BEJEWELED BLITZ - BALANCED UU RMT
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Introduction:
Hello team raters! This is my second UU RMT ever, and I feel like it's a pretty good one. This definitely surpasses my last RMT, as both my skill level and team building have become much better since I posted my last team. I made this team about a week ago and it was doing really well for the first few days. I reached about 1350 or so in about 2 days, but I started having trouble around that point. I've been fluctuating around this rating for a little bit and I wanna find out if there are any noticeable holes in this team or if my playing just isn't up to snuff yet. Any and all help is appreciated.
I named the team Bejeweled Blitz simply because that is the most addictive Facebook App in the entire world. All my time is spent playing Bejeweled or Pokemon! Whoo! Anyways, on to the team.
Ambipom (F) @ Silk Scarf
Ability: Technician
Jolly Nature (+Spe, -SAtk)
EVs: 4 HP/ 252 Atk/ 252 Spe
~Fake Out
~Return
~Low Kick
~Taunt
Why Ambipom?
This gal is the #1 lead for a reason. She fares well against all the other common leads, except for opposing Ambipom; even then, there’s still a good chance you’ll come out on top if you win the speed tie. She stops set up in its tracks every time. Froslass is not the slightest bit of an issue on Taunt Ambipom. I wouldn't even think about not running Taunt on any of my anti-leads now that I have used Ambipom.
The Moveset:
This is the best Ambipom set I could come up with. The EVs and Nature are your standard, but the moves are a little mixed up. It allows it to handle all other leads bar a Normal resist. But because those leads are less common, this set is superior in my opinion. Silk Scarf is to boost Normal damage without wearing Ambipom down; she’s already switching a lot, so any additional residual damage is definitely not appreciated. I decided that Low Kick is definitely the superior option over Shadow Claw. I hadn't really thought about it, but Houndoom already does enough to check Ghosts, so Ambipom really doesn't need to. Taunt is the crux of this set, pretty much guaranteed that I’ll delay the opponent’s set up for quite some time.
Synergy:
She keeps hazards off the field, which is always a bonus. But that’s just icing on the cake compared to the fact that her Speed, Power and Priority make her an excellent switch in to set up sweepers like Gallade. Fake Out + Return gets some serious damage on those threats, allowing for someone else to take them out in their weakened state, or having her just take them out herself.
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Venusaur (F) @ Choice Scarf
Ability: Overgrow
Modest Nature
EVs: 16 HP/ 252 SAtk/ 240 Spe
~Sleep Powder
~Leaf Storm
~Sludge Bomb
~HP Ice
Why Venusaur?
Venusaur makes a great asset to any team these days, now that her predecessor Roserade is gone. She serves so many purposes, ranging from a revenge killer, a sleep inducer, a T-Spikes absorber, and a Water attack absorber. She pulls the team together very well, tying up a lot of the loose ends that were troubling the team. Her combination of bulk, power and speed make her a force to be reckoned with.
The Moveset:
The EVs are tailored to allow Venusaur to outrun Adamant Max Spe Feraligatr after a DD, which is the fastest set up sweeper that it will probably be coming in on. The rest is dumped into maxing out SAtk and then HP. The Choice Scarf is an important item, allowing her to revenge a lot of annoying sweepers, such as the aforementioned Feraligatr. Sleep Powder is a great move to use early game when your opponent is switching a lot. Venusaur threatens something like Milotic or Slowbro and you get to sleep the switch. Leaf Storm and Sludge Bomb are mandatory STAB that hit for crap tons of damage (Example: Leaf Storm hits offensive Arcanine for over 50%). HP Ice gives Venusaur coverage against opposing Grass types that Sludge Bomb doesn’t hit super effectively, but most importantly hits Altaria and Torterra. This leaves Venusaur susceptible to being walled by Registeel, but he is handled effectively by my other team members.
Synergy:
Venusaur’s water resistance and power were what attracted me to it, mainly. It can come in on resisted Water attacks and threaten or even KO with Leaf Storm. Sleep Powder is also useful to give Hariyama free Substitutes or let Slowbro heal off some damage with relative ease. Her ability to absorb T-spikes was also a bonus, as nobody on this team likes to be Toxiced, especially Slowbro and Hariyama.
