YABO
King Turt
Hi everyone,
This is Meowiekins, back to share with you one of my favorite teams that I’ve built so far in generation 6. Also, I’m proud to say that this is the first team that I’ve ever peaked #1 with! ^_^
Anyways, before we get into the team I would like to thank Eaglehawk, for helping me to build the team; Bob the Bro, for being a loser and exploring the team idea a bit more; and to all my other frens in the UU room on PS! who helped along the way.
Alright now that the shoutouts are out of the way I’d like to talk a little bit about where the idea for this team came from. To do this I’m going to tell a little story. Once upon a time, there was a little Meowiekins. This little Meowiekins was afraid of the big, bad ORAS metagame. No matter what he did the ORAS metagame blocked him at every turn. He tried abusing the new megas to no avail. He used the powerful wallbreaker, Staraptor, but was also faced with defeat. Finally, he tried an evil contraption using Klefki. This team worked okay but when the new threats were gone, Meowie had nothing left to play with! He grew frustrated trying to make new teams and couldn’t seem to do it. So instead of looking forwards to new ideas, he looked backwards to rediscover old ones. When he saw his old trusty Shedinja team that he made so long ago, a tear came to his eye in fond remembrance. He dusted off that old team and took it for a spin, only to find that it still worked in some capacity. This inspired him to make a new team around Shedinja, a better team.
TEAM BUILDING PROCESS:
The Based Lord himself. As I said in the strange intro to this team, I was building around Shedinja again. Shedinja is a really cool pokemon in the metagame that hard counters a lot of gigantic threats such as Lopunny-Mega, Suicune, and Zygarde. I noticed that all three of these Pokémon are problems to stall and a lightbulb clicked in my head. Shedinja could be used to consolidate all of the slots needed to check these Pokémon on stall. From there I decided to play stall.
From my previous experience with Shedinja I learned a few things. The primary being that the most common switch in to Shedinja is Crobat. Crobat and Mega Aerodactyl are destroyed by Mega Aggron while he provides a great backbone, Stealth Rock, and phazing for the team. A logical choice.
After these two were established I realized I needed hazard removal for my good friend Shedinja over there. My previous escapades showed that Tentacruel was a spectacular fit in this position.
3 Pokémon deep in a stall team and I still didn’t have Wish support! Well, early on Florges certainly did that. It provided a solid Cleric where Aggron, Tentacruel, and Florges could wall significant portions of the tier.
Shedinja teams often require more than one form of hazard removal and Crobat was the next logical choice for me. It didn’t end up staying too long as I was far too weak to Swampert but I don’t think it was my worst choice.
The big boy. I noticed a severe weakness to things such as Rotom-H and Chandelure and while I’m still weak to the second one if it’s CM, Snorlax seemed a nice fit here.
As I said earlier, Crobat wasn’t working out so I threw on a Xatu instead. This helped with my Swampert weakness tremendously while also providing Magic Bounce support which kept hazards off the field entirely.
Mega Gallade and Banded Krookodile took me for a loop too many times. Aromatisse over Florges served as a solid replacement to alleviate my pain and help me out there.
Now to the movesets!
