SLEEPYHEAD
Sleepyhead - Passion Pit
Sleepyhead is a Generation 5 Underused team. It represents a long-overdue first stab at the Underused metagame, as I've been repeatedly frustrated by the overpowered, weather-dominated nature of the OU metagame. The main idea behind this team is to run a balanced, semi-bulky offense with entry hazards, wearing down the opposing team until I can go on a late-game sweep with either Sleepyhead (Rest+LO Shaymin) or Scarfed Darmanitan.
Ambipom (M) @ Silk Scarf
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- U-turn
- Pursuit
- Return
Ambi is usually my go-to lead. Life Orb priority Technician-boosted Fake Out hurts pretty much anything. Jolly nature is to ensure I outspeed the majority of UU and other base 115s. Also allows me to comfortably outspeed +speed base 100s. Fake Out is a staple because of it's ability to revenge kill and net "free" damage. U-turn is great for scouting the other team, and getting out in a hurry if Ambi is threatened. Pursuit is to trap and kill fast, fragile Psychics like Alakazam, and to handily deal with Haunter and other Ghost-types. Finally, Low Kick was thrown in to deal with the abundance of relatively fat Normal-types that allow it to have 100-120 base power. Also deals nicely with bulky Ice-types and weakened Rhyperior/Aggron, among other weakened Rock/Steel types. The EVs are obviously split between Atk and Spd to ensure I can hit as hard as possible (going first), and get out as quick as possible via U-turn.
Snorlax (M) @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 252 Atk / 176 SDef
Adamant Nature (+Atk, -SAtk)
- Body Slam
- Crunch
- Earthquake
- Fire Punch
Snorlax replaces Ambipom, clearly earning its spot as the superior Normal-type in the departments of bulk and longevity, as well as in its ability to check potent specially based offensive threats, most importantly, Moltres. The EVs allow Snorlax to have a decent amount of all around bulk, substantial special bulk, and a sky high Attack stat. The Adamant nature ensures that Snorlax hits as hard as possible. Leftovers are to gain free health, as this Snorlax doesn't run recovery moves. Thick Fat allows me to check Ice and Fire-type pokes, allowing a -decent- switch in even to powerful physical Fire-type moves. Body Slam spreads paralysis and gains STAB, Crunch allows me to hit predicted Ghost-type switch ins on my Body Slam, and Earthquake is there to hit the Nido twins a bit harder. Earthquake and Fire Punch also deal with Steel-types better, the latter for Escavalier switch ins.
Darmanitan (M) @ Choice Scarf
Trait: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- U-turn
- Superpower
- Rock Slide
Darmanitan is my primary revenge killer and occasional late-game sweeper. With a Choice Scarf, Darmanitan can outspeed the most common sweepers in the UU metagame and easily kill them off with an very powerful Flare Blitz. U-turn is for scouting and to deal with Psychic-types, although Flare Blitz hits them harder anyways. Superpower hits bulky Normal-types hard without fear of Recoil, and Earthquake deals with commonly seen Poison-types like Nidoking and Drapion. I went for Adamant instead of Jolly since I'm not too worried about being outsped. Also, Darmanitan usually comes in, forces the switch, hits whatever comes in, then gets the hell out of there, and doesn't need to outspeed other Scarf Darmanitans since I can check them with Slowbro.
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Fire Blast
- Energy Ball
- Will-O-Wisp
Chandelure is my replacement for Darmanitan. The main reason Darmanitan was replaced by Chandelure is to provide a Fighting and Normal-type immunity, as well as a potent special attacker. The EVs allow for the maximum speed possible, as Chandelure's monstrous base 145 SAtk doesn't require a Modest nature to score tons of OHKOs. Choice Scarf is very important, as it lets Chandelure revenge kill boosted threats. Flash Fire lets Chandelure switch in on Fire-type moves and proceed to sweep using the Flash Fire boost. Shadow Ball and Fire Blast provide great coverage, and are Chandelure's dual STABs. Energy Ball hits Quagsire and other bulky Waters hard, and Will-o-Wisp is thrown in to wreck physical switch ins. While it may seem questionable, Chandelure tends to lure things like Sharpedo, Machamp, Rhyperior, Hitmontop, and more; Will-o-Wisp effectively cripples the aforementioned threats.
