Hey everyone, this is a team that I made quite quickly but really enjoyed playing and I think I thought I'd share it as it's been a very long time since we had any sort of paradigmatic SM UU team and I think this is a good example of non mega-mane good stuff offence. It did reasonably on the ladder getting in top 10 if that means anything; though I honestly find actual laddering to be a pretty cancerous experience. It essentially began as a take on sash spam offence which had a new breath of life with an excellent candidate in breloom. I found, though, that there weren't many other options that were that useful and having multiple sash users forced me to have hazard removal which I felt didn't gel with the general fast-pacedness of the team. The team is called retro as, looking back on it, it reminds me a lot of DPP OU offence in both appearance and playstyle (albeit latias over something like dragonite). Anyway, hope you enjoy the read and maybe it will encourage you to go for similar builds which I think are very effective, particularly with breloom in the tier.
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Rock Tomb
- Mach Punch
Sash loom is a mon that can pull its weight in essentially any match up where there isn't amoongus on the opposing team just because of how busted sleep is for a team with an engine derived from set up mons. The set is very straight-forward, sash is the best item for this team as it lets you lead with it nearly all the time meaning you can get a near guaranteed turn 1 spore off against teams who's only sleep absorption is gliscor. Rock tomb was my initial choice for filler and I haven't found myself missing SD much and I think it matches loom's role as a utility attacker better as well, making it a real menace against TR with spore and being able to beat marowak. It also does certain things that are quite useful for the team like making celebi slower than scizor and letting you trade with heracross 1v1 even without spore. SD is also an option as breloom does end up closing out quite a few games and has particular value when players try to pivot round to get in intimidates with their mega mane late game and so SD can punish those sorts of plays. Jolly is prefered to outspeed stuff like gliscor and at least tie with other loom.
Ability: Unnerve
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Aqua Tail
- Stealth Rock
- Taunt
I will still stand by my belief that mega-aero is the best mega in the tier. It's fantastic speed tier as well as access to a movepool that gives massive room to cater for a team's particular needs is unparalleled and really useful for a team like this. Anyway, aero was originally added to partner with loom, with aero reliably providing hazard support and loom being able to handle stuff like bulky waters. The stone edge and SR are self explanatory as aero is the only potential rocks user on the team. Taunt I feel is very under-utilised and is great for blocking defogs and recovery from water types (opening up a potential scizor sweep) as well as having great utility early game stopping hazards and status from coming out. Aqua tail is the most modifiable and tbh I can definitely see earthquake being run here but I really like being able to have aero as my gliscor switch in than suicune as suicune is really crippled by a switch into knock off or toxic and will often be outsped by scor too. I can't remember what the EVs were for exactly but I think it was along the lines of always 2hkoing standard scor with aqua tail and surviving 2 scarf hydra dark pulses all the time.
Ability: Technician
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Knock Off
Scizor is the best mon in the tier and offensive SD may well be the best set of any mon in the tier. Scizor provides the perfect mix of bulk, resistances, revenge-killing potential and sweep threat. Scizor is the team's only dragon resist (and your azu switch-in, lol) so iron plate to avoid LO recoil is important for longevity as otherwise you don't really get to switch in more than once on latias. Scizor fits in really well with the offensive synergy of the team as well, capitalising on aero and gliscor weakening water and steel types so it can sweep but also having enough power to wall break if you want to sweep with something else. Knock off is near essential on any team imo so is definitely the prefered option over bug bite, providing more utility in stall match-ups as well as letting you get through shit like marowak-a. Superpower is the best last option and helps a lot versus opposing scizor which the team is quite weak to. EVs are just to outspeed jolly azu, the bulk has been more helpful than the last bit of speed I feel.
