Threats of the Past
Hi, I'm new to Smogon RMT and is here to make a RMT on a team that i made recently. I am a OU player but due to OU suspect, I decided to make a UU team to ladder and play with. As a Gen wunner, I decided to build my team consisting of 6 Gen 1 Pokemon. I found out a lot of threats in UU were from Gen 1 so let's start the team. (Note: This is my first RMT so I don't know how to make it look good) (Also, I'm Chinese so my English sucks, so please don't pick on my grammar mistakes :p)The Team






Thought Process
I started with a core of Zapdos and Mega Beedrill as I thought Zapdos can take hits defog rocks for Beedrill, and they can form a nice Volt-Turn Core.


I realize I was disgustingly weak to Aerodactyl, Band Entei with this Core, so I added Nidoking. Nidoking doesn't necessarily serve as a check to both these mons but when played correctly can be bought in by volt-turn and scare them out.



The next mon I added was Alakazam, one of my favorite mons in Gen 1. This helped me somewhat mitigate a mega swampert sweep in rain with focus sash and energy ball. This mon also helped with scarf hydreigon by sash+dazzling gleam. Overall this mon was a one time check to threats that 6-0 my team.




The first 4th member of the team is the one and only Arcanine, with intimidate support and resist to Entei (unless they predict and stone edge), is great. Supporting a wide movepool and fantastic priority was great. Often outclassed by entei, this beast was nothing less than what you expected. I ran a band set so I could 2hko bulky waters (looking at u, suicune) and it worked pretty nicely.





Last but not least, the John Cena of Pokemon, Machampion himself, joins the squad. I wanted a status absorber and a mon that can take a few special hits so the first thing that came to mind was AV Machamp.






On to the sets!
Beedrill-Mega (F) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
I absolutely love this thing. Gamefreak knew that it would be terrible if they skimped out on its offensive potential at all, and that's what this set capitalizes on. Beedrill’s a monstrous glass cannon, so be very mindful about switching it in. This pokemon doesn't stay on the field for long everytime it comes in so it can remain a threat throughtout the battle.
Adament nature is preferred as it ohkos lucario with drill run, standard evs, and drill run was chosen over knock off because of I don't see what knock off is useful for on this thing. Protect is useful for scouting out attacks/choice users, and ensuring that you can Mega Evolve safely. U-turn and Poison Jab are the default STABs, the former allows Beedrill to quickly escape while still dishing out a healthy amount of damage.
Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 SpA / 4 SpD
Timid Nature
- Volt Switch
- Thunderbolt
- Defog
- Heat Wave / Hidden Power [Ice] / Roost
This is a very interesting Zapdos set to say the least. This thing finishes my Volt Turn Core and provides hazard removal. Zapdos is mainly a support poke that can pull out volt switch. This set lacks longevity as it will be switching in on hazards and attacks that will worn it down, therefore losing momentum. Heat Wave is for Steel types such as Forretress, and HP Ice is mainly for Gligar and such. If you do run roost over coverage, this thing will get completely walled by ground types, so it's quite hard to choose which move to run for the last slot.
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- Earth Power
- Sludge Wave
This is the most standard Nidoking set, and it's fairly effective. Earth Power is Nidoking's best STAB attack, benefitting from great coverage and the boost from Sheer Force, while dealing with some of the tier's most threatening Pokemon, such as Arcanine, Empoleon, Rhyperior. Ice beam is necessary to deal with Shaymin, one of the absolute most dangerous Pokemon in the tier, while also dealing with other Grass types spread through the tier. Sludge Wave is great for fairies and also as a secondary Stab, and Flamethrower is there to hit the likes of Steel type.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Energy Ball
This mon is in my opinion, one of the best revenge killers ever, acting as a check to seriously dent the entire meta. Moveset is simple, Dazzling Gleam for Hydreigon, Psychic for STAB, Shadow Ball for coverage, and energy ball for bulky waters. This mon is a one time check to kill a large threat so the rest of team can pull through.
Arcanine @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Ahh, Arcanine, one of the most underated threats in the whole uu metagame. This mon is often overlooked by entei so most Arcanines are defensive. This arcanine however, hits extremely powerful with a band. Able to 2hko bulky waters such as crocune and blastoise with a read, this thing is crucial. Providing intimidate support with STAB Flare Blitz and Priority Extreme Speed, this power is unexpected by most opponents.
Machamp @ Assault Vest
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Machamp, a great counter to Hydreigon, a status absorber, and a Knock Off user all packed into one. Scald burns were a huge issue to this team, and i really needed a status absorber. That's why Machamp came to mind. Before Machamp, this last spot was the hardest. First I went with CurseLax as it offers a Chandy Switchin, then I tried P2, which was great, but status and Knock Off were still a huge problem. I also tried Dugtrio and Blissey. But Dugtrio rely too much on sash, and Blissey took away the offensive presence. The closest was probably lead aero, as it provided stealth rocks, but ultimately I decided on Machamp.
Conclusion:
This team is by no means good, it probably is a horrible team. Like I've said, I never played UU before, and this is my first attempt at making a UU competitive team. I would love criticism for this team to make this team better. One thing to keep in mind for everybody reading this is that you don't necessarily have to let it stay as a Gen 1 team. I had limited choices for this team because I used the first 151, but this is only a foundation. I understand that only using Gen 1 mons is not going to make a good UU team. So if anybody has ideas of changing mons, please don't hesitate to reply to this RMT. I really want to make a actual UU team because I honestly want to get into the UU community.
Import:
(For anyone to try out how horrible this team is)
Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Defog
- Heat Wave
Machamp @ Assault Vest
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Arcanine @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Beedrill-Mega (F) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- Earth Power
- Sludge Wave
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Energy Ball
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Energy Ball
This mon is in my opinion, one of the best revenge killers ever, acting as a check to seriously dent the entire meta. Moveset is simple, Dazzling Gleam for Hydreigon, Psychic for STAB, Shadow Ball for coverage, and energy ball for bulky waters. This mon is a one time check to kill a large threat so the rest of team can pull through.
Arcanine @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Ahh, Arcanine, one of the most underated threats in the whole uu metagame. This mon is often overlooked by entei so most Arcanines are defensive. This arcanine however, hits extremely powerful with a band. Able to 2hko bulky waters such as crocune and blastoise with a read, this thing is crucial. Providing intimidate support with STAB Flare Blitz and Priority Extreme Speed, this power is unexpected by most opponents.
Machamp @ Assault Vest
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Machamp, a great counter to Hydreigon, a status absorber, and a Knock Off user all packed into one. Scald burns were a huge issue to this team, and i really needed a status absorber. That's why Machamp came to mind. Before Machamp, this last spot was the hardest. First I went with CurseLax as it offers a Chandy Switchin, then I tried P2, which was great, but status and Knock Off were still a huge problem. I also tried Dugtrio and Blissey. But Dugtrio rely too much on sash, and Blissey took away the offensive presence. The closest was probably lead aero, as it provided stealth rocks, but ultimately I decided on Machamp.
Conclusion:
This team is by no means good, it probably is a horrible team. Like I've said, I never played UU before, and this is my first attempt at making a UU competitive team. I would love criticism for this team to make this team better. One thing to keep in mind for everybody reading this is that you don't necessarily have to let it stay as a Gen 1 team. I had limited choices for this team because I used the first 151, but this is only a foundation. I understand that only using Gen 1 mons is not going to make a good UU team. So if anybody has ideas of changing mons, please don't hesitate to reply to this RMT. I really want to make a actual UU team because I honestly want to get into the UU community.
Import:
(For anyone to try out how horrible this team is)
Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Defog
- Heat Wave
Machamp @ Assault Vest
Ability: Guts
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Close Combat
- Bullet Punch
- Knock Off
- Heavy Slam
Arcanine @ Choice Band
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Flare Blitz
- Wild Charge
- Close Combat
- Extreme Speed
Beedrill-Mega (F) @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Drill Run
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Flamethrower
- Earth Power
- Sludge Wave
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Energy Ball