ORAS UU Fly, Dragonfly (Peak Is Irrelevant)

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
...Though if it counts for anything, it peaked #25, and is #51 or something currently, but this is after a global rank reset.


Introduction
...Anyways I'm CoolStoryBrobat and I'mma keep this introduction brief. Starting a bit over the past 4 months ago, I was in a huge rut with competitive battling. Though Pokemon was and always is fun to play to me, I wasn't really feeling it around that time, especially competitively. UU's my favorite tier, but everything felt stale to me, to the point just sitting on PS! doing absolutely nothing got me frustrated, let's not even talk about the actual battles themselves, what with infrequent bouts of hax, exploitations of poor teambuilding, and future #SBLT content. My frustration got so bad I pretty much just reduced all my activity on PS! and here to a very, very, low hum, showing up sporadically once in a while to mess around.

As time went on, I've been poking my head on PS! more and more lately, and I wanted to use a team featuring a somewhat-underrated Pokemon, which led me to Yanmega. I've had some fun using this team and a lot of good games with it, from like a week, maybe two before ladder ranks got reset up till now, and I figured I may as well RMT it, I feel it's a pretty cool/fun team to use, and I guess a little critique wouldn't hurt either.

Teambuilding Process

There were a few trial runs I had trying to build this team, but I can't remember how they went...So I'll just go with the one I currently have:

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I wanted to build around Yanmega, since he's such a cool guy. Decided to go with the Speed Boost set since I know how much work it can put in vs. Offense in UU.

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Next I immediately went for Mega Ampharos as a partner to Yanmega. Ampharos resists Electric-, Fire-, and Flying-type moves for Yanmega, while Yanmega is immune to Ground-type moves for Ampharos. Ampharos also saves me having to worry about pretty much every bulky Water-type in the tier, barring Swampert...which Yanmega murders with Giga Drain.

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I added Cobalion because he rounds out these two offensively, and defensively. Cobalion breaks through Umbreon, Blissey, and Florges for Ampharos and Yanmega, AND resists Rock- and Dragon-type moves for these two. Factoring his Stealth Rock utility and access to Volt Switch, Cobalion is definitely the "glue" for this offensive core.

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Being my mascot, I HAD to put a Crobat in my team. Okay no, but a Defog/Rapid Spin user is MANDATORY on any team featuring a Yanmega. UU doesn't have a ton of options in this regard that really sync well with my team--in some way or another, every hazard remover in the tier compounds my team's weaknesses, and that includes Crobat. The only Defog user I would put here over it would be Mandibuzz for the huge amount of things she checks. But what I like about Crobat is it gives me a Fairy punisher, a Fighting check, momentum, and a fast cleaner all in one, on top of Defog.

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Slowking's kind of a mixed bag of goodies, and it took me a while of sitting down and thinking before I decided upon it. I typically would use Suicune, but that's kinda boring. Slowking gives my team some backbone against Suicune (notice my only way of killing Suicune is Ampharos) and serves as a setup sweeper for the team, becoming a win condition.

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I tacked on Mamoswine because I liked the offensive pressure it added, and priority was always welcome. It gave me some more insurance against Dragons, and Ice Shard can be useful for picking off a Slurpuff trying to get the ball rolling on my team.

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However I had too many issues switching into stuff like Hydreigon, Salamence, Sharpedo, and Feraligatr, so I opted for the tankier Porygon2 at the behest of someone else's advice. (Thanks, btw) It held up very nicely and gave my team a much more balanced defensive backbone, so I kept it! And that is the team.

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So after posting this team on here and following some helpful suggestions, I replaced Slowking with Jellicent, which does its role on this team SO much better than Slowking did. Sure, Slowking was my team's setup sweeper, but I'm experimenting with Stealth Rock + Swords Dance Cobalion, so that still does stuff for my team. Anyway Jellicent fits like a glove and it completes the squad!

The Team Up Close

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Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Air Slash
- Giga Drain
- Protect

Yanmega is pretty cool...standard spread/set, it accomplishes the job. If I had some different setup sweepers or a speedier, offensive team, maybe I would have used Specs Yanmega instead, but this is perfectly fine as is. Fortunately Yanmega is strong enough to still threaten stuff like Cresselia/Reuniclus even when they're at +1, which is great cause this guy is my immediate answer to them. If it goes down before they set up, the game will be severely out of my favor.

My only beef with Yanmega is that 4x Stealth Rock weakness...hard to ignore, but I guess removing hazards is easy enough (compared to last gen) that I can look past it in a lot of cases. But yeah...If you see a fat Psychic-type...no, in fact, any Psychic type in general, on the opponent's team...don't let Yanmega die.

