Team Overcharge [A UU RMT]

Hey,

This team was created with one purpose in mind, to overcharge attackers, and let loose. It implores the use and merits of Baton Pass, and takes advantage of the synergy and diversity between some Pokémon. The team currently has a record of 8-1, but I post this here to ask for your rates and hopefully improve it further.

The principle of this team is simple. It needs to follow five steps to be effective, which are displayed below.

1) Find out the hazers and taunters, and eliminate them.
2) Scout out the rest of the team.
3) Select a pokemon to set up on.
4) Get the Baton Pass in to set up and pass.
5) Choose a reciever and sweep.

If the sweeper does not finish the job, I have two more sweepers, once physical, one special, in order to mop up the mess the original sweep left behind.

Step 1 is the first priority. Usually, I end up having to sacrifrice a Pokémon, just to get rid of the taunter/phazer.

Step 2 is basically to see the rest of the team and formulate the plan to winning.

Step 3 is choosing the best Pokémon to set up on. This could be a Status user, attempting to Toxic or T-wave my Sub.

Step 4 is pretty self explanitory. Usually, my sweepers only need one boost to sweep.

Step 5 is to take charge and leave my mark on my opponent. When my Pokémon is done, they are down by about two to three Pokémon.




How it was made
See inside spoiler

The baseline of this team was Baton Pass. But what? I decided on passing Special Attack and looked for an ideal couple. This couple was Espeon and Blaziken.

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A brainwave occured inside me, instead of having just one potent combination, how about two? I looked for another special attacker, and found my answer, Milotic. Milotic has a great attacking type, furthered only by a diverse movepool.

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Looking at the team, a Physical Attacker was needed. Scizor remains the #1 pokemon in OU, so why not use his little brother in UU? It was settled, a Scyther was put on the team.

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With Scyther on the team, Rapid Spin support was needed. Looking at my team, I also noted how two members were weak to Electric, so I needed an immunity. Claydol and Donphan came to mind, with the nature of the team, Donphan was chosen to be on the team.

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Now I needed a lead. I wanted a lead with Taunt to stop Stealth Rock going up in the first place. This came down to Ambipom or Electrode. Ambipom was too easy to predict though, so he was a no. Electrode is also know to Taunt a lot, so he was out of the question too. Then I came across a peculiar little pokemon called Qwilfish, who had access to Taunt. Further more, he had access to Spikes, which really help to sweep teams.

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As one member pointed out, Scyther on a Rapid Spin team was a no-no. I still wanted that ground resist though, so I went looking for levitating physical attackers. I couldn't find any that would help. I then looked towards Grass pokemon, and decided that a Cacturne would be perfect to the team, with Sucker Punch, Seed Bomb and Encore.

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While Espeon was doing it's job great, I couldn't help but notice it's weakness to Chansey, as well as not be stopped by phazers. Therefore, I looked for a Pokémon that could use Chansey as set up fodder, while also being immune to Roar. It was then I came across a peculiar Pokémon, Mr. Mime, who has failed to let either Blaziken or Milotic down.

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CHANGES IN BLUE


In depth analysis of Team Overcharge


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Qwilfish (M) @ Focus Sash
Ability: Poison Point
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- Waterfall
- Spikes
- Taunt

Why was Qwilfish chosen?
Qwilfish was chosen due to it's unique access to Taunt, Spikes and Explosion. Qwilfish's role on the team is to try and stop entry hazards going up first team, which Qwilfish does a great job at doing. No one suspects Qwilfish to carry taunt, which means they always Stealth Rock. I can Taunt, preserve my sash, set up my own Spikes and if need be, blow up in spinner's face. Qwilfish is the Azelf of UU.

Why this moveset?
Explosion - who doesn't like to explode? Explosion is a last ditch attack, or if I have my sash, helps to get rid of a troublesome pokemon or Spinner.
Waterfall - Though Aqua Jet was recommended by pokemon, Waterfall means I don't have to rely on Explosion to take out Grounded leads, such as Nidoqueen.
Spikes - 25% off grounded Pokemon? Yes please. Spikes are the make or break move of this team, and help towards the final sweep. More layers of spikes up means less time setting up with Mr. Mime.
Taunt - Qwilfish's main role is stopping opposing hazards. How does he does this? Taunt! Qwilfish is fast enough to stop the most common hazard creators, with the exception of ScarfTerra leads.

Why Poison Point?
Poison Point has a 30% chance of breaking the opponents Sash. That, and residual damage on Uxie or Ambipom never hurts.

Why Focus Sash?
It needs to stop hazards and set up at least one and also explode. That's three jobs it needs to do. Focus Sash, providing things go well, allow this to happen.

Why that nature and those EV's?
Qwilfish needs all the speed it can get, so Jolly and 252 Ev's in speed was a given. Qwilfish also needs the most attack it can get, so 252 attacks ev's followed. The rest were placed in HP.

