can sweep. Swellow has a great movepool for this set; it can scout its counters with U-Turn, and use Quick Attack on any frail pokemon trying to Sucker Punch it (see Dugtrio or Houndoom). Now that Honchkrow is gone, Swellow really shines as the best Physical bird pokemon in the tier.

Why This Moveset: This is the moveset for Swellow. It is more reliable than Choice Band, and with guaranteed 140 BP STAB, it is more powerful. The freedom to switch attacks and be at +1 with Guts activated is more useful than not taking Toxic Orb Damage. Facade is Swellow's most powerful attack, and with Guts activated it is a force to be reckoned with that 2HKOs UUs most devoted walls. By the time Swellow comes around to make a sweep, Rock and Steel types are either weakened to a point where Swellow can kill them, or completely eliminated. Brave Bird is Swellow's 120 Base Power STAB move which rips through Ghost Pokemon that try to come in Swellow, OHKOing all but Duskclops (who can't do anything to Swellow) and Rotom (who is 2HKOd despite resistance). U-Turn helps to scout for counters early in the game, and is useful for breaking Substitutes when necessary. Finally I chose Quick Attack over Protect because activating Guts is never a problem for Swellow; even without Guts activated it can OHKO Sceptile, do ~80% to Venusaur (OHKO after 2 Layers of Spikes + SR), or it can switch into a Ghost or Ground attack aimed at another pokemon. Quick Attack easily picks off pokemon like Dugtrio and Houndoom who try and Sucker Punch for a kill.

Swellow is named after the Beatles's song Free As A Bird, firstly because he is a bird and also once all the conditions are ready and his counters are removed, he can sweep as free as a bird.
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Conclusion
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This team needed the help of a few people for it to have been as successful as it has been, so I'd like to mention them here.

Huntofthelion: I can't thank Hunt enough for being such an amazing tutor. He taught me an entire tier in a few days, and not even the tier I had signed up for. Hunt always had something to say to help me make the team better, suggesting a moveset like in Froslass or giving me a broader prospective on potential options like with Rotom. To this day, I believe I have only beaten him in UU once because he always wins the damn opening Froslass speed tie. Thanks, Hunt!

Bluewind: I faced Bluewind many times with this team, and I believe we are tied 4-4 match wise. He always challenged me to be a better UU player and forced me to think harder than I had to in other matches. He's been fun to play against, and he's ridiculously good at UU.

Please suggest any fixes to the team if you see it, or to use it yourself if you please =]. It has brought me great success and I want to share it. I've had a lot of fun with this team, and it has taught me how to play UU. Thanks for reading about my team; it's the best competitive team I have ever made.

Art Credits

Fossil: Opening Picture of the whole team. Here is a link to his art thread: Art of Fossil.

Aragornbird: I used his images from his Arkeis Pokemon Factory. Here is a link to his art thread: Aragornbird's Art Gallery.
 
Because this team was made in the Gallade + Honchkrow era, I will show how I countered them, as well has how I counter threats that rose to prominence in the Cress era. This team was used in Boys Are Back and Rain Drops Keep Falling on My Head, getting to the leaderboard in both. If there are any threats you think I need to add to my threat list tell me.

