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:
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.
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.
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.
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.
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.
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
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.
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.
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!
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.
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.
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:
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.
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.
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
---------------
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:


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.



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.




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.





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.






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.






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

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.

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.

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!

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.

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.

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:



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.

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.

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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