Rhyperior (M) @ Leftovers
Trait: Solid Rock
EVs: 156 HP / 252 Atk / 4 Def / 96 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Earthquake
- Stealth Rock
- Megahorn
Rhyperior fits the team as a bulky Stealth Rock setter-upper. With Solid Rock, he's rarely OHKOd and can deal with many Pokemon via Edgequake (very good neutral and super effective type coverage) and Megahorn to hit Grass-types harder. Stealth Rock is usually easy to get up considering the huge amount of switches Rhyperior forces. The 96 Speed EVs are to outspeed Donphan and the Regis, as well as Tangrowth, who Rhyperior can hit incredibly hard with Megahorn as it comes in. Adamant Rhyperior does 46.5-55.0% to max HP / max Def Bold Tangrowth, sometimes 2HKOing on the switch-in after Stealth Rocks. With residual damage, Rhyperior has a good chance to 2HKO.
Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stealth Rock
- Rapid Spin
- Stone Edge
Donphan replaces Rhyperior as an alternate Ground resist and physical tank. The main advantage Donphan has over Rhyperior, for me, is the ability to provide Rapid Spin support for the rest of my partially Stealth Rocks-weak team. Donphan loses the STAB Stone Edge that was such a boon to Rhyperior, punishing Ghost-type / levitating switch-ins to a much greater degree than Donphan could ever hope to. The EVs and nature are to provide as much Attack as possible while allotting the rest of the EVs into HP to provide decent all-around bulk to substantiate Donphan's already colossal Defense stat.
Slowbro (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Psyshock
- Toxic
- Slack Off
Slowbro is a great physical wall in UU. Taking unstabbed U-turns with no trouble, with max HP / max Def Bold, Regenerator, and Leftovers, Slowbro's a huge pain to take down. Scald and Psychic provide dual STAB coverage, Scald offering a great chance to burn, and Psychic allowing me to deal with Hitmontop and other Fighting-types. Toxic is to deal with walls that switch in to Slowbro, and Slack Off is to recover health before Slowbro switches, allowing Regenerator to recover the rest of Slowbro's health in many scenarios.
Zapdos @ Leftovers
Trait: Pressure
EVs: 176 HP / 80 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Roost
- Toxic
- Thunderbolt
Zapdos is the main "staller" on this team. The EVs allow it good special bulk and decent phsyical bulk, while still allowing Zapdos to get up a fast Substitute. Pressure is by far the superior ability, easily PP-stalling Pokemon who rely on Stone Edge to break Zapdos' substitutes. The Timid nature ensures that Zapdos will get up the fastest substitute. Substitute allows me to block opposing status, stops Trick, and prevents Shuckle's Knock Off from taking away my Leftovers. Toxic cripples walls, sweepers, and pretty much everything else that isn't Steel or Poison type, whilst also forcing switches and allowing Zapdos to keep subbing up. Thunderbolt is mostly filler, but also allows me to finish off weakened Pokemon after periods of Toxic stalling particularly bulky Waters. Roost, last but not least, takes away my Flying-type, nicely PP-stalling against Stone Edge users, and allows for instant recovery.
