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Dabbling in the UU

Hey Everyone,
After having some fun with pokemon I enjoy using in OU, I began to grow bored of facing the same threats over and over. And so, I turned my sights on UU, where I have been able to keep on using some of my staple favourites, while also having the freedom to use some other favourites who just can't keep up with the OU metagame.
I've tested this team out on showdown for the past few weeks and feel that I've tweaked all I can - so I come seeking all of your guidance.

Let the RMT begin!

Team Overview:
empoleon.png
sceptile.png
donphan.png
electivire.png
porygon-z.png
rotom-heat.png

I arrived at this team after a few tweaks.
sceptile.png

I starting with Sceptile (a favourite of mine), as the grass component of my Grass-Water-Fire core.
sceptile.png
jellicent.png

I then added Jellicent as the water part of the trio. Jellicent's bulk and ghost typing were what originally gave it a spot on the team. The water immunity Water Absorb provides was also attractive (as someone who loves spamming Electivire's motor drive, the immunity appealed to me even more-so).
sceptile.png
jellicent.png
houndoom.png

In today's game, I (generally) see no reason not to include a Mega on your team. Houndoom stepped into the fire slot of my core and provided fire immunity through Flash Fire.
sceptile.png
jellicent.png
houndoom.png
donphan.png

With the core in place, I wanted a spinner that can also hit hard. Enter Donphan, one of my favourites from gen 2 (and a staple on my silver team).
sceptile.png
jellicent.png
houndoom.png
donphan.png
electivire.png

Keeping in the theme of favourites, I had to use Electivire. His electricity immunity through Motor-Drive, provides me with a reliable switch and boost on any foreseeable electric that may come Jellicent's way.
sceptile.png
jellicent.png
houndoom.png
donphan.png
electivire.png
porygon-z.png

Alpha TeamPorygon-Z has pleasantly surprised me in the OU metagame. While wearing a snazzy pear of Choice-Specs, an adaptability boosted tri-attack is absolutely devastating. I went with Porygon-Z as my final member for his big hits and pairing with Jellicent's ghost typing.
sceptile.png
jellicent.png
donphan.png
electivire.png
porygon-z.png
rotom-heat.png

After testing the team out for a while, I found that I was longing for ground immunity. I decided that Rotom-H could step into Houndoom's role in my core (RIP fire immunity and Nasty Plot boosts...), provide me with a switch in for ground moves and provide the momentum I was lacking with volt-switch.
sceptile.png
donphan.png
electivire.png
porygon-z.png
rotom-heat.png
empoleon.png

Beta Team
Saying goodbye to the sponge wasn't easy (and I'm still not sure it was the right move), but Empoleon seemed to fit nicely into this team. He takes over the Water part of the core and provides SR coverage.

Without further ado, let me tell you more about each member:


empoleon.gif

Empoleon @ Focus Sash
Ability: Definant
Modest Nature
EVs: 252 HP / 252 SAtk / 4 SDef
WaterIC_Big.png
Hydro Pump
WaterIC_Big.png
Aqua Jet
RockIC_Big.png
Stealth Rock
GrassIC_Big.png
Grass Knot

Always an interesting way to start any battle off. With Empoleon being a formidable but infrequent lead, I've come across numerous teams that have been unable to deal with the steel penguin. The Focus Sash on the lead is classic and also useful if I opt to not lead with Empoleon, as it guarantees at least 2 hits on any opponent (Hydro Pump + Aqua Jet if they outspeed), no matter how boosted their stats are. Hydro Pump is a nice STAB and I've found the coverage Grass Knot provides can be invaluable. When playing without entry hazard support with the Alpha team, I found myself missing it more than not - one of the main reasons why I resorted back to Empoleon.

