Team Immunity (UU immunities based team)

Introduction:

Hello users of Smogon, I've been a member for almost a 2 years now(less on the forums)and have decided to put up another one of my UU teams for rate. I've gone through a whole lot of teams and continue to strive for new ideas. This idea was thought up after a night where I continually ran into Shedinja and was having many difficulties taking it down. I remembered browsing through the archives when I first started playing UU and seeing a UU Immunities team and not thinking much about it. The next day I read through it again and then I began to brainstorm ideas. First I listed all the types that you could be immune to and how you could be immune to them:

Poison: Steel Types
Ghost: Normal Types
Normal: Ghost Types
Psychic: Dark Types
Ground: Flying Types/Levitators
Electric: Ground Types/Volt Absorb
Water: Water Absorb/Dry Skin
Fire: Flash Fire
Fighting: Ghost Types

After doing so I knew I would need at least 3 Pokemon that could cover dual immunities if I was going to make a successful team. I also knew that I would need highly defensive based Pokemon so that if one link in my chain did happen to fall the rest of the team would not be totally sacked. So I began:

Forming the Team:

For the first Pokemon I knew I would have to have a Flash Fire Pokemon to absorb all of the Fire Attacks thrown my way. I pulled up the list and here were the candidates:

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I knew I wanted this pokemon to be able to take hits and and be able to dish them back. Because of its frail nature Houdoom was eliminated. After that I knew I would need it to be fast enough to scare the #1 most used Pokemon in UU right now away, so Flareon was eliminated.The last three had comparable results in HP/Def/SpD and came down to a preference. .

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Next I needed a Pokemon that could come in on all the water being thrown at Arcanine and use it to heal itself. I pulled up the list for Water Absorbers in UU and got these:
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Right off the bat I knew I wanted something to counter the likes of Kabutops, Feraligtr and Milotic. Because of this something with decent speed was preferred and allowed me to eliminate Quagsire, Laparas and Parasect. Left with 4 very good Pokemon each with a plethora of resistances, I proceeded to knock off Toxicroak because of the lack of Fire resistance. After that went Mantine because of its weakness to rock which because of Kabutops was very important. So left with the two Polis I went with the one that provided the resistance to rock and the higher Defense.

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I knew in order to be immune to both Normal and Fighting I would need a Ghost. So I pulled up all the possible Ghosts:

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Unfortunately I knew that I was not going to be employing a rapid spinner, so that quickly eliminated Shedinja. After that I weeded out the weaker form of Spiritomb and said good bye Sableye. With Arcanine already being weak to SR I decided that Drifblim and Froslass would also not be a very good fit. Left with Mismagius, Spiritomb, Rotom and Bannete I eliminated Bannete and Rotom for their lackluster SpD's. After much deliberation I decide between the last two canidates I put Mismagius for her fast Taunt and the ability to Levitate.

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Next I needed the all important Dark type. I pulled up the viable dark Pokemon that could help put a stop to any Psychic in my way:

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Holy bejesus that's a lot of dark Pokemon to choose from. I started by getting rid of common weaknesses that my team already had, so I said good bye to Sharpedo, Drapion and Crawdaunt. After that I eliminated Houndoom and Sableye for the same reasons they were eliminated before. Left with 8 choices still I began to eliminate based on defensive capabilities. This allowed me to say good bye to Absol, Cacturne, Shiftry, Skuntank and Mightyena. Left with Spiritomb and Umbreon I looked at what each could do for the team. After much deliberation I gave into the no weakness syndrome that Tomb brought to the table.

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With 6 of the 9 immunities take care of I was left with Ghost, Electric and Poison. I began my search for a Pokemon that could combine two of the 3 left immunities. Seeing as there are no Normal/Steel Pokemon and no Normal/Ground Pokemon this lead me to seek a Steel/Ground Pokemon:

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Wait a minute?!? I only get 1 choice?!? Sweet, no deliberation on this one. He provides me with the Poison/Electric immunity and he also has huge defensive capabilities.