Escavalier (M) @ Leftovers
Trait: Swarm
EVs: 252 HP / 4 Atk / 252 SDef
Careful nature (+SDef, -SAtk)
- Megahorn
- Iron Head
- Knock Off
- Pursuit
Escavalier replaces Zapdos, adding a Toxic resist, an answer to most Alakazam sets, and a hard hitting poke to scare out Leech Seeders like Shaymin. Escavalier also doesn't suffer from paralysis, unlike Zapdos, who was effectively crippled when switching in on unexpected Thunder Waves. Megahorn and Iron Head offer hard hitting STABs, the latter incredibly useful in demolishing Hail teams. Pursuit is used to trap Psychics that can't hurt Escavalier (not you, Azelf!). Escavalier can also utilize a Choice item, dealing with Trick users much better than Zapdos. Finally, Escavalier has phenomenal typing, only weak to Fire-type attacks, and adding a necessary Dragon-type resist for Kingdra or Flygon locked into Outrage.
Sleepyhead (Shaymin) @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Seed Flare
- Earth Power
- Rest
- Hidden Power [Ice]
Shaymin is an amazing sweeper. Life Orb-boosted Seed Flare, in conjunction with Earth Power to hit Nidoking and other Poison-types, and Hidden Power Fire to deal with Roserade and other Grass-types, allows Shaymin very good neutral coverage. Seed Flare's chance to drop Special Defense allows these not-so-powerful unstabbed attacks to still OHKO or 2HKO most switch-ins. Natural Cure lets Shaymin be "status fodder", switching in on Toxics or Thunder Waves with no fear of being crippled. Rest helps Shaymin in this role, removing status, restoring health, and then allowing Shaymin to wake up instantly upon switching out. The Modest nature allows Shaymin to hit as hard as possible, which provides a pretty significant difference, especially when combined with Life Orb, turning most 3KOs to 2KOs and 2KOs to OHKOs after residual damage and Stealth Rocks.
Importable:
IMAGE CREDIT GOES TO ARKEIS.COM
Sleepyhead - Passion Pit
Sleepyhead is a Generation 5 Underused team. It represents a long-overdue first stab at the Underused metagame, as I've been repeatedly frustrated by the overpowered, weather-dominated nature of the OU metagame. The main idea behind this team is to run a balanced, semi-bulky offense with entry hazards, wearing down the opposing team until I can go on a late-game sweep with either Sleepyhead (Rest+LO Shaymin) or Scarfed Darmanitan.
Ambipom (M) @ Silk Scarf
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- U-turn
- Pursuit
- Return
Ambi is usually my go-to lead. Life Orb priority Technician-boosted Fake Out hurts pretty much anything. Jolly nature is to ensure I outspeed the majority of UU and other base 115s. Also allows me to comfortably outspeed +speed base 100s. Fake Out is a staple because of it's ability to revenge kill and net "free" damage. U-turn is great for scouting the other team, and getting out in a hurry if Ambi is threatened. Pursuit is to trap and kill fast, fragile Psychics like Alakazam, and to handily deal with Haunter and other Ghost-types. Finally, Low Kick was thrown in to deal with the abundance of relatively fat Normal-types that allow it to have 100-120 base power. Also deals nicely with bulky Ice-types and weakened Rhyperior/Aggron, among other weakened Rock/Steel types. The EVs are obviously split between Atk and Spd to ensure I can hit as hard as possible (going first), and get out as quick as possible via U-turn.
Snorlax (M) @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 252 Atk / 176 SDef
Adamant Nature (+Atk, -SAtk)
- Body Slam
- Crunch
- Earthquake
- Fire Punch
Snorlax replaces Ambipom, clearly earning its spot as the superior Normal-type in the departments of bulk and longevity, as well as in its ability to check potent specially based offensive threats, most importantly, Moltres. The EVs allow Snorlax to have a decent amount of all around bulk, substantial special bulk, and a sky high Attack stat. The Adamant nature ensures that Snorlax hits as hard as possible. Leftovers are to gain free health, as this Snorlax doesn't run recovery moves. Thick Fat allows me to check Ice and Fire-type pokes, allowing a -decent- switch in even to powerful physical Fire-type moves. Body Slam spreads paralysis and gains STAB, Crunch allows me to hit predicted Ghost-type switch ins on my Body Slam, and Earthquake is there to hit the Nido twins a bit harder. Earthquake and Fire Punch also deal with Steel-types better, the latter for Escavalier switch ins.
