RMT [Shoddy UU]

All of the following is revised. Thanks for your help! I still have a few weaknesses, though. Scythers and Poliwraths have been known to sweep my teams unmercifully, for example. Anyone else with substitution has hurt me pretty badly, but thats my strategies' fault. Anywho, my team is focused around Shedinja, who I am out to prove can be a studly beast.

Whisk (Hitmontop) (M) @ Muscle Band
Ability: Technician
EVs: 216 Atk/48 Def/244 Spd
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Pursuit
- Revenge
- Mach Punch

It was suggested I got rid of Rapid Spin, and I'm still sore for it, but this has worked well. Pursuit hasn't seen much use, so that could go, but then I'd only have stone edge to use on ghost starters. Revenge works awesomely, OHKOing more than I thought possible. A Revenge + Mach Punch combo takes out alot of the competition. Should I switch Pursuit for Fake Out, though?
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Lurk (Toxicroak) (M) @ Black Sludge
Ability: Dry Skin
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brick Break
- Taunt
- Sucker Punch
- Swords Dance

Sweeps alot of competition, oddly enough. Switch in when attacked by water, swords dance when they switch, and then sucker punch sweep. Brick Break pwns Cross Chop. He also absorbs toxic spikes. Taunt, as defined by below, is awesome. Eliminates Weezing, Venasaur, Poliwrath and various other threats... assuming I don't switch into them or they outspeed him.
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Sloo (Gorebyss) (F) @ Damp Rock
Ability: Swift Swim
EVs: 100 Def/200 Spd/208 SAtk
Bold nature (+Def, -Atk)
- Rain Dance
- Surf
- Hidden Power [Grass]
- Ice Beam

Another sweeper, and also gets rid of hail/sandstorm. In rain, she's pretty quick and can also surf her way to victory. Hidden Power, as suggested, takes on Lanturns and Quagsires. Ice beam is for type coverage.
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Bastiodon (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Def/252 SDef
Careful nature (+SDef, -SAtk)
- Roar
- Metal Burst
- Toxic
- Stealth Rock

I'm not good with using him, but he's good at forcing switches. Stealth Rock does most of his work, while Roar Pseudohazes. Metal Burst hasn't seen much use, but does some damage. Toxic... hasn't been exactly useful. But I haven't battled with him much.
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Fault (Claydol) @ Life Orb
Ability: Levitate
EVs: 160 HP/120 Atk/16 SDef
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Earth Power
- Ice Beam
- Explosion

Takes a shot then fires it back. He is now my only rapid spinner, so I rely on him alot, but when things look gloomy I explode him. Very satisfying, except when those a;sdkjf;aksdj tards use substitute. Earth Power kicks ass as well.
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Omen (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/252 Spd/4 SAtk
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Confuse Ray
- X-Scissor
- Shadow Sneak

The center of my team needs little explanation. Swords Dance while forcing the switch, then another while holding onto that Focus Sash, then Shadow Sneak. X-Scissor is when I know they'll switch into Leafeon. :3 I could use a Jolly Nature incase of other Shedinja, since he'll be out if anyone is actually left with anti-shedinja attacks... though such a case is rare. What do you guys think?
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Since your team is hideously generic, the only thing I have to comment on is Gorebyss. Replace HP Electric for HP Grass - this will help you take out Lanturn, who walls the crap out of you otherwise. It can also serve as a secondary Quagsire/Gastrodon counter
 
Fault (Claydol) @ Leftovers
Ability: Levitate
EVs: 160 HP/120 Atk/16 SDef <- Add some more Ev's to it.
Relaxed nature (+Def, -Spd)
- Rapid Spin
- Earth Power
- Ice Beam
- Explosion
Pretty nice team overall. UU teams often involve the same pokemon so not much to say bout them. Also may i suggest Shadow Sneakover shadow claw on Shedninja? after you get a SD, shedninja will be still too slow to sweep which shadow sneak eliminates his poor speed.
 
Foo, didn't know that Houndoom was BL. That sucks. But who can I replace him with?

Hideously generic? I don't notice much GENERIC about it, but I haven't exactly been battling for a long time... whats so generic about it?