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Houndoom (F) @ Life Orb
Ability: Flash Fire
Hasty Nature
EVs: 156 Atk/ 128 SAtk/ 224 Spe
~Pursuit
~Sucker Punch
~Fire Blast
~Dark Pulse
Why Houndoom?
This Houndoom set is a beautiful, beautiful set. It has gotten me so many kills it is practically unbelievable. Houndoom’s awesome attacking stats allow it to effectively run a mixed set while still being a huge threat. It deals with pesky ghosts and psychics with Pursuit and easily revenge kills most foes that could sweep this team otherwise.
The Moveset:
This EV spread was stolen from Dekzeh’s “Do it good, Brutus RMT.” I admit it! Only because it is so godly that I had to use it. The Spe allows it to outrun Rotom and friends, while the SAtk investment allows it to OHKO Steelix with Fire Blast. The rest is dumped into Attack. Pursuit is for trapping, which greatly helps this team. Sucker Punch is for priority, which surprisingly few people seem to see coming. Fire Blast helps deal with those pesky Steel-types mainly, but also helps deal with many other threats. Dark Pulse is to deal with Slowbro. If they see Sucker Punch or Pursuit, my opponents often think that I’m running a purely physical set. This is mainly because of Houndoom’s lack of usage, so people just don’t know what to expect sometimes.
Synergy:
She gets rid of pesky Ghosts and Steels that like to come in on Ambi’s Fake Outs. She also absorbs any Fire attacks aimed at Venusaur or Steelix. Along with that, her Psychic immunity makes her a great team mate for Hariyama. This relieves some of the work from Slowbro so it can live to see another day. It’s ability to revenge kill also helps Hariyama sweep easier by getting rid of frail, but powerful and fast threats.
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Steelix (M) @ Leftovers
Ability: Sturdy
Careful Nature
EVs: 252 HP/ 4 Def/ 252 SDef
~Stealth Rock
~Earthquake
~Stone Edge
~Roar
Why Steelix?
Steelix makes a great addition to this team to add some seriously needed defense and resistances. People say that Registeel and Chansey are the only Raikou counters, but this guy takes the cake. The instant I see Raikou switch in, I go to Steelix right away. He can take anything Raikou can dish out (even the pathetic HP Water) and hit them hard with Earthquake or Roar them away, preventing set up. This is incredibly important, because Raikou can be a huge threat to my team if he sets up, so I try my best to keep Steelix alive if there is a potential Raikou threat.
The Moveset:
The EVs are just your standard Steelix spread; max HP and SDef to maximize his walling potential. Stealth Rock is just so flippin’ important. Earthquake is for STAB and dealing with Raikou, as well as opposing Steelix or Registeel. Stone Edge is something not everyone sees these days, but it’s a great asset because it allows him to threaten Honchkrow. And if there’s an obvious switch coming in on Steelix and he cannot either a) set up rocks because they’re already up or b) he cannot damage them with either attacking move, he can just Roar to rack up damage, scout their team and slow down their momentum.
Synergy:
SteelBro is just as good as RegiBro, if you ask me; SteelBro sacrifices a Grass resistance in exchange for an Electric immunity. Depending on what opponents your talking about, I say it's a good trade-off. Along with that, Steelix attracts Water, Fighting and Fire attacks, which allow Venusaur, Hariyama and Houndoom some safe, if not completely free, switches. He also takes the Flying attacks aimed at Hariyama.
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Slowbro (F) @ Leftovers
Ability: Own Tempo
Bold Nature
EVs: 252 HP/ 252 Def/ 4 SAtk
~Surf
~Psychic
~Slack Off
~Thunder Wave / Toxic
Why Slowbro?
This gal is probably the MVP of the team. She holds the team together, really. Her amazing bulk, resistances and access to instant recovery make her one of my safest switches. She acts as a check to some really huge threats, like Blaziken, Rhyperior, and more. Keeping her alive is so important, because dealing with these threats can be a real pain after she goes down.
