• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

ORAS UU RMT - Flash Fire Immunization

This is my first UU team. I figured I would post this here to get some feedback and advice on some of the sets. Don't be afraid to tear this team to shreds. This team is mostly focused around getting Mega Houndoom to function properly while mixing in a few different immunities to common types, including: fire, grass, water, psychic, fighting, ghost, normal, and poison.





o0XpG3o.gif


Solitude (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Forretress is usually my lead for this team, as its 4x weakness to fire is great bait for switching Houndoom in to activate Flash Fire. If that's not enough, he can act as a bulky pivot with Volt Switch. EVs are to maximize its ability to tank physical hits while spitting out rocks and spikes. Rapid Spin for hazard control. Also, his various resistances make him valuable for tanking many hits aimed at other pokemon on my team, especially fairy type attacks.


LqisIlj.gif


Drusilla (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb/ Flame Charge (?)
I based most of this team around Houndoom. Trying to make Houndroom work in UU is admittedly difficult compared to some other fire types in the tier. The EVs and nature (Timid) are to maximize her ability to sweep and tap into her nice 115 speed tier. Flash Fire is for switching in on fire attacks aimed at Forretress. Nasty Plot is then used on forced switches to increase special attack. After 1 plot M. Houndoom becomes a true force to be reckoned with, capable of OHKO'ing several common threats and 2HKO'ing the others with Fire Blast. Dark Pulse is for the added STAB coverage and Sludge Bomb to hit fairies that think they can take advantage of Houndoom. I am torn between Sludge Bomb and Flame Charge, however, since Houndoom is easily checked by anything faster than her. Flame Charge alleviates this problem somewhat, but finding the opportunity to use this move is problematic since it is extremely weak even after a flash fire boost.



VJ6siMw.gif

Pringles (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Shadow Ball/ Ice Beam (?)
- Will-O-Wisp
- Recover​

Jellicent is mainly here for his ability to tank physical and special hits, while also absorbing water attacks aimed at Houndoom. Its immunity to normal and fighting attacks is also a great boon for this team, as Pangoro and Houndoom are both weak to the latter. Scald is the obligatory STAB move of choice due to its burn chance, but Will-O-Wisp is also there for guaranteed burn on stronger physical mons. Shadow Ball is the secondary STAB move of choice, as it provides great coverage. Recover is for stalling for burn damage. I am considering dropping Shadow Ball for Ice Beam, mostly because I am scared of Salamence setting up on Jellicent.



wduVYYI.gif


Porunga (Goodra) (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Muddy Water
- Fire Blast
- Thunderbolt/ Sludge Bomb (?)​

Goodra's here as a special tank that can absorb grass moves aimed at Jellicent. EVs are to capitalize on Goodra's natural bulk, while also being able to dish out decent damage herself. Assault Vest is really a no-brainier, as it increases Goodra's already high special defense. Moves are chosen to maximize coverage, being able to hit a variety of different mons super effectively. Once again, I could opt for Sludge Bomb instead of one of the various coverage moves... but I'm unsure if it would be worthwhile in this tier.​



uJxYRWx.gif


Bao Bao (Pangoro) (F) @ Lum Berry
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Gunk Shot / Ice Punch (?)
- Parting Shot

I added Pangoro on a whim so I'm not really sure how effective she will be. EVs are to increase it's decent bulk and maximize attack. Being somewhat bulky, she's able to tank most hits then pivot out with Parting Shot. Since Parting Shot lowers the offenses of the opposing pokemon, I can then bring in Houndoom to potentially tank a hit and get a Nasty Plot off to perform a sweep. Iron Fist is used to boost Drain Punch, which becomes a reliable form of recovery so that she can continue to perform her job as a bulky stat-lowering pivot. Knock Off gets STAB and has great utility. Gunk Shot is for threatening fairy types that Pangoro hates going up against. Alternatively, I could switch Gunk Shot with Ice Punch for dragon coverage.



