Finding the Holes in UU (UU RMT)

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As you can clearly see, UU has a couple holes in it.

Currently, the ones I am exploiting are:

1) UUStalls severe weakness to bulky setup sweepers, especially teams lacking Haze (of which Milotic is the only common UUStall user of that move) making sweeping through ANY UUStall team as easy as sticking one pokemon on your team.

2) The general UU metagames severe weakness to (especially special) fire type moves. There are only commonly used pokemon resistant/immune to fire in UU and can take a hit are, in order of precedence:

Milotic
Azumarill
Slowbro
Houndoom/Arcanine
Blastiose

If you can think of others, kudos, but they aren't going to be used at all very often. The relative lack of sturdy fire resists makes life easy for fire types, which I intend to exploit in the making of this team.

Taking this into account, I chose three pokemon to base my team around that exploit both of these holes in UU.

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Clefable has access to Belly Drum, great defenses, a great neutral coverage type in UU, along with Softboiled for instant recovery.

Blaziken and Magmortar are absolute beasts, mostly because they both get STAB on fire moves in UU. Blaziken also gets ThunderPunch for those ever annoying waters, while Magmortar gets Thunderbolt. Even with the SR weakness (for Magmortar), the power of their moves is something to gawk at.

I needed a lead to support everybody, especially Clefable, to help scout what the opponent has to offer as far as bulky waters and ghosts. Thanks to Colin's new switching statistics, I was able to find that:

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Ambipom was by far the best ghost lure in the UU metagame. He gets Shadow Claw for those of you who didn't know, allowing him to effectively beat Rotom and Mismagius. Spiritomb causes problems, but my fire types easily deal with it.

All that was left was a solid defensive core to take random hits and still support the rest of the team, which I found:

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Mismagius and Drapion work well together - they cover each others weaknesses well, have nice defensive stats on one end of the spectrum and can dish out damage well.

And thus I bring to you the team meant to get through the holes in UU.

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Ambipom@Silk Scarf *Max Hall
252Att/252Spe/4Def - Jolly
~Fake Out
~Return
~U-Turn
~Payback

Ambipom is to UU as Metagross is to OU - a very solid lead beat by very few. Fake Out allows for a free turn against anything except ghosts, which Payback disposes of quite easily. Return makes for a great late-game sweeping move if Clefable and the duel-fire types can't finish everything off. U-Turn earns its keep as the best scouting move in the game, allowing for a quick switch vs. anything.

While this make look mostly standard, it serves a VERY important purpose - to lure the ghosts of UU and and weaken them to the point where they can't do any severe damage. Here are some examples of the ghosts that switch into Ambipom:

These are the most common pokemon to switch into Ambipom on the Underused ladder.
  1. Registeel - 8.96% (1595)
  2. Donphan - 6.08% (1082)
  3. Mismagius - 4.55% (811)
  4. Spiritomb - 3.81% (678)
  5. Regirock - 3.53% (629)
  6. Rotom - 3.48% (619)
As you can see, all three of the UU ghosts come in on this set and feel like they are coming in without risk. Think again, as Rotom and Mismagius get hit hard by Payback, knocking them to the point of uselessness.

I can always just U-Turn on the other 4 common switch-ins and bring in Magmortar, who doesn't mind paralysis as much as Moltres and can KO each one of those pokes with Choice Specs Overheat, bar Regirock who eats Focus Blast.

Overall makes a great team killer and a great revenge killer. Thank goodness for Ambipom.

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Clefable@Toxic Orb *Harvey Unga
252HP/252Def/4Spe - Impish
~Cosmic Power
~Belly Drum
~Softboiled
~Facade

Clefable - the ultimate stall breaker. Toxic Orb blocks hindering status (Thunder Wave and Will-o-Wisp) while Magic Guard prevents any damage from the Toxic AND entry hazards.