Threat List (Stolen from A.P.'s RMT)
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- Venusaur is annoying, but there are two ways I beat it. If I already have Swellow's Guts activated, I switch it in to take Sleep Powder, and use Facade as Venusaur switches out. If it's not activated, I'll sacrifice Froslass (if alive) or Rotom to Sleep and then switch to Arcanine to directly counter it.
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- Milotic hard counters all variants. Donphan sets up SR + RS on Arcanine and lives with ~30%.
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- (When it was still in the metagame) Honchkrow was a huge threat to the team because Sucker Punch was never something I wanted to deal with. If Froslass was alive, I would first sacrifice her, using Ice Shard as I die. Arcanine was great because Intimidate made Honchkrow a lot less threatening and Extreme Speed packed a huge punch.
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- It's annoying because it is so hugely bulky, but Rotom easily sets up on most variants, and Arcanine 2HKOs with Flare Blitz, and Swellow 2HKOs with Facade.
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- Milotic can haze away boosts/SpD drops and recover off damage. It takes a while but it works. Swellow's BB will OHKO it. Froslass can (if alive) do a lot of damage with Shadow Ball. Arcanine will kill without being killed.
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- Raikou is one of the pokemon my team has trouble with. Donphan doesn't die to a +1 CM HP [Ice/Grass] from Raikou, so it can EQ it to death. For Offensive Booster Raikou, something will generally die, but after that Swellow will come and OHKO with Facade.
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- Always a lead, and a predictable one. Spikes Turn 1 to scout for Taunt vs Pursuit, if Pursuit use Ice Shard, if Taunt switch to Swellow on the U-Turn for free Guts activation.
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- (When still in the metagame) Gallade hates Arcanine's Intimdate and will be OHKOd by Flare Blitz. Also, Gallade doesn't have priority that deals with Swellow, so Swellow can kill Gallade as well. Not a big problem.
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- First switch in will be Donphan to Rapid Spin SR away, then setup SR of my own, and then Earthquake until it dies. If it switches out, my second switch in is Rotom who sets up on it. Arcanine obviously KOs it, but most Registeel users won't let that happen; they like to be surprised when they are killed.
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- I addressed both variants of LeadLass in my first post. HaiLass is annoying, but nothing special; it can't do anything to Arcanine outside of paralysis, Milotic likes the paralysis (Marvel Scale), and Donphan will eventually spin any spikes away.
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- TechniTop is something I deal with like any other physical sweeper; send in Donphan to RS and setup SR and then Earthquake a few times. After I've done that, if it is still alive, Arcanine will come in and make Technitop weak, and kill it off. Foresight Hitmontop is dealt with by my Ghosts; it can't touch them without getting a Foresight off, and it won't get a successful Foresight off with both alive, so they eventually wear him down.
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- Annoying, as I need to get it under 65% health for it to be KOd by Swellow with Facade, but I have Rotom who threatens a 2HKO on it and Arcanine who can do ~30% with Flare Blitz to it, and with those + SR and Spikes, I'll have it in the kill range for Swellow.
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- I addressed them as leads in my first post. Outside of leads they aren't great anymore, the metagame is a little too offensive for them. Donphan can setup SR on them and then EQ for ~40%. Arcanine will use them as fodder because he is immune to WoW and will do huge damage to them with Flare Blitz.
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- Immediate switch to Rotom and use Substitute turn 1 to scout for Assurance. Ice Shard can't break substitute, so if they lack Assurance then I wall them and force a switch or kill them with ~45% Shadow Balls. If they have Assurance, then I switch to Milotic for a kill.
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- Basically a Dark typed Uxie. Arcanine and Swellow 2HKO him, but Swellow takes heavy residual from Toxic if he has Protect. Curse Umbreon is outstalled by Milotic, but it takes a while.
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- I addressed them as leads. Swellow destroys any non-CS Variants with any of its attacks. Arcanine kills them with Extreme Speed. Milotic can take Zam's attacks, recover off damage, and Surf until they die.
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- If they come in on Swellow, I U-Turn to Donphan to RS + set up SR and begin EQing. Later on, if I have SR eliminated already and I can come in on them, Milotic will OHKO them. If they come in on Arcanine they die to Hidden Power [Grass].
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- Milotic walls it. Arcanine makes it less powerful and Extreme Speed packs a punch. If it has switched into SR and Spikes too many times, Rotom will finish it off.
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- They are almost always Specs sets and come in on Milotic and use Leaf Storm. I will sacrifice Froslass if she is alive, and then switch in Swellow for a kill and free Guts activation.
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- A huge pain in the ass to my team. Swellow and Arcanine both 2HKO it, but Swellow takes Toxic Recoil. If it lacks Encore, then Rotom usually walls it, and the free setup is appreciated. If it has Encore, then I have to use Charge Beam, and watch as they switch to a Ground pokemon.
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- Milotic walls it. Rotom can take an Aqua Jet for the team if absolutely necessary. Donphan can take a Waterfall for the team if absolutely necessary.
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- Milotic walls it, and Hazes away all boosts. Rotom destroys it as well.
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- Milotic hard counters it, Rotom checks it, Swellow can revenge kill it if Guts is activated, and Arcanine can revenge kill it if it is low on health.
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- Milotic hard counters it, and Hazes away all boosts. Rotom can deal a huge amount of damage to it.
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- Rotom is the first switch in, and I substitute turn one to scout for a switch. If it stays in, Thunderbolt, if not, the next turn depends on what comes in. Blastoise won't want to switch out too many times seeing as it is susceptible to all hazards.
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- Never.Let.It.Set.Up. Donphan can take a Rain Boosted Waterfall and OHKO back, and most of the time Kabutops will try and SD, predicting a switch. If it kills off Donphan, then Milotic will OHKO it with Hidden Power [Grass], taking ~45% health from Stone Edge. Outside of rain, Arcanine and Rotom kill it.
