I've been using this UU team on PO for a bit now, and I've seen some success and some failures with it. Curious what improvements you guys would suggest.
Adamant Cacturne @ Focus Sash
Water Absorb
252 Att / 252 Spe / 4 SpD (HP?)
- Swords Dance
- Sucker Punch
- Seed Bomb
- Brick Break
Most obvious flaw with this is Bug/Poison, Bug/Flying, etc. can set-up like crazy with Substitute. I usually try to work with that by switching and dealing with it, but... yeah. Still a decently effective lead, and can generally take down one or two opposing Pokemon. If I switch it out before it dies, it makes a great switch-in to Water-type moves (for a follow-up Sucker Punch or Seed Bomb, depending on Choiced or speed, etc.).
Modest Lanturn @ Leftovers
Volt Absorb
52 HP / 252 SpA / 148 SpD / 56 Spe
- Substitute
- Surf
- Charge Beam
- Ice Beam
101 HP Subs mean Lanturn sets up on Blissey, Chansey, Deo-D, etc. Charge Beam spamming boosts up SpA and has allowed me to 6-0 before. :D Still, the moment a Toxic gets through (usually by my stupidity), it's hard to keep alive.
Jolly Sawsbuck @ Leftovers
Herbivore
76 HP / 180 Att / 252 Spe
- Agility
- Baton Pass
- Substitute
- Horn Leech
My switch-in for Sleep Powder, Spore, and any Grass move aimed at Lanturn. Take the +1 Attack, scout with a Sub, Agility if they switch, and pass to something useful, or just Pass the Sub without an Agility if necessary.
Jolly Crobat @ White Herb
Inner Focus (Slip-Through?)
108 HP / 252 Att / 148 Spe
- Curse
- Acrobat
- Super Fang
- Roost
A little gimmicky, I understand, but quite useful at times. Curse to get +1 Att and Def, White Herb gets rid of the -1 Spe, and Acrobat gets double power. Super Fang for Steels and other resists or bulky Pokemon, Roost is obvious. If I have to switch out, that's fine, because Acrobat is still double power, and I generally manage to Pass a +1 Att and sometimes even +2 Spe from Sawsbuck.
Timid Typhlosion @ Choice Scarf
Flash Fire
252 SpA / 252 Spe / 4 HP
- Eruption
- Blast Burn (stick with me here) / Overheat
- Focus Blast
- Hidden Power Electric
Absorbs Fire-type moves and takes chunks out with high-speed full-HP Eruptions. Blast Burn is there if I'm below ~70% HP. If I'm that low, chances are I'm going to die, so I might as well try to go out with a bang. I'm considering using Overheat, but I, for some reason, seem to prefer dying to having -2 SpA. I dunno. Obvious counters to this are Chansey, bulky Waters, etc. -- the standard. Depending on the counter, of course, I would switch to something else. If I see a Chansey, I'll predict Toxic and switch to Crobat. If it's a Water-type, it's either going to start setting up on me, which means I switch to Lanturn, or attacks me, which means I switch to Cacturne. If Cacturne's dead, I switch to Lanturn to absorb the hit anyway.
Jolly Archeops @ Flight Jewel
Weak-Kneed
252 Att / 252 Spe / 4 HP (Def? SpD? Does it matter?)
- Acrobat
- Stone Edge (Rock Slide?)
- Earthquake
- U-turn
Acrobat with Flight Jewel always does a beautiful blast of damage, generally a OHKO if something bulky isn't switched in. This is a great recipient of +2 Spe from Sawsbuck, even better with a nice +1 Att attachment, and, of course, best with a Sub to take a hit. Obviously, I would never Pass to Archeops without a Sub if I saw an attack coming.
I can't think of much else to say, so... Thoughts? All criticism (besides "OH MY GOD YOU'RE A MORON") are welcome, though I have to say I'm kind of hesitant to use the "OU" Pokemon of UU, hence most of my choices here.
Adamant Cacturne @ Focus Sash
Water Absorb
252 Att / 252 Spe / 4 SpD (HP?)
- Swords Dance
- Sucker Punch
- Seed Bomb
- Brick Break
Most obvious flaw with this is Bug/Poison, Bug/Flying, etc. can set-up like crazy with Substitute. I usually try to work with that by switching and dealing with it, but... yeah. Still a decently effective lead, and can generally take down one or two opposing Pokemon. If I switch it out before it dies, it makes a great switch-in to Water-type moves (for a follow-up Sucker Punch or Seed Bomb, depending on Choiced or speed, etc.).
Modest Lanturn @ Leftovers
Volt Absorb
52 HP / 252 SpA / 148 SpD / 56 Spe
- Substitute
- Surf
- Charge Beam
- Ice Beam
101 HP Subs mean Lanturn sets up on Blissey, Chansey, Deo-D, etc. Charge Beam spamming boosts up SpA and has allowed me to 6-0 before. :D Still, the moment a Toxic gets through (usually by my stupidity), it's hard to keep alive.
Jolly Sawsbuck @ Leftovers
Herbivore
76 HP / 180 Att / 252 Spe
- Agility
- Baton Pass
- Substitute
- Horn Leech
My switch-in for Sleep Powder, Spore, and any Grass move aimed at Lanturn. Take the +1 Attack, scout with a Sub, Agility if they switch, and pass to something useful, or just Pass the Sub without an Agility if necessary.
Jolly Crobat @ White Herb
Inner Focus (Slip-Through?)
108 HP / 252 Att / 148 Spe
- Curse
- Acrobat
- Super Fang
- Roost
A little gimmicky, I understand, but quite useful at times. Curse to get +1 Att and Def, White Herb gets rid of the -1 Spe, and Acrobat gets double power. Super Fang for Steels and other resists or bulky Pokemon, Roost is obvious. If I have to switch out, that's fine, because Acrobat is still double power, and I generally manage to Pass a +1 Att and sometimes even +2 Spe from Sawsbuck.
Timid Typhlosion @ Choice Scarf
Flash Fire
252 SpA / 252 Spe / 4 HP
- Eruption
- Blast Burn (stick with me here) / Overheat
- Focus Blast
- Hidden Power Electric
Absorbs Fire-type moves and takes chunks out with high-speed full-HP Eruptions. Blast Burn is there if I'm below ~70% HP. If I'm that low, chances are I'm going to die, so I might as well try to go out with a bang. I'm considering using Overheat, but I, for some reason, seem to prefer dying to having -2 SpA. I dunno. Obvious counters to this are Chansey, bulky Waters, etc. -- the standard. Depending on the counter, of course, I would switch to something else. If I see a Chansey, I'll predict Toxic and switch to Crobat. If it's a Water-type, it's either going to start setting up on me, which means I switch to Lanturn, or attacks me, which means I switch to Cacturne. If Cacturne's dead, I switch to Lanturn to absorb the hit anyway.
Jolly Archeops @ Flight Jewel
Weak-Kneed
252 Att / 252 Spe / 4 HP (Def? SpD? Does it matter?)
- Acrobat
- Stone Edge (Rock Slide?)
- Earthquake
- U-turn
Acrobat with Flight Jewel always does a beautiful blast of damage, generally a OHKO if something bulky isn't switched in. This is a great recipient of +2 Spe from Sawsbuck, even better with a nice +1 Att attachment, and, of course, best with a Sub to take a hit. Obviously, I would never Pass to Archeops without a Sub if I saw an attack coming.
I can't think of much else to say, so... Thoughts? All criticism (besides "OH MY GOD YOU'RE A MORON") are welcome, though I have to say I'm kind of hesitant to use the "OU" Pokemon of UU, hence most of my choices here.