As I've already stated in my first RMT post (that you can find here http://www.smogon.com/forums/threads/m-scizor-heatran-co.3507208/), I'm quite new into the business of pokemon strategy, at least when it comes to actually try your team against many other teams and fine tune it. I have to say, my first steps in UU, which I believe is now my favorite tier, were quite complicated. After having tried many 'unusual' approaches that, for most, didn't seem to work, I decided to go for a more classical construction, that started with a Mega-Evo, and then everything was built around it. The approach is classical in the sense that I have two 'support' and four sweepers, with no overall mechanics like weather or baton pass. I've played that team for quite a while now, and I'm actually impressed of how well it works. One last comment: I play on Pokemon Online, so the tier might just be a little different from showdown. So, after all, here comes my team, Canonball!
Blastoise @ Blastoisite
Rain dish
Modest
EV 252 HP / 92 Def / 164 SpA
- Rapid Spin
- Water Pulse
- Aura Sphere
- Dark Pulse
I believe M-Blastoise is one the best (if not the best) spinner in the UU tier and its ability Mega Launcher makes it quite powerful, so I wanted to build a team around it. Water Pulse is as powerful as Surf with the help of Mega-Launcher and the good probability of confusion is a nice bonus. I could also replace it by Scald, but I prefer to hit stronger. Dark Pulse is here to OHKO almost all the Pure-Ghost-type opponents of the tier (except Dusklops with eviolite which is 3HKO, Cofagrigus 2HKO and Dusknoir 2HKO) that would prevent me from using Rapid Spin. Aura Sphere comes as the obvious last offensive move, as it covers quite well with Dark Pulse and allows me to get rid of pokemons like Crawdaunt (OHKO) or Empoleon 2HKO).
The EV's are set for a bulky special sweep, but I choose to put 92 in Def to be sure to survive two Knock Off's from the most powerful Crawdaunt possible, which is otherwise a big threats for the entire team. This way, this M-Blastoise will also get rid of other threats like Weavile, Arcanine or Darmanitan scarf, the latter being a real apocalypse for me if M-Blastoise falls.
Synergy: It has very useful Water, Ice and Fire resistance. It couples well with Thunderus-T and its Volt Absorb ability.
Thunderus-T @ Choice Scarf
Volt Absorb
Timid
EV 252 SpA / 208 Spe / 48 HP
- Discharge
- HP Ice
- Grass knot
- Sludge Bomb
It is quite an obvious choice while you try to get synergy with M-Blastoise, but Thunderus-T has a lot more to offer than just good synergy. Its excellent speed and special attack make it a very good RK and this choice scarf set makes the best of it. At first, I played it Modest, but then I realized I was outspeed by Darmanitan scarf which brought me an painful OHKO every time, which is not the case anymore with this repartition. At least, with this set, I get one more chance to get rid of Darmanitan scarf if M-Blastoise failed. Discharge is prefered here for the 30% chance of paralysis. HP is there mainly for Dragons like Salamence or Libegon, Grass knot is there for Swampert and Hippowdon. Sludge bomb for the Fairies and the good chances of poisoning. With the scarf set, it is also a good check to quick birds such as Staraptor, which it will outspeed whenever they don't run a scarf set. It also helps to get rid of bulky Water-types that would become unpleasant for M-Blastoise.
Synergy: Except for Blastoise, it also has an excellent synergy with Cobalium, absorbing Ground-type moves and resisting Fighting-type moves in exchange for a ¼ resistance to Rock and ½ resistance to Ice.
Cobalion @ Focus Sash
Jusitified
Adamant
EV 140 HP/ 176 Att/ 192 Spe
- Stealth Rock
- Roar
- Close Combat
- Iron Head
One of the two 'support' pokemons, it can introduce SR if the opponents spinner/defoger is knocked out. The Focus Sash is here to support the idea of Roar if an opponent has become insanely strong. Close combat can do some decent damage and the EV's where set such that I always 2HKO Florges max Def with Leftovers when I use Iron head (It is actually one of my very few ways to kill Florges, which is quite omnipresent in this tier.) The EV's in Speed are there to reach 300 in Spe and therefore outspeed whatever has a BS of 100 and don't get a bonus from the Nature (some Mews, Jirachi, etc...)
I also thought about replacing it by an all-out offensive Lucario and play a more bulky M-Blastoise with Haze, but I prefer the current choice, as it is more original and more bulky, overall.
