Team Single Word [UU RMT]

Blackhawk11

one on one
I've been trying and trying to succeed at UU on Shoddy, and this team has been my best so far, so I was hoping I could get some advice to work out the kinks. It was originally made to test out a lead that I thought of, but I ditched that lead awhile ago. Now it's based on being a bulky offense team and setting up a late game DDGatr sweep. Each Pokemon on my team fills a role that can be summarized in one word. Here it is, Team Single Word.

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At A Glance:

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Up Close:

The Lead

ursaring.png


Ursaring @ Toxic Orb
Ability: Quick Feet
EVs: 252 Atk/12 Def/244 Spd
Jolly Nature
-Close Combat
-Stone Edge
-Facade
-Protect

This thing can bring down most of the common UU leads. It usually Protects on the first turn to activate Toxic Orb, and then it can outrun positive base 105s (think Mismagius) and lower. Facade is for some damage dealing STAB. Close Combat is for Registeel/rock, Steelix, Ambipom, and Lopunny. Stone Edge is for Moltres, Yanmega, and Typhlosion. While Rock Slide seemed like the better choice for accuracy and the OHKO on the first two, it doesn't get an OHKO on Typhlosion, which could be a problem if Typh is Scarfed. If it can catch my opponent off guard, then I'll be up 6-5 early.

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The Supporter

donphan.png


Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP/4 Spd/252 SDef
Impish nature
- Earthquake
- Ice Shard
- Rapid Spin
- Stealth Rock

Every team needs Stealth Rock, that's kind of a given in every metagame today. I changed Claydol to Donphan because I needed a good check to Altaria, as pointed out by franky. Max SDef EVs give me a fighting chance against Milotic, or at least allow me to survive a Surf and get SR up and get outta there. He has such a high base Defense, it doesn't need all those extra EVs, at least not to take resisted or neutral hits. Impish nature gets 27 more Def points and only 21 less SDef, so it makes better use of his stats. The moveset is rather standard, so there's really no need to talk about it.

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The Tank

spiritomb.png


Spiritomb @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SDef
Bold nature
- Shadow Ball
- Substitute
- Calm Mind
- HP Fighting

The strategy here is to come in on a Choiced move that I resist or a Pokemon who just doesn't pose a threat anyway and Sub on the switch. From there, I either attack or Calm Mind up and prepare to sweep. Calm Mind helps me take Special hits well, as nobody else on my team is specifically designated to take them, plus the Bold nature and Defense EVs turns this thing into one heck of a tank once it sets up. It has the classic Ghost / Fighting combo that hits every Pokemon in the game for its two attacks.
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The Sweeper

feraligatr.png


Feraligatr @ Lum Berry
Ability: Torrent
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature
-Waterfall
-Ice Punch
-Earthquake
-Dragon Dance

When you get swept by a Pokemon you usually realize one of two things. You will probably realize that your team has a rather large <Pokemon> weakness, or you may realize that this Pokemon that just swept you is perfect for your team. The second happened in my case, and here he is, DDGatr. The Gyarados of UU can come in on an Ice attack aimed at Claydol or Venusaur, Water aimed at RK9 or Claydol, or Fire aimed at Venusuar, DD on the switch, and procede to wreck havoc on my opponents. I gave it Lum Berry over Life Orb just to avoid the "I've got to sweep the opponent's entire team and I've only got 3 turns to do it" scenario. This thing is truly a beast, in the first game I used it, it brought me back from 6-1 to win with only one DD under its belt.

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The Avenger

arcanine.png


Arcanine @ Choice Band
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Adamant Nature
-Flare Blitz
-Extremespeed
-Thunder Fang
-Crunch / Iron Head

Arcanine is one of my favorite Pokemon, and with this set he really gives a reason to be liked. When I had Honchkrow here, my team felt like it needed some priority. Arcanine has got to be one of the best priority users out there. He can take Grass, Ice, and Fire attacks that combine to hit half of my team for super effective damage, and then KO anything that moves. Flare Blitz is for Stab, Extremespeed for priority, Thunder Fang to hit waters, especially Mantine, and Crunch is for Psychics, mainly Slowbro who resists my STAB. Iron Head is of course an option in place of Crunch, but I like Crunch's 2KO on Slowbro, something that T. Fang can't do.