¯\_(ツ)_/¯ (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-O-Wisp
Shedinja is the star of the show and often a major contributor in my wins. The set is moderately standard aside from the Will-O-Wisp. The primary use for the move is to catch Pokémon like Crobat or Jirachi switching in. The extra residual damage from the burn really helps to eliminate them as a threat. Swords Dance is the crux of the set and allows for some awesome mind games to take place. For example, if the first time Shedinja comes in it hits a Krookodile on the switch with X-Scissor then you can Swords Dance to kill it with Shadow Sneak even if it doesn’t want to switch in. The real beauty of Shedinja is that it forces a ton of switches and walls countless threats in the metagame. The primary ones that come to mind are Substitute Bulk Up Gallade, Zygarde, Suicune, Curselax, CM Cresselia, Nidoqueen, Nidoking, Mega Lopunny, Kingdra, some Mega Beedrill, Celebi, etc. The list is enormous. Oftentimes, the opponent will only have 1 or 2 things that can really deal with Shedinja and once those are eliminated and hazards are removed the game is over.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Heavy Slam
- Roar
- Earthquake
- Stealth Rock
Mega Aggron was the second player I added to this team. It serves as the team’s primary answer to Crobat, Mega Aerodactyl, Fletchinder, Jirachi, and a host of other threats. In general, it is just a ridiculously bulky Pokémon that lives pretty much any one hit and retaliates back with big damage. I run specially defensive EVs to ensure that I don’t get destroyed by weak special hits. It also allows me to set up Stealth Rock in Suicune’s face seeing as I have a designated counter that destroys it every time. Initially, I had Toxic over Earthquake but I found not being able to hit other Steel-types like Empoleon was far too frustrating. I miss Toxic at times but think the switch was a good one on the whole.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
The first part of my hazard control core has arrived. Defensive Tentacruel is a great Pokémon in the meta right now. It serves as a decent answer to Fire-spam from the likes of Darmanitan and can function as a backup check to Lucario in a pinch. In addition, Toxic Spikes are ridiculously good in this metagame, particularly on a stall team such as this one. Gaining passive damage on stuff like Krookodile and Swampert is invaluable due to the magnitude of threat they can provide to my team. Acid Spray is here to help beat Toxic Florges if Aggron is incapacitated in some way. It also serves as a backup check to some random things should Shedinja be removed. Rapid Spin obviously clears the way for Shedinja to come in on if hazards are up.
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Aromatisse took Florges’ spot and I haven’t looked back since. Aromatisse’s added physical bulk goes a really long way in UU. Its added bulk lets it check Zygarde, Gallade, Lopunny, Mega Aerodactyl, Crobat, Infernape, etc. In general, I feel like Aromatisse is better suited to the tier, especially at the current moment. Aromatisse still serves as a great Hydreigon switch-in, provided you don’t get smacked by Life Orb Flash Cannon. Aromatisse also suffers versus things like Raikou and Mega Ampharos. Despite this, Aroma still provides much needed recovery to the team and can heal Snorlax’s sleep if I really need it awake.
Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Giga Drain
- Toxic
- Roost
This is the second portion of my hazard control core. This part serves as my hazard prevention Pokémon. It doesn’t see too much action but finds good switch-ins versus Swampert and Forretress especially. Rocky Helmet in combination with Aromatisse lets me take down Mega Gallade even if hazards have already come up. Rocky Helmet has many random uses that I end up finding as oftentimes an extra 16% damage can be invaluable to make something die to hazards on the switch in. Giga Drain helps me against Swampert and Krookodile if I’m feeling adventurous. Toxic can nab things like Rotom-Heat who can be problematic for the team. Roost is a pretty obvious move here as it allows Xatu to come in multiple times on Swampert.
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Sleep Talk
- Curse
- Rest
Okay, I started using Snorlax knowing full well that it would probably be very lackluster at the moment do to all the different Fighting-types running around. However, I’ve been extremely pleasantly surprised. Snorlax sets up on tons of things in the metagame such as Roserade, Forretress, Umbreon, Vaporeon, Rotom-Heat, Pidgeot, etc. Basically any Special attacker gets walled and set up on by this glorious beast. In addition, the Fighting-types who give Snorlax so much trouble absolutely DESPISE coming in on a Body Slam so if you predict correctly then you don’t have to worry about their Mienshao any longer. Snorlax is a reliable win condition almost every match that succeeds even when you expect it to fail, I highly recommend it.
So there you have it. The first team to ever take me to the top. It's been a fun ride and the team is a lot of fun to use just be warned, a slight misstep can result in you getting the game flipped on your head! Again I'd like to thank all my uu frens for being awesome and shiz ^_^
This is Meowiekins, back to share with you one of my favorite teams that I’ve built so far in generation 6. Also, I’m proud to say that this is the first team that I’ve ever peaked #1 with! ^_^
Anyways, before we get into the team I would like to thank Eaglehawk, for helping me to build the team; Bob the Bro, for being a loser and exploring the team idea a bit more; and to all my other frens in the UU room on PS! who helped along the way.
