ORAS UU My first pokemon team

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HI guys I am very new to pokemon battling online. I had recently started watching shadypenguin and got into pokemon. I made this account long time ago but i never really got into wifi battling. This is my first team and I decided to make it a UU team as you can see. So without any further delay, I will dive straight into the team.

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Sticky Web
- Bug Buzz
- Thunder
- Energy Ball

First of all, I have galvantula as a lead. I wanted it to setup sticky webs and thats all. But after I started playing a while, I realized that you can also hit hard with the pokemon if you save it so I decided to use this pokemon carefully and it is doing very great. However if you want me to change this pokemon to another feel free to tell me. the energy ball also catches many people by surprise and deals heavy damage to other donphans and swamperts.

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Earthquake
- Ice Shard
- Stealth Rock

Ok so Donphan is one of my cores in this team and my defensive wall. It can rapid spin and set up stealth rocks to help aid my team. it also had eq and ice shard for some coverage. It also is immune to electric moves which will aid vaporeon. All around good pokemon IMO

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Wish
- Protect
- Scald
- Toxic

So vaporeon is also part of my core. It heals hp when hit by water moves which can be lured in by donphan and it also resists ice type moves which is a problem for my other 2 cores donphan and goodra. It is also my sp def wall and I noticed that I can outstall suicune and some other walls like milotic. However, it cant do much to tentacreuls but my galvanutula can help. it can stall up any sp attacking pokemon with wish protect scald and toxic. this has turned into one of my fav pokemon thanks to this. Overall great pokemon

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 252 HP / 248 SpA / 8 SpD
Modest Nature
- Flamethrower
- Thunderbolt
- Dragon Pulse
- Sludge Wave

Now goodra is also kinda part of my wall. it can take many special attacks and is also able to take grass attacks which is a huge problem for my walls.I originally had hydreigon in this spot untill I encountered a chesnauhgt which was a huge problem. It has a classic move set and assualt vest. Not much to explain here so lets move onn.

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Sacred Fire
- Stone Edge
- Iron Head

Entei is my choice banded hard hitter. this is a very pokemon that can deal heavy damage e speed is essential because I need a powerful priority. thats why I chose this over darmanitan. If i am also able to keep the sticky webs up this pokemon can tear through teams without geting outspeed. Very good pokemon IMO

Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Poison Jab
- Knock Off
- Protect

Finally I have beedrill. This was the pokemon I build this team around and I also my other heavy hitter. It deals with fairy types and can hurt mosst pokemon due to his high attacks and speed however I cannot switch him in on anythhing pokemon he will get OHKO almost immediatly so I can only bring him in after a poke dies or late game. However, I can also bait toxic from suicune milotic or other walls and go into beedrill which I have successfully done many time and sometimes een defog from things like mandibuzz.



So thanks for reading and this is my team. I do have a huge problem with machamp and snorlax hopefully someone can give me strategies on how to get over them thanks you :) :D
 

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Hey Pikachu223169,

Funnily enough, I used to play competitive back in ADV generation (so Ruby-Sapphire-Emerald). I did the same thing you did, made this account and then didn't play again for the next like, seven years. Bizarrely I saw some ShadyPenguinn videos too and started playing cartridge again, but it was aim who's videos got me to play competitively on simulators again (trust me, you don't know how good you have it on Pokemon Showdown compared to Netbattle). So before we really begin I'd definitely recommend watching his videos if you are a fan of PokeTubers, as he explains his choices and thought process very well and can help you understand some battling concepts more intuitively than trial and error would. Other recommendations for YouTubers who put out really good videos that help me learn include blunder and mencemeat (under the youtube name of MrJamvad)

I'll start from the top:

Galvantula is one of two (or three, now, with the tier shifts and unbannings) Sticky Web setters in the tier. It is by far the most offensive of them all, frankly I would say the best. However, Sticky Web should be used primarily on teams with slower, powerful hitters. Glancing at the rest of your team, you have ostensibly three offensive mons, Galv, and two defensive mons. One of your offensive mons, MBeedrill, is going to outspeed 99% of the tier regardless of whether Sticky Webs are up or not. So in practical terms, you're really only getting usage with two mons, Entei and Goodra, out of Sticky Webs. I'm glad that you say you are open to changing it, because frankly I do not enjoy having almost an entire slot dedicated to 1-hazard-one-time and 1-Thunder/Energy Ball/Whatever. I do think that Entei is probably my favorite mon to take advantage of webs in the tier, though, so I applaud you on that perception.