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The Sleeper

venusaur.png


Venusuar @ Leftovers
Ability: Overgrow
EVs: 4 HP/252 Atk/252 Spd
Jolly nature
- Seed Bomb
- Return
- Sleep Powder
- Sword's Dance

This thing is awesome. It has surprising Speed, base 80, for something so slow looking. I come in on something that I feel isn't a threat, and then Sleep Powder their switch in or occasionally the foe will stay in, and I'll sleep them. Then SD on the switch, or if I'm lucky they won't switch and try to wait out the sleep, in which case I'll get another SD in. From there I can wreck just about everything.
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Team Building Process and Team Roles:

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I wanted to test out an anti-lead Sceptile that I had thought up.

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hitmonlee.png

Hitmonlee intrigued me, so I wanted to incorporate it into my team as well.

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Spiritomb pairs well with Hitmonlee, and I also needed a tank.

sceptile.png
claydol.png
spiritomb.png
hitmonlee.png

I needed Stealth Rock, and Claydol could also come in on Pokemon who threaten Hitmonlee.

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claydol.png
spiritomb.png
hitmonlee.png
honchkrow.png

I wanted to use Honchkrow as he is sort of my mascot, plus he just got moved back to UU. I saw that he fit by taking some of the hits that hurt Claydol.

sceptile.png
claydol.png
spiritomb.png
hitmonlee.png
honchkrow.png
magneton.png

I needed a Steel-type, mainly to take Ice-type attacks that hurt my team. So I added Magneton. Since then the Ice weakness has gone away but I still like the way it works with my team.

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feraligatr.png
honchkrow.png
magneton.png

Hitmonlee wasn't really that great, due to his below average Speed, so I swapped him out for Feraligatr, as mentioned above.

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honchkrow.png
magneton.png

Sceptile wasn't doing quite what I wanted him to do because of its low base Attack, so I switched him out for the more powerful Ursaring with a similar set.

ursaring.png
claydol.png
spiritomb.png
feraligatr.png
arcanine.png
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My team had only one priority move, and it was a very weak one. Even Honchkrow's Scarf doesn't outspeed priority moves, so I added Arcanine since they get about the same coverage, but Arcanine has a reliable priority move. The team was pretty good at this point, so I put it up for raters to take a look at.

ursaring.png
claydol.png
spiritomb.png
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arcanine.png
venusaur.png

Venusuar was first suggested by franky as a better counter to Water-types, especially Milotic, and it has really proven to do that well. I used the SD set given to me by whistle to keep the bulky offense feel of the team.

ursaring.png
donphan.png
spiritomb.png
feraligatr.png
arcanine.png
venusaur.png

Donphan was also suggested by franky, and it fits very well with this team. It took a little bit longer to be accepted as a team member, but it definately deserves its spot.

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Threats:
So far, I've had problems are Slowbro and Yanmega, although now Venusaur and Arcanine can take care of them, respectively. Also, a DD Lapras gave me some trouble but I managed to pull out the win. Encore has hurt my team, since I have three Pokemon susceptible to repeated stat-up moves, but I can usually predict around that.

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Testing or Soon to be Tested:
Nothing atm.

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So there's the team. I've managed quite a few wins with it, which amazed me because my UU team building skills aren't/weren't that great, I've had three or four other UU teams that did terribly. Anyway, I'm willing to test any suggestion thrown at me, so rate away!
 
Problems:

Life Orb Milotic / Defensive Milotic
DD Altaria

How to fix:


Firstly, I don't think you have any legit resist to Life Orb Milotic, or Water-type attacks in general. Life Orb Milotic can tear your team apart and Defensive Milotic can boggle your team around with some good team mates around it. Overall, I think you might want to consider Venusaur in-place of Magneton.

Venusaur
@ Leftovers
Careful Nature (SpD+ / Atk-)
252 HP / 6 SpA / 252 SpD

- Sleep Powder
- Leech Seed
- Energy Ball
- Sludge Bomb

A great check to Milotic. Sleep Power puts them to a deep slumber, which generally helps your team set-up if they decide to stay in. Leech Seed is a great support move, which can heal your team and yourself. Energy Ball can 2HKO Life Orb Milotic and 3HKO Defensive Milotic. Leech Seed can disrupt it for a bit, which lets you beat it faster. Sludge Bomb hits opposing Grass-types who ruin your Leech Seed tactic.

Since Altaria, can run some troubles on your team, Claydol needs to be replaced with a better physical wall. Ironically enough this Pokemon shares similar typing with it and can use Rapid Spin or Stealth Rock. This guy would be Donphan.

