Spike Stacking

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Spike Stacking
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Introduction

I usually play RU, but I've recently been trying out UU, and it's a lot of fun. A lot of my favorite Pokemon are good in UU, and it is one of the least centralized metagames I've played. This team is the one I've been using for a bit, It relies on Froslass to lay down 2-3 layers of Spikes, then it forces a lot of switches with Moltres and Drifblim. The classic Moltres/Krookodile core is present, and it is great with hazard support. Krookodile cleans up late-game, Blastoise spins away hazards and takes hits, and SubSalac Heracross is sort of my fail-safe; it can sweep teams when bulky ghosts and birds are gone.

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I wanted to use Scolipede, it looks awesome and is great at laying hazards.

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That quickly changed to Froslass, as cool as Scolipede is, Froslass does hazards better.

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I saw this Drifblim set in an RU creative movesets thread, and it is great at causing switches. It also spinblocks and easily beats Hitmontop 1v1

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SubSalac Heracross is great at sweeping when its walls are broken, and it loves having enemies weakened by hazards.

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Next was the great offensive core, Moltres and Krookodile. They are great at breaking walls for each other and Krookodile can clean late-game with Moxie. They also tend to cause a lot of switches.

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I needed a spinner to keep Stealth Rocks away, and Blastoise can also take Ice-type hits aimed at Krookodile and Moltres.

Up Close



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Froslass @ Leftovers
Cursed Body
176 Spd / 248 HP / 84 Def (Timid)

Spikes | Taunt | Shadow Ball | Destiny Bond

Froslass is my lead 90% of the time, and with her I can get at least 2 layers of Spikes and maybe take something out with me. Base 110 Speed lets me Taunt opposing hazard leads and take attacking leads down with Destiny Bond. Froslass has surprising physical defense with these EVs, she is able to take a Stone Edge from Machamp and take it out with Destiny Bond. Shadow Ball is there so I'm not totally screwed with Taunt and so I can clobber Mew, Azelf, and other leads weak to Ghost. Froslass can also spinblock her own Spikes, which is a great feature.


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Moltres @ Life Orb
Pressure
252 SAtk / 4 SDef / 252 Spd (Timid)

Fire Blast | Hurricane | Hidden Power Grass | Roost

Moltres is better in UU than it is in RU. If Stealth Rocks are off of the field, nothing is safe. Snorlax is pretty much the only thing that isn't 2HKOed after Spikes. If an opponents team is lacking specially defensive things, there is no safe switch in to Moltres and I can almost always take out whatever is on the field or switching in. Fire Blast is the main STAB move, and is absolutely terrifying to anything that doesn't resist it. Hurricane is just as powerful and gives Moltres almost perfect neutral coverage, enough to take out all relevant threats. Slowbro is 2HKOed, if not OHKOed after Spikes. HP Grass demolishes Swampert and Quagsire. Roost is a support move, it can heal off Stealth Rock Damage if Moltres switched in, and lets Moltres be terrifying for longer. The EVs and Nature give Moltres legendary power and put it over the 300 Speed, letting it outspeed neutral Zapdos, Mew, and Flygon, and +Spe Heracross, Kingdra, and every other relevant threat.



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Krookodile @ Choice Scarf
Moxie
252 Atk / 252 Spd / 4 SDef (Jolly)

Earthquake | Crunch | Stone Edge | Pursuit

Krookodile works with Moltres like peanut butter and jelly. He can take out faster threats that danger the big bird, and Moltres breaks bulky walls that trouble Krookodile. Krookodile can also sweep late-game after Moltres weakens the opposition, as Scarf+Moxie is hard to stop once it gets going. Earthquake and Crunch are STAB moves that demolish half the tier, Stone Edge is for the Flying-types that plague the tier, and Pursuit is to surprise enemy Mew or weakened Psychic or Ghost-type trying to escape the gator's wrath. Max Speed EVs and Jolly nature outspeeds Heracross and almost all non-scarfed Pokemon.



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Blastoise @ Leftovers
Torrent
252 Def / 252 HP / 4 SDef (Bold)

Rapid Spin | Scald | Toxic | Dragon Tail

Blastoise helps Moltres and Krookodile take Water and Ice-type moves, and spins away hazards that hurt Moltres. He also can phaze out Pokemon with Dragon Tail, causing entry hazard damage to a Pokemon the opponent was saving. Scald causes reliable damage and has a chance to burn, which is good, and Toxic wears down walls like Umbreon. Not much to say about this guy, he helps the team a lot.



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Heracross @ Salac Berry
Moxie
252 Atk / 252 Spd / 4 Def (Jolly)

Substitute | Megahorn | Close Combat | Stone Edge

I saw this set in a creative movesets thread, and it is great at sweeping mid to late-game when Gligar and Cofagrigus are gone. The idea is to repeatedly set up Substitutes until the Salac Berry activates and boosts your Speed. When that happens, it is like having a Choice Scarf Heracross that can switch moves. Megahorn and Close Combat ravage the entire tier, and Stone Edge takes out Zapdos, Chandlure, and Crobat. Once Heracross has its boost and Moxie starts up, it is the scariest thing to face in the metagame. If I had another slot for a move, Swords Dance would make this thing unstoppable.



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Drifblim @ Flying Gem
Unburden
204 Spd / 200 Atk / 104 Def (Adamant)

Acrobatics | Substitute | Will-O-Wisp | Disable

This thing is my secret weapon, the sheer amount of rage it causes is hilarious. It is a Drifblim Air Support set modified to cause as many switches as possible and infuriate the opponent. Once 3 layers of Spikes are up, Hitmontop comes in and tries to use Rapid Spin. Drifblim comes in on the spin and blocks it, and before the Hitmontop has time to use Foresight Drifblim outspeeds and OHKOes with Acrobatics! Yeah, this thing is great against Fighting-types and spinners, but that is only the beginning. Once the Flying Gem is used, Unburden activated and doubles my Speed. Drifblim now outspeeds the entire tier. With a combination or Substitute and Will-O-Wisp, Drifblim can cripple and relevant threats and help the team. Disable is what Drifblim has hidden up its sleeve, if something tries to take Drifblim out, it uses Disable and forces the opponent to switch something else in to hurt it, thus taking damage from Spikes. The EVs make Drifblim bulky enough to take some hits and gives it a full-power Acrobatics, which is essentially a 110 BP Agility.

:toast: See the team in action: :toast:
http://pokemonshowdown.com/replay/uu8200250
 
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