Rate My UU Team (remake): Venomoths STILL don't suck!

O.K., since I wasn't all that confident about my first UU Team, I remade it into this...

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...yeah, EVERYONE 'cept Venomoth is different than my other team, but I think this team has a shot. Here they are:

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Aggron @ Leftovers
Nature: Adamant
Ability: Sturdy (Rock Head's useless)
EV's: Max HP, Max Atk, 6 Def

Iron Head
Earthquake
Stealth Rock
Roar

Strategy: Aggron is my starter and Stealth Rock supporter. After the rocks go down, he can either Roar a few times to see who's on my opponent's team, or he can go offensive with Iron Head and Earthquake with an attack stat of 350.

Counters: Mostly Flying and Normal types that can't dent Steels. AKA Swellow, because he can rip through quite a portion of my team without Aggron there to stop him.
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Blastoise @ Leftovers
Nature: Bold
Ability: Torrent
EV's: Max HP, Max Def, 4 Sp. Atk

Surf
Toxic
Rapid Spin
Protect

Strategy: Blastoise is the Rapin Spinner everyone was telling me to get to protect Venomoth from Stealth Rock. Well, here he is, and he's also my Bulky Water. Toxic wears down opposing Water types like Gastrodon and Quagsire, and Protect helps regain health and to let Toxic work its magic.

Counters: Other Water types, and Rock/Grounds with crap for special defense (Golem and Steelix, I'm looking at YOU).
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Venomoth @ Choice Specs (417 Sp. Atk)
Nature: Timid
Ability: Tinted Lens
EV's: Max Spd, Max Sp. Atk, 4 HP

Bug Buzz
Sludge Bomb
Psychic
HP Ground

Strategy: Venomoth MURDERS any Grass type in UU with Choice Specs, Tinted Lens for Steel types, and an awesome special movepool. Bug Buzz is the main attack, with Psychic nailing Grass/Poisons. Sludge Bomb is still good STAB, but is mostly for Jumpluff and Tropius. HP Ground is for the Steel/Rocks who still block Bug Buzz.

Counters: Grass types of all kinds. Can also take on Dark types and Psychic types not named Grumpig or Hypno.
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Camerupt @ Life Orb
Nature: Modest
Ability: Solid Rock
EV's: 228 HP, 184 Sp. Def, 96 Sp. Atk

Rest
Sleep Talk
Lava Plume
Earth Power

Strategy: Camerupt can absorb sleep by the many Grass types of UU, allowing Venomoth to come in without that worry. Since Camerupt got Solid Rock in D/P, he can now actually use this moveset without being completly pwned by Water. Lava Plume's burn rate can also help out his lower physical defense.

Counters: Steels mostly. Grass types too, but I leave Venomoth to usually take care of them.
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Rotom @ Leftovers
Nature: Timid
Ability: Levitate
EV's: Max Spd, Max HP, 6 Sp. Atk

Will-O-Wisp
Light Screen
Thunderbolt
HP Grass/ HP Ice

Strategy: I needed a Fighting resistance (or immunity) AND someone who can avoid Earthquake. Rotom fills the bill nicely and can support the team with WoW and Light Screen. Thunderbolt is for good STAB, but the HP is hard to choose. Grass is great for Quagsire, Gastrodon etc., but Blastoise can take care of them already. Ice can be good to hit Altaria though.

Counters: Rotom's the guy who comes in against any Fighting type and threatens a burn. So Fighting's on the list, as well as physical Ground types like Nidoking.
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Kangaskhan @ Leftovers
Nature: Adamant
Ability: Scrappy
EV's: 212 HP, 82 Atk, 216 Spd

Substitute
Focus Punch
Return
Sucker Punch

Strategy: With Camerupt absorbing sleep, Kangaskhan can use Scrappy to rip through Ghosts with STAB Return. Her Subs are big enough to take a Hypno Seismic Toss, and can fight back with Sucker Punch. Focus Punch beats the crap out of Dark types, and can destroy Sableye with the help of Scrappy.

Counters: Not much really, considering it's a Normal type. If it can set up though, it can pretty much counter anything that relies on status.
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So, that's my new-and-improved UU Team. Leave a reply if you can help me out with anything. Thanks!
 
Nice Team and great synergy. But all the common Leads are fast sleepers aka Persian, or Technitop who has Mach Punch. They really screw up Aggron but sleep is covered with Camerupt and fighters with Rotom. Again great team.
 
Give Rotom Shadow Ball instead of HP so it can block Rapid Spin by Claydol and hit it back for SE damage.

Also, give Blastoise Ice Beam instead of Protect so you can get rid of Altaria somehow, and hit incoming grass pokes.
 
Uh, both HP grass and ice hit claydol SE, but I guess shadow ball is STAB, it's something to consider.

lol, but yeah, SB could still be on Rotom's moveset.

Also, give Blastoise Ice Beam instead of Protect so you can get rid of Altaria somehow, and hit incoming grass pokes.

Here's what I could do: either give Blastoise Ice Beam and give Rotom SB, or I keep Protect and give Rotom HP Ice. I'll think that over.
 
Rotom with HP ice is still no a reliable switch in to Altaria. It can outspeed you after a DD and kill. Blastoise benefits a lot more from Ice Beam.
 