After removing Galvantula, I think we can look at Donphan next. Donphan can be a very reliable mon, that's for sure, but I'd quite like to see Forretress there instead. You're using this slot as a general hazard-related mon as well as a defensive wall. With Mega Beedrill on your team, having multiple hazards up will suit you well. MBeedrill is the sort of mon that clicks U-Turn very often, as I'm sure you've noticed. With a layer of spikes and SR on the field, you'll be able to accumulate damage awfully quickly, clearing a path for another mon later in the game (or Bee himself). As such, I think using a spikes-mon here in Forry would be your best bet, and still retain a lot of defensive utility:

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

Note that this set is a better check for MAero than Donphan, as it isn't susceptible to Aqua Tail. MAero is a mon you should keep in mind as it's one of the few that will outspeed MBee.

In the Galvantula slot then I think you can use a Swampert. Swampert will allow you to check fire types and maintain SR on your team, as well as provide you an emergency check to setup sweepers. This is the set that I think should be used:

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

With the addition of Swampert as a water type defensive mon, I think Vaporeon becomes a little redundant. In addition, I do not believe Assault Vest Goodra is really the breaker you want it to be, so the next two swaps move in tandem and provide you a good check to the tier's slow, bulky setup sweepers, which otherwise your team cannot deal with (these are Suicune and CurseLax and Reuniclus I am mainly thinking of)

The first mon to add is Life Orb / Taunt Hydreigon:

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

This set allows you to stop setup sweepers in their tracks with Taunt and whittle them down with a very strong Dark Pulse, or finish off a mon with Draco. However you still lose to CurseLax from team preview at this point once he gets +1, as he can then deal with Mega Bee. To remedy this I'll give you a mon that functions as an alternative win condition, provided you can't stab your way through the team with Beedrill himself.

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Psyshock
- Focus Blast
- Recover

This mon uses many of the other setup sweepers in the tier as fodder as he can hit on both the Def and SpDef side. You have enough switchins for the Knock Off spammers of the tier (think Krookodile) to be able to put them under enough pressure so you can get your free turns. The biggest problem I see with my changes implemented is an opposing Hydreigon, meaning you'll likely have to sack to bring in Mega Beedrill and revenge, but otherwise I think your team has much more cohesiveness and ability to find a path to victory than you did before.
 
Hey Pikachu223169,

Funnily enough, I used to play competitive back in ADV generation (so Ruby-Sapphire-Emerald). I did the same thing you did, made this account and then didn't play again for the next like, seven years. Bizarrely I saw some ShadyPenguinn videos too and started playing cartridge again, but it was aim who's videos got me to play competitively on simulators again (trust me, you don't know how good you have it on Pokemon Showdown compared to Netbattle). So before we really begin I'd definitely recommend watching his videos if you are a fan of PokeTubers, as he explains his choices and thought process very well and can help you understand some battling concepts more intuitively than trial and error would. Other recommendations for YouTubers who put out really good videos that help me learn include blunder and mencemeat (under the youtube name of MrJamvad)

I'll start from the top:

Galvantula is one of two (or three, now, with the tier shifts and unbannings) Sticky Web setters in the tier. It is by far the most offensive of them all, frankly I would say the best. However, Sticky Web should be used primarily on teams with slower, powerful hitters. Glancing at the rest of your team, you have ostensibly three offensive mons, Galv, and two defensive mons. One of your offensive mons, MBeedrill, is going to outspeed 99% of the tier regardless of whether Sticky Webs are up or not. So in practical terms, you're really only getting usage with two mons, Entei and Goodra, out of Sticky Webs. I'm glad that you say you are open to changing it, because frankly I do not enjoy having almost an entire slot dedicated to 1-hazard-one-time and 1-Thunder/Energy Ball/Whatever. I do think that Entei is probably my favorite mon to take advantage of webs in the tier, though, so I applaud you on that perception.

After removing Galvantula, I think we can look at Donphan next. Donphan can be a very reliable mon, that's for sure, but I'd quite like to see Forretress there instead. You're using this slot as a general hazard-related mon as well as a defensive wall. With Mega Beedrill on your team, having multiple hazards up will suit you well. MBeedrill is the sort of mon that clicks U-Turn very often, as I'm sure you've noticed. With a layer of spikes and SR on the field, you'll be able to accumulate damage awfully quickly, clearing a path for another mon later in the game (or Bee himself). As such, I think using a spikes-mon here in Forry would be your best bet, and still retain a lot of defensive utility:

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

Note that this set is a better check for MAero than Donphan, as it isn't susceptible to Aqua Tail. MAero is a mon you should keep in mind as it's one of the few that will outspeed MBee.

