Team BloodLust
Introduction:
I created this UU team a while back, and some days ago, I decided to perfect the team, to push it to its limits. It’s the best team I ever created, so I wanted to get to the leaderboard. After 3 days of laddering starting from nothing, I did it, I reached the leaderboard for the first time in my life! So I’m happy with it. I achieved my goal. Now I can post this team and hope people will like the team. I don’t mind if anyone copies this and uses it for himself (or herself). It would make me happy if anyone wants to use my team.
Some statistics:
Wins: 93 Losses: 30
I’ve been counting since the day I started laddering. A winning percentage of 77,5 percent. 5 of the losses are due to my own fault, where I could’ve easily won, but I screwed up. 10 of the losses are because of hax. I write this down here not as an excuse to why I lost, but just to let you know about it. The opponent can be unlucky too.
Maximum CRE achieved: 1580 Highest rank achieved: 31
I might be able to get higher, but reaching the leaderboard is good enough for me. It’s just that within the hour I lose my concentration and my patience and I start to lose. So that’s when I should quit lol. 1 more thing: these statistics were made with this team before it was “improved” slightly, by changing EV’s and moves and so on. I changed the team in a way to do better against the teams I lost to. So now I assume the win/lose ratio is slightly better.
The master plan: I wanted to create an offensive team, where the aim is to deal directly huge damage. I didn’t care whether the pokemon are fast and frail, or slow and bulky, as long as they deal great amounts of damage, without having to set up. I was prepared to sacrifice my health to achieve this or lock myself into 1 move through the use of life orbs and choice items. Picking the right Pokemons for this is easy, but, the problem is that these pokemon get countered, making me lose the momentum or, even worse, they get burned, poisoned and outstalled, or other sneaky tactics will be employed to beat them. With this in mind, the plan was to make use of the move U-turn to get a good match-up, putting me in control more often than the opponent is, while being able to deal with status and break through walls, since if you don’t do the latter, you’ll lose to stall. This is especially important in this team since there are no stat-up moves.
Team building process (skip if you don’t care):
So I decided I needed 2 U-turners, and 2 U-turners that hurt. I thought 2 is the right number. I picked Scyther and Primeape, both powerful and fast attackers that have the right attributes for the job.
Next I wanted a powerful attacker, something that’s rather frail, but could do huge damage when it’s out, something that benefits from getting U-turned in. It has to make the opponent nervous and scared. I’m talking about Absol.
There were 2 big problems so far. 1 of them was the fact that Scyther takes 50 percent damage from Stealth rock. This sucked. I was thinking about a rapid spinner, but then I thought screw it and I went for a devastating lead that’s supposed to frighten everything, especially if it decides to set up rocks. I chose Hariyama.
Now that I was in the mood to destroy some teams the second problem hit me. What about my defenses? They are pretty worthless so far. I needed to add some defensive pillars that could still deal awesome amounts of damage, but also take it. I needed tanks! Rhyperior can take physical hits extremely well, and can also hit extremely hard with its 140 base attack.
My resistances and weaknesses chart were still bad. I’ll have to do with a 2-1 weakness-resistance ratio for certain attacking types. This should not be such a problem if I use general walling and U-turn to avoid trouble. I needed 2 things now, a special attacker was necessary to know what to do with those burns and physical walls like many ground types, and it needed to be a water type pokemon to cover my weaknesses. Milotic fits in exactly. And so this team was born:
Team Bloodlust, a team to the bitter end, it’s either victory or death.
By now you’ll either hate or love the team, or you still don’t care. Anyway, here’s the most interesting part of the RMT, where all the techniques and tactics this team utilizes in pokemon warfare will be shown and explained. If you can and want to, I suggest you listen to this music while you’re reading the in-depth section. I decided not to go for metal, scream, rock, pop, drum and bass, techno,… but for general music that everyone will and should like. It makes the team more epic and godly and stuff (if you don’t like the music I give you 2 options: kill yourself or don’t listen to it lol).
(note: don't read everything if you don't want to :p)
Link to the music: http://www.youtube.com/watch?v=Ub5p1aKUkxg
In-depth:
Hariyama, the devastating rusher
Hariyama @ toxic orb
Nature: adamant
Ability: guts
EV’s: 252 atk / 200 def / 56 speed
-Fake out
-Close combat
-Payback
-Bullet punch
In general: Hariyama serves me as an instant damage lead. No bullshit, just damage. Fake out will often be used on the first turn to flinch, render focus sashes useless and activate guts with the toxic orb, thereby gaining incredible power. I don’t care if he dies early on or not. He’s dispensable because I have another fighting type. It does not fail me. Ever. The toxic comes in handy to guard against other status. I chose toxic orb over flame orb because I almost never stay in more than 3 turns with Hariyama, so I get less damage from toxic orb.