The Moveset:
For now, I’m running a basic walling Slowbro EV spread; max HP and Def for maximum walling potential. Surf is for obligatory STAB and for threatening and taking out those Fires and Grounds and whatnot that she loves to switch in to. Psychic is to take out those pesky Fighting types that try and dent her when she’s switching around, as well as that annoying Venusaur. Slack Off is for the needed recovery to keep her alive. And Thunder Wave is the star move here, making it easier for Hariyama to get up Subs, which is incredibly useful, because Hariyama doesn’t like getting hit before Subbing up. Not only that, but it makes it easier for Slowbro and Steelix to deal with certain threats once they’ve been slowed down. (example: Steelix vs. Honchkrow, Slowbro vs. Venusaur, etc.) I’m definitely considering Toxic though, because opposing Slowbro are always hitting me with Toxic and I just think “Wow, this sucks.” So why not do it to other people? Slowbro really struggles with dealing with opposing bulky waters, such as other Slowbro, and the hated Milotic.
Synergy:
As stated before, SteelBro is awesome and makes switching around really easy. She is my main switch in to Ground attacks as well, as she really just shrugs them all off, depending on who's dishing it out. She also lures in Grass and Electric types, which gives free switches to Venusaur who threatens with Sleep Powder and a hard hitting Leaf Storm. She takes the Psychic moves that Hariyama can only dream about taking.
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Hariyama (F) @ Leftovers
Ability: Thick Fat
Impish Nature
EVs: 80 HP/ 172 Atk/ 252 Def/ 4 Spe
~Substitute
~Focus Punch
~Payback
~Ice Punch
Why Hariyama?
Hariyama is probably the best Fighting type in the tier, if you ask me. She just has so much going on for her. She’s unbelievably bulky, she sports a humungous Attack stat, and her Thick Fat ability gives her an easier time switching. All of these qualities make her one of the best, if not the best, SubPunchers in all of UU.
The Moveset:
The EVs were ripped right out of the Smogon analysis, and they are used for good reason. The 80 points in HP, coupled with the 252 points in Def make Hariyama’s Subs very sturdy; most walls can’t break them in one hit without serious Attack investment. The 4 Spe points allow her to outspeed other base 50s, which is important because pokes in this speed tier like to sport status. Substitute and Focus Punch make the core of the set, and can really dent teams if they have no Fighting resist. Because of this fact, I like to save her for the late game unless it’s absolutely necessary. And if I do bring her out, I try not to reveal that she is a SubPuncher and just try to bluff a tanking set. Payback and Ice Punch are for hitting those Fighting resists, but bulky Psychics aren’t really going to take much from Payback anyway; it’s mainly for hitting those pesky Ghost types.
Synergy:
Hariyama is great at both taking and dishing out serious damage. She can easily come in on stuff like Registeel and set up Subs to start bringing down the house. Registeel is a real pain in the sides of Houndoom, Ambipom and Venusaur, so taking it out makes it a lot easier for them to start sweeping. Her main job is to absorb hits though, which she does a great job at. Her Ice and Fire resistances make her a great accompany to Venusaur and Steelx respectively. Slowbro’s Dark weakness is also covered quite well here, but Hariyama has a little trouble really soaking up specially based Dark moves, like from Houndoom.
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Notable Threats:
These are some of the Pokes that I have been having a bit of trouble with lately, and that I really can't find ways to deal with without harming the synergy of the team.
Honchkrow: This thing is dangerous. My main checks to it are Venusaur, Ambipom and Steelix. But to take it out, I pretty much always have to come in on a guaranteed safe switch. So that means either predicting really well or sacrificing, which isn't good because they get a kill and can just switch out.
Rhyperior: I know that I can kill it off easily with Venusaur or Slowbro, but Ambipom just begs for a Rhyperior switch in, and it severely dents even Slowbro when I'm forced to switch. This thing is particularly dangerous in the Sand. This is the main reason why I consider Low Kick over Shadow Claw.
Opposing Bulky Waters: Forgot about this one, but Pokes like Milotic can really be a pain to take care of if Venusaur is either dead or severly injured.
These are just the threats that I have personally faced while testing this team. And because I'm often playing the same opponents again and again, not seeing the entire metagame isn't too surprising to me. But I'm sure there are other weaknesses so please, point them out!
