I'm about 100% sure there are a bunch of teams with a similar concept.
Intro
Yeah, that's right. It's me, MARCU5theBAW5, the guy from NU, but you should definitely know me. There legitimately isn't a reason to not no me.
If you don't know who I am, you've been living under a rock. Pick one below.
Anyway, you're probably thinking, "Is this a typo? BAW5 Plays UU?" To that I say "No. This isn't a typo, and this team is awesome."
The Team
Infernape @ Leftovers
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Mach Punch
- Close Combat
Like I said I started with a Dual SD thing with Infernape and Heracross. What ends up happening is that one of the 2 does big damage early game, allowing the other one to clean later. It basically works like type-spam. Anyway, Swords Dance is cool, and if I can predict something like a Protect and set it up, all hell will break loose for the opponent if they're unprepared. Flare Blitz and Close Combat are pretty good high power STABs, especially after an SD. And then Mach Punch for priority and whatnot. I went with Leftovers as an attempt go gain back HP after passive damage and Flare Blitz recoil and stuff.
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Close Combat
- Knock Off
Guts SD Heracross pairs nicely with SD Infernape because they can wallbreak together pretty decently. It's fun too. This set is on all my UU teams. It's fun tho. It's kinda like the Infernape on this team. SD, 120 Power Dual STABs. But instead of priority I got Knock Off, which removes items and hits Ghost types thinking they're just gonna switch in on a Megahorn and CC. Guts is a cool ability, and having it means that this thing doesn't really care about Will-O-Wisp. It's still slowed down by T-Wave tho, but I can still launch powerful Guts-boosted attacks if paralyzed. Leftovers for literally the same reason I have 'em on Infernape: A bit of passive recovery.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake
After having 2 Flying weaknesses to start off a team, I chose Mega Aggron because it's a good answer to physical flyers, taking almost nothing from their attacks. I just went with the standard set, Rocks and stuff. Thunder Wave is cool utility for slowing things down, especially so that Heracross can outspeed 'em later. Heavy Slam because this is literally the heaviest mon in UU. Or at least I'd like to believe that. Definitely one of the heavier mons so Heavy Slam is usually gonna be pretty powerful unless I'm attacking a Snorlax, another Aggron, or a Mega Steelix. And then Earthquake because most Steel mons don't take much from Heavy Slam.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 84 Def / 172 Spe
Impish Nature
- Wood Hammer
- Taunt
- Leech Seed
- Drain Punch
Fast Taunting Chesnaught is fun because it outspeeds stuff like Suicune and can ultimately prevent setup. Outspeeds a lot of other stuff too which is cool. I usually end up double, triple, or even quadruple or MAYBE EVEN QUINTUPLE Leech Seeding on stuff, I don't have Spiky Shield, Spikes, or Synthesis because I wanted to make room for Dual STABs. If we can get a tournament where mons can have 8 moveslots, this team would be so good. Anyway, Chesnaught unfortunately stacks the Flying weakness, but I still have 2 slots because this isn't Battle Spot Doubles.
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Pursuit
- Earthquake
- Fire Punch
Yes, I really had to put that there. DISCLAIMER: I'm not a moderator anywhere on PS. But when we had groupchats, I was a mod in the groupchat I posted that line that ended up winning that. rap battle.
If there's one thing I will always love using, especially when paired with Fighting types, it's Pursuit Snorlax. It's really effective at trapping, because things like Chandelure and Hoopa don't have too much to hurt it with. Of course, there's always a chance I get lucked by a Fire Blast burn, but Pursuit still does decent damage. STAB Frustration, and the other attacks are just for coverage. I've been considering Facade but for now I've just left it alone and it's worked. I rarely get to send this guy out, but he's got his uses once he does come out.
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Dragon Claw
- Toxic
- Defog
Defensive Salamence is cool and on this team it does some pretty nice stuff for this squad. It takes on Fighting types which is good. It also removes hazards, so if my opponent manages to get up Spikes, Mence is immune to 'em and can clear 'em for my teammates. With this set, I'm screwed against Fairies, but I can Toxic them on the switch, which will either cripple them for the match or drain a PP of Aromatherapy/Heal Bell. That's cool because throughout the match i can just drain PP. Roost is reliable recovery, and if I'm faster, for that turn I'm not as weak to Ice and resist Electric. That's basically it.
Outro/Post Team Stuff
Hydreigon. It's pretty hard for this team to switch into it. However Infernape can revenge kill it with CC if it isn't Scarf. If it is tho, it's gonna be locked into one move and I can play around that. If I'm in with Heracross, I can go to Snorlax on the Fire Blast.