Darmanitan (M) @ Choice Scarf
Trait: Sheer Force
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- U-turn
- Superpower
- Rock Slide
Darmanitan is my primary revenge killer and occasional late-game sweeper. With a Choice Scarf, Darmanitan can outspeed the most common sweepers in the UU metagame and easily kill them off with an very powerful Flare Blitz. U-turn is for scouting and to deal with Psychic-types, although Flare Blitz hits them harder anyways. Superpower hits bulky Normal-types hard without fear of Recoil, and Earthquake deals with commonly seen Poison-types like Nidoking and Drapion. I went for Adamant instead of Jolly since I'm not too worried about being outsped. Also, Darmanitan usually comes in, forces the switch, hits whatever comes in, then gets the hell out of there, and doesn't need to outspeed other Scarf Darmanitans since I can check them with Slowbro.
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Fire Blast
- Energy Ball
- Will-O-Wisp
Chandelure is my replacement for Darmanitan. The main reason Darmanitan was replaced by Chandelure is to provide a Fighting and Normal-type immunity, as well as a potent special attacker. The EVs allow for the maximum speed possible, as Chandelure's monstrous base 145 SAtk doesn't require a Modest nature to score tons of OHKOs. Choice Scarf is very important, as it lets Chandelure revenge kill boosted threats. Flash Fire lets Chandelure switch in on Fire-type moves and proceed to sweep using the Flash Fire boost. Shadow Ball and Fire Blast provide great coverage, and are Chandelure's dual STABs. Energy Ball hits Quagsire and other bulky Waters hard, and Will-o-Wisp is thrown in to wreck physical switch ins. While it may seem questionable, Chandelure tends to lure things like Sharpedo, Machamp, Rhyperior, Hitmontop, and more; Will-o-Wisp effectively cripples the aforementioned threats.
Rhyperior (M) @ Leftovers
Trait: Solid Rock
EVs: 156 HP / 252 Atk / 4 Def / 96 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Earthquake
- Stealth Rock
- Megahorn
Rhyperior fits the team as a bulky Stealth Rock setter-upper. With Solid Rock, he's rarely OHKOd and can deal with many Pokemon via Edgequake (very good neutral and super effective type coverage) and Megahorn to hit Grass-types harder. Stealth Rock is usually easy to get up considering the huge amount of switches Rhyperior forces. The 96 Speed EVs are to outspeed Donphan and the Regis, as well as Tangrowth, who Rhyperior can hit incredibly hard with Megahorn as it comes in. Adamant Rhyperior does 46.5-55.0% to max HP / max Def Bold Tangrowth, sometimes 2HKOing on the switch-in after Stealth Rocks. With residual damage, Rhyperior has a good chance to 2HKO.
Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stealth Rock
- Rapid Spin
- Stone Edge
Donphan replaces Rhyperior as an alternate Ground resist and physical tank. The main advantage Donphan has over Rhyperior, for me, is the ability to provide Rapid Spin support for the rest of my partially Stealth Rocks-weak team. Donphan loses the STAB Stone Edge that was such a boon to Rhyperior, punishing Ghost-type / levitating switch-ins to a much greater degree than Donphan could ever hope to. The EVs and nature are to provide as much Attack as possible while allotting the rest of the EVs into HP to provide decent all-around bulk to substantiate Donphan's already colossal Defense stat.
Slowbro (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Psyshock
- Toxic
- Slack Off
Slowbro is a great physical wall in UU. Taking unstabbed U-turns with no trouble, with max HP / max Def Bold, Regenerator, and Leftovers, Slowbro's a huge pain to take down. Scald and Psychic provide dual STAB coverage, Scald offering a great chance to burn, and Psychic allowing me to deal with Hitmontop and other Fighting-types. Toxic is to deal with walls that switch in to Slowbro, and Slack Off is to recover health before Slowbro switches, allowing Regenerator to recover the rest of Slowbro's health in many scenarios.
