Drummin' away - UU RMT

Welcome to yet another of my UU teams. This one is somewhat based around Belly Drum Linoone. I say "somewhat" because it can easily win games without Linoone ever seeing the field.

TEAM AT A GLANCE

dpffsa277.png
dpmfsa082.png
dpmfsa344.png
dpffsa407.png
dpmfsa480.png
dpffsa264.png



dpfbsa277.png
@ Toxic Orb
Ability: Guts
EVs: 252 Atk/252 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Protect
- Facade
- Brave Bird
- U-turn

This is a standard Facade lead. With Crobat temporarily out of the picture (although I have no doubt that it'll be voted UU), this has been proving a very reliable lead. It tends to get the most kills when I don't sweep with Linoone, so I guess you could call it my MVP. It's also very useful at dealing with Shaymin if Roserade bites the dust too soon. Unfortunately, I'm not a fan of its extreme frailty, compunded by Toxic Orb and a weakness to Stealth Rocks... But until Crobat returns, I don't have much choice.

Swellow is very good at another aspect that I find extremely valuable to this team, however: it attracts Rock- and Steel-type Pokemon like garbage attracts flies, which are the bane of Belly Drum Linoone. That's why I use my next two Pokemon.
---
dpmbsa082.png
@ Leftovers
Ability: Magnet Pull
EVs: 160 HP/96 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Magnet Rise
- Charge Beam
- Signal Beam
- Hidden Power [Ground]

The "Steel Killer" of UU, this guy works perfectly for taking out the various Steels in the tier, and thankfully none of them are like Scizor or Heatran in OU that carry non-Ground super-effective attacks. The only Steel-type who really gives me problems are Seismic Toss Registeel variants, as they can 3HKO before I can kill them back. Steelix (the only other commonly-seen Steel) can only do one of three things: Roar, Explosion (which doesn't 1HKO), or do lol% damage with Gyro Ball as I 2HKO with HP Ground. Most people don't seem to expect Magnet Rise and Earthquake even if it carries Roar, so it's a win-win-win situation for me.

Signal Beam is used over Substitute so I can also take on various Psychic and Grass types such as Espeon, Claydol, and Shaymin (although I need to Magnet Rise before/as it switches in for this one). Charge Beam helps Magneton take down several Pokemon that would otherwise force it out, such as Miltank or Clefable with recovery moves, which is why I prefer it over Thunderbolt.
---
dpmbsa344.png
@ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Calm Mind
- Earth Power
- Shadow Ball

When a Rock-type switches in on Swellow, I almost always make the switch to Claydol. With Calm Mind and Earth Power, Claydol can OHKO pretty much every UU Rock-type. Another nice thing about using Calm Mind is that if my opponent has a Ghost, they almost always switch to a Ghost expecting to block Rapid Spin, so I can then proceed to wail on them with boosted Shadow Balls while taking less damage in return. Dusclops does pitiful damage with Shadow Sneak, while Mismagius usually Calm Minds once and hits back with only approx. 60-70%, taking around the same amount in those two turns, after which I switch back to Swellow to finish the job. Spiritomb is the only one that gives me problems, but lately many of the Spiritomb I face tend to use Curse, so a couple of Earth Powers is enough to finish it off if I don't switch immediately back to Swellow or Roserade (who can hit it with a 120-power STAB Grass Knot and Leech Seed).

Rapid Spin is used in place of a third attacking move or Stealth Rock because Linoone does not like Spikes or Stealth Rock damage (Roserade absorbs Toxic Spikes), which prevent it from being able to Belly Drum safely. I've been thinking about possibly using Hitmontop in its place since I don't have to worry about using it to clear Toxic Spikes, but I've never really liked any Rapid Spinner more than Claydol.
---
dpfbsa407.png
@ Black Sludge
Ability: Natural Cure
EVs: 236 HP/20 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Grass Knot
- Sludge Bomb
- Extrasensory
- Leech Seed

This is a custom set that I made to counter two specific Pokemon: Shaymin and Weezing. Air Slash from max Timid LO Shaymin only reaches around 60%, and standard Weezing's Fire Blast fails to OHKO as well. Roserade has a little over 50% chance to kill non-bulky Shaymin in one hit, and is guaranteed with the Life Orb recoil. Bulky variants are only 2HKOs at best, but they have to run max SAtk with Modest and Air Slash AND get almost max damage twice in order to get the 2HKO; anything less (even using HP Ice) means it can only 3HKO at best. As for Weezing, Roserade cannot OHKO it with Extrasensory, but it outspeeds so it will get the kill anyways, plus there's the small chance for a flinch.

For the EVs, I first maxed out Roserade's SAtk. I then gave it enough speed to outspeed neutral base-60 Pokemon by one point, then threw the rest into HP (which also happens to give me a Lefties number). You mi8ght be wondering why I put the EVs into HP instead of SDef and use Leech Seed. Well, the difference in the percent of my health that I lose from special attacks is minimal for the two Pokemon I care most about, and while the increased HP does weaken Leech Seed, it gives me a slightly better chance of surviving some physical attacks, which in my opinion is worth it.
---
dpmbsa480.png
@ Light Clay
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Relaxed nature (+Def, -Spd)
- Light Screen
- Reflect
- Memento
- U-turn

Another standard set, Dual-Screen Memento Uxie helps so much in setting up my Linoone sweep, even more than Magneton does. I really can't think of much to say about Uxie that wouldn't just be explaining its moves, so I guess I'll just say that I chose Relaxed in order to scout better with U-Turn and move on to the final Pokemon.
---
dpfbsa264.png
@ Salac Berry
Ability: Gluttony
EVs: 108 HP/252 Atk/148 Spd
Adamant nature (+Atk, -SAtk)
- Belly Drum
- Extremespeed
- Shadow Claw
- Dig

Last, but not least, here's the reason this team exists at all in the first place. Usually when I pull off its Belly Drum, if it's not too early or too late in the match, it's GG. Too early, and I risk finding a Steel or Rock Pokemon that will kill me with Earthquake, even through Reflect; too late, and there's a good chance that I'm not properly prepared for Belly Drumming (dual screens and Memento) and risk being KO'd. I'm still learning to avoid these situations, particularly the latter. I took the tiny amount of defensive EVs in the analysis and put them in Speed, but other than that it's exactly the same.
---


Well, that's my team. I'll post a threat list and a list of possible other choices later. Critique away!
 
Note that Roserade learns Extrasensory which has a higher base power and more PP than Hidden Power, as well as a chance to cause the opponent to flinch.
 
I remember our match together, that came down to a Sleep Talk roll that decided the winner (great match). Anyway, I think you had the "better" team in our match, but you were not at all prepared to deal with my Blaziken without your Linoone being set up. I just brought in ScarfKen after a KO and did a number on whatever happened to switch in. I think you managed to avoid the sweep by scaring me out with Uxie, but I think a better switch in is needed. Therefore, I think maybe a Calm Minding Slowbro may be the better pick over Calm Mind Claydol. It can still set up on/threaten common Swellow counters, but helps with the Blaziken weak.

The only other thing I question is Dig on Linoone. You have both Claydol/Slowbro AND Magneton to destroy the steels hindering Linoone's sweep, so I suggest Seed Bomb over Dig to deal with the Bulky waters that Linoone isn't able to power through otherwise.

Overall, it is a very well made team, and it is little wonder it has been so successful for you.
 
@Friar: Did we have a match? I'm afraid I can't quite remember battling you. >.> Perhaps if I saw a log or more of your team I'd remember...

Anyways, Slowbro would be nice, but I'm not only using Claydol to setup and sweep with Calm Mind (and rarely do, actually). Its main job is to be a Spinner, which Slowbro cannot do.

Seed Bomb on Linoone isn't a bad idea, though. I'll try it out.
 
Hey! Here are a few comments coming from someone who loves his own Linoone team :D.

Roserade:

If the point of using Roserade is to counter Weezing and Shaymin, you might want to try out the 252/252 Calm variant. Even with no SpAtk investment, Sludge Bomb still hurts Shaymin pretty badly.

286 Atk vs 236 Def & 342 HP (90 Base Power): 236 - 278 (69.01% - 81.29%)

Air Slash doing 60% to you might as well mean Roserade isn't a Shaymin counter at all. You lose to both Substitute + Air Slash versions and people who predict a grass-type switch-in and use Air Slash first turn out. Plus, even if Roserade switches in on a Seed Flare, doesn't get SpDef dropped, there's still a 30% chance of an Air Slash flinch. Timid non-LO Air Slash does around 30-35% to 252/252 Calm Roserade, which gives you much better chances than 60%. Switching to Calm loses the guaranteed OHKO, but you'll be able to live more than one hit so you won't need to OHKO. Also, you might want to try Synthesis over Leech Seed for added survival.

You said that Weezing isn't OHKO'd by Extrasensory with your current version, and the new Roserade still 2HKOs.

286 Atk vs 176 Def & 334 HP (80 Base Power): 188 - 222 (56.29% - 66.47%)

I'm not entirely sure if the stats for these calcs are entirely correct because I'm not on my usual computer with excel charts and everything (the stat inputs, I mean). But they should be close enough.

Uxie:

Maybe try Impish (+Def,-SpAtk) over Relaxed? It helps set up screens ahead of some attackers (notably 252 Rampardos and 252 Torterra), and you probably want Uxie taking hits more than any other member of your team.

Linoone:

I second the Seed Bomb idea. I think 212/+252 Slowbro takes just a little over 100% from Seed Bomb and 252/+252 takes about a minimum of 95%-ish. Shadow Claw is still SE but it's only 70 BP which means if Slowbro comes out, your sweep is ruined.

Magneton:

Have you tried HP [Fire] and Substitute instead of HP [Ground] and Signal Beam? Roserade has Shaymin covered already, so HP [Fire] might be overall more effective against grasses than Signal Beam since it hits Venusaur and Roserade SE instead of just neutral.

Also, Substitute has proven useful for me against TWave / Iron Head Registeel (| Registeel | Move | Thunder Wave | 62.5 |). Believe it or not, I've gotten paraflinched to death by Registeel before. Thunderbolt is only a 4HKO (or something like that) so Registeel has plenty of opportunities to flinch hax you, especially with leftovers. I usually Substitute on the first turn to scout for TWave, then Magnet Rise if EQ broke my Sub, then Sub again and proceed to Thunderbolt. But it's even better for you because Charge Beam means Magneton will probably have +4-ish attack by the time Registeel finally faints.

Good luck!
 
Roserade:

If the point of using Roserade is to counter Weezing and Shaymin, you might want to try out the 252/252 Calm variant. Even with no SpAtk investment, Sludge Bomb still hurts Shaymin pretty badly.

286 Atk vs 236 Def & 342 HP (90 Base Power): 236 - 278 (69.01% - 81.29%)

Air Slash doing 60% to you might as well mean Roserade isn't a Shaymin counter at all. You lose to both Substitute + Air Slash versions and people who predict a grass-type switch-in and use Air Slash first turn out. Plus, even if Roserade switches in on a Seed Flare, doesn't get SpDef dropped, there's still a 30% chance of an Air Slash flinch. Timid non-LO Air Slash does around 30-35% to 252/252 Calm Roserade, which gives you much better chances than 60%. Switching to Calm loses the guaranteed OHKO, but you'll be able to live more than one hit so you won't need to OHKO. Also, you might want to try Synthesis over Leech Seed for added survival.

You said that Weezing isn't OHKO'd by Extrasensory with your current version, and the new Roserade still 2HKOs.

286 Atk vs 176 Def & 334 HP (80 Base Power): 188 - 222 (56.29% - 66.47%)

I'm not entirely sure if the stats for these calcs are entirely correct because I'm not on my usual computer with excel charts and everything (the stat inputs, I mean). But they should be close enough.

I suppose I could always try it out. I prefer Leech Seed though because it damages the opponent as well, which I find more useful as it causes switches more and a well-timed Leech Seed can ruin certain Pokemon (for example, I once hit what I assume was a Belly Drum Charizard with it as it switched in, as it immediately switched out again). It can also give healing to my other Pokemon if the person stays in and I switch.

Uxie:

Maybe try Impish (+Def,-SpAtk) over Relaxed? It helps set up screens ahead of some attackers (notably 252 Rampardos and 252 Torterra), and you probably want Uxie taking hits more than any other member of your team.
I use Relaxed for exactly that reason: so Uxie takes hits first more often before using U-Turn. 252 Torterra is most likely going to Rock Polish first anyways, so being outsped or not isn't much of a problem. I admit that I don't know what exactly it no longer outspeeds, though. >_>

Linoone:

I second the Seed Bomb idea. I think 212/+252 Slowbro takes just a little over 100% from Seed Bomb and 252/+252 takes about a minimum of 95%-ish. Shadow Claw is still SE but it's only 70 BP which means if Slowbro comes out, your sweep is ruined.
I am using Seed Bomb already, I just forgot to update the OP. >.>

Magneton:

Have you tried HP [Fire] and Substitute instead of HP [Ground] and Signal Beam? Roserade has Shaymin covered already, so HP [Fire] might be overall more effective against grasses than Signal Beam since it hits Venusaur and Roserade SE instead of just neutral.

Also, Substitute has proven useful for me against TWave / Iron Head Registeel (| Registeel | Move | Thunder Wave | 62.5 |). Believe it or not, I've gotten paraflinched to death by Registeel before. Thunderbolt is only a 4HKO (or something like that) so Registeel has plenty of opportunities to flinch hax you, especially with leftovers. I usually Substitute on the first turn to scout for TWave, then Magnet Rise if EQ broke my Sub, then Sub again and proceed to Thunderbolt. But it's even better for you because Charge Beam means Magneton will probably have +4-ish attack by the time Registeel finally faints.

Hmmmm, I suppose I might as well give that a shot too and see if I like it. Didn't think of HP Fire...

Good luck!
Thanks, and thanks for all the advice and information. :)
 
Back
Top