Introduction
Oke, after tinkering with some weatherstall teams, I decided to do a normal stallteam and theres 1 pokemon I certainly wanted in it.
That pokemon being Altaria , after I saw it learned Healbell it gave me inspiration to build a team using it. I like playing stall/defensive so making a semi-stallteam with Altaria was practicly unavoidable.
Team Building Process
So as I said, I wanted to make a team based on Altaria.
It has great typing. Having 3 weaknesses but resisting so many others.
So ofcourse Altaria was set in the team.
Then I needed someone to set up spikes.
I didn't want to split it onto 2 pokemon so I had 2 options
Omastar or Cloyster.
As Altaria was already weak to rock adding cloyster would make 2 pokemon already weak to rocktypes. Im trying to get as many resistances as possible to counter and stall. So cloyster was not going to cut it.
Omastar works quite well in synergy with Altaria seeing all Altaria is weak to , is resisted by Omastar. Namely Rock/Ice/Dragon. Even tho Ice does neutral damage Omastar can handle it better then Altaria.
So introducing
Omastar can set up rocks/spikes and tspikes. Having 3 hazards on 1 pokemon seemed abit of overkill to me. Hence releaving it of Stealthrock.
I needed something that can set up Rocks well and cause some other havok. Then I saw someone using an Uxie set that was so annoying I must have had this so I brought in Uxie. It has good defenses and also brings me the Rocks I need.
So Now I got my hazards set someone can spin them away too fast.
So I needed a ghost. My favorite UU Ghost is Spiritomb.
The fact that it has Pursuit is what I like alot. It makes alot of people die and eliminates threats that might have been harmfull so heres the king of UU ghosts , also having a dark resist works good with Uxie.
Then I needed a spinner of my own because having hazards on my team wont be good If I keep having to switch to counter.
Seeing this team is quite defensive I wanted abit of an offensive spinner
Hence me going for Hitmontop. This poke saved me quite a few times with its stab priority's
Last I wanted something offensive on the special side because its really defensive. I would also have it as a secondary revenge killer because Hitmontop being the first.
Then I was thinking of something specially based that needed to have good coverage as well and might be able to take hits for Altaria.
There really was just 1 choice. That being Magneton
So Heres the team thats named Counterstrike
In Depth
Uxie@Choicescarf~Elf
Ability: Levitate
Nature: Impish
EV's: 252 hp, 104 defence, 152 speed
-Trick
-StealthRock
-U-Turn
-Thunderwave
Trick incapacitates alot of the leads or other pokemon , the only leads he doesnt actually criple are already choiced leads.
Stealthrock for doing optimizing entry damage, also hitting pesky birdtypes who dodge the spikes.Thunderwave is also for crippling. Usually After I tricked the scarf I set up either rocks or first thunderwave then putting up rocks. U turn is for scouting and its basicly its only attack move. Uxie isnt meant to be damaging hard ,he isnt more then just a set-up pokemon.
How it fairs against the UU leads.
TOP UU LEADS
: Switch to Spiritomb to take the fake-out and then proceed
according.
: Trick it a scarf then go to hitmontop to kill it.
: Trick it a scarf, if were both scarfed I switch to Magneton to make it trick its scarf for my own and then proceed accordingly
: Trick it a scarf, if its already scarfed switch to Altaria.
: Trick it a scarf , if he gives me specs I take in the hit and switch it accordingly . I can trick the specs away later
Spiritomb@leftovers~Haunt
Ability: Pressure
Nature:Careful
Ev's: 252 hp, 140 atk , 116 sp.def
-Will o Whisp
-Rest
-Pursuit
-Suckerpunch
This is my spinblocker.
He does a great job of doing so.
Will O Whisp is for crippling physical threats not being hurt by Toxicspikes or if someone did manage to spin them away this also can be helping to slowly kill them off. Pursuit being my STAB move also helps hurting pokemon that switch out at the sight of this. Yes , you other ghost/psychic types.