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- Rotom is the first switch in. Sub first to scout for the switch. If it stays in, Shadow Ball twice for a KO. If it leaves, the next turn depends on what switches in.
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- Milotic takes ~50%-60% from a Facade. I usually spam Recover to stall and then Surf when its weak. Milotic needs to be in good condition to take it on. Rotom will take a beating from BB, but will OHKO in return.
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- Swellow's Facade will OHKO. Donphan sets up on it. Rotom sets up on it. Froslass sets up on it. Arcanine can kill it for a huge recoil.
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- DD Altaria is annoying, but I will only let it set up once. If it is DD, then Milotic will Haze away the DD. Altaria can't kill Milotic with this continuing, and will eventually have to leave, especially if it lacks Roost. If it comes in again, rinse and repeat. When it is around 25% it will try and Roost, and I switch Swellow in for the kill there. If it DDs there, then Quick Attack will kill it off. Alternatively, Intimidate from Arcanine + Extreme Speeds will bring Altaria to its knees. ResTalk Altaria is much less Dangerous; after SR it will be OHKOd by Swellow and will not outspeed Swellow. MixTaria is walled by Milotic, and won't like repeatedly switching into SR.
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- Milotic walls it, Donphan sets up in it, Arcanine's ES kills it, and Swellows Quick Attack will stop its Sucker Punch to 2HKO it.
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- Donphan sets up on it, Arcanine OHKOs it, Milotic OHKOS it.
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- The most annoying thing to deal with in Rain. However, Rain leads do not generally kill Froslass, or even break her sash. This means that she can get in two Ice Shards on Ludicolo, and then Arcanine can kill it off with Extreme Speed. After Ludicolo goes down, the rest of the rain team falls to Milotic.
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- Milotic walls it, Arcanine KOs it with Extreme Speed, and Swellow kills purely special versions with facade and mixed versions with Quick Attack.
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- Donphan sets up on it and spins away anything it sets up. Arcanine Intimidates it and then deals a lot of damage with Flare Blitz to it.
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- It is an annoying type combination. Regardless, physical attacks do a lot to Lanturn, and Lanturn can't OHKO Donphan short of Choice Specs or LO Hydro Pump, so Donphan can OHKO it, or Swellow will OHKO it with Facade.
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- Donphan beats physical variants with a OHKO, and can even get RS/get up SR in the process. Arcanine does fairly well, not taking much from a -1 or +1 (if an SD was achieved) Sucker Punch while OHKOing with Flare Blitz. There's a prediction war with Rotom, but Toxicroak can't really touch Rotom without Sucker Punch, so if it makes a bad prediction and Rotom gets behind a sub, then Rotom wins.
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- Addressed as a lead in my first post. Milotic walls it in and OHKOs it in rain. Outside of rain, Arcanine, Rotom, and Froslass all do huge damage to it.
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- Stealth Rock destroys it, Donphan walls it, Milotic walls it, Rotom walls it, Arcanine Intimidates it and then Walls it and Swellow BBs it.
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- Addressed as a lead (which it almost always is.) If not a a lead, Rotom will make short work of it.
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- Froslass sets up two layers of spikes on it when its a lead if it goes for attacks of the bat, otherwise its three layers. My next switch in is Rotom who will 2HKO it. Arcanine and Swellow both 2HKO it.
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- Arcanine's Intimidate brings it down a notch and then Arcanine will beat it. Donphan is bulky enough to set up on it, and then EQ a few times, bringing it in the kill zone for Swellow's Quick Attack.
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- Not my favorite thing to deal with as I lack a Special Ice Attack. Swellow's Guts BB will KO it, but I try to weaken it first. Arcanine can revenge it with Flare Blitz. There isn't too much it can set up on, but I don't especially like dealing with it once its set up.
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- Donphan is my first switch in, I setup on it and scout for Magnet Rise. If no Magnet Rise, then EQ, if Magnet Rise, switch to Milotic.
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- Donphan will do huge damage to it and spin away any setup. Nidoqueen's attacks aren't powerful enough to KO Donphan. At another point in the battle, Milotic can KO it.
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- Swellow will take it for a ride, dealing a lot of damage to Specially Defensive variants. Donphan can Roar it out so it takes a lot from hazards. Arcanine will do a number on Scrappy versions, and versions that aren't Scrappy are dealt with by Rotom.
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- As a lead: Shadow Ball + Ice Shard for a KO. I forget what they try to do first turn, but I usually end up with my sash in tact. Rotom + Swellow + Milotic + Arcanine can take care of him if he appears late game.
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- Tangrowth is a beast, but Arcanine will do a number on him with Flare Blitz, even if Arcanine takes a huge recoil in the process. Rotom's Shadow Balls do surprisingly huge damage to Tangrowth because of his terrible special defense. If he is sufficiently weak, Swellow can BB him for minimal recoil.
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- Milotic is my first switch in to Nidokings, as they don't usually setup anything, they are usually mixed sweepers. She will win any confrontation with a Nidoking. If Nidoking lacks Ice Beam/Blizzard, Donphan can handle him.
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-There isn't much Weezing can do to touch Arcanine or Rotom; one is a special attacker who won't care about a burn, and one is a physical attacker that can 2HKO him and can't be burned. Swellow can 2HKO him, but I don't like sending him in against Weezing because he can't really take an attack from him.
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- Donphan sets up against Curse variants. Later on Milotic will beat out Curse variants with Haze + Surf. Surf eventually will 3HKO him, especially if he switches into Milotic.
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- Snover is always a lead, and I addressed him in my first post. If I ever saw one outside the position, Arcanine would deal with him.
 
