It's Raining Men

Well, well, well, a UU team. This is the first one I'm trying out, and I'm pretty inexperienced in UU. So hopefully some of you can give me some insight on any flaws this team has.

Overall Goal: Stall with Stealth Rock, status, and pseudo-hazing moves until the other team is fatigued enough that Azumarill can sweep.


Team Summary:

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Uxie@Damp Rock

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Bold-Levitate
252 Hp / 252 Def / 6 Spd
-Rain Dance
-Stealth Rock
-Yawn
-U-turn

-Yawn- the UU version of Bronzong (sort of). Rain Dance and Damp Rock to make the sky grey, and Stealth Rock to knock things out of the sky. Yawn to encourage switches, and to score an occasional sleep if the opponent decides to stay in. U-turn to ease prediction and switching, Uxie is a real team player. It can wall, but without any self-rcovery or any crippling moves other than Yawn, Uxie is more of a Poke that just produces rain. Stealth Rock is critical to get out, as it'll give Azumarill more targets to pick off with Aqua Jet.

Ludicolo@Leftovers

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Calm-Swift Swim
204 Hp / 76 SpA / 124 SpD / 104 Spe
-Leech Seed
-Rain Dance
-Grass Knot
-Ice Beam

Azumarill will hate bulky waters that switch in on it. But they'll be badly battered up with Ludicolo. Rain Dance for back up, and Leech Seed to encourage more switches, as if Yawn wasn't enough. This thing will tango with the toughest Bulky waters, and beat them down with Grass Knot and Leech Seed. Not only that, Ludicolo will be our back-up plan against any bulky grass types, with Ice Beam. And if Azumarill can't sweep for some reason, Ludicolo can fill his place if necessary.

Clefable@Flame Orb

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Calm-Magic Guard
252 Hp / 252 SpD / 4 Spd
-Trick
-Reflect
-Softboiled
-Seismic Toss

The main answer to Tangrowth, and an annorexic Blissey, this thing is sure to attract Fighting type hitters. Of course, they'll be met with a Flame Orb, which'll cripple them for the rest of the match. Reflect to help with out slightly lackluster physical defense, and Seismic Toss for consistent damage. This is main special sponge, and if we're lucky, we can score Leftovers, and leave a wall with a Burn. What fun!

Spiritomb@Leftovers
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Calm-Pressure
252 Hp / 158 Def / 100 SpD
-Rest
-Sleep Talk
-Will-O-Wisp
-Shadow Ball

Yet another Calm Pokemon. Well, this thing blocks Rapid Spin, and can smash through Claydol, the most popular one of UU. It's also the status absorber, and can spread Burns to one and all. Shadow Ball simply for a form of offense. It can switch into Fighting type hitters, and is an all around solid defender, who can stall with WOW. Wow indeed.

Drapion@Leftovers
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Impish-Battle Armor
252 Hp / 252 Def / 6 Atk
-Taunt
-Rain Dance
-Crunch
-Knock Off

Bring it on! An added physical wall if Uxie needs help. Taunt to stop any attempts to setup or any supportive moves by the opponent, and Rain Dance as an insurance policy in case our turns run out. Knock Off because some strategies just get shut down when that item is gone, a prime example being Marowak switching in. Immunity to Critical Hits just adds to fun!

Azumarill@Life Orb
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Adamant-Thick Fat (Pffft, just kidding, it's Huge Power)
252 Atk / 212 Hp / 44 Spd
-Aqua Jet
-Waterfall
-Ice Punch
-Brick Break

The Water Bunny will rip your guts out it will. Aqua Jet will pick off the things beaten down by Leech Seed, Stealth Rock, Will-O-Wisp, Flame Orb, and any frail Pokes standing in the way. Waterfall for a good core attack, and Ice Punch for coverage. Brick Break to shatter any screens, and hit for super effective on Normal types (and anything it can hit that Waterfall normally can't finish). We finish with this guy, and if everything goes according to plan, it'll KO everything in it's path.

Problems:
1. It doesn't seem like a true Rain Dance team, with only two Pokemon at best benefiting from it
2. Uxie and Drapion don't have any reliable form of self-recovery, meaning our physical defense is easy to target and exploit
3. Few key resistances on some types, including Bug and Flying
4. No rapid spinner (However, no one on are team suffers any real problem against passive damage)

This list will probably expand as more of you rate it, I don't know much about UU. So please, rate away.
 
Well, well, well, a UU team. This is the first one I'm trying out, and I'm pretty inexperienced in UU. So hopefully some of you can give me some insight on any flaws this team has.

Overall Goal: Stall with Stealth Rock, status, and pseudo-hazing moves until the other team is fatigued enough that Azumarill can sweep.


Team Summary:

dpmba480.png
dpmba272.png
dpmba036.png
dpmba442.png
dpmba452.png
dpmba184.png


Uxie@Damp Rock

dpmfa480.png

Bold-Levitate
252 Hp / 252 Def / 6 Spd
-Rain Dance
-Stealth Rock
-Yawn
-U-turn

-Yawn- the UU version of Bronzong (sort of). Rain Dance and Damp Rock to make the sky grey, and Stealth Rock to knock things out of the sky. Yawn to encourage switches, and to score an occasional sleep if the opponent decides to stay in. U-turn to ease prediction and switching, Uxie is a real team player. It can wall, but without any self-rcovery or any crippling moves other than Yawn, Uxie is more of a Poke that just produces rain. Stealth Rock is critical to get out, as it'll give Azumarill more targets to pick off with Aqua Jet.

Ludicolo@Leftovers

dpmfa272.png

Modest-Swift Swim
4HP/ 252SpA/ 252Spe
-Leech Seed
-Rain Dance
-Grass Knot
-Ice Beam

Azumarill will hate bulky waters that switch in on it. But they'll be badly battered up with Ludicolo. Rain Dance for back up, and Leech Seed to encourage more switches, as if Yawn wasn't enough. This thing will tango with the toughest Bulky waters, and beat them down with Grass Knot and Leech Seed. Not only that, Ludicolo will be our back-up plan against any bulky grass types, with Ice Beam. And if Azumarill can't sweep for some reason, Ludicolo can fill his place if necessary.

Clefable@Flame Orb

dpmfa036.png

Calm-Magic Guard
252 Hp / 252 SpD / 4 Spd
-Trick
-Rain dance
-Wish
-Seismic Toss

The main answer to Tangrowth, and an annorexic Blissey, this thing is sure to attract Fighting type hitters. Of course, they'll be met with a Flame Orb, which'll cripple them for the rest of the match. Reflect to help with out slightly lackluster physical defense, and Seismic Toss for consistent damage. This is main special sponge, and if we're lucky, we can score Leftovers, and leave a wall with a Burn. What fun!

Reflect isnt needed as a burn is a permanent reflect that crits and Brick break cant get through.

Spiritomb@Leftovers
dpmfa442.png

Calm-Pressure
252 Hp / 158 Def / 100 SpD
-Rest
-Sleep Talk
-Will-O-Wisp
-Shadow Ball

Yet another Calm Pokemon. Well, this thing blocks Rapid Spin, and can smash through Claydol, the most popular one of UU. It's also the status absorber, and can spread Burns to one and all. Shadow Ball simply for a form of offense. It can switch into Fighting type hitters, and is an all around solid defender, who can stall with WOW. Wow indeed.

Drapion@Leftovers
dpmfa452.png

Impish-Battle Armor
252 Hp / 252 Def / 6 Atk
-Taunt
-Rain Dance
-Crunch
-Knock Off

Bring it on! An added physical wall if Uxie needs help. Taunt to stop any attempts to setup or any supportive moves by the opponent, and Rain Dance as an insurance policy in case our turns run out. Knock Off because some strategies just get shut down when that item is gone, a prime example being Marowak switching in. Immunity to Critical Hits just adds to fun!