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With one Pokemon left and only one immunity to fulfill, I began my search for a defensive based Normal Pokemon. I knew that the main ghosts I would be encountering included Mismagius, Spiritomb, Froslass and Rotom (the occasional Drifblim and Shedinja as well). So the one thing that 3/4 had in common was speed. After trying Chansey and Clefable I just wasn't happy with the results. I also noticed that my Steelix Lead was not always able to lay Rocks or do much of anything when Moltres showed up. So I decided to use the last spot as a filler/lead and went with the new lead I had seen running around lately.
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Team at a Glance:

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The Juicy Part:

The Lead

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Venusaur(Itsnotatumor)
Ability:Overgrow
Item:Choice Scarf
Nature: Timid
EV's: 4HP-252 Spe-252 SpA
Moveset:
Sleep Powder
Energy Ball
Leaf Storm
Sludge Bomb

Venusaur is my filler. It has been a great lead as it usually starts the match off just the way I like ahead. It sleep powders their lead, and I switch into Steelix to lay my rocks. If its a lead I'm sure is faster Scarf Moltres, Scarf Alakazam or Scarf Venusaur then I will go into the appropriate immunity. Later in the game once I've withered down the opponents team Venu gives me a great way to clean up and seal the deal

Vs. Top 10 Common UU Leads as of December 2009(* means they give me problems) :

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The days of Low Kicking Ambipom are gone so I go into Steelix to take minimal damage from the Fake-Out.
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So many sets out there but almost all eat a Sleep Powder. If I catch a weird one with Choice Scarf Psychic, or Lum Berry Sub, then I switch to Tomb for the First and Steelix for the second.
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Sleep Powder first turn, unfortunately if I miss then they can get off a taunt, if this happens I switch to Arcanine. If they are scarfed as well a 252 Modest Ice Beam does 97.7% max.
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Have to be careful with this one. Most are scarfed its just a matter of what to go into. If there smart they air slash and not overheat, but I tend to go to Arcanine to be safe.
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Anti-Lead Arcanine doesn't like sleep, so that's what I do to him.

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Never mess with the current highest SpA in the metagame. I go directly into Tomb.
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We all know what your going to do Mr. I put it to sleep and hope not to miss.
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I'm usually torn on what to do with this one. I often find myself putting it to sleep but wishing I had Leaf Stormed.

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First turn it protects to scout what I lock myself into. I usually choose Sleep Powder.
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Sleep it and keep it that way.

Overall Venusaur has been a good steady lead. But I'm open to suggestions on Normal types or what other Pokes could fit the bill.

Fire: Arcanine/Poliwrath
Psychic: Spiritomb
Flying: Steelix

Steel Foundation

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Steelix(BiteMe)
Ability: Sturdy
Item:Leftovers
Nature:Impish
EV's:252 HP-4 Att-252 Def
Moveset:
Stealth Rock
Explosion
Earthquake
Roar

Steelix job is to put up rocks and force switches. He comes in directly after Venusaur, sometimes before, and sets up SR. After that dependent on if they have switched something in or have decided they want to battle the sturdy steel monster, I will either Roar or EQ. Explosion is for the last ditch attemp to take something with me. The EV's I'm not sure on, besides run max HP I'm indecisive if running max SpD would do anything to help me. So for now I'm running Max Def as well as HP. I often find that if I lose Steelix I have a huge whole in my team as he does so much walling that his job is hard to find a replacement for.

Ground: Mismagius
Fire: Arcanine/Poliwrath
Water: Poliwrath/Venusaur
Fighting: Mismagius/Spiritomb

The Fireman

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Arcanine(BurnmePlz)
Ability: Flash Fire
Item:Leftovers
Nature:Jolly
EV's:60 HP-196 Att-116 Def-136 Spe
Moveset:
Flare Blitz
Morning Sun
Will-O-Wisp
Extreme Speed

Arcanine has a few jobs on the team. First and foremost he takes all the fire and WoW aimed at my team. After that he spreads the burn himself, all while stalling them out with Morning Sun. And finally he nets those stubborn KO's with the Flareblitz and Extreme Speed combo. The 44 HP EV's gives him 336 HP or 21 HP for Leftovers. The 136 Speed EV's allows him to outpace positive base 80 Pokemon(Venusaur). The rest are put into Attack and Defense.

Water: Poliwrath/Venusaur
Ground: Mismagius
Rock: Steelix/Poliwrath

The Pool of Endless Love

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Poliwrath(Im all wet)
Ability: Water Absorb
Item:Leftovers
Nature: Jolly
EV's: 164 HP-200 Att-144 Spe
Moveset:
Focus Punch
Waterfall
Substitute
Encore

I fell in love with this thing when it got Encore. This bad boy is my solution to Milotic, Registeel and more importantly Rain. He also serves as a great switch in on one of his 6 resistances. He goes in Encores, sets up his sub and starts punching away. EV's are geared to outpace positive speed Torterra and all positive base 55's, along with of course outpacing Defensive Milotic and Blastoise. The rest is divied into HP and Attack.