I'm so sure I have a 5-3 score against you! xP

In all seriousness, this is a fantastic team, and one that I simply hated to face because of two things: it uses the most annoying game strategy ever created and is something you simply can't beat when you're laddering on autopilot mode. Because of that, I see little to nothing to fix, so I think some little nitpicks are all I can add:

First, it somewhat bothers me that Donphan isn't able to hit floating spinblockers like Mismagius and Rotom at all. As you have already mentioned, Assurance was once considered but rejected due to you finding Roar more useful; but with 2 pokés weak to SR you might find yourself in trouble against teams that employ the same double Ghost strategy that you do, especially stall. Because of that, I think you should really give Assurance another go (or maybe even Odor Sleuth, in spite of the fact Donphan cannot afford taking more than a hit from Ghosts, which would make him kinda sucky). I myself am very reluctant to recommend this, because Impish Donphan with no attack investment does not do nearly as well against Mismagius and Rotom, and the lack of Ice Shard does not allow it to beat Mismagius one on one; but I thought it was worth mentioning anyway.

Honestly, outside of that, I can't see much more to nitpick. I could see NP Mismagius with HP Fighting over Rotom helping you out, as even though it still loses to Registeel; it manages to take a huge chunk of its HP, making your Swellow's sweep easier; while most Registeels without Shadow Claw won't even try to beat Rotom and will just switch out.

