Cleverly Titled RMT #1337 [UU Team, Peaked at 1st on Ladder]

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The Lead
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Rotom @ Choice Scarf
Timid
4 Hp / 252 SpA / 252 Spe

Trick
Thunderbolt
Shadow Ball
Will-o-Wisp

Don't know why this isn't used as a lead more often, or just more often in general. He makes alot of common leads cry. Ambipom gets burned before it can use Payback, Yanmega's STABs are resisted and it's outsped even after a Boost, Moltres is forced out immediately, Uxie's Trick does nothing, Electrode is outsped so if it Taunts it doesn't even get to use Rain Dance, Cloyster and Omastar are immediately forced out, bulky SR leads like Regirock, Steelix, etc get tricked.

Scarf Rotom's speed, coverage and resistances make it a powerful and unpredictable Pokemon. STAB T-bolt has great neutral coverage, and Shadow Ball provides secondary STAB which hits all Electric resists neutral except Magneton. 463 speed and immunity to some common priority moves (Fake Out, Extremespeed, Mach Punch, Vacuum Wave) lets Rotom function as a great revenge killer, taking down Swellow, Espeon, Mismagius, Moltres and any other number of threats with his STABs, or he can just use his fast WoW and Trick to screw with sweepers like Absol and Toxicroak. Outspeeding Yanmega after one boost is a godsend, allowing Rotom to switch in on a resisted Bug Buzz or Air Slash and land a surprise KO before it does anything else. He can't be walled, either, because there are no walls that want to be Tricked.

Rotom's weaknesses of Dark and Ghost can meet Hitmontop, Absol and Steelix.

Stupidly Powerful Priority #1
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Hitmontop @ Life Orb
Adamant, Technician
252 Hp / 252 Atk / 4 SpD

Fake Out
Mach Punch
Close Combat
Pursuit

This is another Pokemon which I can't believe isn't used more often. LO Techtop checks a ridiculous number of offensive threats. Come on, Mach Punch gets an effective 90 base power. It's Scizor's Bullet Punch, except that Fighting is a better offensive type than Steel. Oh, and he gets something else that Scizor doesn't, Fake Out. Fake Out allows me to get cheap, free damage and then Mach Punch. With Fake Out sitting at 60 BP, and Mach Punch at 90, the Fake Out + Mach Punch combo allows me to hit opponents with the equivalent of a 150 base power move, before they are able to do anything. It's like Absol's Sucker Punch, except that it works whether they attack me or not. With the combined forces of this thing and Absol, it's almost impossible to be swept by any sort of offensive threat.

Close Combat gives much-needed power for use against more defensive Pokemon, and it's especially powerful with Mach Punch waiting in the wings. Close Combat followed by Mach Punch lets me hit faster foes with the equivalent of a 270 base power move, while only being hit once in the process. I can take a Surf from Milotic, hit it with Close Combat, and then Mach Punch it into the grave next turn before it has a chance to Surf again on my -1 defenses. Pursuit is necessary because of the extreme overuse of Mismagius, and the extreme danger of allowing it a free set-up. Thanks to Pursuit, though, Missy is not a problem. Usually it comes in, thinking to block Rapid Spin I guess, and instead finds itself backed into a corner by Technician Pursuit and easily killed off. Pursuit is also fun for things like Roserade and Espeon fleeing from Fake Out.

Hitmontop's weaknesses of Flying and Psychic are covered by Steelix and Absol.

Stupidly Powerful Priority #2
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Azumarill @ Choice Band
Adamant
244 Hp / 252 Atk / 12 Spe

Aqua Jet
Waterfall
Double-Edge
Falcon Punch

Azumarill is now a well-known and well-respected threat in the post-Shaymin metagame, and for good reason. With Adamant and Choice Band, Azumarill reaches an absurdly high Attack stat, 654 to be specific. This, along with the incredible coverage of Water + Normal, makes it nearly impossible to wall this set. Slowbro is the only one who can even try, but even he does a pretty shabby job of it. He runs the risk of being 2HKO'd by Double-Edge if he doesn't use Slack Off every time he switches in, so either he Slacks Off on every switch-in and gives me a free switch to Roserade or Absol, or he doesn't Slack Off and Double-Edge 2HKOs next time he tries to come in.

