Here is my uber team - please tell me what you think

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Cloyster (F) @ Focus Sash
Trait: Shell Armor
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Rapid Spin
- Explosion
- Ice Shard
- Toxic Spikes

Blaziken (F) @ Life Orb
Trait: Speed Boost
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Hi Jump Kick
- Protect
- Flare Blitz

Groudon @ Leftovers
Trait: Drought
EVs: 252 HP / 6 Atk / 252 Def
Impish Nature (+Def, -SAtk)
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake

Skarmory (F) @ Leftovers
Trait: Keen Eye
EVs: 252 HP / 4 Def / 252 Spd
Impish Nature (+Def, -SAtk)
- Whirlwind
- Brave Bird
- Spikes
- Roost

Ho-Oh @ Leftovers
Trait: Pressure
EVs: 248 HP / 176 Atk / 84 Spd
Adamant Nature (+Atk, -SAtk)
- Sacred Fire
- Brave Bird
- Whirlwind
- Recover


It's tough to get rated teams to play against, but this is my team and it's doing pretty well from what I can tell, I have lost to a few slowbros and other random things, but there doesn't seem to be any particular thing that makes me hurt so bad that I can't make it a match. I wanted the rapid spinner lead because that's hurts Ho-OH so bad. But, skarm, groudon are great switches. The Terrakion does it's job for vengeance and speed. And Blazekin surprises with a protect that helps him get that speed going. He is a bit suicidal, as he will probably die before doing a full sweep if he has to use flameblitz all the time, and I'm thinking of replacing high-jump kick as it has major risks, especially against protect. Not sure if I have a major water weakness, but I've been able to get around it ok so far, not so much of the water teams in Uber from what I can see, which is helpful. Scizor seems to be handled pretty well but he can come in and late game sweep me. I have not found a status team that fights me as everyone is almost always just as offensive as I am....

Any suggestions or ideas please feel free. But, this team does a good amount of damage... sun team, 3x entry hazard, 3x phazers, Rapid Spin or Ice Shard lead (both do well against deoxys and the like), I do like this team. So let me know what you think, but I've only played for like 10 matches, so not that much experience yet. Also, priority moves will kill my blazekin eventually, so perhaps I should switch to leftovers? also I RARELY if ever use dragon dance. Maybe like 1 on an easy prediction. But, do I need it with the stats and the sun?

Let me know what you think! or take it for a spin!
 
well, for starters, you have nothing that can block rapid spin, so I doubt that you will realistically be getting much out of your hazards. I would also replace pressure on ho-oh with regenerator, since that would be much more helpful to ho-oh than pressure since you would rather the ability to get some health back than reduce PP

Personally, my main problem with your team is that there is nothing on it that makes me feel threatened. I would suggest that if you are aiming to make the most of having all 3 entry hazards that you should try and use some bulkier pokemon that can also pack a punch. I would rather use excadrill than cloyster if your goal is to have a rapid spinner that is also physically threatening.

Btw, what do you mean you rarely use "dragon dance" since none of your pokemon have the move?
 
LOL i meant sword dance. Sorry, but practically every fight where blaziken has come out, I rarely if ever use sword dance. It's protect, into flame blitzes and the like.

I'm not worried about rapid spinners too too much, I don't NEED the entry hazards, they are just moves that are better than others on my team.

Skarm is there to wall, roost, and whirlwind, a few spikes here and there on ez-to wall guys is just an added bonus, not really anything else. He wins by roosting and whirling lol. Groudon has stealth rock, because what else is he gonna do. Just by being summoned, he did his job, and he can die for all i care. A few dragon tails don't hurt, and an opportunistic earthquake is nice, but it's not necessary, it's just filler.

Cloyster is there to either do 1 of 2 things. 1 is ice attack deoxys haha! or 2 rapid spin any stealth rocks and if neither of those exist, just throw toxic spikes and wait to explode. He can die as long as there is no lead deoxys or stealth rock. (or he can sit there and be my sleep clause dummy if it's a darkrai or something)

So, after groudon has come in, he will do some damage, as hopefully will cloyster. Skarm is there for anything other than fire or electric, and he will be fine, just doing his thing and extra spike damage is nice. Meanwhile, Ho-oh, terra and Blaziken are the damage.

I do agree with maybe the regeneration vs pressure. I haven't really tested it, but I do kind of let Ho-oh do his thing once he's in the field, very rarely is there a recall as he just goes out trying. What does he bring to the table that blazey doesn't? He will hit, recover, hit, and go out and do lots of damage. Rarely do I switch it out to a skarm unless there's a very fearsome water move coming, everything else he kinda tanks.


PS - don't get me wrong, there are still plenty of teams that beat mine, but I think I have a shot against a good amount of teams out there, and very few things just roll me over.
 
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