Amnesia works wonders. After one Amnesia, Clefable's stats are looking like this:

394HP/176Att/269Def/157Spe/432SpD

This patches up the loss of using both my EVs and nature to boost my defense, and adds a TON of bulk. Cosmic Power could work too I guess, I might need to test that. Afterwards, Belly Drum up to +6 Attack, changing that somewhat-pathetic 176 Attack into a monstrous 704 Attack. This combined with a 140 power STAB move with no drawbacks is absolutely a monster. 157 Speed is enough to outspeed 0 speed evs base 60s. (common stall pokes like Registeel and Regirock)

I have absolutely no idea why this thing isn't used more often.

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Blaziken@Choice Band *Andrew George
252Att/252Spe/4SpD - Jolly
~Flare Blitz
~ThunderPunch
~SuperPower
~Stone Edge

At 120 base Attack, Blaziken is an absolute monster, especially with a Choice Band equipped. Its regular counters are all meant to take Fire Blasts, and are hit especially hard with Flare Blitzes and SuperPowers - ThunderPunch 2HKOs Milotic, while Stone Edge 2HKOs Altaria if it hits.

SuperPower adds a great secondary STAB. It's secondary effect of lowering attack by a stage makes me hesitate using it most of the time, but the sheer power is rediculous.

Magmortar and Blazikens combined efforts are easily able to handle most of the UU metagame together, even with their relatively low speed. The sheer number of things they can rip through is huge.

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Magmortar@Life Orb *Dennis Pitta
252SpA/252Spe/4SpD - Hasty
~Fire Blast
~Thunderbolt
~Hidden Power [Grass]
~Cross Chop

Magmortar shares its 125 base special attack with Moltres, hitting a very impressive 348 SpA while keeping its decent 226 Attack to hit Chansey and getting to 291 speed with a hasty nature. It's Fire Blasts hurt most everything in OU, and whatever it doesn't, one of its other three moves will.

Again, an SR weakness hurts, but SR tends to be a lot more uncommon in UU than it is in OU.

Thunderbolt easily 2HKOs any bulky water switch-ins. Cross Chop can take care of Chansey and Houndoom, which would otherwise eat this set alive.

HPGrass allows for coverage against those nasty Water/Ground types who would also otherwise wall this set.

Between its moves, almost nothing comes out unscathed.

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Mismagius@Leftovers *Coleby Clawson
252HP/60Spe/196SpD - Calm
~Will-o-Wisp
~Pain Split
~Calm Mind
~Shadow Ball

Mismagius, while often known for its sweeping capacity, also has an above average SpD. This allows it to effectively sponge most special assaults that aren't ghost or dark type and set up Calm Minds, lessening the damage from every hit and recovering when needed with Pain Split.

Any Physical attacks sent this way are almost always first hit, due to Missy's high speed, with a nasty Will-o-Wisp that lessons the impact. I considered Thunder Wave in this spot, but burns have proven more useful most of the time, allowing Clefable or Drapion a chance to easily set up.

Calm Mind + Shadow Ball makes for a great combo that really only is lacking vs. Normal types, of which all in UU are physical attackers and are therefore crippled by debilitating status and are made setup bait.

Coleby Clawson is a Linebacker on the BYU defense. He makes many great defensive plays - had a very good showing vs. Oklahoma this year.

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Drapion@Scope Lens *Jan Jorgensen
240HP/28Def/16SpA/8SpD/216Spe - Bold
~Night Slash
~Acupressure
~Rest
~Sleep Talk

I used to run an Acupressure Shuckle on one of my old OU teams. As I was searching through Drapions movepool for ideas on ways I could wall while still doing damage, Acupressure came back up.

For those of you who don't know, Acupressure randomly sharply raises any stat. (Attack, Defense, Speed, SpA, SpD, Accuracy, and Evasion) The ability to get an evasion boost, while much hated, can be very, very helpful in many cases. In general, there is a 5/7 chance that I will get something that helps me. (Attack, Defense, Speed, SpD, Evasion) A Drapion sporting +2 in both defenses can be incredibly hard to take down.

The choice in abilities was somewhat difficult, but Sniper won out, as I needed a semi-reliable way to make this thing useful without any stat boosts, and getting a hit 3x as powerful as regular 25% of the time is hard to pass up.