Outside of that, I see nothing else to fix; and as you can see, most of these changes had already been considered. Good luck and thanks for the mention =)
 
Thanks for the rate, Bluewind =], and I'm pretty sure that you were up 4-2 and I made a comeback! :P

I know how you hate Spike Stack, but your team basically counters mine anyways, so you lived. I would agree that Donphan not having a move to hit floating blockers is a problem, but its not one that can be easily rectified. I need the current spread to stay the same for him because I depend on him to occasionally take powerful super effective hits. This means that Assurance wouldn't do enough damage to justify having it; Roaring them out to rack up hazard damage is a bigger payoff. Still, it is something that might be worth testing again, as it can get annoying with them constantly switching in. I'm currently retesting Mismagius anyways because I like how much easier it sweeps, but it leaves me a little weaker to Swellow sweeps, and it when it comes down to the wire of me needing a last resort Swellow counter, I need Rotom's Electric resistance.
 
Hello Maci,

Firstly, this is a great way to present the team. The team is p. damn good, and its not just eye-candy, so congrats on that. I will suggest a couple of minor things that might help the team out. I'll point that your biggest team from what I see is a well-played stall team. A dual-ghost strategy, or even a single Ghost will come back to bite you since you truly have no reliable way of spinning. The majority of the Ghost-types in UU are all immune to Spikes, meaning it will be difficult to spin with Donphan. With this, I will suggest Assurance over Roar. I don't know the true benefit of Roar on Donphan, I would assume racking up residual damage, but to tell you the truth it isn't worth getting spin-blocked on since 2 of your members are weak to Stealth Rock and your major walls are prone to Spikes. With that being said, I would look for an "offensive" way to spin. I'd aim for 168 HP / 252 Atk/ 80 Spe spread on Donphan or a simple 252 HP / 252 Atk / 6 Spe if you truly value your defense. Just know that the 80 Spe ensures that you'll outpace Clefable before it heals or Encores your moves.

To compensate for the lack of defense on Donphan (if you take the suggestion), then I suggest going for a simple 252 HP / 252 Def / 6 SpD spread on Milotic. I don't know the significance of 100 SpA stat, but Milotic really wants its bulk since it holds your team together. The new spread will compensate for the loss of bulky from Donphan.

As for other options, my suggestions with Rotom will be twofold: adding more HP or going for a RestTalk set. I've toyed around with a dual-ghost strategy many times and found that SubCharge with SpA investment doesn't allow you to spin-block to your potential. Froslass will die early, assuming you play it suicidally, which is why the added bulk can help. Go for 248 HP / 12 SpA / 252 Spe on Rotom with the same movesets. This bulk ensures that Registeel will never break your Subs with Ice Punch and Iron Head has no chance of breaking the Sub. This allows you to set up on Registeel quite easily, while still attaining some bulk. The bulk will also help against enemy Swellow. My other suggestion included RestTalk Rotom. This is just an idea if you want to go defensive and maximize your ability to spin. It acts as a status absorber (Sleep Powder from Venusaur), this way you can go to Arcanine without letting it fall asleep. The set is Discharge / Wow / Rest / Sleep Talk with the EVs 252 Hp / 212 Def / 44 SpA. I was just throwing out suggestions since there really isn't any "big" problems. Hope you take this to consideration. overall gl. 5 stars.
 
Pretty standard team it seems. Milotic + Donphan + Swellow or Moltres seems to be really big right now, and not without reason. I don't really have any big suggestions as Haze Milotic really does do a fantastic job at taking down offensive teams nowadays along with Swellow to revenge if you're in a pickle.

Cradily in sand would cause you problems (it actually beats haze milotic), but I think I'm the only person in the tier that runs sand... so yeah.

SD Sceptile/Leafeon also seem like they'd take something out before Swellow can answer, and one thing out means there's a big hole in the team. I think I can safely say that if Milotic or Arcanine dies, teams like this are pretty easy to exploit. A +1 EQ from Sceptile on your current spread does 91.3% - 108.1% to Arcanine, although I guess you're pretty safe switching to Arcanine on the SD/Leaf Storm and if it SDs then you can switch to Swellow on the EQ, but if it predicts then you lost Swellow for all intents and purposes. Just be careful if it pops its ugly head up.

Great job!
 
This looks really similar to one of my teams actually, I used Azumarill, Mismagius, and Moltres over Milotic, Rotom, and Arcanine.

Anyway, this is a great team and RMT. I do one minor nitpick though.