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Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch

Ampharos-Mega is pretty underrated too these days, I must add. I really love just the numbers of things it can switch into and threaten, just to get that delicious momentum with Volt Switch. And as stated, the synergy it has with Yanmega makes it an excellent partner. The EVs are the standard set off the analysis, which allows Ampharos to creep uninvested base 60s (Swampert, Empoleon, Porygon2). For some reason, people see a fast Ampharos and instantly think it's the Agility set...lol idk why but I guess considering how uncommon this guy now is, it's easy for a lot of people to just assume a bulky/defensive set.

My only beef with Ampharos, and really just this set, is the lack of any type of recovery at the cost of full power and coverage. And I don't have any type of cleric, so Ampharos has to be conserved and played very wisely, especially if something like Suicune is healthy on the opposing side. I personally would still rather use this set than a RestTalk set any day though...that power would be sorely missed.

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Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Volt Switch
- Stealth Rock

Cobalion beats the special walls Yanmega and Mega Ampharos struggle with between its STAB moves, while serving as a solid offensive utility mon with Volt Switch to gain momentum, and Stealth Rock to make chipping away at an opponent's team a lot easier to do. Tempting as it would be to use Magnet Rise the popular Stealth Rock + Swords Dance set, I feel Volt Switch allows Cobalion to fill its role MUCH more effectively on this team. It occurred to me that having a setup sweeper would be really beneficial for making the team work, as Cobalion can really clean things up, so I decided to give Swords Dance a go. It also gives me less issues breaking down Mandibuzz, which is actually quite annoying to deal with despite having an Ampharos, lol. Cobalion doesn't sweep or hit super hard (unboosted) against neutral targets, but it really holds Ampharos and Yanmega together, resisting Dragon- and Rock-type moves, and having the added benefit of punishing Knock Off users trying to snipe Porygon2. Also gonna experiment with Shuca Berry as opposed to Leftovers. This allows Cobalion to set up and pick off a weakened Gligar, as well as deal much more readily with threats such as Krookodile, Mamoswine, and Scarf Salamence for my team.

My beef with Cobalion is at times he can be kinda weak, and unfortunately, he is really good at attracting Ground-types, most of which will force Cobalion out and set up Stealth Rock (Gligar, Donphan) which is incredibly annoying, especially since they also block Volt Switch. I have contemplated a mixed Life Orb set with HP Ice a la Gen 5 for the sake of luring and beating on Gligar, but SpD sets are very common these days, and Cobalion appreciates the longevity from Leftovers. And HP Ice will generally be useless until a target 4x weak to it appears...which is literally just Gligar and Salamence...and I guess M-Sceptile, which doesn't exactly switch into Cobalion anyway lol.

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Brobat (Crobat) (M) @ Sky Plate
Ability: Infiltrator
EVs: 120 HP / 176 Atk / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

I seriously wish I could equip Black Glasses with this guy and get the same benefits...lol anyway, Crobat is pretty awesome. Clears hazards for Yanmega and provides some solid offensive presence between Sky Plate Brave Bird (I like actually dealing damage..and bluffing CB) and U-turn. Though Brobat stacks some additional weaknesses to the team, so does every other hazard remover of choice I could have gone with, in some way or another. This guy at least can pick off a weakened offensive Pokemon while giving me leverage against stuff like Mega Beedrill and Mega Sceptile. The EVs outpace +1 Adamant Feraligatr while having just enough Attack to OHKO Shaymin 100% of the time with Brave Bird. Everything else was dumped into HP for bulk purposes.

My only beef with Brobat is wishing I could run Taunt at times. Just as Cobalion lures Ground-types easily, Brobat tends to attract bulky Steel- and Water-types, though at least they can be hit with a predicted U-turn on the switch. However, keeping it healthy without Black Sludge can be a challenge, especially given how often hazards need to be removed. Bats can be worn down enough to get picked off by certain threats to the team, which really can be tough to deal with. If I ever were to even replace Crobat, the only thing I'd use over it would be Mandibuzz, simply because she checks a ton of defensive Pokemon that would bother this team (Suicune, Reuniclus, Cresselia, opposing Mandibuzz?), while still (kinda) checking most of the offensive ones that Brobat handles.

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Jellicent @ Leftovers
Ability: Water Absorb
EVs: 56 HP / 248 Def / 204 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Taunt
- Recover

Being the replacement for Slowking, as suggested by a couple of you guys, Jellicent has really been holding up well with the team! It serves as a bulky Water-type pivot with solid recovery, but instead of being the team's setup sweeper (which it wasn't relied on for much) Jellicent can hinder defensive mons with Taunt and cripple things with Will-O-Wisp, which allows me to have a bit of backbone against stallier teams as well as a second Pokemon to help with Reuniclus/Cresselia. The EVs seem kinda funky considering Jellicent is supposed to be defensive, but the spread maximizes Defense as much as possible (you get a lot more physical bulk out of using higher Def investment since Jellicent's HP is so high in comparison) while outrunning uninvested base 85s, primarily Suicune (though Cresselia and Gligar are equally welcome).

