ORAS UU RMT Shaymin Team

Introduction :)
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Hey all, so I decided to build a completely original team around Shaymin because it's pretty much my favourite pokemon. It's extremely good in the UU environment because of the spammable seed flare, it's (relatively, granted) diverse movepool and its decent ability. I chose UU because it seems to me to be the most balanced metagame on showdown. Anyhow, down to business.

EDITS IN ITALICS

RMT Shaymin Team UU

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Shaymin @ Leftovers Life Orb
Ability: Natural Cure
Evs: 248 HP 252 Spe/ 252 SpAtk / 4 SpDef
Nature: Modest Timid
  • Seed Flare
  • Dazzling Gleam
  • Earth Power Psychic
  • Rest
(1) I decided to use Shaymin because it's cute as heck. Oh, not to mention it's crazy base stats, allowing it to switch into various moves and outspeed at times. (2) Shaymin is my hardest hitter that can live longer than one turn. It's base stats allow it to outspeed some attacks and survive the unboosted remainder. (3) Seed Flare is pretty self-explanatory, with its 120 BP and it's 40% chance to drop SpDef by two levels. Dazzling Gleam gives me great coverage on pesky dragon types like salamence and Hydreigon that completely wall shaymin otherwise. Earth Power provides coverage with a nifty 10% chance to drop the SpDef of the foe by one stage. YOU'RE NEVER SAFE. *ahem*

absol.gif


Absol @ Absolite
Ability: Justified
Evs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly
  • Swords Dance
  • Sucker Punch
  • Play Rough
  • Superpower
(1) Mega Absol is amazing because of its base Atk and its speed tier. It is, however, extremely lacking in bulk. It gives me raw power and very needed priority. It also causes mind games with Justified. I use Arcanine instead of this guy as an anti-lead because I didn't give Absol Fire Blast and Absol's frailty stresses me out that early on. (2) Absol is a great early, late and mid-game sweeper, virtue of its great speed tier and its massive attack stat. (3) Swords dance gives me a quick sweep. Sucker Punch allows me to gain priority over pokes who outspeed Absol. However, it comes with risks and uncertainties where Knock Off might be a more secure choice. Play Rough is simply an excellent coverage option with a good base power albeit imperfect accuracy. Lastly, I chose Superpower over Fire Blast to be able to max out my attack without reducing other stats.

goodra.gif


Goodra @ Assault Vest
Ability: Goey
Evs: 248 HP / 252 SpAtk / 8 SpDef
Nature: Modest
  • Draco Meteor
  • Dragon Pulse
  • Fire Blast
  • Thunderbolt
(1) Goodra is fantastic because with an unboosted SpDef, it can stomach even the most powerful super-effective boosted special attacks and retaliate with a strong special attack. God, does this thing have some coverage! (2) It can be played pretty recklessly, with its good bulk and power. It's the perfect switch in for special attacks but can often be used as setup fodder by the foe. (3) I chose Draco Meteor as a bit of a last resort because of its high power with the major drawback of mediocre accuracy and the SpAtk drop, in a last-ditch effort to KO the opponent. I chose Dragon Pulse because STAB and because of it's re-usability. Fire Blast for powerful coverage (Foretress among others), and for some reason this move seems to get the drop on a lot of people. Finally thunderbolt because it always comes in handy, although I'm not sure if I should take Ice Beam instead...

arcanine.gif


Arcanine @ Choice Band
Ability: Flash Fire
Evs: 252 Atk / 252 Spe / 4 HP
Nature: Jolly
  • Flare Blitz
  • Wild Charge
  • Extreme Speed
  • Iron Head Crunch

(1) This pseudo-legendary hits insanely hard when equipped with a choice band and counters 99% of what your opponent might throw your way, and its marvelous coverage has 3HKO'd many a Suicune in my battles, absorbed many a Sacred Fire and retaliated with monstrous power. (2) Gameplay with choice items is pretty straightforward, but with Arcanine things get a little complicated. With just the right amount of predictions, you can surprise your foe with every move. (3) I use Flare Blitz for everything. Cooking, making friends, my homework... oh, and absolutely obliterating my enemies, especially ad-flash fire. Wild Charge screws every single Suicune that ever made the mistake of switching into this beast, getting the 2-3HKO depending on the set, presence of stealth rocks, etc. Extreme Speed lets him revenge kill / very late game sweep. As for Iron H- *cough* florges *cough*. Crunch is great for surprising Chandelure on the switch and 1HKOing after Stealth Rocks.

