Hiya guys
I'm new on the forum, although I have been a sporadic lurker since DPP. I've been poking my head around in CAP seeing as that's the project that intrigued me enough to make an account in the first place (hopefully my input to date hasn't been totally banal), and figured it was time to get on PS! and do some actual playing.
So after screwing around on RandBats I jumped straight into the UU metagame since, well, Kokoloko's (excellent) 'Underused 101' article for The Smog was an easy way for a B2W2 noob to get into a metagame. Long story short I cobbled together the team and after playing for a few hours got up to 1763 on the ladder before internet connection issues started disrupting my games and I stopped. I don't know if that's a good score, but it's higher than I ever got on Randbats or Challenge Cup!
I was going to detail my teambuilding process here, but as I started writing it it occurred to me that this team really fell into place of its own accord - the initial idea was to centre the team around a Chandelure/Flygon core but after building around that and playtesting I discovered that most of the switching happened between Chandelure, Swampert and Amoonguss - a solid Fire/Water/Grass core is always a winner I guess.
Without further ado, the team:
SWAMPERT @Leftovers
Nature: Impish
EVs: 240 HP, 16 Atk, 252 Def
Ability: Torrent
Moveset:
-Stealth Rock
-Waterfall
-Earthquake
-Ice Punch
Explanation
As an ultimately balanced but fairly offensive team, Stealth Rocks were in order - this seemed particularly pertinent at the point at which I added Swampert, for at that point only Chandelure and Flygon had been decided upon, two pokemon that can hit hard, force switches, and one who spinblocks to boot. It's a fairly standard Swampert set, complete with EVs cribbed from the Smogon on-site Swampert analysis (you'll probably notice a trend as you read on...). Its only real digression from the norm is the use of Ice Punch on a defensive set instead of Toxic or Roar. Amoonguss functions as both a status spreader, packing Spore and Stun Spore, and a phazer, with Clear Smog, so Ice Punch seemed more appropriate, dealing a potent wallop to unsuspecting Flygons and Gligars and helping to deal with Crobat. Swampert has gotten SR up reliably in almost every game I've played, and in fact its demise is usually a consequence of my relative inexperience - specifically failure to predict incoming Grass Knots or HP Grass.
CHANDELURE @Life Orb
Nature: Modest
EVs: 68 HP, 252 SpA, 4 SpD, 184 Spe
Ability: Flash Fire
Moveset:
-Fire Blast
-Shadow Ball
-Substitute
-Pain Split
Explanation
Another standard set borrowed from the Smogon database. As mentioned, Chandelure was one of the first pokemon decided upon for this team. It single-handedly checks almost every major fighting threat in UU (damnit Scrafty) and threatens them with that gawjuss 145 base Special Attack stat. I don't really need to tell you why SubSplit Chandy is great so I'll just tell you why it fits so well on this team. It's just bulky enough (more than just when subsplit trickery is factored in) to form a solid Fire/Water/Grass core with Swampert and Amoonguss, and it also murders Cofagrigus. I hate Cofagrigus. Flygon and Heracross hate Cofagrigus too. So it works out. I toyed with Flame Body instead of Flash Fire, but after it got 2HKO'd by a Choice Band Arcanine Flare Blitz I figured the immunity was essential - it has definitely been useful, allowing it to switch in on Victini and Darmanitan with impunity.
AMOONGUSS @Black Sludge
Nature: Bold
EVs: 252 HP, 252 Def, 4 SpA
Ability: Regenerator
Moveset:
-Spore
-Stun Spore
-Clear Smog
-Giga Drain
Explanation
Amoonguss completes the Fire/Water/Grass core, fitting right in with its excellent bulk. It might actually be the best pokemon on this team. It's pretty much the bulkiest Spore user in the entire game, so it fairly reliably puts an opposing pokemon to sleep. Unless the opponent is either about to KO Gus or has a potential Insomnia or Early Bird ability, it's pretty much a simple first move: Spore. Once that lands, the options broaden considerably depending on what the opponent is about to do; I can switch in Flygon to scout with U-turn or, if I'm confident of a switch, I can follow up with Stun Spore to cripple another threat, making life much easier late-game for my less-than-lightning-fast offensive threats, Heracross and Flygon.
FLYGON @Choice Scarf
Nature: Jolly
EVs: 4 HP, 252 Atk, 252 Spe
Moveset:
-Outrage
-Earthquake
-Fire Punch
-U-turn
Explanation
I remember using this exact set back in DPP. It still rocks. Originally intended as part of a two-pokemon core with Chandelure, Flygon ultimately functions more as a pivot and sometime sweeper. Between Flygon and Swampert, Zapdos and Raikou are pretty much accounted for. When something dies, Flygon comes and takes revenge (or, more probably, forces a switch). When Amoonguss spores something, I can generally switch Flygon in to scout the opponent's playstyle. And maybe start a sweep. Who knows. Between Flygon and Heracross I can put a massive dent in pretty much anything, and fast.
CROBAT @Black Sludge
Nature: Jolly
EVs: 176 HP, 192 Atk, 4 SpD, 136 Spe
Ability: Inner Focus
Moveset:
-Brave Bird
-U-Turn
-Roost
-Taunt
Explanation
Standard stallbreaker Crobat. Introduced primarily as a counter to some specific threats - Scrafty and stallers, mainly. It's done its job adequately, and while it hasn't been a particular star in any game it's been in I wouldn't want to be without it because it certainly covers a lot of weaknesses and I suspect it's deterred a switch-in or two already. It's also nice to have a U-Turner handy if Flygon falls prey to an unexpected HP Ice.
HERACROSS @Flame Orb
Nature: Jolly
EVs: 4 HP, 252 Atk, 252 Spe
Ability: Guts
Moveset:
-Close Combat
-Stone Edge
-Megahorn
-Facade
Explanation
Late game sweeper extraordinaire. Once Heracross's counters and checks are sorted out (which isn't really that much to start with) everything else is just chipping away until he sweeps. Theoretically, anyway; while the initial game plan is almost always to set Heracross up for a late-game sweep, he tends to come in useful long before that, seeing off particularly bulky pokemon that would otherwise be troublesome (hello Porygon2). That's part of the reason I opted for a Guts set rather than a Swords Dance set - being effective without a turn of setup is a godsend. Flame Orb over Toxic Orb because if all goes to plan he'll be out for a while during the late game; toxic poison could put paid to that.
For anybody whose interest might be piqued enough to give it a whirl, here's the export code:
The most obvious issue I've had with this team has been Stealth Rock. With two weaknesses, no way to deter the setup, and no spinner it, it can be something of a pain in the ass. I'd like to include a spinner, but I'm not sure what I'd replace. Any feedback on this is particularly appreciated.
Besides that, I can think of no obstacle in UU this team is incapable of conquering. Naturally, that probably means there are a great many! Any feedback on this is greatly appreciated - and if any of you choose to take it to a spin do report - I hope you enjoy it! Thanks for reading and double thanks should you take the time to comment. Stay classy.
I'm new on the forum, although I have been a sporadic lurker since DPP. I've been poking my head around in CAP seeing as that's the project that intrigued me enough to make an account in the first place (hopefully my input to date hasn't been totally banal), and figured it was time to get on PS! and do some actual playing.
So after screwing around on RandBats I jumped straight into the UU metagame since, well, Kokoloko's (excellent) 'Underused 101' article for The Smog was an easy way for a B2W2 noob to get into a metagame. Long story short I cobbled together the team and after playing for a few hours got up to 1763 on the ladder before internet connection issues started disrupting my games and I stopped. I don't know if that's a good score, but it's higher than I ever got on Randbats or Challenge Cup!
I was going to detail my teambuilding process here, but as I started writing it it occurred to me that this team really fell into place of its own accord - the initial idea was to centre the team around a Chandelure/Flygon core but after building around that and playtesting I discovered that most of the switching happened between Chandelure, Swampert and Amoonguss - a solid Fire/Water/Grass core is always a winner I guess.
Without further ado, the team:






