Freeroamer
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Hello all, now that UUPL VIII is over for 50% of teams, I thought I'd post this to give people a chance to share some of the cool things they thought of and/or used this UUPL
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I'll start us off with some sets I used in various weeks:
Week 1
Incineroar @ Heavy-Duty Boots
Ability: Intimidate
EVs: 200 HP / 108 Atk / 24 SpD / 176 Spe
Adamant Nature
- Knock Off
- Close Combat
- U-turn
- Swords Dance
I was really high on this dude in the early weeks, as Dark/Fighting coverage was unresisted among the common pokemon in the tier outside of Weezing which still didn't love Knock Off, and it provided a nice alternative to the fatter Incineroars that people were mostly using at the time as well as being able to combine the roles of breaker+pivot. The bulk drop is obviously noticeable, but not to the point where Incin can't check the stuff it usually does, you just need to be pragmatic in using it and realise it can't be recklessly thrown into stuff like Roserade. In the game I used this in it didn't end up needing to SD, but it was still able to check a Specs Chandelure and pivot when required. I obviously wouldn’t recommend this now as being walled by Sylveon is woat, as well as the rise of Pangoro meaning Jolly and more speed is optimal on this kind of set.
EVs allow you to OHKO Gigalith from full with +2 CC, while the Speed outruns Milo+creep. HP/SpDef split means you always live 2 Moonblasts from Scarf Gardevoir which was nice for the team I had it on, I think Lily also used this set early on but with more speed to outrun Adamant Machamp as +2 CC smacks that.
EVs allow you to OHKO Gigalith from full with +2 CC, while the Speed outruns Milo+creep. HP/SpDef split means you always live 2 Moonblasts from Scarf Gardevoir which was nice for the team I had it on, I think Lily also used this set early on but with more speed to outrun Adamant Machamp as +2 CC smacks that.
Week 2
Cobalion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Close Combat
- Stone Edge
- Volt Switch
The idea of this was to pair on a cb spam team with cb Haxorus, as the two most common Mold Breaker EQ resists at the time (Golisopod + Noivern) were both prone to catching a Stone Edge from Coba which would then let Haxorus do it's thing a lot more freely, eliminating the potential guessing game of Pod/Vern or Dragon resist coming in. Being a Coba set that could punish Noivern switches for a huge reward was also really nice at the time, as Twave wasn't huge on Coba then so the hard Vern into Coba play was a lot easier to justify. It also lets you fit volt which is nice for Doublade matchups. In the game this was used in it didn't really come into play too much apart from getting an opportune flinch, although the extra damage vs Necrozma meant it was able to muscle through thanks to the flinch and give me the mon advantage which really helped down the stretch. I'm convinced that this set is still very usable, even if it's not as consistent/easy to use as the more standard sets.
Week 3
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Weather Ball
- Calm Mind
This was a fun set paired with Gigalith that I thought of early on to try and smack around the common Bronzong/Incin style teams that were around at the time. A fair number of Bronzong at this point were running Psychic/Toxic/Stealth Rock/Protect, which meant they couldn't actually touch you thanks to Magic Bounce, while +1 Weather Ball in sand does respectably high damage to Incin, allowing it to be KOed after some chip. In the game the Incin is sacked early which means Weather Ball had no real use here, however it does take advantage of the fact that the only two common pokemon that are naturally faster than Espeon are special attackers, which meant it could clean lategame after CM boosts thanks to Zong being weakened by Gigalith. Hydro was doing 59.7 max so Noivern could have revenge killed, but Scarf Rotom spamming tbolt means I feel like I was still favoured at that point thanks to how much damage it does (40min) as well as it having higher PP than Roost and para/crit chances.
Week 5
Arcanine @ Heavy-Duty Boots
Ability: Intimidate
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Flamethrower
- Teleport
- Roar
- Morning Sun
This one probably doesn't look that exciting and it's not really, I just wanted to share it cos there seems to be a general mentality that Arcanine needs Toxic while I'm not really convinced that it does, or at least I find it dependent on it's teammates. My thinking here is that Toxic is usually thrown out on the switch against stuff like Gigalith/Rhyperior/bulky water types, so if I have it paired with a Pangoro and a Roserade, there's realistically very few situations in which predicting one of Arcanine's checks with Toxic is preferable to using Teleport and piling on the offensive pressure. Roar is super fun to fuck around with Sylveon, and also helps rack up damage with Spikes so I find it more useful than Toxic also. Unfortunately in the game I use this in, Viv plays well and I get a little greedy which means I end up wasting Arcanine to take a Scald from Jellicent as opposed to utilising it to relieve the pressure from Darm and Escavalier which ends up really biting lategame.
EVs outspeed Jolly Incin and Timid Sylv, I prefer physdef as Morning Sun isn't reliable and I want my Arcanine to check Coba and Darmanitan as well as possible.
EVs outspeed Jolly Incin and Timid Sylv, I prefer physdef as Morning Sun isn't reliable and I want my Arcanine to check Coba and Darmanitan as well as possible.
Might post more stuff or analyses of games another time.
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