Hey everyone. After discovering the UU ladder on the Smogon Shoddy server, I decided to give it a try. I'm by no means a seasoned battler, but I hoped the UU environment could provide a fun and different challenge (as opposed to running into land sharks all the time...).
After playing a bit around yesterday evening, I ended up with this team:
Nidoqueen @ Leftovers
Ability: Poison Point
EVs: 252HP, 252Def, 4 SDef (heh... like if it makes much of a difference)
Nature: Leftovers
- Earthquake
- Stealth Rock
- Toxic Spikes
- Roar
My starter. Sets up SR and TS. Roar helps rack up residual damage, while earthquake provides reliable stab and also threatens those pesky poisons that wants to absorb my spikes. Unfortunately, the strategy isn't working flawlessly, as with there being so very many poisons running rampart, those toxic spikes more often than not end being taken out of action regardless. They also make Poison Point kindae pointless. I'm considering dropping them...
Aggron @ Leftovers
Ability: Rock Head
EVs: 252HP, 252Atk, 4Def
Nature: Adamant
- Substitute
- Focus Punch
- Stone Edge
- Avalanche
Standard subpuncher. Focus Punch and Stone Edge hurts... a lot. Avalanche provides provides some extra strength against those grounds that are otherwise unimpressed by this monster (cool looking monster, I must add).
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252HP, 165Atk, 92Def
Nature: Relaxed
- Hypnosis
- Brick Break
- Ice Punch
- Hydro Pump
In comes Poliwrath instead of Hitmontop, to better handle threats like Kabutops and Aerodactyl. Since I don't have any sleep inducer, hypnosis fits in fine too. Brick Break destroys most Kabutops in two hits, while both Ice Punch (100% accuracy > Rock Slide... not going to use that flinch chance much anyway, considering the tadpole's speed) and Hydro Pump scares Aero away. Hydro Pump also puts a dent in Weezing (though only 3HKO with this spread), which the rest of my team struggles to do. Being able to switch into most ice attacks (and scare the icy pokemon with a mean face and white gloves) is of course another quality my team sorely needs.
Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 132HP, 160Atk, 216Spe
Nature: Jolly
- Baton Pass
- Leaf Blade
- Roar
- Sword Dance
The core of my team. Leafeon is a simply brilliant pokemon. It can take a bit of abuse, at least from the physical side (it won't mind the earthquakes nido and aggron tend to attract at all), while being able to hit back with a strong Leaf Blade straight of. Most people realise that and their grounds and waters flee from him like the plague, giving him the chance to get a free SD up. He can then proceed to try to sweep on his own, though only one attack limits the ability to do so. Not to despair though. He can roar away those he cannot hurt (especially funny if the opponent tries to phaze away the SD - it also helps rack up residual damage), or BP if that is too risky. Most of my team benefit greatly from the attack boost.
Altaria @ Leftovers (yes, I like leftovers, I'm a munchy person...)
Ability: Natural Cure
EVs: 252HP, 200Def, 56SDef
Nature: Careful
- Roost
- Heal Bell
- Dragon Claw
- Earthquake
The reason my team doesn't fear status much. Altaria is quite bulky (sure, not as bulky as a Dragonite can be, but still quite respectable) and has plenty of resistances to come in on. It can then roost of any damage and heal bell any annoying status. Dragon Claw and Earthquake is there so that she can actually hurt something... though not really. The fluffy bird isn't really going to threaten anything with this set. That's not what Altaria is there for in the first place though, so I'm fine with it. If I do opt for removing TS from Nidoqueen, Altaria needs some change to though. Adding toxic is an obvious choice, though I quite like the thought of abusing Dragonbreath's paralyse chance (like I tend to opt for Force Palm on Hariyama). That would of course also work well with giving Aggron Rock Slide... However, with Dragonbreath (60 base power) Altaria isn't even going to threaten Caterpie.
Nidoking @ Life Orb
Ability: Poison Point
EVs: 200Atk, 252SAtk, 56Spe
Nature: Rash
- Earthquake
- HP Grass
- Thunderbolt
- Ice Beam
I added Nidoking mostly as an afterthought. With my complete lack of special attackers, he's a most welcome addition, and with a SD from Leafeon, his Earthquake becomes terrifyingly powerful.
So, that's my team. I'm completely new to UU, so I don't expect it to be close to perfect (indeed, if it was, I would be busy winning matches instead of posting here). It is terribly weak to ice attacks (3 weak, 1 quad-weak, Aggron resists ice, though most of the time I find him a shaky switch-in against things sporting ice).
I've run into some problems with it, but many of them - I think - is more due to my own inexperience and general ignorance of what certain pokemons are capable of.