Azumarill has plenty of power, and thanks to Aqua Jet it also has pseudo-speed. A STAB priority move coming off 654 attack is a great asset to any offensive team, revenging a wide range of threats, notably including OHKOs or near-OHKOs on Blaziken and Moltres. Focus Punch is risky, but it gives Azumarill even more raw power than Double-Edge or Waterfall, and can come in handy for really wrecking Water-types (yes, Milotic, I'm looking at you) that switch in to try and block Azumarill's STAB. Why Azumarill over, perhaps, Milotic? Simple; with an absurd attack score, nearly perfect neutral coverage with which to abuse it (thankfully they invented Stealth Rock this generation to take care of Shedinja for me), STAB priority thrown in on top, and an opportunity to truly shine with ones of its biggest enemies just banned, the question is not Why Use Azumarill, but rather, it becomes Why Not Abuse This Thing?

Azumarill's weaknesses of Grass and Electric can be blocked by Roserade, Rotom and Steelix.

Stupidly Powerful Priority #3
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Absol @ Life Orb
Adamant
4 Hp / 252 Atk / 252 Spe
Sucker Punch
Night Slash
Superpower
Swords Dance

Absol is another one of those brilliant Pokemon which both packs incredibly strong priority, and is also nearly impossible to wall. Stall teams cower in fear of the power behind a Swords Dance Life Orb Night Slash with no less than a 25% crit rate. Offensive teams trying to sweep with the likes of Specs Espeon and LO Roserade cower in fear of Sucker Punch. Superpower seals the deal, hitting UU's trophy physical walls, Steelix/Regirock/Registeel, super-effective and providing perfect coverage alongside Night Slash.

With prediction, or just the simple formula of Swords Dancing on the switch and mercilessly spamming Night Slash or Sucker Punch (depending on whether the Pokemon that switched in is offensive or defensive), Absol can beat just about any Pokemon out there. Honchkrow was so popular in the last incarnation of the metagame for good reason, and now his little brother Absol is here to fill in the gap left behind by his departure to Limbo, continuing Honchkrow's legacy of revenging an absurd number of offensive threats while also keeping the walls in line with perfect coverage and the unfair power of STAB Super Luck Night Slash. I chose an Adamant nature because Jolly makes no sense on something with a 120 base power priority move. Jolly allows me to outrun offensive Milotic? Sucker Punch already outruns any version of Milotic, and hurts just as much as any of my other moves, so I might as well pick Adamant to make it hurt even more.

Absol's weaknesses to Fighting and Bug are handled by Rotom, Roserade, Hitmontop and Steelix.

The Stealth Rocks
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Steelix @ Iron Ball
Brave
252 Hp / 252 Atk / 4 SpD
0 Speed IV

Stealth Rock
Gyro Ball
Earthquake
Explosion

Steelix is here for three things, to stop Swellow and absorb Ambipom's Fake Out, to absorb status (immunity to both Toxic and Thunder Wave? Yes, please), and to lay down Stealth Rocks. Stealth Rock is a necessity on any team, and in UU, Steelix is arguably the most powerful user of it with the dual STABs of Gyro Ball and Earthquake, plus kaboom thrown in there when I need to blow a hole in the enemy's team, or if I know they've got Moltres and I decide that it would be better to forego rocks and explode, rather than give such a dangerous Pokemon a free switch.

Iron Ball, along with the given nature and a 0 Speed IV, drops my Speed to subterranean levels, and by extension, raises the power of Gyro Ball up into the sky. With an amazingly pathetic 29 Speed, Steelix's Gyro Ball reaches full power against anything with 174 Speed or more, which includes most of UU's offensive Pokemon. Most of the things that can threaten Steelix are threatened back by a full-power Gyro Ball, and of the things which resist Gyro Ball, the more dangerous ones (fire-types) can just eat Earthquake instead. I chose Steelix over Registeel for the greater power in its attacks. For example, Steelix can switch into Ambipom and then really punish the annoying little thing for Taunting; Gyro Ball has a high chance of OHKO'ing the standard 4/0 offensive Ambipom.

Steelix's vulnerability to Fire, Water, Fighting, and Ground is patched up by Azumarill, Roserade and Rotom, respectively.

