





Greetings fellow UU players. My name is Krookoking, and as you can see by the title, I'm new to RMT and this is my first team I've posted. First post ever actually. I hope everything comes out okay. That said, I've been playing Pokemon since DPP and competitive Pokemon since the end of BW and into XY. I've come a long way since then and have really been enjoying myself in the ORAS meta. Underused has been and always will be my favorite tier as it houses some of my favorite Pokemon. (I'll admit I'm partial to using only the things I like, ironic there's no Krookodile here.) With all that out of the way, let's get to the team shall we? Whenever I build, I usually start with a classic type core such as water/fire/grass, psychic/dark/fighting, and in this case steel/dragon/fairy. I've used this team to moderate success for months now, making little tweaks here and there such as dropping Florges in place of Sylveon. What I'm looking for are any suggestions from experienced UU players to help point me in the right direction and make my team the very best, that no one's ever was.

Metagross @ Choice Band
Ability: Clear Body
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Grass Knot
- Ever since the stroke of genius to separate Pokemon from their Mega, Metagross became by far my favorite addition to UU. Metagross serves as the steel type to my core, utilizing a intimidate/sticky web proof ability, good bulk and typing, and a titanic attack stat, which when combined with a choice band and adamant nature, breaks through many Pokemon in the tier. Metagross' main STAB attacks are in Meteor Mash and Zen Headbutt. Although both moves' accuracy leaves much to be desired, they make up for it in raw power and secondary effects. Earthquake is for coverage and dealing with fire types such as Arcanine (a common swith-in for some reason OHKO-ing after rocks) and other steel types such as opposing Metagross and Mega Aggron. The last move slot was a tossup. It came down to pursuit or grass knot. I chose grass knot over pursuit because of Swampert (0- SpA Metagross Grass Knot (80 BP) vs. 240 HP / 0 SpD Swampert: 220-260 (54.8 - 64.8%) -- guaranteed 2HKO after Leftovers recovery), who is a huge threat to my team. Metagross is valued as a reliable fairy/psychic type switch-in tanking hits from threats like Sylveon, Gardevoir, Florges, and Reuniclus. Unfortunately Metagross' poor speed means I get outpaced and often revenge killed quite often especially by pursuit Krook.

Hydreigon (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
- Next up is the dragon. Hydreigon is pretty standard in UU providing excellent type synergy with Metagross and great utility in U-turn. There's not really much to say beyond that. Now that Salamence is gone (rip), Hydreigon is the fastest dragon in the tier with a choice scarf. I find that using him comes down to a lot of 50/50's, you either drop a Draco, or you U-turn. The timid nature is to ensure the most speed possible and again the moves are standard. Draco-Meteor and Dark Pulse are the main STAB moves doing massive damage to anything not a fairy type and Fire Blast takes care of Forretress and Aggron. More often than not, Hydreigon is my primary lead, when Aerodactly isn't needed.

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Calm Mind
- To complete the trio I originally had Florges. I used a physically defensive set to keep fighting and dark types in check and also ran Calm Mind as a sort of set-up sweeper and soft check to Suicune. Not to mention stopping Hydreigon who seriously threatens the core because of the momentum it brings as well as other Dragons like Hax, though Metagross takes on the more specially based Megas such as Sceptile and Ampharos. However, Florges simply didn't pack enough innate power to make the cut. In addition, Sylveon could handle physical attacks better with it's higher hp. Basically Sylveon handled what Florges couldn't. The spread remained the same, and really the idea did too. Leftovers for more hp per turn, Hyper Voice to obliterate anything that doesn't resist, Wish for extra recovery when setting up, Protect to scout and safely catch the Wish, and Calm Mind for the late game sweep and more power, again to handle Suicune. I'm not sure how long I'll have it until it's banned but until then I'll keep it over Florges.

Aerodactyl (F) @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Earthquake
- Pursuit
- Arguably the best Mega Evolution in Underused, Mega Aerodactyl acts as a superb revenge killer and over all strong attacker. Being able to outpace many threats to my core such as Entei, Mega Beedrill, and Crobat. The ev spread is standard, max attack for power and max speed+Jolly nature to over take the aforementioned threats. Stone Edge is the main STAB attack which, when it hits, does serious damage. Aerial Ace is the secondary STAB move and is really interchangeable with Wing Attack. Earthquake is for coverage and damaging steel types as well as being a great alternative to Stone Edge for clutch moments. Finally, the last slot was Roost to begin with. However the more I played with it, the less times I found myself actually using it. With that logic, Hone Claws was really just as useless. So going back to the whole Beedrill thing, I decided to run Pursuit. Pursuit not only takes care of Beedrill but other Pokemon threatened out by Aerodactyl. I haven't had much usage with Pursuit as it's a very recent change but I think it worked out for the best.

Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Stealth Rock
- So Mamoswine's addition came in the form of a need for Stealth Rock. I needed a rocker as well as a ground type and he seemed to sort of fit the bill. His ice typing really came in handy when dealing with various flying types in the tier. I'm not very familiar with the Focus Sash set as it always seemed like sort of a waste to me. So I slapped on a Life Orb because the damage was too good to pass up, and the appropriate ability and nature followed. Earthquake is devastating to most hurting even Forretress (after rocks and thanks to the ground typing stops Volt Switch), and does decent enough damage to Suicune (252 Atk Life Orb Mamoswine Earthquake vs. 252 HP / 252+ Def Suicune: 140-165 (34.6 - 40.8%) -- 56.7% chance to 3HKO after Leftovers recovery). More often than not, Mamoswine out speeds and can kill Tentacruel (sp. def) and Empoleon (not shucca) making room for Hydreigon. Icicle Crash and Ice Shard are the secondary STAB moves with Ice Shard's priority acting as a huge plus to the team's offensive capabilities taking care of rival Aerodactyl and Hydreigon. I find he forces a lot of switches, and provides late game rocks.

Tentacruel (M) @ Black Sludge
Ability: Liquid Ooze
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Scald
- Toxic Spikes
- Rapid Spin
- Knock Off
- Hazards bad! One of the best spinners in UU, I chose Tentacruel because of its valuable water typing taking care of steel types and fire types, completely walling Infernape. That's in addition to it's poison typing resisting fairy types and other poison types even absorbig toxic spikes. With fantastic special bulk, Tentacruel can tank Dracos from Hydreigon, and Scalds and Moonblasts for days. Black Sludge is used as an alternative to Leftovers just for Trick really and Liquid Ooze slows Leech Seed users such as Sub-Seed Shaymin. The max/max spread is obvious, so it really needs no explaining. As for the moves, Scald is the most brain dead STAB move you'll ever need. Decent damage plus the chance to burn. Toxic Spikes were chosen to add pressure to sweepers and walls alike. Rapid Spin is self explanatory. Finally Knock Off is somewhat unexpected but very useful. Eliminating Leftovers, Choice Scarfs, etc.
THREATS