ORAS UU Adaptability Duo -- A UU HO Team. (75% GXE; 1600 ELO and climbing)

Before we start:
Scald doesn't burn.jpg

Extremely relevant, especially to this team.

Hi everyone, I'm Panther from PS bringing you another hyper offensive team (I'm an impatient person, so I only really enjoy HO). While I spend most of my time having a laugh over at Firebot, I do actually play Pokemon and enjoy it a lot. Shout outs to the RMT room on PS for helping me periodically with this team! Seriously check them out if you want a team rated quickly and want to learn something in the process! Anyways here we go:

Proof of Performance Thus Far
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Sorry for the crappy screenshot :P

Teambuilding Process

Step 1: Creating an offensive core.
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The first part of making any team is picking a Pokemon to build around; in this case, Mega Swampert was the Pokemon of choice. Mega Swampert's appeal is in its ability to cleanup easily with rain dance+swift swim, which is easy for it to pull off due to its fantastic natural bulk and defensive typing. Moreover, its water/ice/ground coverage made it hard to wall, especially if its checks are weakened. I chose an offensive rain dance variant, as a result, to build around. More detail regarding this set are posted below.

I next needed a Pokemon that could break down defensive cores, which is needed to accommodate Swampert's ability to sweep. I had a tough time deciding between choice band Entei, but I feel that I needed a Pokemon better suited to deal with stall and hard defensive walls; as such, Crawdaunt came to mind. Crawdaunt's ability to 2HKO most Pokemon not named Chestnaught with knock off (and the fact that knock off cripples defensive Pokemon by removing their leftovers), makes it insanely hard to switch into. Its ability, in particular, to 2HKO Forretress, Swampert, as well as OHKO Cresselia and Florges, in conjunction with having water/dark coverage, sealed the deal. In general, Crawdaunt's role on the team is to decimate defensive walls that could otherwise beat Swampert 1V1 -- Florges, Swampert and even its 'checks' such as Whimsicott (whereby defensive variants take ~50% from knock off).

I lastly needed a Pokemon that could safely switch into Florges, Whimsicott, Gardevoir and Sylveon, as well as check Conkedlurr and Celebi. Metagross immediately came to mind, having the ability to beat all those aforementioned threats 1v1. Furthermore, Metagross can check grass and electric types (the AV variant, which I run), such as M-Ampharos, Heliolisk and Roserade, which trouble both M-Swampert and Crawdaunt. Its role on the team is to serve as an offensive check fairies and offensive grass types, which can beat both Crawdaunt and Swampert 1v1.


Step 2: Assessing what the core needs, and building accordingly:

Looking at this core, here's a list of what I thought was needed:
  • Entry hazards, particularly stealth rocks, as well as a means to keep them off my side of the field.
  • A more reliable means to beat defensive Chestnaught, HP Grass Rotom-H, Sableye, etc.
  • A powerful special attacker in order to better take on Alomomola and Suicune.
  • A ground resist/immunity.

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Starting from left to right, Azelf satisfies 2/4 main criteria I listed: It serves as a ground immunity as well providing hazard settings and prevention. Its ability to lay hazards, in conjunction with its ability to prevent defog and hazard setting through taunt, make Azelf a good candidate for this team. As well, it provides the illusive ground immunity, and can provide momentum through the use of explosion. In general, I use Azelf as my lead -- it setups hazards and either explodes or switches out when needed.

Arcanine appealed to me due to its ability flash fire. Having the ability to switch into choice-locked Entei and Chandelure, while simultaneously getting a boost in its power, was very appealing. It places huge offensive pressure on the opponent, thus serving as a huge source of momentum. Another reason why I chose Arcanine was extreme speed -- this allowed Arcanine to avoid other priority users and potentially clean late game. I know many of you are wondering -- why not just use Entei? I like the coverage Arcanine provides over Entei (close combat and wild charge), as well as the ability to nab momentum with flash fire.

Lastly, I needed a strong special attacker, as my team was only physical thus far. Porygon-Z was an obvious choice to me -- it could form a wallbreaking core with Crawdaunt, with Porygon-Z beating Suicune, Alomomola and Chestnaught while Crawdaunt beats Blissey and other specially defensive Pokemon. I chose to run a specs set as a result, as Crawdaunt's aqua jet and Arcanine's extreme speed seemed sufficient to revenge kill weakened threats, and the ability to beat the aforementioned physically bulky Pokemon (the few Crawdaunt can't handle) was more important for this team in my view. Now that we've covered my thought process in building this team, let's dive in!