ALMOST THERE

lucario.gif


Lucario @ Life Orb
Ability: Steadfast
Evs: 252 SpAtk 252 Atk/ 252 Spe / 4 HP
Nature: Timid

(1) Lucario is my homie. He's a great late game sweeper, and his boosting moves make him unstoppable, as long as the opponent can't outspeed him, which leads me to the only thing that I don't like about him: the combination of his mediocre speed tier with his terrible bulk. (2) As I said, he is to be used only in late game, or to fire off a Focus Blast that takes your opponent completely off-guard and KOs quite a bit thanks to the LO. He tends to have to switch out a lot in mid-game, and my relatively offensive team can't switch in too often. (3) I chose Nasty Plot because who doesn't like sweeping??? I chose Focus Blast for the occasions where I need that bit of extra power to annihilate a foe so that they don't revenge kill Lucario. I chose Aura Sphere at the expense of a coverage or priority move (such as vacuum wave) because it gives me a 100% safe alternative to Focus Blast. Flash Cannon is my steel-type STAB.

heracross.gif


Heracross @ Choice Scarf
Ability: Moxie
Evs: 252 Atk / 252 Spe / 4 HP
Nature: Adamant
  • Close Combat
  • Brick Break
  • Earthquake
  • Megahorn
(1) I feel like a dick for using this guy. I hate when I get swept by a Heracross and I hate sweeping with him, but sometimes you need that little trump card when you're losing. He isn't even that good of a pokemon and requires 0 skill to use, so if any of you have a decent alternative to hm then PLEASE speak up. (2) You can sweep with the little fucker at any given time in any given situation if you have an IQ above 0.00. (3) Close combat because it fucks everything in the ass. Brick break because fuck double screens espeon. Knock off because fuck double screens espeon. Megahorn because fuck double screens espeon.

On that note, I hope my team is at the very least decent, I've won quite a few games (with and without Heracross' help). Thanks for taking the time to read/rate and yeah I have to go to bed now. :) <3
 
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Hi there milestfu this team looks like a lot of fun and I am glad you were able to build successfully around your favorite Pokemon! Nonetheless, I am here to rate so here we go!
  • First off, I suggest running Life Orb > Leftovers on Shaymin as well as Healing Wish > Rest as this provides Shaymin with more power and allows Shaymin to support the rest of the team while allowing this team to play more aggressively as a whole. It also alleviates the fact that you have no switchins to status moves should Absol not have Mega'd yet / has fallen. I also suggesting shifting the HP EVs into Speed as bulky Shaymin isn't really worth it since Grass type as a whole is not a very good defensive typing, being weak to common attacking types such as Fire and Ice.
  • Next up, running Knock Off > Play Rough on Mega Absol is near essential as this makes use of Absol's amazing Attack stat and forces walls that may come in to tank a +2 (assuming you SD'd on the switch) 97.5 BP STAB move. Play Rough's coverage is nice and all, but all it really does is hit Fairies such as Slurpuff and Florges neutrally (as Gardevoir is hit neutrally by its Dark STAB) as Superpower covers Dark- and most Fighting-types such as Hydreigon as well as hitting Steel-types such as Mega Aggron.
  • Next up, while I love RK9, its Choice Band is highly outclassed by Entei so I suggest running Entei > Arcanine as this gives you a way to spread burns and a more powerful priority as even the lack of coverage isn't too missed thanks to the pressure Sacred Fire burns bring.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
  • The penultimate thing is with Aura Sphere on Lucario, Focus Blast risking the miss for that power is not necessary considering Lucario is frail and has a boosting move. That being said, I would suggest Dark Pulse > Focus Blast as this gives Lucario a solid way around Psychic-types as well as Ghost-types such as Chandelure. Vacuum Wave is another option if you want the priority, but your team sort of hates Chandelure and bulky Psychic-types sp Dark Pulse is the superior option.
  • Lastly, I noticed that you lack any entry hazard whatsoever and with Choice Scarf mons falling out of favor in UU (only a select few are still relevant iirc like Chandelure) I suggest running Lead Mamoswine > Heracross as you have a Psychic answer in Mega Absol and Lead mamoswine is guaranteed rocks thanks to Oblivious blocking Taunt.
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Earthquake
- Ice Shard
Phew, that was a long rate but there ya go! Hope I helped :)
 