In the Galvantula slot then I think you can use a Swampert. Swampert will allow you to check fire types and maintain SR on your team, as well as provide you an emergency check to setup sweepers. This is the set that I think should be used:

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

With the addition of Swampert as a water type defensive mon, I think Vaporeon becomes a little redundant. In addition, I do not believe Assault Vest Goodra is really the breaker you want it to be, so the next two swaps move in tandem and provide you a good check to the tier's slow, bulky setup sweepers, which otherwise your team cannot deal with (these are Suicune and CurseLax and Reuniclus I am mainly thinking of)

The first mon to add is Life Orb / Taunt Hydreigon:

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Taunt
- Roost

This set allows you to stop setup sweepers in their tracks with Taunt and whittle them down with a very strong Dark Pulse, or finish off a mon with Draco. However you still lose to CurseLax from team preview at this point once he gets +1, as he can then deal with Mega Bee. To remedy this I'll give you a mon that functions as an alternative win condition, provided you can't stab your way through the team with Beedrill himself.

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Psyshock
- Focus Blast
- Recover

This mon uses many of the other setup sweepers in the tier as fodder as he can hit on both the Def and SpDef side. You have enough switchins for the Knock Off spammers of the tier (think Krookodile) to be able to put them under enough pressure so you can get your free turns. The biggest problem I see with my changes implemented is an opposing Hydreigon, meaning you'll likely have to sack to bring in Mega Beedrill and revenge, but otherwise I think your team has much more cohesiveness and ability to find a path to victory than you did before.

Hi I really like your suggestions. However, I am wondering which would be my special wall since 3 pokemon have max defence? and why is hydreigon having 4 atk when it doesnt have any attacks? Also, will hyrdreigon live an attakcs to use roost? Thank you
 
Hi I really like your suggestions. However, I am wondering which would be my special wall since 3 pokemon have max defence? and why is hydreigon having 4 atk when it doesnt have any attacks? Also, will hyrdreigon live an attakcs to use roost? Thank you
Sorry, about that, let me edit the Hydreigon set. I imported from a set that used the move Superpower, so the 4 Atk EVs were leftover. They can go in SpDef or Def, doesn't really matter.

As for "special walls", my answer is a bit longer. In short, you should look at the construction of a team and a cohesive idea when building as opposed to checking off boxes. The latter is how you end up with a team that looks like "physical attacker - special attacker - physical wall - special wall" etc. without much cohesion. Again we can look at the viability rankings and see how best to deal with each mon that is likely to attack against your SpDef stats.

In the S rank, we see two special attackers, namely Hydreigon and Salamence. I do recognize that your team has an issue defensively checking Hydreigon, but you have enough options against it in an offensive manner that I think it is something you can scrape by with. Salamence is, too, a bit difficult, particularly the intimidate-LO set. However what I have given you can play around this set, as it most commonly carries only two attacks - Fire Blast and Draco Meteor. This is something learned by experience. So if you are playing against a special Salamence your first defensive move would be to switch into the appropriate resist based on what type move you think they will use. Forretress and Swampert are both bulky enough to take a hit on the resisted side regardless of having minimal investment (though, looking at the team as a big picture, I think we can invest a bit in Swampert's SpDef, as it'll check MAero pretty well regardless). Once Mence is -2 you have a much easier time around it.

Keep scrolling down the list and you find two more special attackers, Reuniclus and Suicune. Hydreigon can deal with both, and Reuni tends to run Psyshocks which hits physically anyway.

Going further, there is Mega Blastoise and say, Chandelure. Chandelure you can check, again, with Hydreigon, though I do see Stoise as a bit more of a problem. The way you would typically play against this would be to ensure that you are always putting it under pressure, not allowing it a free switchin - for example, clicking Volt Switch with Forry or doubling into one of your mons that can hit it hard.

I think the point I am trying to get across is that you don't need to pick one of each "archetype" of mon to have a cohesive and well functioning team. You may end up with a hole here or there, but if your team functions for its intended purpose better you are better off for it. There is a popular RMT in the Showcase right now that has pretty severe problems with a few mons that are relatively common, such as Empoleon, but it is a great team despite this because it provides the player with the tools to make sure none of this gets out of hand.

