An Anticlimactic Title

I don't know what to say here. I tried to create a semi-interesting and versatile team? There are some holes that I think should be filled; it can definitely be better. I'm quite new to this whole thing, so don't be surprised if there's an obvious gaping hole in this team.

Double Powder Butterfree @ FS
Ability: Compoundeyes
EVs: 248 HP/ 8 Def/ 252 Spe
Nature: Jolly
- Sleep Powder
- Stun Spore
- U-Turn
- Bug Buzz

Double powder lead. It's heavy on the Speed EVs, so it can (hopefully) start with a Sleep Powder, which is, of course, pretty good with Compoundeyes. This should force a switch, after which I follow up with Stun Spore. If the matchup is favorable, Bug Buzz; if not, then I U-Turn the heck out of there.

Butterfree, because of FS, would also provide a switch-in to a Ground move that would otherwise KO my main sweeper...

Rock Polish Aggron @ LO
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Nature: Adamant
- Rock Polish
- Head Smash
- Ice Punch
- Low Kick

Physical sweeper. I switch in when I can force a switch-in (on, like, Raichu or Chansey), then Rock Polish once. (Twice, if I get lucky.) I then proceed to decimate everything with Head Smash. Ice Punch is for bulky Grass and Donphan, Low Kick is for things like Steelix that Head Smash would fail at, for or for countering Dark Pokemon. I'm considering replacing one/both with Earthquake and HP Grass, as it migt fill more holes; would appreciate input on this.

Sub 3 Attack Alakazam @ LO
Ability: Synchronize
EVs: 4 HP/ 252 SpA / 252 Spe
Nature: Timid
- Substitute
- Psychic
- Shadow Ball
- HP Fighting

Special sweeper. I’m reconsidering whether Sub 3 Attack is the best set to use for a special sweeper, especially with a LO. Honestly speaking, I ran this set for a few battles, and I’ve simply never had time to use Substitute. I’m not sure whether a Choice Scarf/Specs would be better, or simply to run LO with four attacks. As it is, this Alakazam is superb against Hitmontop/Hitmonlee, breaks Weezing completely, and can even dent Chansey, Onix, and Steelix with HP Fighting (though not a recommended use). I tried running Focus Blast, but found that it missed way too much for me. (The miss rate seemed to be more like 50% than 30%. Probably bad luck, but I still didn’t like it.) I can switch into my Chansey on a threatening Special switch-in, or to Heracross on a physical one. Completely walled by Spiritomb.

Cleric Chansey @ Leftovers
Ability: Natural Cure
EVs: 4 HP/ 252 Def / 252 SpD
Nature: Calm
- Aromatherapy
- Softboiled
- Seismic Toss
- Stealth Rock

Special wall. The 252 Def is in there to give it some fortitude against physical attackers, as well as to prevent it from being completely knocked over by a Quick Attack/Sucker Punch or something like that. Honestly, this guy’s uses should be obvious. She’s the only SRer on my team; I’m not sure if that’s a good thing or a bad thing. Theoretically, I could switch into her after Butterfree dies/switch out and SR, but I’ve never actually done that before in practice. Good/bad idea? Maybe replace SR with Protect, or another more useful move? (I saw a Chansey running Psychic once. Gave my Weezing quite a scare.) Utility decreases as game time goes on.

RestTalkin’ Heracross @ Leftovers
Ability: Guts
EVs: 252 HP/ 40 Atk / 216 SpD
Nature: Careful
- Megahorn
- Bulk Up
- Rest
- Sleep Talk

Pseudo-physical wall/tank/physical sweeper. This guy’s a bit of an all-in-one, and I have to say it actually works surprisingly well. After two Bulk Ups, Megahorn is surprisingly powerful, often doing 50-70% against even Pokemon that resist it. This one stops Houndoom in its tracks, simply because Megahorn is so darn strong. The lack of an actual fighting move is regrettable, but the threat of something like a Close Combat/Brick Break forces some interesting switches. This Heracross is relatively impervious to Psychic Pokemon (except maybe faster Alakazam’s STAB Psychic) because Megahorn is so kickass, and shrugs off almost all physical moves after 2-3 Bulk Ups. (It’s survived Aggron’s Head Smash before!) Mono attacker, but I’ve found it to be very useful. Must be careful of Infernape, Blaziken, and the like. Also, a pretty bad endgame Pokemon if the opponent can wall it.

Rapid Spin + 3 Attacks Hitmonlee @ Black Belt
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Rapid Spin
- Close Combat
- Blaze Kick
- Rock Slide

Pseudo-physical sweeper/Rapid Spinner. Close Combat has saved my ass a few times, and is invaluable on this fast Hitmonlee. RS is there for obvious purposes; this Hitmonlee is EV’d into speed, too, which means it should have no trouble clearing rocks. Rock Slide is there for coverage (I prefer Rock Slide’s greater accuracy over Stone Edge); to be honest, I’m not exactly certain what I put Blaze Kick there for. This is probably the Pokemon I have the least affinity for in this set, though I do need an RSer (learned that after 3 layers of Spikes and 2 Toxic Spikes were set up on me...), so a better/more fitting one would be welcome.

This slot was formerly held by a CB-Trick Spiritomb (running Trick, WoW, Pain Split, and Shadow Ball) until I realized it sucked and was walled by bulky Grass. I do really miss WoW though.