SWAMPERT @Leftovers

Nature: Impish
EVs: 240 HP, 16 Atk, 252 Def
Ability: Torrent
Moveset:
-Stealth Rock
-Waterfall
-Earthquake
-Ice Punch
Explanation
As an ultimately balanced but fairly offensive team, Stealth Rocks were in order - this seemed particularly pertinent at the point at which I added Swampert, for at that point only Chandelure and Flygon had been decided upon, two pokemon that can hit hard, force switches, and one who spinblocks to boot. It's a fairly standard Swampert set, complete with EVs cribbed from the Smogon on-site Swampert analysis (you'll probably notice a trend as you read on...). Its only real digression from the norm is the use of Ice Punch on a defensive set instead of Toxic or Roar. Amoonguss functions as both a status spreader, packing Spore and Stun Spore, and a phazer, with Clear Smog, so Ice Punch seemed more appropriate, dealing a potent wallop to unsuspecting Flygons and Gligars and helping to deal with Crobat. Swampert has gotten SR up reliably in almost every game I've played, and in fact its demise is usually a consequence of my relative inexperience - specifically failure to predict incoming Grass Knots or HP Grass.
CHANDELURE @Life Orb

Nature: Modest
EVs: 68 HP, 252 SpA, 4 SpD, 184 Spe
Ability: Flash Fire
Moveset:
-Fire Blast
-Shadow Ball
-Substitute
-Pain Split
Explanation
Another standard set borrowed from the Smogon database. As mentioned, Chandelure was one of the first pokemon decided upon for this team. It single-handedly checks almost every major fighting threat in UU (damnit Scrafty) and threatens them with that gawjuss 145 base Special Attack stat. I don't really need to tell you why SubSplit Chandy is great so I'll just tell you why it fits so well on this team. It's just bulky enough (more than just when subsplit trickery is factored in) to form a solid Fire/Water/Grass core with Swampert and Amoonguss, and it also murders Cofagrigus. I hate Cofagrigus. Flygon and Heracross hate Cofagrigus too. So it works out. I toyed with Flame Body instead of Flash Fire, but after it got 2HKO'd by a Choice Band Arcanine Flare Blitz I figured the immunity was essential - it has definitely been useful, allowing it to switch in on Victini and Darmanitan with impunity.
AMOONGUSS @Black Sludge