Please let me know if I am not articulating myself very well here because it is something that I think comes a bit more intuitively to me. Additionally, I do have a tendency to build teams that have a hole in one place in order to be stronger in another. This, I think, is a bit different to overloading or overlapping motives, but instead is more about complimentary aims among the six mons.

edit: Additionally, there should be a few more raters along shortly with ideas of their own. They'll likely be very good, too, as the UU rating crew is filled with people that know their stuff very well. A lot of their styles differ to mine, and all will probably result in a good team! So I would take into account what others say as I may have missed something big (dealing with Mega Stoise with the team I've suggested comes down to aggressive doubling which isn't really a sustainable thing especially for a newer player) and the other's suggestions may result in a more balanced team that is easier to "zone out" while playing with

edit2: A final thought that actually would probably help the team a lot would be to use Florges over Swampert and use SR over Spikes on Forry in this situation. This gives you a good way to check both MBlastoise and Hydreigon without sacrificing too much in terms of team cohesiveness.

Pikachu223169 see the above comment just in case you missed it, Florges might work better for you if you like to have an easier switchin but like I said you lose spikes which I like a lot on a Beedrill team
 
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Sorry, about that, let me edit the Hydreigon set. I imported from a set that used the move Superpower, so the 4 Atk EVs were leftover. They can go in SpDef or Def, doesn't really matter.

As for "special walls", my answer is a bit longer. In short, you should look at the construction of a team and a cohesive idea when building as opposed to checking off boxes. The latter is how you end up with a team that looks like "physical attacker - special attacker - physical wall - special wall" etc. without much cohesion. Again we can look at the viability rankings and see how best to deal with each mon that is likely to attack against your SpDef stats.

In the S rank, we see two special attackers, namely Hydreigon and Salamence. I do recognize that your team has an issue defensively checking Hydreigon, but you have enough options against it in an offensive manner that I think it is something you can scrape by with. Salamence is, too, a bit difficult, particularly the intimidate-LO set. However what I have given you can play around this set, as it most commonly carries only two attacks - Fire Blast and Draco Meteor. This is something learned by experience. So if you are playing against a special Salamence your first defensive move would be to switch into the appropriate resist based on what type move you think they will use. Forretress and Swampert are both bulky enough to take a hit on the resisted side regardless of having minimal investment (though, looking at the team as a big picture, I think we can invest a bit in Swampert's SpDef, as it'll check MAero pretty well regardless). Once Mence is -2 you have a much easier time around it.

Keep scrolling down the list and you find two more special attackers, Reuniclus and Suicune. Hydreigon can deal with both, and Reuni tends to run Psyshocks which hits physically anyway.

Going further, there is Mega Blastoise and say, Chandelure. Chandelure you can check, again, with Hydreigon, though I do see Stoise as a bit more of a problem. The way you would typically play against this would be to ensure that you are always putting it under pressure, not allowing it a free switchin - for example, clicking Volt Switch with Forry or doubling into one of your mons that can hit it hard.

I think the point I am trying to get across is that you don't need to pick one of each "archetype" of mon to have a cohesive and well functioning team. You may end up with a hole here or there, but if your team functions for its intended purpose better you are better off for it. There is a popular RMT in the Showcase right now that has pretty severe problems with a few mons that are relatively common, such as Empoleon, but it is a great team despite this because it provides the player with the tools to make sure none of this gets out of hand.

Please let me know if I am not articulating myself very well here because it is something that I think comes a bit more intuitively to me. Additionally, I do have a tendency to build teams that have a hole in one place in order to be stronger in another. This, I think, is a bit different to overloading or overlapping motives, but instead is more about complimentary aims among the six mons.

edit: Additionally, there should be a few more raters along shortly with ideas of their own. They'll likely be very good, too, as the UU rating crew is filled with people that know their stuff very well. A lot of their styles differ to mine, and all will probably result in a good team! So I would take into account what others say as I may have missed something big (dealing with Mega Stoise with the team I've suggested comes down to aggressive doubling which isn't really a sustainable thing especially for a newer player) and the other's suggestions may result in a more balanced team that is easier to "zone out" while playing with


Yes I understand your perspective now, Only pokemon I see a problem to handle now is mega blastoise however like you said, I should be able to work it using u turn and volt switch from beedrill and forretress as they can both take 1 hit from blastoise. Thank you for your help and I will defeinetly try this team ASAP
 
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