The Sleep
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Roserade @ Leftovers
Timid
4 Hp / 252 SpA / 252 Spe

Sleep Powder
Leech Seed
Substitute
Sludge Bomb

Roserade, like Steelix, is here for three things. To sleep something, SubSeed something else, and absorb status with Natural Cure. While a good Sleeper isn't as necessary as a good Stealth Rocker, it's probably the second most useful thing to put on your team. Sleep is a completely unfair condition; the idea of preventing the opponent from doing anything at all is simply too good to not abuse it. And as far as abusing Sleep goes, Roserade is the best plant for the job this side of Breloom, packing UU's fastest Sleep Powder with which to disable its opponents. This set plays somewhat like Breloom in OU; SubSeed pairs up perfectly with Sleep Powder, as Roserade can use the turn it buys with Sleep to set up the SubSeeding strategy.

Sludge Bomb is the necessary attack move to prevent other grassers from ruining my fun. The 30% chance of poison can also come in handy against walls trying to stall out SubSeed, like a Milotic that's figured out I don't run a Grass attack. Like every member of my team, Roserade is designed to have an answer to defensive threats aswell as offensive ones, and Sleep Powder is broken enough to provide that answer. Chansey comes in thinking it will just stall me out? Roserade welcomes the pink blob, as I simply hit it with Sleep Powder and then Absol comes in to Swords Dance while it's snoozing.

Roserade's weaks of Psychic, Flying, Fire and Ice can be redirected to Absol, Steelix, Rotom and Azumarill.
 
@FinnRaggetti - Falcon Punch = Focus Punch...

I think that Azumarill can take a fire attack pretty well due to its 100 Base HP.

One other point i would make, is that on Absol, i have seen many other people running 252 Spe Jolly, so that could be changed, unless the power is reduced too much.
 
One other point i would make, is that on Absol, i have seen many other people running 252 Spe Jolly, so that could be changed, unless the power is reduced too much.

Indeed. All those people think they're clever bringing in their Jolly Absol after I've used Swords Dance with mine and expecting to beat me to the Superpower. Instead, this happens:

+2 Adamant Life Orb Sucker Punch vs 4/0 Absol: 103.68% minimum

As for fire moves, yeah, that's the biggest weakness the team has, defensively, since I only have one resist and it has no recovery. However, fire attackers can't come in safely against anything at all. Usually they get in on Steelix while it uses SR, and I can go to Azumarill and force them out once. After that, they're only coming in on Steelix after a kill; if they try switching into Steelix directly they just eat Earthquake, or if it's Moltres and I don't have rocks up, Explosion.

I could definitely use another fire resist, though. Suggestions? The only one I'm hearing is Altaria, but I'd like at least a little elaboration on how Altaria fits into the team and such, and why it should go over my sleeper (whom I really don't want to give up).

As far as specific threats go, Sub Punchers like Azumarill and Poliwrath can be troublesome. I have no problem revenging them, but that usually means I have to let them kill something first. Toxicroak can also be a pain at times, resisting all my priority, outspeeding Steelix, and resisting Roserade's Sludge Bomb.
 
Blaziken Kills this team. With altaria, I say fit a mixtaria over azumarill. It fits in well with steelix, and is the equivalent of mixmence in ou. It stops fire types and also checks a lot of pokes.
 
Blaziken can easily be revenge killed and so can be revange killed a lot of potential threats like Yanmega and Mismagius.

This is a very good team, it's no wonder for me that it's been so successful.

About the fire weakness, the only replacement that I'd suggest is Regirock in place of Steelix: Regirock has a respectable 100 base SpD which allows it to take most special fire moves without massive problems, it also completely stops things like Ambipom and Swellow and has a powerful stone edge to deal with them, since you're playing very offensive, you may try to maximize its decent 100 base Atk:

Regirock@leftovers
nature: adamant
EVs: 252 HP / 252 Atk / 4 SpD
-stone edge
-stealth rock
-explosion
-earthquake
 
I typed a post but then I lost it. Oh, well.

Congratulations on the leaderboard ranking.

On the issue of Adamant vs. Jolly Absol, you might want to consider running Jolly. The main issue here is that if an opposing Jolly Absol comes in on your Absol and you Sucker Punch while it uses Swords Dance, then you're going to lose to it since its own Sucker Punch will be faster than yours, and it can conceivably kill you with SR damage or LO recoil, since Absol has awful defenses. Or if you think that it's going to do this, you could Superpower, but then so can the Jolly Absol, and it's going to be faster and again kill you first. If you run Jolly, you can make things somewhat easier on yourself since you don't have to choose between Sucker Punch and Superpower in order to have a shot at winning, and you also put Adamant Absol in the same situation that I just named.

Of course, the loss in power can be significant at times, and this is the only reason I can think of for switching to Jolly, so it's your call entirely. I mean, outspeeding offensive LO Milotic doesn't matter too much since Sucker Punch is Absol's strongest move anyway (alongside Superpower). I personally go with Adamant on my Absol, but I can see why Jolly might be appealing.

I don't see Fire types being a problem for this team. They can't really come in on anything but Steelix (if it's using SR, that is; EQ will hurt most of them anyway, and Explosion will kill all of them), and Azumarill is probably one of the best checks to Fire types around because of its priority, meaning it doesn't have to worry about Moltres finishing it off with HP Grass or something like that.

If you're really concerned, Regirock going over Steelix is a possibility that others have mentioned. This does two things to Fire types: it gives you a solid counter to them, since most Fire moves are special-based and Regirock gets STAB Stone Edge; and it removes one of the only Pokemon on your team actually weak to Fire, meaning that Fire types can no longer come in on your team at all (Roserade is faster than most of them and can put them to sleep via Sleep Powder). If you don't want to remove Steelix, I would suggest replacing Roserade for an Intimidate Arcanine; this will alleviate your SD Toxicroak problems as well as give you a secondary Fire resist (with HP Rock or something, it can deal with Moltres pretty effectively too). I'd just go for Regirock, however, since you seem to want to retain your sleeper.

As for the SubPunchers, every team has trouble with those; there's not much you can do to directly counter them except for play around them, and you have a lot of priority on your team so you can just revenge them, as well. And as for Toxicroak, Rotom is one of the best counters available, especially with the Scarf, so you're probably better off not changing your team around to deal with it. The main problem I could see you having is that it has an easy time setting up on you, which is bad for an offensive team; it can come in with impunity on predicted Sucker Punches or Azumarill's Aqua Jet/Waterfall and then set up for free. Toxicroak is the only Pokemon in the game to resist all of your Absol's attacks, and Azumarill has a Choice Band, so that's the reason you're probably finding it tough.

To remedy this, you don't have to add or remove anything from your team, but you can make Azumarill a SubPunch set, which will also help you out vs. stall, which I can see causing some problems for you if the stall player plays well enough.

With the SubPunch set, Toxicroak will find it much harder to come in and set up, because Azumarill can simply hit it with a non-Water attack and isn't forced to switch out immediately and give it a free turn to set up (though T-croak resists Focus Punch so if your only other attacks are Waterfall and Aqua Jet, you're still gonna let him set up, but now he has to play prediction games with Focus Punch after he breaks your Sub if he wants to set up with SD or NP). With SubPunch, you also have a better answer to Fire types since Azumarill can now carry Leftovers without worry.

Note also that if you choose to run Regirock, you could forego the Choice Band on Azumarill for a Life Orb, so that you have the freedom to switch attacks and thus Toxicroak can't freely set up on you. Since Azumarill was your only Fire resist before, it needed as much health as it could get, but now you can run LO without much concern, I think. And losing the power from Choice Band isn't going to matter a whole lot since you have two other very powerful priority attackers, anyway, one of whom is dedicated to priority, pretty much (Hitmontop).

Giving your Absol Psycho Cut is an option, as well, but I just can't see what it would go over. Swords Dance is necessary on it to deal with stall, so I guess you're just going to have to make sure there's no Toxicroak on the opposing team when Absol comes in--Toxicroak is frail anyway, so it can't actually directly switch in on anything but Sucker Punch because two consecutive Night Slashes might kill it (or you may land a crit).

Good luck with your team, and thanks for posting! Congrats again on your success.
 
Blaziken can easily be revenge killed and so can be revange killed a lot of potential threats like Yanmega and Mismagius.

This is a very good team, it's no wonder for me that it's been so successful.

About the fire weakness, the only replacement that I'd suggest is Regirock in place of Steelix: Regirock has a respectable 100 base SpD which allows it to take most special fire moves without massive problems, it also completely stops things like Ambipom and Swellow and has a powerful stone edge to deal with them, since you're playing very offensive, you may try to maximize its decent 100 base Atk:

Regirock@leftovers
nature: adamant
EVs: 252 HP / 252 Atk / 4 SpD
-stone edge
-stealth rock
-explosion
-earthquake

Thanks, I took your suggestion and so far I've been quite satisfied with Regirock.

Congratulations on the leaderboard ranking.

Thank you. Thanks for the great rate, aswell.