The Team


1. Swampert-Mega @ Swampertite.
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rain Dance
- Waterfall
- Earthquake
- Ice Punch

mudkip__marshtomp__swampert_and_mega_base_by_selenaede-d9ryped.png

When all you do is lift...

I chose to run an offensive variant over bulky stealth rocks Swampert in order to serve as a late game win condition. The idea is that I bring Swampert in late game on a favourable matchup which will force a switch; on that switch, I would setup rain dance. Ideally, the check to Swampert (some grass type mostly) is weakened by the rest of my team to the point where it can be KOd by ice punch. Thereafter, Swampert could sweep the rest of the team. The moveset is fairly self-explanatory: earthquake is used to hit Coballion, Metagross, M-Aggron the hardest; waterfall is essential to OHKO M-Aerodactyl and Rotom-H, as well as hit the hardest in the rain; ice punch is critical to dent Roserade, Shaymin and Celebi on the switch (as well as pick them off later); and rain dance is used to facilitate a late game sweep.

Looking at the EVs, an adamant nature is critical in order to break through defensive Florges and Sylveon, as well as OHKO defensive Salamence with ice punch. Furthermore, a jolly nature only serves to outrun scarfed Mienshao, Hydreigon and Salamence, which I feel is not worth it. This is especially true given how running 252 speed EVs outruns the entirety of the unboosted tier (other than what I mentioned). I like to preserve Swampert until the late game, meaning that I would rarely switch him into attacks. This is especially important, as Swampert generally needs to take a hit before it can setup the rain, and the lost HP from it taking too much damage can be critical in this regard.

2. Crawdaunt @ Life Orb.
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Swords Dance

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As mentioned, Crawdaunt's role on this team is to weaken defensive Pokemon -- notably Chestnaught, Whimsicott, Cresselia, Florges, Porygon2 and opposing defensive Swampert, as to ease Swampert's ability to sweep later. While Crawdaunt cannot stay in against Whimsicott, Florges and Celebi, it can hit them hard on the switch (which requires fairly heavy prediction in the case of Celebi to nail it with knock off), as nothing appreciats taking a life-orb boosted, adaptability knock off coming from 120 base attack. Looking at its moveset, knock off and crabhammer are used to smash most Pokemon into the ground (notable Porygon2 and Swampert), while aqua jet is extremely useful to pick off M-Beedril, Mienshao, Mamoswine, and Rotom-H after minimal prior damage. Finally, swords dance serves to give it a chance against Suicune and Alomomola (well...70% of the time). This is also useful to allow it to clean late game against offensive teams with aqua jet (if it gets a favourable matchup).

Using Crawdaunt on a team without volt-turn support, I find, requires very heavy prediction, especially double switches, in order to bring it in safely, as it dies to literally anything. While Crawdaunt is in, I generally spam knock off, as any of its few checks get crippled by losing their item. Against defensive teams, I tend to swords dance first, especially in a favourable matchup. I try, in general, to use Crawdaunt as much as possible early game to break down the opposing team for Swampert.


Porygon-Z @ Choice Specs.
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Tri Attack
- Hyper Beam
- Shadow Ball

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RIP...

The second part of my wallbreaking core is Porygon-Z. As mentioned, it is mean to work with Crawdaunt to destroy defensive cores for Swampert. Its ability to 2HKO most Pokemon -- even resisted hits such as Lucario and Coballion (who unbelievable like to switch in on this monster) -- makes it perfect to form a wallbreaking core with Crawdaunt. Looking at its EVs, 252 speed with a timid nature is critical to be more effective against offensive teams, and is notable for outrunning jolly mamoswine and timid nidoking. The special attack EVs are used in order to allow Porygon-Z hit as hard as possible, and choice specs allows it to muscle past its checks, notable Florges, with tri attack.

Looking at the moveset, tri attack is mandatory to take advantage of adaptability, and shadow ball is essential to hit Chandelure, Doublade and Sableye. Shadow ball is superior to dark pulse because of the fact that it does not grant justified boosts to Absol, Lucario and Coballion. Hyper beam is an interesting choice, and is only used when A) Porygon is about to die; and B), the opponent lacks setup Pokemon to take advantage of the recharge turn. It has pulled through in many situations, and its other coverage options are not significant given the fact that only a 4X super effective hit is stronger than an adaptability-boosted tri attack. Trick is great to cripple Blissey, Sableye and Umbreon on the switch. In general, Porygon's role is to spam tri attack as much as possible, weakening Pokemon for Arcanine and Swampert to pick off.


