Bread with Two Sides of Ghost

Introduction

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Today's specials: Entry hazards, entry hazards, and even more entry hazards.

More than anything else, the UU metagame is dominated by spikes and rocks. Seeing spinners on almost every team? You better have one too if you hope to compete on even footing. Not only is it demoralizing to see chunks of health get torn away by switching, it's almost game over if you have no way to combat entry hazards. It is a simple code that we follow, we who follow the spiky way. The rules of warfare are as follows:

1. Set up as much entry hazards as possible.
2. Don't let them spin it away.

It's quite a shame, really, to not take advantage of all the viable spikers available in the UU scene. Spike up and force switches, and more often than not, your hazards will win the game for you. No sweeping necessary. But oh no, in just one turn, those nasty spinners render turns and turns of hard work into nothing! The solution? Ghosts are just so awesome in their ability to spin block. But oh no, spinners have adapted and many carry foresight. That's why I don't settle for just one ghost, but TWO! Two ghosts makes Foresight completely useless, and provides extra insurance should one of them fall. They also fulfill other crucial roles on my team. I present to you my double ghost, defensive team.

The Team



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Arcanine @ Leftovers
Intimidate / Careful
EVs: 248 HP / 232 SpD / 28 Spe

- Flare Blitz
- Extremespeed
- Morning Sun
- Toxic

This is the first of my FWG defensive core. Specially defensive Arcanine can check a ridiculous number of threats. Many, many unboosted special attacks will fail to even faze Arcanine, and he can just recover off the damage with Morning Sun. It is my switch-in to any special attacks that Ferroseed can't handle and invaluable in checking the multitude of hail threats. It's ability to lure in bulky waters is invaluable in providing a safe switch-in into Ferroseed. Nabbing bulky waters with Toxic will also drastically shorten their effectiveness for those that don't carry Rest. After an Intimidate it is also a great switch-in for resisted physical attacks. Extremespeed also provides the only priority attack on the team. In the case of Slowbro/king, I will usually just morning sun once just to scout Flamethrower as it can stall out Boil Over.

Water: Switch to Ferroseed
Rock: Switch to Ferroseed
Ground: Switch to Rotom
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Ferroseed @ Eviolite
Iron Barbs / Relaxed
EVs: 252 HP / 252 SpD / 4 Def

- Gyro Ball
- Spikes
- Leech Seed
- Protect

The grass pokemon of my core and the first spiker on the team. Leech seed provides it its only form of recovery. In tandem with Protect, Ferroseed can survive for a very long time. Protect is also invaluable when facing Victini, almost all of which are choiced. If the opponent over predicts the switch and chooses to U-Turn (quite common actually), I get a free layer of spikes. It is my main sp. defensive wall and very useful in taking the supereffective attacks that threaten my two ghosts (dark and ghost). It can usually handle any special threats Arcanine can not. Gyro ball eliminates subs on offensive threats and can be quite strong even with no investment.

Fire: Switch to Arcanine or Milotic
Fighting: I have two ghosts :), a bulky water, and an intimidater


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Milotic @ Leftovers
Marvel Scale / Bold
EVs: 248 HP / 252 Def / 8 Spe

- Boil Over
- Dragon Tail
- Rest
- Sleep Talk

The last part of the FWG core and my main defensive wall. It is a great check to any general physical threat. I chose to go with the sleep talk set to fully take advantage of my entry hazards with Dragon Tail. It will shut down any attempts to set-up on Milotic and will shuffle my opponent's team to really rack up the entry hazard damage. If I see a grass pokemon on the opponent's team, it's almost guaranteed what the switch is, and I can predict accordingly with either a double switch or use Dragon Tail. The biggest advantage of Rest is being able to laugh off any status while also activating its ability.

Electric: Switch to Donphan or Ferroseed or Rotom
Grass: Switch to Arcanine or Ferroseed (if I predict Leech Seed)

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Donphan @ Leftovers
Sturdy / Adamant
EVs: 252 HP / 252 Atk / 4 Def

- Head Smash
- Earthquake
- Stealth Rock
- Rapid Spin

I love Head Smash. Flying types that think Donphan is such a safe switch-in will more often than not get destroyed by this very powerful move. It can also OHKO frailer ghosts such as Mismagius or Froslass who predict a Rapid Spin. Donphan fulfills the crucial role of spinner and is my only source of rocks.

Water: Switch to Milotic or Ferroseed
Grass: Switch to Arcanine or Ferroseed
Ice: Switch to Arcanine or Milotic or Froslass


AND NOW FOR THE GHOSTS:
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Rotom @ Choice Scarf
Levitate / Modest
EVs: 252 SpA / 252 Spe / 4 HP

- Will-O-Wisp
- Trick
- Shadowball
- Thunderbolt

My first spin-blocker, but that's not its only role. Yes, Will-o-Wisp is a terrible move to be locked into. But it can sometimes provide the necessary deception in bluffing a non-choiced item. It is also a very useful move crippling physical sweepers. Trick is so useful this tier with the multitude of Eviolite users and the popularity of defensive teams. Also, nothing forces switches better than being locked into a choiced move. With a scarf, rotom is also a great revenge killer and provides much needed speed to this team. Its typing allows me to come in on ground and fighting attacks with impunity and WoW any would be attackers should they chose to stay in. Its typing also provides a nice list of resists (i.e electric, flying) that it can switch into other than from rapid spinners.

Ghost: Switch to Ferroseed
Dark: Switch to Ferroseed

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Froslass @ Leftovers
Trait: Snow Cloak / Timid
EVs: 252 HP / 252 Spe / 4 SpA

- Ice Beam
- Destiny Bond
- Spikes
- Taunt

I chose to go with max speed over the purely defensive route with Substitute because I have a little security in having two ghosts. Speed is something that my team sorely needs, esp if I Trick away Rotom's choice scarf. Froslass not only spin-blocks but can also set up her own Spikes. Destiny bond provides a little insurance against sweepers and still leaves me with another ghost to Spin-Block. Taunt is ever so useful in stopping any defensive threats, laying hazards, or setting up. It also acts as my second revenge killer as many of my threats will be sufficiently weakened by entry hazards.

Ghost: Switch to Ferroseed
Dark: Switch to Ferroseed
Fire: Switch to Arcanine or Milotic


**Status Immunities**

Sleep: Milotic
Toxic: Ferroseed, Milotic
Thunder Wave: Donphan, Milotic
Will-o-Wisp: Arcanine, Milotic

If I predict well, status is usually not a problem even without Heal Bell/Aromatherapy as I have an immunity for each one.


Thank you for reading. Any suggestions / tips are welcome especially regarding EVs, which as you can see are on the simple side.
 
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