Zapdos @ Leftovers
Trait: Pressure
EVs: 176 HP / 80 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Roost
- Toxic
- Thunderbolt
Zapdos is the main "staller" on this team. The EVs allow it good special bulk and decent phsyical bulk, while still allowing Zapdos to get up a fast Substitute. Pressure is by far the superior ability, easily PP-stalling Pokemon who rely on Stone Edge to break Zapdos' substitutes. The Timid nature ensures that Zapdos will get up the fastest substitute. Substitute allows me to block opposing status, stops Trick, and prevents Shuckle's Knock Off from taking away my Leftovers. Toxic cripples walls, sweepers, and pretty much everything else that isn't Steel or Poison type, whilst also forcing switches and allowing Zapdos to keep subbing up. Thunderbolt is mostly filler, but also allows me to finish off weakened Pokemon after periods of Toxic stalling particularly bulky Waters. Roost, last but not least, takes away my Flying-type, nicely PP-stalling against Stone Edge users, and allows for instant recovery.
Escavalier (M) @ Leftovers
Trait: Swarm
EVs: 252 HP / 4 Atk / 252 SDef
Careful nature (+SDef, -SAtk)
- Megahorn
- Iron Head
- Knock Off
- Pursuit
Escavalier replaces Zapdos, adding a Toxic resist, an answer to most Alakazam sets, and a hard hitting poke to scare out Leech Seeders like Shaymin. Escavalier also doesn't suffer from paralysis, unlike Zapdos, who was effectively crippled when switching in on unexpected Thunder Waves. Megahorn and Iron Head offer hard hitting STABs, the latter incredibly useful in demolishing Hail teams. Pursuit is used to trap Psychics that can't hurt Escavalier (not you, Azelf!). Escavalier can also utilize a Choice item, dealing with Trick users much better than Zapdos. Finally, Escavalier has phenomenal typing, only weak to Fire-type attacks, and adding a necessary Dragon-type resist for Kingdra or Flygon locked into Outrage.
Sleepyhead (Shaymin) @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Seed Flare
- Earth Power
- Rest
- Hidden Power [Ice]
Shaymin is an amazing sweeper. Life Orb-boosted Seed Flare, in conjunction with Earth Power to hit Nidoking and other Poison-types, and Hidden Power Fire to deal with Roserade and other Grass-types, allows Shaymin very good neutral coverage. Seed Flare's chance to drop Special Defense allows these not-so-powerful unstabbed attacks to still OHKO or 2HKO most switch-ins. Natural Cure lets Shaymin be "status fodder", switching in on Toxics or Thunder Waves with no fear of being crippled. Rest helps Shaymin in this role, removing status, restoring health, and then allowing Shaymin to wake up instantly upon switching out. The Modest nature allows Shaymin to hit as hard as possible, which provides a pretty significant difference, especially when combined with Life Orb, turning most 3KOs to 2KOs and 2KOs to OHKOs after residual damage and Stealth Rocks.
Importable:
Code:
Snorlax (M) @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 252 Atk / 176 SDef
Adamant Nature (+Atk, -SAtk)
- Body Slam
- Crunch
- Earthquake
- Fire Punch
Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Fire Blast
- Energy Ball
- Will-O-Wisp
Donphan (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stealth Rock
- Rapid Spin
- Stone Edge
Slowbro (M) @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Scald
- Psyshock
- Toxic
- Slack Off
Escavalier (M) @ Leftovers
Trait: Swarm
EVs: 252 HP / 4 Atk / 252 SDef
Careful Nature (+SDef, -SAtk)
- Megahorn
- Iron Head
- Pursuit
- Knock Off
Sleepyhead (Shaymin) @ Leftovers
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Seed Flare
- Earth Power
- Rest
- Hidden Power [Ice]
IMAGE CREDIT GOES TO ARKEIS.COM