Moves: Fake out is already explained. Close combat is the obvious 120 base power STAB move, coming from a +1 120 base attack. Bullet punch gives me priority and is useful for killing things off without taking damage, since Hariyama is rather slow. Payback hits ghost and psychic types hard. Close combat and payback give me awesome coverage together. It’s just a standard Hariyama lead.
EV’s and natures: Adamant nature is chosen for maximum power. 252 attack EV’s serve this purpose as well. Copy/pasted from the analysis: most of the remaining EVs provide for more on its already impressive physical bulk. 56 Speed EVs allow it to outpace 4 Speed Rhyperior and Omastar and the rest are dumped into Defense to allow it to handle physical leads like Rhyperior better.
Experiences with the devastating rusher: Hariyama is great early, mid and late game, though it’s usually dead late game. Other leads I often switch out of are ghost, psychic, flying and fire types like Moltres. Absol has a good chance of beating most psychic and ghost types, and has the added benefit from not getting damage from psychic, which Hariyama attracts. Fire types are easily dealt with by Milotic, and to a lesser extent, Rhyperior. Rhyperior destroys birds. It’s actually very bulky, even when it’s poisoned and loses its health slowly. Overall, he’s a great attacker and beats many walls. OHKOing steelix and registeel is no joke at all.
Primeape, the angry beast
Primeape @ choice band
Nature: jolly
Ability: vital spirit
EV’s: 4 hp / 252 atk / 252 speed
-Close combat
-U-turn
-Ice punch
-Earthquake
In general: Primeape is my first and most reliable choice bander. The set is standard, and serves its purpose well. I chose choice band over choice scarf to deal heavy damage. Primeape is fast in UU so I don’t need a weak revenge killer. Despite being NU, Primeape surprises many opponents both with its powerful close combat, U-turns and good coverage moves. It’s ability vital spirit is very helpful, and can often get the momentum on my side again. Primeape’s only downfall are its weak defenses.
Moves: U-turn is why I use Primeape, Close combat is a high damage dealing move that can sweep late game. Ice punch is very important. It hits flyers, like altaria and swallow, but more importantly, it hits grass types super effective (especially grass/poison, like Venusaur). Later you will see why this is so important. Earthquake allows me to hit fire types or other random stuff hard. All moves are useful.
EV’s and nature: Jolly is necessary to speed tie with other base 95 speed pokemon like Houndoom. The EV’s are straightforward: maximum speed and attack.
Experiences with the angry beast: Primeape is a vital part of my team. U-turn often allows me to get in another powerful hit without problems. If Primeape is not U-turning, it’s probably killing off something. It’s only real problem are its defenses, but I can play around that because of the other, more bulky fighting type, Hariyama, when necessary. Overall, Primeape is a force to be reckoned with if its wearing a choice band and more importantly a great team player because of U-turn.
Scyther, the slaying mantis
Scyther @ choice band
Nature: jolly
Ability: technician
EV’s: 252 atk / 252 speed / 4 sp. def
-U-turn
-Aerial ace
-Brick break
-Reversal
In general: this is my second choice bander. Many people will see 1 of the 2 seemingly enormous flaws this team has here. How can you use a choice band Scyther that’s supposed to switch in and out that takes 50 percent damage from stealth rock without rapid spin support? The answer is simple: it doesn’t work perfect lol. I didn’t count how many teams set up stealth rock against me or not, but some do and others don’t. Against stealth rock teams I just have to think about when to use Scyther and when not. If I play it right, Scyther is able to not get any damage while switching in. It can switch in 2 times this way. So stealth rock is a hindrance, but setting up rocks against this team often means I get a free hard hit. Rocks are not such a big deal.
Moves: U-turn and Aerial ace are the most important moves on this set. STAB U-turn deals lots of damage and Aerial ace, boosted by STAB and technician is an awesome late-game sweeping move especially considering Scyther’s speed. Reversal is useful when Scyther is low on health. When Scyther switched in twice with stealth rock up, his hp is 1 because it’s hp is uneven. This grants me a 200 base power attack. Though I only used it once successfully to sweep in my 123 matches I counted. I tried it 3 times, but got stopped by priority. It’s actually not such a useful move, and I have been thinking about changing it to quick attack (which benefits from technician). In the last slot I used to run pursuit for ghosts and psychics. While this seemed like a good idea, I kind of never used it. I decided to change it to brick break because my team has trouble with screens. Without stat-boosting moves, screens really ruin me and they made me lose a few times. That’s why I changed pursuit into brick break and it works fine, not to mention steel and rock types can be hit hard now.
EV’s and nature: Jolly nature is important to outspeed stuff and is necessary to speed tie with other 105 base speed pokemon like Mismagius. EV’s are obviously in attack and speed. I can’t put the remaining 4 EV’s into hp because I would get an even hp number. I put them into special defense because he takes more special attacks than physical attacks (4 EV’s lol).
