BW UU Threat List [GP Approved 2/2]


two, but one.
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Reserving Uxie and Shaymin.

We have nine more to go, almost done!

Looking ahead, should we do something for the tier changes?


Typing: Psychic
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpAtk / 130 SpDef / 95 Spe
Ability: Levitate

Uxie returns to UU to reclaim its role as a premier bulky Psychic-type Pokémon, but sadly finds itself with too much competition. Mew, Deoxys-D, and Cresselia are enjoying the limelight as top threats, and there is little room for Uxie. It does have multiple support options in dual screens, Stealth Rock, Trick, Thunder Wave, Heal Bell, and Yawn. It can also use Rain Dance alongside Damp Rock, or Sunny Day with Heat Rock to set up weather abusers. Memento and U-turn remains Uxie’s only significant niche as a bulky Psychic-type. These moves are very valuable moves that allow a free switch-in for set-up sweepers or weather abusers, and Uxie is the bulkiest Pokémon with access to these moves. Uxie works best as a supporter for offensive teams that dislike losing momentum. Support is Uxie’s game, and a guaranteed set-up is its middle name. Not responding to Uxie seriously can result in a clean sweep.

Typing: Dragon / Flying
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe
Abilities: Natural Cure / Cloud Nine

Since Gen III, Altaria has been the premier dragon type in UU (mostly because all other fully evolved Dragon were OU). Unfortunatly for her, the advent of Gen V and all that came with it brought Flygon down to UU, giving Altaria stiff competition for a spot on a team. However, Altaria has quite a few advantages over the ground dragon. While her typing gives her typing gives her a 4x ice weakness as well as 2x weaknesses to dragon and rock, it also gives her 5 resistances to rather common types as well as an immunity to ground. While she is no where near as good a choice user and revenge killer as Flygon, she is bulkier and has a good movepool with both offensive and support moves which give her some advantages. Her major offensive advantage over Flygon is Dragon Dance, and with just enough physical options, she can pull off a sweep. She also has a ton of support moves she can use such as roost, heal bell and roar. Her abilities both have their uses. Natural Cure keeps her status-free, but is rather useless if she's running heal bell. Cloud Nine is good both against and on sandstorm and hail teams, but comes at the expense of some key moves like Roost, Heal Bell and Body Slam. She is is great against the common fire, water, grass combo that runs rampant in UU provided the Water type (mostly Milotic) isn't carrying an ice type attack. She is easily killed by anything packing an ice type attack or named Flygon (if she hasn't boosted multiple times yet). However, Altaria is a dangerous and rather versitile pokemon that should be prepared for.

I'll have Smeargle done tommorrow.
I think I should edit Bisharp's, cuz it's kinda long, some stuff is wrong and it should be worded better.

@Davy Jones: Hey, It's a good type to like and your contributions are appreciated


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Scyther is mine

Type: Bug / Flying
Base Stats: 70 HP / 110 Attack / 80 Def / 55 SpAtk / 80 SpDef / 105 Spe
Abilities: Technician / Swarm / Steadfast (Dream World)

While Stealth Rock will always give it a hard time, Scyther got a few new toys this generation, specifically Eviolite, which allows it to come in on its many resistances and set up Swords Dance. With Technician, Bug Bite and Aerial Ace become threatening STAB moves, easily allowing it to take apart teams. While Scyther truly shines with Eviolite, it can also use Life Orb and hit harder than it already does. Scyther can also imitate its big brother Scizor in OU and run a Choice Band set, hitting quite hard thanks to its base 110 Attack. Overall, Scyther is a good Pokemon who could be better, but don't discredit it.
Reserving Xatu.

Typing: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spe
Abilities: Synchronize / Early Bird / Magic Mirror

