The Elemental Heroes

Introduction:
First of all, let me thank you for clicking this RMT, as it's probably no more special than any other of the RMTs other than having a cool name (it IS cool, right?). So please bear with me and read through the entire RMT.
One day, I was playing Yu-Gi-Oh! Ultimate Masters: World Championship Tournament 2006 (I was kicking ass, by the way) with the Elemental Hero deck I had constructed. I got bored with it after about 2 hours and starting laddering on Shoddy Battle when an idea hit me. What if I fused the best archetype created in Yu-Gi-Oh! and the best RPG created to make an all-new competitive Pokemon team? And so I started working on my team.
Team Building Process:
Everybody who has had the slightest exposure to Yu-Gi-Oh! GX knows about the Elemental Heroes that the protagonist, Jaden Yuki, uses. There are five, each corresponding to one of the classical Greek elements (plus electricity). There are more, but no one cares about those. I only care about the original ones. These five are Avian, Burstinatrix, Clayman, Sparkman, and Bubbleman. They correspond to wind, fire, earth, thunder, and water, respectively. So I started off with Avian, which, coincidentally, is the first monster card Jaden is ever shown playing. The Pokemon had to correspond to wind, so it probably needed to be able to fly. The two best Flying-types in UU are Swellow and Altaria. I chose Swellow because of its destructive power.

So I had one down and four to go. I had already started on my offensive core, so I decided to continue it with Burstinatrix. Burstinatrix controls Fire, so it needed to be a Fire-type. The three best Fire-types in UU are Arcanine, Moltres, and Houndoom. Houndoom is too frail in my opinion, so out it went. Moltres is 4x weak to Stealth Rock, and I don't want that to hinder me. Even if I got the awesomest Rapid Spinner in the world, it could still fail its job. Arcanine it was.


Coincidentally, the offensive core, Avian and Burstinatrix, fuse to make Elemental Hero Flame Wingman, which is the first fusion monster Jaden plays in the series.
Time to start my defensive core. I thought, "Let's start with Clayman." Clayman possesses the highest DEF of all the basic Elemental Heroes, so it would be nice to start with that. Clayman is Earth, so the Pokemon would have to be Rock, Ground, or Steel. That gives me Donphan, Steelix, and Registeel. I chose Donphan, because it gives me Stealth Rock, a Rapid Spinner for Avian & Burstinatrix, and a physical tank, all in one small, 264.6-pound package.



All right, so I've got Avian, Burstinatrix, and Clayman down. That leaves Sparkman and Bubbleman to go. Sparkman is a no-brainer. What is the only viable Electric-type in UU, that crushes a bunch of stuff with its sheer power? You guessed it. Raich - no, wait, what?! Raikou, not Raichu! Stupid GameFreak, giving Pokemon such similar names.




Only Bubbleman left. Only one member of the defensive core does not seem enough. So Bubbleman should be a defensive Pokemon. What does that give? Erm... wait, don't tell me. Uh... Magika...? - I mean, Milotic!





Now I've got all the Elemental Heroes, and now I need a lead. Usually I have a bunch of trouble choosing leads, but since I found this one, it has been a staple on all of my teams. It minimizes lead entry hazards (good for my three offensive Pokemon) and packs quite the wallop. Enter Spiritomb.






Rearrange them a bit, and you get:
First Glance:
First Glance:






At a Closer Look:

(Purty colors...)
Swirly Lead

Polymerization (Spiritomb)@ Spell Tag
Ability: Pressure
Nature: Quiet
EVs: 244 HP, 48 Att, 204 SpA, 12 Spe
-Shadow Ball
-Shadow Sneak
-Hidden Power (Fighting)
-Pursuit
Ability: Pressure
Nature: Quiet
EVs: 244 HP, 48 Att, 204 SpA, 12 Spe
-Shadow Ball
-Shadow Sneak
-Hidden Power (Fighting)
-Pursuit
Description:
The Pure Attacker lead by j. franky (thank you, j.!). If you have not used this set yet, I strongly recommend that you USE IT. It hits pretty dang hard, at trumps all three of the top leads in UU. Let me give you some examples.
The Pure Attacker lead by j. franky (thank you, j.!). If you have not used this set yet, I strongly recommend that you USE IT. It hits pretty dang hard, at trumps all three of the top leads in UU. Let me give you some examples.
Vs. Ambipom: Some of these carry Taunt, so I use HP Fighting first. That shaves off over half of their health. Then, realizing they can't touch me, I use Pursuit for the KO. If they switch first turn, I deal with it accordingly.
Vs. Froslass: Suicide Spikes lead, my arse. Thinking it can lay down some Spikes, it does so, in which I use Shadow Ball. Focus Sash kickes in, and Froslass users are panicking and clicking Destiny Bond to take Spiritomb down. Shadow Sneak sneaks up and nicks off that last HP before Destiny Bond is used. Only one layer of Spikes, MAX, is put down, to be dealt with by Donphan.
Vs. Uxie: Standard lead set puts up Stealth Rocks. I Shadow Ball it, ripping out over half its health. Now there is two scenarios: Uxie stays in, or Uxie gets the heck outta there. Either way, I Pursuit. If if stays in, two Pursuits finishes it off anyway. If it switches out, one Pursuit takes it out. Take note, this strategy does not work on TrickScarfers or Dual Screeners.
As you can see, Spiritomb is quite the phenomenal lead. This set is explained in the analysis, but I'll do so anyway. Shadow Ball for STAB and main attacking option, Shadow Sneak for priority on Froslass, HP Fighting to hit Ambipom and the occasional Steelix (2HKO), and Pursuit to catch fleeing leads. Hooray.
Polymerization is a must for all Elemental Hero decks, and Spiritomb is fused with 108 spirits, so it's fitting.
No weaknesses goes to Nobody