Experiences with the slaying mantis: it’s a powerful something and a great team player with U-turn. Unfortunately stealth rock ruins it, but Scyther is still useful, and is very dominant without rocks.
Absol, the claws of doom
Absol @ life orb
Nature: adamant
Ability: super luck
EV’s: 4 hp / 252 atk / 252 speed
-Night slash
-Sucker punch
-Superpower
-Psycho cut
In general:Absol fits the playstyle with its 130 base attack. Having both night slash and sucker punch makes the opponent guess which one I will use. He also helps breaking down stall with its ability super luck, which increases my critical hit rate, combined with the fact that night slash and psycho cut already have a higher critical hit rate makes him very dangerous to face. You can call it hax, but when you stall thousands and thousands of turns you can expect a critical hit.
Moves: Night slash and sucker punch are STAB attacks and both are very useful and serve a different purpose. Sucker punch saved my ass quite a few times. Combined with superpower I have awesome coverage. In the last spot I used to have swords dance, but I barely used it. I changed it to psycho cut to deal with those fighting types that like to switch in, but more importantly, to hit Weezing, who does a pretty good job at walling and burning me. Psycho cut also destroys slower Blazikens.
EV’s and natures: I chose an adamant nature for the increased power. Sucker punch makes up for the loss in speed, and in this team I’d rather break down a slow wall than be faster and lose power.
Experiences with the claws of doom: Absol sometimes dies fast because of its frail defenses and is sometimes almost worthless (when it doesn’t crit against a team full of walls for example). But in other games he destroys half teams. Often that’s when the other team members are failing. Most opponents hate to face Absol, because of sucker punch. So Absol is very useful.
Rhyperior, the destroyer of life
Rhyperior @ leftovers
Nature: adamant
Ability: solid rock
EV’s: 136 hp / 252 atk / 120 sp. def
-Earthquake
-Rock blast
-Megahorn
-Rest
In general: Rhyperior is one of the toughest things around in UU. Leftovers over life orb because I need Rhyperior to stick around for a while, because it takes flying attacks without a problem, which Scyther, Primeape and Hariyama struggle with, so surviving is important.
Moves: Earthquake is the most reliable STAB attack.Often Rhyperiror uses stone edge alongside earthquake, but after a while I decided to go for rock blast to help me break subs from the likes of Mismagius and Moltres. I’m content with rock blast. Megahorn is there to hit grass types who might want to switch in. In the last slot I tried lots of stuff. Stealth rock was the first and most obvious idea. They would help me to get extra damage when U-turning and help with wallbreaking as well. Fact is, stealth rock helps on pretty much any team. It didn’t work so well and I barely had the time to use it. I tried swords dance and rock polish. They didn’t do anything significant either. I thought of substitute after that, but I ended up losing more health then winning it. And Rhyperior is too slow to prevent it from getting hit with status. It could use it on the switch, but switches usually carry grass or water moves and don’t plan on using status against Rhyperior. The idea to use rest was after a battle where I got defeated by a Clefable who outstalled my burned Rhyperior with softboiled. If I just wasn’t burned I would have destroyed that Clefable. That’s when I got the idea to use rest. There are many pokemon who have no hopes of defeating Rhyperior, unless it’s weakened a lot. That’s why rest works well. It keeps Rhyperior alive, helps against status and allow him to keep checking threats, which is especially useful on this team (because of those birds). I don’t think I need sleep talk.
EV’s and nature: Adamant nature is chosen for max attack… again. 252 EV’s in attack serve the same purpose… again. The other EV’s are a remnant of substitute Rhyperior to create 101 hp substitutes. Another distribution might be better for these remaining EV’s, but these are decent. I tried to put some special defense EV’s in defense, but Rhyperior is physically already bulky enough.
Experiences with the destroyer of life: Rhyperior is needed on this team. The physical bulk he brings to the table makes me careless about my bad weakness/resistance ratio. Unlike some other walls, like Registeel, Rhyperior doesn’t break the constant pressure I put on my opponents with powerful attacks. This is something not many things can do as effectively as Rhyperior. His typing gives me some key resistances, but also some weaknesses to common ground and fighting attacks, but even worse is his double weakness to grass and water attacks. Luckily, his ability solid rock and his good stats make up for this and earn him a spot on this team.
