SM UU Chesnaughty

Well, I have done this team after I realized that it is very unusual for a flying attack to come at you from a non-flying pokémon. So i thought chesnaught and raikou could form a core. This is where i stabilized on ladder and its the most successful team I did in SM UU so far, so I wanted to get some feedback to start off this gen on my right feet.
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Building Process:
As stated above, I started with Chesnaught and Raikou. The first originally had bulk up and whatever flying menace that could come over would be dealt with the second guy.
Then I thought bisharp and clefable could do well together as clef could set rocks while sharp would scare defoggers out.
There was at this point an obvious fire weakness within the team, and also thinking on hazard control i brought in Mega-Blastoise.
Last but not least the scarf user which I think is mandatory on a meta with mega-aero. I figured out Infernape could do well here and went for it.
Later on I subbed Clefable for Togekiss, because I had trouble when facing stall. This is how the team looks like:
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raikou.gif
bisharp.gif
togekiss.gif
infernape.gif
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A nice replay where I still had (SPdef) Clefable:
http://replay.pokemonshowdown.com/gen7uu-560514970
Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spiky Shield
- Drain Punch
- Leech Seed
- Spikes

Raikou @ Normalium Z
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hyper Beam
- Thunderbolt
- Hidden Power Ice

Bisharp (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Air Slash
- Nasty Plot

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Aura Sphere
- Ice Beam
- Rapid Spin

Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Thunder Punch
- Gunk Shot
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Chesnaught (M) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Spiky Shield
- Drain Punch
- Leech Seed
- Spikes
Originally it was bulk up over spikes but when togekiss subbed in for clefable i lost my hazard setter so switched for spikes to compensate.

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Raikou @ Normalium Z
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Hyper Beam
- Thunderbolt
- Hidden Power Ice
Pretty standard set, got some doubts whether should I use shadow ball or not, because this team can possibly benefit from it.

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Bisharp (M) @ Life Orb
Ability: Defiant
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Haven't elaborated much here, sucker punch is still mind games and to be honest I haven't caught a single defog boost yet. Maybe Scizor is more appropriate for this team.

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Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Air Slash
- Nasty Plot
How to deal with stall, basically.

009-m.png

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Aura Sphere
- Ice Beam
- Rapid Spin
Hazard removal, usually comes in taking damage, went for non-water moves in an attempt to maximize coverage.

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Infernape (M) @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Close Combat
- Thunder Punch
- Gunk Shot
High coverage attacker with gunk shot for clefable and thunder punch for Primarina/Starmie/Aero.

Threats: Well I'm a little blind when it comes to these but I think I can point a few being Raikou itself, some strong specs sweepers like swellow, Clefable after my main atackers are worn down, Mega-aero can still be an issue although I have some ways to deal with it.
 
Hi. Cool team, but it could use some adjustments.

Your team is desperately in need of a better Keldeo check. I know you like Chesnaught, but it under-performs in this meta and is not a good answer to Specs Keldeo at all, even if you were to put Synthesis on it. You would rather use its teamslot for something that is more beneficial. I recommend replacing Chesnaught with Amoonguss. This change gives you a much more solid switch in to Keldeo that can keep healthy quite efficiently between Regenerator and Synthesis. On top of this, it also gives your team a switch into mono-attacking Clefable (and Fairy-type moves in general) and provides the team with a grounded Poison-type. This can significantly help by keeping the pressure off of Blastoise of having to spin away TSpikes and possibly becoming poisoned in the process. I would recommend going itemless or Z-Crystal so that you are still able to check Crawdaunt.

Amoonguss @ Grassium Z
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Clear Smog
- Spore
- Synthesis


Every team needs a Stealth Rock setter and your team currently lacks one. I suggest replacing Bisharp with Krookodile. This change not only gives you a more conventional Stealth Rock setter (SR Bisharp would be garbage), but also gives your team an Electric-immunity for a stop to Volt Switch users, and also keeps the Dark typing. Normally I would suggest running Steelium Z as a lure to fairies, but it's a bit redundant with Normalium Z Raikou on the team. Instead, you should probably just use Pursuit in the last slot so that you could trap things like Choice locked Gengar.

Krookodile @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Stealth Rock


I definitely think you should switch back to using Clefable over Togekiss. One huge reason for this is because you're very much in need of an MAero switch-in, looking at how vulnerable your team is to it. I recommend using Unaware because it helps check various setup sweepers that can otherwise just screw your team, such as opposing CM Raikou, Hawlucha, Hone Claws MAero, and more. I also recommend Unaware because in conjunction with CM, it can help you keep opposing CM Clefables in check. Magic Guard variants would be checked by your own Clefable, while opposing Unaware variants would be kept in check by Amoonguss.

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Calm Mind
- Moonblast


Lastly, I suggest replacing Thunder Punch with Flare Blitz on Infernape. There's no reason Infernape should be missing out on either of its STAB moves, as both of them are crucial. Flare Blitz is needed so you can actually check things like Scizor like you're supposed to, while Thunder Punch does very little for your team. Close Combat does the same damage to Mega Aerodactyl as Iron Fist-boosted Thunder Punch (You're using Blaze, btw), Gunk Shot already hits Primarina, and U-turn still nails the 2HKO on Starmie while switching out in the process so you don't have to sack Infernape. Sure, Thunder Punch can nail things like Mantine, but you already have Raikou on the team, so it's not at all necessary.

I hope this helped, and best of luck with the team.
 
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