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Cacturne (M) @ Life Orb
Ability: Sandviel
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Spd, -SAtk)
- Sucker Punch
- Seed Bomb
- Swords Dance
- Low Kick

Why was Cacturne chosen?
Cacturne replaces Scyther as the first physical attacker on the team. Scyther's Stealth Rock weakness was too much to bear, especially on a team lacking Rapid Spin (at the time of it's creation). Qwilfish's Taunt didn't guarantee a no stealth rock free match. Cacturne's role is to take on physical walls and come out top, as well as remove the Taunters and create the chance to allow Mr. Mime to set up. I won't be switching Cacturne out any time soon, as it nets me 2-3 kills per match.

Why this moveset?
Sucker Punch - I needed SOME priority since Scyther was gone, and Sucker Punch does the job nicely. Sucker Punch is insane with +2 attack and Life Orb.
Seed Bomb - Cacturne's main weapon against Ghost Pokemon. Yes, it has access to the Sucker Punch, but Sucker Punch requires an attack, and Seed Bomb ensures I'm not walled by Ghost Pokémon.
Swords Dance - Cacturne can overcharge himself with Swords Dance, going from a fantastic 361 to and utterly insane 722. Factor in Life Orb, and we have a sweeper ready to go.
Low Kick - With Encore being used on Mr. Mime, it found little use on Cacturne. Low Kick allows me to break through Steel Pokémon, most notably, Registeel and Steelix. Further more, it creates a chance to lay up SE attacks on Dark Pokémon not named Mixdoom.

Why Life Orb
The freedom from Life Orb turns Cacturne into a sweeper. I'm not too disheartened by Life Orb, as Cacturne has more than enough power to pull down at least 1, if not 2-3 pokemon per match.

Why that nature and those Ev's?
To make Sucker Punch as powerful as possible, I went for an Adamant nature. Then max attack to increase Cacturne's attack to the greatest possible. Max speed is a given, as Cacturne's defences are sub-par. The rest was thrown in defence.


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Donphan (M) @ Choice Band
Ability: Sturdy
EVs: 56 HP/252 Atk/200 Def
Adamant nature (+Atk, -SAtk)
- Stone Edge
- Ice Shard
- Earthquake
- Rapid Spin

Why was Donphan chosen?
Donphan was chosen due to it's ability to Rapid Spin. It's also much more offensive than it's Ground spinning counterpart, Claydol. Donphan also provides the only Electric immunity, making it key to the team. Donphan's role is to check Dragon's and provide some more priority for the team, as well as prevent hazards from affecting the team. He also serves as a reliable switch in to Rock types. I did use the standard Donphan set, but after experimenting, the Choice Band set works much better for this team.

Why this moveset
Stone Edge - Assurance had limited use outside of hitting Ghosts. Stone Edge also allows me to hit incoming Moltres predicting an Earthquake.
Ice Shard - serves as a semi check to Altaria and Flyers. It also provides some good insurance against Torterra, as well as provide more priority for the team.
Earthquake - THE best move in the game. 100 accuracy, 100 base power. What's more, it's STABed and gets great coverage. Donphans best move with ease.
Rapid Spin - I hardly used Stealth Rock whilst using a Choice Band, and Rapid Spin has proven to be much more effective, especially keeping Rocks and Spikes off the field, leaving me more turns to sweep. I'm currently looking for a lead that can Taunt, and set up Spikes and Stealth Rock.

Why Choice Band?
If you read the description, I used to run a leftovers set. However, Choice Band achieved so much more power, and gave the true meaning of overcharged.

Why that nature and those EV's?
Adamant was chosen to overpower Donphan. He's also slow, so Jolly would have been pointless. The ev's are max attack to increase power to the limit, with the rest organized to give Donphan as muhc phsyical bulk as possible.

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Mr. Mime (M) @ Leftovers
Ability: Synchronize
EVs: 252 HP/216 Spd/40 SDef
Timid nature (+Spd, -Atk)
- Calm Mind
- Encore
- Substitute
- Baton Pass

Why was Mr. Mime chosen?
Yes, it's Mr. Mime, the reincarnation of...god knows what. Mr. Mime replaces Espeon as my Baton Passer. Mr. Mime has the wonderful ability of Soundproof, meaning I can set up with fear of being Roared away. Mr. Mime's role is to set up Blaziken or Milotic depending on the opponents team, and sweep away. The rest of the team makes sure that there are no Taunters or Phazers to prevent this happening.