4. Arcanine @ Flame Plate.
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge

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Kendrick's latest album...


Arcanine serves a number of roles on this team. First and foremost, it offers a decent check to choiced Entei and Chandelure, which nothing can really switch into (energy ball nails Swampert and Crawdaunt, and no one appreciates a sacred fire burn). As mentioned, this serves to gain huge momentum through the forced switch, which usually involves the opponent sacking a Pokemon. Another role of Arcanine is to provide more priority for this team, as Porygon-Z and Crawdaunt alike fall victim to offensive teams (and Swampert can only really beat them once key Pokemon are weakened). Extreme speed is great for this role, giving the team a better chance against offence overall. A flame plate is chosen over a life orb, as life orb+hazard+flare blitz/wild charge recoil puts Arcanine into KO range from weaker priority attacks, making the recoil damage from life orb not worth it in my view (as Arcanine in general can survive any one neutral hit and land a hit back, but life orb serves to challenge this).

Looking at the moves, flare blitz is used for obvious reasons -- it's a 120 BP STAB attack that hits most Pokemon hard. Extreme speed is critical to give the team more chances against offensive teams, while close combat is used to hit Krokodile, Umbreon, Hydreigon and Porygon2 (especially Porygon2, as they like to switch in and get a flash fire boost themselves with trace) if they elect to switch in. Wild charge is used to finish off bulky waters if weakened, and is especially useful versus Gyrados. Looking at the EVs, 252 attack and speed is critical to hit as hard and fast as possible, and a jolly nature is critical to outrun Krokodile, Porygon-Z, Lucario and Mamoswine. The remaining EVs are thrown into special defence in order to prevent Porygon2 and Porygon-Z from getting a special attack boost from download.

5. Azelf @ Focus Sash.
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Explosion
- Taunt

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Azelf's main role in this team is to lay entry hazards while simultaneously preventing the application of hazards on my side of the field. As such, stealth rocks and taunt is needed. Moving on, knock off is a great utility move, as nothing really appreciated losing their item; explosion is needed in order to gain momentum while simultaneously removing or seriously damaging any opposing Pokemon. Explosion is also important to prevent both defog and rapid spin, which would undermine Azelf's efforts.

Looking at the EVs, 252 speed with a jolly nature is critical to ensure that either taunt or rocks get setup as fast as possible, with the remaining EVs thrown into attack in order to make the biggest boom possible. Azelf is also useful as a ground immunity, meaning that it can (if it hasn't exploded yet) switch in on predicted ground-type attacks. The only time I would not lead with Azelf is if I see an Aerodactyl on the opposing team, as they are generally used to trap Azelf leads with pursuit.

6. Metagross @ Assault Vest.
Ability: Clear Body
EVs: 252 HP / 200 Atk / 56 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Bullet Punch
- Earthquake

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If I could have a Pokemon as a pet...

Metagross bring yet more priority for this team, which as mentioned, is critical to improve this team's matchup versus offensive teams. As well as being a provider of priority, Metagross is used as this team's check the recently-dropped Celebi, Sylveon and Conkeldurr (though checking Conkeldurr is at times difficult), as well as check Roserade, Whimsicott and Alakazam (Alakazam is especially troubling for this team, especially energy ball variants). The assault vest allows it to beat choice scarfed Hydreigon, Alakazam, Shaymind and life-orb HP Fire Roserade 1v1 if healthy, as well as reliably beat Conkeldurr by 2HKOing with zen headbutt. Looking at the moveset, meteor mash is critical to get past defensive Sylveon and Florges, and zen headbutt is needed to take on Conkeldurr, Nidoqueen/king and Crobat more effectively. Earthquake is amazing for hitting Aggron and Entei on the switch (especially Aggron if it hasn't mega evolved yet), and bullet punch is important to pick off M-Aerodactyl and other faster threats after some prior damage.

