RMT UU Synergetic Attempt

So I've been away from Shoddy for a while now [League of Legends & No More Heroes 2 stole me away], but I'm back, and decided to try and create a new UU team with the changes that occurred [I <3 Froslass]. I attempted to create a team with decent synergy and movesets that complimented each other. So without further ado...


At a Glance:
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Paco (Arcanine) (M) @ Lum Berry
Ability: Intimidate
EVs: 192 HP/252 Atk/64 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Toxic
- Hidden Power [Grass]

Standard Anti-Lead. The only thing I'm looking into might be to change HP Grass to something else. Despite Arcanine's great speed, I don't risk throwing an HP Grass at a Milotic; rather, I just switch to Slowking. Great breaker of Bands, throwing poison at a switched-in guy works for me as well. Flare Blitz for crazy damage and STAB, Extremespeed just in case I need priority, Toxic to spread some lovely status around, and HP Grass [originally] for coverage. Still open to putting something else in that slot [Thunder Fang perhaps?]

Synergy: Slowking, Torterra, Rotom

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Montana (Torterra) (M) @ Leftovers
Ability: Overgrow
EVs: 252 HP/20 Def/236 Spd
Impish nature (+Def, -SAtk)
- Substitute
- Leech Seed
- Wood Hammer
- Stone Edge

Great tank. SubSeed works great on Torterra. Also helps the whole fire/grass/water circle in terms of synergy. Typing worked out wonderfully; electric attacks aimed at Slowking get nulled, while if Rotom is down, ground attacks aimed at Drapion can go to him. I've been battling with the whole EQ/Stone Edge thing for a while, and either one could work, although switched-in Flyers could be annoying. SubSeed is a given, especially for a tank, Wood Hammer for STAB, Stone Edge for coverage. Just like this whole team though, I'm willing to make massive changes if need be.


Synergy: Drapion, Slowking, Arcanine

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Scorponok (Drapion) (M) @ Scope Lens
Ability: Sniper
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Night Slash
- Earthquake
- Ice Fang

Ahh, Drapion. Hits pretty hard and provides nice type coverage for the non-elemental types. Again, another standard set. SD has been harder to set up than I anticipated lately, but Drapion's speed helps it revenge kill regardless. SD for power, Night Slash for STAB, EQ for big hits and coverage against pesky electric types, Ice Fang for the grass and flying crew.

Synergy: Rotom, Miltank, Slowking

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Boltergiest (Rotom) @ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Charge Beam
- Hidden Power [Fighting]
- Shadow Ball

Awesome little guy. Rotom provides the Special Attack that I so desperately need on this team to prevent it from being an all physical landslide. SubCharge Rotom seems to be working ok, but I have a hunch I may switch our Charge Beam for something like Tbolt, given Rotom's fraility and weak subs. Anyway, Charge Beam / Thunderbolt for STAB, HP Fighting for normal / rock types [hits harder than I thought], Shadow Ball for STAB, coverage, as well as possible downgrade of Sp.Def on the opponents part. Levitate also works out wonderfully.

Synergy: Arcanine, Miltank, Drapion

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King (Slowking) (M) @ Leftovers
Ability: Oblivious
EVs: 212 HP/44 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Surf
- Grass Knot
- Thunder Wave
- Slack Off

Slowking is quite possibly the weakest member of this team, and while it does provide the completion to the fire/grass/water circle as well as an absorber of special attacks, I always find myself rarely using him until late game. This is the slot in my team that needs the most work, as I would like to keep the circle nice and whole. Surf for STAB, Grass Knot for other bulky waters [Milotic gets a huge chunk taken out], Twave for status, Slack Off for recovery. I wish there was more to say about Slowking, but this is why I'm coming to Smogon for advice :naughty:

Synergy: Arcanine, Torterra, Miltank

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UdderSuckage (Miltank) (F) @ Leftovers
Ability: Scrappy
EVs: 252 HP/224 Def/32 Spd
Impish nature (+Def, -SAtk)
- Heal Bell
- Milk Drink
- Stealth Rock
- Body Slam

Love teh Cow. Miltank provides another nice cushion for damage, as well as being a Grade-A utility user. Scrappy works out very nicely when I've gotten silly Mismagius switch-ins, which they end up receiving a face-full of Body Slam. Heal Bell, while I understand it's implications, has not been used once yet, but again, I will wait for my peers to judge. Milk Drink for recovery, Stealth Rocks for my only entry hazard, and Body Slam for STAB, possible paralysis, and all-around damage.

Synergy: Rotom, Arcanine, [sometimes] Drapion


Anyways, that's all I got. Comments would be lovely, but critique and useful advice would be even better.
 
hey nice team, but I could see a huge weakness to NP houndoom, as well as a weakness to speciel attackers with ghost and dark moves in general, such as rotom. not only that, but with just body slam, your miltank looks like serious setup bait to rock and steel types. Thus, the changes I would like to reccomend are:
Switch slowking to milotic. no dark weak means it can stop things like houndoom. the speed also helps check things like venasaur.
Switch miltank's heal bell to hammer arm. with a lum user and two substitute users, I don't see status being too big of a problem.
 
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