11qEtJx.gif




Defeatist (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost

Crobat is here to wall most fairy types, while also walling most grass types that threaten Jellicent if Goodra is taken out of the picture. He's also great at countering fighting type pokemon, which can be a real hindrance if Jellicent goes down. Taunt is used to prevent set up. Toxic is used for breaking down opposing walls. Roost is the obligatory recovery move of choice, while Brave Bird is for hitting fighting (and grass types) that would otherwise threaten most of my team. Black Sludge for recovery, and Infiltrator for hitting pokemon hiding behind a substitute.


Here's a video of the team in action.

Code:
Drusilla (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb


Pringles (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Shadow Ball
- Will-O-Wisp
- Recover


Porunga (Goodra) (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Muddy Water
- Fire Blast
- Thunderbolt


Solitude (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch


Defeatist (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost


Bao Bao (Pangoro) (F) @ Lum Berry
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Gunk Shot
- Parting Shot
 
Last edited:
I think your build of Pangoro is strange. I'd usually have a lum berry for sweepers who have no way of get rid of it themselves. Having it on bulky pangoro takes away damage you could get with choice band or life orb. I'd also recommend putting 140 EVs into speed to outspeed min speed Florges one of the faster fairies in the tier to ease prediction and give you a higher chance of hitting gunk shot/pressuring the team.
 

tl:dw

Banded Guts Heracross > Pangoro
Vaporeon > Jellicent
Gyro Ball > Spikes on Forretress
Draco Meteor and Thunderbolt > Dragon Pulse and Muddy Water on Goodra, also consider Dragon Tail


Importable w/ changes:
Heracross @ Choice Band
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Megahorn
- Stone Edge
- Knock Off
- Close Combat

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Volt Switch
- Stealth Rock
- Rapid Spin

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Calm Nature
- Wish
- Protect
- Scald
- Ice Beam

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Draco Meteor
- Thunderbolt
- Fire Blast
- Dragon Tail

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost
 
I think you are gonna have a hard time trying to set up both NP and FC. Stick with one, I feel like with Flash Fire you got a decent boost already so might as well go Modest and Flame Charge on the switch, that way you'll outspeed most problematic pokes while still maintaining some power. If you are more concerned about wall breaking and getting walled by bulky waters and stuff then stick to NP, consider HP Grass and wreck house
 
Banded Guts Heracross > Pangoro
Vaporeon > Jellicent
Gyro Ball > Spikes on Forretress
Draco Meteor and Thunderbolt > Dragon Pulse and Muddy Water on Goodra, also consider Dragon Tail

Great video. I really appreciate the effort. Some of your changes do make a lot of sense. Pangoro was really just a placeholder for a potentially better teammate, and Heracross sounds as good as any.

I've tested this team several times now in UU. It works pretty well if someone isn't suspecting it, but many seem to be able to play around it. This team was utterly destroyed by a bulk up Scrafty. I had no way of phazing it out, so putting Dragon Tail on Goodra sounds like a good bet to avoid that in the future. Although I dislike the loss of coverage, but I think it might be worth it. I am iffy about Draco Meteor, but Goodra sometimes doesn't have the firepower that I need so I will try that as well.

Really all of your suggestions are useful. I think I am going to keep Jellicent around for a bit longer, though. He seems to pull a lot of weight. Although I do see the advantages of using Vaporeon.

I think you are gonna have a hard time trying to set up both NP and FC. Stick with one, I feel like with Flash Fire you got a decent boost already so might as well go Modest and Flame Charge on the switch, that way you'll outspeed most problematic pokes while still maintaining some power. If you are more concerned about wall breaking and getting walled by bulky waters and stuff then stick to NP, consider HP Grass and wreck house

Houndoom isn't having very good luck so far. I guess I can try Flame Charge, but I don't know if that will help very much. The main problem is that she doesn't have a lot of switch in opportunities. Most common fire types in UU have fighting as a secondary type or at least fighting coverage, so getting a Nasty Plot off is problematic. I'll try flame charge then get back to you with the results.
 
Back
Top