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Reliving the Old Days (RMT)

I. INTRODUCTION

All right, so this is my first UU RMT. I'm not too familiar with UU but I've done a little bit of testing with some success. Stalling isn't something I've been too good at so I wanted to give it a shot. As you'll find out soon enough, I decided to use only Pokemon from the first generation because I think they are the best. (:

II. Team Building Process

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Venusaur was my inspiration for this team. I've neer been a big fan of him, but after some thinking, I figured I could make it work. I noticed that he had some good stalling potential.

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I concluded that, being annoying as Venusaur is, my opponent is likely to switch out their Pokemon, so having entry hazards on the field was my next priority. Omastar seemed to be the perfect partner for the set I was using.

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I always like to have a Fire-Grass-Water trio on my teams to keep things balanced. What I really needed was a sweeper with some stalling abilities who could take full advantage of Omastar's entry hazards. An offensive SubRoost Moltres came to mind immediately.

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Next, I wanted a Pokemon that could take Electric-type attacks aimed at Omastar and Moltres and be able to effectively counter. I knew I wanted a Ground-type sweeper, preferably a physical sweeper. After some search, I decided on a Counter Nidoqueen.

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Nidoqueen was obviously going to be low on health if she could pull off Counter, so I really needed some Wish support. I first thought of Clefable, but Hypno fit the job better and provided Thunder Wave and Reflect.

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With only one spot left, I knew that I couldn't finish this team without a Rapid Spinner. On the other hand, I needed a Ghost-type to block opposing Rapid Spinners from getting rid of my Spikes and Stealth Rock. Cloyster seemed the most viable Pokemon here, as he offered Spikes, Stealth Rock, Rapid Spin, and Toxic Spikes: something that would only improve Moltres' stalling capabilities. Omastar out, Cloyster in.

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With Omastar out of the picture, I needed a lead. I knew I didn't want Cloyster as lead because I needed him to be able to come back later in the game. I considered Cleflable again, since I had seen her being used as a lead before. The Toxic Orb Abuse set has always appealed to me, and it fit the job pretty well. Plus, I got another Pokemon for Wish support.

And with that, I had a team of only first generation Pokemon, and Pokemon of every color of the rainbow! Now that's what I call OCD.

III. Closer Look

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Clefable @Toxic Orb
Type: Normal
Ability: Magic Guard
Base Stats: 95 HP / 70 Atk / 73 Def / 85 SAtk / 90 SDef / 60 Spd
EVs: 252 HP / 252 Atk / 4 Spe
Impish Nature
- Protect
- Facade
- Meteor Mash
- Wish

COMMENTS
Pros: Awesome ability in Magic Guard, very diverse movepool and great variety of support moves
Cons: Besides HP and SDef, its stats are rather lackluster

STRATEGY
Toxic Orb Abuse:
Protect on the first turn to activate Toxic Orb and to determine what moveset the opponent’s lead is running. I chose Meteor Mash over Fire Blast since I have Moltres to take care of any Steels who think they can take out Clefable. Ghost-types will be a problem using Facade, so that’s where I bring in Nidoqueen.


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Venusaur @Black Sludge
Type: Grass/Poison
Ability: Overgrow
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Sleep Powder
- Leech Seed
- Energy Ball
- Sludge Bomb

COMMENTS
Pros: Good support movepool, overall solid stats.
Cons: Limited offensive movepool, lacks Ground resistance.

STRATEGY
Support:
This set is take advantage of Venusaur’s good support movepool. First, Sleep Powder the opponent and follow up with Leech Seed or switch in an appropriate teammate. I’m expecting the opponent to switch, so taking advantage of Cloyster’s entry hazards will make sweeping a whole lot easier.

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Cloyster @Leftovers
Type: Water/Ice
Ability: Shell Armor
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
EVs: 252 HP / 4 Def / 252 SpD
Bold Nature
- Spikes
- Toxic Spikes
- Surf
- Rapid Spin

COMMENTS
Pros: Amazing Defense, gets both Rapid Spin and Spikes.
Cons: Stealth Rock weakness, terrible HP and Sp. Defense, Fighting and Rock weakness make it a less successful physical wall.

STRATEGY
Support:
The goal for Cloyster is to set up as many layers of Spikes and Toxic Spikes as possible to allow Moltres for easy stalling and sweeping. Rapid Spin takes care of enemy entry hazards like Stealth Rock that threaten Moltres. He enjoys getting passed a Wish from Clefable or Hypno since he has no recovery move.