Why this moveset?
Calm Mind - I needed something to pass, right? Calm Mind works extremely well with the movesets of Milotic and Blaziken, as well as create unbreakable subs (from the special side)
Encore - Encore is the perfect move to ease set up. Encore means that the Toxic from Chansey or Protect from Clebfable is ever lasting, which creates more turns of set up.
Substitute - Helps to avoid status and Sucker Punch. I can also create unbreakable subs to pass to the recipients, who appreciate the shield from status.
Baton Pass The focus of the team. Not only does Baton Pass avoid Sucker Punch, Pursuit, Taunt, and others, it also passes the intended boosts to my Pokemon.

Why Soundproof?
I did consider Filter to create Subs not so easily breakable. However, if you've used Rhyperior, you'll notice that even with Solid Rock (same as Filter), it folds up to specially based Grass and Water attacks. Mr. Mime is the same sorry case but with defence. Besides, Soundproof stops Roar and some attacks, does it not?

Why Leftovers?
I may need Mr. Mime again, therefore, I need leftovers to create more substitutes and stick around more.

Why that nature and those EV's?
Mr. Mime was given a Timid nature, as he needs the speed to get out of there, being as frail as he is. Since Mr. Mime is using no attacks whatsoever, the EV's are max speed to get out of there, and max HP to throw up the biggest subs possible, with the rest dumped in Special Defence.


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Milotic (M) @ Life Orb
Ability: Marvel Scale
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Recover
- Hidden Power [Grass]

Why was Milotic chosen?
Bulky Water? I think not! Milotic is a fantastic sweeper with a couple of Calm Minds under it's belt. Milotic serves to open up the sweep, being reciever #1. He also has a fantastic attacking type, and as stated in the team building process, a great movepool to work with.

Why this moveset?
Surf - The main sweeping move of Milotic. With some Calm Minds, this hits like a truck. Surf is chosen over Hydro Pump for accuracy issues - this also ensures a sweep when we have +3 Special Attack or so.
Ice Beam - Provides coverage against Grass Pokemon as well as hit Altaria.
Recover A Life Orb sweeper, capable of healing it self ready to be used again? Yes please.
Hidden Powder (GRASS) - I needed something to hit Water Type's with, and I didn't want to get walled by Lanturn. Grass was chosen over Electric.

Why Life Orb?
Life Orb was chosen in order to get a few more K.O's in. I also don't have to rely on Espeon too much for a sweep.

Why this nature and those EV's?
Timid was chosen as unlike Blaziken, Milotic has no way to increase his speed. 252 Special attack and 252 Speed were a given for a sweeper, the rest thrown in HP.

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Blaziken (M) @ Life Orb
Ability: Blaze
EVs: 192 Atk/64 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Agility
- Flamethrower
- Superpower
- Hidden Power [Electric]

Why was Blaziken chosen?
Blaziken was chosen as the synergy between him and Espeon is deadly. Blaziken serves to clean up the mess, or create one if Milotic has not been unleashed yet.

Why this moveset?
Agility - I wanted to increase Blaziken's speed, and Agility does that. It also let's me fire off Flamethrowers (no pun intended) rather than measly Vacuum waves, and also helps to stop Scarfed Pokémon coming in and ruining my fun, especially if they resist or are immune to Vacuum wave.
-Flamethrower - Due to accuracy issues again, Flamethrower replaces Fire Blast. While this makes me a bit more dependant on Espeon for boosts, the reliability of Flamethrower is much better than extra power with +3 Spec attack.
-Super Power - Superpower puts a quick end to Blaziken's arch nemisis, Chansey. It also serves as a good way to take down bulky Waters after a Hidden Power.
Hidden Powder (ELECTRIC) - Unlike with Milotic, Blaziken is walled by Waters and Moltres. I chose Hidden Power Electric to deal with both.

Why Life Orb?
If Espeon dies, I have a little more power to work with, and again, doesn't make me completely dependant on Espeon.

Why that nature and those IV's?
Rash was chosen as I'm mixed, and also Blaziken has Agility to patch up speed. I'm also less vulnerable to priority. 252 Special Attack EV's were chosen to give Blaziken maximum power. 64 Speed EV's outpace Torterra and Scarfed Base 90's after an Agility. The rest were dumped into Attack to boost Attack.


Testing

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A more bulky spread on Cacturne. Undecided though...

Also, Brick Break and Low Kick over Encore. Brick break allows me to break screens, however, Low Kick has more Base power than Brick Break. The lack of Encore also means I can't create opportunities to set up though.

Over Mr. Mime
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Drifblim@Chesto Berry
Shadow Ball
Baton Pass
Calm Mind
Rest

12 HP
252 Defence
124 Special Attack
32 Special Defence
88 Speed

Drifblim gives the team a much needed Fighting immunity, and further more, blocks Rapid Spin. However, I lack Encore which could give my opponent the chance to take out Drifblim which could stop setting up.

Searching for
A lead with Stealth Rocks. I'm thinking about a Nidoking over Qwilfish, who can set up Stealth Rocks, and a Hitmontop, who can keep up the offensive pressure whilst also Rapid Spinning. Who knows, we shall see.


