Fierce Fusion [UU Rmt][Desperately Needs Help]
Fierce Fusion
An Underused Team desperately needs help
Introduction
Hello Smogonites, welcome to my second RMT. I made a underused Sunny Day team a while ago. I am still fairly new to the competitive battling scene so I really need a second opinion on my team. This team is based around pokemons that I absolutely love, such as Moltres, Moltic, and Chansey. So this team is a basiclly fusion of my favourite.Though I tried my best to modified this team and make it as balances as possible, the team still doesn't function quite well, which is discouraging D:. Therefore, I desperately needs everyone's opinion that can help me improve my team.
So please don't hold back and rip this team apart if you want.
Thank you very much
A Flash to see the Favourites
Updates and Changes
In-Depth Descriptions
Scarlet
Scarlet (Moltres) @ Choice Scarf
Ability: Pressure
EVs: 64 HP/194 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Air Slash
- Hidden Power [Grass]
- U-turn
---
Pinocchio
Pinocchio (Hitmontop) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Rest
---
Iron Maiden
Iron Maiden (Steelix) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
---
Puff
Puff (Chansey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Softboiled
- Thunder Wave
- Seismic Toss
---
Vika
Vika (Venusaur) (F) @ Black Sludge
Ability: Overgrow
EVs: 64 HP / 252 Atk / 192 Spd
Adament nature (+Spd, -SAtk)
- Sleep Powder
- Swords Dance
- Seed Bomb
- Return
---
Miora
Miora (Milotic) (F) @ Life Orb
Ability: Marvel Scale
EVs: 216 HP/252 Def/40 SAtk
Bold nature (+Def, -Atk)
- Haze
- Surf
- Hidden Power [Electric]
- Recover
---
Weakness/Resistance Chart
Conclusion
So here is my team. Though I cannot compile a threat list in such short moment, one of things I realized is that both of my wall are weak to fighting type. And since both of my wall speacial in one defensive area (either physical or special), I might have problem with mixed pokemon. I tried really hard to make this team and it was really disappionting when this team keep losing despite how much I tried to improve it. Please help!!!
Thank you very much for taking your time
ANY SUGGEST AND COMMENT ARE GREATLY WELCOME
I have quite a few doubt on the moveset and especially the EVs of my team
Please look over them
If I made any error, please tell me and I will correct it as soon as possible
Once again, thank you very very much and
hope everyone can Be Happy :)
ps. the sprites are from Pokemon Elite 2000 and
a Japanese site name: 安価で適当にポケモン擬人化描くスレ
the resistance chart is from Marriland's D/P Team Builder
An Underused Team desperately needs help
Introduction
Hello Smogonites, welcome to my second RMT. I made a underused Sunny Day team a while ago. I am still fairly new to the competitive battling scene so I really need a second opinion on my team. This team is based around pokemons that I absolutely love, such as Moltres, Moltic, and Chansey. So this team is a basiclly fusion of my favourite.Though I tried my best to modified this team and make it as balances as possible, the team still doesn't function quite well, which is discouraging D:. Therefore, I desperately needs everyone's opinion that can help me improve my team.
So please don't hold back and rip this team apart if you want.
Thank you very much
A Flash to see the Favourites






Updates and Changes
- Changed Venusaur EVs from 4 HP/252 Atk/252 Spd to 64 HP / 252 Atk / 192 Spd and from Jolly to Adament. I also changed Body Slam to Return for more damage.
- I am trying out peachfuzz suggestion on and Milotic
- I am trying out peachfuzz suggestion on and Milotic
In-Depth Descriptions
Scarlet

