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Team Ragequit (UU RMT)

shrang

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Well hello everyone, welcome back to Shrang's RMTs!! This is my 3rd one, if I remember correctly (Of course I'm correct). So here is a UU team for you all. It has had decent success (Got me #30 on the leaderboard, which isn't really a big deal, but I'm quite the average player anyway). I was going to save this posting this team until later, but I've been so caught up playing with my new toy Shelgon that I'm probably not going to use this team too much now anyway. I'm not too sure what everyone would call this team, I would label it to be Semi-Stall like. Anyway, the main idea of this team is to set up Toxic Spikes (Which people really slam in UU for the number of good Poison types absorbing them, but whatever) and then stall the crap out them with Moltres. One great thing about this team is that every member of a team plays multiple roles in supporting it. If there was one feat this team achieved while I played it that I am really proud of, would be the fact that this team HAS NOT LOST A FUCKING GAME TO RAIN. EVER. Sorry, just had to get that out there. Anyway, here's the team:


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The Powerful Anti-lead, Stealth Rocker, Rapid Spinner and Revenge Killer
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SWORD RAGE (Kabutops) (F) @ Leftovers
Ability: Swift Swim
EVs: 72 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Aqua Jet
- Rapid Spin


Kabutops is a really under-appreciated lead. According to the latest stats (January's), Kabutops is only #14. That makes me sad. Kabutops takes out Ambipoms and Froswhores like nobody's business, while setting up Stealth Rock and spinning away whatever the hell the opponent wants to set up. Stone Edge OHKOs any Froslass without a Sash, while those that do have a Sash would either die to Aqua Jet, or to Stealth Rock when they switch back in (Depends on the my mood on the day). Kabutops has also been a reasonable revenge killer, as Aqua Jet has killed heaps of 50-60% Moltres' that think they are safe when they are in.


Against the top 10 leads, here's how Kabutops fares:
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Froslass
– Stone Edge OHKOs unless she has a Sash. If she does, I'll probably set up Stealth Rock as she'll probably switch out (They know I'll Aqua Jet)
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Uxie
– Annoying as ever, I have no idea what they run. I'd normally just Stealth Rock, if they Trick me, so be it. I don't want my only Scarfer getting Thunder Waved because I misplayed. If they set up Stealth Rock as I set it up, I'll just Spin them away.
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Ambipom
– Most Ambipoms just Fake Out + U-Turn. Since I'm not going to be hitting the bastard (At least not hard enough anyway), I just set up Stealth Rock as they Fake Out and U-Turn away. If they Taunt me, then I'd Aqua Jet it or something (I DARE YOU TO TAUNT ME AGAIN AMBIPOM).
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Moltres
– Switch out to Moltres. I do not want to get OHKO'd by HP Grass, and Aqua Jet only does about 50% to it.
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Alakazam
– Always worried that it might be CounterZam, so I'd Rapid Spin on turn 1 to break his Sash. If he ends up Psychicing me, then whatever, I'll go to Drapion.
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Electrode
– Stone Edge as they'd normally Taunt on Turn 1, meaning he's 2HKO'd by Stone Edge + Aqua Jet. Kabutops doesn't particularly mind Rain being set up either.
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Omastar
– Set up SR, Rapid Spin away their hazards and go to Tangrowth (They normally won't go Ice Beam straight away).
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Hippopotas
– Set up SR, Spin away their Rocks, then go to Tangrowth. Sand teams are annoying though.
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Rhyperior
– Go to Tangrowth
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Cloyster
– Stone Edge would 2HKO, then I'd Spin away Spikes


The Specially Defensive Tank, Toxic Spiker and Phazer


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TOXIC RAGE (Drapion) (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP/12 Atk/244 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Earthquake
- Toxic Spikes
- Whirlwind


Drapion is my Toxic Spiker and defensive tank. Now before anyone flames me for using Toxic Spikes, let me explain that they are not bad at all. Toxic Spikes are also one of the keys to my success against Rain teams, as only Qwilfish can absorb them. All you require is a bit of patience to lure in their Poison type and dispatch it with something. It might turn 10 when I finally eliminate it, but that doesn't matter to me. Drapion is also my main Raikou switch-in. LO CM ones don't OHKO after a Calm Mind while I will hit it with Earthquake (Damaging it enough so Hitmontop or Kabutops can just follow him up), Sub ones are usually phazed out (Or killed with Earthquake). Drapion also makes a nice Mismagius counter too, as he would usually survive a +1 or +2 Thunderbolt or HP Fighting and proceed to kill it with Crunch. Will-O-Wisping versions are plain annoying though.