I think you should consider an EV spread of 64 HP / 252 Spe / 192 SpA to take advantage of Substitute + Leftovers. This allows you to Substitute one extra time, while also gaining more HP from Leftovers.

I also think you should consider Ice Beam on Milotic. HP Grass is nice, but Surf is usually good enough against Kabutops in the Rain while Ice Beam gives you the ability to beat Torterra before it sets up (which is crucial, since it runs through your team with +2 Speed). Ice Beam also allows you to hit Venusaur on the switch.
 
Hey great team. I have battled you a few times with a pretty similar i used a scarf rotom over charge and a bulkylass. And from are battles they were pretty close as the team was so similar. Anyways onto the rate. My only real suggestion would be to use a bulkylass over your current one as it sustains its role through out the battle and will continue the double ghost ideal. Furthermore I have found at least in my opinion it is easier to get up a guarenteed 2 to 3 layers of spikes per game. Besides that it looks great.

Note: A flame orb maybe more beneficial to swellow based upon your use of him
 
j. franky - Thank you so much for the rate. I worked hard on presentation of the team, thanks for noticing. Thinking back to the Donphan spread, I realize the only thing I really need it for is to take a Rain Boosted Waterfall from Kabutops. After it does that, it will essentially be useless (which is fine vs. a Rain team; the fact Donphan would do anything to a rain team is shocking.). With a more offensively geared set, I could use Assurance over Roar, because it would actually do something to Ghosts. I think the Milotic EVs are geared towards OU; they were in an old Bulky Water set. Heysup suggested Ice Beam for Milotic to deal with Torterra, so I would need to look into how many EVs I would need to OHKO that, and then I could put the rest of the EVs into HP. A bulkier spread would be useful and most of the time I don't need the extra power because Milotic lasts forever. I'll look into it. As to the Rotom set, I want to keep it as a SubCharge set because it forces switches better than does a ResTalk set, even if ResTalk has more utility in countering Venusaur and being a Blocker. You and Heysup both suggested alternative Rotom sets, and I'll try them out over my existing one now. Thank you for taking the time to read my RMT =].

Rolfkip - Thanks for the rate. It may be a more standard team now, but it wasn't as standard back in December when everyone was Krow and Gallade obsessed =P. I've never considered Cradily in the sand =P, but I'm sure its a threat, and one I might have to deal with at some point. The Curse sets I think could be dealt with by Milotic, it would be a major stall fest but one she would eventually win. The support set would be annoying, but I'm not sure it could take assaults from Arcanine well; it would have to kill Arcanine and then it would die to assaults from Swellow. If Arcanine is switching into a SD Sceptile, the Sceptile will probably have taken a considerable amount of damage from Stealth Rock + Spikes, making Extreme Speed a nice option. Your suggestion of switching to Swellow on the EQ works equally well. Special verisons of Sceptile can, for the most part, be dealt with by switching in Arcanine, then using Morning Sun as they switch out. I can repeat that over and over again, as long as Stealth Rock isn't up, and Sceptile will eventually be too tired to come in. Thanks for taking the time to read my RMT!

Heysup - Thanks for the rate. That team is pretty similar, and is, especially since I tested Azumarill and Mismagius on the team as well. I like the Rotom set; Rotom gains extra Substitute and more recovery for minimal loss of Special Attack, so I'll test it out. As to replacing Hidden Power [Grass], I'm on the fence about it. Torterra isn't extremely common, and I've never had too many problems with it because I have priority. If I was to use Ice Beam, Milotic would lose her ability to counter Feraligator, Azumarill, and Poliwrath effectively, especially since all three can run Subsitute sets. Also, Ice Beaming Venusaur on the switch in isn't always useful; Milotic will be forced to switch out on the subsequent turn, on which Venusaur can use Synthesis if it has it. On purely offensive Venusaur's it would be useful, but I see mostly Specially Defensive variants. Thank you for taking the time to read my RMT!

EDIT: Just saw LoveHate's rate.