Suckerpunch has saved my ass a few times already , when pokes are slowly dieing away of toxic and such , Suckerpunch helps me kill them before they kill me. Rest is here because I do need a recovery of some sort. Painsplit wouldnt cut it seeing the Idea is to whittle down their hp, not my own.
And Rest works well in tandem with Altaria's Heal bell.
Hitmontop@Leftovers~Spinpoint
Ability:Technician
Nature:Adamant
Ev's:252 hp, 176 atk, 16 def, 64 sp.def
-Mach Punch
-Rapid Spin
-Rest
-Pursuit
With Technician I use only under base 60 moves for doing optimal damage.
He is my spinner so ofcourse It has rapid spin.
Most Hitmontop use Machpunch in tandem with Bulletpunch so they can hit steels. I prefer using MachPunch+Pursuit. I can Pursuit instantly when people know im going to spin. If no ghost comes I take my rapidspin and kick off the Hazards. Its my RevengeKiller and Utilityspinner.
Rest is here for a lack of recovery move. Besides I didnt really need any other move then the first 3 so Rest is a good filler.
Omastar@Leftovers~Squiddish
(They didnt have Omastar so Omanite will do)
Ability: Battle Armor
Nature:Bold
Ev's:252 hp, 176 def, 80 sp.def
-Surf
-Spikes
-Tspikes
-Icebeam/???
Not much to say here really.
Surf Is the obvious STAB. It can do decent damage and wreaks Havoc on Fire/rock/ground types.
Spikes and Tspikes are the obvious hazard that have to be set up.
Icebeam is basicly a Filler move and Maybe I should put in another move?
So im willing to look at any options. Icebeam helps currently hit rock/bird/dragon types that might harm Altaria but, Rock can be covered by surf and you dont see that many dragons in UU besides Altaria so its basicly kind of a Dud.
Magneton@choicescarf~Sparks
Ability:Magnet Pull
Nature:Modest
Ev's:60 atk, 192 speed, 252 sp.atk
-Thunderbolt
-Hp Fire
-Explosion
-Signal Beam/???
This is a semi Revengekiller.
With scarf it outspeeds alot of the pokemon.
You would think its sole purpose is to trap steeltypes, it does kill steeltypes but I rather have a sp.atk sweeper with good resistances.
It first had timid to be even faster but Modests powerincrease is more important I have found, after doing only 80% damage to opposing magneton while they did 100% damage.
Thunderbolt as a Main STAB here.
Hpfire To kill opposing steeltypes I might trap.
Explosion to eliminate threats quickly that could be harmfull or deadly for tis team. Then I yet again have a 4th slot where im not sure what to put in for. I opted for SignalBeam to kill the Dark/Psychic/Grasstypes that could possible be annoying. Tho HP fire cleans grasstype as well.
Give me your advice on the last moveslot.
Last but not least The pokemon where this team was based on.
Altaria@leftovers~Cottonball
Ability: Natural Cure
Nature: Careful
Ev's: 252 hp, 40 atk , 216 sp.def
-Roost
-Roar
-Healbell
-Arial Ace
Jacked straight out of the Archive.
I choose Arial Ace over DragonClaw because there arent alot of dragons in UU. Yes its still a good damaging move but I prefer Arial ace to the lack of enough grasscounters. Healbell is the awesome move that saves this team lots. Waking up all the rest pokemon instantly and removing all the para/poison/burn away from my pokemon making them all fresh and healthy.
Roost for keeping myself alive.
Last move I wasnt sure what to put but decided to go with Roar.
In UU you have alot of subbing pokes so I didnt find Haze accurate to do the job. Whereas Roar does.
This ends my rmt for this night
I will add more tommorow like Threatlist and Synergy.
Please Rate with what it is atm
Its supposed to be Semi Stall with 1 physical offense and 1 special offence.
Cant wait to see whats going to be suggested
Oke, after tinkering with some weatherstall teams, I decided to do a normal stallteam and theres 1 pokemon I certainly wanted in it.
That pokemon being Altaria , after I saw it learned Healbell it gave me inspiration to build a team using it. I like playing stall/defensive so making a semi-stallteam with Altaria was practicly unavoidable.
Team Building Process
So as I said, I wanted to make a team based on Altaria.
It has great typing. Having 3 weaknesses but resisting so many others.
So ofcourse Altaria was set in the team.