My only beef with Jellicent is at times, you can really feel the lack of significant HP investment in Jellicent's EVs, leaving it to being snuffed out by some of the stronger hits in the tier. This actually has had me consider cutting back some of Jellicent's Speed to just outpace Florges, putting more into HP, but I'm still up in the air on that one and I guess this is fine as is for now lol. Also for a bit I was stuck on whether to use Scald, Shadow Ball, or Hex for Jellicent's main STAB move, but it seems Shadow Ball is the most reliable overall for being able to still do decent damage on Cresselia/Reuniclus while also not hitting pitifully against any non-statused targets.

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Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

Noticing my team hates A) Fire spam, B) Suicune, and C) lacks a setup sweeper of any sort, I figured Calm Mind Slowking would make a nice addition to the squad. Regenerator allows him to really be a team player, sponging hits and firing off an attack or healing before getting back out. Synergizing nicely with Crobat and Cobalion is also very welcome for this team.

My only beef with Slowking is I noticed I haven't really used Calm Mind to clinch games a lot lately, and I'm wondering how to feel about that. It's strange because I feel a physically defensive spread would still be ideal for saving my team's behind from stuff like Entei and Darmanitan while keeping some of the work off Ampharos, but I noticed most Suicune run Roar these days (which is a death sentence if I get into a CM war with a Suicune without scouting first), Blissey/Alomomola often carry Toxic, which ruins Slowking altogether, and Florges still gets bodied by Cobalion/Crobat. Should I just give this guy a different move or what?

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Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
- Tri Attack
- Discharge

- Ice Beam
- Foul Play
- Thunder Wave
- Recover

I seriously forgot who suggested using Porygon2 to me, but thank you! And thank you to all who rated my team for suggestions on improving Porygon2's set and EVs! Before I used P2, I used Mamoswine for extra offensive presence/priority, but my team had issues switching into a large number of offensive threats, which Porygon2 fixed right up. With it, I can check Sharpedo, Mega Sceptile, Hydreigon, Feraligatr, Nidos, etc. Heck of a lot more easily, which is awesome. Foul Play seems odd to be used in this metagame (Highly recommend it in Battle Spot Singles tho), but I noticed my team is bitterly weak to Doublade. If Ampharos were to faint, a Doublade could essentially sweep my team with little hindrance. Foul Play fixes that right up, and is often unexpected by most Doublade users attempting to go for an early sweep on my team. Foul Play also saves my behind from the occasional SubCM Chandelure, which would honestly tear this team a new one by itself. Tri Attack is good for STAB and general coverage with Foul Play, while Thunder Wave allows Porygon2 to cripple fast offensive Pokemon, especially Slurpuff, thus ensuring that Porygon2 is no longer setup bait for it.

My only beef with Porygon2 is at times, Tri Attack (barring the occasional hax) doesn't do as much as I'd like, and there's cases where I might prefer Ice Beam for the immediate killing power against specific targets. Discharge doesn't always paralyze when I need it to...which can lend me to being victimized by stuff like Slurpuff a lot more often. That's kinda it though lol. Knock Off doesn't bug me a whole lot between Mega Ampharos and Cobalion, and I have enough Fighting checks that Porygon2 shouldn't have to worry about them either. I have considered running Analytic on Porygon2 for a little extra strength, but I don't think it's mandatory, and Trace has its skillful applications. Other than that, P2 is a solid addition and I love it.