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Introduction:
Hello team raters! This is my second UU RMT ever, and I feel like it's a pretty good one. This definitely surpasses my last RMT, as both my skill level and team building have become much better since I posted my last team. I made this team about a week ago and it was doing really well for the first few days. I reached about 1350 or so in about 2 days, but I started having trouble around that point. I've been fluctuating around this rating for a little bit and I wanna find out if there are any noticeable holes in this team or if my playing just isn't up to snuff yet. Any and all help is appreciated.
I named the team Bejeweled Blitz simply because that is the most addictive Facebook App in the entire world. All my time is spent playing Bejeweled or Pokemon! Whoo! Anyways, on to the team.

Ambipom (F) @ Silk Scarf
Ability: Technician
Jolly Nature (+Spe, -SAtk)
EVs: 4 HP/ 252 Atk/ 252 Spe
~Fake Out
~Return
~Low Kick
~Taunt
Why Ambipom?
This gal is the #1 lead for a reason. She fares well against all the other common leads, except for opposing Ambipom; even then, there’s still a good chance you’ll come out on top if you win the speed tie. She stops set up in its tracks every time. Froslass is not the slightest bit of an issue on Taunt Ambipom. I wouldn't even think about not running Taunt on any of my anti-leads now that I have used Ambipom.
The Moveset:
This is the best Ambipom set I could come up with. The EVs and Nature are your standard, but the moves are a little mixed up. It allows it to handle all other leads bar a Normal resist. But because those leads are less common, this set is superior in my opinion. Silk Scarf is to boost Normal damage without wearing Ambipom down; she’s already switching a lot, so any additional residual damage is definitely not appreciated. I decided that Low Kick is definitely the superior option over Shadow Claw. I hadn't really thought about it, but Houndoom already does enough to check Ghosts, so Ambipom really doesn't need to. Taunt is the crux of this set, pretty much guaranteed that I’ll delay the opponent’s set up for quite some time.
Synergy:
She keeps hazards off the field, which is always a bonus. But that’s just icing on the cake compared to the fact that her Speed, Power and Priority make her an excellent switch in to set up sweepers like Gallade. Fake Out + Return gets some serious damage on those threats, allowing for someone else to take them out in their weakened state, or having her just take them out herself.
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Venusaur (F) @ Choice Scarf
Ability: Overgrow
Modest Nature
EVs: 16 HP/ 252 SAtk/ 240 Spe
~Sleep Powder
~Leaf Storm
~Sludge Bomb
~HP Ice
Why Venusaur?
Venusaur makes a great asset to any team these days, now that her predecessor Roserade is gone. She serves so many purposes, ranging from a revenge killer, a sleep inducer, a T-Spikes absorber, and a Water attack absorber. She pulls the team together very well, tying up a lot of the loose ends that were troubling the team. Her combination of bulk, power and speed make her a force to be reckoned with.
The Moveset:
The EVs are tailored to allow Venusaur to outrun Adamant Max Spe Feraligatr after a DD, which is the fastest set up sweeper that it will probably be coming in on. The rest is dumped into maxing out SAtk and then HP. The Choice Scarf is an important item, allowing her to revenge a lot of annoying sweepers, such as the aforementioned Feraligatr. Sleep Powder is a great move to use early game when your opponent is switching a lot. Venusaur threatens something like Milotic or Slowbro and you get to sleep the switch. Leaf Storm and Sludge Bomb are mandatory STAB that hit for crap tons of damage (Example: Leaf Storm hits offensive Arcanine for over 50%). HP Ice gives Venusaur coverage against opposing Grass types that Sludge Bomb doesn’t hit super effectively, but most importantly hits Altaria and Torterra. This leaves Venusaur susceptible to being walled by Registeel, but he is handled effectively by my other team members.
Synergy:
Venusaur’s water resistance and power were what attracted me to it, mainly. It can come in on resisted Water attacks and threaten or even KO with Leaf Storm. Sleep Powder is also useful to give Hariyama free Substitutes or let Slowbro heal off some damage with relative ease. Her ability to absorb T-spikes was also a bonus, as nobody on this team likes to be Toxiced, especially Slowbro and Hariyama.