The synergy with Missy is also definitely a plus, as both of Missy's weaknesses are covered by Drapion, while Drapions one weakness (ground) is 0x effective vs Missy.

Jan Jorgensen is the captain of the BYU defense, and plays in the defensive line.

Overall weaknesses I have noticed:
Slight threats in Hitmontop and Azumarill, although W-o-W can cripple either and Hitmontop can be dealt with through the fire types.

Thanks for reading!
 
As you stated, you definitely have a huge SR weakness. 2/3rds of your core are dominated by it, and to prevent this Id suggest a Claydol, who can come in and is bulky enough to take really anything.

Claydol @ Leftovers
Bold
252 HP/144 Def /114 SpA
Rapid Spin
Stealth Rock
Earth Power
Shadow Ball/Toxic/Explosion

Spin and set up your own. Stab EP is your main attack, and you can opt for Toxic or Explosion to do some damage to your opponents bulky walls that may want to hinder your sweep. Good luck.
 
The problem with Claydol is that it really doesn't DO anything except Rapid Spin. I'm thinking that Foresight Hitmontop might work a little bit better, as it can also take on Spiritomb, which gives me some problems, along with other ghosts. This leaves Clefable more open for a sweep.

Yeah, if I test any rapid spinner I think I'll test Hitmontop.
 
Good looking team, but here's one quick piece of advice: switch double-edge with facade on Clefable. With the toxic orb, facade gets powered up to 140 (210 with STAB) base power. You get 20 (or 30 with STAB) extra base power over double-edge with no drawbacks.
 
Your team actually looks very stall weak to me...4/6 of your team are walled by Chansey, the exceptions being Clefable and Ambipom. Clefable is COMPLETELY walled by any ghost type, and you'll always see at least one on every stall team. It looks like you rely on Ambipom to take care of ghost types but that won't always work, especially against Spiritomb who isn't weak to Shadow Claw. Also, one thing I noticed is that your Clefable has a Toxic Orb but it doesn't have Facade, so I suggest you replace Double Edge with that.
 
Donphan could be interesting on the team. Uxie isn't really that good outside of the lead position, so I would run a spinning Donphan. He can sweep and then take hits like a beast.

Donphan @ Leftovers
Adament/Quirky

EV's are up to you. You could run a defensive line-up or a physical line-up.

Earthquake
Ice Shard
Stealth Rock
Rapid Spin

Donphan is really good overall.
 
I don't know if you remember me, but I beat you with my stall team yesterday on the ladder so I think I could help you. First of all, common stall easily breaks the Magmortar + Moltres core. Milotic will take any Fire attacks, Chansey will take anything that Milotic can't (such as Thunderbolt). I think having two Specs Fire-types is redundant, so getting rid of one would probably help you. Replacing one of them with some kind of spinner looks like a good idea. A ForesightTop would help you get rid of stall entry hazards, meaning either Moltres or Magmortar could switch in much safer. The set looks like this:

Top@ Leftovers
Adamant
Intimidate

-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch/ Stone Edge/ Rest
 
Good looking team, but here's one quick piece of advice: switch double-edge with facade on Clefable. With the toxic orb, facade gets powered up to 140 (210 with STAB) base power. You get 20 (or 30 with STAB) extra base power over double-edge with no drawbacks.

Oh, of course! I'll make that change now.

I don't know if you remember me, but I beat you with my stall team yesterday on the ladder so I think I could help you. First of all, common stall easily breaks the Magmortar + Moltres core. Milotic will take any Fire attacks, Chansey will take anything that Milotic can't (such as Thunderbolt). I think having two Specs Fire-types is redundant, so getting rid of one would probably help you. Replacing one of them with some kind of spinner looks like a good idea. A ForesightTop would help you get rid of stall entry hazards, meaning either Moltres or Magmortar could switch in much safer. The set looks like this:

Top@ Leftovers
Adamant
Intimidate

-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch/ Stone Edge/ Rest

I like the ForesightTop, but the problem is that having two fire types is part of the team. I'm thinking that instead I'll put in a specially defensive ForesightTop in place of Uxie and put a Band Blaziken in over Magmortar. This keeps with my idea of being able to break through with one fire type and then finish with the other while also giving me a rapid spinner.

