Obviously this is a team I made focusing around Pokemon that that could fill the roles of the characters in the show Madoka Magica while still synergizing well together. However I also made it before the newest UU changes when such threats like Lucario came in so I'm coming to you guys to see how well it stacks up to the rest of UU and see if there are any variable changes to make.
Sayaka (Mega-Blastoise)
EVs: HP 248 / Def 252 / SpA 8
Nature: Calm
Ability: Mega Launcher
Moves:
- Scald
- Aura Sphere
- Ice Beam
- Rapid Spin
Nothing too radical for Mega-Blastoise here. I just use him as a bulky psychical wall, decent damage dealer with good coverage and chance for statuses, with the obligatory rapid spin. Not much to say here.
Kyoko (Arcanine)
EVs: Atk 252 / SpD 4 / Spe 252
Nature: Adamant
Ability: Intimidate
Item: Flame Plate
Moves:
- Extreme Speed
- Flare Blitz
- Wild Charge
- Morning Sun
This team was practically designed around Arcanine and Jolteon because they work phenomenally well together. I use Intimidate as a great switch in opportunity and I feel I don't really need Flash Fire as much considering Mega-Blastoise handles that really well and it's fairly predictable. The adamant flame plate combo is to bluff that I'm banded so I can also pull off a cheeky morning sun or extreme speed. Arcanine is also my main check to florges who is sorta a problem.
Madoka (Mew)
EVs: Atk 252 / SpD 252 / Spe 4
Nature: Careful
Ability: Synchronize
Item: Leftovers
Moves:
- Substitue
- Drain Punch
- Bulk up
- Zen Headbut
Ah good old sub, drain, and bulk the perfect God form and a fantastic combo that can easily sweep if given the right amount and the provided threats are taken care of. I maxed Mew's SpD because I'm always going to be able to raise it's defense while making it pretty hard to break it's sub using SpA. Mew is my only set up pokemon so a large portion of my strategy is setting the stage for her while possibly catching my opponent off guard since they don't know exactly what mew is really going to do. Bringing him in on small hazards I've found is a partially good way to get off a free bulk up/ sub since defog is so common on mew. Although with the sheer amount of options available for mew there may always be room for improvement.
Homura (Hydreigon)
EVs: SpA 252 / SpD 4 / Spe 252
Nature: Timid
Ability: Levitate
Item: Choice Scarf
Moves:
- Dark Pulse
- Draco Meteor
- Earth Power
- U-Turn
Get in, go fast, rekt shit, get out. Thats Hydreigon's role basically and it does it damn fine even with that nagging x4 fairy weakness. Using it alongside jolteon to scare out/ obliterate other pokes that wanna switch out or just deal a massive amount of damage. I roll full speed EVs because she really needs it and so far I haven't had much trouble with her offensive presence. The 4 EVs in SpD (same with Jolteon) is for the occasional Porygon Z that wants to come in and get a SpA bonus instead getting an atk bonus. I also picked Hydreigon for it's levitate ability that helps reduce the burden on some of the ground weaknesses I have. Earth power I use to hit some of the annoying steel and electric types I encounter and use it over fire blast because I hate missing and it's an unconventional move.
Mami (Jolteon)
EVs: Def 4 / SpA 252 / Spe 252
Nature: Modest
Ability: Volt Absorb
Item: Balloon
Moves:
- Yawn
- Volt Switch
- Signal Beam
- Hidden Power Grass
Why this thing was demoted to RU I'll never know because Jolteon (and this set in particular) is diabolical. For one with the addition of Balloon and Volt Absorb it is immune to two attacking types this in tandem with it's move set and uber fast speeds puts the pressure on the opponent. Yawn is the move for perfect move for initiative where if she gets one off the other mon needs to decide to stay in and go to sleep, or change which Jolteon gets a free volt switch out of. I choose HP Grass because if the enemy goes into Swampert, Gastro, and previously quag before it was bumped up to OU on a volt switch I get a free x4 move. Although I am considering switching to HP Ice, but I'm not sure since I already have Mega-Blastoise. Signal Beam is also there for the occasional dark and psychic type and sometimes confusion hax. I feel she also needed a modest nature because her SpA is somewhat lacking while her speed is already phenomenal, although she does get outspeed by some dangerous scarfed threats.
/人◕ ‿‿ ◕人\ (Registeel)
Contract?
EVs: HP 252 / Def 100 / SpD 156
Nature: Impish
Ability: Clear Body
Item: Leftovers
Moves:
- Stealth Rock
- Explosion
- Thunder Wave
- Seismic Toss
This one I had to do some digging around considering I wanted to have a stealth rocker on my team, a poke that fit the mold for a madoka magic character, and had bulk without ruining my team with other problematic weaknesses. Registeel is here to be a generally annoying piece of bulk. Stopping a lot of pokemon dead in their tracks with the ability to take a solid hit from a super effective move and blow up taking a huge chunk away from them or outright killing them. I'm using thunder wave to stop a lot of speedy sweepers although I'm very on the fence if I want to switch this out for a toxic. Clear Body is there because light metal is an awful ability and why is it even in the game and another thing- *babbles on* Regi's main purpose on my team is to set up rocks, take some solid hits, and other then that it's expendable. Seismic toss I run for the people who foolishly tries to take Regi out even though they aren't doing much damage in the process making seismic a solid attack to shave off some HP.