Milotic, the creature of the deep sea
Milotic @ life orb
Nature: modest
Ability: marvel scale
EV’s: 152 hp / 80 def / 56 speed / 220 sp. atk
-Surf
-Ice beam
-Hidden power grass
-Recover
In general: Milotic is often seen as a colossal defensive bulky water. This overshadows it’s attacking capabilities. 100 base special attack isn’t nothing. With a life orb, Milotic can keep up the offense pressure. This is literally the life orb tank from the analysis. One could argue the life orb takes away some of its bulk. This is true, but recover can heal off this damage and I’d rather keep up my offense. Now you can see the second “flaw”. My special and physical tanks both have a weakness to grass. The only resistance to grass in this team is Scyther. So that can be a problem with stealth rock. That’s why every game I keep in mind I have to destroy grass. The moves of my team are specialized to hit grass switch ins hard. Venusaur likes to come in on Milotic, but ice beam 2HKOs it. If it’s a slower variant, Milotic can destroy it with a 2nd ice beam. I can often tell by the damage ice beam does, and leftover recovery or not.
Moves: surf and ice beam are obvious. I chose surf over hydro pump because I hate the accuracy and know it will miss when necessary. Recover helps Milotic to keep taking hits. I chose hidden power grass over hidden power electric and toxic because hidden power grass hits other water types for the same amount of damage, and grass means it annihilates quagsire, kabutops and omastar. Ice beam should hit flyers. Toxic would mean I’d have to stall my way out of things, which is out of the question.
EV’s and natures: The person who wrote the analysis made it sound so good that I’m going to copy/paste this:
The magic in this set is all in the EVs. The HP investment is enough to reach 369, which rounds Life Orb recoil down. The 56 Speed EVs allow Milotic to reach 212, which is enough to outpace slower variants of Mixed Blaziken, Jolly Marowak, and Adamant Torterra. With a Modest nature and 220 Special Attack EVs, Milotic reaches its highest possible bonus point total at 319, which makes it an effective wallbreaker. The rest of the EVs are put into defenses to make it an effective check against Fire-type Pokémon. Arcanine will never manage a 2HKO with Choice Banded ExtremeSpeed while Stealth Rock is in play, and defensive Moltres are unable to 3HKO with Air Slash despite the lack of Leftovers.
Experiences with the creature of the sea: Milotic is the weakest attacker on the team, but it’s the only special attacker. Her ability marvel scale is another helpful thing to reduce the effects of status. The typing and bulk makes Milotic very useful on this team, without taking away too much offensive power. Milotic is almost never the mvp, but if it was another water type, I would have lost more battles for sure. So Milotic deserves a spot on this team.
This team is bulky offense, with the emphasis on offense. How do I fare
VS offensive threats: I’m not afraid of going toe to toe against offensive teams since I have the advantage right from the start because I don’t have to set up to hit amazingly hard. Others can have instant hard hitters as well, but normally I have more of them, so I'm superior. My U-turners should give me the advantage to keep the momentum at my side. If something sets up, Rhyperior or Milotic should wall it and hit back, or I’ll have to outspeed it, either with being fast or using priority like sucker punch.
VS defensive threats: if I break the walls before I’m out of gas I probably won. If I don’t break through the walls immediately, then that’s not a problem. I can take some damage before I’m finished. It often takes some turns but eventually I manage to do it and win.
VS weather and trick room teams: Trick room hasn’t been a problem so far. Rain teams are too fast and powerful when it’s raining, so I have to work my way around the rain, by using moves like fake out, and threatening to KO with sucker punch, or switching and so on… I often sacrifice Rhyperior versus these kind of teams since he won’t be doing much anyway. Once the rain is down, they will fall. Sunny day teams are more dangerous, but their downfall is that fire types don’t get a speed boost, and the grass types don’t get a boost to their STAB, but they are still dangerous. Sandstorm never was a problem. Hail teams with stallrein and toxic spikes are extremely dangerous. I may not let them set this up, or it’s over (happened to me once).
VS status: Hariyama doesn’t mind status when it’s toxic is activated. Primeape can’t be put to sleep. Rhyperior can rest off any status if necessary and resists thunder wave. Milotic has marvel scale to increase its defense when people decide to status it.
I’m not going to go through a threat list, but I’ll list what I have encountered trouble with:
- Exeggutor in the sun can be annoying, with sunny day, psychic, solar beam and sleep powder. I have to get my way around it, it can be done, but it is hard to guess what move its going to use.
- Sceptile hurts if it gets in safely. Choice specs leaf storm can defeat half my team. Venusaur is not such a problem because of its low speed, but Sceptile’s speed is a killer.
- Weezing is tough to take down.
- Manectric with thunderbolt, HP grass and flamethrower hurts my team hard and usually takes down at least 1 thing.
That’s all I can think of.
There is 1 contra: it requires prediction, concentration and thinking, so it's not suited to play with it hours upon hours, it's not user-friendly.
Closing words:
I used the name duders to get into the leaderboard, and while you’re reading this, I might be still there. The reason I am posting this team is because I am going to quit playing this game, at least for now. Tell me what you think about the RMT, the team, the pictures, suggest some improvements, rate it, do whatever you want. All that’s left for me to say is: I hope you like the RMT and thank you for reading.