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Moltres @Life Orb
Type: Fire/Flying
Ability: Pressure
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Air Slash
- Substitute
- Roost

COMMENTS
Pros: Excellent Special Attack
Cons: 4x Stealth Rock weakness, limited movepool

STRATEGY
Offensive SubRoost:
Moltres’ dual STAB is resisted only by Lanturn and Rock-types. However, most Rock-types rely on Stone Edge as their STAB attack, leaving them vulnerable to SubRoost Pressure stalling. Toxic Spikes support from Cloyster is crucial to let her stall out common counters of this set, namely Chansey and Milotic.


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Nidoqueen @Leftovers
Type: Ground/Poison
Ability: Poison Point/Rivalry
Base Stats: 90 HP / 82 Atk / 87 Def / 75 SpA / 85 SpD / 76 Spe
EVs: 252 HP / 96 Atk / 160 Def
Impish Nature
- Counter
- Earthquake
- Crunch
- Taunt

COMMENTS
Pros: Makes a nice Fighting-type counter, diverse movepool.
Cons: Offensive stats are rather mediocre.

STRATEGY
Counter:
This spread allows Nidoqueen to survive every non-STAB Earthquake and Counter for two times the damage. Taunt stops enemies from setting up while forcing physical sweepers to attack. She will be low on HP if she pulls off a Counter, so Clefable or Hypno can pass on a wish to keep her healthy.

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Hypno @Light Clay
Type: Psychic
Ability: Insomnia
Base Stats: 85 HP / 73 Atk / 70 Def / 73 SAtk / 115 SDef / 67 Spd
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
- Psychic
- Thunder Wave
- Wish
- Reflect

COMMENTS
Pros: High Special Defense

STRATEGY
Tank:
Hypno will lure out a physical attacker for Cloyster to switch into while passing on a wish to keep his health high. I can also try to paralyze them with Thunder Wave and get up Reflect to make it even harder to take Cloyster down.

IV. Conclusion

I've still got quite a ways to go with testing, but hopefully this team can accomplish what it's meant to do: stall, stall, stall!
 
RMT Rules #3...Also, I used to inclue useless stuff like Base Stats and typing. It's really only there to make your information look like it's more, while it's really one sentence for a Pro and possibly and Con, as well as a 3-4 line strategy (one of which is one word). Sorry if I'm sounding really mean, I'm not trying to, but it's just a bit messy.

Now, for the rate. This team has tons of trouble with Milotic and Lanturn. Venusaur can try to take them down, but with no special attack EVs and no Leaf Storm, they can just use their herculean bulk to shut you down. On a side note, Clefable is a very subpar lead as it sucks at preventing early game setup and isn't strong enough to take out Uxie or Mesprit. I would change your role for Venusaur to a Choice Scarf Venusaur lead posted below.

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Venusaur @ Choice Scarf
Ability: Overgrow
EVs: 4 HP/252 Spe/252 SAtk
Timid nature (+Spe, -Atk)
- Leaf Storm
- Sludge Bomb
- Hidden Power [Ground] / Hidden Power [Psychic]
- Sleep Powder[/box]

Venusaur outspeeds and surprise kills Ambipom with Leaf Storm after Life Orb damage. Sludge Bomb is that reliable STAB that hits 5 of the seven types that resist grass. Hidden Power Ground is for Steel and Poison types, but leaves you hopeless against Heracross and Weezing. Hidden Power Psychic hits those two as well as random Poison types, and leave Sleep Powder for steels. Sleep Powder is really good for early game setup.

This team also has a really big Mismagius weakness, but sadly I'm short on time and don't have a solution lol. Someone else might.

Toxic Spikes is a no-no in UU.
 
Like -Charmander- said, Toxic Spikes are quite useless in UU, as there are too many Poison-types running loose. Also, Cloyster doesn't really have good defenses (though the 180 Def looks good, its HP and SpDef pretty much suck), so something else might replace it. I don't know how keen you are on Spikes, but if Stealth Rocks would suffice too, you might replace Cloyster with something like the following:

Claydol @ Lefties
252 HP / 144 Def / 112 SpA [Bold nature]
- Rapid Spin
- Stealth Rocks
- Earth Power
- Shadow Ball

Can both set up Rocks and Spin others away, and because it is immune to Spikes and resists SR, it usually has a pretty good time switching in. Earth Power is nice STAB, and while Claydol gets hit SE by it too, Shadow Ball might help deal with Mismagius, to some extend.

If you like the FWG-core too much, you can also try Kabutops: http://www.smogon.com/dp/pokemon/kabutops (just check this and look at the Lead-set, can also be used in other places).

Also, on Moltres, if you want to be stalling, you might do well by placing Toxic over either Sub or Air Slash (whichever you prefer), and replace Fire Blast with Flamethrower (you don't want any misses, and high PP too).

The rest of the team looks quite interesting, good luck with it!
 
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