Rapid Spin Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Nature: Impish
- Rapid Spin
- Foresight
- Close Combat
- Sucker Punch

Pseudo-physical sweeper/Rapid Spinner. Foresight + Rapid Spin is guaranteed to get the job done. Close Combat is an ass-saver, honestly, and Intimidate mitigates its effects slightly. Sucker Punch is there for an obligatory priority move, though I'm not sure if I should choose that over Mach Punch, though on another hand the coverage is much better with Sucker Punch. This Hitmontop is EV'd into Defense because I lack a physical wall on my team. (I'd prefer Pain Split Weezing over Hitmontop, but I don't have a spinner, so...)

Threats
From this list, it can be pretty clearly seen that I probably do want a Weezing somewhere on my team.

Bulky Waters give my team problems, because I don’t pack a single Electric or Grass attack.

Altaria: I’ve never fought it with this set, but a good Altaria is a problem. I have no switch-ins for it. Aggron is obviously out, with a 4x weakness to EQ. Butterfree is immune to EQ but will suffer horrendously from Outrage. Alakazam cannot take a hit from Altaria; similarly for Hitmonlee and even Chansey to some extent. This leaves Heracross, who may not be able to take an Outrage unBulked. Altaria is a problem.
Azumarill: Similar to Arcanine; I have no direct counters to him, but he doesn’t seriously threaten anything of mine unless I slip up with Aggron. I lack a physical wall on this set, which comes back to bite me sometimes. (Weezing is really nice.)
Charizard: A bit of a mixed bag. Theoretically, he should be easy, with Head Smash and Rock Slide. But short of Stealth Rock (which I sometimes don’t get up until very late), I can’t handle BellyZard very well at all. It might be a problem.
Clefable: ALWAYS a problem for every set of all forever. Theoretically, I should do fine, with three Pokemon with Fighting moves, but you never know what you’re getting with Clefable.
Donphan: This is where my lack of a physical wall really comes to bite me. Butterfree can be a switch-in for a STAB Earthquake, but I haven’t got much else that can stand up to that kind of force. Heracross, maybe.
Drapion: His EQ poses a problem above all else; it makes using Aggron inviable. Drapion is actually a pretty big problem for me. Good thing it’s pretty rare.
Milotic/Gastrodon: Bulky waters can’t actually do a great deal to me (Heracross), but I can’t do a great deal back either.

Any and all (useful) suggestions are welcome! Thanks in advance. :)
 
Hi! I'm not really a very good UU player but I will rate anyway. On aggron you shpuld be running Earthquake over Low Kick. This gives you QuakeEdge coverage and combide with Ice Punch, hits everything in UU at least Neutral. Hitmonlee does not learn Rapid Spin so change it to Hitmontop. Next as your Hitmontops job is to Rapid Spin, try Foresight over Blaze Kick. This means you are not walled by Spin-Blockers switching in such as Mismagius. GL with your team.
 
The reason I have Low Kick on my Aggron is that it hits fellow Aggron for a basically guaranteed OHKO with my speed, and Registeel, Regirock, Regice, etc. for 240 base power. Low Kick is also a 120 base power attack on Chansey and all Normals, because of super-effectiveness -- something that Earthquake lacks. Earthquake is also subject to all the Levitate in UU, but admittedly Low Kick is subject to all the Mismagius and Spiritomb.

Hitmonlee does indeed learn Rapid Spin. I would know. :P Will consider Foresight.

Any other suggestions?
 
Rapid Spin + Foresight Hitmontop on-site>Hitmonlee. Can hit basically everything Hitmonlee is supposed to while providing some defensive backbone. Helps with the physical threats you mentioned.

On Alakazam run Signal Beam>Shadow Ball to hit Spiritomb. Psychic+Fighting provide pretty good coverage already anyway.

To deal with your Bulky Water problem and to help with your lack of a revenge killer, run Scarf Venusaur over Butterfree. Does the same shit but is bulky and can actually hurt stuff.

Venusaur@Choice Scarf
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Timid
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- HP Flying

The last slot is basically filler but IMO HP Flying is probably your best option to fuck over fighting types, namely heracross

Good luck with your team.
 
Hitmontop sounds like a solid plan. Original post edited.

Rapid Spin Hitmontop
@ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Nature: Impish
- Rapid Spin
- Foresight
- Close Combat
- Sucker Punch

The reason I like my Butterfree is the Double Powder, and the fat that it can semi-frequently KO with a STAB Bug Buzz. CS Venusaur is locked into one move, which means that if it sleeps on the first turn, it must switch out. Venusaur also lacks Compoundeyes, which makes Sleep Powder not so worth it, IMHO? I do like the counter-Water, though. (I need a hard counter to Gastrodon. Maybe HP Grass on Alakazam?)
 
The reason I have Low Kick on my Aggron is that it hits fellow Aggron for a basically guaranteed OHKO with my speed, and Registeel, Regirock, Regice, etc. for 240 base power. Low Kick is also a 120 base power attack on Chansey and all Normals, because of super-effectiveness -- something that Earthquake lacks. Earthquake is also subject to all the Levitate in UU, but admittedly Low Kick is subject to all the Mismagius and Spiritomb.
Head Smash + Stab has a base power of 225, 225 > 120. A 15 drop in power (only on heavy pokes, which means no coverage on Chansey, Clefable, Ambipom etc.) isn't worth an extra moveslot. Superpwer would have a more reliable coverage.
 
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