Hi there milestfu this team looks like a lot of fun and I am glad you were able to build successfully around your favorite Pokemon! Nonetheless, I am here to rate so here we go!
  • First off, I suggest running Life Orb > Leftovers on Shaymin as well as Healing Wish > Rest as this provides Shaymin with more power and allows Shaymin to support the rest of the team while allowing this team to play more aggressively as a whole. It also alleviates the fact that you have no switchins to status moves should Absol not have Mega'd yet / has fallen. I also suggesting shifting the HP EVs into Speed as bulky Shaymin isn't really worth it since Grass type as a whole is not a very good defensive typing, being weak to common attacking types such as Fire and Ice.
  • Next up, running Knock Off > Play Rough on Mega Absol is near essential as this makes use of Absol's amazing Attack stat and forces walls that may come in to tank a +2 (assuming you SD'd on the switch) 97.5 BP STAB move. Play Rough's coverage is nice and all, but all it really does is hit Fairies such as Slurpuff and Florges neutrally (as Gardevoir is hit neutrally by its Dark STAB) as Superpower covers Dark- and most Fighting-types such as Hydreigon as well as hitting Steel-types such as Mega Aggron.
  • Next up, while I love RK9, its Choice Band is highly outclassed by Entei so I suggest running Entei > Arcanine as this gives you a way to spread burns and a more powerful priority as even the lack of coverage isn't too missed thanks to the pressure Sacred Fire burns bring.
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed
  • The penultimate thing is with Aura Sphere on Lucario, Focus Blast risking the miss for that power is not necessary considering Lucario is frail and has a boosting move. That being said, I would suggest Dark Pulse > Focus Blast as this gives Lucario a solid way around Psychic-types as well as Ghost-types such as Chandelure. Vacuum Wave is another option if you want the priority, but your team sort of hates Chandelure and bulky Psychic-types sp Dark Pulse is the superior option.
  • Lastly, I noticed that you lack any entry hazard whatsoever and with Choice Scarf mons falling out of favor in UU (only a select few are still relevant iirc like Chandelure) I suggest running Lead Mamoswine > Heracross as you have a Psychic answer in Mega Absol and Lead mamoswine is guaranteed rocks thanks to Oblivious blocking Taunt.
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Earthquake
- Ice Shard
Phew, that was a long rate but there ya go! Hope I helped :)

Wow, thank you so much NV, all of your suggestions are so helpful and great points (especially for Heracross) and i'm going to apply them all and see how things go! The only thing is that I might keep Arcanine even though I agree that he is outclassed by Arcanine, but I just love Arcanine and hate Entei so very much. That said, what would you say to me running defensive arcanine in lieu of offensive? One last thing; I lack any form of defogger or spinner... what would you suggest for that or is it not a big deal anymore? Thanks so much again, you helped a ton and it's nice of you to take so much time to rate my team :) <3
 
Wow, thank you so much NV, all of your suggestions are so helpful and great points (especially for Heracross) and i'm going to apply them all and see how things go! The only thing is that I might keep Arcanine even though I agree that he is outclassed by Arcanine, but I just love Arcanine and hate Entei so very much. That said, what would you say to me running defensive arcanine in lieu of offensive? One last thing; I lack any form of defogger or spinner... what would you suggest for that or is it not a big deal anymore? Thanks so much again, you helped a ton and it's nice of you to take so much time to rate my team :) <3

Defensive RK9 is good, but not for this team as this is a more offensively biased team. Also Defogging / spinning isn't needed as much as you have Mega Absol to bounce back hazards and only have one Rocks weak mon although Toxic Spikes are going to be a problem should they happen to get on your side of the field so be careful around mons like Tentacruel and Dragalge.
 
I agree with all of NV's proposed changes. Since you said you wanted to remove Heracross, I'll be operating under the assumption that Nasty Plot Lucario is intended as the team's primary win condition. Now, there are three broad categories of Pokemon that can stop a Nasty Plot Lucario sweep: bulky Pokemon that can survive a hit at +2 and KO back, faster Pokemon that can threaten to KO before it can attack (if running Dark Pulse), and Ghost/Psychic-type Pokemon that either resist Fighting/Steel coverage or are bulky enough not to care (if running Vacuum Wave). This team does a fairly good job at eliminating the former, as Shaymin forces out the fat Water-types that can tank a +2 Aura Sphere and stop a sweep and can also break through Snorlax with lucky Special Defense drops. Mega Absol deals with most of the faster Pokemon that can check Lucario and can also get rid of the bulky Pokemon that stop Lucario from sweeping. That said, you're still a little weak to certain fast threats like Mega Aerodactyl, Mega Beedrill, and Mega Sceptile. Therefore, like NV, I recommend using Mamoswine over Heracross. This will give you access to Stealth Rock while keeping some form of speed control and maintaining the ability to check fast, frail threats. You can use either the dedicated lead set that NV proposed or a more standard set with Stealth Rock in the fourth slot over a coverage move like Knock Off.
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Ice Shard
- Icicle Crash
- Stealth Rock
Which Mamoswine set you choose depends mostly on how important you find having Stealth Rock on the field. The lead set is much better at guaranteeing Stealth Rock at the start of the match, while the standard set has more offensive presence throughout the match and has more freedom regarding when it sets up Stealth Rock during the match at the cost of its ability to guarantee the hazard.