Synergy: As already stated, it works very well with Thunderus-T and M-Blastoise, but it also works extremely well with the Slayer of my team, Salamence (rock res + ice res ↔ ground imm + fighting res + fire res).
Salamence @ Life Orb
Moxie
Jolly
EV 252 Att/ 252 Spe/ 4 HP
- Dragon Dance
- Outrage
- Earthquake
- Roost
Nothing too complicated here. I try to set one DD on a switch and then I destroy the opposing team, as long as they don't have any Weavile or Donphan with Ice Shards left. With its ability Moxie, it is incredibly powerful after only one DD and one kill. I choose Roost to give it the opportunity to stay a little longer on its run. It has proven to be very useful in some games.
Synergy: Already explained above. Also good with Florges and its Dragon immunity.
Florges @ Leftovers
Flower Veil
Bold
EV 252 HP/ 252 Def / 4 SpD
- Wish
- Aromatherapi
- Moonblast
- Toxik
Second 'support' pokemon, it is so classic that I don't have much to say. Heals when necessary (especially the more bulky pokemons, namely M-Blastoise and Colbalion). Aromatherapi is obvious. Moonblast as the only offensive move, it can be useful against M-Charmina, Weavile or Crawdaunt if M-Blastoise fails. Toxik to annoy the opponent and favor costly switches.
Synergy: Goes also well with Cobalion and its poison immunity while it as a useful Fighting res. Resist to Insect- and Dark-type moves for Alakazam.
Alakzam @ Toxik Orb
Magik Guard
Timid
EV 252 Spe / 252 SpA / 4 HP
- Psyshock
- Shadow Ball
- Dazzling Gleam
- Recover
This one is also pretty straightforward. Magik Guard helps it by blocking the damage due to the poisoning and allows it to enter any field without taking damage from EH (which, once, made me win the game). Psyshock to hit strong on special walls like Florges. Shadow Ball for other Psychics and Ghosts. Dazzling Gleam for Darks and M-Charmina. Overall, Alakazam is very useful in late game, to clean up the rest of a team.
Synergy: Can attract Dark-type moves on Cobalion to activated Justified. The rest was explain above.
Conclusion
As I stated before, this teams has an incredibly high success rate, which I cannot totally explain. I think it is well-built, but there are still some flaws that I don't know how to deal with, such as set-up sword-dancer with sucker punch who can be very annoying, or, depending of the state of a game, Darmanitan scarf. I also don't have any priority moves, which sucks, somehow. That could be solved by the aforementioned change from Cobalion to Lucario.
I hope you enjoyed the reading and I'm looking forward to read your comments and suggestions. Thanks for reading.
Blastoise @ Blastoisite
Rain dish
Modest
EV 252 HP / 92 Def / 164 SpA
- Rapid Spin
- Water Pulse
- Aura Sphere
- Dark Pulse
I believe M-Blastoise is one the best (if not the best) spinner in the UU tier and its ability Mega Launcher makes it quite powerful, so I wanted to build a team around it. Water Pulse is as powerful as Surf with the help of Mega-Launcher and the good probability of confusion is a nice bonus. I could also replace it by Scald, but I prefer to hit stronger. Dark Pulse is here to OHKO almost all the Pure-Ghost-type opponents of the tier (except Dusklops with eviolite which is 3HKO, Cofagrigus 2HKO and Dusknoir 2HKO) that would prevent me from using Rapid Spin. Aura Sphere comes as the obvious last offensive move, as it covers quite well with Dark Pulse and allows me to get rid of pokemons like Crawdaunt (OHKO) or Empoleon 2HKO).
The EV's are set for a bulky special sweep, but I choose to put 92 in Def to be sure to survive two Knock Off's from the most powerful Crawdaunt possible, which is otherwise a big threats for the entire team. This way, this M-Blastoise will also get rid of other threats like Weavile, Arcanine or Darmanitan scarf, the latter being a real apocalypse for me if M-Blastoise falls.
Synergy: It has very useful Water, Ice and Fire resistance. It couples well with Thunderus-T and its Volt Absorb ability.