Fire types. Salamence can handle most variants of Infernape, but if it dies, I'm screwed unless I keep Aggron non-mega to get Sturdy and T-Wave. Chandelure can be stopped by Snorlax and revenge killed by Heracross if it isn't Scarfed. Wait nevermind, because my Hera is Adamant. Hopefully I can Pursuit it with Snorlax then. Rotom-H is a pretty big threat too. Will-o-Wisp threatens a lot of the mons on this team (6 physical attackers was not intended LOL) and I don't have anything immune to Volt Switch.
Special Psychic types. My resist is Aggron, whose SpDef isn't too great. The next best thing I have to take 'em on is Snorlax, but he gets worn down extremely easily. I do the Aggron thing again, keep it non-mega to keep Sturdy and Paralyze em so that Hera and Ape can revenge kill. But that's either provided I don't miss Megahorn or they're in range of Leftovers Flare Blitz.
Mamoswine. It's extremely hard for this team to switch into, but thankfully I got Hera and Ape to revenge kill.
(disclaimer: i do not actually have a ps avatar of this man in a wailord costume)
Well that's literally everything. Like, comment, follow, damn I'm sounding like a YouTuber. And of course, throw out suggestions and stuff so I can improve the team.
Have a nice day.
P.S. if anyone's seen Xrn aka Xrn476 on Showdown, ask him if he's got that friend code.
Intro
Yeah, that's right. It's me, MARCU5theBAW5, the guy from NU, but you should definitely know me. There legitimately isn't a reason to not no me.
If you don't know who I am, you've been living under a rock. Pick one below.
Anyway, you're probably thinking, "Is this a typo? BAW5 Plays UU?" To that I say "No. This isn't a typo, and this team is awesome."
I wanted to do a Swords Dance Spam type of thing, so I started with an SD Ape and an SD Hera. It's cool that neither of my 2 sweepers care about burns thanks to Ape's Fire type and Hera's Guts ability.
At this point tho, because I got two fighters, I'm already hella weak to flyers. So I got a Mega Aggron, which is a pretty good answer to those and has SR.
I'm still weak to Ground types tho, so I added on a Chesnaught to help that out. Also gives me a way to hit water types without either boosting with Infernape as they switch in or hoping they activate Hera's Guts with a burn.
My Fire resist is Infernape. And that ain't takin most strong Fire type moves. The Snorlax I'm about to add is tho.
Now, all I need is a bulkier Fighting resist. So uh... I added a Mence. It can also take on most flyers if Aggron dies, and remove hazards.
Alright lets just get into the good part, the descriptions.
At this point tho, because I got two fighters, I'm already hella weak to flyers. So I got a Mega Aggron, which is a pretty good answer to those and has SR.
I'm still weak to Ground types tho, so I added on a Chesnaught to help that out. Also gives me a way to hit water types without either boosting with Infernape as they switch in or hoping they activate Hera's Guts with a burn.
My Fire resist is Infernape. And that ain't takin most strong Fire type moves. The Snorlax I'm about to add is tho.
Now, all I need is a bulkier Fighting resist. So uh... I added a Mence. It can also take on most flyers if Aggron dies, and remove hazards.
Alright lets just get into the good part, the descriptions.
The Team
Infernape @ Leftovers
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Mach Punch
- Close Combat
Like I said I started with a Dual SD thing with Infernape and Heracross. What ends up happening is that one of the 2 does big damage early game, allowing the other one to clean later. It basically works like type-spam. Anyway, Swords Dance is cool, and if I can predict something like a Protect and set it up, all hell will break loose for the opponent if they're unprepared. Flare Blitz and Close Combat are pretty good high power STABs, especially after an SD. And then Mach Punch for priority and whatnot. I went with Leftovers as an attempt go gain back HP after passive damage and Flare Blitz recoil and stuff.
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Close Combat
- Knock Off
Guts SD Heracross pairs nicely with SD Infernape because they can wallbreak together pretty decently. It's fun too. This set is on all my UU teams. It's fun tho. It's kinda like the Infernape on this team. SD, 120 Power Dual STABs. But instead of priority I got Knock Off, which removes items and hits Ghost types thinking they're just gonna switch in on a Megahorn and CC. Guts is a cool ability, and having it means that this thing doesn't really care about Will-O-Wisp. It's still slowed down by T-Wave tho, but I can still launch powerful Guts-boosted attacks if paralyzed. Leftovers for literally the same reason I have 'em on Infernape: A bit of passive recovery.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake
After having 2 Flying weaknesses to start off a team, I chose Mega Aggron because it's a good answer to physical flyers, taking almost nothing from their attacks. I just went with the standard set, Rocks and stuff. Thunder Wave is cool utility for slowing things down, especially so that Heracross can outspeed 'em later. Heavy Slam because this is literally the heaviest mon in UU. Or at least I'd like to believe that. Definitely one of the heavier mons so Heavy Slam is usually gonna be pretty powerful unless I'm attacking a Snorlax, another Aggron, or a Mega Steelix. And then Earthquake because most Steel mons don't take much from Heavy Slam.