254.gif

Sceptile @ White Herb
Ability: Unburden
Naive Nature
EVs: 252 Atk / 4 SAtk / 252 SDef
GrassIC_Big.png
Leaf Storm
FightingIC_Big.png
Focus Blast
RockIC_Big.png
Rock Slide
FlyingIC_Big.png
Acrobatics

This turquoise forest pokemon should be called the sonic - because it likes to go FAST. Even without the unburden boost, its base 120 speed is respectable enough to take on the vast majority of the UU scene. I've found the White Herb to be most helpful on Sceptile, as it either allows Sceptile to get off a Leaf Storm without the Spa drop, or a free switch in to a sticky web. Once it's gotten the unburden boost, it can out speed almost any opponent, giving it the upper hand. Leaf Storm serves the dual purposes of activating the White Herb and being Sceptile's main STAB attack. Acrobatics provides great coverage, and is boosted once the White Herb has been used up. Focus Blast and Rock Slide (despite having questionable accuracy...) round off the set, providing the turquoise flash with some coverage.

donphan.gif

Donphan @ Assault Vest
Ability: Sturdy
Adamant Nature
EVs: 172HP / 252 Atk / 84 Spd
NormalIC_Big.png
Rapid Spin
GroundIC_Big.png
Earthquake
DarkIC_Big.png
Knock Off
IceIC_Big.png
Ice Shard

Donphan can hit hard and clear the field for his team mates. Knock Off's boost this gen has been unreal, and I've found it to be really useful on Donphan due to both its coverage and added effect (specifically on switch-ins). Ice shard allows Donphan to come in and revenge kill and provide a threat to dragons. The added bulk of Assault Vest (along with Sturdy from time to time) guarantees the elephant will get off at least 2 moves. EQ acts as a powerful STAB option if I want to hit something a little harder.

electivire.gif

Electivire @ Expert Belt
Ability: Motor Drive
Adamant Nature
EVs: 4 HP / 252 Atk / 252 Spd
ElectricIC_Big.png
Thunder Punch
IceIC_Big.png
Ice Punch
FightingIC_Big.png
Cross Chop
GroundIC_Big.png
Earthquake

Empoleon tends to draw a lot of Fighting, Grass and Electric moves. Fortunately, it's usually easy to predict which is coming based off of the opponent. So, when you know that electric move is coming - the switch to Motor Drive Electivire comes in handy. This old 4th Gen technique still (surprisingly) catches opponents off guard, and with Expert Belt, the Angry Yetti hits a lot of threats really hard. I've opted for Thunderpunch over Wild Charge just to increase Electivire's longevity.

porygon-z.gif

Porygon-z @ Choice Specs
Ability: Adaptability
Timid Nature
EVs: 4 HP / 252 SAtk / 252 Spd
NormalIC_Big.png
Tri Attack
DarkIC_Big.png
Dark Pulse
PsychicIC_Big.png
Trick
ElectricIC_Big.png
Charge Beam

While wearing his snazzy pear of Choice-Specs, an adaptability boosted Tri Attack is absolutely devastating and can blow a considerable hole in whatever (non-ghost) stands in its way. Porygon-z has a variety of roles it can play on this team. It can cripple leads by tricking them Choice Specs, or come in late game and hit HARD. Dark Pulse provides nice coverage against ghosties who try to switch in and ruin Porygon-z's fun and charge beam comes in handy after you've tricked away your Choice Specs and are looking for a SAtk boost.


479-heat.gif

Rotom-H @ Leftovers
Ability: Levitate
Calm Nature
EVs: 248 HP / 8 SAtk / 252 SDef
FireIC_Big.png
Overheat
ElectricIC_Big.png
Volt Switch
FireIC_Big.png
Will-O-Wisp
NormalIC_Big.png
Pain Split

Rotom-H rounds out the team as the fire component of the FWG core. Providing ground immunity, it helps to cover both Electivire and Empoleon. Volt Switch is a nice momentum grabbing addition that I've found has really helped to improve the team. Pain Split provides a semi-reliable recovery move and Overheat is a great fire STAB. Rotom-H also helps cripple the other team with Will-O-Wisp (taking over Jellicent's job of spreading poison throughout their ranks).