Xatu is one of the more versatile Pokemon in the metagame, thanks to it's new ability, Magic Mirror. Having the equivalent of a Magic Coat at all times whenever it's on the field can help it do much more than it could do without it. Warding off status can help on both spectrums of offense and defense, bouncing off paralysis on a Choice or Calm Mind set, or ridding of Toxic on a Dual Screen set. Access to support moves such as Calm Mind, Baton Pass, Confuse Ray, FeatherDance, Haze, Light Screen, Reflect, U-Turn, Thunder Wave, and Toxic gives it a variety of ways to support its teammates, backed up by reliable recovery moves in Roost and Wish. However, even with it's ability, Xatu has a lot of things going against it. 65 / 70 / 70 defenses aren't exactly stellar, and any neutral hit not backed by Calm Mind has a good chance of 2HKOing. Omnipresent Dark- types in the tier, Weavile, Houndoom and Honchkrow to name a few, can all pose huge problems for Xatu, forcing it to switch often. If Stealth Rock eludes Xatu's for some reason, it takes a whopping 25% damage per switch in, so precise prediction must be employed whenever using Xatu. Overall, if Xatu is played to it's strengths, it can aid any team.
I have a question. When you suggest threats that aren't there, do they have to be threats now or can you also right about them being threatening in the future. For example, is it OK to write about how a Pokemon abuses a DW ability even when its not released or talk about a moveset that we can't use now but we can use later like when the female version of that pokemon gets released in DW? If so, I will happily suggest Feraligatr and Alakazam and if they get on the list, then I will happily reserve them.
I'll take Mew. (how has no one taken this yet?)

EDIT: finished

Typing: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew, the former Uber, is back in Gen V to wreak havoc in the UU tier. It stands out as the most diverse and unpredictable of the plentiful Psychic-types in the tier. Mew uses its balanced stats and plethora of moves to always keep your opponents on their toes. Mew is an efficient sweeper with moves including Swords Dance, Nasty Plot, Rock Polish, Psychic, Psyshock, Flamethrower, and Aura Sphere. It can also use Baton Pass to pass these boosts off to a teammate better suited to sweep. It is sufficient on the defensive side, boasting 100/100/100 defenses and moves such as Will-O-Wisp, Softboiled, and Taunt. Its ability, Synchronize, will make your opponent think twice before attempting to status Mew. Although Mew's versatility makes it look appealing, each of its sets faces stiff competition from other Psychic-types in the tier. Azelf is a stronger, faster Nasty Plotter, and Slowbro and Cresselia are bulkier walls. However, if you are looking for the ultimate mixed bag in Pokemon who threatens the entire UnderUsed tier (and not to mention is very cute), look no further than Mew.

Typing: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Dream World: Serene Grace (Unreleased)

Prior to Vulpix’s ban from UU, Sawsbuck was an amazing Chlorophyll abuser. Utilizing its doubled base 95 speed and impressive base 100 Attack, Sawsbuck outsped the entire unboosted tier and caused some serious dents to opposing teams with its dual-STAB of Return/Double-Edge and Horn Leech, complimented further by moves such as Jump Kick, Nature Power (which becomes Earthquake in WiFi battles), Wild Charge and Megahorn. After Vulpix’s ban, Sawsbuck lost a huge niche in UU, but can still prove to be threatening through moves such as Swords Dance, Agility and Baton Pass. Unfortunately, Sawsbuck’s weaknesses to common attacking types such as Fighting, Fire, Bug and Ice, two of which have priority moves, reduces its desirability on UU teams even further. Regardless, Sawsbuck should not be underestimated as a sweeper in the UU metagame, and while permanent Sun is no longer present in UU it is still a fantastic sweeper for Sun teams.

....Done. Feel free to suggest any changes, but I think it's pretty good the way it is.
Okay, here's Rotom-C. Tangrowth will come eventually.

Typing: Electric / Grass
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

Rotom-C, while not as popular as other Rotom formes, still has its own niches. Its unique typing grants it several useful resistances (and an immunity) to common attacking types, such as Ground, Electric, Water, Grass, and Steel. This makes Rotom-C one of the best switch-ins to Water-type Pokemon available. However, its typing also brings weaknesses to Fire-, Ice-, and Bug-type attacks, all of which are common in the UU tier. Rotom-C’s nice stat spread allows it to play both offensive and defensive roles. Its STAB attacks and movepool complement its offensive potential, as its STAB moves offer decent coverage and its coverage becomes wider with the use of a Hidden Power. Rotom-C can easily run a Choice Specs, Choice Scarf, or Life Orb set if used offensively, while its nice typing and defensive stats allow it to spread status and wall opponents effectively if used defensively. Rotom-C is not a Pokemon to underestimate despite its lack of popularity compared to certain other Rotom-A formes.
Well, guess I'll take Drapion.