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 84 Def / 172 Spe
Impish Nature
- Wood Hammer
- Taunt
- Leech Seed
- Drain Punch
Fast Taunting Chesnaught is fun because it outspeeds stuff like Suicune and can ultimately prevent setup. Outspeeds a lot of other stuff too which is cool. I usually end up double, triple, or even quadruple or MAYBE EVEN QUINTUPLE Leech Seeding on stuff, I don't have Spiky Shield, Spikes, or Synthesis because I wanted to make room for Dual STABs. If we can get a tournament where mons can have 8 moveslots, this team would be so good. Anyway, Chesnaught unfortunately stacks the Flying weakness, but I still have 2 slots because this isn't Battle Spot Doubles.
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Pursuit
- Earthquake
- Fire Punch
Yes, I really had to put that there. DISCLAIMER: I'm not a moderator anywhere on PS. But when we had groupchats, I was a mod in the groupchat I posted that line that ended up winning that. rap battle.
If there's one thing I will always love using, especially when paired with Fighting types, it's Pursuit Snorlax. It's really effective at trapping, because things like Chandelure and Hoopa don't have too much to hurt it with. Of course, there's always a chance I get lucked by a Fire Blast burn, but Pursuit still does decent damage. STAB Frustration, and the other attacks are just for coverage. I've been considering Facade but for now I've just left it alone and it's worked. I rarely get to send this guy out, but he's got his uses once he does come out.
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Dragon Claw
- Toxic
- Defog
Defensive Salamence is cool and on this team it does some pretty nice stuff for this squad. It takes on Fighting types which is good. It also removes hazards, so if my opponent manages to get up Spikes, Mence is immune to 'em and can clear 'em for my teammates. With this set, I'm screwed against Fairies, but I can Toxic them on the switch, which will either cripple them for the match or drain a PP of Aromatherapy/Heal Bell. That's cool because throughout the match i can just drain PP. Roost is reliable recovery, and if I'm faster, for that turn I'm not as weak to Ice and resist Electric. That's basically it.
Outro/Post Team Stuff
Hydreigon. It's pretty hard for this team to switch into it. However Infernape can revenge kill it with CC if it isn't Scarf. If it is tho, it's gonna be locked into one move and I can play around that. If I'm in with Heracross, I can go to Snorlax on the Fire Blast.
Fire types. Salamence can handle most variants of Infernape, but if it dies, I'm screwed unless I keep Aggron non-mega to get Sturdy and T-Wave. Chandelure can be stopped by Snorlax and revenge killed by Heracross if it isn't Scarfed. Wait nevermind, because my Hera is Adamant. Hopefully I can Pursuit it with Snorlax then. Rotom-H is a pretty big threat too. Will-o-Wisp threatens a lot of the mons on this team (6 physical attackers was not intended LOL) and I don't have anything immune to Volt Switch.
Special Psychic types. My resist is Aggron, whose SpDef isn't too great. The next best thing I have to take 'em on is Snorlax, but he gets worn down extremely easily. I do the Aggron thing again, keep it non-mega to keep Sturdy and Paralyze em so that Hera and Ape can revenge kill. But that's either provided I don't miss Megahorn or they're in range of Leftovers Flare Blitz.
Mamoswine. It's extremely hard for this team to switch into, but thankfully I got Hera and Ape to revenge kill.
Infernape @ Leftovers
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Mach Punch
- Close Combat
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Close Combat
- Knock Off
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 84 Def / 172 Spe
Impish Nature
- Wood Hammer
- Taunt
- Leech Seed
- Drain Punch
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Pursuit
- Earthquake
- Fire Punch
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Dragon Claw
- Toxic
- Defog
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Mach Punch
- Close Combat
Heracross @ Leftovers
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Close Combat
- Knock Off
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 84 Def / 172 Spe
Impish Nature
- Wood Hammer
- Taunt
- Leech Seed
- Drain Punch
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Pursuit
- Earthquake
- Fire Punch
Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Impish Nature
- Roost
- Dragon Claw
- Toxic
- Defog
lol are you kidding? same as always. people who dont forget to tag me in their shoutouts. that's never going to change.
and of course, me, myself, and i for building the team.
and of course, me, myself, and i for building the team.
Well that's literally everything. Like, comment, follow, damn I'm sounding like a YouTuber. And of course, throw out suggestions and stuff so I can improve the team.
Have a nice day.
P.S. if anyone's seen Xrn aka Xrn476 on Showdown, ask him if he's got that friend code.