ORAS UU Human - Three Days Grace (see post #6)

Hello! Today i've decided to kill two birds with one stone by making an RMT to celebrate my 100th post and birthday simultaneously. The team is a combination of a Fire/Water/Grass and a Dragon/Fairy/Steel core. I'm aware that this is a boring concept but it's what's best for business. ;)

Team Building Process
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There was a discussion going on about Vaporeon in the VR thread. Some people were saying it is worthless and should be D rank. That's why i wanted to experiment this pokemon to see whether it is indeed useless or have a niche in the metagame. I don't like to deem a pokemon good or bad without using it at first hand.
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I used to use Vaporeon paired with Ampharos during XY (which is the last time i used Vapo) because dragons complement waters best imo. This time i chose Hydreigon.
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Next, i wanted a fire and a grass type that can keep momentum who can also provide useful secondary STABs. Infernape an Rotom-C fit the bill.
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Noticed that i don't have any hazard setter/remover yet and added Nidoqueen and Forretress initially to set up rocks and spin hazards respectively.
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After some testing i got overwhelmed by fighting spam since my only resist was Nidoqueen who lacks recovery, i changed it to Reuniclus first. But this time Heracross became scarier and specially oriented dragons such as Sceptile-M and Ampharos-M were still annoying so i changed it to Florges and ended up with a boring (F-W-G)+(D-F-S) team. Unfortunately, Florges makes me weaker to Cobalion and Toxicroak but it covers more threats than Reuniclus does.

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Fallen Angel (Vaporeon) @ Leftovers
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Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald
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- Baton Pass
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- Protect
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- Wish
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Baton Pass is the move i wanted to experiment since the majority of the arguments were revolving around this set. Calm is the prefered nature so i can take hits from Blastoise-M, Nidos and NP Ape better. So far i didn't feel it was being a deadweight (wouldn't make this RMT otherwise) but it wasn't doing amazingly either. Fell free to change it with a different water if you don't believe in it.


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One Too Many (Hydreigon) @ Leftovers
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Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
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- Dark Pulse
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- Taunt
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- Roost
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Because a wish passer really hates getting statused since its recovery gets limited i couldn't rely on Vaporeon to hard switch into Entei which is why i chose stallbreaker Hydreigon. Being a dragon type means it can 1v1 most grasses and electrics too. The item of choice might confuse you at first sight but hear me out, i have reasons. You can't give a pokemon multiple jobs and expect it to perform them all marvelously. Do you want your Hydreigon to be a wallbreaker or a stallbreaker? If former, you should be using LO 3 attacks roost specially in a metagame where Cobalion and Whimsicott are everywhere. You should pack fire blast for them. But if it is latter, you want to increase your recovery to max. So you can effectively stallbreak and don't find yourself in a position where you have to choose between clicking taunt so foe can't recover and you don't lose all the work you have put in or roost so you don't die to residual damage but restart what you have done so far. Why take 22% each time you attack when you can mitigate the damage you take to 6%. We all know what scald and sacred fire do. They burn you and limit your survivability. This is the last thing a stallbreaker wants.


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Human Race (Infernape) @ Choice Band
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Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
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- Flare Blitz
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- U-turn
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- Punishment
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Infernape may not be as powerful as something like Darmanitan/Entei but it can still hit rather hard while holding CB. But the main reason i chose it over other fire types was STAB CC, access to U-turn and neutrality to stealth rock which gives it more room to switch in and out. Last move was a filler. I considered both eq and edge to hit apes usuall counters such as Dragalge, Chandelure and Salamence but after losing to every single Cresselia i saw (which is something Hydreigon can't beat regardless if you have life orb or not since they carry Moonblast) decided to bring Frank Castle back.



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I Am Machine (Rotom-Mow) @ Yache Berry
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Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
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- Leaf Storm
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- Thunder Wave
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- Pain Split
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Started with specs rotom but because offensive waters are so damn good right now as dodmen always says i got overwhelmed by them. Luckily yache berry came to the rescue. Thunder wave is also a great way to slow dragons down since they usually think they are totally safe. I don't like revealing my exact spreads so just put 48+ here since Honchkrow is the standart pokemon you creep in UU. I actually have more speed than that.
Usage tips: Make sure that you keep it healthy if you see a Sharpedo, Swampert-M or Feraligatr. Do not hard switch. You don't want them to burn your berry on the switch. Pivot to Forry first and bring rotom with a slow volt switch. You should paralyze them first to not risk a leaf storm miss. Don't be a scum and spread yellow magic to the entire world. Try to catch dragons and fast mons only such as BD Slurpuff who tries to take advantage of -2 stat drops.​



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Painkiller (Florges) @ Leftovers
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Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
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- Aromatherapy
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- Calm Mind
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- Synthesis
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Needed a fighting check with recovery who can also act like a win condition. Tried Reuniclus first but specially oriented dragons pressured me a lot. Had to change it to Florges. Using bold nature because this thing is here to check fighting types first dragons later. Besided after a calm mind you can take their hits even better. Please don't tell me i should speed creep a little bit because i already do ;) but i recommend you to not creep too much otherwise you may get overwhelmed by fighting attacks.



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Landmine (Forretress) @ Leftovers
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Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
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- Gyro Ball
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- Volt Switch
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- Rapid Spin
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As for my final member, i was looking for a glue that can set up hazards, spin them away, bring lots of resistances such as psychic and flying while also blocking volt switch so i figured Spdef. Excadrill would be the best option. After waking up from my dream i realised we are playing UU so had to use Forretress instead. Really wish i could fit a ground type here but using something like Steelix-M means no hazard removal which is no bueno. At least this guy can switch into Beedrill and ensures that i don't lose to Slurpuff after it sets up. Keep this guy healthy if you see a Slurpuff and don't try to taunt it with Hydreigon like a retard. EV spread is the one kokoloko uses iirc.


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Again, i'm not here to justify Vaporeons qualities. I couldn't care less about a pokemons place at the viability ranking thread. Feel free to change it with another water type if you wish while using this team. I just wanted to make an RMT for my 100th post and this was the most recent team i've made. I also have another variation of this team where i use Swampert-M and Doublade over Vaporeon and Forretress respectively so i can fare against Toxicroak and Cobalion better. However, i didn't want to RMT that one because it lacks hazard control. If you are wondering their sets, PM me and i can give you the importable of that variation. Thanks for sparing your time to read this. Have a wonderful day, my friend!


Fallen Angel (Vaporeon) @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
IVs: 0 Atk / 30 Spe
- Scald
- Baton Pass
- Protect
- Wish

Human Race (Infernape) @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Punishment

I Am Machine (Rotom-Mow) @ Yache Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunder Wave
- Pain Split

One Too Many (Hydreigon) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

Painkiller (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Calm Mind
- Synthesis

Landmine (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
 
Yo this is a cool team and the only changes I'd do is use Mach Punch over Punishment on Infernape because a Banded Priority move hits hard and makes you check Sharpedo and Heliolisk easier. I really like the Rotom spread it's innovative and nice. Also, I think running 4 Attacks Life Orb Hydreigon is better on your team since your team needs better ways to deal with Florges.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Iron Tail
- Dark Pulse
- Draco Meteor
- Superpower
Good luck!
 
Last edited:
Hi,

Pretty nice team, but I'd like to suggest a modification that would improve your team without changing the spirit too much:

Replace Vaporeon with Roar Suicune. I know that Wish passing seems cool on paper, but it's really not that great. And beside Forretress, your team doesn't really need Wish support as most of your mons have a way of recovering HP. That's why I suggest Suicune: it serves a similar role (burning things to death), can recover HP with Rest and phaze setup sweepers with Roar. Even more importantly, it gives you a solid answer to strong physical Fire-type attacks from Entei/Darma, as your team is very weak to these two. It also gives you a "second chance" against Slurpuff if Forretress can't deal with it.

Suicune @ Leftovers
Ability: Pressure
EVs: 248 HP / 234 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Roar
- Rest
- Sleep Talk
 
Solid balanced team with some pretty legit little used ruse moves and items.

While this team does cover vaporeon's weaknesses it really fails to cater to it's strengths in any really appreciable way. The opposite is true for slowking here. Something like colbur twave slowking could be quite nice here. It provides mostly redundant niches but that really takes pressure off of florges/hydrie/forry, also cobalion stop is good.
 
Congrats on the 100th post and it is...*adjusts hat*...time to rate this!
  • First off, I am really leery of using Vaporeon whatsoever as it is just not as effective as it once used to be (even though I was a proponent of it not falling on the UU VRs). I feel like since you lack a Mega that Mega Blastoise > Vaporeon is a solid way to go and since you have Rapid Spin on Forretress, you could even opt for an AoA set that has a ton of power behind and can lure particular threats potentially. However, you could also run Rapid Spin on MegaToise to allow Forretress to set up Spikes as well as Stealth Rock.
Blastoise-Mega @ Blastoisinite
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Dark Pulse
- Aura Sphere / Rapid Spin
- Ice Beam / Rapid Spin
  • Second, I would suggest running Life Orb > Leftovers on Hydreigon as it gives Hydreigon more power behind its attacks as well as having reliable recovery in Roost so as to "avoid" Life Orb recoil.
  • Lastly, I second Arifeen's suggestion of Mach Punch > Punishment on Infernape as it gives you priority and hits hard backed by a Choice Band.
Other than that, just a couple of comments.
1. I love that RoMo set and may steal it ;).
2. I also love the synergy of this team both offensively and defensively.
3. Enjoy my rate!
 
