Fierce Fusion [UU Rmt][Need Desperate Help]

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
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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


In-Depth Descriptions

Scarlet
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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.

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
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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.

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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.

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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.

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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.

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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.

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Electrode - Electrode mostly does to things, setup then dies. Moltres can outruns it with ease and kills it easily

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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.

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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).

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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!

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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.

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Pinocchio
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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.

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Iron Maiden
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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.

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Puff
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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.

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Vika
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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

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Miora
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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.

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Weakness/Resistance Chart
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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, plea
se 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
 
This is a very well presented and thought out team. Just a few quick things:

The Milotic set looks a bit messy. I recommend this set and EV spread:

Milotic (M) @ Leftovers
Ability: Marvel Scale
EVs: 200 HP/252 Def/56 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Haze
- Recover

The reason I suggest Ice Beam over Hidden Power Electric is because it gives you a great way to take on Altaria and hit Roserade switch ins. HP Electric doesn't seem useful because the bulky waters that you will be hitting are better taken advantage of by Venusaur and Chansey. Physical water types like Azumarill and Dragon Dance Feraligatr are handled by Hitmontop and Venusaur pretty well. Ice Beam and 56 speed EVs are for Rock Polish Torterra, who seems like it may give your team problems once it finds some time in front of Chansey and Steelix (Moltres gives insurance, but the lack of recovery and the Stealth Rock weakness means it probably isn't alive late game). Life Orb is only used for offensive Milotic, and you're using yours defensively. The defense and HP EVs give you a good Blaziken switch in. Your concern about mixed sweepers/wallbreakers should be covered with this Milotic, who is one of the best counters to Blaziken and Honchkrow.

I've used SD Venusaur before, and is Body Slam that much better than the much more powerful Return? It's running a lot of speed anyway, and Chansey has T Wave. But if Body Slam has been doing fine for you then keep it. I also recommend dropping the speed down to around 244 (outspeeds max speed neutral nature Honchkrow and the Altaria / Blaziken sets that try to outrun it). I would change the nature to Adamant and the spread to 64 HP / 252 Atk / 192 Spe. Or you can run a Jolly nature and put more EVs into HP at the cost of attack, it's up to you if you're content with the power that Jolly brings. Max speed only lets you tie with max speed positive natured Altaria and Blaziken, and those speeds aren't very common on those pokemon. Venusaur has great bulk, and you should be taking advantage of that with HP EVS. The HP will help a lot taking fighting attacks your team has trouble with now.

Good luck! I hope I helped.
 
> Peachfuzz
Thank you very much for giving your rate. I am actually trying out the new EVs spread on Milotic and so far has been great. But I am a little bit iffy on losing HP electric, as I can't really deal with slowbro, who threaten Venusaur with Psychic. Also, Venusaur can't really deal with Feraligator because of Ice Punch and Dragon Dance. Please further elaborate it. I am really confused.

Second, I changed the nature and EVs spread on Venusaur and so far has been great. I also changed Body Slam to returned. Thank you for suggesting these changes, they were extremely helpful. Thank you.

Once again, Thank you very very much guys
please keep to advice / critisim / response coming
Thank you Thank you Thank you

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ps. This sprite is made by *QueenOfDorks from deviantART

 
> Peachfuzz
Thank you very much for giving your rate. I am actually trying out the new EVs spread on Milotic and so far has been great. But I am a little bit iffy on losing HP electric, as I can't really deal with slowbro, who threaten Venusaur with Psychic. Also, Venusaur can't really deal with Feraligator because of Ice Punch and Dragon Dance. Please further elaborate it. I am really confused.

Dragon Danced Life Orb Ice Punch from Adamant max attack Feraligatr to Venusaur: 508 Atk vs 202 Def & 317 HP (75 Base Power): 352 - 416 (111.04% - 131.23%)
Okay, sorry about that, but most DD Feraligatr I've seen that don't run Life Orb manage a OHKO about 41% of the time. You can try out the second suggestion if you want more of a chance to survive against the Leftovers version (Life Orb KOs no matter what spread). I think you've got enough insurance vs. it with Hitmontop, who can lower its attack, and Haze Milotic, who can erase stat boosts and wall it all day, slowly wearing it down of Life Orb recoil and Surfs. I don't think it's a big problem.
 
Problems:

Stall Teams

How to fix:

Let me say how beautiful this team is and how it can manage with the most dangerous offensive threats, but with that much checking, I think you left yourself a little exposed to a solid stall team. Your only source of good damage to Stall is a SD Venusaur. I'll start by suggesting small changes. First off, I think the you should maximize your Speed on Venusaur and replace Adamant with Jolly. It allows you to outpace with Mix Blaziken, who will force you to switch out. It also allows you to outpace Adamant Honchkrow. Smashing them with a boosted Return before hitting you with Fire Blast or Drill Peck respectably is good. You also outpace Feraligatr Jolly SD Veraligatr. The second thing I'll suggest is a Life Orb Moltres lead. Scarf is decent in the UU tier, I will admit that, Life Orb is generally a better option.

Moltres
@ Life Orb
Timid Nature (Spe+ / Atk-)
6 HP / 252 SpA / 252 Spe

- Fire Blast
- Roost
- Hidden Power Grass
- Air Slash

Timid nature is probably the best nature for this guy (I was conviced by a couple of players) It outpaces Tinted Lens Modest Yanmega and grab the kill. It also speed ties with opposing Roserade, which you can possibly break its focus sash. Timid also outpaces Jolly Feraligatr, back in the past, I used to run Modest, and it costed me the game because a Jolly Feraligatr outpaced me. Basically you still maintain good all-around power with good speed while having freedom to hit the next switch-ins. Roost is the best move here, healing yourself and not having to rely on Rapid Spin heavily. Hidden power Grass smashes Water-types (preferable weakened ones). Air Slash gives good coverage all-around. Fire Blast is solid all-around dealing 26.83% - 31.83% on 0 hp / 252 spD Chansey, it might be small, be it really catches it when its HP is low. When it switches in on SR, and its near half its health, you can always have a chance to grab the kill. Point is, this might be your better option.

As for other options go, I really think Hitmontop has little contribution on the team but aid Moltres. If you add more fire power, you can check guys like Blaziken and Rain Dance teams in general. Try the technitop set, thats if you consider Roost on Moltres. you could consider my suggestions, but i was really relucant to make major changes cause it might mess up the team. gl on this
 
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