(He believes he can fly... because he can)
A winged Elemental Hero who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.
It's a Bird! No, It's a Plane! Wait, it is a bird, it's Swellow

Avian (Swellow)@ Toxic Orb
Ability: Guts
Nature: Jolly
EVs: 252 Att, 4 SpD, 252 Spe
-Facade
-Brave Bird
-U-Turn
-Quick Attack
Ability: Guts
Nature: Jolly
EVs: 252 Att, 4 SpD, 252 Spe
-Facade
-Brave Bird
-U-Turn
-Quick Attack
Description:
Everyone in UU knows that terror that is known as Swellow. This is arguably the most destructive set Swellow can possess, and the most common. Switching in once grants activation of Toxic Orb. Toxic Orb causes bad poisoning, which is the same as poisoning from Toxic. Poisoning causes Guts to kick in, multiplying the Attack by 1.5. Facade, STABbed in the first place, doubles in power due to its side effect. That makes Facade's power increase to the equivalent of a gigantic 315. Anything that does not possess a high Defense or outright resist it is shattered. And maximum investment to a base 125 Speed out-speeds much of the tier. That creates an awesome sweeper that every team needs to prepare for. Brave Bird is secondary STAB, hitting Ghosts pretty hard as well. U-Turn is for scouting opponent switches, as well as resetting the poison counter, which can take its toll in addition to Brave Bird recoil. Quick Attack over Protect is for the suckers who think they can revenge me with priority. That turns this into a slight revenge killer as well.
Everyone in UU knows that terror that is known as Swellow. This is arguably the most destructive set Swellow can possess, and the most common. Switching in once grants activation of Toxic Orb. Toxic Orb causes bad poisoning, which is the same as poisoning from Toxic. Poisoning causes Guts to kick in, multiplying the Attack by 1.5. Facade, STABbed in the first place, doubles in power due to its side effect. That makes Facade's power increase to the equivalent of a gigantic 315. Anything that does not possess a high Defense or outright resist it is shattered. And maximum investment to a base 125 Speed out-speeds much of the tier. That creates an awesome sweeper that every team needs to prepare for. Brave Bird is secondary STAB, hitting Ghosts pretty hard as well. U-Turn is for scouting opponent switches, as well as resetting the poison counter, which can take its toll in addition to Brave Bird recoil. Quick Attack over Protect is for the suckers who think they can revenge me with priority. That turns this into a slight revenge killer as well.
Electric goes to Donphan and Raikou
Ice goes to Arcanine and Milotic.
Rock goes to Donphan.
Ice goes to Arcanine and Milotic.
Rock goes to Donphan.

(That's not very child-appropriate, but admit it, it's kinda hot... pun intended)
A flame manipulator who is the only woman among the Elemental Heroes. Her Burstfire burns away villainy.
Burn, Baby, Burn

Burstinatrix (Arcanine)@ Leftovers
Ability: Intimidate
Nature: Adamant
EVs: 120 HP, 152 Att, 236 Spe
-Flare Blitz
-Morning Sun
-Extremespeed
-Toxic
Ability: Intimidate
Nature: Adamant
EVs: 120 HP, 152 Att, 236 Spe
-Flare Blitz
-Morning Sun
-Extremespeed
-Toxic
Description:
Arcanine is basically THE Fire-type in UU, other than Moltres. No one cares about Moltres. Anyway, this is the set known as Morning Glory, which came with the addition of Morning Sun in HG/SS. This allows Arcanine to last much longer, and gives a reason to invest in HP. Morning Sun is obviously a staple on this set. 50% recovery is useful, you know. Flare Blitz is its strongest physical STAB, and its recoil is recovered through Morning Sun. Extremespeed finishes off anything faster than it, which can also be used for revenge killing. Toxic is mostly filler, but it is very useful. It nabs those pesky Moltres, Hitmontop, and Milotic on the switch-in, which I find happens often. Intimidate helps in switching in on physical Venusaur, which it out-speeds always thanks to the 236 EVs in Speed. Leftovers is to grant it further survivability in the long run.
Arcanine is basically THE Fire-type in UU, other than Moltres. No one cares about Moltres. Anyway, this is the set known as Morning Glory, which came with the addition of Morning Sun in HG/SS. This allows Arcanine to last much longer, and gives a reason to invest in HP. Morning Sun is obviously a staple on this set. 50% recovery is useful, you know. Flare Blitz is its strongest physical STAB, and its recoil is recovered through Morning Sun. Extremespeed finishes off anything faster than it, which can also be used for revenge killing. Toxic is mostly filler, but it is very useful. It nabs those pesky Moltres, Hitmontop, and Milotic on the switch-in, which I find happens often. Intimidate helps in switching in on physical Venusaur, which it out-speeds always thanks to the 236 EVs in Speed. