(pics by pluff)
Introduction to the team
This is my first UU team since early DP. I made it with the idea of Screechipom in mind, which is Ambipom with Screech. After going through several stages of the team, I present the most recent and most successful version.
On a side note, I am looking for artwork for Uxie, Hitmontop and Roserade. It can be cute, vicious, a pre-evo, whatever you feel like drawing. Thanks to anyone who joins in.
The team at a glance
The team in detail
(YOUR ARTWORK HERE) Uxie @ Lum Berry
Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Zen Headbutt
- U-turn
- Thunder Wave
- Stealth Rock
---
Uxie is a superb lead. I haven't had a game where it hasn't set up Stealth Rocks. I chose Zen Headbutt over Psychic for two reasons. Firstly, it doesn't take away from U-turns power which is always useful. Secondly, with Thunder Wave, the flinch chance is rather helpful, if I get lucky. U-turn scouts, gets me out of an awful situation and into a potentially fantastic one. Thunder Wave really helps out my slow team and the full paralysis is beautiful. Not to mention a lot of leads are built to be fast, so Thunder Wave nullifies that. Stealth Rock is simply Stealth Rock. The generic EVs give maximum bulk on the physical side which is never going to not be useful. I chose Lum Berry so I always get Stealth Rock up, regardless of Sleep Powder or what not. Uxie really helps my team for its Ground immunity, Stealth Rock which helps deal with any Flying types. Well, helps deal with anything really. The damage adds up with Spikes as well. Thunder Wave is one of the most useful moves due to my team not hitting over 300 Speed. My main damage dealer, Donphan, really appreciates everything being slower than itself.
Synergy
Dark-Hitmontop
Ghost-...
Bug-Hitmontop, Rotom
(YOUR ARTWORK HERE) Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Def/4 Spd
Impish nature (+Def, -SAtk)
- Stone Edge
- Mach Punch
- Rest
- Close Combat
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Hitmontop was originally put on my team for Drapion. I had a few members by then and I could see I was severely Drapion weak. Stone Edge stops any Flying types taking advantage of Hitmontop as well as making a good combo with its Fighting STAB. Mach Punch is incredible, if only for the priority. Priority in this game is so useful considering the amount of fast sweepers. Rest stops it from dying and it has the bulk to survive the two turns of sleep. Close Combat is the generic power attack and, although it will have to switch afterwards, it isn't Pursuit weak, which is a bonus, making switching much safer. EVs again for massive physical bulk which really helps with taking on Drapion, Absol and the like. Intimidate is used for this reason as well. Leftovers was chosen as Hitmontop really needs constant recovery, no matter how small. Intimidate is so good and really helps me with hard hitters. Its Fighting STAB makes Clefable much easier to take down, as well as hitting hard regardless of what it hits. Mach Punch, priority. Priority is just amazing. I was thinking of swapping Rest for Toxic but, really, Hitmontop loves recovery.
Synergy
Flying-Rotom
Psychic-Uxie
(YOUR ARTWORK HERE) Roserade @ Leftovers
Ability: Natural Cure
EVs: 48 HP/208 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Energy Ball
- Synthesis
- Spikes
- Sludge Bomb
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Spikes, Spikes, Spike. Roserade is here for Spikes. It has a good typing which always comes in useful, and a nice Speed which is a pleasant change. Energy Ball gets STAB and hits the many Water types in UU hard. Synthesis provides the recovery it needs to set up as many layers of Spikes as it can. Spikes is an incredible move, especially when combined with Stealth Rock. The switch-in damage is just insane. Sludge Bomb murders the Grass types that would otherwise safely stay in, as well as getting STAB and having a high base power. The EVs give a high Special Attack as well as a good Speed of 294, making it the faster member of my team. Leftovers again for constant recovery, and Natural Cure stops the need for Lum Berry. Taking care of bulky waters is incredibly helpful for Donphan, who obviously hates Surf. Walling the Grass types is good as well, for Donphan, Azumarill and Rotom.
Synergy
Fire-Azumarill
Psychic-Uxie
Ice-Azumarill
Ability: Sturdy
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Ice Shard
- Assurance
- Superpower
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Oh my, it hits like a truck. Priority Ice is so good at the moment, destroying Yanmgea, Roserade, Swellow and Altaria, to name a few. Earthquake is the generic choice for any Ground type, especially one with 120 base Attack. Once the Ground immune has been taken down, not much can switch in safely. Ice Shard gets the priority the otherwise slow Donphan craves and provides a check to many huge threats. An extra priority move is never a bad thing anyway. Assurance works well with Stealth Rock and Spikes and destroys Claydol and Rotom, two Pokemon that would switch into Donphan a lot. Superpower destroys any Normal types and is a good attack in general. Adamant nature and 252 Attack EVs make Donphan hit as hard as possible, and the HP gives it some great bulkiness. Choice Band pushes Donphan's Attack into obscene levels, which nobody can complain about.
Synergy
Grass-Roserade
Ice-Azumarill
Water-Azumarill, Roserade
Ability: Levitate
EVs: 252 HP/156 Def/100 Spd
Bold nature (+Def, -Atk)
- Thunderbolt
- Will-o-wisp
- Rest
- Sleep Talk
---
Rotom is my only Normal and Flying resist, hence the bulkiness. Thunderbolt is a reliable STAB move and the only offensive move on the set. Will-o-wisp adds to the bulkiness by nullifying physical attackers, except for the Guts users of course. Rest and Sleep Talk are obvious. They both give me the survivability Rotom needs, as it will be taking a lot of hits. Attacking in its sleep is always going to help anyway. Max HP gives it some bulk and the Speed lets it outrun most Honchkrow for the Will-o-wisp. The Defence was extra but really helps with taking hits.
Synergy
Ghost-...
Dark-Hitmontop
Ability: Huge Power
EVs: 244 HP/240 Atk/4 Def/16 Spd/4 SDef
Adamant nature (+Atk, -SAtk)
- Return
- Waterfall
- Sleep Talk
- Rest
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I needed a bulky Water for the last slot so decided to go with Azumarill. 100 HP/80 Def/80 S.Def is nothing to laugh at, especially with a typing as good as pure Water. Return is a strong and reliable move that pairs wonderfully with Waterfall, another great move. The flinch chance is always helpful, if Azumarill manages to outspeed something. Rest and Sleep Talk give it obscene survivability, nothing complex. The EVs give Azumarill huge bulk and an even bigger Attack, thanks to Huge Power.
Synergy
Grass-Roserade
Electric-Donphan, Rotom, Roserade
Grass-Roserade
Electric-Donphan, Rotom, Roserade
Special thanks
I made this team with the help of dragonfruit, a good friend of mine who I respect in terms of his ability to play. So yeah, a big thank you to him.
And a big thank you to jumpluff who made the adorable Donphan, Rotom and Azumarill artwork for my thread.
Thank you both!
I made this team with the help of dragonfruit, a good friend of mine who I respect in terms of his ability to play. So yeah, a big thank you to him.
And a big thank you to jumpluff who made the adorable Donphan, Rotom and Azumarill artwork for my thread.
Thank you both!