Scarlet (Moltres) @ Choice Scarf
Ability: Pressure
EVs: 64 HP/194 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Air Slash
- Hidden Power [Grass]
- U-turn
Due to its fantastic type converage, excellent special attack and decent speed, a lead Moltres can put a huge dent on the opponent early on and creating a strong momentum in my favor. Overheat is a great move and can deal massive damage, or even OHKO, on most pokemon that doesn't resist it. Since choice sets are usually used in a hit-and-run manner, the significant power drop from Overheat can be easily overlooked.
Air Slash is another great stab move, a move that can inflict decent damage on most switch it. And the possible flinch hax is just icing on the cake. Hidden Power [Grass] allow Moltres to hit Water-, Ground-, and Rock-types very hard, thus making Scarlet an effect revenge killer later in game, though Stealth Rock can be quite a problem.
A Choice Scarf set with U-turn always makes an effective lead due to its scouting ability and a bit of a surprise factor. Stealth Rock also gets up rather early in the game, so Moltres is free from it on the first turn. Moltres can also scare off Registeel and Steelix leads with its Fire STAB, and prevent Stealth Rocks from getting down early. Carring a Scarf, Moltres does not care about opposing Trick Scarf leads like Uxie and Mesprit, and can procede to wear down the bulky Psychics, either by U-turning or attacking right away.
(*I kinda did the EVs myself)
A scarfed Moltres with a positive (Timid) nature and 194 Speed EVs investment can reaches an amazing 435 speed, which allow Scarlet to outrun a Scarfed Adament Primape with 252 Speed EVs and kill it with a super effective STAB Air Slash. 252 Special Attack Evs are needed to maximize Moltres Sweeping potential. And the remaining 64 EVs are putted in HP in order to give Moltres a slight boost in bulk.
Air Slash is another great stab move, a move that can inflict decent damage on most switch it. And the possible flinch hax is just icing on the cake. Hidden Power [Grass] allow Moltres to hit Water-, Ground-, and Rock-types very hard, thus making Scarlet an effect revenge killer later in game, though Stealth Rock can be quite a problem.
A Choice Scarf set with U-turn always makes an effective lead due to its scouting ability and a bit of a surprise factor. Stealth Rock also gets up rather early in the game, so Moltres is free from it on the first turn. Moltres can also scare off Registeel and Steelix leads with its Fire STAB, and prevent Stealth Rocks from getting down early. Carring a Scarf, Moltres does not care about opposing Trick Scarf leads like Uxie and Mesprit, and can procede to wear down the bulky Psychics, either by U-turning or attacking right away.
(*I kinda did the EVs myself)
A scarfed Moltres with a positive (Timid) nature and 194 Speed EVs investment can reaches an amazing 435 speed, which allow Scarlet to outrun a Scarfed Adament Primape with 252 Speed EVs and kill it with a super effective STAB Air Slash. 252 Special Attack Evs are needed to maximize Moltres Sweeping potential. And the remaining 64 EVs are putted in HP in order to give Moltres a slight boost in bulk.
Dealing with the top leads
Using a Scarfed lead can be quite a problem, as most people can predict what's coming and you can't use an other move due to choice items. A lot of times I just use airslash to deal neutral damage to the switch in. But I am not sure that it is the best policy. Hidden Powder [Grass] can catch most switch-in water type off guard though. Please give adivce on this. Thanks
The Top Ten Lead are based on the Statistic from July 2009
Uxie – Most Uxie are very defensive. They usually carry trick, yawn, thunderwave, stealth rock, dual screen and other utility move. Since a lot of time Uxie lead would stay in and put stealth rock up, I usually just use overheat to put a large dent on Uxie, who lacks a reliable recovery move.![]()
Ambipom – I always switch on to steelix when I encouter Ambipom, as fake out can but a large dent on Moltres. Even though Moltres can often kill it after taking a fake out, it is too much of a risk and can greatly hinder Moltres switch-in ability, especially when stealth rock is up. After I switch to steelix, I mostly just attack, as Ambipom often carry taunt, which prevent me from setting stealth rock up.![]()
Roserade - Roserade lead can be easily killed with overheat or airslash (mostly I use airslash since most people switch) and I can outrun most of them since most scarfed one usually run Modest with 252 Speed EVs. Sleep Powder is definitely not a problem as I have Chansey to remove status.![]()
Yanmega – I most of the time just airslash it. If it run speed boost, Moltres can take a hit and if it run tinted lens, Moltres will always outspeed it anyway.![]()
Moltres – When I see other Moltres as lead, I often U-Ture to Chansey or Milotic, but most of the time, Chansey. As Life Orbs Moltres often carries Hidden Powder [Grass]. Chansey can take a hit and can paralyize moltres with thunderwave.![]()
Electrode - Electrode mostly does to things, setup then dies. Moltres can outruns it with ease and kills it easily![]()
Arcanine – Most of the time I just switch to Milotic, as I don't want to take the thunder fang nor the extreme speed. Milotic can scared Arcanine away and procede to recover. If it doesn't swtich and Milotic can often KO it with Surf.![]()
Lopunny – Lopunny can be annoying. But if they use switcheroo, they won't benefit that much with a Choice Scarf most of them are utility-based. Therefore, most of the time I overheats or air slash (such a delimma).![]()
Mesprit – Mesprit is harder to deal with as they are a lot more offensive then Uxie. Trick Specs Mesprit can often kills Moltres. I am not sure how to deal with it, maybe switch to steelix, but it requires prediction though. HELP!![]()
Typhlosion - Even though Moltre can take a hit, it can't really do much in return, so most of the time I switch into Milotic, who can take a hit and attack back.![]()
---
Pinocchio