Yeah, fault is... kinda faulty. How much would suffice as being 'more'? And shadow claw does more damage. If theres anyone left with a shedinja killing move by the time I send him out, he's done for. But I guess I could force switch by putting him in and get two swords dances out, then shadow sneak... maybe that'll take SOMEONE out.
 
Ninetales is the UU equivalent of Houndoom and can run the exact same set. Although Energy Ball is usually preferable over Dark Pulse and Hypnosis over Roar.
 
Hideously generic? I don't notice much GENERIC about it, but I haven't exactly been battling for a long time... whats so generic about it?

Hitmontop, Ninetales, Claydol and Toxicroak are all used very frequently, so the sets you have for them pretty much don't need advice. Shedinja... well, it's kind of hard to give advice on a Shedinja, but at least it's not generic. Gorebyss is basically Omastar with a different sprite and well, Houndoom is BL as has been said.

Anyway, you might want to make Toxicroak Jolly natured and replace Poison Jab with Swords Dance. What he can't outspeed, he'll Sucker Punch. Get two Swords Dances up and you're guaranteed to kill practically anything, while Poison Jab covers a grand total of one type. Having Rain Dance on Hitmontop is also rather weird, especially since you've already got it on Gorebyss who also carries a Damp Rock. Seems quite redundant. I'd add in Fake Out and replace Wide Lens with Muscle Band, while also exchanging Intimidate for Technician. This gives you some of the most efficient revenge killing, and Rapid Spin + Stone Edge is useful as well.

Bastiodon seems like a good idea for your team, instead of Houndoom. It can Scout/Phaze with Stealth Rock and Roar as well as counter big badasses with Iron Defense and Metal Burst. Just make it Careful natured and give it max EVs in HP and Sp. Def. You can replace Iron Defense with Toxic. Give it some Leftovers and start kicking ass. Whatever tries to stall it out with stat boosts or something gets Phazed away, it's pretty hard to OHKO, and you can apply Toxic to Pokes that can't really do much to you, before you roar them away. The biggest threat to Bastiodon will obviously be Steelix, since you can't put Toxic on it and it takes very little damage from Stealth Rock, or even none with Leftovers. Claydol will make an excellent switch-in however, as it resists both STAB's and can use Earth Power on it. Speaking of Claydol, I'd replace Rapid Spin and Explosion with Reflect and Light Screen. Add Light Clay onto it. You then have a pretty damn safe setup for Toxicroak's Swords Dances, and who doesn't want double Defense and Sp. Def for their entire team for 8 turns?
 
I'd suggest Cross Chop instead of Brick Break for Toxicroak, and Sword Dance instead of Poison Jab.

I would suggest replacing Gorebyss for Omastar, since Omastar outclasses Gorebyss.

And you have two spinners and no SR supporter. So take off Rapid Spin from Claydol and add Steath Rocks.
 
Hrm. I thought someone would suggest Ninetales, but I'll see if theres any other options. If theres not, I'll use 'em.

I know Ninetales and Claydol are used alot, but I didn't figure the rest to be used often. Gorebyss stays, though, since shes been reliable to me very frequently. Needs a new EV set, though. Poison Jab on Toxicroak was there for it's STAB and awesome power, but that can be replaced. Brick Break stays though as I have horrid, horrid luck with missing.

Rain dance on Hitmontop is for early sandstorming. I can either use it, then switch to Gorebyss or switch to Gorebyss and then use it, with the later having more time on the field... but it was there mostly as a place holder due to lack of better ideas. Not having Technician ruled out Fake Out. I was thinking Intimidate was more useful, since he was supposed to be a supporter. Y'know, switch him in and use Rapid Spin. If the spiker/stealthrocker/toxicspiker was a physical attacker, having an intimidate on you KIND OF sucks... but Technician does let him stand on his own much more efficiently. Howabout I keep Wide Lens and add Triple Kick, though? Very nice move and could kill some subs... though that list is a bit limited.

I heard Bastiodon... well, sucks. An Aggron wannabe. That was, of course, when tier talks were still forbidden and that second version of netbattle was in development. Poor guy. I don't like stealth rocks, but the way you say convinces me to use it regardless.