O.K., since I wasn't all that confident about my first UU Team, I remade it into this...

dpmfa306.png
dpmfa009.png
dpmfa049.png
dpmfa323.png
dpmfa479.png
dpffa115.png

...yeah, EVERYONE 'cept Venomoth is different than my other team, but I think this team has a shot. Here they are:

______________________________________________________

dpmfa306.png

Aggron @ Leftovers
Nature: Adamant
Ability: Sturdy (Rock Head's useless)
EV's: Max HP, Max Atk, 6 Def

Iron Head
Earthquake
Stealth Rock
Roar

Strategy: Aggron is my starter and Stealth Rock supporter. After the rocks go down, he can either Roar a few times to see who's on my opponent's team, or he can go offensive with Iron Head and Earthquake with an attack stat of 350.

Counters: Mostly Flying and Normal types that can't dent Steels. AKA Swellow, because he can rip through quite a portion of my team without Aggron there to stop him.
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dpmfa009.png

Blastoise @ Leftovers
Nature: Bold
Ability: Torrent
EV's: Max HP, Max Def, 4 Sp. Atk

Surf
Toxic
Rapid Spin
Protect

Strategy: Blastoise is the Rapin Spinner everyone was telling me to get to protect Venomoth from Stealth Rock. Well, here he is, and he's also my Bulky Water. Toxic wears down opposing Water types like Gastrodon and Quagsire, and Protect helps regain health and to let Toxic work its magic.

Counters: Other Water types, and Rock/Grounds with crap for special defense (Golem and Steelix, I'm looking at YOU).
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dpmfa049.png

Venomoth @ Choice Specs (417 Sp. Atk)
Nature: Timid
Ability: Tinted Lens
EV's: Max Spd, Max Sp. Atk, 4 HP

Bug Buzz
Sludge Bomb
Psychic
HP Ground

Strategy: Venomoth MURDERS any Grass type in UU with Choice Specs, Tinted Lens for Steel types, and an awesome special movepool. Bug Buzz is the main attack, with Psychic nailing Grass/Poisons. Sludge Bomb is still good STAB, but is mostly for Jumpluff and Tropius. HP Ground is for the Steel/Rocks who still block Bug Buzz.

Counters: Grass types of all kinds. Can also take on Dark types and Psychic types not named Grumpig or Hypno.
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dpmfa323.png

Camerupt @ Life Orb
Nature: Modest
Ability: Solid Rock
EV's: 228 HP, 184 Sp. Def, 96 Sp. Atk

Rest
Sleep Talk
Lava Plume
Earth Power

Strategy: Camerupt can absorb sleep by the many Grass types of UU, allowing Venomoth to come in without that worry. Since Camerupt got Solid Rock in D/P, he can now actually use this moveset without being completly pwned by Water. Lava Plume's burn rate can also help out his lower physical defense.

Counters: Steels mostly. Grass types too, but I leave Venomoth to usually take care of them.
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dpmfa479.png

Rotom @ Leftovers
Nature: Timid
Ability: Levitate
EV's: Max Spd, Max HP, 6 Sp. Atk

Will-O-Wisp
Light Screen
Thunderbolt
HP Grass/ HP Ice

Strategy: I needed a Fighting resistance (or immunity) AND someone who can avoid Earthquake. Rotom fills the bill nicely and can support the team with WoW and Light Screen. Thunderbolt is for good STAB, but the HP is hard to choose. Grass is great for Quagsire, Gastrodon etc., but Blastoise can take care of them already. Ice can be good to hit Altaria though.

Counters: Rotom's the guy who comes in against any Fighting type and threatens a burn. So Fighting's on the list, as well as physical Ground types like Nidoking.
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dpffa115.png

Kangaskhan @ Leftovers
Nature: Adamant
Ability: Scrappy
EV's: 212 HP, 82 Atk, 216 Spd

Substitute
Focus Punch
Return
Sucker Punch

Strategy: With Camerupt absorbing sleep, Kangaskhan can use Scrappy to rip through Ghosts with STAB Return. Her Subs are big enough to take a Hypno Seismic Toss, and can fight back with Sucker Punch. Focus Punch beats the crap out of Dark types, and can destroy Sableye with the help of Scrappy.

Counters: Not much really, considering it's a Normal type. If it can set up though, it can pretty much counter anything that relies on status.
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So, that's my new-and-improved UU Team. Leave a reply if you can help me out with anything. Thanks!
Really good team but it would help if your kangaskhan had like a status effecting move like hypnosis to charge up for focus punch since many people would notice you charging your focus punch and attack to stop you but the Speed is pretty good overal so i'm not worried
 
Really good team but it would help if your kangaskhan had like a status effecting move like hypnosis to charge up for focus punch since many people would notice you charging your focus punch and attack to stop you but the Speed is pretty good overal so i'm not worried

1: Kangaskhan can't learn Hypnosis >_<.
2: If Kangaskhan's behind a Substitute when she uses Focus Punch, it'll automatically hit, because the opponent would hit the Sub, not me. That's how the 'Sub-Focus Punch' strategy works.
 
Rotom with HP ice is still no a reliable switch in to Altaria. It can outspeed you after a DD and kill. Blastoise benefits a lot more from Ice Beam.

Yeah...you've got a point. Okay, it's settled: I'll give Blastoise Ice Beam, and give Rotom Shadow Ball.
 
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