Mr Snuggles in UU

Hello everybody, this is Mr Snuggles

Furret.gif

He is here to wreak havoc on the UU tier


AT A GLANCE
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Cara_de_Furret.png
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254.png
Registeel.png
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MAKING THE TEAM
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To start me off I needed something that was able to take hits and hit back harder. Spiritomb was a good option over my original idea to put in Mismagius due to his superior Defense.
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Spiritomb needed somebody to back him up physically now. Preferably fast as well to make up for his measly 35 base Speed stat. Rapidash had some brilliant Attack and Speed so it was next on the list.
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Now for a lead. Something that would let the rest of the team come in with more than a Stealth Rock advantage. Clefable had some great movepools so I thought I would give it a run.
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rapidash.png

Next a wall. The three Regis were the obvious favourite. Regice would get slaughtered by Blazikens and the Hitmontrio. Regirock would do well but it would be easily crippled and taken down by Milotics. Registeel had good SDef and Def so I used it.
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Next something that would kill off some Ground types that could sweep most of my team. Sceptile got the spot due to his great Speed and SAtk, acting like a Special Rapidash.
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rapidash.png
registeel.png

Finally I needed a wall breaker. I chose Furret for some reasons I will state later.
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UP CLOSE&PERSONAL
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CLEFABLE-THE LEAD
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clefable.png

@Toxic Orb
Ability:Magic Guard
Nature:Adamant(+Atk,-SAtk)
EVs:136HP/252Atk/80Def/40SDef
Moves:
-Protect
-Facade
-Fire Punch
-Focus Punch

Ahhh Clefable. My most cherished member on this team. It doesn't act as a 'normal lead'. It doesn't set up and entry hazards, it merely weakens the opponent. If my Clefable works it will fire off some 210 powered Facades, slaughtering the oppositions team, or making him switch to multiple pokemon letting me damage them so it is easier for my sweepers to get the kills.

Protect stops any Fake Outs from annoying Ambipom leads, it also activates Toxic Orb doubling Facades power. Thats where the other great thing about Clefable comes in. It's ability Magic Guard stops ALL indirect damage. No status damage, no entry hazard damage and no weather damage. It makes Clefable efficient as a Facader.

Focus Punch lets me get a hit on Stealth Rock users whilst Fire Punch hits Ghosts and Steels. I've found SubCM Mismagius to be Clefable's biggest switch in. It thinks it can pull off a substitute then get off some Calm Minds, therefore sweeping my team. What it doesn't know is that Fire Punch breaks the Sub, forcing the switch.

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CLEFABLE'S WEAKNESSES
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Fighting-Spiritomb,Rapidash
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FURRET-WALL-BREAKER/LATE GAME PLAYER
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furret.png

@Choice Scarf
Ability:Keen Eye
Nature:Adamant(+Atk,-SAtk)
EVs:4HP/252Atk/252Spe
Moves:
-Trick
-Super Fang
-Return
-U-Turn

Yes it's Mr Snuggles himself. Ask yourself, if you saw a small weak Furret what would you do. Chances are you would decide to set up on it. That is mistake No.1. You get locked into your stat increasing move and whilst you think it's okay because Furret isn't going to be hitting all that hard you have just made mistake No.2. Two Super Fangs get you to 25% HP left then Furret can simply Return you and you are gone.

This works on CurseSteels, SD/SP Venasaurs and CMrs very nicely. CurseSteels after 2 Super Fangs get U-Turned and set up on themselves. Most of the time though a switch will occur after the Trick. This is were the Late Game Furret comes in. The opponent has one more pokemon. It could sweep your team. Lets say in this case its a LO Hitmonlee. OHKO Close Combat on Registeel. OHKO Close Combat on Furret, 2HKO on Spiritomb with Blaze Kick! But wait, As it decides to CC Furret it gets locked into it. Spiritomb can just switch in then and KO it. I really wasn't sure about Furret at first. But after using it I must say it is a beast!