Typing: Poison / Dark
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe
Ability: Battle Armor / Sniper / Keen Eye (Unreleased)

Drapion arrived on the competitive seen last generation, and was mainly used as a Swords Dancing tank. That option is still viable in the 5th gen metagame, boasting a 110 base defense, along with a respectable 90 base attack and 95 speed. It also has good coverage in the form of STAB Crunch paired with Earthquake / Brick Break. Drapion is also one of the only pokemon to have the combination of Toxic Spikes + A phazing move (Whirlwind), and it's poison typing means that one of a wall/tank's greatest enemies, toxic, will be nullified. Drapion can be used to rid the field of toxic spikes that hamper your team, while also proving to be a great check for Azelf, capable of running Pursuit to catch the fleeing pixie off guard. It also has decent, but highly situational abilities; Sniper boosting the power of critical hits scored by night slash, and Battle Armor preventing the opponent from scoring annoying critical hits. Drapion's support options other than Toxic Spikes and Whirlwind are limited to knock off and taunt. Taunt can be used to shut down pokemon like Uxie, knock off being used to hinder the usefulness of pokemon like Chansey and Choice Scarfers. However, the main thing Drapion suffers from is it's lack of recovery outside of Rest/Talk. This, it's highly situational abilities, and it's fairly shallow movepool stop it from being a truly great wall/tank
Well, since no one has picked Chansey yet, guess I'll take that too.

Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Ability: Natural Cure / Serene Grace / Healer (Unreleased)

Chansey is the premier special wall of the UU metagame, being able to take hits even better than before thanks to the new item, Eviolite. Boasting 704 HP, 179 Defense and 371 SP.Defense (after factoring in eviolite to both stats) with the standard ev spread makes it a real pain to take down. Chansey can be switched in on many, many pokemon quite easily, walling pokemon like Azelf, Jolteon, and Sceptile to no end. Natural Cure is the ability of choice, and makes status almost not an option on Chansey. A Wish/Protect set can be utilized in order to heal teammates, and with Chansey's massive HP they will get most, if not all, of their health back. It can also use Softboiled in conjunction with Aromatheraphy in order to free an entire team from status. Chansey also has Seismic Toss, Toxic, Thunder Wave, and Stealth Rock in it's move pool; Seismic toss being able to decently damage most pokemon, toxic hampering walls and some sweepers/tanks, thunder wave being able to stop people from setting up on Chansey so easily, and Stealth Rock allowing the user to limit the opponent's switches. The Pokemon's main weakness, however, is that it is completely walled by Ghost Types with substitute, like Mismagius, and unlike it's evolution, it cannot make use of moves such as Flamethrower and Ice Beam because of it's pitiful special attack stat, making its moveset more predictable than that of Blissey's. Taunt also stops Chansey in it's tracks, forcing it to either switch, or continuously use Seismic Toss. Overall however, Chansey is a behemoth of a wall that any team should be prepared to take on.


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Yay! Almost done! Shaymin is here.

Typing: Grass
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Natural Cure

Shaymin is a complete package with balanced stats, recovery, and a strong STAB move. Its pure Grass typing allows unique resistances to Ground, Water, and Electric. Seed Flare, its signature STAB, is what allows Shaymin to become one of the better offensive Grass-types; even dedicated special walls such as Snorlax will have trouble taking repeated Seed Flares along with Leech Seed, especially with high chance of harsh Special Defense drop. Natural Cure makes sure that a wall cannot Toxic stall Shaymin unless it is the last remaining Pokemon. However, its barren movepool leaves much to be desired. Unlike fellow Grass-types with access to status and support moves galore, Shaymin only has access to universal Leech Seed. However strong, Seed Flare is also cursed with unreliable accuracy and poor attacking type. Shaymin's coverage is also limited to Hidden Power and occasional Earth Power, and myriad of Pokemon can check Shaymin depending on its Hidden Power. Still, the cute hedgehog can pose problems to teams not ready to face its powerful Seed Flares.

I'm not really experienced but I can help you with GP if you want =)

Typing: Water / Dark
Base Stats: 70 HP / 120 Atk / 40 Def / 95 SpA / 40 SpD / 95 Spe
Abilities: Rough Skin / Speed Boost

Sharpedo has been a rather forgotten Water-type in the midst of things like Gyarados and Vaporeon, but now brings a whole new level of sweeping to the table with the addition of the fabled Speed Boost ability. Although its wallbreaking prowess isn't strong enough to get it banned from OU like Speed Boost Blaziken, it still hits hard with the same Attack stat as Blaziken, good Base 95 Special Attack, and a decent movepool consisting of STAB Waterfall, Hydro Pump, Crunch, Dark Pulse, and Ice Beam, Hidden Power, and Earthquake to work with for coverage. Despite Sharpedo's higher Attack stat, its mixed set is arguably the most dangerous, with the ability to destroy counters to the physical set with Ice Beam or Hidden Power Fire. Also, STAB Hydro Pump hurts anything that doesn't resist it, even without any investment. Although Sharpedo is still located in the depths of RU, it is definitely viable in UU, and even in OU. Sharpedo is only one of four Pokemon to have the ability Speed Boost, and it can abuse it fully. Underestimate Sharpedo at the expense of the match.


