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My UU Team

Sableye @ Leftovers
Ability: Prankster
sableye.gif

EVs: 252 SDef / 252 HP / 4 Def
Calm Nature

- Will-O-Wisp
- Taunt
- Recover
- Foul Play

This set abuses all of Sableye's unique gifts in conjuction with Prankster to become a massive headache for teams lacking the power to force it out. Recover helps Sableye to continually take hits, and due to Prankster it will move first almost all of the time, meaning the opponent must be doing more than fifty percent damage to Sableye to have a chance at beating it with power alone. Priority Will-O-Wisp cripples physical attackers, and chips away at the opponent's health. Taunt helps Sableye in a variety of ways, preventing status, opposing Taunt, stat boosting moves, and recovery moves. Foul Play occupies the last slot, in case Sableye is Taunted or needs to deal damage more quickly than Will-O-Wisp can provide. Foul Play gives Sableye a weapon against Victini, Darmanitan, and Chandelure looking to switch in on any of Sableye's other moves.

Kecleon @ Life Orb/assault vest
Ability: Protean
kecleon.gif

EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature

- Brick Break
- Sucker Punch
- Shadow Sneak
- Return

With Brick Break the foe is now weak to this. Used to deal with Rock types. Decent power, high accuracy, breaks through Reflect and Light Screen. The foe is now a fighting type and weak to Aerial Ace. Return is STAB with good neutral coverage. Sucker Punch is priority and hits Ghost types and Psychics, but Shadow Claw can be used if you prefer to hit 'em safely.

Torkoal @ Leftovers
Ability: White Smoke
torkoal.gif

EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature

- Rapid Spin
- Amnesia
- Rest
- Lava Plume

This set takes the defensive route in providing Rapid Spin support for the team and works well on both defensive and stall teams. Physical attackers have difficulty getting past Torkoal; Sawk and Swords Dance Samurott can only 2HKO it, and Kangaskhan only manages to 3HKO. Rapid Spin is the main reason to use this set, as it offers entry hazard relief to the team. Lava Plume is Torkoal's STAB move for this set, offering a 30% chance to burn the opponent.

Vivillon @ Focus Sash
Ability: Compound Eyes
vivillon.gif

EVs: 252 Spd / 252 SAtk / 4 SDef
Modest Nature

- Sleep Powder
- Quiver Dance
- Bug Buzz
- Draining Kiss

Sleep Powder is wonderful for both allowing set up opportunities and also taking out one of its counters, while Quiver Dance gives it the power it need. Bug Buzz can be used as an alternative STAB. Focus Sash have advantage and disadvantages, with a Focus Sash you have a much easier time setting up. You absolutely want to keep Stealth Rock away before you use Vivillon, it losing 50% of its HP when it's already pretty fragile is a death sentence.

Darmanitan @ Choice Scarf
Ability: Sheer Force
darmanitan.gif

EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
-Flare Blitz
- Zen Headbutt
- Stone Edge
- Earthquake

With a Choice Scarf equipped, Darmanitan can run through offensive teams with its heightened Speed. Flare Blitz is incredibly powerful with a Sheer Force boost added to its already high Base Power, and offensive teams often lack a good switch-in to it. Stone Edge gets decent coverage beside Flare Blitz, hitting for super effective damage on both Fire-types that resist Flare Blitz and Flying-types without inflicting recoil damage. Earthquake gets even better coverage with Flare Blitz, as it hits both Rock-types and Fire-types that resist Darmanitan's Fire-type STAB for super effective damage. Zen Headbutt for type Fight and Poison.

Tangrowth @ Assault Vest
Ability: Regenerator
tangrowth.gif

EVs: 4 HP / 252 Atk / 252 SDef
Careful Nature

- Seed Bomb
- Knock Off
- Earthquake
- Brick Break


Assault Vest is an interesting new item that boosts the wearer's SpDef by 50%, but only allows it to use attacking moves. Normally, lack of passive recovery would be a massive problem for a tank, but luckily for tangrowth, regenerator can be all it needs. Assault Vest with the maxed EVs and nature allow Tangrowth to hit 298 SpDef, which essentially gives it fully invested base 100 SpDef. This may not sound like a ton, but Tangrowth has a lot of health to tank those hits with, and still has 314 Def with 0 investment and a positive nature. However, this set does not play like a wall, but instead plays like a hit and run attacker. You switch in tangrowth, tank the hit, and pick whatever you think will be super effective against the switch, and switch out as you recover health. This set is not meant to take repeated hits, but instead uses tangrowth's decent attacking stats and regenerator to try and chip away at your opponent's health without losing any yourself. Most opponents won't expect this set, so capitalizing on the first few opportunities is paramount.
 
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>new meta

OK seriously anything bit kecleon. There are much better AV users in UU. Met across is much better with meteor mash/ iron head bullet lunch earthquake and thunder punch/zen headbutt.

Slowbro is a much better physical wall than torkoal. Also, those calcs are irrelevant. Those are NU calcs!!! This is UU. Samurott and kangaskhan and sawk are junk out of NU.


Draining kiss is junk. Use hurricane for good STAB especially with the compoundeyes boost.

Zen headbutt is ass on darmanitan. U-turn is much better as it can grab momentum.

Power whip over seed bomb on tangrowth.

Okay, you really need to learn what's good. Hang around d in the UU subforum to learn what's good and play on showdown a lot and watch replays of good players to learn how to play. There are also 50 different articles on this site about how to battle.

Sorry if I sounded really condescending, but you really need to learn how to play competitive pokemon before posting an RMT. Remember, this is a place to make your team better, not to have it built for you.

You could also look at archived RMTs to learn about teambuilding and synergy.
 
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