Hiya,
Yes, I am aware that no such core exists (surprisingly), but its just so effective I had to coin that. It's like the SkarmBliss of UU. Plus, when you add the Sableye in, this team turns into an annoying, yet effective stall team. Of course, there are probably numerous flaws with this team that needs to be patched up. Any suggestions at all would be greatly appreciated!
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
-Stealth Rock
-Spikes
-Rapid Spin
-Volt Switch
Unlike OU, where there are a million and one ways to remove entry hazards, hazard removal in UU is much more predictable and manageable. In my experience, the common Rapid Spinners are Blastoise, Starmie, Donphan, and Forretress, while the common Defog users are Mew, Crobat, and Empoleon. Correct me if I am wrong, but those mons listed above seem to accompass the majority of hazard removers.
With Sableye acting as a spinblocker and taunter, the only common hazard remover to be a threat is Dazzling Gleam Starmie. After layering some hazards down, Sableye easily switches into spinners and defogers.
Furthermore, although he lacks recovery, his immense physical bulk stops nearly all physical attackers in their tracks... well except for Darmanitan.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SDef
Calm Nature
-Wish
-Protect
-Moonblast
-Aromatherapy
Florges is a great partner to Forretress, patching up his weak special side and providing wish support. Wish is very useful to the team; she can pass it with ease when opponents switch out into physical attackers. Walling the majority of special attackers and curing troublesome status like toxic, Florges is a great asset to the team.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SpD / 4 Def
Careful Nature
-Taunt
-Will-O-Wisp
-Recover
-Foul Play/Knock Off
Contrary to my original belief, Sableye walls a huge portion of the metagame. Even with his thin defenses, priority Recover, priority burn, max special investment, and Taunt allow him to switch into, wall, and cripple many threats.
However, his main role on the team is as a spinblocker. Like stated before, Sableye beats spinblockers like Donphan, Forretress, and Mega Blastoise (though just barely for Blastoise), and can taunt defoggers (although a little prediction is required). By keeping Forretress's hazards safe, residual damage steadily racks up on the opposing team.
One important thing I have not yet decided is Foul Play vs. Knock Off. I've been sticking to Foul Play, but now that I think of it, Knock Off might be better. Knock Off allows Sableye to beat life orb and choiced attackers that otherwise break past Sableye (like Nidoking), as well as provide better utility. Foul Play does win the vast majority of time damage-wise, and usually by quite a bit, but I find that I hardly have any spare turns to use Foul Play, and in the presence of burned physical attackers, Foul Play doesn't do much damage. Suggestions on this will be great!
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
-Earthquake
-Stone Edge/Stealth Rock
-Slack Off
-Whirlwind
Hippowdon's main goal is to use whirlwind to phaze opponents to rack up hazard damage, and he's very good at his job.
I'm wondering if Stealth Rock would be better than Stone Edge, although it would be redundant. Stone Edge can make Hippowdon have a good offensive presence, but then again, he can just phaze things he can't hit.
Originally, I had a specially defensive intimidate Arcanine in place of Hippowdon, to help with fire types that are immune to Will-O-Wisp and destroy Forretress. However, I felt that a phazer would be more useful. So far, he's doing fine, but I haven't played enough matches with him to really reach a definitive conclusion yet.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold nature
-Calm mind
-Slack Off
-Scald
-Psyshock
**Note: I do know that the image above is Slowpoke, not Slowbro, but there wasn't this style of wallpaper for Slowbro, so... XD**
Slowbro is to check the fire types that the rest of my team has trouble with. Plus, Slowbro is just a great all around tank. After a CM or two, he checks even powerful super-effective special attacks, and hits back hard.
This set is rather standard, and I'm pretty satisfied with it. The 4 speed EVs are to outspeed opposing Slowbro.
Aerodactyl @ Aerodactylite
Ability: Pressure (Tough Claws)
EVs: 240 HP / 68 Atk / 96 SDef / 104 Spd
Careful Nature
- Taunt
- Stone Edge
- Aqua Tail
- Roost
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 Atk
Relaxed Nature
-Stealth Rock
-Spikes
-Rapid Spin
-Volt Switch
Unlike OU, where there are a million and one ways to remove entry hazards, hazard removal in UU is much more predictable and manageable. In my experience, the common Rapid Spinners are Blastoise, Starmie, Donphan, and Forretress, while the common Defog users are Mew, Crobat, and Empoleon. Correct me if I am wrong, but those mons listed above seem to accompass the majority of hazard removers.
