Team at a minor glance:
So I was playing Dragon Age and my screen minimized as I opened up shoddy. I have not been on in awhile, and figured hey maybe I still have it. I I laddered OU for a bit with my old team, and garnered a good level of success. I then went onto this forum, and browsed at UU teams, and loved the variety and creativity most threads exhibited, and thought maybe I should try UU longer than 45 mins for once.
I went into shoddy, and tried to ladder, and my god it was so fun! I had never had this much fun in OU, and I instantly fell in love with UU. I originally used to run nothing but bulky-Offense. I tried my hand at an offensive team that forces a lot of switches. I went on with a great (in my mind) winning streak like 22+ and 5 losses in a row came at the end of :
2 rain teams (re-matched after I won the first and got promptly destroyed thereafter)
2 stall (Ugh)
1 balanced team (Damn hax)
So I am not a great team builder by any means, I often over think, and try to prepare for every possibility. In this case I wanted to have fun, and that served me very well I think. I wanted to force switches to let entry hazards help procure some sketchy KO's that other wise would not be possible.
I think I had a great thought pattern, but fell short in the execution of the concept. This is where you come in smogonites.
Changes in BOLD
Go Go Team.............!
(Froslass) @ Leftovers (Yes I totally ganked this from "UU Hardass Stall*)
Ability:snow cloak
EVs: 248 HP/224 Def/36 Spe
Timid nature (+SpAtk, -Atk)
- Ice Beam
- Pain Split
- Taunt
- Spikes
I noticed another twist of froslass I was interested in trying as a lead. So far the bulky spirit has not let me down. Able to survive a LO nightslash from Krow, and still outpaces positive natures base 80's. Pain split for some longevity to act as a spin blocker. great lead in my practice, and my main issue is I have never used a lead like this in relation to entry hazards + survival, and tend to sacrifice it too quickly.
(Sceptile) @ Leftovers
Ability: Overgrow
EVs: 220 HP/252 Spd/36 SpAtk
Timid nature (+SpAtk, -Atk)
- Substitute
- Leech Seed
- Energy Ball
- HP Ice
My initial thought was trying to force switches, and determining the pace, and I tend to do my best thinking while it is slowed down. So in an ironic twist I have one of the fastest subseed users in the game. The ev's offer maximum lefties recovery 336 hp, and maximum speed, while giving reasonable bulk. Not quite doing much for me at the moment however. Not sure but if one can suggest another pokemon, or an alternate move (Was running HP rock *Don't fucking ask*) Halp please.
(Steelix) @ Leftovers
Ability: Sturdy
EVs: 4 HP/252 Atk/252 SpDef
Careful nature (+SpDef, -SpAtk)
- Roar
- Earthquake
- Iron Head
- Stealth Rocks
Such a great pokemon. However not sure about it. Primarily was meant to be an electric resist who could manage to lay rocks and the like. Usually comes in if for some shuffling, often relying on it to take on raikou and roar it out. Since most lack that nice super effective hit, and I can take a Hidden power grass and KO with an EQ. Was considering replacing explosion with stone edge, buuuuuutttt the situation has never came up where the coverage would have been beneficial. Ev wise I noticed the increased survival in situations where the lack of spdef to be a godsend. I also love hitting the cocky special attackers with a decently powered EQ. Leaving no doubt.
(Swellow) @ Flame Orb
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brave Bird
- Facade
- Quick Attack
- U-turn
I owe this bird a lot considering it often is the clean up sweeper endgame, however my team lacks staying power, and this never sees the midgame. It can often come in after I take out the obligatory steel/rock type. Sadly however I find it revenge killing things like raikou, or missy (non sub variants). Which I know for a productive team can NOT continue to happen. I do enjoy the power. A 140 base power move (if I can get the burn) with STAB + Guts is INSANE. The true definition of a glass cannon. Really want to keep around.
(Arcanine) @ Life Orb/Lefties (?)
