ORAS UU Fear the Wrath of the Heavens

Hey everyone! This is my first RMT, and I'd really appreciate all of the feedback. I've been using this team for a while now, and there are some problems that I just can't fix on my own. So... here it is.

The Team

conkeldurr.gif

Hercules (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 252 HP / 4 Sp Def
Adamant Ntr
- Bulk Up
- Drain Punch
- Mach Punch
- Thunder Punch

Here he is. This guy right here is undoubtedly the heaviest hitter on the team. Conkeldurr is the main Physical Sweeper on the team, thanks to his incredibly high attack stat. However, his main features are Guts and the Flame Orb. Thanks to Guts, the burn skyrockets his attack to amazing levels. Couple that with the boost from Bulk Up, and he's gonna be killing a good number of things in one fell swoop.

252 Attack is pretty obvious. The reason I chose 252 HP over Speed is because Conk isn't gonna be outspeeding many things, even with max Spd. He also needs the health to survive the burn damage and to get one BU off safely.

As for the moveset, Bulk Up is there to give him that boost to his attack and defense that is oh-so good. Drain Punch is a very reliable STAB, and the heal helps to sustain from the burn damage. Mach Punch is there just to kill anything that's low, and to allow him to get a good hit off when he's about to die. Finally, I slapped Thunder Punch on there for some decent coverage against Water and Flying, though I'm not sure if I should go for Thunder or Ice.

infernape.gif

Sun Wukong (Infernape) (M) @ Life Orb
Ability: Iron Fist
EVs: 252 Speed / 252 Atk / 4 HP
Jolly Ntr
- Close Combat
- Fire Punch
- Thunder Punch
- Mach Punch

I love this guy so much. This baby right here is my main Revenge Killer. If something isn't quite dead, he can come in and Mach Punch. The coverage of his moveset allows him to take-out anything that's been damaged prior. Iron Fist is the obvious choice, boosting three of his four moves.

252 Spd and Atk is essential for him. It allows him to hit fast and hit hard. I opted for Jolly over Adamant because he isn't really my heavy-hitter. He just needs to be able to come in, kill something, and then get out. The extra speed from Jolly allows him to do this.

Mach Punch is the move he's gonna be using the most. This is his best move because it's reliable, has STAB, gets IF boost, and is one of the greatest moves for a Revenge Killer. Fire Punch might actually be a worse option than Flare Blitz, but after play-testing both moves, I've found that FB's recoil is just too crippling for him, especially with LO recoil. Fire Punch is able to get the job done without hurting Nape's chance of survival. Thunder Punch lets him counter two of his main weaknesses, and is his only option against FF Chandelure. Finally, Close Combat is here as his heaviest hitting move. This slot used to be for Fake Out, but I found that Mach Punch is enough, and without CC or FB, Nape just can't do enough damage when he needs to.

gardevoir.gif

Aphrodite (Gardevoir) (F) @ Leftovers
Ability: Synchronize
EVs: 252 Sp Atk / 252 HP / 4 Speed
Modest Ntr
- Calm Mind
- Moonblast
- Psychic
- Thunderbolt

The leading lady. Gard is my only real Sp attacker, and she can cause some serious mayhem after a single Calm Mind. Also, being part Fairy really helps my team against the many Dragon threats that are lurking out there.

Do I really need to explain the Sp Atk? No. However, the HP over Speed was a very difficult choice for me. While outspeeding things can be really beneficial, Gard just needs to stay alive, and the next member of my team helps out with the Speed...

Calm Mind. The beauty of Gardevoir. Set up just one CM and you're set. You wanna deal more damage or survive a bit better? Here's another CM! Now, Moonblast is arguably the best move Gard can wish for, and it deals crazy damage after a CM. Psychic is there to beat out the rest of the Type Spectrum, and Thunderbolt for the ever-so-good coverage.

galvantula.gif

Arachne (Galvantula) (F) @ Focus Sash
Ability: Compound Eyes
EVs: 252 Speed / 248 HP / 8 Sp Atk
Timid Ntr
- Sticky Web
- Thunder Wave
- Toxic
- Volt Switch

Little baby setup. With Nape being the only fast member on the team, I needed something to help the team out. This girl does the job with ease.

With some pretty good natural speed, max Spd allows Gal to setup a Sticky Web before she gets hit by anything. The 248 HP allows it survive some weaker hits should she be outsped by anything. Finally, 8 Spa lets it do at least a bit of damage with Volt Switch.

