Slowking @ Choice Specs
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Scald
- Psyshock
- Trick
-Fire Blast Ice Beam
Slowking; The main reason I made this team. I love Slowking, but don't want to you use Trick Room, so my second best option is specs. It's basically here to hit hard as possible with out dying. Scald is for STAB and the possible burn. Psyshock is for secondary stab and to hit specially defensive pokemon. Trick because tricking an incoming tank AKA Umbreon reaaaaally cripples it. And Fire Blast for incoming grass types, although Ice Beam can be used for the same thing. Ice Beam is Fire Blast, but a little weaker, with the advantage of hitting Hydreigon, scoring the OHKO on switch ins.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Superpower
- U-turn
Darmanitan is straight power. 379 Attack is nothing to laugh at, and it can break through unprepared teams. Flare blitz is basically all you'll be using, having STAB and Sheer Force boosts. Rock slide and Superpower are coverage moves that you won't have to use often, and will only be used on bulky pokemon that resist Flare blitz. U-Turn is to get momentum, and makes Darmanitan a pretty good lead.
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
-Energy Ball Giga Drain
- Dragon Pulse
- Focus Blast
Slowking hates electric types, and Darmanitan is only a mediocre counter for that. So, I chose Mega Sceptile, which uses electricity to its advantage. Leaf Storm is to KO the pokes that don't get KO'd by Energy Ball, although if it gets the Lightning rod boost, Leaf Storm won't be used to much.energy Ball is to take most KOs, especially on weakened foes. Dragon Pulse is basically the dragon Energy Ball. Giga Drain is a tiny bit weaker than Energy Ball, with the advantage of regaining HP. And Focus Blast is for the steel types that are a bitchy bitch.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rapid Spin
-Roar Ice shard
I'd say a true staple to the team, I've never used Donphan before this. I needed a strong physical wall, and I also needed SR and RS, so Donphan was the perfect option, it even granted another electric immunity. SR is to break sashes and weaken foes on switch ins, and is just amazing in general. Earthquake is Donphan's main attack with STAB, and shouldn't be messed around with when Donphan has a rather high 277 attack stat. Rapid spin is to get rid of the hazards on my side. And Roar, while I don't use it often, can be used for some funny shenanigans. With Don's bulk, it can continue to widdle the foes team just by continuing to roar. Vapo suggested Ice Shard over Roar, which, after testing the team afterwards, is overall better than Roar.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges is straight power. Boasting the a beastly 447 Sp Def, a 360 Hp to back it up, this thing takes loads of special hits. I wanted a wish passer to heal pokes like Don, and I also wanted some form of Heal Bell, so Florges worked perfectly. Moonblast is it's form of attack, and hits nicely being STAB with 261 Sp Att. Wish+Protect is used to get back HP, and restores allies' HP pretty well. Aromatherapy is used to relieve burns, Paralysis, Toxic, and any status on other members, and proves very useful.
Cloyster @ White Herb
Ability: Skill Link
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Surf
- Icicle Spear
- Rock Blast
- Shell Smash
Cloyster, my favorite sweeper of UU. I needed a sweeper, as Sceptile sweeps are difficult, so Cloyster was my best bet, as I also wanted a water type. Naive+Surf is because if you run Razor shell, Cloyster gets walled by M-Aggron and other physical walls, hitting hard with +2 STAB. Icicle Spear is the sash breaking Stab move, that always hits 5 times, basically making it a 125 STAB move. Rock blast is for coverage, also giving it 125 base power with Skill Link. shell Smash is obvious, boosting every offensive stat by 2, lowering defenses by 1, which is why I have white herb, to restore the nice 396 defense.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Crunch
This set is from Vapo, and it works much better than Cloyster does. Although it isn't as versatile, it breaks through CM users and Cress, which I absolutely hate. The set is self-explanatory, set up with SD and break through shit with Aqua Jet/Waterfall and Crunch.
Although I haven't played with the team enough to list all the threat, here are a few.
-Cresselia: It's always a threat, no matter what I do. It boasts such high defensive stats, I can only break through with the lucky crit.