Deal With It.
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Also, Dugtrio, Electivire, Snorlax, and Victini are now back up for grabs, due to their previous "owners" being inactive.
Guess I'll take Dugtrio too. :P

Typing: Ground
Base Stats: 35 HP / 80 Atk / 50 Def / 50 SpAtk / 70 SpDef / 120 Spe
Ability: Sand Veil / Arena Trap / Sand Force (Unreleased)

Dugtrio is a very interesting pokemon, as without it's ability, Arena Trap, it is basically useless. Arena Trap allows dugtrio to be a very efficient revenge killer, being able to trap threats that are not flying type or have the levitate ability, and hit them with an excellent rock/ground coverage. Dugtrio also boasts sucker punch, allowing it to hit faster threats. 120 Base Speed allows it to outspeed almost all pokemon, which is necessary due to it's pitiful 35 Base HP, 50 Base Defense, and decent 70 Base Sp.Defense. Dugtrio will most likely get ohko'd by any semi-powerful attack, a major setback due to it's attack stat only being base 80. However, Dugtrio can be used to revenge kill huge threats such as Raikou, Houndoom, and Registeel. It can also be used to get off a guaranteed Stealth Rock against walls and slower sweepers. Dugtrio's other options are limited to Aerial Ace, Night Slash, and Reversal. Aerial Ace is used to revenge kill Heracross, Night Slash can be used in place of Sucker Punch for slower threats such as Gardevoir, and Reversal can be used in combination with Focus Sash to get off a powerful hit. Overall, Dugtrio's 80 base attack is a major let down for such a frail pokemon, but a well-played Dugtrio can get rid of major threats and give its user a major advantage.

Typing: Rock/Flying
Base Stats: 80 HP / 105 Atk / 65 Def / 60 SpA /75 SpD / 130 Spe
Abilities: Rock Head / Pressure / Unnerve (Released)

Aerodactyl the famed best suicide lead in 4th generation is back for another round in black and white. Sadly aerodactyl has lost it niche completely and has become obsolete in OU play. In UU aerodactyl has a chance to do other things besides being a suicide lead with new it's new toy hone claws. Aerodactyl was never much of a offensive threat because of it's inability to kill things stealth rock weakness bad defenses etc but hone claws remedy's that problem. With sub and hone claws you can sweep just with the edge quake combination. Aerodactyl is also a great bluffer if used in the lead position as well as a side note. Aerodactyl is also great for setting up rocks as quickly as possible and stopping opposing Stealth Rock users in their tracks. Aerodactyl can also check many common leads beating or at least softening the threat that said opposing pokemon is giving out. I can see aerodactyl becoming a top tier threat with it's ability to bluff and perform different roles in this new metagame, To boot it can taunt BP chains before they finish so if they are using a bulkier gorebyss or something then you can outspeed and taunt before the chain continues. However it still suffers from it's bad defense HP and is weak to common priority moves like aqua jet and bullet punch (it's not used too commonly but it's something to look out for) Checked by physcial tanks like dusknoir alomomola Gurdurr Azumarill hitmontop etc. Which will set up in you're face if you don't pack taunt. Just be sure to asses the opponents team when seeing an aerodactyl to see if the opponent is bluffing the suicide lead make sure if anything else besides can learn rocks and if it would use it. For example aerodactyl in the lead spot with donphan further on it would be safer to assume it was offensive hone claws. In conclusion aerodactyl is quite a monster with blistering speed decent attack great coverage and a great set up move going for it.

no offense, but you should probably run a grammar check through that

reserving snorlax


Typing: Normal
Base Stats: 160 HP / 110 Atk / 65 Def / 65 SpA / 110 SpD / 30 Spe
Abilities: Immunity / Thick Fat / Gluttony

