ORAS UU Don't Bee Bad (Balanced UU) (Updated)

Don't Bee Bad
---------------
An ORAS UU RMT



Hey guys, it's Venoxio with my first UU RMT. I have recently been playing a lot with this team, to great success. There's not really that much else to say, so let's get into the teambuilding process.

TEAMBUILDING PROCESS:
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So I started with this great offensive core. M-Beedrill and Feraligatr can take on each other's weaknesses very well and can sweep together with few problems.

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Well, I really wanted something that synergizes well with Gatr especially to aid it's sweeping capabilities, and Beedrill more or less. Chesnaught did this role well, taking on strong Electric types as well as being a great Spikes setter.
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I love CM Florges, and a great specially defensive mon that pairs well with my team. It also checks Dragon types which do decent damage to my team.

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At this point I needed 2 things: hazard removal and a dedicated Psychic check. Mandibuzz fit both of these roles very well, and it has some speed to speed creep some threats.

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This slot originally belonged to CM Reuniclus, but I needed some more offensive presence and a backup sweeper so I added NP Azelf. It is speedy and is a great backup sweeper if Gatr goes down.


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This change was suggested by a few users, and personally I think it works. Forretress became a member on the team in place of Chesnaught and it arguably works better. I also have Krookodile now because I lacked Electric switchins and it is a another Fire check.




THE TEAM IN DEPTH
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Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Mega Beedrill is a great Pokemon in the metagame rn. This serves as a great check to Grass/Fairy check, and is very strong as a Physical attacker. U-Turn is a great STAB attack which can gain momentum and Poison Jab is a secondary STAB which hits targets such as Whimsicott and Mega Sceptile and is boosted by Adaptability. Protect is necessary on M-Bee as it lets me get a safe Mega off. I have Knock Off in the last slot mainly to check Doublade, and for the benefit of removal of items. EVs are standard.

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Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Feraligatr is arguably the best physical sweeper in the tier. It checks most Fire types which are otherwise problematic for my team. Set is self-explanatory: DD is Feraligatr's great sweeping move and is used over SD for the speed boosts. Waterfall is boosted by SF and 2HKOs or OHKOs a lot of the tier at +1. The other moves are for coverage: Ice Punch targets Grass and Flying types and is boosted by SF too. Crunch is a another check to Psychics which I decently need on my team. Jolly nature is used to outspeed Crobat and normal Aero at +1. EVs are standard.

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Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

This Pokemon was suggested as one of the changes, and I think it fits the role well. It almost completely stops Mega Beedrill and is my spikes stacker. Rapid Spin clears away MY hazards so my other mons, mostly Gatr and Beedrill, won't have to worry about rocks. Volt Switch is a great pivoting move for this that allows me to bring mons slowly, and that's incredibly helpful. Finally, Gyro Ball hits Fairies and other things super effectively and is pretty powerful. EVs are standard, 0 speed IVs for the slowest Volt Switch and most powerful Gyro Ball possible. Thank you to Do A Bibarel for suggesting this!
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Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Aromatherapy

CM Florges is one of my favorite mons to use in UU, and has great special bulk. It also goes well with Forretress and provides Aromatherapy support. Calm Mind is the key point of this set, allowing Florges to sweep if its checks are eliminated. Moonblast is a STAB move that has chance of lowering Special Attack, which is welcome. Synthesis provides an immediate recovery move and allows to win 1v1 against other stally mons. Aromatherapy is my final move of choice, most notably healing burns off of Gatr and Beedrill. EVs are standard.

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Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit

As the people who viewed this thread when it first came out know, this slot was originally Mandibuzz. However, after further testing of the team, Electric types were a huge problem for the team and Gatr wasn't a reliable Fire check alone. That was when I added Krookodile, and it worked wonders on this team. Earthquake does a lot of damage to Electric and Fire types with the exception of Rotom-H. Knock Off is a great secondary STAB move that removes items, and that's always welcome. Stone Edge targets Rotom-H and Flying types mostly, but it can be used for other mons too. Finally, Pursuit is mostly for trapping Ghost and Psychics. EVs are standard.

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Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Fire Blast
- Thunderbolt

Like I said, this slot originally belonged to CM Reuniclus, but I prefer Azelf now because of it's speed and sweeping capabilities. The first move originally was NP, but someone suggested I changed it to Rocks which I like more. Psyshock is a great STAB move which hits very hard. Fire Blast and Thunderbolt are good coverage moves for Steel types/Water types respectively. EVs are standard.