-Slurpuff: this thing basically wins if Donphan's out. My only hope is to somehow get Darm in as soon as it comes out, so I can outspeed and kill it with a Flare Blitz
-Infernape: Like Slurpuff, this thing is threatening when Donphan is out, but not as threatening. Special variant doesn't scare me, but physical with Gunk Shot and Flare blitz can be a pain in the ass, although Mega Sceptile can get some work in with D-Pulse
Leave suggestions down below, thanks~
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Scald
- Psyshock
- Trick
-
Slowking; The main reason I made this team. I love Slowking, but don't want to you use Trick Room, so my second best option is specs. It's basically here to hit hard as possible with out dying. Scald is for STAB and the possible burn. Psyshock is for secondary stab and to hit specially defensive pokemon. Trick because tricking an incoming tank AKA Umbreon reaaaaally cripples it.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Superpower
- U-turn
Darmanitan is straight power. 379 Attack is nothing to laugh at, and it can break through unprepared teams. Flare blitz is basically all you'll be using, having STAB and Sheer Force boosts. Rock slide and Superpower are coverage moves that you won't have to use often, and will only be used on bulky pokemon that resist Flare blitz. U-Turn is to get momentum, and makes Darmanitan a pretty good lead.
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Leaf Storm
-
- Dragon Pulse
- Focus Blast
Slowking hates electric types, and Darmanitan is only a mediocre counter for that. So, I chose Mega Sceptile, which uses electricity to its advantage. Leaf Storm is to KO the pokes that don't get KO'd by Energy Ball, although if it gets the Lightning rod boost, Leaf Storm won't be used to much.
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Rapid Spin
-
I'd say a true staple to the team, I've never used Donphan before this. I needed a strong physical wall, and I also needed SR and RS, so Donphan was the perfect option, it even granted another electric immunity. SR is to break sashes and weaken foes on switch ins, and is just amazing in general. Earthquake is Donphan's main attack with STAB, and shouldn't be messed around with when Donphan has a rather high 277 attack stat. Rapid spin is to get rid of the hazards on my side.
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Florges is straight power. Boasting the a beastly 447 Sp Def, a 360 Hp to back it up, this thing takes loads of special hits. I wanted a wish passer to heal pokes like Don, and I also wanted some form of Heal Bell, so Florges worked perfectly. Moonblast is it's form of attack, and hits nicely being STAB with 261 Sp Att. Wish+Protect is used to get back HP, and restores allies' HP pretty well. Aromatherapy is used to relieve burns, Paralysis, Toxic, and any status on other members, and proves very useful.
Ability: Skill Link
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Surf
- Icicle Spear
- Rock Blast
- Shell Smash
Cloyster, my favorite sweeper of UU. I needed a sweeper, as Sceptile sweeps are difficult, so Cloyster was my best bet, as I also wanted a water type. Naive+Surf is because if you run Razor shell, Cloyster gets walled by M-Aggron and other physical walls, hitting hard with +2 STAB. Icicle Spear is the sash breaking Stab move, that always hits 5 times, basically making it a 125 STAB move. Rock blast is for coverage, also giving it 125 base power with Skill Link. shell Smash is obvious, boosting every offensive stat by 2, lowering defenses by 1, which is why I have white herb, to restore the nice 396 defense.
Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Crunch
This set is from Vapo, and it works much better than Cloyster does. Although it isn't as versatile, it breaks through CM users and Cress, which I absolutely hate. The set is self-explanatory, set up with SD and break through shit with Aqua Jet/Waterfall and Crunch.
Although I haven't played with the team enough to list all the threat, here are a few.
-Cresselia: It's always a threat, no matter what I do. It boasts such high defensive stats, I can only break through with the lucky crit.
-Slurpuff: this thing basically wins if Donphan's out. My only hope is to somehow get Darm in as soon as it comes out, so I can outspeed and kill it with a Flare Blitz
-Infernape: Like Slurpuff, this thing is threatening when Donphan is out, but not as threatening. Special variant doesn't scare me, but physical with Gunk Shot and Flare blitz can be a pain in the ass, although Mega Sceptile can get some work in with D-Pulse
Leave suggestions down below, thanks~
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