Explosion and Rapid Spin stays on Claydol. If Hitmontop goes down (which he will without intimidate) I would have no other spinner, which is bad since any kind of spikes can kill Shedinja. Explosion has also been very reliable in the past.


Edit 1
Now I get what you mean with revenge. So howabout... Technician with Muscle Band, Revenge/Rapid Spin/Stone Edge/Pursuit?
 
I can tell you that you're not going to see any Sandstorms in UU, don't worry about that. Good call on the Brick Break as I'd also recommend it over Cross Chop (if that move was alive, I'd have slit its throat by now). As for Bastiodon, he has something Aggron doesn't - an actual special defense stat. So yeah, he's decent.

And well, to be honest, I don't think a physical attacker is going to care too much about an Intimidate. They'll know that you're going to use Rapid Spin, carve a black hole into him or outright faint him and then switch out once your Hitmontop is fainted. Intimidate is imo one of those abilities that are nice when they take place, but not something you take into your battle plans.

Well yeah, it's not like your Claydol sucks, just personal preference.

I didn't actually mean that, but now that you mention it that's a disgustingly nasty surprise. If you can afford to drop Rapid Spin (I'd say you can, as Claydol is still there), Technician + Muscle Band with Revenge, Fake Out, Mach Punch and Stone Edge would be a real bastard, especially with Wish support, but you don't have the slots for that... however it'll still work I think. A 135 Power move is basically guaranteed to give you at least one faint per game. Add Fake Out and Mach Punch to that, and it just gets very cool.
 
The reason for using Hitmontop was, in general, for two reasons: Rain Dance and Rapid Spin. Rain Dance was, more or less, a filler since he didn't really need any other moves. It helped, but wasn't NEEDED. Rapid Spin is the real reason to use him in the first place, though. Otherwise I'd just use someone else. Claydol suffices as my rapid spinner, but without rapid spin or rain dance theres not much reason to use Hitmontop.

Does he still support my Shedinja center if I get rid of those two moves (rain dance specifically)? And should I give him some anti-ghost move, seeing as (without Houndoom) I lack any supereffective attacks to ghosts? He'd be a bad ass starter, but not in 'theme'. (Really badass)
 
Maybe you could put Stealth Rock over Explosion on Claydol...
Dont put Rain Dance on Claydol. You could start with

Toxicroak @ Life Orb
Jolly
Dry Skin
EV's: 252ATK 252SPE 4HP
~Rain Dance
~Sucker Punch
~Cross Chop
~Stone Edge / EQ

Good poke for setting up Rain Dance. Benefits from it as it negates life orb recoil. Other moves for sweeping.
You can then make hitmontop a technician attacker and make Claydol like-

Claydol @ Lefties
Calm
Levitate
Not sure of EVS
~Rapid Spin
~Spikes
~Earth Power
~Ice Beam

Why do you have two spinners?
 
Claydol doesn't have rain dance, and I'm not using spikes. Rain Dance isn't the point of the team, shedinja is. And I need spinners because shedinja dies to spikes.

By the way, thank you. After two sword dances, my Toxicroak sweeped three different people (most of their team, atleast). Someone will have to tell me how to use Bastiodon better, though. The stealth rock was useful, but I think I fail at him.
 
By the way, thank you. After two sword dances, my Toxicroak sweeped three different people (most of their team, atleast). Someone will have to tell me how to use Bastiodon better, though. The stealth rock was useful, but I think I fail at him.

You're welcome. As for Bastiodon, I'll just battle you and tell you after what you did wrong with him, if you did anything wrong. My name is Salem1, what's yours?
 
Squeakyreaper. Heh. I'm definitely doing something wrong here, but roar has worked to reveal the rest of his team.

Edit:
Bastiodon ftw. I just swept a team with him. Seriously. They had a huge Stealth Rock weakness, couldn't kill him in time, and toxic did it's job.

Edit2:
Anything with choice items kills me. How do I fix that?
 