Sayaka (Mega-Blastoise)
EVs: HP 248 / Def 252 / SpA 8
Nature: Calm
Ability: Mega Launcher
Moves:
- Scald
- Aura Sphere
- Ice Beam
- Rapid Spin
Nothing too radical for Mega-Blastoise here. I just use him as a bulky psychical wall, decent damage dealer with good coverage and chance for statuses, with the obligatory rapid spin. Not much to say here.
Kyoko (Arcanine)
EVs: Atk 252 / SpD 4 / Spe 252
Nature: Adamant
Ability: Intimidate
Item: Flame Plate
Moves:
- Extreme Speed
- Flare Blitz
- Wild Charge
- Morning Sun
This team was practically designed around Arcanine and Jolteon because they work phenomenally well together. I use Intimidate as a great switch in opportunity and I feel I don't really need Flash Fire as much considering Mega-Blastoise handles that really well and it's fairly predictable. The adamant flame plate combo is to bluff that I'm banded so I can also pull off a cheeky morning sun or extreme speed. Arcanine is also my main check to florges who is sorta a problem.
Madoka (Mew)
EVs: Atk 252 / SpD 252 / Spe 4
Nature: Careful
Ability: Synchronize
Item: Leftovers
Moves:
- Substitue
- Drain Punch
- Bulk up
- Zen Headbut
Ah good old sub, drain, and bulk the perfect God form and a fantastic combo that can easily sweep if given the right amount and the provided threats are taken care of. I maxed Mew's SpD because I'm always going to be able to raise it's defense while making it pretty hard to break it's sub using SpA. Mew is my only set up pokemon so a large portion of my strategy is setting the stage for her while possibly catching my opponent off guard since they don't know exactly what mew is really going to do. Bringing him in on small hazards I've found is a partially good way to get off a free bulk up/ sub since defog is so common on mew. Although with the sheer amount of options available for mew there may always be room for improvement.
Homura (Hydreigon)
EVs: SpA 252 / SpD 4 / Spe 252
Nature: Timid
Ability: Levitate
Item: Choice Scarf
Moves:
- Dark Pulse
- Draco Meteor
- Earth Power
- U-Turn
Get in, go fast, rekt shit, get out. Thats Hydreigon's role basically and it does it damn fine even with that nagging x4 fairy weakness. Using it alongside jolteon to scare out/ obliterate other pokes that wanna switch out or just deal a massive amount of damage. I roll full speed EVs because she really needs it and so far I haven't had much trouble with her offensive presence. The 4 EVs in SpD (same with Jolteon) is for the occasional Porygon Z that wants to come in and get a SpA bonus instead getting an atk bonus. I also picked Hydreigon for it's levitate ability that helps reduce the burden on some of the ground weaknesses I have. Earth power I use to hit some of the annoying steel and electric types I encounter and use it over fire blast because I hate missing and it's an unconventional move.
Mami (Jolteon)
EVs: Def 4 / SpA 252 / Spe 252
Nature: Modest
Ability: Volt Absorb
Item: Balloon
Moves:
- Yawn
- Volt Switch
- Signal Beam
- Hidden Power Grass
Why this thing was demoted to RU I'll never know because Jolteon (and this set in particular) is diabolical. For one with the addition of Balloon and Volt Absorb it is immune to two attacking types this in tandem with it's move set and uber fast speeds puts the pressure on the opponent. Yawn is the move for perfect move for initiative where if she gets one off the other mon needs to decide to stay in and go to sleep, or change which Jolteon gets a free volt switch out of. I choose HP Grass because if the enemy goes into Swampert, Gastro, and previously quag before it was bumped up to OU on a volt switch I get a free x4 move. Although I am considering switching to HP Ice, but I'm not sure since I already have Mega-Blastoise. Signal Beam is also there for the occasional dark and psychic type and sometimes confusion hax. I feel she also needed a modest nature because her SpA is somewhat lacking while her speed is already phenomenal, although she does get outspeed by some dangerous scarfed threats.
/人◕ ‿‿ ◕人\ (Registeel)
Contract?
EVs: HP 252 / Def 100 / SpD 156
Nature: Impish
Ability: Clear Body
Item: Leftovers
Moves:
- Stealth Rock
- Explosion
- Thunder Wave
- Seismic Toss
This one I had to do some digging around considering I wanted to have a stealth rocker on my team, a poke that fit the mold for a madoka magic character, and had bulk without ruining my team with other problematic weaknesses. Registeel is here to be a generally annoying piece of bulk. Stopping a lot of pokemon dead in their tracks with the ability to take a solid hit from a super effective move and blow up taking a huge chunk away from them or outright killing them. I'm using thunder wave to stop a lot of speedy sweepers although I'm very on the fence if I want to switch this out for a toxic. Clear Body is there because light metal is an awful ability and why is it even in the game and another thing- *babbles on* Regi's main purpose on my team is to set up rocks, take some solid hits, and other then that it's expendable. Seismic toss I run for the people who foolishly tries to take Regi out even though they aren't doing much damage in the process making seismic a solid attack to shave off some HP.