Introduction:
I created this UU team a while back, and some days ago, I decided to perfect the team, to push it to its limits. It’s the best team I ever created, so I wanted to get to the leaderboard. After 3 days of laddering starting from nothing, I did it, I reached the leaderboard for the first time in my life! So I’m happy with it. I achieved my goal. Now I can post this team and hope people will like the team. I don’t mind if anyone copies this and uses it for himself (or herself). It would make me happy if anyone wants to use my team.
Some statistics:
Wins: 93 Losses: 30
I’ve been counting since the day I started laddering. A winning percentage of 77,5 percent. 5 of the losses are due to my own fault, where I could’ve easily won, but I screwed up. 10 of the losses are because of hax. I write this down here not as an excuse to why I lost, but just to let you know about it. The opponent can be unlucky too.
Maximum CRE achieved: 1580 Highest rank achieved: 31
I might be able to get higher, but reaching the leaderboard is good enough for me. It’s just that within the hour I lose my concentration and my patience and I start to lose. So that’s when I should quit lol. 1 more thing: these statistics were made with this team before it was “improved” slightly, by changing EV’s and moves and so on. I changed the team in a way to do better against the teams I lost to. So now I assume the win/lose ratio is slightly better.
The master plan: I wanted to create an offensive team, where the aim is to deal directly huge damage. I didn’t care whether the pokemon are fast and frail, or slow and bulky, as long as they deal great amounts of damage, without having to set up. I was prepared to sacrifice my health to achieve this or lock myself into 1 move through the use of life orbs and choice items. Picking the right Pokemons for this is easy, but, the problem is that these pokemon get countered, making me lose the momentum or, even worse, they get burned, poisoned and outstalled, or other sneaky tactics will be employed to beat them. With this in mind, the plan was to make use of the move U-turn to get a good match-up, putting me in control more often than the opponent is, while being able to deal with status and break through walls, since if you don’t do the latter, you’ll lose to stall. This is especially important in this team since there are no stat-up moves.
Team building process (skip if you don’t care):
So I decided I needed 2 U-turners, and 2 U-turners that hurt. I thought 2 is the right number. I picked Scyther and Primeape, both powerful and fast attackers that have the right attributes for the job.


Next I wanted a powerful attacker, something that’s rather frail, but could do huge damage when it’s out, something that benefits from getting U-turned in. It has to make the opponent nervous and scared. I’m talking about Absol.



There were 2 big problems so far. 1 of them was the fact that Scyther takes 50 percent damage from Stealth rock. This sucked. I was thinking about a rapid spinner, but then I thought screw it and I went for a devastating lead that’s supposed to frighten everything, especially if it decides to set up rocks. I chose Hariyama.




Now that I was in the mood to destroy some teams the second problem hit me. What about my defenses? They are pretty worthless so far. I needed to add some defensive pillars that could still deal awesome amounts of damage, but also take it. I needed tanks! Rhyperior can take physical hits extremely well, and can also hit extremely hard with its 140 base attack.





My resistances and weaknesses chart were still bad. I’ll have to do with a 2-1 weakness-resistance ratio for certain attacking types. This should not be such a problem if I use general walling and U-turn to avoid trouble. I needed 2 things now, a special attacker was necessary to know what to do with those burns and physical walls like many ground types, and it needed to be a water type pokemon to cover my weaknesses. Milotic fits in exactly. And so this team was born:
Team Bloodlust, a team to the bitter end, it’s either victory or death.






By now you’ll either hate or love the team, or you still don’t care. Anyway, here’s the most interesting part of the RMT, where all the techniques and tactics this team utilizes in pokemon warfare will be shown and explained. If you can and want to, I suggest you listen to this music while you’re reading the in-depth section. I decided not to go for metal, scream, rock, pop, drum and bass, techno,… but for general music that everyone will and should like. It makes the team more epic and godly and stuff (if you don’t like the music I give you 2 options: kill yourself or don’t listen to it lol).
(note: don't read everything if you don't want to :p)
Link to the music: http://www.youtube.com/watch?v=Ub5p1aKUkxg
In-depth:

Hariyama @ toxic orb
Nature: adamant
Ability: guts
EV’s: 252 atk / 200 def / 56 speed
-Fake out
-Close combat
-Payback
-Bullet punch
In general: Hariyama serves me as an instant damage lead. No bullshit, just damage. Fake out will often be used on the first turn to flinch, render focus sashes useless and activate guts with the toxic orb, thereby gaining incredible power. I don’t care if he dies early on or not. He’s dispensable because I have another fighting type. It does not fail me. Ever. The toxic comes in handy to guard against other status. I chose toxic orb over flame orb because I almost never stay in more than 3 turns with Hariyama, so I get less damage from toxic orb.