Looking at the EV spread, 56 speed EVs are essential for outrunning 252 speed adamant Conkeldurr; the HP EVs are preferred over attack, as it allows Metagross to switch into resisted hits easier. The rest of the EVs are thrown into attack in order to allow Metagross to hit as hard as possible. Finally, an adamant nature is needed to complement the 200 EVs in attack. In general, Metagross' role is to serve as a check to the popular Pokemon that are now in UU as a result of the tier drops, as well as to serve as a check to Alakazam and provide more priority versus offensive teams.

Threats List
Physically Defensive Chestnaught.
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While Porygon-Z can beat it if it switches in and can win 1v1 after prior damage, it can't safely switch in due to the fear of drain punch. Aside from Porygon-Z, Chestnaught walls both Crawdaunt and Swampert, forcing them out. Metagross and Arcanine can beat it 1v1, but they usually take considerable damage from the spikes it sets, in addition to a potential leech seed and spiky shield. My strategy for Chestnaught is to wear it down and force it out with Porygon-Z or Arcanine, putting it in range of ice punch.

Choice Scarfed Mienshao and Salamence.

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While not as directly threatening compared to Chestnaught, this thing can wreck my team if both Metagross and M-Swampert are weakened, as they are realistically the only two who can take a HJ Kick and a potentially boosted dragon claw from these monsters. The amount of priority on my team helps, but if these threats are at full health, I usually need to sack a Pokemon in order to bring it in range of the priority on my team. Overall, I need to keep Metagross and M-Swampert healthy in order to defeat these two Pokemon.

Sticky web.
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Sticky web makes Swampert unable to do its job, and makes Pokemon such as Porygon-Z nearly dead weight (imagine a slower Crawdaunt without aqua jet). Every time I see one of these Pokemon, I immediately taunt on my Azelf; mental herb shuckle, therefore, serves to be a major problem. I usually deal with sticky web by preventing its application -- through using taunt ASAP on Azelf.

Replays

http://replay.pokemonshowdown.com/uu-371376576.
A replay showcasing the consequences of sticky web on my team.


http://replay.pokemonshowdown.com/uu-371379017.
A very close tournament battle (a lose sadly) that was a great game to play and watch alike.


http://replay.pokemonshowdown.com/uu-368686244.
Another close tournament battle (a win). Shoutout to choice band umbreon for this great game.


http://replay.pokemonshowdown.com/uu-371581892.
A replay highlighting Swampert's cleaning potential.



So that's my team! Shoutouts to the RMT room for being awesome (seriously check it out). Thanks for reading and have a nice day! ^_^
 
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Been meaning to toss this team a quick rate... Used this for the entirety of the suspect test started out like 36-7 and popped up to around 84gxe (ended 54-27, got lazy at the end). Aside that the team is really solid and I don't see any direct changes to make, but while laddering I did find a few more threats to the team... and the threats you do have some of them I didn't see as big threats just because of the way the team performs. LO Hydrei basically gets a kill every time it comes in by clicking dpulse into draco on daunt, its sad :(. Also alone I see absolutely no threat with Chesnaught, as its HO everything on the team will it hit it hard enough so you can just revenge it with something else. The biggest problem I see with chestnaught is when its paired with a Blissey or Alo, or worse both. This team just loses to those 3 combinations of pokes, at one point I saw the same team with those pokes 3 times in a row and it just accounted for 3 losses.. basically insta forfeits when i saw team preview. It almost feels as if something needs to replace Arcanine, possibly something harder hitting and still retains the ability to check Entei, etc. Another big threat I saw was cloyster. It gets so many opportunities to set up vs this team, and if carrying Hydro Pump it pretty much just can 6-0 with little prior damage across the board, seeing as it resist jet and e-speed + bullet punch are doing minimal damage at best if running white herb.

All in all though solid team, just things to also lookout for if you ever use this team for anything other than laddering, thanks for making reqs quick, easy, and painless :)
 
Been meaning to toss this team a quick rate... Used this for the entirety of the suspect test started out like 36-7 and popped up to around 84gxe (ended 54-27, got lazy at the end). Aside that the team is really solid and I don't see any direct changes to make, but while laddering I did find a few more threats to the team... and the threats you do have some of them I didn't see as big threats just because of the way the team performs. LO Hydrei basically gets a kill every time it comes in by clicking dpulse into draco on daunt, its sad :(. Also alone I see absolutely no threat with Chesnaught, as its HO everything on the team will it hit it hard enough so you can just revenge it with something else. The biggest problem I see with chestnaught is when its paired with a Blissey or Alo, or worse both. This team just loses to those 3 combinations of pokes, at one point I saw the same team with those pokes 3 times in a row and it just accounted for 3 losses.. basically insta forfeits when i saw team preview. It almost feels as if something needs to replace Arcanine, possibly something harder hitting and still retains the ability to check Entei, etc. Another big threat I saw was cloyster. It gets so many opportunities to set up vs this team, and if carrying Hydro Pump it pretty much just can 6-0 with little prior damage across the board, seeing as it resist jet and e-speed + bullet punch are doing minimal damage at best if running white herb.