Thunderus-T @ Choice Scarf
Volt Absorb
Timid
EV 252 SpA / 208 Spe / 48 HP
- Discharge
- HP Ice
- Grass knot
- Sludge Bomb
It is quite an obvious choice while you try to get synergy with M-Blastoise, but Thunderus-T has a lot more to offer than just good synergy. Its excellent speed and special attack make it a very good RK and this choice scarf set makes the best of it. At first, I played it Modest, but then I realized I was outspeed by Darmanitan scarf which brought me an painful OHKO every time, which is not the case anymore with this repartition. At least, with this set, I get one more chance to get rid of Darmanitan scarf if M-Blastoise failed. Discharge is prefered here for the 30% chance of paralysis. HP is there mainly for Dragons like Salamence or Libegon, Grass knot is there for Swampert and Hippowdon. Sludge bomb for the Fairies and the good chances of poisoning. With the scarf set, it is also a good check to quick birds such as Staraptor, which it will outspeed whenever they don't run a scarf set. It also helps to get rid of bulky Water-types that would become unpleasant for M-Blastoise.
Synergy: Except for Blastoise, it also has an excellent synergy with Cobalium, absorbing Ground-type moves and resisting Fighting-type moves in exchange for a ¼ resistance to Rock and ½ resistance to Ice.
Cobalion @ Focus Sash
Jusitified
Adamant
EV 140 HP/ 176 Att/ 192 Spe
- Stealth Rock
- Roar
- Close Combat
- Iron Head
One of the two 'support' pokemons, it can introduce SR if the opponents spinner/defoger is knocked out. The Focus Sash is here to support the idea of Roar if an opponent has become insanely strong. Close combat can do some decent damage and the EV's where set such that I always 2HKO Florges max Def with Leftovers when I use Iron head (It is actually one of my very few ways to kill Florges, which is quite omnipresent in this tier.) The EV's in Speed are there to reach 300 in Spe and therefore outspeed whatever has a BS of 100 and don't get a bonus from the Nature (some Mews, Jirachi, etc...)
I also thought about replacing it by an all-out offensive Lucario and play a more bulky M-Blastoise with Haze, but I prefer the current choice, as it is more original and more bulky, overall.
Synergy: As already stated, it works very well with Thunderus-T and M-Blastoise, but it also works extremely well with the Slayer of my team, Salamence (rock res + ice res ↔ ground imm + fighting res + fire res).
Salamence @ Life Orb
Moxie
Jolly
EV 252 Att/ 252 Spe/ 4 HP
- Dragon Dance
- Outrage
- Earthquake
- Roost
Nothing too complicated here. I try to set one DD on a switch and then I destroy the opposing team, as long as they don't have any Weavile or Donphan with Ice Shards left. With its ability Moxie, it is incredibly powerful after only one DD and one kill. I choose Roost to give it the opportunity to stay a little longer on its run. It has proven to be very useful in some games.
Synergy: Already explained above. Also good with Florges and its Dragon immunity.
Florges @ Leftovers
Flower Veil
Bold
EV 252 HP/ 252 Def / 4 SpD
- Wish
- Aromatherapi
- Moonblast
- Toxik
Second 'support' pokemon, it is so classic that I don't have much to say. Heals when necessary (especially the more bulky pokemons, namely M-Blastoise and Colbalion). Aromatherapi is obvious. Moonblast as the only offensive move, it can be useful against M-Charmina, Weavile or Crawdaunt if M-Blastoise fails. Toxik to annoy the opponent and favor costly switches.
Synergy: Goes also well with Cobalion and its poison immunity while it as a useful Fighting res. Resist to Insect- and Dark-type moves for Alakazam.
Alakzam @ Toxik Orb
Magik Guard
Timid
EV 252 Spe / 252 SpA / 4 HP
- Psyshock
- Shadow Ball
- Dazzling Gleam
- Recover
This one is also pretty straightforward. Magik Guard helps it by blocking the damage due to the poisoning and allows it to enter any field without taking damage from EH (which, once, made me win the game). Psyshock to hit strong on special walls like Florges. Shadow Ball for other Psychics and Ghosts. Dazzling Gleam for Darks and M-Charmina. Overall, Alakazam is very useful in late game, to clean up the rest of a team.
Synergy: Can attract Dark-type moves on Cobalion to activated Justified. The rest was explain above.
Conclusion
As I stated before, this teams has an incredibly high success rate, which I cannot totally explain. I think it is well-built, but there are still some flaws that I don't know how to deal with, such as set-up sword-dancer with sucker punch who can be very annoying, or, depending of the state of a game, Darmanitan scarf. I also don't have any priority moves, which sucks, somehow. That could be solved by the aforementioned change from Cobalion to Lucario.
I hope you enjoyed the reading and I'm looking forward to read your comments and suggestions. Thanks for reading.