Moves: Fake out is already explained. Close combat is the obvious 120 base power STAB move, coming from a +1 120 base attack. Bullet punch gives me priority and is useful for killing things off without taking damage, since Hariyama is rather slow. Payback hits ghost and psychic types hard. Close combat and payback give me awesome coverage together. It’s just a standard Hariyama lead.
EV’s and natures: Adamant nature is chosen for maximum power. 252 attack EV’s serve this purpose as well. Copy/pasted from the analysis: most of the remaining EVs provide for more on its already impressive physical bulk. 56 Speed EVs allow it to outpace 4 Speed Rhyperior and Omastar and the rest are dumped into Defense to allow it to handle physical leads like Rhyperior better.
Experiences with the devastating rusher: Hariyama is great early, mid and late game, though it’s usually dead late game. Other leads I often switch out of are ghost, psychic, flying and fire types like Moltres. Absol has a good chance of beating most psychic and ghost types, and has the added benefit from not getting damage from psychic, which Hariyama attracts. Fire types are easily dealt with by Milotic, and to a lesser extent, Rhyperior. Rhyperior destroys birds. It’s actually very bulky, even when it’s poisoned and loses its health slowly. Overall, he’s a great attacker and beats many walls. OHKOing steelix and registeel is no joke at all.

Primeape @ choice band
Nature: jolly
Ability: vital spirit
EV’s: 4 hp / 252 atk / 252 speed
-Close combat
-U-turn
-Ice punch
-Earthquake
In general: Primeape is my first and most reliable choice bander. The set is standard, and serves its purpose well. I chose choice band over choice scarf to deal heavy damage. Primeape is fast in UU so I don’t need a weak revenge killer. Despite being NU, Primeape surprises many opponents both with its powerful close combat, U-turns and good coverage moves. It’s ability vital spirit is very helpful, and can often get the momentum on my side again. Primeape’s only downfall are its weak defenses.
Moves: U-turn is why I use Primeape, Close combat is a high damage dealing move that can sweep late game. Ice punch is very important. It hits flyers, like altaria and swallow, but more importantly, it hits grass types super effective (especially grass/poison, like Venusaur). Later you will see why this is so important. Earthquake allows me to hit fire types or other random stuff hard. All moves are useful.
EV’s and nature: Jolly is necessary to speed tie with other base 95 speed pokemon like Houndoom. The EV’s are straightforward: maximum speed and attack.
Experiences with the angry beast: Primeape is a vital part of my team. U-turn often allows me to get in another powerful hit without problems. If Primeape is not U-turning, it’s probably killing off something. It’s only real problem are its defenses, but I can play around that because of the other, more bulky fighting type, Hariyama, when necessary. Overall, Primeape is a force to be reckoned with if its wearing a choice band and more importantly a great team player because of U-turn.

Scyther @ choice band
Nature: jolly
Ability: technician
EV’s: 252 atk / 252 speed / 4 sp. def
-U-turn
-Aerial ace
-Brick break
-Reversal
In general: this is my second choice bander. Many people will see 1 of the 2 seemingly enormous flaws this team has here. How can you use a choice band Scyther that’s supposed to switch in and out that takes 50 percent damage from stealth rock without rapid spin support? The answer is simple: it doesn’t work perfect lol. I didn’t count how many teams set up stealth rock against me or not, but some do and others don’t. Against stealth rock teams I just have to think about when to use Scyther and when not. If I play it right, Scyther is able to not get any damage while switching in. It can switch in 2 times this way. So stealth rock is a hindrance, but setting up rocks against this team often means I get a free hard hit. Rocks are not such a big deal.
Moves: U-turn and Aerial ace are the most important moves on this set. STAB U-turn deals lots of damage and Aerial ace, boosted by STAB and technician is an awesome late-game sweeping move especially considering Scyther’s speed. Reversal is useful when Scyther is low on health. When Scyther switched in twice with stealth rock up, his hp is 1 because it’s hp is uneven. This grants me a 200 base power attack. Though I only used it once successfully to sweep in my 123 matches I counted. I tried it 3 times, but got stopped by priority. It’s actually not such a useful move, and I have been thinking about changing it to quick attack (which benefits from technician). In the last slot I used to run pursuit for ghosts and psychics. While this seemed like a good idea, I kind of never used it. I decided to change it to brick break because my team has trouble with screens. Without stat-boosting moves, screens really ruin me and they made me lose a few times. That’s why I changed pursuit into brick break and it works fine, not to mention steel and rock types can be hit hard now.
EV’s and nature: Jolly nature is important to outspeed stuff and is necessary to speed tie with other 105 base speed pokemon like Mismagius. EV’s are obviously in attack and speed. I can’t put the remaining 4 EV’s into hp because I would get an even hp number. I put them into special defense because he takes more special attacks than physical attacks (4 EV’s lol).