Donphan
@ Leftovers
Impish Nature (Def+ / SpA-)
252 HP / 252 Def / 6 Atk

- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard

A good all-around solid check to Altaria and many physical attackers in the game. Not only that, it has Stealth Rock and Rapid Spin, which can be useful the entire match. Earthquake removes unwanted Steel-types who can disrupt Venusaur. This is a great addition to the team imo. GL.
 
Thanks for that rate franky. I did actually just have a bit of a problem with a Lanturn, and it's because my team doesn't have a good Water resist. Venusaur will probably stay, unless I really miss the BoltBeam combo. BTW, the nature you're looking for on Venusaur is Calm, not Careful. I'm sure that was just a minor typo (I didn't even catch it at first).

Donphan looks good, I'll test it out for sure, but I really don't like the pitiful SDef. Claydol can switch in on neutral attacks from both ends of the spectrum, whereas, on paper at least, Donphan can't. If either of your two suggestions don't stay, it will probably be this one. I just moved all my EVs into HP and Def for Spiritomb, so it should take physical hits better now. I haven't run into an Altaria yet, but I did have a problem with a DDGatr early in this team's existance, so I assume they're similar.
 
Yes, I ment calm. And yeah Feraligatr is also handled by Venusaur, somewhat. It can take Ice Punch ad resist Waterfall + Earthquake. You should def. consider a Venusaur.
 
You can run this set on Donphan:

Donphan, @ Leftovers
Careful Nature,(+SDef,-SAtk)
252 HP / 4 Def / 252 SDef
-Stealth Rock
-Ice Shard
-Rapid Spin
-Assurance

This allows Donphan to take Special hits from both sides of the spectrum.Stealth Rock,as you mentioned,is really needed in today's metagame.Ice Shard lets you revenge-kill Altaria if needed.Rapid Spin helps you spin off hazards.Assurance helps you against your problematic pokemon,Mismagius,as you mentioned.EQ can be used over this though,if you find it better.

Hope this helps.
 
i'm going to rate this team as if you're accepting franky's suggestions because there's not much of a point in rating an old version of a team.

so the lineup is ursaring / donphan / venusaur / arcanine / feraligatr / spiritomb

number one -- nitpick ursaring's moveset. pokemon like their stab attacks and ursaring is no different. i would go with this moveset for ursaring if you're set on making him your lead:

ursaring @ toxic orb (jolly)
- facade
- close combat
- stone edge / crunch
- protect

facade enables ursaring to go on a late game rampage once your opponent's team has been weakened. one of your reasons for choosing stone edge originally is to hit moltres so i put that as the preferred option over crunch (facade "only" deals 91% maximum to moltres). the reason i put facade over night slash (btw, crunch is a 100% better option than night slash on ursaring if you do choose to go with a dark move) is that ghosts are pretty physically frail and won't enjoy taking a stone edge off 359 attack. the only physically bulky ghosts are spiritomb who takes more damage from stone edge than crunch and rest/talk rotom who you really don't see much. plus no non-scarf rotom is going to switch into a toxic orb ursaring who usually carries a dark move.

number two -- address a few weaknesses. powerful physical water sweepers with boosting moves seem like they could give your team a problem. kabutops can easily get a free swords dance on an arcanine locked into extremespeed or flare blitz or even donphan if it manages to scare you out (the way your team is now basically forces you to earthquake kabutops if it comes into your donphan to ensure it doesn't set up which of course risks eating a waterfall).

an adamant life orb swords dance kabutops can ohko nearly ever member of your team. with stone edge it deals a minimum of 132% to venusaur, 92% to spiritomb, and 133% to feraligatr. waterfall ohkos donphan despite massive hp/def investment (110% minimum). aqua jet kills arcanine before it can thunder fang with the help of stealth rock or prior damage (94% minimum) and also goes a long way towards killing ursaring (65% minimum). it's very likely that ursaring is dead or almost dead by the time kabutops sets up so your best shot would be creative intimidate switching with arcanine which is dangerous because it can just set up another swords dance if it predicts a switch. at the very least sd kabutops is killing a couple members of your team. by extension you also are somewhat weak to other physical water attackers like sd feraligatr, dd lapras, rp relicanth, and azumarill (with ice punch).

i think a defensive slowbro will really help.