Thank you jjoshcja for the on point suggestion. I actually got mad at myself after reading your post. How couldn't i come up with that idea? Guess i forgot its existence because i never see it on the ladder any more sadly haha. One last thing, since t-wave gives redundant niches just like you said i decided to mess with this set instead.

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Car Crash (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Scald
- Psyshock
- Slack Off

With 56+ Spdef Slowking retains the ability of switching into Nidos. My only concern is Blastoise-M. Colbur won't help because i can't OHKO in return. Hydro pump does 42% average to Florges and Rotom gets two hit ko'd. Regardless Slowking's presence gives the team more room against Cobalion, Lucario, Toxicroak and Kyurem so i'm happy with it. Not gonna update the OP cos i get really, REALLY, REALLY annoyed by "last edited x date" part.

Here is the fresh import for easy access.
Car Crash (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Scald
- Psyshock
- Slack Off

Human Race (Infernape) @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Punishment

I Am Machine (Rotom-Mow) @ Yache Berry
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunder Wave
- Pain Split

One Too Many (Hydreigon) @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

Painkiller (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Calm Mind
- Synthesis

Landmine (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
 
Hey BenzMafia, cool looking team you have here. I'm really liking that Rotom-C set; type-resist berry innovation is always nice to see! Anyways, I do see a few potential threats to your team, so I'd like to make a few suggestions to hopefully patch up some holes:
  • As I said earlier, your Rotom set is really cool. Yache lets you check a ton of pokemon, and while you don't need speed investment to check these pokemon from full, it probably wouldn't be a bad idea to creep things such as Adamant Mamoswine and Feraligatr. I suggest changing your Rotom-C EVs to 180 HP / 212 Def / 116 Spe with a Timid Nature to ensure you can outspeed and KO neutral natured base 80's and below. The loss in bulk is worth the ability to outspeed Feraligatr and force Mamoswine to Ice Shard.
  • The biggest threat to your team I noticed immediately is Mega Beedrill. The only thing that 'checks' it on your team is Forretress, which is prone to being worn down over the course of a match due to its lack of recovery. Nothing on your team outspeeds it, and everything barring Forretress is OHKO'd after rocks, so an adjustment definitely needs to be made. If you don't want to completely change the overall composition of your team, changing Infernape's item from Choice Band to Choice Scarf could work, as it provides you with a way to semi-reliably check Beedrill. Since you have not utilized your mega slot yet, another change you could make is replacing Hydreigon with Pursuit Mega Aerodactyl. This is probably the path I would go with the team, as Aerodactyl ensures Beedrill will do little versus you and makes sweeping with Florges / Slowking a lot easier. I've have been testing various Aerodactyl sets recently, and the one I have found to be the most effective is AoA with Aerial Ace / Earthquake / Crunch / Pursuit. Aerial Ace and Earthquake provide solid neutral coverage, Pursuit traps Mega Beedrill and Chandelure, and Crunch 2HKO's Reuniclus. You could forgo either Crunch or Earthquake for Stone Edge if you like. It comes down to what you want to hit.
Other than that, I believe you have a solid balance team with some really cool sets. I actually really like the look of NP Slowking / CM Florges + Pursuit Aerodactyl, as they cover each other's weaknesses quite nicely. I hope you try out my suggestions! Good luck with everything.
Car Crash (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Scald
- Psyshock
- Slack Off

Human Race (Infernape) @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Flare Blitz
- U-turn
- Punishment

I Am Machine (Rotom-Mow) @ Yache Berry
Ability: Levitate
EVs: 180 HP / 212 Def / 116 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Leaf Storm
- Thunder Wave
- Pain Split

Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aerial Ace
- Earthquake
- Crunch
- Pursuit

Painkiller (Florges) @ Leftovers
Ability: Flower Veil
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Aromatherapy
- Calm Mind
- Synthesis

Landmine (Forretress) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 96 Def / 164 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
 
Yo, Benz, I actually have a team with the same mons (who needs megas?) but with totally different sets lol. Yours looks way cooler, though, so grats on that.

Just a little change (details make the difference). Since you struggle with Mega Blastoise, I'd go Calm>Bold on Florges keeping the same EV spread. That will let you handle it a little bit easier without losing to Fighting types thanks that you now have Slowking on the team.
 
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