Sticky Web is Gal's selling point, helping out the rest of the team with their speed problems. A Galvantula without SW is a bad Galvantula. Next up, Thunder Wave and Toxic help it be a really good supporter. TW to further cripple fast 'Mons, and Toxic to whittle down any walls. Finally, Volt Switch lets it do a bit of damage and then get out. I usually keep Gal alive throughout the match so that she can set up more Webs if they get Defog-ed or Rapid Spin-ed.

suicune.gif

Fenrir (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 Speed
Bold Ntr
- Scald
- Calm Mind
- Rest
- Roar

Ragnarok. That's what most enemies feel when I send this beast of a wall into the battlefield. With fantastic natural bulk, Sui can safely switch-in and tank any hit that I need it to.

Max HP and Def are essential for any wall. I chose Def over Sp Def since CM helps out against Special Attackers anyway. The 4 Spd allows Sui to win some speed-ties, and can be a deciding factor in close fights.

Scald is Sui's only damaging move. In fact, it's probably the only one it needs, with decent damage, STAB boost, and the chance to burn, which is great for any Wall. Since Sui already has Max Def, it can usually set up a few Calm Mind-s to help tank against Special Attackers. After one or two CMs, Suicune becomes impenetrable. Now, the one problem with Sui is that it doesn't have any good sustain moves, so Rest is really the only option. I almost used Sleep Talk, but Roar comes in handy so many times whenever someone tries to set-up. Dragon Dance? ROAR! Calm Mind? ROAR!! Swords Dance? ROAR!!! You get the drift.

blastoise-mega.gif

Genbu (Mega Blastoise) (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 Sp Atk / 4 Sp Def
Modest Ntr
- Hydro Pump
- Aura Sphere
- Dragon Pulse
- Rapid Spin

Last but certainly not least... giant turtle with cannons!! The Mega for my team, M-Blast provides even more bulk, and can help knock down any tough walls that are in the way.

252 HP gives M-Blast that sweet, sweet bulk, and can allow him to act as a replacement Wall should anything terrible happen to Suicune. Max Sp Atk lets MB deal some incredible damage with its attacks, and can allow it to puncture holes in the opposing team when the opportunity presents itself.

Hydro Pump is amazing on any MB, being the go-to move for STAB Water damage. I could've gone with Water Pulse, but even with the Mega Launcher boost, its power pales in comparison to Hydro Pump. Next, Aura Sphere and Dragon Pulse are both boosted by ML, practically giving them STAB. Even better, they give MB some great coverage against many types, including Dark, Steel, and Dragon. Finally, what Blastoise is complete without Rapid Spin? If the field starts to look a bit too hazard-y, Blastoise can come in and Rapid Spin them away.


Well, that's the team. Please leave constructive comments and suggestions, because I would really like to improve this team. Thanks, and I'll see ya guys around! Peace!
 
Cool team you have here, there are definitely a lot of issues though that hopefully can be fixed. Let's get right to it.
Flame Orb Conkeldurr is bad. While you get an attack boost, you will be slowly widdled down and there are much better options. Choice band can be used to give you the same boost immediately without widdling you, but I feel assault vest on your Conkeldurr would be the best option, as it gives you something that can tank hits vs. offense and the stall breaker set w/ bulk up isn't really needed on your team since you have roarcune. You should optimize your Conkeldurr by investing all the way in SpDef instead of Hp, to make the assault vest more effective.
Next, run life orb on galvantula, as webs should be used middle to late game on your team rather than as a lead. You should transfer the hp investment into Spatk on galvantula as its still taking a lot of damage from any attack and most often you'll get up webs and die anyway. Replace toxic with bug buzz as dual status is unhelpful and you'd rather be able to do a chunk of damage while staying in.
You should be running Dark Pulse over dragon pulse on blastoise, as dragon pulse does little for you coverage wise, while dark pulse hits bulky psychics supper effectively and hits stuff like celebi on the switch. You should run max speed modest on it, to optimize your efficacy with sticky web.
I would replace gardevoir with specs sylveon as an offensive calm minder isn't needed for your team, and gardevoir is pretty bad at it anyway. Since your using sticky web, running timid max speed on sylveon would not be a terrible idea.
Hope this helps.
 