Alright now that the shoutouts are out of the way I’d like to talk a little bit about where the idea for this team came from. To do this I’m going to tell a little story. Once upon a time, there was a little Meowiekins. This little Meowiekins was afraid of the big, bad ORAS metagame. No matter what he did the ORAS metagame blocked him at every turn. He tried abusing the new megas to no avail. He used the powerful wallbreaker, Staraptor, but was also faced with defeat. Finally, he tried an evil contraption using Klefki. This team worked okay but when the new threats were gone, Meowie had nothing left to play with! He grew frustrated trying to make new teams and couldn’t seem to do it. So instead of looking forwards to new ideas, he looked backwards to rediscover old ones. When he saw his old trusty Shedinja team that he made so long ago, a tear came to his eye in fond remembrance. He dusted off that old team and took it for a spin, only to find that it still worked in some capacity. This inspired him to make a new team around Shedinja, a better team.
TEAM BUILDING PROCESS:
The Based Lord himself. As I said in the strange intro to this team, I was building around Shedinja again. Shedinja is a really cool pokemon in the metagame that hard counters a lot of gigantic threats such as Lopunny-Mega, Suicune, and Zygarde. I noticed that all three of these Pokémon are problems to stall and a lightbulb clicked in my head. Shedinja could be used to consolidate all of the slots needed to check these Pokémon on stall. From there I decided to play stall.
From my previous experience with Shedinja I learned a few things. The primary being that the most common switch in to Shedinja is Crobat. Crobat and Mega Aerodactyl are destroyed by Mega Aggron while he provides a great backbone, Stealth Rock, and phazing for the team. A logical choice.
After these two were established I realized I needed hazard removal for my good friend Shedinja over there. My previous escapades showed that Tentacruel was a spectacular fit in this position.
3 Pokémon deep in a stall team and I still didn’t have Wish support! Well, early on Florges certainly did that. It provided a solid Cleric where Aggron, Tentacruel, and Florges could wall significant portions of the tier.
Shedinja teams often require more than one form of hazard removal and Crobat was the next logical choice for me. It didn’t end up staying too long as I was far too weak to Swampert but I don’t think it was my worst choice.
The big boy. I noticed a severe weakness to things such as Rotom-H and Chandelure and while I’m still weak to the second one if it’s CM, Snorlax seemed a nice fit here.
As I said earlier, Crobat wasn’t working out so I threw on a Xatu instead. This helped with my Swampert weakness tremendously while also providing Magic Bounce support which kept hazards off the field entirely.
Mega Gallade and Banded Krookodile took me for a loop too many times. Aromatisse over Florges served as a solid replacement to alleviate my pain and help me out there.
Now to the movesets!
¯\_(ツ)_/¯ (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-O-Wisp
Shedinja is the star of the show and often a major contributor in my wins. The set is moderately standard aside from the Will-O-Wisp. The primary use for the move is to catch Pokémon like Crobat or Jirachi switching in. The extra residual damage from the burn really helps to eliminate them as a threat. Swords Dance is the crux of the set and allows for some awesome mind games to take place. For example, if the first time Shedinja comes in it hits a Krookodile on the switch with X-Scissor then you can Swords Dance to kill it with Shadow Sneak even if it doesn’t want to switch in. The real beauty of Shedinja is that it forces a ton of switches and walls countless threats in the metagame. The primary ones that come to mind are Substitute Bulk Up Gallade, Zygarde, Suicune, Curselax, CM Cresselia, Nidoqueen, Nidoking, Mega Lopunny, Kingdra, some Mega Beedrill, Celebi, etc. The list is enormous. Oftentimes, the opponent will only have 1 or 2 things that can really deal with Shedinja and once those are eliminated and hazards are removed the game is over.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Heavy Slam
- Roar
- Earthquake
- Stealth Rock
Mega Aggron was the second player I added to this team. It serves as the team’s primary answer to Crobat, Mega Aerodactyl, Fletchinder, Jirachi, and a host of other threats. In general, it is just a ridiculously bulky Pokémon that lives pretty much any one hit and retaliates back with big damage. I run specially defensive EVs to ensure that I don’t get destroyed by weak special hits. It also allows me to set up Stealth Rock in Suicune’s face seeing as I have a designated counter that destroys it every time. Initially, I had Toxic over Earthquake but I found not being able to hit other Steel-types like Empoleon was far too frustrating. I miss Toxic at times but think the switch was a good one on the whole.
