XY UU RMT: Mega Pidgeot Team

Alright! So this is my first RMT (pardon me if my formatting is all over the place or incorrect). Lately I've been really into UU so I wanted to build my team around a pretty powerful poke - and that poke was Mega Pidgeot. So below I have the spreads for each and a brief explanation for my move sets and spreads.

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Heat Wave
- Agility

So my pidgeot runs the standard attacks but inside of running Roost/Sub/Protect/Defog, I wanted to try something that could become terrifying after all Ice Shard users and bulky Sp.Def pokes were either gone or really worn down, I wanted to try Agility. One agility allows Pidgeot to outspeed everything and with its already great Sp.Atk, it can deal massive damage to anything that has to switch in outside of bulky Sp.Def pokes.

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Wish
- Protect
- Baton Pass

Whenever I've used Vaporeon, good things always seem to happen. Admittedly I didn't give it enough credit when I was initially team building but this guy comes in very very handy, being pretty bulky on both ends and being able to take a lot of unboosted attacks fairly well. I decided to run this set to have it serve as both a wish passer and momentum gainer (? not sure if thats the correct term). I catch most people off guard when I go for a baton pass and then switch into another poke which is always nice.

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Volt Switch
- Overheat
- Will-O-Wisp
- Toxic

So as I was building this team, I began to become petrified of most physical attackers (ex. Darmanitan, Mienshao, and even Donphan) Also my team so far really didnt have anyone willing to eat a Volt switch. So this little guy came to mind. First three moves are fairly standard and for the last move slot I wanted to run a dual status poke. I figured most people would see Rotom-Heat as the type of guy that didnt want to deal with pokes that didnt mind getting burned so I went with toxic. On top of this rotom being specially bulky, a lot of special attackers, primarily hydreigon, have always come in on this guy when I used him. So trying to get rid of staying power on my opponents side I wanted to run toxic so that if they felt like they could stay in and do some serious damage, it would be limited, giving me the potential to set up hazards or even force bad switches and ruin the opponents momentum. I've had much success with this set, thou with everything on this list, I am open to change if necessary.

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Spe
- Volt Switch
- Rapid Spin
- Stealth Rock
- Spikes

I liked the synergy between Vaporeon and this guy as they check some weaknesses between the two, also I think this guy has really solid physical bulk along with pretty good typing. Another poke with a switch out move, really want to maintain some momentum which in turn helps with hazard damage stacking. I wanted to make Forretress into a hazard stacker, as it has access to a lot of key hazards. The constant switching with this team allows it to wear down staller teams much easier. I had a battle with this team that perfectly shows the pay off I've had with the volt-switching and baton passing against a bulky team. Also Forretress draws out grass types or any other poke that trys to be sneak with Hidden Power Fire or with some sort of other fire type move which rotom or vaporeon can switch in on and deal with that poke.


Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Brick Break
- Rock Slide

Quite possibly the most important poke on this team, MoxieScarf Krook always makes waves especially when used mid-late game as most pokes at this point are fairly worn down or even have a weakness that Krook can exploit. Always causes a switch which hopefully gets damaged from hazards. This guy is pretty reliable when I need to start taking pokes out, once it takes one or two out, its really hard to stop this guy from hitting like a truck.

Machamp @ Assault Vest
Ability: No Guard
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Stone Edge
- Heavy Slam

The final Poke, No Guard AV Machamp. This dude is always scaring opponents, least through my experience of using this set. No one is really happy with having to switch a poke into a dynamic punch and then getting confused, its annoying and frankly just sucks, making Machamp awesome. This set has pretty good coverage and has the speed to always outspeed Florges which at times can prove to be an issue for this team. Another fairly dependable poke that can come in and safe the day when its blue.

I'm open to any sort of feed back to make this team better, again I apologize if the formatting and anything is completely wrong as this is my first RMT post. Thank y'all very much!
 
Hi Curry_Noodles
When you post a team it would be good to include some images to make the reading easier and more pleasant for all the people that will help you fixing your team, so i recommend you to read this thread (http://www.smogon.com/forums/threads/rmt-resource-thread-must-read-before-posting.3534875/) that will provide you the graphics resources you need and also show you how you should post a team.
About the team i noticed some basic mistakes about the choice of the roles and the sets so let's start with making it more uniform and functional. Considering agility in Pidgeot moveset you should use a Modest nature over the Hasty to completely use pidgeot offensive power, considered that after an agility you will outspeed all the UU tier. I also suggest Roost over U-turn to enhance pidgeot staying power considering that it has an important role in your team. About the evs spread you should Run: 48 hp 252 spatk 208 Spd, this evs spread allow you to outspeed every base 100 once megaevolved and also help pidgeot against priority attacks in general.
Vaporeon set doesn't abuse enough of forretress presence so you should use Roar over Baton Pass. Roar will also help you against setuppers like CmReuniclus CmSuicune, CmCresselia and " Feraligatr " which your team has issues with it. The main function of Roar is, as i said, the abuse of entry hazards that will help you bring enemy's pokemons in pidgeot KO range.
Double Status Rotom is not useful, toxic is not worth. Give Pain Split instead of Toxic so you'll be able to keep in bay more effectively Hydreigon. On Forretress nothing to say, the only thing you could try is Gyro Ball instead of Volt -Switch so you'll be able to decently hit Mega Aerodactyl / Haxorus / Salamence / FairyMons.
The set of Krookodile is completely busted , try Stone Edge instead of Rock Slide so will be able to hit hardest the most common flying types. Brick Break is unnecessary assuming the weakness of the move itself and considered the typing of Krooko thus replace it with Pursuit so you'll be able to trapkill pokemon as Chandelure and Alakazam that can be problematic to the rest of your team.

Set's

pidgeot.png


Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Agility
- Heat Wave
- Roost

vaporeon.png


Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Protect
- Wish
- Roar

rotom-heat.png


Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Pain Split
- Overheat

forretress.png


Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Spikes
- Rapid Spin
- Stealth Rock

krookodile.png


Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Knock Off
- Earthquake
- Pursuit
 
Decision makers said pretty much everything I wanted to say, but if got one more thing. Your team doesn't have a great answer to Crocune and bulky waters in general, as vaporeon lacks heal bell to beat toxic users and roar to beat Crocune. While I'd consider running either over baton pass seeing as you already have two bulky pivots (forry and rotom), why not run guts Machamp? This sacrifices confuse hax for a better status absorber. You'd also have to change Dynamicpunch to close combat, which hits harder anyway. Oh, and change the tag in the intro to ORAS UU not XY UU. Cool team man.
 
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