The physically defensive Sleeper


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PLANT RAGE (Tangrowth) (M) @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/92 Spd/164 SDef
Bold nature (+Def, -Atk)
- Sleep Powder
- Synthesis
- Hidden Power [Ice]
- Leaf Storm


This is my own custom Tangrowth. This spot used to belong to Venusaur, but then I had a lot of trouble the Rhyperior and RP Torterra, who would all hit Venusaur very hard because he doesn't have a Ground resistance (And the fact he can't hit them back hard enough, as I had Power Whip on my Venusaur). So in his place, Tangrowth came along and patched up holes. The Speed EVs allow me to outspeed 136 Spe Choice Band Rhyperior, being able to switch into Stone Edge or Megahorn relatively safely and OHKO it with Leaf Storm. The rest of the EVs went into HP and Special Defense, allowing me to take weak Surfs and stuff without crumbling over and dying. Sleep Powder is there because it's awesome, and Synthesis keeps Tangrowth healthy for a looong time. HP Ice at least allows me to hit other Grass Pokemon for decent damage.


I'm considering running defensive Leafeon with Wish on this set, mainly because Tangrowth is very slow, and every Pokemon except for Moltres lacks recovery outside of Leftovers


The ghostly revenge killer, spin blocker and win condition


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PHANTOM RAGE (Rotom) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Trick


My spin-blocker and revenge killer, all in one. I would have gotten a bulkier Spin blocker like Spiritomb, but team slots were dear, so I had to settle for Rotom. Usually, he would only have to block once in the battle, so his bulk isn't too important anyway. Thunderbolt and Shadow Ball are great dual-STAB, while Hidden Power Ice allows me revenge stuff like DD Altaria (Although Moltres walls him pretty hard if Stealth Rock isn't up anyway). It also allows me to hit Torterra and Rhyperior for good damage (In Torterra's case, he's OHKO'd, unless he has an RP up and kill me first). Trick is to fuck around with Chansey, Registeel and Clefable if they dare to switch into me. I do prefer Modest for the nature since Timid Rotom doesn't hit hard enough IMO (Even Modest is shaky sometimes with ability to revenge something).


The bulky revenge killer and sweeper


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SPIN RAGE (Hitmontop) (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Sucker Punch
- Stone Edge


Probably one of the most overlooked members of my team, but a great one at that. Hitmontop has saved my ass from defeat too many times to count. There'd be times which I'd be 4-1 down or something and Hitmontop manages to sweep the rest of the opponent's team. He covers so many things it's not funny. Mach and Sucker Punchs allow me to revenge troublesome enemies, and Bulk Up allows him to sweep. Hitmontop doesn't particularly mind paralysis, so I can easily bring him in on Chansey, Clefable, Registeel (Without Explosion) and any bulky Thunder Waver and set up Bulk Ups for a sweep. After a Bulk Up, he's not dying easily either, and he could actually win a duel with Rhyperior if I happen to have a Bulk Up in hand already (Provided Hitmontop is at good health). Stone Edge stops Moltres from coming in and Roosting too readily (And other Flying Pokemon, I guess, and annoying Mismagius thinking they can Sub on Sucker Punch)


The annoying staller and late game cleaner


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RAGEQUIT (Moltres) @ Leftovers
Ability: Pressure
EVs: 248 HP/76 Def/184 Spd
Timid nature (+Spd, -Atk)
- Flamethrower
- Substitute
- Roost

- Toxic


<Insert Star of the show here>. Moltres was the Pokemon this whole team is based around. Stalltres is absolutely ridiculous in the fact that he just does not die. I've stalled out stuff like Raining Kabutops with this thing. Once Moltres has a Substitute up, he can just Toxic whoever he pleases. Flamethrower is for things that are immune to Toxic, namely Registeel and other Steels, while Poison Pokemon not named Qwilfish would not have fun eating Flamethrowers either. You may question why I have Toxic AND Toxic Spikes on my team, the reason is there are plenty of dangerous Pokemon that are immune to Toxic Spikes but not Toxic, namely Levitators and Flying-types. It is invaluable to Poison Moltres, for example and start a stall which would usually result in the opposing Moltres dying to Poison and Life Orb unless Air Slash gets a crit or Flinches me. This Moltres is also one of the best Arcanine and Venusaur counters ever. As long as I don't switch into Sleep Powder, Moltres can easily just set up a Substitute against them and stall them for an eternity (In the case of Venusaur, I'd just Flamethrower it). The Speed EVs allow Moltres to outspeed Timid Milotic (Yes, I know they are rare, but if someone happens to be using it, it could cause me a lot of problems). 248 HP EVs makes sure Moltres can switch into Stealth Rock twice, and the rest are dumped into Defense. Moltres is probably one of the best stallers ever, even with his weakness to Stealth Rock. This is because no other Pokemon in the game apart from the mighty Ho-oh has the combination of Toxic, a recovery move, super-effective-against-Steel STAB and most importantly, Pressure.


Main threats:
After doing a full threat list for my Ubers RMT and realising how fucking long it takes, I'm not going to bother this time. I'll just name some of the Pokemon that cause me problems more problems than usual (There aren't many).