Experiences with the slaying mantis: it’s a powerful something and a great team player with U-turn. Unfortunately stealth rock ruins it, but Scyther is still useful, and is very dominant without rocks.

Absol @ life orb
Nature: adamant
Ability: super luck
EV’s: 4 hp / 252 atk / 252 speed
-Night slash
-Sucker punch
-Superpower
-Psycho cut
In general:Absol fits the playstyle with its 130 base attack. Having both night slash and sucker punch makes the opponent guess which one I will use. He also helps breaking down stall with its ability super luck, which increases my critical hit rate, combined with the fact that night slash and psycho cut already have a higher critical hit rate makes him very dangerous to face. You can call it hax, but when you stall thousands and thousands of turns you can expect a critical hit.
Moves: Night slash and sucker punch are STAB attacks and both are very useful and serve a different purpose. Sucker punch saved my ass quite a few times. Combined with superpower I have awesome coverage. In the last spot I used to have swords dance, but I barely used it. I changed it to psycho cut to deal with those fighting types that like to switch in, but more importantly, to hit Weezing, who does a pretty good job at walling and burning me. Psycho cut also destroys slower Blazikens.
EV’s and natures: I chose an adamant nature for the increased power. Sucker punch makes up for the loss in speed, and in this team I’d rather break down a slow wall than be faster and lose power.
Experiences with the claws of doom: Absol sometimes dies fast because of its frail defenses and is sometimes almost worthless (when it doesn’t crit against a team full of walls for example). But in other games he destroys half teams. Often that’s when the other team members are failing. Most opponents hate to face Absol, because of sucker punch. So Absol is very useful.

Rhyperior @ leftovers
Nature: adamant
Ability: solid rock
EV’s: 136 hp / 252 atk / 120 sp. def
-Earthquake
-Rock blast
-Megahorn
-Rest
In general: Rhyperior is one of the toughest things around in UU. Leftovers over life orb because I need Rhyperior to stick around for a while, because it takes flying attacks without a problem, which Scyther, Primeape and Hariyama struggle with, so surviving is important.
Moves: Earthquake is the most reliable STAB attack.Often Rhyperiror uses stone edge alongside earthquake, but after a while I decided to go for rock blast to help me break subs from the likes of Mismagius and Moltres. I’m content with rock blast. Megahorn is there to hit grass types who might want to switch in. In the last slot I tried lots of stuff. Stealth rock was the first and most obvious idea. They would help me to get extra damage when U-turning and help with wallbreaking as well. Fact is, stealth rock helps on pretty much any team. It didn’t work so well and I barely had the time to use it. I tried swords dance and rock polish. They didn’t do anything significant either. I thought of substitute after that, but I ended up losing more health then winning it. And Rhyperior is too slow to prevent it from getting hit with status. It could use it on the switch, but switches usually carry grass or water moves and don’t plan on using status against Rhyperior. The idea to use rest was after a battle where I got defeated by a Clefable who outstalled my burned Rhyperior with softboiled. If I just wasn’t burned I would have destroyed that Clefable. That’s when I got the idea to use rest. There are many pokemon who have no hopes of defeating Rhyperior, unless it’s weakened a lot. That’s why rest works well. It keeps Rhyperior alive, helps against status and allow him to keep checking threats, which is especially useful on this team (because of those birds). I don’t think I need sleep talk.
EV’s and nature: Adamant nature is chosen for max attack… again. 252 EV’s in attack serve the same purpose… again. The other EV’s are a remnant of substitute Rhyperior to create 101 hp substitutes. Another distribution might be better for these remaining EV’s, but these are decent. I tried to put some special defense EV’s in defense, but Rhyperior is physically already bulky enough.
Experiences with the destroyer of life: Rhyperior is needed on this team. The physical bulk he brings to the table makes me careless about my bad weakness/resistance ratio. Unlike some other walls, like Registeel, Rhyperior doesn’t break the constant pressure I put on my opponents with powerful attacks. This is something not many things can do as effectively as Rhyperior. His typing gives me some key resistances, but also some weaknesses to common ground and fighting attacks, but even worse is his double weakness to grass and water attacks. Luckily, his ability solid rock and his good stats make up for this and earn him a spot on this team.

