XY UU Balanced Offense

This is my first RMT, so I hope it goes well. Anyways, after the togekiss ban, my old team got less useful, so I looked around UU and thought, "I should use some huge offensive threats!" After a while, I decide on a very bulky approach for the rest of my team, and this is the result.
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I wanted to use Mega Absol, so I started there.
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I really like my mixape set, so I put it in as well

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To end off my frail threats, I put on the new espeon to see how it would perform.

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I then started being serious about the teambuilding. I saw a large water weakness, and decided to fight water with water and use crocune
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I then put in my walls, noticing an electric weakness and a ghost weakness.

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Fairy? (Absol-Mega) @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Psycho Cut​
This is what I built my team around. I had noticed a lot of people being successful with Mega Absol, and I decided to try it out. It is the near standard sd set, with sucker punch for priority, knock off for a strong stab, and for the last move, I put psycho cut. I put it on for the fighting types that would resist my other STABs and ultimately force me out without it.

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Infernrape (Infernape) @ Life Orb
Ability: Iron Fist
EVs: 184 Atk / 72 SpA / 252 Spe
Hasty Nature
- Mach Punch
- Overheat
- Close Combat
- Thunder Punch​
This is a set I really like that I devised when I saw an abundance of Blissey- Mega Aggron cores. It is a mixape set that is a direct counter to it, with overheat being certain to OHKO the standard physically defensive/ bulky offensive Aggron. It has proved very useful, being able to take out many things. Close combat is for physical fighting STAB, Overheat has been explained, but it also helps against any physical wall that happens to switch in, taking roughly 60-80 percent depending on the Pokemon. Mach punch is nice priority, and thunderpunch is for water and flying types that try to switch in on Infernape.

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Right in the (Espeon) @ TwistedSpoon
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Psyshock
- Shadow Ball
- Hidden Power [Fighting]​
Espeon fulfills a check to fighting types and a hard hitter. I have both Psychic and Psyshock because I wanted to try a Twistedspoon Espeon. It hits really hard with it's Psychics, and I have Psyshock to take down special walls who think they are safe after seeing Psychic. Shadow ball hits fellow psychic types who try to wall this set, and HP Fighting is for coverage. It is my answer for Florges, as my team is terrible against it.

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I hate everyone (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind​
Standard Crocune. It is my counter to water types, usually being able to out-stall them, and is a great pivot for a variety of hits. I would have lost so many games without its bulk and amazingly powerful scalds. It is a great counter to cloyster, living rock blasts and getting it into range where infernape's mach punch kills.

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Rick rollout (Donphan) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard​
My defensive wall. I noticed a large electric weakness and decided to fix it. Stealth rocks and rapid spin because a Donphan without one of those is not a Donphan. Earthquake because it hits really hard, even without investment, and ice shard to beat lead galvantula 1v1 and for nice priority. It is great for taking all sorts of physical threats like Arcanine, Entei, Flygon, Infernape etc.

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Error #quack (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 112 SpA / 144 SpD
Modest Nature
- Tri Attack
- Recover
- Thunderbolt
- Ice Beam​
Last off, My specially defensive tank. I am running more of an offensive spread, as I find that even hydreigon fails to do 70% with a non life orb draco. It takes many people off guard, and applies a lot of pressure. Tri attack is a great STAB, recover is to keep it healthy, and bolt-beam coverage works well. I put it on to better deal with the special threats in the tier, like M-Ampharos, Starmie, Espeon etc.

That is all I have to say about my team. Advice is largely appreciated, and thank you for reading :D
(Edit): The sprites are going off randomly to the side, sorry about that. On editing they are fine, and I can't seem to fix it.
 
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Hey Yristul, I have a few suggestions for your team.

First, I would suggest using Superpower over Psycho Cut on Mega Absol. While you do lose out on being able to check Fighting-types, you can kinda check them with Suicune, Donphan, and Espeon, and being able to hit non-scarfed variants of Hydreigon and Krookodile are pretty important. It also lets you hit Steel-types such as Lucario and Cobalion, who can be pretty annoying otherwise.

I think your Infernape set is kinda bad, while you do break some balance cores, you don't really hit for that much against opposing offensive teams. To mitigate this, I would use a Nasty Plot mix set over the one you currently have. It does pretty much the same thing that your original set did, which is break Blissey, Mega Aggron, etc. but it also lures in common switch ins such as Swampert, and appreciates being partnered up with Absol, as Nape's common checks are KO'd by it.

Espeon isn't doing much on your team, as it's generally inferior to Alakzam as an offensive Psychic-type, with its lower speed and not being able to check hyper offensive teams in emergencys. You also have kind of a hard time against Choice Scarfers, particularly Mienshao, so to remedy that, I would suggest replacing it with Crobat. This lets you have a great anti-offense mon, generally being able to check a lot of the mod that trouble your team, such as Mienshao and Machamp, while clearing hazards and letting you U-turn into one of your set-up sweepers for free.

Nitpicking on this one, but the standard spread for CroCune is actually 252 HP / 252 Def / 4 SpA, so I would change it to that as you need all the physical bulk you can get, since Suicune will be boosting its Special Attack anyway with Calm Mind.