Thanks for all the insights so far!
 
One suggestion for your team is that you replace Moltres with the Band Blaziken and keep Specs Mortar. That way, even if you decide to keep Uxie over Hitmontop, which is a great suggestion btw, you won't have to worry too much about your fire types, since Mortar can come in 4 times. However, as it was stated before, you should change Double-Edge to Facade to get the boost from Toxic Orb. Otherwise just put Leftovers over Toxic Orb and keep Double Edge. It's your call, but they both work out fine. Also, that Hitmontop that was suggested earlier should be a Special Defensive Top that should go over Clefable. Right now, Clefable isn't really doing anything. But, besides that, if you want a strong set-up user, use Curse Registeel:

Registeel @ Leftovers
Careful
252 HP/40 Atk/216 SpD
- Curse
- Iron Head
- Earthquake
- Rest

This provides you some defense against explosion users and you can set up easily, also, you can heal off the damage from Explosions and random Earthquakes. Otherwise, you can switch Clefable for SubCM Missy:

Mismagius @ Leftovers
Timid
48 HP/208 SpA/252 Spe
- Calm Mind
- Shadow Ball
- Hidden Power Fighting (Gives coverage with Shadow Ball)/Thunderbolt (if your team has problems with Honchkrow, which it seems to have.)
- Substitute

If you pick Registeel, you'll get coverage against Honchkrow, Explosion users and various Earthquakes.

However, if you pick Mismagius, then you should pair it up with Blaziken, replacing Moltres, and you'll get coverage against Honchkrow (You have to outpredict your opponent so that he doesn't Drill Peck Blaziken or Night Slash Mismagius), Explosions, and various Earthquakes.

I've said a lot, but here's a summary of it.

  1. Replace Clefable with Mismagius or Registeel.
  2. Replace Moltres with Blaziken if you picked Mismagius above.
  3. Replace Uxie with Foresight Hitmontop if you kept Moltres above and picked Registeel at the beginning.
  4. Change Clefable's moveset if you're keeping it.

Hope I helped you to fix up your team.
 
1 - Mismagius/Registeel can't run through stall the way this Clefable can. If I can get rid of the opponents ghost (which I usually can) before I bring out Clefable vs. stall, it's gg.

2 - I like that idea a lot actually. I'll try that.

3 - Shoddy, I don't know whether it's a glitch or not, isn't letting me give Hitmontop Foresight. For this reason I'm going to stick with Uxie.

4 - I have changed Clefable's moveset minimally - Cosmic Power over Amnesia and Facade over Double-Edge.

Thanks for the suggestions.
 
Hey Roflkip. Thanks for dropping by and letting me know you wanted a rate, so I'll try my best to give you a thorough rate.

Currently, I am finding that your team will have trouble taking hits repeatedly since you focus on an all out offense, and any setup sweeper is likely to cause trouble for your team if it sets up on any of your Choiced Pokémon. My main concern is that Ghost-types are going to give you a lot of trouble, as Ambipom can't really switch into any of them once they try to set up. I think a good way your team can deal with Ghost-types better is by replacing Ambipom with Registeel with Shadow Claw. By using Registeel, your team will have greater insurance against Mismagius and Rotom, both of whom can easily sweep through your team if they set up. Registeel can also serve as your team's Stealth Rock user (which it currently lacks), further weakening opponents as your try to sweep.

Another suggestion I am going to make is that you change Magmortar to the Life Orb set over Choice Specs. My main concern with this change is that if you do keep running Specs, I think too many things will be able to set up on you while you likely lose a Pokémon or two trying to deal with it. By changing to Life Orb, I don't think you will be having as much of a problem with set-up sweepers. Using Life Orb will also allow you to handle Water-types better without having to predict.