THREATLIST:

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Fire types, especially these three, can do serious damage to my team. They even threaten my fire check, Gatr, as Entei can threaten a burn with Sacred Fire and Chandy can kill with Energy Ball. Rotom-H also threatens Gatr and Krook because it can do damage to me with Volt Switch and Overheat respectively, but Krook can kill with SE.

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Mega Beedrill is not as much of a threat as it was before with Forretress now being on the team, but it can still put in work if that dies.
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If I don't know what it's running, Whimsi is a pretty big threat. If Specs, Hurricane 2HKOs Forretress and OHKOs Beedrill on the switch. If defensive, I cannot setup anything on it or it will Encore.
CONCLUSION:
This was a really fun team to build, I have not saved any replays yet but I will edit them in probably tomorrow after this is posted. Shoutouts to everyone who did the changes and an IRL friend! Feedback is appreciated, make any edits, and enjoy using this.

REPLAYS:

Florges calm down: http://replay.pokemonshowdown.com/uu-264600647

Importable:
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch


Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Aromatherapy

Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit

Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psyshock
- Fire Blast
- Thunderbolt

EDIT: Hides are freakin' driving me crazy
 
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Hey there Venoxio!

This team looks really solid and I really like it, personally. The thing that sticks out the most to me is that you have 3 mons that set up and no rocks. Then I noticed that some set up mons can give you trouble, not all but if your team is weakened enough they can really put in some work.

Right off the bat, what I would suggest is maybe trying Stealth Rock 3 Attack Azelf over current set. This can give you rocks as well as a strong Pyschic-type that can kinda just do the same thing as the previous set just without the set up. I would also change Dazzling Gleam to Thunderbolt because you have two mons to deal with dark-types so having that coverage over coverage for bulky waters seems redundant.

Next off, I would suggest running Adamant Mega Bee over Jolly just for the power boost. The only thing that jolly Bee outspeeds that it can't as Adamant is Crobat (and Jolteon) but those aren't issues seeing that you have Mandibuzz and Chesnaught to easily handle each, respectively.

Another thing I would urge you to try out would be Whirlwind over Toxic on Mandibuzz, this will allow you to better deal with the set up sweepers that can annoy your team, and at the very least weaken or even break through some of the mons you have. It can also help out with wearing down the opposing mons with hazard damage.

Just a personal gripe that I have, I have never been a fan of Defog on a team that stacks hazards. The role that Mandibuzz plays on this team is very important though so I do not want to suggest getting rid of Mandibuzz in favor of some other hazard remover, and I also like Chesnaught on this team. But if I had to pick one to replace for something else, I would choose Chesnaught. But like I said from the beginning I like this team and I think the synergy between the two is pretty nice. I think, if you wanted to keep the sets of Azelf and Mandibuzz the same you could try out Physically Defensive Swampert over Chesnaught. This way you have rocks and a phaser for set up mons. Not to mention a solid Mega Aerodactyl switchin (which your team can really benefit from).

Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Psychic
- Fire Blast
- Thunderbolt

Regardless of what set you choose to run in the end game I think having Thunderbolt over Gleam will be much better, and work more in the favor of the team.

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 16 Atk / 244 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

I hope I could be some type of help! :]
 
This team looks like a nightmare for balance lol. NP Azelf, Gatr, Beedrill, and CM Florges in conjunction with spikes stack seems incredibly pressuring. Anyway, there are some changes I'd like to suggest.

First of all, I agree to change Beedrill's nature to Adamant. The extra power is much more useful than outspeeding Crobat and Scarf Chandelure, as you have solid Chandy checks already in Mandibuzz and Florges, and +1 Jolly Gatr, which is rare. Beedrill isn't touching Crobat anyway, so there is not much of a need to outspeed it except to prevent any double switches

Second, I agree with Dread Plate that Defog + spike stack is counter-intuitive. However, when using Mega Beedrill hazard removal is a must because 99% of the time you click U-Turn (as you likely know), and you want to maximize the amount of times you can bring Bee in. Another must have for all teams is Stealth Rock. Spikes alone is not enough because you can't pressure flying and levitating mons, and rocks are huge for wearing down powerful wallbreakers like Entei and Beedrill (who you mentioned bothers your team). The only way to fix this is to add a Spinner somewhere, so I thus recommend:

Change Chesnaught to Forretress. You said it yourself, Beedrill is a threat to your team. It outspeeds every single mon except for your own Beedrill and either 2HKOs or OHKOs them. Forretress is an excellent Bee check and gives you the spinning you need. Another threat I noticed to your team is Crobat. It walls Beedrill and Chesnaught, shuts down Mandi and Florges with Taunt, and outspeeds Azelf and Gatr while dealing big damage to them. Forry isn't a Bat counter, but you can use it to pivot into Gatr and force it out. Furthermore, you keep the ability to stack Spikes and get an incredible slow Volt Switch to pivot out.

Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

0 speed IVs is for the slowest Volt Switch possible and strongest Gyro Ball. This is crucial, as you can pivot out of threats like Reuniclus into Gatr or Bee and force it out, and with 0 IVs you hit Mega Abomasnow as hard as possible. Chesnaught previously kept SD Aboma at bay, so you don't have to worry too much about it wrecking havoc without Ches. Unfortunately you lose an Electric resist, but all of them are checked by Florges since they are special attackers, whereas Chesnaught takes a lot from Rotom's Overheat, Ampharos' D-Pulse, and Heliolisk's Hyper Voice.

This change makes you weaker to water types, particularly Suicune. This change will help that, and since Forry is your hazard remover, change Defog to Taunt. I think Taunt is the superior option to any other move as it lets you stallbreak with Taunt+Toxic. To convince you why Taunt is so great, I will tell you all its benefits. Taunt + Toxic lets you beat bulky set up sweepers such as Snorlax, Reunicluls, and Suicune (by the way, I'm 99% sure the 52 speed EVs are to creep Suicunes who are all running speed nowadays. So if you don't use Taunt then you should put the EVs in bulk). You said Mandi is your dedicated psychic check, but it can't really check the most threatening psychic of them all without Taunt: Reuniclus. Taunt also denies fatmons like Florges, Blissey, Umbreon, etc recovery or the ability to remove Toxic, which puts HUGE pressure on defensive builds.

I would also support putting Stealth Rock on Azelf over Nasty Plot and removing Dazzling Gleam for Thunderbolt. The importance of rocks cannot be understated, especially with a Beedrill team, and without Nasty Plot, you won't break Umbreon with unboosted Gleams. Furthermore hitting dragons with Gleam isn't that necessary since Florges walls Hydreigon and checks Kyurem, and Mence is checked by Forry + Florges. Thunderbolt hits Empoleon for a lot of damage who can potentially defog your hazards away, which would suck since you are a hazard stacking team.

My last change is another small one. Change Gatr's nature to Jolly. As mentioned before, Taunt Crobat shuts down your team. By running Jolly, you outspeed any Bat variant at +1 and smack it with Ice Punch. I usually recommend Adamant Gatr, but with this team being weak to Bat, Jolly is the superior option.

I hope I helped!
 
Don't Bee Bad
---------------
An ORAS UU RMT



Hey guys, it's Venoxio with my first UU RMT. I have recently been playing a lot with this team, to great success. There's not really that much else to say, so let's get into the teambuilding process.

TEAMBUILDING PROCESS:
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160.png

So I started with this great offensive core. M-Beedrill and Feraligatr can take on each other's weaknesses very well and can sweep together with few problems.

015.png
160.png
652.png

Well, I really wanted something that synergizes well with Gatr especially to aid it's sweeping capabilities, and Beedrill more or less. Chesnaught did this role well, taking on strong Electric types as well as being a great Spikes setter.
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160.png
652.png
671.png

I love CM Florges, and a great specially defensive mon that pairs well with my team. It also checks Dragon types which do decent damage to my team.

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160.png
652.png
671.png
630.png

At this point I needed 2 things: hazard removal and a dedicated Psychic check. Mandibuzz fit both of these roles very well, and it has some speed to speed creep some threats.

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160.png
652.png
671.png
630.png
482.png

This slot originally belonged to CM Reuniclus, but I needed some more offensive presence and a backup sweeper so I added NP Azelf. It is speedy and is a great backup sweeper if Gatr goes down.






THE TEAM IN DEPTH
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Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

Mega Beedrill is a great Pokemon in the metagame rn. This serves as a great check to Grass/Fairy check, and is very strong as a Physical attacker. U-Turn is a great STAB attack which can gain momentum and Poison Jab is a secondary STAB which hits targets such as Whimsicott and Mega Sceptile and is boosted by Adaptability. Protect is necessary on M-Bee as it lets me get a safe Mega off. I had Knock Off in the last slot but I prefer Drill Run now which hits Poison and Steel types which the bee did not touch otherwise. EVs are standard.

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Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Feraligatr is arguably the best physical sweeper in the tier. It checks most Fire types which are otherwise problematic for my team. Set is self-explanatory: DD is Feraligatr's great sweeping move and is used over SD for the speed boosts. Waterfall is boosted by SF and 2HKOs or OHKOs a lot of the tier at +1. The other moves are for coverage: Ice Punch targets Grass and Flying types and is boosted by SF too. Crunch is a another check to Psychics which I decently need on my team. Adamant is used over Jolly for the sheer power. EVs are standard.

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Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Spiky Shield
- Drain Punch

Chesnaught is my premier physically defensive mon and targets physically offensive mons which Beedrill struggles with (if they can live a hit) and synergizes well with Gatr. Spikes does chip damage upon switchin and aids the two mons mentioned above in their sweeping capabilities. Leech Seed forces switches and gives Chesnaught or a another teammate a free Leftovers. Spiky Shield is a better Protect which aids Chesnaught in it's walling prowess. Finally, Drain Punch is a STAB move that does decent damage and allows a sure win 1v1 against Blissey. EVs are standard.

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Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Aromatherapy

CM Florges is one of my favorite mons to use in UU, and has great special bulk. It also goes well with Chesnaught and provides Aromatherapy support. Calm Mind is the key point of this set, allowing Florges to sweep if its checks are eliminated. Moonblast is a STAB move that has chance of lowering Special Attack, which is welcome. Synthesis provides an immediate recovery move and allows to win 1v1 against other stally mons. Aromatherapy is my final move of choice, most notably healing burns off of Gatr and Beedrill. EVs are standard.

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Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 216 SpD / 52 Spe
Careful Nature
- Roost
- Knock Off
- Toxic
- Defog

Mandibuzz serves as my primary Psychic check and hazard removal. Overcoat is to keep Sleep Powder from hitting most notably. Set is pretty standard: Roost is a great healing move which increases longevity. Knock Off provides good utility for Mandibuzz and also a STAB move which makes the bird not Taunt bait. Toxic allows me to have more stalling prowess, because I don't really like Taunt Mandibuzz. Defog is really good aswell, and gives good hazard removal for my team which is great support. I have literally no idea what 52 Speed creeps, but I will look up an edit.
Rest of EVs are put into HP and SpDef.

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Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Fire Blast
- Dazzling Gleam

Like I said, this slot originally belonged to CM Reuniclus, but I prefer Azelf now because of it's speed and sweeping capabilities. NP is the focal point of this set, allowing Azelf to sweep many teams. Psyshock is a great STAB move which hits very hard. Fire Blast and Dazzling Gleam are good coverage moves for Steel types/Dark types respectively. EVs are standard.

THREATLIST:

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If my checks to it are defeated, Mega Beedrill wrecks shop all over my team. It outspeeds all of my members except boosted Gatr and at least 2HKOes all of them.


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Offensive variants are not really a problem, but Encore Whimsicott disrupts my team a whole lot. Mega Beedrill checks it, but otherwise it is a threat.

I haven't really seen any other threats on ladder, be sure to point them out.

CONCLUSION:

This was a really fun team to build, I have not saved any replays yet but I will edit them in probably tomorrow after this is posted. I don't really have any shoutouts to make except for an IRL friend who I will probably show this thread to. Feedback is appreciated, make any edits, and enjoy using this.

Importable:
Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Drill Run
- Protect

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Leech Seed
- Spiky Shield
- Drain Punch

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Moonblast
- Synthesis
- Aromatherapy

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 216 SpD / 52 Spe
Careful Nature
- Roost
- Knock Off
- Toxic
- Defog

Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Psyshock
- Fire Blast
- Dazzling Gleam

EDIT: Hides are freakin' driving me crazy
So is that how long three lines is?
 
Sooooo, fire types are a thing.... Entie and chandelure in particular are complete nightmares for this team. This team with no bebbles.

Birds are a thing... maero and crobat are both cruel...and you have no bebbles...

Add bebbles

I'd say more about the team structure/spot weaknesses but... frankly the rocks thing is so beyond urgent and will require such an absurd level of reworking that it's not worth spamming up a page of text.

If you have issues with the rebuild I recommend using the UU resources thread or just ripping a similar team from the sample teasm thread or an old RMT to get a better "feel" for the metagame, it may seem strange but sometimes the best solution to a teambuilding block is to just walk away for a while.
 
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Venoxio great job on your first RMT! Just a few things though.

1. As said before, Fire types are an issue. I would suggest Sub Gatr instead of your current set;

Gatr@ Life Orb
Adamant Nature
Sheer Force
220 Attack/36 Sp Def/ 252 Speed
-Substitute
-Dragon Dance
-Waterfall
-Crunch

This will let Gatr set up without much fear from Entei's Sacred Fire, Status, etc.. The EVs let your sub not be broken by Suicune's +1 Scald. Another option is SD > DD and maybe Aqua Jet > Crunch if you are looking to pick off faster foes once you have spikes + SR on the field.

The rest of the team looks pretty solid. But, you do have 2 threats that weren't accounted for that are pretty relevant; M-Aerodactyl and BD Slurpuff. Both can clean up your team pretty easily, especially M-Aerodactyl once Gatr is gone. Your best bet is Chesnaught and he is dismantled pretty easily by both. They can be played around if you keep M-Bee and Gatr healthy. Another option to try is Forretress > Chesnaught. It counters both very reliably. Also, Forry is a fantastic check to opposing M-Bee and Whimsi, who you also have trouble with. I suggest a set similar to the following;

Forretress@ Leftovers
Sturdy
Impish Nature
-Spikes
-Volt Switch (slow volt switch is great and pairs well with M-Bee's fast U-Turn)
-Gyro Ball
-Toxic/Toxic Spikes

Toxic is great to wear down walls, but T-Spikes helps with laying down more hazards. But, with grounded Poison being fairly common (M-Bee, Roserade, Dragalgae, Nidos, etc..), T-spikes could be a wasted moveslot.

Overall, great job though! Just watch out for stall teams with Roar Suicune. They will get worn down especially without Wish Support from Florges. But, if you put enough pressure on them, you should be good.
 
I just wanna say that you should really use jolly mega bee to outspeed +1 base 80s like Scarf Chandelure, which you said is a huge problem to your team. Plus, getting ~20% from a turn on crobat is nice. From my experience with mega bee, jolly isn't just useful, it's necessary. Otherwise, cool team. I completely agree with the forretress change btw. Really gives you a switching to common physical attacks like choice specs duosion Psyshock and BD Maril. Have fun!
 
If I ran Sub Gatr, that would make me countered by Whimsi which is a threat to my team. But all the other rates seem solid, and after looking at it, I think Jolly Mega Bee is the way to go because it can stop Gatrs lacking Aqua Jet.
 
Hey Venoxio, me again.

I am just back to tell you that I did a lot of testing with the team, with the new additions and as you have noticed you are unbelievably weak to Fire-Types as well as setup mons, like I stated before. This is a just a warning rate because I lost way more games than I won (granted most were loses due to hax). You also have no electric switch in as you noticed with Rotom-H. This also includes Rotom-C, Heliolisk, and Mega Ampharos (however this is very VERY softly checked by Florges). All of those mons can come in and click Volt Switch and damage your entire team, you have no safe switch in and then on top of that they get the switch initiative. Also durin my testing Doublade gave me way more trouble than I ever expected. Late game it can sweep after things have been weakened and they don't have to be weakened too much. I would urge trying Foul Play ove Knock Off on Mandibuzz, not only will this help you with Doublade, but it can also help against physical threats in general since Mandibuzz can't do anything back to them and neither can Forre or Florges. Foul Play can give you a punishing move that you desperately need on this team. And if you do change that or at least try it, I would recommend switch Drill Run to Knock Off on Mega Bee, this way you still have a way to remove items and whatnot.

I just wanted to share my findings on the ladder. Again, and though most of the loses were due to hax others were loses because the team was just in the back the whole time and really couldn't ever make its way back. There are some changes I could think of but it would require changing a lot of the team and that not really the RMT deal. I hope the team works better for you than it ddi for me lol :]
 
I've decided to make another change- Mandibuzz for Krookodile. This gives me an electric switchin and a steady check to Fire types too. Scarf Krookodile will be my set of choice.
 
252+ Atk Choice Band Entei Sacred Fire vs. 4 HP / 0 Def Krookodile: 297-349 (89.4 - 105.1%) -- 31.3% chance to OHKO

this would be sorta funny if it was like intimidate so you could bluff goodkrook and maybe play mindgames with it but you're moxie so that's super super dicey

i'm garbage at building mbee teams so i'll refrain from talking too much but you badly want SR to manage that fire+bird weakness of yours, either on forry or...whatever you replace that ridiculous krook with

edit: mence seems to defensively go nicely with your team, maybe try that with intimidate+roost?
 
Azelf already has SR. Krook's not really my switchin to Entei anyway. It's more Gatr, and if I somehow don't get burned I setup. If that fails and Gatr dies, I go into Krookodile. That's how I handle Entei just saying.
 
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