Threat List
I'm kinda reciting this off the top of my head so I may or may not miss a couple...If I remember or get shown some more, I'll add 'em here. I'm also too lazy to add pics so I hope you don't mind reading:
  • CM + Roar Suicune is probably the scariest thing for me to deal with in my mind, since Slowking will get my whole team screwed over trying to set up against it. Ampharos at least does a decent amount to Suicune after a couple of boosts, enough to force it to use Rest early and get worn down for free. If Amphy is dead, however, expect RoarCune to slay. If it's just a regular Suicune then screw it, you got Slowking lol.
  • Reuniclus/Cresselia are literally only dealt with by Yanmega. Lose the Dragonfly, you're probably losing the game. Which is kinda harsh to say due to the whole 4x weak to Stealth Rock thing...play conservatively if you see one in team preview, try to keep Stealth Rock off your side no matter what. Once Reun/Cress gets in (it will), hard switch to Yanmega, and you should still be able to score a solid 2HKO. Usually they go for CM anyway as you're switching in, so Yanmega is relatively safe. I am however, scared of Trick Room Reuniclus. Haven't faced one yet but I'm pretty sure it OHKOes Yanmega, who hates to switch in only to see Trick Room activated. Ampharos is really the only thing I got for that mon, which isn't saying much...least it lacks Recover, tho.
  • Heracross is pretty gross, but the only set that truly threatens this team is the Toxic Orb SD set with Facade. The reason why is because NOTHING I have switches into it. Crobat is really only taking one Guts Facade before needing to Roost, which it cannot safely do in the face of this Heracross set. Most of the time something will die if it comes in, unless your prediction game is on point. It's a less common set and somewhat easy to assume based on team composition, so you shouldn't have to worry too much...until you see poison. Then you should invest in some new pants.
  • Mega Blastoise can be a headache if it packs Aura Sphere, Ice Beam, and Dark Pulse, for obvious reasons. If someone is using an all-out attacking, Rapid Spin-less Mega Blastoise, just bend over and take the punishment, cause that thing is going to bring the gun show to your front porch...Hope you bought your tickets. 9 times outta 10 they often lack one of these moves, usually Aura Sphere, making it safe for Porygon2 to sit in its face and spam Discharge freely. Watch out for Scald burns, though.
  • Porygon-Z is a threat I only faced twice, and in both instances, the Specs set blew my face clean off. I really got nothing to switch into a Specs Tri Attack from it. Cobalion is taking ONE, and only ONE, because it's a very mean 2HKO (59.5 - 70.3%). You see a Porygon-Z in team preview, then lead with Cobalion, unless common sense dictates otherwise. But just to be safe, lead with Cobalion anyway. Course you could adjust this by changing Slowking to an AV set or something (Do you like not having things to take repeated Sacred Fires?) or making Porygon2 a SpD set (Still can be 2HKOed after Rocks) but both solutions compromise the team.
  • Slurpuff will go to town and destroy the team if it gets a safe turn to set up Belly Drum. Not so scary when you realize the only thing it can set up on is Crobat (I think Brave Bird just activates Sitrus Berry, leaving it with enough HP to still use BD) Porygon2 (Foul Play sadly ain't killing it at +6 due to being broken type and resisting Dark...though Porygon2 has to get lucky on a Discharge) and Slowking (has to get lucky on a Scald burn).Everything else kinda beats Slurpuff down 1v1. Yanmega can revenge kill it after it has used Belly Drum, but you need a Double Protect to outspeed and maybe some prior damage to KO. Basically, if a Slurpuff is present, both you and your opponent have to gamble a bit. But if the gamble is in your opponent's favor, you're most likely taking an L, bruh.
  • Nasty Plot Lucario screw this guy. Once it uses Nasty Plot you're going to have a hassle trying to take down Lucario because of his wonky coverage. If it lacks Dark Pulse, then Slowking Jellicent is your go-to. If it lacks Vacuum Wave, Cobalion is your best friend. If it lacks Aura Sphere for God-knows-what-reason, then I guess it's not really a problem for the team. Provided it's weakened enough, Crobat can at least revenge kill it due to resisting Vacuum Wave 4x. Don't let Crobat die...or Yanmega, for similar reasons.
  • Toxic Spikes are getting a special mention here because of how annoying they are for literally one half of my team, that half being the tankier Pokemon who mostly serve as pivots and damage sponges. Aside from Porygon2 being fortunate enough to Trace Natural Cure off a Blisey or a Shaymin, none of them are able to cure themselves from being badly Poisoned, which cripples their longevity severely. Makes it easier to put pressure on my defensive sponges, possibly opening up the lane for an offensive cleaner to pick off what's left. I always play conservatively and try to keep Brobat healthy should I see a Dragalge or a Tentacruel in Team Preview. Luckily as I stated before, though, hazards are at least relatively easy to remove. It's just when they can't be removed..be wary.
Importable/Exportable
Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Bug Buzz
- Air Slash
- Giga Drain
- Protect

Ampharos-Mega @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stealth Rock

Brobat (Crobat) (M) @ Sky Plate
Ability: Infiltrator
EVs: 120 HP / 176 Atk / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 56 HP / 248 Def / 204 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Taunt
- Recover

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
IVs: 0 Atk
- Tri Attack
- Foul Play
- Thunder Wave
- Recover

Conclusion

Hope you enjoyed reading and that this wasn't too long! This team was very fun for me to use and has put some of the fun back into the game for me. If you wish to give it a go, I hope it does so for you too! A piece of advice when playing the team, be very patient. Stuff like Fairy + Ground cores or Water + Ground + Blissey can be incredibly irritating to deal with, especially if there's a Toxic user. Just be conservative when hazards are up on your side, and be aggressive when they're on the opponent's side. Try to force a scenario where Crobat can safely use Defog if Yanmega is key to sweeping, don't be afraid to spam Dragon Pulse with Ampharos if a Fairy is present (it's easier to deal with Fairies for this team than Ground-types so yeah), don't be afraid to click Volt Switch if there's no Ground-types, simple advice like that. This team works at its best when you use pivoting and momentum to stay one step ahead of the opponent until you can start pulling them apart.