So, now that you have an arguably hazard cleaner for your team in Crobat, Donphan's role becomes somewhat obsolete, as its biggest niche is being able to clear and set hazards, and kinda sucks momentum out of your team. I would replace it with SR Swampert, as it can do Donphan's job of setting up rocks better while having the added benefit of a backup fire-spam check, a reliable phazer which your team lacks, and can cripple physical attackers early game with Scald.

I don't really like Porygon2 in the current metagame, as it adds another Fighting-weakness to your team, and is too passive which lets it become both offensive and defensive setup bait at the same time, which really is harmful to your team. Your team can also get worn down fairly quickly, so having a Wishpasser would greatly benefit you. I think using Florges would fit these changes, as well as giving you a reliable switch in for Hydreigon, particularly LO variants which can beat P2.

Hope I helped!

Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Superpower
- Sucker Punch

Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 128 HP / 204 Atk / 176 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Defog

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Rest
- Sleep Talk
- Calm Mind

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 16 Atk / 240 Def
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Wish
- Protect
- Moonblast
- Aromatherapy
 
You have a very interesting looking team right here, but I would recommend timid LO espeon over modest twisted spoon. Timid is pretty important to outspeed plenty of things like Infernape, Hydreigon, Flygon, Rachi, etc., as well as getting the jump on stuff like modest raikou. Once you go timid though, life orb is pretty important for the extra damage, most notably being able to 2hko standard physically defensive Florges after rocks and lefties.
 
Good Job on your First RMT! Welcome to UU (and Smogon based on the number of posts you have!)

Mega Absol and Infernape are definitely a deadly core. I have a few suggestions though... (most are similar to boufflant, so I'll try to provide a different perspective as best as I can!)

1. Try Superpower > Psycho Cut (as suggested before). As Bouffalant said before, Hydreigon is a plentiful here in UU. It's better to be able to hit it, trust me.
2. I also agree with the NP Mixed Ape or even pure NP Ape. Vaccuum Wave is such a cool move on Ape. It allows it to check non espeed Lucario, Cloyster, weakened Mega Aero, Mega Doom, Mega Absol, etc.. The only one who isn't a clean KO is Mega Aero (who needs a NP Boost, SR and previous damage)..

+2 252 SpA Life Orb Infernape Vacuum Wave vs. 120 HP / 0 SpD Mega Aerodactyl: 153-181 (46.2 - 54.6%) -- 56.3% chance to 2HKO
3. I'm not too crazy on that Espeon set. You do have a Magic Bounce user already in Mega Absol, but you could try Dual Screens Espeon, instead. The probem with Ape and Mega Absol is that they are just too frail. Add in Reflect and Dual Screens and an immunity to Taunt and that is almost guaranteed. I ran this set back in BW OU, paired with Justified Lucario.

Espeon@ Light Clay
Timid Nature (very important, that base 110 speed puts it ahead of Infernape, Cobalion, Virizion, Shao, etc..)
Magic Bounce
252 HP/ 4 Def/ 252 Speed (0 Atk IVs)
-Reflect
-Light Screen
-Psychic/Psyshock
-Baton Pass

Baton Pass is the crutch of this set, baiting slower Pursuit users to possibly give Absol an attack boost (pre evo of course). It can start off with +1 and begin tearing things apart without doing anything. Watch out for scarfed Pursuit users though like Krookodile, they will outspeed you before you BP. But, with Reflect and the weakened Pursuit. Also, as a note, you could switch Infernape for Lucario to double your chances of getting the Justified Boosts. SD Physical Set would be very good in this instance. Just saying!
4. Donphan and CroCune look OK (change Suicune's EVs to 252 HP/ 252 Def/ 4 Sp Atk as suggested before).
5. I don't really think you have a Ghost weakness. You're only ghost weak poke is Espeon and most ghosts won't hit that speed tier (barring Shadow Sneak Doublade, Shadow Ball Froslass which is rare and Scarf Chandy, which is probably the only common one). So, I'd say drop Porygon2. Other good Sp Def walls can be Florges (who does have decent synergy with Donphan), Blissey is OK. But, if you really want to screw your opponent up, CURSE SNORLAX is a fantastic option. I know it sounds crazy, but hear me out. You have 2 wall breakers in Ape and Absol, who destroy the most common walls between the two of them. CroCune and CurseLax are your WinCons and give you advantages against boosting sweepers, both physical and special. Espeon is the glue that will hold them all together with Screen Support.

Snorlax@ Leftovers
Thick Fat
Careful Nature
144 HP/ 188 Def/ 176 Sp Def
-Curse
-Rest
-Sleep Talk
-Return

You could also opt for a set like...

Snorlax@ Chesto Berry
Thick Fat
Careful Nature
144 HP/ 188 Def/ 176 Sp Def
-Curse
-Rest
-Crunch/Earthquake
-Return

This will give you instant recovery and it'll give you more coverage against ghosts and bulky steels (think Chandelure and Mega Aggron). Both are completely viable and can be interchanged depending on your confidence level of Mega Absol taking out all ghosts. If your confidence is low, then run Crunch. If it's high, then run Sleep Talk and Lefties. You could also opt for an offensive set without Rest, but I don't have much experience with that tbh. Good luck though!
 
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