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FURRET'S WEAKNESSES
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Fighting-Spiritomb, Rapidash
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SPIRITOMB-cmTOMB
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spiritomb.png

@Leftovers
Ability:Pressure
Nature:Sassy(+SDef,-Spe)
EVs:252HP/80SDef/160SAtk/8Def
Moves:
-Calm Mind
-Shadow Ball
-Sucker Punch
-HP Fighting

How can you not love this thing. No weaknesses mean it can easily set up CMs knowing that nothing has anything to hit it hard enough to stop it. Leftover's let it survive that bit longer. The only things that let Spiritomb down are its horrible HP and Speed. I didn't bother in putting any EVs into speed but I maxed out its HP to bring it to a respectable 304. The rest are just to bulk it up.

Calm Mind here is like the Curse on Registeel, making it a special wall and a special sweep. Shadow Ball gives it some great primary STAB, killing Mismagius for a 2HKO with no CMs and 3HKOing other Spiritombs after no CMs. It just goes to show that it can sweep without the boosts. HP Fighting will 2HKO a Registeel after 6 CMs if they can be pulled off.

Sucker Punch is just there for some STAB and priority. It just helps against Choice Scarfed threats really.

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SPIRITOMB'S WEAKNESSES
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Ok It has none but I will put-
Foresight Machoke(I have seen ONE)-Rapidash
Scrappy-Focus Punching Kangaskan- Spiritomb, Rapidash, Sceptile
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SCEPTILE-SPECIAL SWEEP
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sceptile.png

@Petaya Berry
Ability:Overgrow
Nature:Modest(+SAtk,-Atk)
EVs:4HP/252SAtk/252Spe
Moves:
-Leech Seed
-Substitute
-Energy Ball
-HP Ground

It is obvious this set looks really strange and bad. But after several tests I have found it works well. It is especially effective when used with Furret after a Trick. Open up with a Sub, then Leech Seed. If the Sub breaks just Sub again, then again until down to 25% HP. This is where it becomes fun. Petaya activates increasing SAtk. Also Sceptiles ability Overgrow activates, giving Energy Ball huge bonuses. With STAB it is a lone force to be reckoned with. HP Fighting is just there to fight off anything Grass can't handle. It also makes quick work of Houndooms which is a big help.

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SCEPTILES WEAKNESSES
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FIRE-RAPIDASH
ICE- SPIRITOMB, CLEFABLE, RAPIDASH, REGISTEEL
FLYING-REGISTEEL, CLEFABLE
POISON-SPIRITOMB, REGISTEEL
BUG-RAPIDASH,CLEFABLE, REGISTEEL
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REGISTEEL-THE ALL AROUND WALL
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registeel.png

@Leftovers
Ability: Clear Body
Nature:Impish(+Def,-SAtk)
EVs:108HP/200Def/200SDef
Moves:
-Curse
-Amnesia
-Iron Head
-Explosion

This was a bit of a test run moveset at first, to see which moves could stay and which could go. But as I used it I fell in love with it. After max Amnesias, Registeel cannot be killed from a Special attacker. Milotic's Surf does a beastly 7% and with leftovers thats a whopping 1% per turn. HP Fighting from Yanmega LO does 10% with Leftovers that 4%. Thunderbolt from a Mismagius does a brutal 4% THATS A HUGE -2% EACH TURN. After max curses a CLose COmbat from a LO Hitmontop does 20%w/Leftovers Registeel can counter with a OHKO Iron Head. Earthquake from Donphan does 10%w/Leftovers and gets 2HKOd by Iron Head, and so-on so-forth. Each move serves it's purpose. I was thinking about using Iron Defense over Curse, to get some faster Def raising, but I really didn't want the loss of attack boosting.

If my Registeels rampage is about to come to an end I must finish with a huge

KABOOM!!!!!!!!!!!!!