Then I needed someone to set up spikes.
I didn't want to split it onto 2 pokemon so I had 2 options
Omastar or Cloyster.
As Altaria was already weak to rock adding cloyster would make 2 pokemon already weak to rocktypes. Im trying to get as many resistances as possible to counter and stall. So cloyster was not going to cut it.
Omastar works quite well in synergy with Altaria seeing all Altaria is weak to , is resisted by Omastar. Namely Rock/Ice/Dragon. Even tho Ice does neutral damage Omastar can handle it better then Altaria.
So introducing

Omastar can set up rocks/spikes and tspikes. Having 3 hazards on 1 pokemon seemed abit of overkill to me. Hence releaving it of Stealthrock.
I needed something that can set up Rocks well and cause some other havok. Then I saw someone using an Uxie set that was so annoying I must have had this so I brought in Uxie. It has good defenses and also brings me the Rocks I need.

So Now I got my hazards set someone can spin them away too fast.
So I needed a ghost. My favorite UU Ghost is Spiritomb.
The fact that it has Pursuit is what I like alot. It makes alot of people die and eliminates threats that might have been harmfull so heres the king of UU ghosts , also having a dark resist works good with Uxie.

Then I needed a spinner of my own because having hazards on my team wont be good If I keep having to switch to counter.
Seeing this team is quite defensive I wanted abit of an offensive spinner
Hence me going for Hitmontop. This poke saved me quite a few times with its stab priority's

Last I wanted something offensive on the special side because its really defensive. I would also have it as a secondary revenge killer because Hitmontop being the first.
Then I was thinking of something specially based that needed to have good coverage as well and might be able to take hits for Altaria.
There really was just 1 choice. That being Magneton

So Heres the team thats named Counterstrike






In Depth
Uxie@Choicescarf~Elf

Ability: Levitate
Nature: Impish
EV's: 252 hp, 104 defence, 152 speed
-Trick
-StealthRock
-U-Turn
-Thunderwave
Trick incapacitates alot of the leads or other pokemon , the only leads he doesnt actually criple are already choiced leads.
Stealthrock for doing optimizing entry damage, also hitting pesky birdtypes who dodge the spikes.Thunderwave is also for crippling. Usually After I tricked the scarf I set up either rocks or first thunderwave then putting up rocks. U turn is for scouting and its basicly its only attack move. Uxie isnt meant to be damaging hard ,he isnt more then just a set-up pokemon.
How it fairs against the UU leads.
TOP UU LEADS

according.




Spiritomb@leftovers~Haunt

Ability: Pressure
Nature:Careful
Ev's: 252 hp, 140 atk , 116 sp.def
-Will o Whisp
-Rest
-Pursuit
-Suckerpunch
This is my spinblocker.
He does a great job of doing so.
Will O Whisp is for crippling physical threats not being hurt by Toxicspikes or if someone did manage to spin them away this also can be helping to slowly kill them off. Pursuit being my STAB move also helps hurting pokemon that switch out at the sight of this. Yes , you other ghost/psychic types.
Suckerpunch has saved my ass a few times already , when pokes are slowly dieing away of toxic and such , Suckerpunch helps me kill them before they kill me. Rest is here because I do need a recovery of some sort. Painsplit wouldnt cut it seeing the Idea is to whittle down their hp, not my own.
And Rest works well in tandem with Altaria's Heal bell.
Hitmontop@Leftovers~Spinpoint

Ability:Technician
Nature:Adamant
Ev's:252 hp, 176 atk, 16 def, 64 sp.def
-Mach Punch
-Rapid Spin
-Rest
-Pursuit
With Technician I use only under base 60 moves for doing optimal damage.
He is my spinner so ofcourse It has rapid spin.
Most Hitmontop use Machpunch in tandem with Bulletpunch so they can hit steels. I prefer using MachPunch+Pursuit. I can Pursuit instantly when people know im going to spin. If no ghost comes I take my rapidspin and kick off the Hazards. Its my RevengeKiller and Utilityspinner.
Rest is here for a lack of recovery move. Besides I didnt really need any other move then the first 3 so Rest is a good filler.
Omastar@Leftovers~Squiddish

(They didnt have Omastar so Omanite will do)
Ability: Battle Armor
Nature:Bold
Ev's:252 hp, 176 def, 80 sp.def
-Surf
-Spikes
-Tspikes
-Icebeam/???
Not much to say here really.
Surf Is the obvious STAB. It can do decent damage and wreaks Havoc on Fire/rock/ground types.
Spikes and Tspikes are the obvious hazard that have to be set up.
Icebeam is basicly a Filler move and Maybe I should put in another move?
So im willing to look at any options. Icebeam helps currently hit rock/bird/dragon types that might harm Altaria but, Rock can be covered by surf and you dont see that many dragons in UU besides Altaria so its basicly kind of a Dud.
Magneton@choicescarf~Sparks

Ability:Magnet Pull
Nature:Modest
Ev's:60 atk, 192 speed, 252 sp.atk
-Thunderbolt
-Hp Fire
-Explosion
-Signal Beam/???
This is a semi Revengekiller.
With scarf it outspeeds alot of the pokemon.
You would think its sole purpose is to trap steeltypes, it does kill steeltypes but I rather have a sp.atk sweeper with good resistances.
It first had timid to be even faster but Modests powerincrease is more important I have found, after doing only 80% damage to opposing magneton while they did 100% damage.
Thunderbolt as a Main STAB here.
Hpfire To kill opposing steeltypes I might trap.
Explosion to eliminate threats quickly that could be harmfull or deadly for tis team. Then I yet again have a 4th slot where im not sure what to put in for. I opted for SignalBeam to kill the Dark/Psychic/Grasstypes that could possible be annoying. Tho HP fire cleans grasstype as well.
Give me your advice on the last moveslot.
Last but not least The pokemon where this team was based on.
Altaria@leftovers~Cottonball

Ability: Natural Cure
Nature: Careful
Ev's: 252 hp, 40 atk , 216 sp.def
-Roost
-Roar
-Healbell
-Arial Ace
Jacked straight out of the Archive.
I choose Arial Ace over DragonClaw because there arent alot of dragons in UU. Yes its still a good damaging move but I prefer Arial ace to the lack of enough grasscounters. Healbell is the awesome move that saves this team lots. Waking up all the rest pokemon instantly and removing all the para/poison/burn away from my pokemon making them all fresh and healthy.
Roost for keeping myself alive.
Last move I wasnt sure what to put but decided to go with Roar.
In UU you have alot of subbing pokes so I didnt find Haze accurate to do the job. Whereas Roar does.
This ends my rmt for this night
I will add more tommorow like Threatlist and Synergy.
Please Rate with what it is atm
Its supposed to be Semi Stall with 1 physical offense and 1 special offence.
Cant wait to see whats going to be suggested