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!
I arrived at this team after a few tweaks.
I starting with Sceptile (a favourite of mine), as the grass component of my Grass-Water-Fire core.
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).
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.
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).
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.
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.
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.
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 @ Focus Sash
Ability: Definant
Modest Nature
EVs: 252 HP / 252 SAtk / 4 SDef
Hydro Pump
Aqua Jet
Stealth Rock
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.
Sceptile @ White Herb
Ability: Unburden
Naive Nature
EVs: 252 Atk / 4 SAtk / 252 SDef
Leaf Storm
Focus Blast
Rock Slide
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 @ Assault Vest
Ability: Sturdy
Adamant Nature
EVs: 172HP / 252 Atk / 84 Spd
Rapid Spin
Earthquake
Knock Off
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 @ Expert Belt
Ability: Motor Drive
Adamant Nature
EVs: 4 HP / 252 Atk / 252 Spd
Thunder Punch
Ice Punch
Cross Chop
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 @ Choice Specs
Ability: Adaptability
Timid Nature
EVs: 4 HP / 252 SAtk / 252 Spd
Tri Attack
Dark Pulse
Trick
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.
Rotom-H @ Leftovers
Ability: Levitate
Calm Nature
EVs: 248 HP / 8 SAtk / 252 SDef
Overheat
Volt Switch
Will-O-Wisp
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
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:
I arrived at this team after a few tweaks.
I starting with Sceptile (a favourite of mine), as the grass component of my Grass-Water-Fire core.
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).
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.
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).
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.
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.
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.
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 @ Focus Sash
Ability: Definant
Modest Nature
EVs: 252 HP / 252 SAtk / 4 SDef
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.
Sceptile @ White Herb
Ability: Unburden
Naive Nature
EVs: 252 Atk / 4 SAtk / 252 SDef
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 @ Assault Vest
Ability: Sturdy
Adamant Nature
EVs: 172HP / 252 Atk / 84 Spd
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 @ Expert Belt
Ability: Motor Drive
Adamant Nature
EVs: 4 HP / 252 Atk / 252 Spd
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 @ Choice Specs
Ability: Adaptability
Timid Nature
EVs: 4 HP / 252 SAtk / 252 Spd
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.
Rotom-H @ Leftovers
Ability: Levitate
Calm Nature
EVs: 248 HP / 8 SAtk / 252 SDef
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