Pinocchio (Hitmontop) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Rest
Since Moltres is 4x weak to Stealth Rock, a efficient spinner is needed to remove the hazardous rocks. Hitmontop is one of the most reliable users of Rapid Spin in UU, making it a good choice for a team in need of entry hazard removal. And with the prevailence of bulky spinblocker such as Mismagius and Spiritomb, Hitmontop can easily countering them through the use of Foresight. Foresight not only allow Hitmontop to reliably rapid spin, it also allow Hitmontop to hit Spiritomb with a super effective stab Close Combat. And with Intimidate to lower the opponent's attack, Hitmontop can have many safe switch in and can seize the chance the spin away the problem.
The last move, Rest, is a new move that I am trying out. Rest, combined with Aromatherapy from Puff (Chansey), allow Pinocchio to stay out as long as possible and provide spin support in the future if need.
I took the EVs off from Hitmontop's UU Full Revamp, however, I think it might need to be a little bit bulkier to full utilize Rest. Please give comment and suggestion. Thank you.
The last move, Rest, is a new move that I am trying out. Rest, combined with Aromatherapy from Puff (Chansey), allow Pinocchio to stay out as long as possible and provide spin support in the future if need.
I took the EVs off from Hitmontop's UU Full Revamp, however, I think it might need to be a little bit bulkier to full utilize Rest. Please give comment and suggestion. Thank you.
---
Iron Maiden

Iron Maiden (Steelix) (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Atk/252 SDef
Careful nature (+SDef, -SAtk)
- Stealth Rock
- Earthquake
- Stone Edge
- Toxic
With a 4 x Rock resistance and immunity to electric attack, Steelix is a great partner for Moltres and can take incoming attack against Moltres like a beast. Its great resistances can cause many switches to occur, all of which it can exploit by laying down Stealth Rock. STAB Earthquake deals respectable damage and Stone Edge help deal with flying- and ghost- type, though its accuracy can be quite a gamble at times. Toxic can wear down Steelix's usual counters, especially Donphan, who can spin away the rock and threaten Steelix with Earthquake.
Steelix, with his amazing defense also serve as the physicall wall of my team. The EVs and nature are there to maximize Steelix ability to take special hit, but I am still a little bit iffy about it since it chip away Steelix's great defense potential and it overlap with Chansey's role.
Steelix, with his amazing defense also serve as the physicall wall of my team. The EVs and nature are there to maximize Steelix ability to take special hit, but I am still a little bit iffy about it since it chip away Steelix's great defense potential and it overlap with Chansey's role.
---
Puff