Anyway, kudos for reading this! Drop a Like if you enjoyed this RMT/using the team, drop some critique if you got some ideas on how to improve it (my main issue is Slowking)! Now that's all done with, you go and have yourself a productive day. :]​
 
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Ok first thing I wanna say is that Foul Play P2 is a god and is the best P2.

Anyway the only change I can think of right now is to run Jellicent over Slowking. Jellicent hardwalls Suicune for obvious reasons and can PP stall out scalds with Taunt. With Hex, you also can lure in and beat Reuni/Cress. Also with Colbur Berry you can handle Toxic Orb Hera a bit better since it can tank a Knock Off and is immune to Cc and Facade.

Jellicent @ Leftovers/Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Recover
- Hex
- Will-O-Wisp
- Taunt

I reccommend a set w/o speed since you want Jellicent to be your fire spam check, and if you speed creep it struggles with checking Entei and Darm. A Ghost Type also helps with PZ, a threat you mentioned by being immune to its main STAB! Slurpuff can't set up on it because it gets Will-o-wisped as well. Stoise is still a problem but Slowking isn't beating it anyway. Hope I helped!

EDIT: I also personally run T-Wave over Discharge on my P2 because the utility it provides is just too good to pass up. You still 2HKO Gatr after rocks with Foul Play if it is at +1, which is the main reason why I think you would run Discharge

+1 0- Atk Porygon2 Foul Play vs. 0 HP / 0 Def Feraligatr: 143-169 (45.9 - 54.3%) -- guaranteed 2HKO after Stealth Rock.
 
What's up CSB, cool looking team. I always like to see Yanmega being used, since its pretty much one of the most underrated mons in the tier. I'd like to recommend a couple of things that could help out. What Do A Bibarel recommended was pretty cool and would definitely help out the team since it covers a lot of weaknesss, I'd like to add on to that.

  • The first thing that I noticed about this team was that it was extremely weak to Krookodile, which wasn't in your threat list. None of these mons appreciate the coverage Krookodile provides, hitting Yanmega, Slowking, Crobat, and P2 with Knock off and Cobalion/Ampharos with Earthquake. I'd like to recommend using Acrobat > BraveBat. This helps lessen the Krookodile weakness a little bit. Granted you do have to play around with Roost + EQ shenanigans it does help you switch in easier. I also prefer Acrobat over BraveBat as a defogger because I hate to have chip damage on my hazard remover. Here's the set for it.
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    Brobat (Crobat) (M)
    Ability: Infiltrator
    EVs: 92 HP / 176 Atk / 240 Spe
    Jolly Nature
    - Acrobatics
    - U-turn / Taunt
    - Defog
    - Roost
    I also played around with EV's a little bit. 240 Speed + Jolly helps you outspeed Adamant Mega Beedrill and Modest Mega Sceptile, which most people seem to use those natures nowadays. The 4 extra speed (236 outruns the megas) is to outcreep other Bats.
  • The other thing I'd like to suggest is changing the EV spread on Porygon 2 to a more mixed spread. This helps you check more special threats, like a Hydreigon or Special Salamence, which they really run over this team otherwise. I'd recommend changing it to something like 248 HP / 108 Def / 152 SpD with a Calm or Bold Nature. It's really a toss up on what nature you want to use, if you feel more Defense then run Bold. Run Calm if you want more on the Special side. It's really preference. I'd also really recommend using T-Wave on P2 as well, having the ability to cripple anything is awesome, probably Thunder Wave over Discharge would be best.
But anyway, really cool team CSB! I hope you consider my recommendations and I look forward to seeing you play again with it.
 
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Figure you'll want to tweak this on your own so have ideas.

Why not run offensive restalk on Mamphy? The power loss from tbolt sucks but sans that you can just keep the current ev's and it gives slowking a bit of freedom so it can pack colbur.

Ebelt is a pretty good lure item on cobal :p

P2 needs 176 spdef 248 hp 84 def bold to avoid the 2 hit KO from timid specs tri attack with rocks cleared and still allows you to comfortably check everything physdef p2 gave a damn about in the first place. Tri attack/twave/foul play/recover might be better on p2 if you're using yanmega and slowking as wincons with a mamphy hanging around.
 
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Ok first thing I wanna say is that Foul Play P2 is a god and is the best P2.