Yep, remove Pursuit for Fake Out. With the introduction of Weezing, you need to be wary of Toxicroak getting WoW'ed. While you can't really do much about this except perhaps replace Earthquake with Taunt. This also nets you a decent Poliwrath counter, since you'll resist Focus Punch, Waterfall will heal you, Hypnosis and Substitute won't work thanks to Taunt and Rain Dance + Black Sludge, if RD is up, will mitigate the damage Focus Punch will do to you, which you'll then recover as he switches out. Set up Swords Dance and start sweeping. As long as you don't switch in on a Hypnosis or it misses, you're fine. Taunt and Sucker Punch also have a quite nice synergy. As I've already said, you can Taunt, Swords Dance on the switch, Swords Dance (since you'll be unlikely to get OHKO'ed, and BS + RD can recover the damage while you're sweeping) again and then proceed to sweep. This Toxicroak will have no real counter. Anything bent on outstalling it will have to deal with Taunt and 18% HP recovery per turn. Anything bent on revenge fainting or scarf-fainting it will have to deal with Swords Dance boosted Sucker Punch. Anything that isn't included in the above two categories will get OHKO'ed by Brick Break.

This is not possible without Taunt. The only reason you'd want EQ in is actually to handle your fellow Toxicroaks. I don't really know what's best, it's up for you to decide. You either become a huge pain in the ass to everything (Taunt) or you make sure you're not walled by other Toxicroaks (EQ). The reason you don't need EQ for other poison types is, of course, because Toxicroak also resists Sucker Punch, so you can't OHKO with it. However, correct me if I'm wrong but I still think it'll take around 2-3 Brick Breaks if you have a Swords Dance up, and definetily 2 if you have 2 Swords Dances up. However, you also neutralise another threat by choosing Taunt, which is at least as dangerous - Weezing. This thing will cripple you if you let it use WoW, which isn't an issue with Taunt, and other Toxicroaks are still perfectly manageable as long as you've got 2 Swords Dances.

Other than all of that, it's up to your personal preference. There are no more flaws with your team in my eyes. They've been polished pretty nice, good luck and have fun.

Congratulations on Bastiodon :). I have a secret, very evil plan for taking out Shedinja. It'll make Shedinja's trainer fall to his knees and forfeit life, basically, but I'm not telling you what it is. I just hope Shedinja becomes very popular...
 
They say Toxicroak is staple. I haven't seen any others. I never figured taunt to be so useful, but after getting my ass handed to me by Venasaur and Poliwrath (capable of sweeping my whole team) I've changed my mine. It's never come in handy, really, since steelix is the only one to use it against that I've faced... and then brick break is still better. I'm switching that right now.

Tell me. Tell me. TELL ME. I need to know it so I can counter it. >>

And does anyone know a counter for Steelix? Bastiodon is, believe it or not, faster than one. So even though he survives being earth quaked (which is awesome) metal burst won't work. My only option is to roar it away.
 
And does anyone know a counter for Steelix? Bastiodon is, believe it or not, faster than one. So even though he survives being earth quaked (which is awesome) metal burst won't work. My only option is to roar it away.

You could opt for a -speed nature and reducing Blastiodon's speed IV in order to use Metal Burst.
 
Switch in Claydol as soon as you see him - he'll get Stealth Rocks up, but that's it, if he stays he faints and if he doesn't something will take a large amount of damage from Earth Power. Bye bye Steelix if he stays in against Earth Power, Rapid Spin to clear the Stealth Rocks and you resist both of his STABs unless he's using Gyro Ball (but he'll still faint). Seriously, Steelix is completely neutralised by Claydol if you play it smart.

If you're looking for a 100%, no-shit style counter to Steelix, Probopass will do, but I don't know what to replace. Switch in on SR, use Magnet Rise and then use Taunt in order to neutralise potential switch-ins like Ninetales that hope to use Hypnosis and get a setup. Earth Power and Zap Cannon fill out the last two slots. You may want to use Taunt first since he might roar you away, and with Bold/252 Defense EVs, I don't think EQ can OHKO you. Feel free to use Magnet Rise/Taunt as much as you want to in order to fully recover your HP from Leftovers.

evolutia's solution also works, I think.
 
*checks* Huh. Could've sworn that he already had a -Spd nature. I'll fix that.

Okay, thank you guys for 'fixing' the team. I'll work around with Hitmontop's moves a bit, to see what works, but for the most part I'm solid. I'm sick of loosing to Eo Ut Mortus and Hans Davidson, though. Venasuar sweeps my team every. Fxing. Time.
 
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