Hey, I'm kinda new here so apologies if I get anything wrong!
so like, my team is kinda stupid, i know, but it's really fun! still, I'd appreciate any help with optimisation as long as it still fits with the core idea. Obviously, it's built around Sun, electric terrain, and the dancer ability of oricorio. Here we go!
Electric Sundance - Doubles UU
fast (Regieleki) @ Choice Scarf
Ability: Transistor
Tera Type: Normal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Volt Switch
- Electro Ball
- Extreme Speed
- Supercell Slam
So, this guy is obviously just for ridiculous speed, outspeeding most things even in tailwind, and pivoting around for weather/terrain shenanigans. Electro ball comes in clutch often because ~823 speed is multiples higher than most things in UU but i find myself volt switching more often than not. Espeed for if i need priority. Unfortunately he's still outsped by max speed dragapult in tailwind and a couple other mons in tailwind too
fox (Ninetales) @ Choice Specs
Ability: Drought
Shiny: Yes
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Dark Pulse
mostly he just gets pivoted into for setting sun, occasionally uses heat wave for spread damage or tera dark to deal with indeedee. solar beam for coverage and overheat if i really need something to die straight away
bug (Slither Wing) @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- U-turn
- Close Combat
- Flare Blitz
- Wild Charge
like regi, this guy is mostly for pivoting shenanigans, but he has good coverage, especially for getting rid of bulky steel types with cc. I'm not quite sure on the last 2 moves though - ofc they are boosted by sun/eterrain which is nice, but maybe something else would suit better? and first impression can be really handy too, but obviously it kinda sucks with scarf. Tera fire for willowisp immunity but something else might work better?
robot (Iron Moth) @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Grass
EVs: 120 HP / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Discharge
- Dazzling Gleam
- Solar Beam
EV spread so that quark drive boosts speed. Oricorio can double up fiery dances which is great, and the rest is just for if i really can't use fire type moves rn. but I'm open to other coverage options, not really sure what else would work here. Tera grass for resisting ground.
dance (Oricorio) @ Charcoal
Ability: Dancer
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Quiver Dance
- Roost
- Tailwind
kinda bulky EV spread because he's normally mostly just using fiery dance at the same time as iron moth. tailwind is great, but i really wish i had a bunch more move slots here! generally he's out when it's safe for iron moth to be out, and uses support/healing/setup moves unless i need 3 attacks to get rid of something bulky in which case I use revelation dance too. tera electric for getting rid of water types/flash fire users.
blob (Pincurchin) @ Choice Band
Ability: Electric Surge
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Supercell Slam
- Sucker Punch
- Throat Chop
- Liquidation
he sets terrain, which is handy to shut down indeedee/armarouge teams. and sucker punch/tera dark helps deal with those too. super slow so he pretty much always goes first in trick room, but still i kind of struggle dealing with trick room teams sometimes. he's actually pretty strong for a little blob, gets ohkos on psychic/ghost types fairly often, but once people realise I'm running sucker punch the surprise element is obviously lost. I never really use liquidation if im honest, maybe poison jab would be better in certain situations?
so yea, obviously it's kinda extremely niche and situational, but still I'd appreciate any tips or advice!
so like, my team is kinda stupid, i know, but it's really fun! still, I'd appreciate any help with optimisation as long as it still fits with the core idea. Obviously, it's built around Sun, electric terrain, and the dancer ability of oricorio. Here we go!
Electric Sundance - Doubles UU
fast (Regieleki) @ Choice Scarf
Ability: Transistor
Tera Type: Normal
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Volt Switch
- Electro Ball
- Extreme Speed
- Supercell Slam
So, this guy is obviously just for ridiculous speed, outspeeding most things even in tailwind, and pivoting around for weather/terrain shenanigans. Electro ball comes in clutch often because ~823 speed is multiples higher than most things in UU but i find myself volt switching more often than not. Espeed for if i need priority. Unfortunately he's still outsped by max speed dragapult in tailwind and a couple other mons in tailwind too
fox (Ninetales) @ Choice Specs
Ability: Drought
Shiny: Yes
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Dark Pulse
mostly he just gets pivoted into for setting sun, occasionally uses heat wave for spread damage or tera dark to deal with indeedee. solar beam for coverage and overheat if i really need something to die straight away
bug (Slither Wing) @ Choice Scarf
Ability: Protosynthesis
Tera Type: Fire
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
- U-turn
- Close Combat
- Flare Blitz
- Wild Charge
like regi, this guy is mostly for pivoting shenanigans, but he has good coverage, especially for getting rid of bulky steel types with cc. I'm not quite sure on the last 2 moves though - ofc they are boosted by sun/eterrain which is nice, but maybe something else would suit better? and first impression can be really handy too, but obviously it kinda sucks with scarf. Tera fire for willowisp immunity but something else might work better?
robot (Iron Moth) @ Booster Energy
Ability: Quark Drive
Shiny: Yes
Tera Type: Grass
EVs: 120 HP / 132 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fiery Dance
- Discharge
- Dazzling Gleam
- Solar Beam
EV spread so that quark drive boosts speed. Oricorio can double up fiery dances which is great, and the rest is just for if i really can't use fire type moves rn. but I'm open to other coverage options, not really sure what else would work here. Tera grass for resisting ground.
dance (Oricorio) @ Charcoal
Ability: Dancer
Shiny: Yes
Tera Type: Electric
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Revelation Dance
- Quiver Dance
- Roost
- Tailwind
kinda bulky EV spread because he's normally mostly just using fiery dance at the same time as iron moth. tailwind is great, but i really wish i had a bunch more move slots here! generally he's out when it's safe for iron moth to be out, and uses support/healing/setup moves unless i need 3 attacks to get rid of something bulky in which case I use revelation dance too. tera electric for getting rid of water types/flash fire users.
blob (Pincurchin) @ Choice Band
Ability: Electric Surge
Tera Type: Dark
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Supercell Slam
- Sucker Punch
- Throat Chop
- Liquidation
he sets terrain, which is handy to shut down indeedee/armarouge teams. and sucker punch/tera dark helps deal with those too. super slow so he pretty much always goes first in trick room, but still i kind of struggle dealing with trick room teams sometimes. he's actually pretty strong for a little blob, gets ohkos on psychic/ghost types fairly often, but once people realise I'm running sucker punch the surprise element is obviously lost. I never really use liquidation if im honest, maybe poison jab would be better in certain situations?
so yea, obviously it's kinda extremely niche and situational, but still I'd appreciate any tips or advice!
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