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Online team I've been using

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.
 
First of all, are you sure this is UU? I thought Archeos was OU. And you mentioned Blissey. I'm confused :/ All that aside, your lead needs a fair amount of revising. Cacturne is beaten by all sorts of leads and anti-leads alike, and the one thing that sets Cacturne apart from fellow anti-leads is its ability to use Spikes. As an anti-lead, Ambipom beats Cacturne fair and square, with Fake Out, Taunt, Low Kick and U-Turn. Also, I don't see why you run Typhlosion without any spinners. Try replacing Crobat (you already have an offensive physical) for Claydol, who holds your team's ground really well, as it disposes of all entry hazards using Rapid Spin, and can also set up Rocks itself. It can deal with a ton of your team's weaknesses all too easily.
 
Here are the OU listings, and Archeops is not on them. It's UU. Blissey's also been dropped to UU.

If I see an anti-lead that would kill Cacturne (like anything with Fake Out), I generally just switch it out. Lanturn can absorb Fake Outs easy, and then it's a simple matter of predicting the next move and acting accordingly. I've used Ambipom as a lead before, and while it's effective, I guess, it's kind of boring and doesn't get much done besides be an anti-lead. It dies way too fast while I'd want it to survive, whereas with Cacturne I'd be okay with it surviving or dying.

I want two physical offensives because Archeops dies too easily. I need a back-up physical attacker if it dies, and Crobat works greatly. If Archeops dies, I'm screwed again Chansey, Blissey, etc.

I hate entry hazards and would never stoop to using them myself. I know you're probably thinking, "Oh boy, what's with this guy?" at that, but that's just a self-imposed policy of mine. Thanks for the suggestion, though; it's understandable.

Suggestion for a Claydol set? I might consider using it, regardless.
 
Alrighty then, replace Archeos. But whatever you choose to replace, Claydol should have Stealth Rock/Rapid Spin/Shadow Ball/Earth Power. This way you have an effective rocker and spinner, as well as something that has two immunities and a fair amount of resistances. Also, on Cacturne, you shold seriously put Spikes on, which gives you a very quick advantage entry-hazards wise.
 
I seem to have just noticed this but four of your pokemon's abilities allow you to negate the effect of four different types which is pretty dang handy.
 
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