Azumarill@Life Orb
dpmfa184.png

Adamant-Thick Fat (Pffft, just kidding, it's Huge Power)
252 Atk / 212 Hp / 44 Spd
-Aqua Jet
-Waterfall
-Ice Punch
-Brick Break

The Water Bunny will rip your guts out it will. Aqua Jet will pick off the things beaten down by Leech Seed, Stealth Rock, Will-O-Wisp, Flame Orb, and any frail Pokes standing in the way. Waterfall for a good core attack, and Ice Punch for coverage. Brick Break to shatter any screens, and hit for super effective on Normal types (and anything it can hit that Waterfall normally can't finish). We finish with this guy, and if everything goes according to plan, it'll KO everything in it's path.

Problems:
1. It doesn't seem like a true Rain Dance team, with only two Pokemon at best benefiting from it
2. Uxie and Drapion don't have any reliable form of self-recovery, meaning our physical defense is easy to target and exploit
3. Few key resistances on some types, including Bug and Flying
4. No rapid spinner (However, no one on are team suffers any real problem against passive damage)

This list will probably expand as more of you rate it, I don't know much about UU. So please, rate away.

Chansey>Drapion Chansey is the best special wall in uu and can spread toxic around. Also fighting types arent a problem as Spiritomb is immune and Uxie can take alot of fighting attacks with a resist and high defenses.
 
Ok, first things first

You are going to have problems with Taunting leads. Because any lead that sees Uxie IS going to Taunt. So it might be useful to put something that can hurt other common UU leads on Uxie so that they waste their turn Taunting. I'll Edit if I find something that you could use.

You run Ludicolo with Swift Swim. If your true goal is stall, it may be samarter to run with Rain Dish. In the rain, backed with Leech Seed and Leftovers, Ludicolo can run a set where it can actually GAIN HP while substituting. It gives Taunting problems, but it's just another option.

I like your Clefable alot. It should work very successfully. However, if you want Clefable to stay in battle (unlikely, but maybe), you can use Cosmic Power over reflect. You can also use Psycho Shift in order to Status Multiple Enemies with few negative effects.

I may add more later, for now I have to go.
 
I think this is one of those teams that is so different it is difficult to tell whether or not its concept can actually work. I once attempted a Ludicolo/Azumarill rain "stall," but it didn't work too well, so I'm curious how this works.

Assuming it does, I'll give you three small suggestions:
1) Replace Rain Dance on Drapion with Whirlwind. As mentioned in the introduction, pseudo-hazing is an important part of your strategy, so having a proper pseudo-hazing move is very important. Also, I'm not a fan of Knock Off, so replace it with either Toxic Spikes or another attack (EQ seems the best option).

2) Clefable: Ditch Reflect for either Encore or Wish/Protect (which would involve losing Softboiled), for the reasons mentioned above.

3) Spiritomb: Sleep Talking Rests and Will-O-Wisps isn't fun. Use the standard Calm Mind set (CM/Rest/Sleep Talk/Dark Pulse), or perhaps Seven Deadly Sins version (WoW over Sleep Talk). You might also try attacking on the physical side with Pursuit, Shadow Sneak or Sucker Punch.


I also have two more drastic changes that involve replacing some members of the team:
1) Uxie doesn't seem to be pulling its own weight. I myself am not a big fan of the whole Yawn+U-Turn thing: it really slows down your start like a Regigigas. It really depends on what you need from a lead, but Miltank is a good physical wall with Stealth Rock, recovery, and support (Heal Bell).

2) Drapion: If you don't like Whirlwind on this guy, maybe a Roserade would do good here. You can run a Spikes set on it for more entry damage and make it very special defensive. (Then of course, make Spiritomb Bold)


Overall, try to evaluate your Pokemon on how they help you to acheive your main goal. It would be nice for you to offer some of your experiences.

EDIT: reflecting some other poster's suggestions, one thing I agree with is to make your Ludicolo either offensively or defensively oriented: don't mix. So you can go with Paranoid's more offensive Ludicolo (but replacing either Leech Seed or Rain Dance for Surf) or with Relictivity's more defensive build. To be honest, I tried many Rain Dish Ludicolos and wasn't too impressed, but YMMV.
 
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