With Sableye acting as a spinblocker and taunter, the only common hazard remover to be a threat is Dazzling Gleam Starmie. After layering some hazards down, Sableye easily switches into spinners and defogers.
Furthermore, although he lacks recovery, his immense physical bulk stops nearly all physical attackers in their tracks... well except for Darmanitan.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SDef
Calm Nature
-Wish
-Protect
-Moonblast
-Aromatherapy
Florges is a great partner to Forretress, patching up his weak special side and providing wish support. Wish is very useful to the team; she can pass it with ease when opponents switch out into physical attackers. Walling the majority of special attackers and curing troublesome status like toxic, Florges is a great asset to the team.
Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SpD / 4 Def
Careful Nature
-Taunt
-Will-O-Wisp
-Recover
-Foul Play/Knock Off
Contrary to my original belief, Sableye walls a huge portion of the metagame. Even with his thin defenses, priority Recover, priority burn, max special investment, and Taunt allow him to switch into, wall, and cripple many threats.
However, his main role on the team is as a spinblocker. Like stated before, Sableye beats spinblockers like Donphan, Forretress, and Mega Blastoise (though just barely for Blastoise), and can taunt defoggers (although a little prediction is required). By keeping Forretress's hazards safe, residual damage steadily racks up on the opposing team.
One important thing I have not yet decided is Foul Play vs. Knock Off. I've been sticking to Foul Play, but now that I think of it, Knock Off might be better. Knock Off allows Sableye to beat life orb and choiced attackers that otherwise break past Sableye (like Nidoking), as well as provide better utility. Foul Play does win the vast majority of time damage-wise, and usually by quite a bit, but I find that I hardly have any spare turns to use Foul Play, and in the presence of burned physical attackers, Foul Play doesn't do much damage. Suggestions on this will be great!
Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
-Earthquake
-Stone Edge/Stealth Rock
-Slack Off
-Whirlwind
Hippowdon's main goal is to use whirlwind to phaze opponents to rack up hazard damage, and he's very good at his job.
I'm wondering if Stealth Rock would be better than Stone Edge, although it would be redundant. Stone Edge can make Hippowdon have a good offensive presence, but then again, he can just phaze things he can't hit.
Originally, I had a specially defensive intimidate Arcanine in place of Hippowdon, to help with fire types that are immune to Will-O-Wisp and destroy Forretress. However, I felt that a phazer would be more useful. So far, he's doing fine, but I haven't played enough matches with him to really reach a definitive conclusion yet.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Spe
Bold nature
-Calm mind
-Slack Off
-Scald
-Psyshock
**Note: I do know that the image above is Slowpoke, not Slowbro, but there wasn't this style of wallpaper for Slowbro, so... XD**
Slowbro is to check the fire types that the rest of my team has trouble with. Plus, Slowbro is just a great all around tank. After a CM or two, he checks even powerful super-effective special attacks, and hits back hard.
This set is rather standard, and I'm pretty satisfied with it. The 4 speed EVs are to outspeed opposing Slowbro.
Aerodactyl @ Aerodactylite
Ability: Pressure (Tough Claws)
EVs: 240 HP / 68 Atk / 96 SDef / 104 Spd
Careful Nature
- Taunt
- Stone Edge
- Aqua Tail
- Roost
As per a suggestion, I replaced my previous Mienshao with Mega-Aerodactyl, whose main role is to defeat Fire-types that threaten the rest of my team.
Aqua Tail reaches 108 BP with Touch Claws, and with the EVs, OHKOs Nidoking. 104 speed outspeeds base 115s, especially Mega-Houndoom, with the rest dumped into HP and special defense.
Again, he's a newcomer, so I don't have much experience playing with him. Any suggestions or improvements would be appreciated.
Unanswered questions:
-Stone Edge, Whirlwind, or Toxic on Hippowdon?
-Foul Play or Knock Off on Sableye?
-Improvements, if any, for Aerodactyl?
-Team synergy as a whole?
-Threats I cannot wall?
I apologize for any grammatical errors I may or may not have made!
Aqua Tail reaches 108 BP with Touch Claws, and with the EVs, OHKOs Nidoking. 104 speed outspeeds base 115s, especially Mega-Houndoom, with the rest dumped into HP and special defense.
Again, he's a newcomer, so I don't have much experience playing with him. Any suggestions or improvements would be appreciated.
Unanswered questions:
-Stone Edge, Whirlwind, or Toxic on Hippowdon?
-Foul Play or Knock Off on Sableye?
-Improvements, if any, for Aerodactyl?
-Team synergy as a whole?
-Threats I cannot wall?
I apologize for any grammatical errors I may or may not have made!
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