Milotic @ life orb
Nature: modest
Ability: marvel scale
EV’s: 152 hp / 80 def / 56 speed / 220 sp. atk
-Surf
-Ice beam
-Hidden power grass
-Recover
In general: Milotic is often seen as a colossal defensive bulky water. This overshadows it’s attacking capabilities. 100 base special attack isn’t nothing. With a life orb, Milotic can keep up the offense pressure. This is literally the life orb tank from the analysis. One could argue the life orb takes away some of its bulk. This is true, but recover can heal off this damage and I’d rather keep up my offense. Now you can see the second “flaw”. My special and physical tanks both have a weakness to grass. The only resistance to grass in this team is Scyther. So that can be a problem with stealth rock. That’s why every game I keep in mind I have to destroy grass. The moves of my team are specialized to hit grass switch ins hard. Venusaur likes to come in on Milotic, but ice beam 2HKOs it. If it’s a slower variant, Milotic can destroy it with a 2nd ice beam. I can often tell by the damage ice beam does, and leftover recovery or not.
Moves: surf and ice beam are obvious. I chose surf over hydro pump because I hate the accuracy and know it will miss when necessary. Recover helps Milotic to keep taking hits. I chose hidden power grass over hidden power electric and toxic because hidden power grass hits other water types for the same amount of damage, and grass means it annihilates quagsire, kabutops and omastar. Ice beam should hit flyers. Toxic would mean I’d have to stall my way out of things, which is out of the question.
EV’s and natures: The person who wrote the analysis made it sound so good that I’m going to copy/paste this:
The magic in this set is all in the EVs. The HP investment is enough to reach 369, which rounds Life Orb recoil down. The 56 Speed EVs allow Milotic to reach 212, which is enough to outpace slower variants of Mixed Blaziken, Jolly Marowak, and Adamant Torterra. With a Modest nature and 220 Special Attack EVs, Milotic reaches its highest possible bonus point total at 319, which makes it an effective wallbreaker. The rest of the EVs are put into defenses to make it an effective check against Fire-type Pokémon. Arcanine will never manage a 2HKO with Choice Banded ExtremeSpeed while Stealth Rock is in play, and defensive Moltres are unable to 3HKO with Air Slash despite the lack of Leftovers.
Experiences with the creature of the sea: Milotic is the weakest attacker on the team, but it’s the only special attacker. Her ability marvel scale is another helpful thing to reduce the effects of status. The typing and bulk makes Milotic very useful on this team, without taking away too much offensive power. Milotic is almost never the mvp, but if it was another water type, I would have lost more battles for sure. So Milotic deserves a spot on this team.
This team is bulky offense, with the emphasis on offense. How do I fare
VS offensive threats: I’m not afraid of going toe to toe against offensive teams since I have the advantage right from the start because I don’t have to set up to hit amazingly hard. Others can have instant hard hitters as well, but normally I have more of them, so I'm superior. My U-turners should give me the advantage to keep the momentum at my side. If something sets up, Rhyperior or Milotic should wall it and hit back, or I’ll have to outspeed it, either with being fast or using priority like sucker punch.
VS defensive threats: if I break the walls before I’m out of gas I probably won. If I don’t break through the walls immediately, then that’s not a problem. I can take some damage before I’m finished. It often takes some turns but eventually I manage to do it and win.
VS weather and trick room teams: Trick room hasn’t been a problem so far. Rain teams are too fast and powerful when it’s raining, so I have to work my way around the rain, by using moves like fake out, and threatening to KO with sucker punch, or switching and so on… I often sacrifice Rhyperior versus these kind of teams since he won’t be doing much anyway. Once the rain is down, they will fall. Sunny day teams are more dangerous, but their downfall is that fire types don’t get a speed boost, and the grass types don’t get a boost to their STAB, but they are still dangerous. Sandstorm never was a problem. Hail teams with stallrein and toxic spikes are extremely dangerous. I may not let them set this up, or it’s over (happened to me once).
VS status: Hariyama doesn’t mind status when it’s toxic is activated. Primeape can’t be put to sleep. Rhyperior can rest off any status if necessary and resists thunder wave. Milotic has marvel scale to increase its defense when people decide to status it.
I’m not going to go through a threat list, but I’ll list what I have encountered trouble with:
- Exeggutor in the sun can be annoying, with sunny day, psychic, solar beam and sleep powder. I have to get my way around it, it can be done, but it is hard to guess what move its going to use.
- Sceptile hurts if it gets in safely. Choice specs leaf storm can defeat half my team. Venusaur is not such a problem because of its low speed, but Sceptile’s speed is a killer.
- Weezing is tough to take down.
- Manectric with thunderbolt, HP grass and flamethrower hurts my team hard and usually takes down at least 1 thing.
That’s all I can think of.
There is 1 contra: it requires prediction, concentration and thinking, so it's not suited to play with it hours upon hours, it's not user-friendly.
Closing words:
I used the name duders to get into the leaderboard, and while you’re reading this, I might be still there. The reason I am posting this team is because I am going to quit playing this game, at least for now. Tell me what you think about the RMT, the team, the pictures, suggest some improvements, rate it, do whatever you want. All that’s left for me to say is: I hope you like the RMT and thank you for reading.