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Houndoom (F) @ Life Orb
Ability: Flash Fire
Hasty Nature
EVs: 156 Atk/ 128 SAtk/ 224 Spe
~Pursuit
~Sucker Punch
~Fire Blast
~Dark Pulse
Why Houndoom?
This Houndoom set is a beautiful, beautiful set. It has gotten me so many kills it is practically unbelievable. Houndoom’s awesome attacking stats allow it to effectively run a mixed set while still being a huge threat. It deals with pesky ghosts and psychics with Pursuit and easily revenge kills most foes that could sweep this team otherwise.
The Moveset:
This EV spread was stolen from Dekzeh’s “Do it good, Brutus RMT.” I admit it! Only because it is so godly that I had to use it. The Spe allows it to outrun Rotom and friends, while the SAtk investment allows it to OHKO Steelix with Fire Blast. The rest is dumped into Attack. Pursuit is for trapping, which greatly helps this team. Sucker Punch is for priority, which surprisingly few people seem to see coming. Fire Blast helps deal with those pesky Steel-types mainly, but also helps deal with many other threats. Dark Pulse is to deal with Slowbro. If they see Sucker Punch or Pursuit, my opponents often think that I’m running a purely physical set. This is mainly because of Houndoom’s lack of usage, so people just don’t know what to expect sometimes.
Synergy:
She gets rid of pesky Ghosts and Steels that like to come in on Ambi’s Fake Outs. She also absorbs any Fire attacks aimed at Venusaur or Steelix. Along with that, her Psychic immunity makes her a great team mate for Hariyama. This relieves some of the work from Slowbro so it can live to see another day. It’s ability to revenge kill also helps Hariyama sweep easier by getting rid of frail, but powerful and fast threats.
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Steelix (M) @ Leftovers
Ability: Sturdy
Careful Nature
EVs: 252 HP/ 4 Def/ 252 SDef
~Stealth Rock
~Earthquake
~Stone Edge
~Roar
Why Steelix?
Steelix makes a great addition to this team to add some seriously needed defense and resistances. People say that Registeel and Chansey are the only Raikou counters, but this guy takes the cake. The instant I see Raikou switch in, I go to Steelix right away. He can take anything Raikou can dish out (even the pathetic HP Water) and hit them hard with Earthquake or Roar them away, preventing set up. This is incredibly important, because Raikou can be a huge threat to my team if he sets up, so I try my best to keep Steelix alive if there is a potential Raikou threat.
The Moveset:
The EVs are just your standard Steelix spread; max HP and SDef to maximize his walling potential. Stealth Rock is just so flippin’ important. Earthquake is for STAB and dealing with Raikou, as well as opposing Steelix or Registeel. Stone Edge is something not everyone sees these days, but it’s a great asset because it allows him to threaten Honchkrow. And if there’s an obvious switch coming in on Steelix and he cannot either a) set up rocks because they’re already up or b) he cannot damage them with either attacking move, he can just Roar to rack up damage, scout their team and slow down their momentum.
Synergy:
SteelBro is just as good as RegiBro, if you ask me; SteelBro sacrifices a Grass resistance in exchange for an Electric immunity. Depending on what opponents your talking about, I say it's a good trade-off. Along with that, Steelix attracts Water, Fighting and Fire attacks, which allow Venusaur, Hariyama and Houndoom some safe, if not completely free, switches. He also takes the Flying attacks aimed at Hariyama.
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Slowbro (F) @ Leftovers
Ability: Own Tempo
Bold Nature
EVs: 252 HP/ 252 Def/ 4 SAtk
~Surf
~Psychic
~Slack Off
~Thunder Wave / Toxic
Why Slowbro?
This gal is probably the MVP of the team. She holds the team together, really. Her amazing bulk, resistances and access to instant recovery make her one of my safest switches. She acts as a check to some really huge threats, like Blaziken, Rhyperior, and more. Keeping her alive is so important, because dealing with these threats can be a real pain after she goes down.