Ability: Intimidate
EVs: 120 HP/152 Atk/236 Spd
Adamant nature (+Atk, -SpAtk)
- WoW
- Morning Sun
- Flare Blitz
- Extreme Speed
I see now why Arcanine is number 2. Morning sun coupled with a great ability makes this dog more reliable than old yeller. Often comes on the resisted attack. I try to impose my decent bulk by hampering other pokemon with WoW, after scouting has been done. Often forcing their fire resist out into the fray to become set up fodder for azu. I originally had Houndoom in this spot, but arcanine is doing so much more in this spot it was the right choice. EV wise I want a decent amount of bulk with a hefty 351 HP, with respectable 80 base defense and intimidate I can't go wrong. Speed hits 285 outspeeding positive base 80's *Hi venusaur*, and the attack resting at 323 offers a good amount of power. Great pokemon.
(Azumarill) @ Leftovers
Ability: Huge Power
EVs: 236 HP/252 Atk/ 20 Spd
Adamant nature (+Atk, -SpAtk)
- Substitute
- Focus Punch
- Aqua Jet
- WaterFall
So the final piece in the water/fire/grass combo that seems to get my competitive dick wet (oh-ho water pun). Anyways Azu is pretty fun to use. Come in on often to revenge kill the killer of froslass (assuming I let her go down). To feign a choice user, then I set a sub and go nuts. However without a great supporting cast I find myself getting stuck, and being forced to swich out. Doing a great injustice to the powerful aqua rabbit. I have been leaning towards blastoise for utility, and more shuffling, but I do enjoy the offensive edge Azu brings. Also priority is just far to important to pass up.
So there is my team. It initially started as a team of favorites and then after putting a competitive edge on it garnered a decent level of success due to my glorified guess work, and note taking. However it needs a considerable amount of work, and tweaking. I rely on you to help me fulfill the level of potential my team should exhibit.
Hate/Hate/Re-create?
Removed:
So I was playing Dragon Age and my screen minimized as I opened up shoddy. I have not been on in awhile, and figured hey maybe I still have it. I I laddered OU for a bit with my old team, and garnered a good level of success. I then went onto this forum, and browsed at UU teams, and loved the variety and creativity most threads exhibited, and thought maybe I should try UU longer than 45 mins for once.
I went into shoddy, and tried to ladder, and my god it was so fun! I had never had this much fun in OU, and I instantly fell in love with UU. I originally used to run nothing but bulky-Offense. I tried my hand at an offensive team that forces a lot of switches. I went on with a great (in my mind) winning streak like 22+ and 5 losses in a row came at the end of :
2 rain teams (re-matched after I won the first and got promptly destroyed thereafter)
2 stall (Ugh)
1 balanced team (Damn hax)
So I am not a great team builder by any means, I often over think, and try to prepare for every possibility. In this case I wanted to have fun, and that served me very well I think. I wanted to force switches to let entry hazards help procure some sketchy KO's that other wise would not be possible.
I think I had a great thought pattern, but fell short in the execution of the concept. This is where you come in smogonites.
Changes in BOLD
Go Go Team.............!
(Froslass) @ Leftovers (Yes I totally ganked this from "UU Hardass Stall*)
Ability:snow cloak
EVs: 248 HP/224 Def/36 Spe
Timid nature (+SpAtk, -Atk)
- Ice Beam
- Pain Split
- Taunt
- Spikes
I noticed another twist of froslass I was interested in trying as a lead. So far the bulky spirit has not let me down. Able to survive a LO nightslash from Krow, and still outpaces positive natures base 80's. Pain split for some longevity to act as a spin blocker. great lead in my practice, and my main issue is I have never used a lead like this in relation to entry hazards + survival, and tend to sacrifice it too quickly.