Which OHKOs eveything apart from Steelix which takes a 2HKO, unfortunately for me Explosion is a one off deal :)

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REGISTEEL'S WEAKNESSES
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Fighting-Spiritomb, Rapidash
Fire-Rapidash
Ground-Sceptile
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RAPIDASH-LATE GAME SWEEPER
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rapidash.png

@Expert Belt
Ability:Flash Fire
Nature:Jolly(+Spe,-SAtk)
EVs:4Def/252Atk/252Spe
Moves:
-Flare Blitz
-Megahorn
-Bounce
-Double Kick

Rapidash is superior in Speed to everything else in UU. It can outspeed all but Choice Scarfers. It can also come in on Fire types and not only not take damage, but get a Fire boost as well. With help of Furret, I can lock a pokemon into a Fire attack, then switch into Rapidash and boost its Fire power to new heights. Expert Belt lets it take on anything that may pose a threat, with this moveset it can get super effective on most types.

Flare Blitz and Megahorn are self explanitory, being Rapidash's two best physical moves. Bounce was implemented to take out Fighters that pose a threat to a couple of team members. If they switch they take the chance of getting paralyzed. Double Kick hits Chansey and Registeel, but it serves a second purpose. It stops SubPunchers, or just Subs in general. It breaks the sub with the first hit, then deals the damage with the second. Unless they are Ghost typed, Subbing against this flammable horse is a bad idea.

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RAPIDASH's WEAKNESSES
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Water-Sceptile, Registeel
Ground-Sceptile
Rock-Registeel, Sceptile
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HOPE YOU ENJOYED READING THIS

THREATS LIST IS UP

THANKS
 
Small Threats in Orange
Big Threats in Red

Shaymin -2HKOd By Rapidash, if it manages to get a KO on that Furret can pop in and U-Turn

Mismagius - 2HKOd by Shadow Ball, Sucker PUnch also 2HKOs if nessicary, Flare Blitz hits hard as well

Blaziken - 2HKOd by Bounce, or Shadow Ball. I really can't kill it without losing a member of my team

Roserade -Easily gone, OHKO from Flare Blitz, Registeel can stop attempts to sweep

Registeel -It is annoying, I can kill it but not without lots of damage. HP Ground from Sceptile after Petaya berry 3HKOs whilst 2HKO from Spiritomb after max CMs, really just takes time. Flare Blitz is also on hold. Furret can help with Super Fang, it also stops it from setting up anything.

Milotic - Sceptile OHKOs after Petaya or 2HKOs with Energy Ball. Sub will stop any Ice Beams.

Steelix-HP Fighting from Sceptile after Petaya is a OHKO or 2HKO woithout. Spiritomb can OHKO after a few CMs. Flare Blitz can help as well.

Ambipom - As a lead Clefable can deal with it, Protecting the Facading for a 2HKO. It can 2HKO back with Brick Break though. Really a simple Sucker Punch after that from Spiritomb. As a sweeper Spiritomb blocks most of its moves.

Hitmontop - Its a bitch. Mach Punch kills Furret, CLose Combat kills Registeel, Sceptile and Rapidash, but after Sceptile or Rapidash dies the other can come in outspeed it and finish it iff. Sceptile can hope for a Sub but Mach Punch stops it.

Honchkrow -Another annoyance. Drill Peck kills Sceptile whose only counter is HP Fighting. With a Sub up it can get the Petaya off. Spiritomb is the only real counter, or Registeel walling, Superpower does hurt though.

Spiritomb- If I can get off some CMs before it comes in I can 2HKO with Shadow Ball, otherwise Rapidash 2HKO with Flare Blitz or OHKO with Sceptile after Petaya.

Arcanine-Rapidash stops any Flare Blitz attempts, can hit back hard with Bounce, hopefully paralyzing then just Double Kicking or Bouncing again for the kill.

Clefable- HP Fighting 2HKOs easily on Spiritomb and Sceptile no hassle.

Azumarill- With some Ice Moves they are annoying, killing Sceptile on Choice Scarfed sets, otherwise they dont stand much of a chance.

Claydol - 2HKOd by Megahorn and Shadow Ball. OHKO after Petaya with Energy Ball on Sceptile. Furret can U-Turn to finish them off if need be.