Without Heracross, your team's biggest problem is that you have no switch-in to Fighting or Ground-type attacks (most of the tier's Ground-types can threaten Shaymin on the switch). You also mentioned Goodra being setup bait. This is a real problem, since offensive teams like this live or die based on momentum and pressure. You might consider trying Offensive Defog or Mixed Salamence over Goodra. While most of the Ground-types that can catch Shaymin on the switch can do the same to Salamence, it at least gives you another switch-in in case you mispredict. Salamence also gives you a switch-in to Fighting-types and a bit more offensive presence than Goodra does. The Salamence set can be tailored to what your team needs in terms of hazard control or offensive options.
Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Defog
- Roost
If you decide to use a physical move over Defog, use a Naive nature and 4 Attack EVs instead of the Defense EVs.

The one major problem with this change is that you're now very weak to Mega Houndoom. With Goodra, you could tank any hit and KO it back, but now you don't have a safe switch. You'll probably have to play around it with priority or risk the Speed tie with Mega Absol.

On Entei vs. Arcanine: either works. If you're intent on keeping Arcanine, make sure that you use its advantages over Entei, namely its Speed tier and coverage. To that end, I'd recommend replacing Iron Head with either Crunch or Close Combat. Close Combat gives you a way to threaten Mega Houndoom and Hydreigon, while Crunch lets you beat Chandelure more effectively.

Finally, it might be worth considering using Psychic over Earth Power on Shaymin. They hit most of the same major threats, but Psychic means Crobat can't wall you, although it makes Steel-types more troublesome. Fortunately, you have other ways to break down Steel-types, regardless of what coverage you choose.

Super long rate, but hopefully it helped.
 
Hey milestfu, and welcome to Smogon! There have been a lot of great suggestions made in this thread already, but I'd like to throw in my opinion as well to hopefully help improve your team even more:
  • I agree with the above suggestions to change Heracross to a Stealth Rock lead. Mamoswine works well in this regard, though another option you might like to consider is Azelf. Azelf, like Mamoswine, is an optimal lead for offensive teams such as this one with its great base speed and expansive movepool. The set that would bring the most to your team, in my opinion, is the three attacks LO lead, as it provides hazards and a threatening offensive presence in one slot, and this team compression is crucial for offensive teams. With coverage moves such as Energy Ball, Thunderbolt, and Fire Blast, you can effectively KO common Stealth Rock leads and hazard removers.
  • Special Lucario can be very effective, but I believe a physical set will accomplish more for your team. Florges can cause your team a lot of trouble, considering it walls at least three of your current team members, and Special Lucario unfortunately cannot muscle through it reliably. Physical Lucario with Iron Tail, however, can easily eliminate Florges even without a boost, so I definitely think thats the way to go. Physical Lucario also improves your matchup versus Porygon2 and Snorlax, two pokemon that have a much easier time against special sets than physical ones.
  • I agree with the above suggestion to change Goodra to Offensive Defog Salamence, as it provides more offensive pressure and added utility in Intimidate and as a fighting check.
  • Iron Head -> Close Combat on Arcanine and Play Rough -> Knock Off on Absol for reasons stated above.
  • I agree with the above suggestion to change Shaymin's spread to max speed timid. You can opt to use the Life Orb set suggested above, though without Heracross your team lacks a scarfer, so Choice Scarf with Healing Wish may not be a bad option either. Scarf Shaymin still handles bulky waters pretty well due to Seed Flare's ridiculous base power, and with coverage moves such as Dazzling Gleam and Psychic you can effectively revenge kill Scarf Hydreigon and weakened Mega Beedrill, Salamence, and Crobat. Healing Wish is a fantastic move to have on an offensive team as well, due to the lack of a cleric.
With those changes in mind, I believe you have yourself a very effective team that will work well for you. I hope you try out the suggestions made in this tread! Good luck with everything.
Shaymin @ Choice Scarf / Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Psychic
- Healing Wish

Absol @ Absolite
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Superpower

Salamence @ Life Orb
Ability: Intimidate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Fire Blast
- Roost
- Defog

Arcanine @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Wild Charge
- Extreme Speed

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed

Azelf @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Psychic
- Fire Blast
- Energy Ball / Thunderbolt
 
Vapo Amaroq NV thank you all so much for your suggestions and I'm sorry it took me so dang long to answer (I just moved). I love the Mamoswine suggestion because I have been running into a lot of scarf Krookorok that have been wrecking me :/ Also the physical Lucario suggestion is awesome, and that made me wonder; what if I ran Mega Houndoom with Nasty Plot?
Mega Houndoom @ Houndoominite
Timid Nature
252 Spe/252 SpAtk/4 SpDef
-Nasty Plot
-Flamethrower
-Dark Pulse
-Sludge Bomb
I'm going to put special Defog Salamence on my team because I'm getting weaker to rocks by the minute :p
For Arcanine I'm going to go with crunch because I've been switched in upon a few times by chandelure, and I'm going to take psychic on shaymin for crobat!
That's pretty much it, thank you guys so much! I'm going to edit the original post now. :) <3
 
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