The set should be as follows:

Magmortar @ Life Orb
Trait: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature (+Spe, -Def)
- Fire Blast
- Thunderbolt
- Hidden Power Grass
- Cross Chop

Not much to say about the set. Fire Blast + Thunderbolt should be KO'ing the majority of Milotic.

I don't really have much else to say since you did not provide much of an explanation in regards to threats to the team. I don't think Slowbro needs Light Screen as your team will be maintaining the offensive a good portion of the time if you play it correctly. I think Surf should be used over Light Screen to have an additional STAB.

Let me know if you have any more questions. This is my first time rating a UU team, so it may not have been as good as compared to my OU rates.
 
Registeel sounds good as a Mismag counter, but if I added it in anywhere it would go over Uxie, especially when RegiBro is such a good defensive core.

I'm testing that Magmortar set right now - we'll see how it fares.

I also added Surf over Light Screen - I think that probably will work a lot better.
 
Don't know much about UU, so I'll avoid saying much, but you might as well use payback over shadow claw because technician boosts it to the same base power and it also has a chance to double in power.
 
Flashstorm's Flame Body Magmortar seems to be a good option and so does Crunchatize Me's Payback over Shadow Claw. But one thing that I highly advice against is using Registeel over Uxie. You already have two Pokes who are weak to Ground. Putting Registeel makes Slowbro work 2x more to help support Registeel's ground weakness. I know I said you should put Registeel before, but now, don't add it. You could, if you want, add a Physically Defensive, maybe ResTalk, Milotic over Slowbro and a Spiritomb over Uxie. That way, you can have Milotic's defenses and Spiritomb's typing to block against Missy and various other threats. Maybe someone else can give you more suggestions as to another defensive combo.
 
Another mistake in move choice. Thanks for the tip! I'll add that now.

And yeah, I'll have to research some for some nice two-person defensive combos. I'll look into that soon.
 
Have you considered Timid Magmortar instead of Modest Magmortar? I mean you already have Specs, so why not go for the extra speed. If you go with Timid Magmortar, you'll be able to outspeed 252 Modest Yanmega without Scarf and Speed Boost ability.

You'll also outrun
- Non CB Miltank (Which are most of them) since they run less than 299 total speed which is the max speed they can reach without +Nature.
- MixZard and DD Zard (Before DD)
- CB Scizor
- Bulky Mismagius

Obviously some of them you won't see everyday, but it's nice to know that you'll outspeed them with Timid rather than losing to them with Modest.
 
Have you considered Timid Magmortar instead of Modest Magmortar? I mean you already have Specs, so why not go for the extra speed. If you go with Timid Magmortar, you'll be able to outspeed 252 Modest Yanmega without Scarf and Speed Boost ability.

You'll also outrun
- Non CB Miltank (Which are most of them) since they run less than 299 total speed which is the max speed they can reach without +Nature.
- MixZard and DD Zard (Before DD)
- CB Scizor
- Bulky Mismagius

Obviously some of them you won't see everyday, but it's nice to know that you'll outspeed them with Timid rather than losing to them with Modest.
I'm actually about to change the Magmortar to the mixed Magmortar that Flash suggested, which runs a hasty nature. It's covered :)

Not that CB Scizor needs to be outsped, lol.

Oh, and testing a Mismagius/Drapion defensive core over Slowbro/Uxie.
 
Don't change to Mismagius and Drapion core, that'll mean that Mismagius will have to absorb all the EQs and if Registeel has EQ, Mismagius can't switch in, due to threat of Iron Head.

Also, I meant CB Arcanine who run Adamant over Jolly.
 
Since I usually save Clefable for lategame, Ambipom and Mismagius itself are the only Registeel lures - no Registeel would ever think of switching into Blaziken or Magmortar.

If he switches in on Ambipom, I go to a fire type first since they never lead with an eq - always a twave, toxic or SR. (usually the latter)

And overall, the only thing I'm missing out on with a Drapion/Missy core is the solid Hitmontop and Ambipom counter Slowbro provides, but Missy deals with both due to running Will-o-Wisp. I'm going to edit in the defensive core now.
 
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