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
The first part of my hazard control core has arrived. Defensive Tentacruel is a great Pokémon in the meta right now. It serves as a decent answer to Fire-spam from the likes of Darmanitan and can function as a backup check to Lucario in a pinch. In addition, Toxic Spikes are ridiculously good in this metagame, particularly on a stall team such as this one. Gaining passive damage on stuff like Krookodile and Swampert is invaluable due to the magnitude of threat they can provide to my team. Acid Spray is here to help beat Toxic Florges if Aggron is incapacitated in some way. It also serves as a backup check to some random things should Shedinja be removed. Rapid Spin obviously clears the way for Shedinja to come in on if hazards are up.
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Aromatisse took Florges’ spot and I haven’t looked back since. Aromatisse’s added physical bulk goes a really long way in UU. Its added bulk lets it check Zygarde, Gallade, Lopunny, Mega Aerodactyl, Crobat, Infernape, etc. In general, I feel like Aromatisse is better suited to the tier, especially at the current moment. Aromatisse still serves as a great Hydreigon switch-in, provided you don’t get smacked by Life Orb Flash Cannon. Aromatisse also suffers versus things like Raikou and Mega Ampharos. Despite this, Aroma still provides much needed recovery to the team and can heal Snorlax’s sleep if I really need it awake.
Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Giga Drain
- Toxic
- Roost
This is the second portion of my hazard control core. This part serves as my hazard prevention Pokémon. It doesn’t see too much action but finds good switch-ins versus Swampert and Forretress especially. Rocky Helmet in combination with Aromatisse lets me take down Mega Gallade even if hazards have already come up. Rocky Helmet has many random uses that I end up finding as oftentimes an extra 16% damage can be invaluable to make something die to hazards on the switch in. Giga Drain helps me against Swampert and Krookodile if I’m feeling adventurous. Toxic can nab things like Rotom-Heat who can be problematic for the team. Roost is a pretty obvious move here as it allows Xatu to come in multiple times on Swampert.
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Sleep Talk
- Curse
- Rest
Okay, I started using Snorlax knowing full well that it would probably be very lackluster at the moment do to all the different Fighting-types running around. However, I’ve been extremely pleasantly surprised. Snorlax sets up on tons of things in the metagame such as Roserade, Forretress, Umbreon, Vaporeon, Rotom-Heat, Pidgeot, etc. Basically any Special attacker gets walled and set up on by this glorious beast. In addition, the Fighting-types who give Snorlax so much trouble absolutely DESPISE coming in on a Body Slam so if you predict correctly then you don’t have to worry about their Mienshao any longer. Snorlax is a reliable win condition almost every match that succeeds even when you expect it to fail, I highly recommend it.
So there you have it. The first team to ever take me to the top. It's been a fun ride and the team is a lot of fun to use just be warned, a slight misstep can result in you getting the game flipped on your head! Again I'd like to thank all my uu frens for being awesome and shiz ^_^
DMT (Shedinja) @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-O-Wisp
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Heavy Slam
- Roar
- Earthquake
- Stealth Rock
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Giga Drain
- Toxic
- Roost
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Sleep Talk
- Curse
- Rest
Ability: Wonder Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- X-Scissor
- Shadow Sneak
- Will-O-Wisp
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Atk / 240 SpD
Careful Nature
- Heavy Slam
- Roar
- Earthquake
- Stealth Rock
Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 252 HP / 224 Def / 32 Spe
Bold Nature
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Moonblast
- Wish
- Protect
- Aromatherapy
Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Night Shade
- Giga Drain
- Toxic
- Roost
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Body Slam
- Sleep Talk
- Curse
- Rest
Last edited: