XY UU Fast & Furius 2.0

Hi, guys, here Alfonso Dragonlord and I want to show you the second version of my Fast & Furius Team (check the first here: http://www.smogon.com/forums/threads/fast-furius-ho-ft-shuckle.3520798/). Why are you posting the modifications in another thread, Alfonso? Well, the team is so different now, only 2 original members stays in because I needed to restart from 0 to make a more solid team, so, finishing with this introduction, let's take a look at the team:
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Now the team has a very different purpose: Make a Honchkrow sweep. The team members were too independent in the 1.0 version, all were able to hit really hard and support the team, but I didn't have a clear way of winning. Now, all the team is made to support Honchkrow to clean the late game and give me the victory. Shuckle provides hazards, Blastoise bulky spinning, Entei priority (also spreads scared fire's burns), Florges status healing and Scarfrachi speed and tricks against stall & crocune.

In depth:
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Don Corleone (Honchkrow) (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Brave Bird
- Pursuit
- Superpower

Here the star of the team. Don Corleone is the only set up sweeper and the main winning condition. With the correct support of the rest of the team he can enter and sweep until victory or destroy the foe's team enough to be finished by other member. Both sucker punch and pursuit are here to ensure the first moxie boost, playing mindgames with the foe about staying in and be killed by sucker punch or change and be trapped, but I saw more Muerderkrows with Sub-roost, so pursuit is usually the main option to start the sweep because it is more unexpected, and is the safer play against choice-locked mons.

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Hachigen Ushoda (Shuckle) (M) @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Encore
- Stealth Rock
- Sticky Web
- Toxic

Hachigen stays with almost the same set. The only change I made is the EVspread, which is now for a physical wall, because now I have Florges to act as a special wall. Shuckle's function is exactly the same: provide hazard support to the team, specially with sticky web, which will help Honchkrow to sweep over faster non-flying things aka Shaymin, who can survive even a +1 sucker punch with SR damage, Infernape, Absol, and other threads that can outspeed Honch and kill him.
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Mutenroshi (Blastoise) (M) @ Blastoisinite
Ability: Rain Dish => Mega Launcher
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Water Pulse
- Dark Pulse
- Hidden Power [Grass]
- Rapid Spin

Having the hazard support, I need hazard elimination support, specially when Don Corleone and Entei are weak to SR. Sticky web is not so annoying since Honch is inmune, but the rest of the sweepers will thank to be at full speed. I wanted the typical bulky sweeper + rapid spin support Blastoise, so modest and a bulky offensive EVspread were chosen, diverting some EVs from HP to speed to keep an odd HP number and take less damage from hazards (Blastoise will have to switch in with hazards too much times) and outspeed non-invested base 80, such as Goodra or other Blastoises. Water Pulse is chosen over Hydro Pump or scald for more PPs and the confusion probability, dark pulse helps against spinblockers and HP Grass is specifically for Swampert, guaranteeing a 2HKO after leftovers recovery to the physically deffensive set.

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Shunsui Kyoraku (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 4 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Aromatherapy
- Moonblast
- Toxic

With all the hazard support needed by Honchkrow, Florges provide support for status, specially paralysis and burns, which really cripples Honch in doing his sweep. I use a really standard set, with the only detail of toxic, which allows me to stall other walls, but sacrificing the possibility of instant recovery from her own wishes.
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Genryusai (Entei) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- ExtremeSpeed
- Sacred Fire
- Bulldoze
- Iron Head

Now Genryusai comes back to provide the priority support againts offense. Entei replaced Arcanine in the 1.0 version, but I didn't update it, so it will appear Arcanine. Entei offers me more bulk in general, more power and speed, the ability of spreading burns, and a better answer against Chandelure and Florges with bulldoze and iron head, with the lose of the electric and fighting coverage and the intimidate support, but this last is compensated with the 50% of burning of scared fire.
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Jachiru Unohana (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Trick

To finish the team, Jirachi is my revenge killer and my main CroCune "counter". She doesn't really counter 100% CroCune, but can make it considerably less useful to the foe's team giving him a choice scarf and u-turning back to gain momentum. If CroCune isn't among the enemy lines, serene grace flinch is really useful to revenge kill even things that are only 2HKOed by Jirachi 60% (iron head) or 40% (zen headbutt) of the time.