Anyway the only change I can think of right now is to run Jellicent over Slowking. Jellicent hardwalls Suicune for obvious reasons and can PP stall out scalds with Taunt. With Hex, you also can lure in and beat Reuni/Cress. Also with Colbur Berry you can handle Toxic Orb Hera a bit better since it can tank a Knock Off and is immune to Cc and Facade.

Jellicent @ Leftovers/Colbur Berry
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Recover
- Hex
- Will-O-Wisp
- Taunt

I reccommend a set w/o speed since you want Jellicent to be your fire spam check, and if you speed creep it struggles with checking Entei and Darm. A Ghost Type also helps with PZ, a threat you mentioned by being immune to its main STAB! Slurpuff can't set up on it because it gets Will-o-wisped as well. Stoise is still a problem but Slowking isn't beating it anyway. Hope I helped!

EDIT: I also personally run T-Wave over Discharge on my P2 because the utility it provides is just too good to pass up. You still 2HKO Gatr after rocks with Foul Play if it is at +1, which is the main reason why I think you would run Discharge

+1 0- Atk Porygon2 Foul Play vs. 0 HP / 0 Def Feraligatr: 143-169 (45.9 - 54.3%) -- guaranteed 2HKO after Stealth Rock.

I'm LOVING the Jellicent suggestion, man. Appreciate it and I will definitely give it a whirl...I dunno how I forgot Jellicent existed lol, but I think he could fill the slot perfectly. Kudos for that. Also, seems a lot of people swear by Thunder Wave P2, haha. I liked Discharge not only for smacking around Gatr but also for just ruining offensive mons while dealing some damage, but I'll give it a go and see how it fares. Thank you very much for the rate.

What's up CSB, cool looking team. I always like to see Yanmega being used, since its pretty much one of the most underrated mons in the tier. I'd like to recommend a couple of things that could help out. What Do A Bibarel recommended was pretty cool and would definitely help out the team since it covers a lot of weaknesss, I'd like to add on to that.

  • The first thing that I noticed about this team was that it was extremely weak to Krookodile, which wasn't in your threat list. None of these mons appreciate the coverage Krookodile provides, hitting Yanmega, Slowking, Crobat, and P2 with Knock off and Cobalion/Ampharos with Earthquake. I'd like to recommend using Acrobat > BraveBat. This helps lessen the Krookodile weakness a little bit. Granted you do have to play around with Roost + EQ shenanigans it does help you switch in easier. I also prefer Acrobat over BraveBat as a defogger because I hate to have chip damage on my hazard remover. Here's the set for it.
    crobat.gif

    Brobat (Crobat) (M)
    Ability: Infiltrator
    EVs: 92 HP / 176 Atk / 240 Spe
    Jolly Nature
    - Acrobatics
    - U-turn / Taunt
    - Defog
    - Roost
    I also played around with EV's a little bit. 240 Speed + Jolly helps you outspeed Adamant Mega Beedrill and Modest Mega Sceptile, which most people seem to use those natures nowadays. The 4 extra speed (236 outruns the megas) is to outcreep other Bats.
  • The other thing I'd like to suggest is changing the EV spread on Porygon 2 to a more mixed spread. This helps you check more special threats, like a Hydreigon or Special Salamence, which they really run over this team otherwise. I'd recommend changing it to something like 248 HP / 108 Def / 152 SpD with a Calm or Bold Nature. It's really a toss up on what nature you want to use, if you feel more Defense then run Bold. Run Calm if you want more on the Special side. It's really preference. I'd also really recommend using T-Wave on P2 as well, having the ability to cripple anything is awesome, probably Thunder Wave over Discharge would be best.
But anyway, really cool team CSB! I hope you consider my recommendations and I look forward to seeing you play again with it.

Thanks for the rate, man. I agree, KRookodile is very annoying for the team to deal with but for some reason, I haven't had too many issues haha. Usually people will deploy Krook as a lead, I often lead with Crobat, U-turn straight to Cobalion. I never really liked AcroBat much due to comparative loss in power to Sky Pl8, but I'll give it a go, because I do kinda hate Crobat suffering chip damage...that and seeing my set get outstalled by a Blissey while Crobat killed itself was pretty annoying haha. Honestly I was thinking of trying a mixed Porygon2, but despite the lack of special bulk, Porygon2 never seemed to suffer much from special threats such as the ones you mentioned. Though I could see it helping more should P2 lose Eviolite, it feels like the physical bulk has actually been really beneficial, especially against stuff like Mega Beedrill and Feraligatr. Def giving T-Wave > Discharge a spin though. Appreciate it!