slowbro @ leftovers (bold)
252 hp / 252 def / 4 spa
- surf
- psychic
- thunder wave
- slack off

surf and psychic are solid stab moves and psychic allows you to hit the aforementioned water pokemon for solid damage. thunder wave can cripple a sweeper to allow one of your other pokemon to finish them off and slack off heals damage. slowbro still takes a maximum of 84% from a +2 LO stone edge so you may need to sacrifice intimidate arcanine first depending on how much HP you have left. thankfully kabutops is probably the hardest hitting physical water you'll encounter due to swords dance and its stab that slowbro doesn't resist. slowbro also aids you against dd altaria since even max attack life orb altaria is only doing a maximum of 56% at +1 which is easily thunder wave + slack off stallable. if you still have problems though you might want to substitute ice beam over surf (putting it over psychic would make you unable to hit water-types effectively).

this opens up a slight yanmega weakness. speed boost variants may be problematic late-game depending on whether arcanine is weakened and specs versions can come in and wreak havoc on your team (at worst 2hkoing every member of your team). i'd recommend a registeel over donphan because it slightly decreases your sd water weakness (less opportunities to set up) and registeel is also a solid special tank.

registeel @ leftovers (careful -- i think 2 special attack evs work)
252 hp / 100 atk / 156 spdef
- iron head
- earthquake
- thunder wave
- stealth rock

you do lose the ability to rapid spin but the only member of your team weak to rock is arcanine so i don't think it will matter too much. earthquake seems better than explosion since registeel is supposed to stop a late game yanmega rampage.

number three -- i would test a swords dance venusaur variant over the defensive venusaur you currently have for a few reasons. first, it keeps the bulky offensive feel of the team going by threatening to go on a sweep at any time yet retaining good bulk through 80/83/100 defenses. it can still switch into all milotics and threaten with seed bomb or sleep powder barring max speed timid versions (which are really uncommon; only 5% ran timid and max speed wasn't even on the usage chart). second, it gives you another tool to combat stall because right now a stall team with haze milotic (for feraligatr) and spiritomb (for ursaring) can give you a few problems.

venusaur @ leftovers (jolly)
4 hp / 252 atk / 252 spe
- swords dance
- sleep powder
- seed bomb
- return

jolly nature outspeeds a few offensive threats like mixed blaziken (who usually runs +spatk nature) and life orb milotic (who is commonly modest and not max speed), and swords dance makes up for the lack of power. a +2 return hits fire types hard enough and will help a lot against defensive altarias who otherwise wall this set. this does let steel types wall you, but they'll probably try to wall ursaring early on and take a powerful close combat or two. plus, arcanine and feraligatr don't really mind steel types so i don't think it'll be too much of a problem.

the new lineup is: ursaring / registeel / slowbro / venusaur / arcanine / feraligatr

donphan went out for registeel and oldvenusaur went out for newvenusaur. well, where did slowbro come from? imo spiritomb provided the least amount of help for your team because you already have two sweepers, a choiced hard hitter, a psycho bear, and a solid defensive core. registeel also solidly beats threats like cm mismagius that you might have previous depended on spiritomb to beat.

however if you are set on keeping spiritomb (or if you don't decide to implement these changes) i'd change its moveset. you already have arcanine's extremespeed for revenge killing low-hp threats, and shadow sneak isn't going to be doing much damage with no attack EVs. i would make spiritomb a "crotomb" variant which gives you a way to sweep once your opponent's physical hard hitters are weakened or killed and is generally a bitch to kill once it gets in one or two cms.

spiritomb @ leftovers (bold)
252 hp / 252 def / 4 spdef
- calm mind
- dark pulse
- rest
- sleep talk

sorry if this is a little too long lol i just felt like rating a team before i went to sleep and got carried away with it. good luck.
 
Thanks a lot for that in depth rate whistle. I certainly know how it feels to get carried away while rating lol, as I've done it a few times. Anyway, first I'll address Ursaring.

Tbh, I didn't even realize it could learn Crunch, and I would not have run NS if I had realized that. I didn't have a STAB move because it rarely makes it past the first one or two Pokemon since it is being damaged with Toxic every turn. I will test Facade on it though, just to see how it goes over.

I've used a Registeel before, and I really didn't like the way it played. I'll give it a shot though. Rapid Spin isn't a necessity for my team as you mentioned, so I don't think I'll mind losing it.

Spiritomb has tanked and swept several times, and it's something that I really like about him. I'll test Slowbro, but I think I might use a CM version, just to keep things similar. I actually already took Shadow Sneak off of Spiritomb btw, since it really didn't do anything.

I noticed that SD Venusaur set on the analysis and I actually wanted to give it a try lol. So yeah, I'll definately consider it, since the other Venusaur really didn't fit the style of my team.
 
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