Threadlist:
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: Florges walls, Blastoise tanks, Jirachi RKills after SR damage, Entei RKills if less of 63% of HP and can take a +0 hit and kill back.
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: Honch RKills if no calm mind set. Blastoise tanks and kills back. Florges walls. Shuckle walls and can set up the hazards reliably. Entei RKills if less than 64% HP and can take a hit and kill back. Jirachi outspeeds and can flinch with iron head or RKill with U-turn if less than 71% HP.
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: It's variety of sets is a bit problematic, and if Florges is dead can be really difficult to deal with. Jirachi outspeeds scarfs and can deal about 50% damage with U-turn, Entei can take a hit and kill with sacred fire + Espeed if achieves the burn, but dies against specs sets. Blastoise can take a hit from even a specs set, but it's lack of aura sphere and ice beam impedes to kill back him. Honchkrow can only make 27-32% damage with sucker punch.
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: Again, the variety of sets makes this thing difficult to deal with. Entei is the main asset, killing all the time 252 HP / 0 Def sets, but the paraflincher is really problematic since Florges can't take it's iron heads and heal the team. Anyways Blastoise can kill with dark pulse after some prior damage while receives the T-Wave or tanks an iron head.
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: This thing is really problematic. The SD set is the main thread to the team. Entei can take a +2 ES from a 252+ set, but is outspeeded by a jolly one. The rest of the team is wrecked by it and I can only expect to kill him after some close combat defense drops using Jirachi's zen headbutt.
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: Jirachi kills with Iron Head after SR damage (otherwise, Entei can RK with ES), Blastoise tanks and kills back. Honchkrow can RK if less than 62% HP. Florges can take only 1 stone edge and deal 40% damage back.
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: Same as M-Alakazam but assuming that I'll have to break it's common sash before killing.
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: Florges walls. Honchkrow can deal 60-70% with Brave Bird at +0.
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: Blastoise tanks and kills back. Shuckle can encore it into defog or taunt to keep momentum. Jirachi outspeeds, tanks and deals a great amount of damage with Zen Headbutt. Entei can kill with sacred fire + ES.
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: Blastoise tanks. Florges can survive a +1 earthquake and kill with moonblast most of the time (91-107%).
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: Honchkrow kills if SW is set up. Shuckle and Florges walls. Blastoise can take a reckless HJK and kill with water pulse with some prior damage. Jirachi RK with zen headbutt and don't die by a scarf's knock off.
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: Offensive ones are handed by Blastoise's HP Grass, which makes a clear 2HKO, as well as physically defenssive ones. Specially defensive ones takes a lot of damage from Honch BB's.
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: Jirachi switchs into the calm mind and tricks. If I can't do that, Honch can deal a great amount of damage with BB, but anything else.
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: Honch, Entei and Jirachi RKills the DD variant. Jirachi can trick the Coil variant. Florges can switch into it when is outrage-locked. Blastoise can take a hit even at +1 and deal 48-57% with water pulse.
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: Florges and Shuckle walls. Entei can take a hit and 2HKO with bulldoze.
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Honch sucker punches or pursuits it. Florges and Shuckle walls. Blastoise can take a hit and kill back with WP. Entei can take a hit and 2HKO back with bulldoze. Jirachi outspeeds even scarf variants and can play "the flinch game".
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Honch, Entei, Jirachi RK. Florges can take a hit only from non-poison jab variants and kill with moonblast.
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Nothing switches into it's dynamipunches. Honchkrow can check it and Florges only fears heavy salm variants. Jirachi 2HKO with zen headbutt and Entei threatens it with Sacred Fire's burn.
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Entei takes an earth power and kills back with SF. Florges walls only if it doesn't get the SpD drop. Honch kills if SW is set up.

So, this is the team. I hope you liked it and I'll accept any suggestion in order to improve the team. Thanks for reading ;)

Importable:
Don Corleone (Honchkrow) (M) @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Brave Bird
- Pursuit
- Superpower

Mutenroshi (Blastoise) (M) @ Blastoisinite
Ability: Rain Dish
Shiny: Yes
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Water Pulse
- Dark Pulse
- Hidden Power [Grass]
- Rapid Spin

Shunsui Kyoraku (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 4 SpA / 4 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Aromatherapy
- Moonblast
- Toxic

Hachigen Ushoda (Shuckle) (M) @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Encore
- Stealth Rock
- Sticky Web
- Toxic

Genryusai (Entei) @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- ExtremeSpeed
- Sacred Fire
- Bulldoze
- Iron Head

Jachiru Unohana (Jirachi) @ Choice Scarf
Ability: Serene Grace
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Trick
 
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