Nature: Bold
EVs: 252 HP, 252 Def, 4 SpA
Ability: Regenerator
Moveset:
-Spore
-Stun Spore
-Clear Smog
-Giga Drain
Explanation
Amoonguss completes the Fire/Water/Grass core, fitting right in with its excellent bulk. It might actually be the best pokemon on this team. It's pretty much the bulkiest Spore user in the entire game, so it fairly reliably puts an opposing pokemon to sleep. Unless the opponent is either about to KO Gus or has a potential Insomnia or Early Bird ability, it's pretty much a simple first move: Spore. Once that lands, the options broaden considerably depending on what the opponent is about to do; I can switch in Flygon to scout with U-turn or, if I'm confident of a switch, I can follow up with Stun Spore to cripple another threat, making life much easier late-game for my less-than-lightning-fast offensive threats, Heracross and Flygon.
FLYGON @Choice Scarf

Nature: Jolly
EVs: 4 HP, 252 Atk, 252 Spe
Moveset:
-Outrage
-Earthquake
-Fire Punch
-U-turn
Explanation
I remember using this exact set back in DPP. It still rocks. Originally intended as part of a two-pokemon core with Chandelure, Flygon ultimately functions more as a pivot and sometime sweeper. Between Flygon and Swampert, Zapdos and Raikou are pretty much accounted for. When something dies, Flygon comes and takes revenge (or, more probably, forces a switch). When Amoonguss spores something, I can generally switch Flygon in to scout the opponent's playstyle. And maybe start a sweep. Who knows. Between Flygon and Heracross I can put a massive dent in pretty much anything, and fast.
CROBAT @Black Sludge

Nature: Jolly
EVs: 176 HP, 192 Atk, 4 SpD, 136 Spe
Ability: Inner Focus
Moveset:
-Brave Bird
-U-Turn
-Roost
-Taunt
Explanation
Standard stallbreaker Crobat. Introduced primarily as a counter to some specific threats - Scrafty and stallers, mainly. It's done its job adequately, and while it hasn't been a particular star in any game it's been in I wouldn't want to be without it because it certainly covers a lot of weaknesses and I suspect it's deterred a switch-in or two already. It's also nice to have a U-Turner handy if Flygon falls prey to an unexpected HP Ice.
HERACROSS @Flame Orb

Nature: Jolly
EVs: 4 HP, 252 Atk, 252 Spe
Ability: Guts
Moveset:
-Close Combat
-Stone Edge
-Megahorn
-Facade
Explanation
Late game sweeper extraordinaire. Once Heracross's counters and checks are sorted out (which isn't really that much to start with) everything else is just chipping away until he sweeps. Theoretically, anyway; while the initial game plan is almost always to set Heracross up for a late-game sweep, he tends to come in useful long before that, seeing off particularly bulky pokemon that would otherwise be troublesome (hello Porygon2). That's part of the reason I opted for a Guts set rather than a Swords Dance set - being effective without a turn of setup is a godsend. Flame Orb over Toxic Orb because if all goes to plan he'll be out for a while during the late game; toxic poison could put paid to that.
For anybody whose interest might be piqued enough to give it a whirl, here's the export code:
Code:
Swampert @ Leftovers
Trait: Torrent
EVs: 240 HP / 252 Def / 16 Atk
Impish Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch
Amoonguss @ Black Sludge
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
- Clear Smog
- Spore
- Stun Spore
- Giga Drain
Flygon @ Choice Scarf
Trait: Levitate
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Fire Punch
Chandelure @ Life Orb
Trait: Flash Fire
EVs: 252 SAtk / 184 Spd / 4 SDef / 68 HP
Modest Nature
- Fire Blast
- Shadow Ball
- Substitute
- Pain Split
Crobat @ Black Sludge
Trait: Inner Focus
EVs: 176 HP / 192 Atk / 4 SDef / 136 Spd
Jolly Nature
- Brave Bird
- Taunt
- Roost
- U-turn
Heracross @ Flame Orb
Trait: Guts
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Close Combat
- Facade
- Megahorn
- Stone Edge
The most obvious issue I've had with this team has been Stealth Rock. With two weaknesses, no way to deter the setup, and no spinner it, it can be something of a pain in the ass. I'd like to include a spinner, but I'm not sure what I'd replace. Any feedback on this is particularly appreciated.
Besides that, I can think of no obstacle in UU this team is incapable of conquering. Naturally, that probably means there are a great many! Any feedback on this is greatly appreciated - and if any of you choose to take it to a spin do report - I hope you enjoy it! Thanks for reading and double thanks should you take the time to comment. Stay classy.