The Moveset:
For now, I’m running a basic walling Slowbro EV spread; max HP and Def for maximum walling potential. Surf is for obligatory STAB and for threatening and taking out those Fires and Grounds and whatnot that she loves to switch in to. Psychic is to take out those pesky Fighting types that try and dent her when she’s switching around, as well as that annoying Venusaur. Slack Off is for the needed recovery to keep her alive. And Thunder Wave is the star move here, making it easier for Hariyama to get up Subs, which is incredibly useful, because Hariyama doesn’t like getting hit before Subbing up. Not only that, but it makes it easier for Slowbro and Steelix to deal with certain threats once they’ve been slowed down. (example: Steelix vs. Honchkrow, Slowbro vs. Venusaur, etc.) I’m definitely considering Toxic though, because opposing Slowbro are always hitting me with Toxic and I just think “Wow, this sucks.” So why not do it to other people? Slowbro really struggles with dealing with opposing bulky waters, such as other Slowbro, and the hated Milotic.
Synergy:
As stated before, SteelBro is awesome and makes switching around really easy. She is my main switch in to Ground attacks as well, as she really just shrugs them all off, depending on who's dishing it out. She also lures in Grass and Electric types, which gives free switches to Venusaur who threatens with Sleep Powder and a hard hitting Leaf Storm. She takes the Psychic moves that Hariyama can only dream about taking.
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Hariyama (F) @ Leftovers
Ability: Thick Fat
Impish Nature
EVs: 80 HP/ 172 Atk/ 252 Def/ 4 Spe
~Substitute
~Focus Punch
~Payback
~Ice Punch
Why Hariyama?
Hariyama is probably the best Fighting type in the tier, if you ask me. She just has so much going on for her. She’s unbelievably bulky, she sports a humungous Attack stat, and her Thick Fat ability gives her an easier time switching. All of these qualities make her one of the best, if not the best, SubPunchers in all of UU.
The Moveset:
The EVs were ripped right out of the Smogon analysis, and they are used for good reason. The 80 points in HP, coupled with the 252 points in Def make Hariyama’s Subs very sturdy; most walls can’t break them in one hit without serious Attack investment. The 4 Spe points allow her to outspeed other base 50s, which is important because pokes in this speed tier like to sport status. Substitute and Focus Punch make the core of the set, and can really dent teams if they have no Fighting resist. Because of this fact, I like to save her for the late game unless it’s absolutely necessary. And if I do bring her out, I try not to reveal that she is a SubPuncher and just try to bluff a tanking set. Payback and Ice Punch are for hitting those Fighting resists, but bulky Psychics aren’t really going to take much from Payback anyway; it’s mainly for hitting those pesky Ghost types.
Synergy:
Hariyama is great at both taking and dishing out serious damage. She can easily come in on stuff like Registeel and set up Subs to start bringing down the house. Registeel is a real pain in the sides of Houndoom, Ambipom and Venusaur, so taking it out makes it a lot easier for them to start sweeping. Her main job is to absorb hits though, which she does a great job at. Her Ice and Fire resistances make her a great accompany to Venusaur and Steelx respectively. Slowbro’s Dark weakness is also covered quite well here, but Hariyama has a little trouble really soaking up specially based Dark moves, like from Houndoom.
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Notable Threats:
These are some of the Pokes that I have been having a bit of trouble with lately, and that I really can't find ways to deal with without harming the synergy of the team.
Honchkrow: This thing is dangerous. My main checks to it are Venusaur, Ambipom and Steelix. But to take it out, I pretty much always have to come in on a guaranteed safe switch. So that means either predicting really well or sacrificing, which isn't good because they get a kill and can just switch out.
Rhyperior: I know that I can kill it off easily with Venusaur or Slowbro, but Ambipom just begs for a Rhyperior switch in, and it severely dents even Slowbro when I'm forced to switch. This thing is particularly dangerous in the Sand. This is the main reason why I consider Low Kick over Shadow Claw.
Opposing Bulky Waters: Forgot about this one, but Pokes like Milotic can really be a pain to take care of if Venusaur is either dead or severly injured.
These are just the threats that I have personally faced while testing this team. And because I'm often playing the same opponents again and again, not seeing the entire metagame isn't too surprising to me. But I'm sure there are other weaknesses so please, point them out!