Espeon - Walled by Spiritomb, letting me CM. Yawn is a bitch though. Just requires some switching and patience.

Regirock - 2HKOd after Petaya on Sceptile. Spiritomb can hit it with Hp Fighting. Rapidash can Double Kick and Furret can Super Fang and Trick into SR.

Uxie- 2HKO from Megahorn, Shadow Ball and Sucker Punch. Yawn again just requires switching.

Yanmega - Walls Sceptile, Spiritomb can hit it if it can pull off some CMs. Rapidash OHKOs with Flare Blitz if it stops the Speed Boosts

Slowbro- 2HKO from Megahorn. Spiritomb can 2HKO after 2 CMs, whilst Sceptile 2HKOs with Energy Ball. Furret can U-Turn.

Chansey- Double Kick kills it with ease, Flare Blitz otherwise. Registeel gets some free setting up as well.

Umbreon- HP Fighting gets rid of it. Megahorn is good as well for the 2HKO. U-Turn from Furret deals about 20%.

Hariyama-Bounce 2HKOs. It will usually get the Rapidash kill. Spiritomb walls it though after that.

Feraligatr-Easy done. DDGatr lets the sub get up. Then Leech Seed, as he breaks it. If he continues to DD then just Energy Ball away. after 1 DD Sceptile still outspeeds.

Toxicroak-Bounce 2HKOs, pretty much walled by Spiritomb though.

Moltres- Kills Registeel and Sceptile, whilst walling Rapidash, exeptions on Bounce. Bounce then deals around 40% then Spiritomb can finish it off with Shadow Ball whihc would otherwise 2HKO. Furret can come and lock it into a move then switch to something that walls that. But i will usually lose 1-2 members.

Ludicolo- Megahorn 2HKOs, Energy Ball works well after Petaya 2HKOing as well, also stopping the Leech Seed.

Kabutops- Annoying in Rain Dance teams. Aqua Jet OHKOs Rapidash stopping Double Kick. Sceptile can OHKO with Energy Ball though but he will take some damage from Stone Edge.

Absol - HP Fighting OHKOs on both Spiritomb and Sceptile. Sceptile Outspeeds. Double Kick OHKOs also and outspeeds. Registeel walls with Curse.

Hitmontrio-Close Combats Hurt alot, but Bounce 2HKOs all of them then Sceptile can come in and finish them off, or Spiritomb who walls there STABs

Venusaur-Rapidash 2HKOs with Flare Blitz, or pulls one off and takes the sleep. Registeel can come in and set up some Curses then or Spiritomb Sucker Punch.

Magmortar-Fire hurts Sceptile, Spiritomb can wall Cross Chop though and get off some CMs. OHKOing with Shadow Ball afte 4. Rapidash can get some damage with Bounce but risks getting KOd

Sceptile- Walled by Spiritomb, just fire off some Shadow Balls, or OHKO with Flare Blitz or Megahorn. Registeel walls most of it moves and can set up some Amnesias stopping Focus Blast
 
Quickly watching it, I'm in lack of time for a full rate now, but Rapidash isn't doing what you seem to want it to do.

You leave it to stop Fighting Attacks, which I can't remember Fire being resistant too. It isn't bulky either, so 2 hits and Stealth Rocks kill it.

You might want to opt for a Mixed/Psychical Choice Scarf/Band Arcanine, which is a lot more bulky, A LOT.
 
I did try Arcanine and for some reason it didn't work. It was getting slaughtered all around, whereas I've found my Rapidash to be faster and more reliable.

Also My Rapidash works more as a revenge killer on Fighting types, but it can OHKO Hitmonlee sorry I didn't mention that. Spiritomb is my obvious first choice against them. Rapidash can come in, Flare Blitz or Bounce for the kill if Spiritomb goes down. I can also Sceptile fighter's before Rapidash, Sceptile outspeeds them and activates Petaya and can OHKO all fighters in UU with Energy Ball.

Just thought I'd mention this, I am about to change it

HP Fighting on Sceptile has been taken over by HP Ground.
 
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