In conclusion, my team is not perfect, by any means (I don't really have much that can deal with Fairies, outside of Empoleon which is usually pretty banged up/fainted mid-battle due to it usually being my lead) and I lack a reliable switch in to fighting moves (despite them not being as prevalent in UU). However, I feel confident that Smogon as a community can help me grow as a better battler. All and any criticism is more than welcome!

Thanks again!

Bobthebutler
 
Your team is very good. It has good synergy and a wide variety of moves.

Empoleon:

Your Empoleon is fine then because you stated that it is your lead. However, consider the move Ice Beam. It is a decent move on Empoleon. I'm not telling you to immediately replace one of your moves with Ice Beam, just consider it.

Sceptile:

I think your Sceptile needs a bit of work. Leaf Storm is OK, as well as Acrobatics. However, you it seems as though your Sceptile is a physical set. If you REALLY want a fighting type move, Brick Break will be a good option for a physical set. Dragon Claw can also be a really good move in UU because it seems that you haven't seen the changes in UU. There are a lot of Dragon types that are very dangerous, including Goodra, Noivern, Kingdra, Flygon, and especially Hydreigon. Dragon Claw can hit these Pokémon for decent damage. You should also consider the moves Earthquake and X-Scissor as they provide decent coverage. I would recommend:

Sceptile: White Herb / Life Orb (if you don't have Leaf Storm)
sceptile.gif

Ability: Unburden
Naïve Nature
EVs: 252 Atk, 252 Spe, 4 SpA / 4 HP
-Leaf Storm/Leaf Blade (use Leaf Blade if you want to run an only physical set)
-Acrobatics
-Dragon Claw
-Earthquake/Rock Slide (this is basically a filler-in move)

Donphan:
Your Donphan is amazing. When I read this, I thought that you might want to put Stealth Rock on Donphan and replace Stealth Rock on Empoleon with another attacking move (like Flash Cannon or Ice Beam. Preferably Flash Cannon because you mentioned that you don't have much do deal with fairies). However, this is only a suggestion and you don't have to do this.

Electivire:
Your Electivire is OK, but most Electivires run a mixed set instead of a pure physical set. However, especially for Electivire, Wild Charge > Thunder Punch. Wild Charge is Electivire's best move because it does more damage than Thunder Punch. Here is what I would recommend for Electivire (this is the Smogon set, but even if it wasn't I would still recommend it):


Electivire: Expert Belt
electivire.gif

Ability: Motor Drive
Naïve Nature
EVs: 248 Atk, 36 SpA, 224 Spe
-Wild Charge
-Earthquake
-Ice Punch
-Flamethrower

Porygon-Z:

Your Porygon-Z is good. However, you are a Choice Specs set with almost max Special Attack and max speed. Therefore, you don't need Trick Room. Why would you have Trick Room on a Choice Specs set? This forces you to switch out into an appropriate counter and your opponent can easily predict this. Ice Beam and Thunderbolt are good moves for a Porygon-Z. If you want to use a Life Orb set, Nasty Plot would be a good option. I would recommend this moveset:

Porygon-Z: Choice Specs
porygon-z.gif

Ability: Adaptability
Timid Nature
EVs: 4 HP, 252 SpA, 252 Spe
-Tri Attack
-Dark Pulse
-Ice Beam
-Thunderbolt / Charge Beam

Rotom-H:
Rotom-H is fine there's no need to change it. If you feel like changing it, consider the moves Thunderbolt and Shadow Ball.

CHANGES IN UU:

Like I mentioned before, it seems as though you don't know the changes in UU in X&Y.
Sceptile has been demoted to NU
Electivire
has been demoted to RU
A good offensive Grass alternative for Sceptile that is in UU would be Shaymin or Trevenant
There's no alternatives to a mixed attacker electric type like Electivire in UU. However, Mega-Ampharos is available (you don't have a mega evolution on your team) as well as Raikou for special attackers.
 
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