On the issue of Adamant vs. Jolly Absol, you might want to consider running Jolly. The main issue here is that if an opposing Jolly Absol comes in on your Absol and you Sucker Punch while it uses Swords Dance, then you're going to lose to it since its own Sucker Punch will be faster than yours, and it can conceivably kill you with SR damage or LO recoil, since Absol has awful defenses. Or if you think that it's going to do this, you could Superpower, but then so can the Jolly Absol, and it's going to be faster and again kill you first. If you run Jolly, you can make things somewhat easier on yourself since you don't have to choose between Sucker Punch and Superpower in order to have a shot at winning, and you also put Adamant Absol in the same situation that I just named.

Of course, the loss in power can be significant at times, and this is the only reason I can think of for switching to Jolly, so it's your call entirely. I mean, outspeeding offensive LO Milotic doesn't matter too much since Sucker Punch is Absol's strongest move anyway (alongside Superpower). I personally go with Adamant on my Absol, but I can see why Jolly might be appealing.

Jolly is only really ever helping against other Absol, but it doesn't seem to actually help very much even there, since if I run Jolly my Sucker Punch is no longer guaranteed to KO opposing Absol after a Swords Dance. Sucker Punch very often plays a role in Absol vs Absol confrontations due to LO recoil or the use of Swords Dance allowing one to possibly KO the other with Sucker Punch. I would rather keep Adamant to ensure that I can take down things like Spiritomb and defensive Top after Swords Dancing, and just to power up Sucker Punch against everything in general. I still cannot understand the logic behind running +Speed on the Pokemon with the game's most powerful priority attack.

To remedy this, you don't have to add or remove anything from your team, but you can make Azumarill a SubPunch set, which will also help you out vs. stall, which I can see causing some problems for you if the stall player plays well enough.

I have actually tried running SubPunch before, and I found that it wasn't to my liking. The problem with running SubPunch is that it inevitably opens Azumarill up to one hard counter or another. With Substitute and the big drop in raw power, Azumarill no longer has enough move slots to make sure it covers all its bases. If I don't run Ice Punch I am left open to bulky Grassers like Roserade, Venusaur and Torterra, aswell as Altaria and the aforementioned Toxicroak; if I don't run Waterfall I'm left open to Fighting resists in general, such as Claydol, Uxie and Spiritomb; if I don't run Aqua Jet I lose my priority, which I've found to be extremely valuable; and I'm open to Slowbro almost no matter what I do, and he's considerably more common than Toxicroak. The Choice Band set requires more prediction, but has the potential to deal with absolutely any possible switch-in.

Every team has to be weak to something, and as far as that goes, I think there's much worse things to be weak to than Toxicroak. I just can't see a way to improve my odds against him without weakening my responses to other threats in exchange. And it's not as though he totally wrecks my team or anything, either......Roserade can sleep him, Regirock can live any move and Earthquake, Rotom can use Trick or WoW, etc.
 
Jolly is only really ever helping against other Absol, but it doesn't seem to actually help very much even there, since if I run Jolly my Sucker Punch is no longer guaranteed to KO opposing Absol after a Swords Dance.

With Jolly you still have a 100% chance to OHKO with Stealth Rock up and a 67% chance to OHKO a full-health Absol if Stealth Rock is not up (Rocks are up more often than not, and keep in mind Rotom can block RSpin for you). If the opposing Absol lives and then kills you, he'll be left at around 5% HP so the Life Orb recoil will take him down as well. Jolly Absol is guaranteed to kill Adamant Absol with an SD under its belt, whereas Adamant Absol only has a 50% shot at killing Jolly Absol (because the Adamant Absol has to predict the Swords Dance and then appropriately Superpower).

Sucker Punch very often plays a role in Absol vs Absol confrontations due to LO recoil or the use of Swords Dance allowing one to possibly KO the other with Sucker Punch . . . I still cannot understand the logic behind running +Speed on the Pokemon with the game's most powerful priority attack.

The first part is a partial answer to the latter part: with Jolly, Absol outspeeds other Absol to the Sucker Punch. Also it's not always going to be using Sucker Punch. Sucker Punch only works when the opponent attacks, so it's not as though it'll just be spamming Sucker Punch. Running Adamant is fine, but Jolly does have its advantages.

As for Toxicroak, yeah, a Toxicroak weak is easily manageable. You mentioned it, however, so I figured it was an issue for you.
 
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