All in all though solid team, just things to also lookout for if you ever use this team for anything other than laddering, thanks for making reqs quick, easy, and painless :)

Thanks for the kind words! Glad to know that this team helped you get reqs ^_^. I've had the fortune of not running into many hydro pump cloysters, so they haven't been too much of an issue. And I totally agree with your statement regarding Arcanine, it feels a little too weak offensively to break defensive cores. I only really use it to check Chandelure and Entei, which has been helpful, but I will look for a replacement. I've changed the Crawdaunt set to a life orb lure set with ice beam to take care of chestnaught more efficiently, which has helped somehwhat against stall.
 
Hey man, cool offensive team you have got there. Water Spam is always an interesting strat to build around. Onto the rate

• First change that comes to my mind is using Sludge Wave over Swords-Dance. This would allow you to lure grass types that are really annoying for this core. You dont miss SD too much considering Mega-Swampert was meant to be the win condition of the core.

• As you stated yourself, the team has a lot of trouble to deal with Mienshao or even fighting types in general. In order to fix this, I think you should use Dragon Dance Salamence over Arcanine. While Arcanine doesnt actually bring much to the team Salamence gives you a fighting resist as well as a fantastic win condition in general.

This is it for the mandatory changes, however here are some optional changes that you could possibly use.

Cobalion over Metagross + Chandelure over Porygon-Z would fit this team very well. It gives you another fighting check, a chesnaught counter and would make the team faster because of Cobalion. I suggest you to run Scarf Chandelure as well as Shuca Berry SD Cobalion.

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Knock Off
- Aqua Jet
- Crabhammer
- Sludge Wave

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stone Edge

Salamence @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- Iron Tail

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Energy Ball
- Fire Blast

Hope I helped!
 
Hey man, cool offensive team you have got there. Water Spam is always an interesting strat to build around. Onto the rate

• First change that comes to my mind is using Sludge Wave over Swords-Dance. This would allow you to lure grass types that are really annoying for this core. You dont miss SD too much considering Mega-Swampert was meant to be the win condition of the core.

• As you stated yourself, the team has a lot of trouble to deal with Mienshao or even fighting types in general. In order to fix this, I think you should use Dragon Dance Salamence over Arcanine. While Arcanine doesnt actually bring much to the team Salamence gives you a fighting resist as well as a fantastic win condition in general.

This is it for the mandatory changes, however here are some optional changes that you could possibly use.

Cobalion over Metagross + Chandelure over Porygon-Z would fit this team very well. It gives you another fighting check, a chesnaught counter and would make the team faster because of Cobalion. I suggest you to run Scarf Chandelure as well as Shuca Berry SD Cobalion.

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Knock Off
- Aqua Jet
- Crabhammer
- Sludge Wave

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Head
- Stone Edge

Salamence @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- Iron Tail

Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Energy Ball
- Fire Blast

Hope I helped!

Just a quick look at this shows he has no answer for Sylveon as it just gets a kill everytime it comes in... and we all know how common Sylveon is at the moment. Also grass types by themselves are not an annoyance for the core just to make that common knowledge, but I do agree with Sludge Wave/ Ice Beam, either works for rekking Chesnaught. Also I feel SD is still necessary for Daunt as it allows it to continue breaking even w/o Crabhammer.. not much wants to take repeated +2 knock offs bar a few mons. Your changes look interesting and I will also test, although from the outside looking in, the team is going to be lacking serious power w/o specs p-z and AV metagross. Also just noticed that switching all those mons will lose this team 2/3 priority moves which kind of glue the team together. Suicune also becomes a bigger problem, along with Alo since daunt wont have SD and nothing else will be breaking those 2 unless you get Cobalion to +4 w/o getting burned.

Just my 2cents,
-Iro
 
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