Previous team members:
Hitmontop @ Leftovers
Ability: Technician
EVs: 252HP, 252Atk, 4Spe
Nature: Adamant
- Mach Punch
- Pursuit
- Rapid Spin
- Stone Edge
After playing a bit around yesterday evening, I ended up with this team:
Nidoqueen @ Leftovers
Ability: Poison Point
EVs: 252HP, 252Def, 4 SDef (heh... like if it makes much of a difference)
Nature: Leftovers
- Earthquake
- Stealth Rock
- Toxic Spikes
- Roar
My starter. Sets up SR and TS. Roar helps rack up residual damage, while earthquake provides reliable stab and also threatens those pesky poisons that wants to absorb my spikes. Unfortunately, the strategy isn't working flawlessly, as with there being so very many poisons running rampart, those toxic spikes more often than not end being taken out of action regardless. They also make Poison Point kindae pointless. I'm considering dropping them...
Aggron @ Leftovers
Ability: Rock Head
EVs: 252HP, 252Atk, 4Def
Nature: Adamant
- Substitute
- Focus Punch
- Stone Edge
- Avalanche
Standard subpuncher. Focus Punch and Stone Edge hurts... a lot. Avalanche provides provides some extra strength against those grounds that are otherwise unimpressed by this monster (cool looking monster, I must add).
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 252HP, 165Atk, 92Def
Nature: Relaxed
- Hypnosis
- Brick Break
- Ice Punch
- Hydro Pump
In comes Poliwrath instead of Hitmontop, to better handle threats like Kabutops and Aerodactyl. Since I don't have any sleep inducer, hypnosis fits in fine too. Brick Break destroys most Kabutops in two hits, while both Ice Punch (100% accuracy > Rock Slide... not going to use that flinch chance much anyway, considering the tadpole's speed) and Hydro Pump scares Aero away. Hydro Pump also puts a dent in Weezing (though only 3HKO with this spread), which the rest of my team struggles to do. Being able to switch into most ice attacks (and scare the icy pokemon with a mean face and white gloves) is of course another quality my team sorely needs.
Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 132HP, 160Atk, 216Spe
Nature: Jolly
- Baton Pass
- Leaf Blade
- Roar
- Sword Dance
The core of my team. Leafeon is a simply brilliant pokemon. It can take a bit of abuse, at least from the physical side (it won't mind the earthquakes nido and aggron tend to attract at all), while being able to hit back with a strong Leaf Blade straight of. Most people realise that and their grounds and waters flee from him like the plague, giving him the chance to get a free SD up. He can then proceed to try to sweep on his own, though only one attack limits the ability to do so. Not to despair though. He can roar away those he cannot hurt (especially funny if the opponent tries to phaze away the SD - it also helps rack up residual damage), or BP if that is too risky. Most of my team benefit greatly from the attack boost.
Altaria @ Leftovers (yes, I like leftovers, I'm a munchy person...)
Ability: Natural Cure
EVs: 252HP, 200Def, 56SDef
Nature: Careful
- Roost
- Heal Bell
- Dragon Claw
- Earthquake
The reason my team doesn't fear status much. Altaria is quite bulky (sure, not as bulky as a Dragonite can be, but still quite respectable) and has plenty of resistances to come in on. It can then roost of any damage and heal bell any annoying status. Dragon Claw and Earthquake is there so that she can actually hurt something... though not really. The fluffy bird isn't really going to threaten anything with this set. That's not what Altaria is there for in the first place though, so I'm fine with it. If I do opt for removing TS from Nidoqueen, Altaria needs some change to though. Adding toxic is an obvious choice, though I quite like the thought of abusing Dragonbreath's paralyse chance (like I tend to opt for Force Palm on Hariyama). That would of course also work well with giving Aggron Rock Slide... However, with Dragonbreath (60 base power) Altaria isn't even going to threaten Caterpie.
Nidoking @ Life Orb
Ability: Poison Point
EVs: 200Atk, 252SAtk, 56Spe
Nature: Rash
- Earthquake
- HP Grass
- Thunderbolt
- Ice Beam
I added Nidoking mostly as an afterthought. With my complete lack of special attackers, he's a most welcome addition, and with a SD from Leafeon, his Earthquake becomes terrifyingly powerful.
So, that's my team. I'm completely new to UU, so I don't expect it to be close to perfect (indeed, if it was, I would be busy winning matches instead of posting here). It is terribly weak to ice attacks (3 weak, 1 quad-weak, Aggron resists ice, though most of the time I find him a shaky switch-in against things sporting ice).
I've run into some problems with it, but many of them - I think - is more due to my own inexperience and general ignorance of what certain pokemons are capable of.
Previous team members:
Hitmontop @ Leftovers
Ability: Technician
EVs: 252HP, 252Atk, 4Spe
Nature: Adamant
- Mach Punch
- Pursuit
- Rapid Spin
- Stone Edge