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Draco Meteor
- Psyshock
If offensive sd sciz isn't the best set in the tier, then this sure as shit is. Latias is probably the most consistent mon in the meta and will always be checking something on the opposing team. It is your go-to bulky water switch-in and also plays a big role in softening up steel types for the rest of the team. +1 DD is just ludicrously powerful, one-shotting stuff like offensive sciz and doing like 70% to muk and upwards of 50% to fully invested aggron. Latias is also your best friend in the stall match up which is why I've opted for psyshock over psychic to beat blissey; the only significant trade-off I've noticed is not being able to 2hko scor at +1 without draco. Thunderbolt is the best filler for the team I feel, letting you rk belly drum azu (though in practice it never actually sets up) or 2hkoing it on the switch. Healing Wish is an option as I find it does quite often end up dying to toxic damage though I've found that it generally does its job mid game when you don't really have much that's very weakened but thunderbolt has been doing fine for me. Recover is also an option if you want more staying power for match ups like non muk mega mane teams (though these are quite rare I find).
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Substitute
I honestly find it amazing how suicune can still be a top threat despite all the power creep over the gens in UU but yeah, suicune serves as another utility attacker that puts a lot of pressure (hehe) on more passive teams and picks up the pieces for loom if it is deadweight (like against amoongus teams) as suicune generally does very well against those teams. Ice beam over protect to beat breloom and do good damage to serp and latias at +1. It is worth noting that you can still beat blissey without protect, I think you get up to +3 and then force it to soft boiled twice at which point it won't have enough s-tosses to beat you though if you get bad rolls and no burns then I don't think it's guaranteed. Suicune also doubles up as a switch in to many of the things that scizor would generally switch in to like aero or opposing scizor so it offers you some flexibility to preserve health on whichever mon is more useful in the match up. But yeah, cune is very under-prepared for and puts in a lot of work against vanilla offence teams too that like to run scarf lati. Some people run rest if they don't have protect but I find that to be much too passive for a team like this plus then amoongus can just clear smog away your boosts and chip you down till you have to rest and are a sitting duck so I wouldn't recommend rest on this team.
Ability: Poison Heal
EVs: 244 HP / 8 Def / 116 SpD / 140 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Facade
- Roost
Gliscor fits in kind of a weird spot on this team. Initially it was mamoswine which made the mega-mane match-ups a lot more comfortable and if you were to use this team in a tournament, then I would recommend going for mamoswine (which lets you do stuff like run SD on loom and pursuit and eq over a-tail and rocks on aero). But for laddering purposes, Gliscor will save you a lot of grief in passive match ups serving as a status sponge as well as a pretty good switch in to things like scarf hydra and Mega gron which would otherwise always be able to force chip damage given the lack of recovery on the team as well as be threatening with their coverage (i.e. fire blast for sciz or toxic for suicune respectively). Gliscor will rarely be your mvp but gives you a lot more breathing room as nullifying defensive moltres/amoongus/status/knock off and scarfers is a pretty big deal especially for an offensive team that would otherwise have a hard time in these areas. This comes at the sacrifice of immediate offensive presence, however which is why I might suggest using mamoswine in tourney games. Facade is the best coverage move for the team as missing out on aero isn't so bad when you have scizor and cune and +2 facade is nice to be able to put things like serp in mach punch range. Essentially gliscor is a match-up glue mon, so will mean that you have to work a bit more for non-scarf offence match-ups but it's benefits are worth it imo. Speed creep is a good idea as well for the record as weakening suicune is really helpful for the team.
Threatlist:
Hope you enjoyed the team!
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Substitute
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Swords Dance
- Mach Punch
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Aqua Tail
- Stealth Rock
- Taunt
Scizor @ Iron Plate
Ability: Technician
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Knock Off
Latias @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Draco Meteor
- Psyshock
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 116 SpD / 140 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Facade
- Roost
Ability: Pressure
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Substitute
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Swords Dance
- Mach Punch
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 96 HP / 160 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Aqua Tail
- Stealth Rock
- Taunt
Scizor @ Iron Plate
Ability: Technician
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Superpower
- Knock Off
Latias @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Draco Meteor
- Psyshock
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 116 SpD / 140 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Facade
- Roost
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