Snorlax is the definition of a special tank, able to soak up hits relatively easily and hit back hard, due to his fantastic HP, Atk, and SpD stats, along with his good typing. He can run Immunity or Thick Fat - Immunity allows him to take a toxic that other walls will hate, while Thick Fat will further assist in his tanking, as most Fire and Ice moves are special. However, any strong physical move, especially of the fighting type, will easily tear him apart, and should be wearing of Fighting types such as Hitmontop. Snorlax can either go offensive attacking, sometimes even with a choice band, dealing massive damage. Thanks to his stats, with Immunity, Snorlax can counter special-attacking walls with toxic such as SubRoost Zapdos, or counter Fire and Ice types that allow it to throw around powerful Body Slams or Returns. Alternatively, Snorlax can go defensively, threatening a sweep with Curse, which boosts its mediocre defense and amazing attack, while throwing away its already useless speed. This sweep should not be attempted if the opponent still has a fighting type on their team, or a very strong physical attacker, however. Snorlax can even go more defensive, with a RestTalk set with Whirlwind, although it is wasting his offensive prowess, and there are other options for that role that might fit it better. With a huge offensive movepool of Body Slam, Return, Selfdestruct, Earthquake, Fire Punch, Crunch, and Pursuit, few things can switch in safely, especially to the Choice Band set. Snorlax should not be underestimated, as if used correctly, it can cause great havoc with his huge special defense and attack.


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I call Victini. I'll edit it in in a few hours. I would also be willing to rewrite Aerodactyl if that's okay.

Base Stats: 100 HP / 100 Atk / 100 Def / 100 Spa / 100 Spd / 100 Spe
Abilities: Lucky Star

Though plagued with a terrible defensive typing that leaves it weak to Pursuit and Stealth Rock, vulnerable to both Spikes and Toxic Spikes, and weak to common attacking types such as Ground, Water, and Rock, Victini is still a dangerous force in the UU tier. Its stat allocation allows it to serve many roles, though its sheer amount of weaknesses and lack of recovery prevent a wall set from being effective. What makes Victini so effective, though, is its ability Victory Star and its access to many high base power coverage moves. Victory Star boosts the accuracy of its moves by 1.1, allowing a special set that includes high base power but low accuracy moves such as Thunder, Focus Blast, and Fire Blast to be very potent. Victini also has access to many powerful physical attacks such as Fusion Bolt and the all powerful V-Create, a 180 base power STAB behemoth at Victini's disposal. Victini can also be a potent Choice Scarf Pokemon with its access to U-Turn and Final Gambit. One should only use Victini for its offensive capabilities, as its many weaknesses leave much to be desired.
I'm finally back from New York City, so I actually have time to work on my entries. Here's Tangrowth.

Typing: Grass
Base Stats: 100 HP / 110 Atk / 125 Def / 100 SpA / 50 SpD / 50 Spe
Ability: Chlorophyll / Leaf Guard / Regenerator

In a tier full of Grass-type Pokemon, Tangrowth stands out from the rest thanks to its amazing physical bulk. Packing physical defensive stats among the best in the game coupled with decent defensive typing, excellent support moves such as Sleep Powder and Knock Off, and a solid attacking stat spread and movepool, Tangrowth is an outstanding bulky Grass-type in a tier where bulky Grass-types shine. Tangrowth has two excellent abilities in Chlorophyll and Regenerator, both of which have their applications. Chlorophyll should be used on Sunny Day teams, as Tangrowth has good attacking stats and a solid offensive movepool, which allow it to function as a sweeper when combined with Chlorophyll’s Speed boost. Regenerator is the superior ability for defensive variants, as it heals up to one third of Tangrowth’s HP whenever Tangrowth switches out and makes up for Tangrowth’s limited recovery options. Tangrowth’s only instant recovery move is Synthesis, which may be unreliable depending on the weather in play, so Regenerator helps Tangrowth recover HP effectively in all field conditions. Regenerator also enables Tangrowth to forgo Synthesis altogether and run addition support or coverage moves. Tangrowth should be considered for a team slot based on its advantages over other bulky Grass-types, but players must also take into account its disadvantages: its abysmal Special Defense and Speed stats. Nevertheless, Tangrowth is a good Pokemon with plenty to recommend it.

I personally think that once this article is finished, it should get something approximating QC checks before moving on to the GP stage, since I have problems with some of the content that are entirely separate from grammar and prose. If this is already planned, I apologize for missing it.

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