THREATS

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I usually send Milotic in to wall it, recover off damage later. If it's CB, Cacturne can come in on Aqua Jet and either Seed Bomb or set up.

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Can we move this thing to BL. Please? This thing has a field day if Cacturne is gone, and even then, if it has Substitute and Signal Beam, it rapes me.

So, that is my team. I'm open to suggestions, but would like to keep Espeon in the team, as well as Blaziken and Milotic (who could be changed if you read my testing section). Feel free to point out any other problems this team has, I'm certain there's more than what I've put. I'll be sure to update this if flaws are found/fixed.

Goodbye, and thank you for reading and rating Team Overcharge!

:D :D
 
-Hey Man. These ideas are after a quick look at your team.

*A small suggestion as of now. Try changind the EV spread of donphan to 52 HP, 252 Att, 200 Def. It gives Don a slightly stronger physical bulk.

*On the Moltres you're testing, you could try Roost over Agility. Gives Moltres some usefull longevity. It doesn't really need the extra speed. Sort of makes it the Fire version of Milotic (while Lanturn is the water version of Blaziken. haha). However, I do sugest Blaze over Moltres so both of your Boton Pass recipients are not walled by Chansey.

-Well that's all I can think as of now. I'll try to get back later for a larger rate.
 
I'm gladdened to see such a creative team amongst UU's current stagnation. If I had any suggestion, it would be to replace Scyther. Without a spinner and despite your Taunt lead, there are no guarantees your opponent will not set up Stealth Rock. And I feel the surprise factor with Donphan is more valuable than a predictable Scyther or a lazy standard Donphan.

Also, you might consider testing Head Smash on Donphan. The current moveset looks good, but Head Smash may or may not be effective. Beware however, first hand experience has shown how much damage it inflicts via recoil, and it's unreliable %80 accuracy.

Again, this team looks quite interesting. I wish it good luck.
 
-Hey Man. These ideas are after a quick look at your team.

*A small suggestion as of now. Try changind the EV spread of donphan to 52 HP, 252 Att, 200 Def. It gives Don a slightly stronger physical bulk.

*On the Moltres you're testing, you could try Roost over Agility. Gives Moltres some usefull longevity. It doesn't really need the extra speed. Sort of makes it the Fire version of Milotic (while Lanturn is the water version of Blaziken. haha). However, I do sugest Blaze over Moltres so both of your Boton Pass recipients are not walled by Chansey.

-Well that's all I can think as of now. I'll try to get back later for a larger rate.

I'll try out a more bulky set later today. Lanturn and Moltres, in all their epicness, failed to make a significant impact. With Moltres, I kept getting Chansey walled as you've said. Lanturn was just not good enough, though the type coverage helped, I preferred the healing capabilities of Milotic.

Thank you for the rate :)

I'm gladdened to see such a creative team amongst UU's current stagnation. If I had any suggestion, it would be to replace Scyther. Without a spinner and despite your Taunt lead, there are no guarantees your opponent will not set up Stealth Rock. And I feel the surprise factor with Donphan is more valuable than a predictable Scyther or a lazy standard Donphan.

Also, you might consider testing Head Smash on Donphan. The current moveset looks good, but Head Smash may or may not be effective. Beware however, first hand experience has shown how much damage it inflicts via recoil, and it's unreliable %80 accuracy.

Again, this team looks quite interesting. I wish it good luck.

Haha, it is quite creative. :P I'm testing out a Cacturne in place of Scyther (see currently testing section). I've still got the resist for ground, and what's more, I can (hopefully) set up with either Cacturne or Espeon.

I'm not too much of a fan of Head Smash on Donphan, I think it's a bad move unless you have Rock head. Never the less, I'll probably test it out anyway, and maybe Stone Edge too.

Thank you for the rate though :)
 
Hey nice team. I run a similar Qwilfish lead. Though with Aqua Jet>Waterfall. Why? Hits Scarf Moltres to get some damage before it 2HKOs. If your Qwilfish is still alive late-game it can revenge frail faster threats such as Swellow and Scyther with Aqua Jet. And BTW Donphan cannot get Rock Head.
 
Hey nice team. I run a similar Qwilfish lead. Though with Aqua Jet>Waterfall. Why? Hits Scarf Moltres to get some damage before it 2HKOs. If your Qwilfish is still alive late-game it can revenge frail faster threats such as Swellow and Scyther with Aqua Jet. And BTW Donphan cannot get Rock Head.

I'll try out Aqua Jet, though Waterfall has been working out great for me.

I know Donphan can't get Rock Head :P, I was saying that unless the Pokémon using Head Smash has the Rock Head ability, then Head Smash is a bad move.

Thanks for the rate though :)

EDIT: Though Aqua Jet was helpful in some situations, Waterfall was usually the better move in most cases.
 
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