I've been fooling around in OU for a couple months, and have been finding hyper offense to be the playstyle I preform best in. However you can only see so many Drills, Keldeos, Latis, and Clefs before you begin to get a bit bored. Therefore I decided to give UU a try.
So to start off, I decided to try and build a team off a mega I never saw get much love... Mega Absol. I've always thought of Mega Absol as a sort of backwards Mega Sableye, One with much more offensive presence, but also infinitely less bulk. This made me think it would be fun to try on a HO team. With that here is the team.
Near (Absol-Mega) (M) @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough
The selling point for me about Absol is that 150 base attack stat coupled with magic bounce. Magic Bounce, while being used in OU mainly to prevent hazards, is more useful in Absol for preventing will-o-wisp and that yellow magic. It also helps to make sucker punch into less of a guessing game. The only options vs suckerpunch is to recover, attack, or setup. This makes it much less prediction intensive. Knock off on Mega Absol is an absurdly powerful move that also gets rid of a foes item. Play rough is a great coverage move, creating almost perfect neutral coverage with dark stab. Finally swords dance can turn Absol into a sweeper in the few situations it sets up on.
Rias (Infernape) (F) @ Life Orb
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- Close Combat
- U-turn
Infernape has gone through quite a few changes on my team. Serving originally as the suicide lead I've used as in ou before, I discovered it is not quite as effective in uu. Or rather, I found it as more effective as an attacker. Furthermore I found I was in much need of more priority than just Abol's sucker punch. This led to the life orb set if currently have with nape. I finally decided to go with a mono physical set, though I've been considering changing flare blitz to overheat. This would get rid of some recoil, however i'm not entirely sure what overheat would hit harder in the tier. Close Combat is a monstrous hit which 2hkoes a large amount of the tier on the switch, especially with spikes up. Mach punch is a priority move which helps alleviate a weakness to things like gatr and other fast set up mons. It also helps against focus sash leads. Finally U-Turn is there to grab momentum.
Alucard (Crobat) @ Sky Plate
Ability: Infiltrator
EVs: 40 HP / 252 Atk / 4 Def / 212 Spe
Jolly Nature
- Brave Bird
- Roost/U-Turn
- Defog
- Taunt
Next I did not consider Absol to be as good as a hazard deterrent as sableye, due to its inability to be used as a lead. This meant i needed a good defogger. Also I wanted one that could prevent rocks rather than always having to defog them away. This made Crobat a good pick as it can outspeed almost all of the tier. Sky Plate boosts it's only attack, Brave Bird, which hits like a truck against most of the tier. Defog and Taunt serve as Hazard Control , along with preventing set up by a lot of mons. Finally I've been indecisive about Roost vs. U-Turn. U-Turn helps me grab momentum and helps to form a bit of a core with Infernape, albeit a weak one. Roost however increases its longevity.
Tsumugu (Feraligatr) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Ah Feraligatr. As I saw a bit of a weakness staring to form in an inability to deal with fire and ground types in the tier, as well as wanting another setup sweeper, I decided to go with the S tier gator we all know and love. Dragon Dance is the boosting move of choice allowing it to outspeed a large portion of the metagame, as well as boosting its already sky high sheer force boosted attacks. Life orb is canceled out by Sheer Force, and the combination of its stab waterfall, and crunch allow it to hit most of the tier neutrally. Finally ice punch helps deal with gligar who previously walled my entire team, and salamence who is a massive threat against my team. It also hits Hydreigon who resists both crunch and waterfall.
Major (Krookodile) (M) @ Choice Scarf
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
I also wanted a good revenge killer, and to be honest I liked the idea of a crocagatr team, so I decided to go with Moxie Krook. Earthquake is the destroyer of worlds (literally) stab move that so often ends up sweeping teams that suddenly find themselves grounded. Knock off is a great utility move and strong stab that can often open up a sweep for another member or allow krook to sweep on its own. Pursuit preys upon those cheeky psychic types who think they can switch such as Reuniclus and Slowking (Thankfully it goes before Regenerator). Finally Stone Edge serves to hit those flying types who think they can switch into an EQ.
Minatsuki (Roserade) (F) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Sludge Bomb
- Leaf Storm
- Sleep Powder
By this point I knew I needed a Hazard Setter. I was torn between Roserade and Froslass for the longest time before I realized my weakness to status before Absol mega evolves. That coupled with the everpresent fear of Gastrodon and Swampert, sealed the deal with Roserade. Roserade is my hazard stacker, and also hits extremely hard with sludge bomb and leafstorm. Sleep Power often prevents a sweep, along with allowing it to get up multiple spikes.
And there's the team. I look forward to hearing how my team gets thrashed by so and so, and hope that you will give me some suggestions on how to alleviate said weakness. While I have played with this team over about 20 games, I have not found anything that would be so glaring as to utterly destroy me, however that may also simply be because I started at 1000 on the ladder for UU. I have played the metagame before so please feel free to rip me apart if I have made a massive mistake somewhere.
Finally here is the pastebin for the full team, for those who hate copying and pasting individual mons like I do.
http://pastebin.com/vhe6Wd4W
So to start off, I decided to try and build a team off a mega I never saw get much love... Mega Absol. I've always thought of Mega Absol as a sort of backwards Mega Sableye, One with much more offensive presence, but also infinitely less bulk. This made me think it would be fun to try on a HO team. With that here is the team.

Near (Absol-Mega) (M) @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Play Rough
The selling point for me about Absol is that 150 base attack stat coupled with magic bounce. Magic Bounce, while being used in OU mainly to prevent hazards, is more useful in Absol for preventing will-o-wisp and that yellow magic. It also helps to make sucker punch into less of a guessing game. The only options vs suckerpunch is to recover, attack, or setup. This makes it much less prediction intensive. Knock off on Mega Absol is an absurdly powerful move that also gets rid of a foes item. Play rough is a great coverage move, creating almost perfect neutral coverage with dark stab. Finally swords dance can turn Absol into a sweeper in the few situations it sets up on.

Rias (Infernape) (F) @ Life Orb
Ability: Blaze
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Flare Blitz
- Close Combat
- U-turn
Infernape has gone through quite a few changes on my team. Serving originally as the suicide lead I've used as in ou before, I discovered it is not quite as effective in uu. Or rather, I found it as more effective as an attacker. Furthermore I found I was in much need of more priority than just Abol's sucker punch. This led to the life orb set if currently have with nape. I finally decided to go with a mono physical set, though I've been considering changing flare blitz to overheat. This would get rid of some recoil, however i'm not entirely sure what overheat would hit harder in the tier. Close Combat is a monstrous hit which 2hkoes a large amount of the tier on the switch, especially with spikes up. Mach punch is a priority move which helps alleviate a weakness to things like gatr and other fast set up mons. It also helps against focus sash leads. Finally U-Turn is there to grab momentum.

Alucard (Crobat) @ Sky Plate
Ability: Infiltrator
EVs: 40 HP / 252 Atk / 4 Def / 212 Spe
Jolly Nature
- Brave Bird
- Roost/U-Turn
- Defog
- Taunt
Next I did not consider Absol to be as good as a hazard deterrent as sableye, due to its inability to be used as a lead. This meant i needed a good defogger. Also I wanted one that could prevent rocks rather than always having to defog them away. This made Crobat a good pick as it can outspeed almost all of the tier. Sky Plate boosts it's only attack, Brave Bird, which hits like a truck against most of the tier. Defog and Taunt serve as Hazard Control , along with preventing set up by a lot of mons. Finally I've been indecisive about Roost vs. U-Turn. U-Turn helps me grab momentum and helps to form a bit of a core with Infernape, albeit a weak one. Roost however increases its longevity.

Tsumugu (Feraligatr) @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch
Ah Feraligatr. As I saw a bit of a weakness staring to form in an inability to deal with fire and ground types in the tier, as well as wanting another setup sweeper, I decided to go with the S tier gator we all know and love. Dragon Dance is the boosting move of choice allowing it to outspeed a large portion of the metagame, as well as boosting its already sky high sheer force boosted attacks. Life orb is canceled out by Sheer Force, and the combination of its stab waterfall, and crunch allow it to hit most of the tier neutrally. Finally ice punch helps deal with gligar who previously walled my entire team, and salamence who is a massive threat against my team. It also hits Hydreigon who resists both crunch and waterfall.

Major (Krookodile) (M) @ Choice Scarf
Ability: Moxie
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stone Edge
I also wanted a good revenge killer, and to be honest I liked the idea of a crocagatr team, so I decided to go with Moxie Krook. Earthquake is the destroyer of worlds (literally) stab move that so often ends up sweeping teams that suddenly find themselves grounded. Knock off is a great utility move and strong stab that can often open up a sweep for another member or allow krook to sweep on its own. Pursuit preys upon those cheeky psychic types who think they can switch such as Reuniclus and Slowking (Thankfully it goes before Regenerator). Finally Stone Edge serves to hit those flying types who think they can switch into an EQ.

Minatsuki (Roserade) (F) @ Life Orb
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Sludge Bomb
- Leaf Storm
- Sleep Powder
By this point I knew I needed a Hazard Setter. I was torn between Roserade and Froslass for the longest time before I realized my weakness to status before Absol mega evolves. That coupled with the everpresent fear of Gastrodon and Swampert, sealed the deal with Roserade. Roserade is my hazard stacker, and also hits extremely hard with sludge bomb and leafstorm. Sleep Power often prevents a sweep, along with allowing it to get up multiple spikes.
And there's the team. I look forward to hearing how my team gets thrashed by so and so, and hope that you will give me some suggestions on how to alleviate said weakness. While I have played with this team over about 20 games, I have not found anything that would be so glaring as to utterly destroy me, however that may also simply be because I started at 1000 on the ladder for UU. I have played the metagame before so please feel free to rip me apart if I have made a massive mistake somewhere.
Finally here is the pastebin for the full team, for those who hate copying and pasting individual mons like I do.
http://pastebin.com/vhe6Wd4W
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