Electric:Steelix
Grass: Venusaur/Arcanine
Flying: Steelix
Psychic: Spiritomb

Ghostly Heiress

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Mismagius(QueenofDead)
Ability: Levitate
Item:Leftovers
Nature:Timid
EV's:44 HP-196 Def-252 Spe-16 SpA
Moveset:
Taunt
Shadow Ball
Thunder Bolt
Calm Mind

Mismagius is the first set up Pokemon of the team. She comes in on a predicted Fighting/Normal/Ground attack and proceeds to boost her own stats. I run Taunt over Substitute simply because I got tired of Clefable coming in after my sub and Encoring me. Taunt prevents Clefable/Chansey and Sleep Powder Saur. Shadow Ball for STAB and Tbolt over HP Fighting because if I'm going to run max speed and a positive speed nature I don't want to lose that 1 pt. The EV's are geared to allow me to be just Defensive enough to get a Calm Mind boost in. The HP is a Leftovers number and max speed is a must.

Ghost: Steelix
Dark: Steelix/Poliwrath


The Defensive Ghost
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Spiritomb(The Plague)
Ability: Pressue
Item:Leftovers
Nature: Bold
EV's: 252 HP-252 Def-4 Spe
Moveset:
Dark Pulse
Calm Mind
Rest
Sleep Talk

Spiritomb has a few jobs. He first and foremost is to scare all the psychics away. After that he is one of my defensive Pokemon if Steelix does go down. He also absorbs status and use it to his advantage. I often bring him in early game to see what kind of counter the person has in store. Quite often I am able to set up and knock 3-4 of the opponents Pokemon out before getting an unfortunate crit or unlucky sleep talk. The EV's are to make him as Defensively bulky as possible and after a calm mind is equally bulky on both sides. Dark Pulse over Shadow Ball because I never like seeing a Clefable or Chansey ruin my fun with their immunity.

No Weakness



So that's my team please Rate,Comment, Critique etc.
If you suggest a replacement remember it must fit the immunity that you are replacing it with and if you made it this far thanks for sticking with me. For those of you who are wondering, this is not the team I ladder with on this account but rather my Alt account.

Changes will be in red. Except Arcanine who will be in black.
 
Hey. I see u have great synergy with ur pokemon so no real flaws; however if u want a normal pokemon that's a good powerhouse use clefable w/ this set.

Clefable w/ Life Orb
Ability (obvious) Magic Guard
4 HP/252 Att./ 252 Spd. Jolly nature (-spd./ +Att)
Double-Edge
Belly Drum
Softboiled
Fire Punch/ Brick Break
This is a powerhouse that can even hit a Metagross w/ double-edge at 77% on average w/ belly drum brick break helps with the overall coverage but I suggest fire punch better since it can also hit ghost types that would other wise wall this set.

OR
item: Life Orb Quiet Nature
216 Att/ 216 Sp. Att/ 76 Spd
Double Edge
Fire Blast
Grass Knot
Softboiled
This set is if u want to weaken some pokemon for later on in the mtach if u just want a clean sweep.

it's ur choice but I prefer the Belly-Edge set from Smogon and can be a great lead. it works really well and even scare off ppl when u use it at the fullest. it's even more beastly than Venusaur. if u just wan to take down the most annonying wallers than the Smogon's wall brreaker set is good enough.
 
Not going to be a big rate or anything but, how do you deal with LO moltres? It seems like it does a good amount of damage to your whole team, my suggestion is adding a milotic. Milotic is a decent check to LO moltres, and even if you lose water absorb with poliwrath, you have a better bulky water and can come in on many physical attacks, as well as handling some special attacks as well.
 
An immunities-based team is pretty lackluster unless you have a spinner, since the point of having all these immunities is to gain free switches. I suggest Claydol or Donphan in place of Steelix.
 
An immunities-based team is pretty lackluster unless you have a spinner, since the point of having all these immunities is to gain free switches. I suggest Claydol or Donphan in place of Steelix.

In addition to this comment, I would like to suggest Hitmontop. He can rapid spin and has a handful of priority moves that can allow a lot of Revenge Killing in case someone on your team falls.
 
Another suggestion for your team that could replace Venusaur is Miltank. She's retarded speedy, carries her own recovery move as well as Heal Bell, and can be a force to be reckoned with coupled with Body Slam and Iron Head. A Flinch or Paralysis at a critical point in the game spells doom for anyone facing Miltank. You should have little to no worry about Fighting Types due to your team packing dual Ghosts.

Or you could give Miltank Stealth Rock and Scrappy (Body Slam is a 2HKO on all non-Bold/255DEF+HP UU Ghosts except Tomb, and an OHKO on most). This frees one of Steelix's moveslots, possibly for Spikes. You don't need Thick Fat, but you might find it useful.

If you don't like that idea, you could drop Mismagius for Swellow. U-turn can be very powerful, especially when your team has so many viable switch-in options. This also provides you with a Normal type for that Ghost immunity.
 
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