Puff (Chansey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Softboiled
- Thunder Wave
- Seismic Toss
Puff serves as the paralysis-inducer and the cleric in this team. Aromatherapy help cure away the annoying status than can greatly hinder Venusaur, Moltres and Milotic's attack potential. In addition, Aromatherapy, inconjunction with Hitmontop's Rest, allows my spiner to stay alive as long as possible (at least until the stealth rock step-upper fainted) Softboiled is obvious as instant recovery move is always welcome on a sponge. Thunder Wave help provide the greatly apperciated paralysis support for team, which is filled with slow attackers. Seismic Toss are just here to allow Chansey to deal damage against special attacker.
The EVs are there to maximize Chansey ability to take hits from both sides and is pretty straightforward.
The EVs are there to maximize Chansey ability to take hits from both sides and is pretty straightforward.
---
Vika

Vika (Venusaur) (F) @ Black Sludge
Ability: Overgrow
EVs: 64 HP / 252 Atk / 192 Spd
Adament nature (+Spd, -SAtk)
- Sleep Powder
- Swords Dance
- Seed Bomb
- Return
Vika here is my main physical attacker. Though it may not be fast, it does have decent bulk for her take a hit and to induce sleep afterward. After the opponent is asleep, she can than procede to sword dance and attempt a swept. I usually don't send out Vika that early ingame. After fast fire type had been taken care off, or slow downed by chansey thunder wave, Vika becomes a force to be reckoned with.
The EVs are quite strightforward. A Jolly nature and speed EVs are used to maximize Vika's ability to out run the opponent and the attack EVs allow Vika to deal as much damage as possible. * changed the EVs
The EVs are quite strightforward. A Jolly nature and speed EVs are used to maximize Vika's ability to out run the opponent and the attack EVs allow Vika to deal as much damage as possible. * changed the EVs
---
Miora

Miora (Milotic) (F) @ Life Orb
Ability: Marvel Scale
EVs: 216 HP/252 Def/40 SAtk
Bold nature (+Def, -Atk)
- Haze
- Surf
- Hidden Power [Electric]
- Recover
Milotic has fantastic special attack and special defense, making it a fantastic partner for Vika by absorbing incoming fire attack with ease. Haze is there to deal to annoying calm minder that might give my team trouble, as they can often setup on walls and slow and bulky sweeper such as Vika. Surf is a standard STAB and I choose Hidden Power [Electric] over [Grass] because it allow me to deal with flying type. Recover is a standard as it provide Milotic with instant recovery.
THe EVs are tailor to maximize Milotic defense and Life Orb is here to give Milotic an extra boost in power. However, I am not quite sure about this set. I really like Ice Beam as it allow me to deal with grass-type switch in, but Haze is also a very useful move against slowbro, mismagius, and Spiritomb.
THe EVs are tailor to maximize Milotic defense and Life Orb is here to give Milotic an extra boost in power. However, I am not quite sure about this set. I really like Ice Beam as it allow me to deal with grass-type switch in, but Haze is also a very useful move against slowbro, mismagius, and Spiritomb.
---
Weakness/Resistance Chart

Conclusion
So here is my team. Though I cannot compile a threat list in such short moment, one of things I realized is that both of my wall are weak to fighting type. And since both of my wall speacial in one defensive area (either physical or special), I might have problem with mixed pokemon. I tried really hard to make this team and it was really disappionting when this team keep losing despite how much I tried to improve it. Please help!!!
Thank you very much for taking your time
ANY SUGGEST AND COMMENT ARE GREATLY WELCOME
I have quite a few doubt on the moveset and especially the EVs of my team
Please look over them
If I made any error, please tell me and I will correct it as soon as possible
Once again, thank you very very much and
hope everyone can Be Happy :)
ps. the sprites are from Pokemon Elite 2000 and
a Japanese site name: 安価で適当にポケモン擬人化描くスレ
the resistance chart is from Marriland's D/P Team Builder