Cool team you have here, there are definitely a lot of issues though that hopefully can be fixed. Let's get right to it.
Flame Orb Conkeldurr is bad. While you get an attack boost, you will be slowly widdled down and there are much better options. Choice band can be used to give you the same boost immediately without widdling you, but I feel assault vest on your Conkeldurr would be the best option, as it gives you something that can tank hits vs. offense and the stall breaker set w/ bulk up isn't really needed on your team since you have roarcune. You should optimize your Conkeldurr by investing all the way in SpDef instead of Hp, to make the assault vest more effective.
Next, run life orb on galvantula, as webs should be used middle to late game on your team rather than as a lead. You should transfer the hp investment into Spatk on galvantula as its still taking a lot of damage from any attack and most often you'll get up webs and die anyway. Replace toxic with bug buzz as dual status is unhelpful and you'd rather be able to do a chunk of damage while staying in.
You should be running Dark Pulse over dragon pulse on blastoise, as dragon pulse does little for you coverage wise, while dark pulse hits bulky psychics supper effectively and hits stuff like celebi on the switch. You should run max speed modest on it, to optimize your efficacy with sticky web.
I would replace gardevoir with specs sylveon as an offensive calm minder isn't needed for your team, and gardevoir is pretty bad at it anyway. Since your using sticky web, running timid max speed on sylveon would not be a terrible idea.
Hope this helps.

Thanks for the feedback! I just have a few questions. When I put the Assault Vest on Conk, what move should I put in place of Bulk Up? I was thinking of Ice Punch for even more coverage, but I'm not so sure.
Also, what kind of moveset should I put on Sylveon? With the Specs on, I can't really setup. The only move I'm really sure of is Hyper Voice. Anyways, thanks for the help!
 
Whats good man, team seems like it could use some work so ill give you some advice to work with mate.

-So first off your conkeldurr set and spread could be improved we can do it by:
conkeldurr.gif

Hercules (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
  • Now conk is a mon that is a perfect example of something that capitalises on meta trends; being able to take advantage of krook while also crippling faries gives it the edge in current times. Now with the flame orb you were dropping conks sustainability, since you're normally switching into water types anyways let scald do the work for you. The sp.def offers you the ability to become a powerful tank at +1 from bulk up since you will be incredibly bulky at that stage on both sides of conks defences. The knockoff allows you to knock faries off on switch causing them to worry about checking the rest of your team a lot more until conk finds a suitable chance to get to +1 in the future.
-Next I looked at your infernape set and said "well if you have conk you dont really need another physical fighting, lets try and overwhelm the mixed walls":
infernape.gif

Sun Wukong (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Vacuum Wave
  • A special ape set offers you a strong special attacker which eats stall alive thanks its great combination of stabs and power. This mon is honestly your only current celebi check while it eats the rest of your team, so we will go into that later.
-With that you now have a strong fighting spam core that you can add on to by simply removing the galvantula which honestly didnt do much for your team:
galvantula.gif
----------->
nidoqueen.gif

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 SpA
Bold Nature
- Poison Jab
- Earth Power
- Ice Beam
- Stealth Rock
  • Galvantula wasn't really offering your team any real edge seeing as how most of your mons were either fast enough or relied on their bulk to take hits anyways. You also should be putting speed on your mons even if the opponent is under the effect of webs, if you dont have any speed investment most mons will just end up out speeding you anyways. With queen you now have a method to checking faries which you were severely lacking before giving mons like specs sylveon a field day with your team. You also gain steal rocks which although aren't "mandatory" on a team, they may as well be mandatory simply because not running rocks on a team is extremely self crippling; mons with sashes, powerful mons weak to rocks, missing a lot of 2hkos, punishing your opponent for switching around, etc. You miss out on so much by running a team lacking any sort of hazard. The poison jab allows you to 2hko cm faries or at least do enough damage that they cant setup on you while the rest of the attacks are simply coverage moves.
-With that change I noticed your team had a good shot at being a decent balance so switching Gardevoir with sylveon:
gardevoir.gif
----->
sylveon.gif

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect
  • With sylveon you have great synergy with your suicune as you're able to wake suicune up when its fallen asleep thanks to heal bell rather than waiting 2 turns for a chance to do so. sylveon is a far more effective fighting check than garde is and also offers your team wish support with a strong stab doing great damage to common steels even though its still a wall.
-Looking over your cune set is fine, and if in fact one of the better ones out there right now. I just want to add a small change to the EVs:
suicune.gif

Fenrir (Suicune) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 Def / 56 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar
  • The 56 speed EVs allows you to out speed modest sylveon as well as other suicunes with roar (well its a speed creep war so everyone tries to one up the other, just don't bother being insane). Other than that your cune was fine.
-Last change I wanted to make was to fix a redundancy in typing and maybe try to aid your team a bit. with mega aero>mega toise
blastoise-mega.gif
------------->
aerodactyl-mega.gif

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit / Defog
- Aerial Ace
- Stone Edge
- Earthquake
  • Now the biggest issues with your team was:
    • Lack of hazards
    • celebi weakness
    • lack of flying answer with 2 fighting types to support
  • Now I really don't support Defog mega aero but at this point I think its a necessity to try and tie the whole team together and fix the issues you are currently dealing with on this team. With pursuit over defog you can trap chandelure preventing it from hard walling infernape, but you end up missing out on hazard removal on a team with BU conk and cm suicune both of which can be stacked against with the right mons. So some team testing may be required to actually give this a shot. Aero also gives you a great speed tier and method of revenging a wide variety of threats that UU has to offer.
Hopefully the advice helps you out dude, it was the best I could think of at 7am lmao. gl with the team!
 