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Clefable:
Clefable is a fucking bitch because she doesn't care about poison. Due to this, nothing on my team apart from Hitmontop can hurt it much. If Hitmontop is down, I'm a load of shit. The next best thing to do would be Stone Edge with Kabutops, I guess, but Clefable can Thunder Wave and Softboiled stall me. Rotom can Trick a Scarf onto her as an emergency.
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Hariyama:
This thing can be so bulky!! If it's specially defensive, I'm not going to be hurting enough for it to severely hurt my team.
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Moltres: Moltres does well against it, but if Stealth Rock is up, I'm in trouble. Modest Moltres' 2HKO me if I don't Roost (And I'd like to Toxic it if possible), so it'll be a matter of Life Orb stalling at best. Timid ones miss out on the 2HKO with Air Slash, fortunately, so I can Roost, but if one Air Slash flinches me, I'm knee deep in shit.


There you have it, Team Ragequit!! Have fun rating.
 
Hey shrang, cool team, and I've played it quite a few times. There isn't much to fix, just some nitpicks. First, make Kabutops max speed, because those hp evs really aren't doing much at all and max speed will help you tie with neutral base 80s and outspeed stuff like Feraligatr. Next, I don't really see what HP ice is doing for you on Tangrowth. It won't do much damage at all to grass types without any investment, and the most common grass type, Venusaur, is setup bait for Moltres anyway. I'd suggest trying out knock off as it is such an annoying ass move and can really help with Moltres because it is so much easier to handle without Life Orb. I also suggest changing Rotom's nature back to timid, because once you trick that scarf away, you won't able to outspeed +80's and up. Just some suggestions to try, nice team.
 
Sup shrangy ▲,

Obviously I'm inclined to rate this team because it has tangrowth, so underrated. I like the way you built this team around Stalltres, since you still maintain a good defensive team to face opposing style of plays (see rain, stall, bulky offense, etc.) I have a couple of suggestions: Focus Sash on Kabutops seems like a good idea along with the 252 Spe and the Jolly nature change. Why? Because the focus sash makes an excellent way to beat Lead LO Moltres. I find that most Moltres nowadays linger in the lead spot, and striking it for the swift OHKO is beneficial for this team since you lack a true bulky water. You basically survive the hit, maybe live around to set up Stealth Rock. Also, the Jolly and 252 Spe is a good chance in-case kabutops is still around lategame to speed-tie with opposing 80s, so give that a try.

On Rotom, you might want to revert to Timid nature to truly check Rock Polish Torterra and outpace Gorybess and Omastar under the rain. The chance of power is not really a big deal since you'll be smacking stuff for super effective damage, usually ohkoing them.

As for other options, I think you can go for a simple 252 HP / 252 Def / 6 SpD with a Relaxed nature and the movesets Earthquake / Leaf Storm / Hp Ice / Synthesis. This is just an alternate to look for if you truly wish to wall a good portion of the physical threats in UU, while additionally checking the dreadful Sd Kabu fully. Its very rare to see Rhyperior Megahorn off the bat so your in safe zone with this one. Earthquake is probably something you should consider to "beat" Fire-types, namely Blaziken who will truly wreck this team as you lack the proper switch to this guy. Earthquake will hit blaziken on the switch, possibly ohkoing it. Earthquake also ensures you are not completely walled by Registeel, meaning you don't need to switch out on something to take the paralysis. Just an idea, overall gl.
 
Oh crap I think I faced this team yesterday. I was doing so well with my Rain team against this team, too, but I exploited the Toxic miss hax stupidly and let +0 Kabu go to sleep X(

Franky's suggestions are worth a shot, and in general you don't seem to have too many weaknesses. You do have both Sleep and TrickScarf for the threats you mentioned. It seems like you'll have to sac something against Moltres anyways.

Eh, I haven't done much of this "rating" thing, so sorry if I haven't been very helpful. I just liked that I found a team that I faced yesterday lol.
 
Great team, but I noticed a couple weaknesses while playing it.

#1: Raikou

Raikou is seriously impossible to stop with this team as long as it's accompanied by a Poison-type (almost always). a Rapid Spinner (likely as well), or both. It can come in on Rotom, Tangrowth, and Moltres to set up, and once it has +1 you're not going to be stopping it any time soon.

I suggest using Earthquake on Tangrowth to "sort" of deal with this.

#2: Moltres.

How do you even switch into Moltres? Nothing can take a Fire Blast with Stealth Rock down, and you're Moltres relies on Air Slash not flinching to be able to work. Sure, Rotom can use Thunderbolt and revenge kill it, but what's going to stop it from switching out then coming back in on Tangrowth or Hitmontop?

To remedy this, I suggest using something like SubPunch Azumarill. As much as Hitmontop seems interesting, it sticks out like a bit of a sore thumb, so unless you want to use something like Chansey or Clefable to deal with Moltres / Raikou, Azumarill and Earthquake Tangrowth will have to do.
 
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