Why not run offensive restalk on Mamphy. The power loss from tbolt sucks but sans that you can just keep the current ev's

Ebelt is a pretty good lure item on cobal :p

tri attack/twave/foul play/recover might be better on p2 if you're using yanmega and slowking as wincons with a mamphy hanging around.

Thanks for the rate, man. I kinda prefer not running offensive RestTalk on Ampharos because I'm losing coverage and momentum to do so. Sure I could run Volt Switch / Dragon Pulse / Rest / Sleep Talk, but losing Thunderbolt means I pretty much forfeit any chance of having Ampharos kill Suicune 1v1. I could run Thunderbolt with that same set, but like I said, I lose the momentum, which also kinda hurts. Ebelt is cool on Cobalion, but eh it's more trouble than it's worth honestly to run a lure Cobalion set. I'll experiment with Tri Attack on P2, definitely giving it Thunder Wave. But I feel for this team Ice Beam is gonna be more helpful for getting rid of Dragons. Anyway, I appreciate the team rate, thanks.
 
Hello CSB, cool team. Looking at your team and your threat-list, the team looks pretty well constructed for the most part. I have a few suggestions that I think will really make this team that much better.

First off, you lack Stealth Rock. Something any competitive team needs. Luckily, this change is simple as you can and should run Stealth Rock > Volt Switch on Cobalion. I believe the reasons are obvious as to why I think you should include Stealth Rock as I know you are a competent battler. I think Swords Dance is the best 3rd slot since your team really struggles with fatter teams and full stall. SD Cobalion is actually a huge problem for almost every stall team without a Rest/Talk Doublade. Edit: (I misread Swords Dance instead of Stealth Rock, sorry! I do think SD over Volt Switch in better, though, based off my concern with Stall.)

Next up is to make Porygon2 more specially defensive. You have no switch in to Draco Meteor as well as any other strong special attackers in general.
The set below will still be designed to take on practically any offensive hard hitter unless it is a fighting type, regardless of if is it Special or Physical. I also really do not like your moveslots on Porygon2, and I do not mean to be offense when I say that. P2 is only viable with status, mainly Thunder-Wave, but also the occasional Toxic. Discharge is usually a bad option on P2 as a 30% chance to Para is not reliable in the slightest, especially when P2's job is solely to cripple and wall offense pokemon. I would usually not suggest a non-stab Foul Play but I could see Doublade being an issue so I will not change that. I do think Tri Attack will be more reliable than Ice beam as your main attack since Salamence will be hurt greatly by Foul Play anyway.
Here is your set:

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
- Tri Attack
- Foul Play
- Thunder Wave
- Recover


Lastly, I agree with the Jellicent > Slowking suggestion by Do A Bibarel. It patches up a weakness to Roar Cune as well as Cresselia and Slurpuff(You do not counter a Slurpuff, but it is not setup bait, which Slowking is). Although, you NEED speed investment when running Taunters like Jellicent. A mandatory benchmark for Jellicent would be to outspeed Florges, although I think outspeeding Fast Suicune is nice too. This set also shuts down a large portion of stall teams which your team would love. I will provide both sets here:

Outspeeding Florges(Manditory)

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 196 Def / 64 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Scald
- Recover
- Taunt

Outspeeding Suicune(Optional)

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 104 Def / 156 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Scald
- Recover
- Taunt

Good luck dude! I hope you consider these suggestions as I think it will really help your team!
 
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Mixed bulk is mostly pointless on jelly in UU. Everything kills you through max invest or bounces off completely uninvested. Outspeeding 0/4/8 speed cune in UU with jelly is 100% mandatory if you run taunt.

For reference

252+ Atk Choice Band Entei Sacred Fire vs. 56 HP / 252+ Def Jellicent: 111-131 (31.2 - 36.9%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and burn damage
252+ Atk Choice Band Entei Sacred Fire vs. 248 HP / 104 Def Jellicent: 144-169 (35.7 - 41.9%) -- 9.4% chance to 2HKO after Stealth Rock, Leftovers recovery, and burn damage

Relevant

252 SpA Salamence Draco Meteor vs. 248 HP / 0 SpD Jellicent: 178-211 (44.1 - 52.3%) -- guaranteed 3HKO after Leftovers recovery
252 SpA Salamence Draco Meteor vs. 56 HP / 0 SpD Jellicent: 181-214 (50.9 - 60.2%) -- 89.1% chance to 2HKO after Leftovers recovery

Irrelevant

+2 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 56 HP / 252+ Def Colbur Berry Jellicent: 251-296 (70.7 - 83.3%) -- guaranteed 2HKO
+2 252+ Atk Life Orb Sheer Force Feraligatr Crunch vs. 248 HP / 104 Def Colbur Berry Jellicent: 325-383 (80.6 - 95%) -- 50% chance to OHKO after Stealth Rock

Relevant

+1 4 SpA Reuniclus Psyshock vs. 248 HP / 104 Def Jellicent: 184-217 (45.6 - 53.8%)
+1 4 SpA Reuniclus Psyshock vs. 56 HP / 252+ Def Jellicent: 142-168 (40 - 47.3%)

It also beats reun far more easily if you pack shadow ball, same for 0 speed cress.

etc etc.