LoveHate - I don't remember battling you =/ But thanks for the rate! From my usage of ProLass it doesn't make nearly as good a lead; rather it maintains bulk the whole game. While it might be true that it gets more layers up over the whole battle, it usually will only get one layer up vs other leads vs Suicide Leads immediate two. The reason for me to run two ghosts is that I play suicidally with one and counter spinners with the other. I usually keep Froslass with 1% left (from Sash) just to check for Hitmontop/use as fodder against things like Choice Specs Sceptile. I would disagree about the Flame Orb vs Toxic Orb on my Swellow. Toxic Orb does less damage for 2 turns and then equal damage on the third. Until late in the game, Swellow will only be in for a max of two turns (switching in and then U-Turning out to weaken counters). By the time he sweeps, he the damage will build up, but because of the way I play him early in the game, I find this item more beneficial. Thanks for taking the time to read my RMT =]

EDIT2: And Aircraft Cemetary's

Aircraft Cemetary - Thanks for commenting. I'm testing out the Assurance Donphan as I type this, independent of any of the other switches to see if it works better with my team. My reasoning for keeping Hidden Power [Grass] is along the same as yours; this team has trouble with popular rain sweepers, and Milotic stands in many of their ways. Thanks for your rate.

EDIT3: After some testing I've made the following changes to the team:

  • Milotic's spread has been changed to 252 HP/248 Def/8 Spd.
  • Donphan has had Assurance placed over Roar. I find the spread very useful still, allowing him to setup on many more pokemon.
  • Rotom's spread has been changed to 64 HP/192 SAtk/192 Spd to get 5 substitutes + maximum leftovers recovery.
 
Hello,

Well, I think there is really not much to say about this team and everything that deserves a mention has already been said in the posts above. Although, I wanted to make this comment, mainly in order to repeat how great this team is.
Also I agree with the posts above. Assurance should really be used on Donphan if your team is relying on Rapid Spin so much. Also you should keep HP Grass on Milotic because if not well played Rain Teams will really give you trouble. Milotic is really the only thing that reliably handles most rain sweepers and it really should be able to ohko Omastar and Kabutops IMO. Rain Dance teams are nothing but incredibly strong nowadays and 5 out of 6 pokemon in your team are ohkoed by each single common rain sweeper.

Congrats for this amazing team and its success.
 
Rolf kip, not Rofl kip. Character from Fire Emblem + Mudkip.

For reference my Cradily set is:

Cradily@Leftovers
252HP/252SpD/4Att
~ Curse
~ Seed Bomb
~ Rest
~ Sleep Talk

With a couple high damage rolls on Seed Bomb in a row (or a crit) Cradily will take down Milotic and Curse up.

I really don't mean to be "my set is the best use it your team loses to it" but... eh I'm just getting nitpicky now.

When I went through my list of "fast grass types" in my head that I know usually give teams like this trouble, I forgot about Torterra. It really would prove to be a big problem for this team: Arcanine's XS does 32.3% - 38.1% to RP Torterra. Although due to Wood Hammer being used on 4/6 of your team + LO it'll probably be getting in that range fast...

I keep having easy scenarios that you could do to play around threats. I guess that attests to success :)

EDIT: What do you do about SD Ludi in rain?
 
Rolfkip
Yeah, that is what I thought the Cradily set was. It would have problems with Arcanine, no? It would have to take 1 hit with no Curse boost, 1 hit with a Curse boost, and then survive a 3rd Flare Blitz. Not to mention that you probably wouldn't have 100% HP when Arcanine switches in. Wearing RP Torts down is annoying, I'll give you that, but I won't usually lose more than one pokemon to him, and intimidate helps him become more manageable (switch in Arcanine, double to Swellow, switch to Donphan, stay in on Donphan and then Arcanine for an ES kill usually works. A mispredict on Donphan is fine; he survives it after Intimidate.)

SD Ludicolo is fairly easy to deal with in Rain, the same strategy applies. Froslass will generally not have had her sash broken by opposing Rain leads, so she can switch in on the SD and waste two turns of rain using Ice Shard. After that + LO recoil, Arcanine can come in and kill, and then Milotic can wall the remainder of the rain team (outside of Lanturn or Raikou, both of which I have to deal with separately).
 
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