Whats good man, team seems like it could use some work so ill give you some advice to work with mate.

-So first off your conkeldurr set and spread could be improved we can do it by:
conkeldurr.gif

Hercules (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 248 HP / 16 Atk / 244 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Mach Punch
- Knock Off
  • Now conk is a mon that is a perfect example of something that capitalises on meta trends; being able to take advantage of krook while also crippling faries gives it the edge in current times. Now with the flame orb you were dropping conks sustainability, since you're normally switching into water types anyways let scald do the work for you. The sp.def offers you the ability to become a powerful tank at +1 from bulk up since you will be incredibly bulky at that stage on both sides of conks defences. The knockoff allows you to knock faries off on switch causing them to worry about checking the rest of your team a lot more until conk finds a suitable chance to get to +1 in the future.
-Next I looked at your infernape set and said "well if you have conk you dont really need another physical fighting, lets try and overwhelm the mixed walls":
infernape.gif

Sun Wukong (Infernape) (M) @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Vacuum Wave
  • A special ape set offers you a strong special attacker which eats stall alive thanks its great combination of stabs and power. This mon is honestly your only current celebi check while it eats the rest of your team, so we will go into that later.
-With that you now have a strong fighting spam core that you can add on to by simply removing the galvantula which honestly didnt do much for your team:
galvantula.gif
----------->
nidoqueen.gif

Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 SpA
Bold Nature
- Poison Jab
- Earth Power
- Ice Beam
- Stealth Rock
  • Galvantula wasn't really offering your team any real edge seeing as how most of your mons were either fast enough or relied on their bulk to take hits anyways. You also should be putting speed on your mons even if the opponent is under the effect of webs, if you dont have any speed investment most mons will just end up out speeding you anyways. With queen you now have a method to checking faries which you were severely lacking before giving mons like specs sylveon a field day with your team. You also gain steal rocks which although aren't "mandatory" on a team, they may as well be mandatory simply because not running rocks on a team is extremely self crippling; mons with sashes, powerful mons weak to rocks, missing a lot of 2hkos, punishing your opponent for switching around, etc. You miss out on so much by running a team lacking any sort of hazard. The poison jab allows you to 2hko cm faries or at least do enough damage that they cant setup on you while the rest of the attacks are simply coverage moves.
-With that change I noticed your team had a good shot at being a decent balance so switching Gardevoir with sylveon:
gardevoir.gif
----->
sylveon.gif

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect
  • With sylveon you have great synergy with your suicune as you're able to wake suicune up when its fallen asleep thanks to heal bell rather than waiting 2 turns for a chance to do so. sylveon is a far more effective fighting check than garde is and also offers your team wish support with a strong stab doing great damage to common steels even though its still a wall.
-Looking over your cune set is fine, and if in fact one of the better ones out there right now. I just want to add a small change to the EVs:
suicune.gif

Fenrir (Suicune) @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 Def / 56 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Roar
  • The 56 speed EVs allows you to out speed modest sylveon as well as other suicunes with roar (well its a speed creep war so everyone tries to one up the other, just don't bother being insane). Other than that your cune was fine.
-Last change I wanted to make was to fix a redundancy in typing and maybe try to aid your team a bit. with mega aero>mega toise
blastoise-mega.gif
------------->
aerodactyl-mega.gif

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit / Defog
- Aerial Ace
- Stone Edge
- Earthquake
  • Now the biggest issues with your team was:
    • Lack of hazards
    • celebi weakness
    • lack of flying answer with 2 fighting types to support
  • Now I really don't support Defog mega aero but at this point I think its a necessity to try and tie the whole team together and fix the issues you are currently dealing with on this team. With pursuit over defog you can trap chandelure preventing it from hard walling infernape, but you end up missing out on hazard removal on a team with BU conk and cm suicune both of which can be stacked against with the right mons. So some team testing may be required to actually give this a shot. Aero also gives you a great speed tier and method of revenging a wide variety of threats that UU has to offer.
Hopefully the advice helps you out dude, it was the best I could think of at 7am lmao. gl with the team!

Hey, thanks for all of this! I'm not at home right now, so I'll try them out when I get back. Thanks!
 
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