I guess it's useful if you're trying to creep a suicune that hits the 220 speed benchmark (1 point over 252 neutral base 60)...but that spread only hits 214 speed...

Edit: Even tweaking timid ev's you get this...

252+ Atk Choice Band Entei Sacred Fire vs. 120 HP / 252 Def Jellicent: 122-144 (32.8 - 38.8%) -- guaranteed 3HKO after Stealth Rock, Leftovers recovery, and burn damage

Everything special that kills the above spreads still kills this. Bold jellicent has to creep away 56/48 hp and 28 def to take this much and that can be shanghaied into an actual mixed bulk spread...so unless you need jellicent to hit a higher benchmark than 219 speed there's no reason to run timid.
 
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One last thing I wanna say is that Christo is right, upon further thinking speed investment is worthwhile on Jelly, but if you are running enough to creep Florges, you get more defense by running Bold over Timid Nature. A spread of 248 HP / 128+ Def / 132 Spe gives you 228 defense as opposed to 225 defense
 
Hey dudes, I agree with everything said here but just a quick note. With the change in Porygons EV spread alongside the switch to a less physically defensive Water type, Mamoswine becomes a HUGE issue. For this reason, I think a switch to Shuca Berry over Leftovers on Cobalion could go a long way to mitigate this in at least the slightest way. Best of luck with the team CSB :]
 
Hey, quick update after experimenting with the team a bit. I made a few changes according to the awesome advice that has been posted here!:

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 56 HP / 248 Def / 204 Spe
Bold Nature
IVs: 0 Atk
- Shadow Ball / Hex / Scald
- Will-O-Wisp
- Taunt
- Recover

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 104 Def / 156 SpD
Bold Nature
IVs: 0 Atk
- Tri Attack
- Foul Play
- Thunder Wave
- Recover

Decided to use Jellicent > Slowking, who has taken the role 100% much more effectively than Slowking for this team. I went with a spread for outrunning uninvested 85s (Suicune, Gligar, Cresselia), though I may cut back to just creeping Florges. Jellicent gets pressured reaaaally hard at times where it could appreciate the extra HP.

Also I'm kinda torn on Shadow Ball, Hex, or Scald on this guy, I've messed around with all three. Scald is solid for performing as a bulky Water-type and does the most damage vs. Fire-type mons out of the listed moves. (And burns without having to spam WoW help I guess) I messed with Hex for a while too, which was my favorite move out of the group, mainly cuz it does a cubic ton to Cresselia/Reuniclus (and pretty much every neutral target) once a burn has been inflicted, making it real easy to put them down while keeping Jellicent alive. The issue though, is Hex does pittance to Fire-types, which kinda worries me. I went with Shadow Ball as it at least does OK damage still to all targets, including Fire-types. But most people tell me if I'm running WoW, I may as well run Hex. So should I go with that? Or what? It's probably the best choice lol but I'd like to hear some other opinions.

I also used the Porygon2 set mentioned by Christo, which I've enjoyed greatly. Occasionally I do miss Ice Beam, might mess around with it over Tri Attack and see what holds up better, but that aside, the mixed bulk does indeed help checking stuff like Hydreigon. I tried jjoshjca's Calm EV spread, but I found it lacking far too much physical bulk to really perform as well as the spread I'm using now. Also might try using Shuca Berry on Cobalion as suggested by YABO, I've had plenty scenarios where that would've saved me, most of 'em involving either a Scarf Salamence or a Krookodile.

Overall sadly after poting the RMT, my team has tanked a bit, I've lost some games :\ some were due to hax, others were just me playing poorly with the new adjustments. I'll keep experimenting and tinkering with different combinations of the suggestions made, and hopefully this all works out and I get some more solid results! Thanks to everyone who took time to rate my team and help me improve, it's vastly appreciated. :]

Edit: I swore I thought yours said Calm. LOL my bad man
 
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Hex has 120 bp after a burn + x1 base.

2 shadow balls have a combined 160 BP + x2 base.

Unless you're running tspikes hex is exceptionaly situational while scald is flat out redundant in most situations.

(my p2 spread was bold brobat...)

Edit: Jellicent gains a big 5% boost in bulk by creeping flower, and loses to cro variants of suicune 1v1, the mon it's supposed to hard counter with this set. Not exactly the best deal.
 
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