(Sceptile) @ Leftovers
Ability: Overgrow
EVs: 220 HP/252 Spd/36 SpAtk
Timid nature (+SpAtk, -Atk)
- Substitute
- Leech Seed
- Energy Ball
- HP Ice
My initial thought was trying to force switches, and determining the pace, and I tend to do my best thinking while it is slowed down. So in an ironic twist I have one of the fastest subseed users in the game. The ev's offer maximum lefties recovery 336 hp, and maximum speed, while giving reasonable bulk. Not quite doing much for me at the moment however. Not sure but if one can suggest another pokemon, or an alternate move (Was running HP rock *Don't fucking ask*) Halp please.
(Steelix) @ Leftovers
Ability: Sturdy
EVs: 4 HP/252 Atk/252 SpDef
Careful nature (+SpDef, -SpAtk)
- Roar
- Earthquake
- Iron Head
- Stealth Rocks
Such a great pokemon. However not sure about it. Primarily was meant to be an electric resist who could manage to lay rocks and the like. Usually comes in if for some shuffling, often relying on it to take on raikou and roar it out. Since most lack that nice super effective hit, and I can take a Hidden power grass and KO with an EQ. Was considering replacing explosion with stone edge, buuuuuutttt the situation has never came up where the coverage would have been beneficial. Ev wise I noticed the increased survival in situations where the lack of spdef to be a godsend. I also love hitting the cocky special attackers with a decently powered EQ. Leaving no doubt.
(Swellow) @ Flame Orb
Ability: Guts
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brave Bird
- Facade
- Quick Attack
- U-turn
I owe this bird a lot considering it often is the clean up sweeper endgame, however my team lacks staying power, and this never sees the midgame. It can often come in after I take out the obligatory steel/rock type. Sadly however I find it revenge killing things like raikou, or missy (non sub variants). Which I know for a productive team can NOT continue to happen. I do enjoy the power. A 140 base power move (if I can get the burn) with STAB + Guts is INSANE. The true definition of a glass cannon. Really want to keep around.
(Arcanine) @ Life Orb/Lefties (?)
Ability: Intimidate
EVs: 120 HP/152 Atk/236 Spd
Adamant nature (+Atk, -SpAtk)
- WoW
- Morning Sun
- Flare Blitz
- Extreme Speed
I see now why Arcanine is number 2. Morning sun coupled with a great ability makes this dog more reliable than old yeller. Often comes on the resisted attack. I try to impose my decent bulk by hampering other pokemon with WoW, after scouting has been done. Often forcing their fire resist out into the fray to become set up fodder for azu. I originally had Houndoom in this spot, but arcanine is doing so much more in this spot it was the right choice. EV wise I want a decent amount of bulk with a hefty 351 HP, with respectable 80 base defense and intimidate I can't go wrong. Speed hits 285 outspeeding positive base 80's *Hi venusaur*, and the attack resting at 323 offers a good amount of power. Great pokemon.
(Azumarill) @ Leftovers
Ability: Huge Power
EVs: 236 HP/252 Atk/ 20 Spd
Adamant nature (+Atk, -SpAtk)
- Substitute
- Focus Punch
- Aqua Jet
- WaterFall
So the final piece in the water/fire/grass combo that seems to get my competitive dick wet (oh-ho water pun). Anyways Azu is pretty fun to use. Come in on often to revenge kill the killer of froslass (assuming I let her go down). To feign a choice user, then I set a sub and go nuts. However without a great supporting cast I find myself getting stuck, and being forced to swich out. Doing a great injustice to the powerful aqua rabbit. I have been leaning towards blastoise for utility, and more shuffling, but I do enjoy the offensive edge Azu brings. Also priority is just far to important to pass up.
So there is my team. It initially started as a team of favorites and then after putting a competitive edge on it garnered a decent level of success due to my glorified guess work, and note taking. However it needs a considerable amount of work, and tweaking. I rely on you to help me fulfill the level of potential my team should exhibit.
Hate/Hate/Re-create?
Removed: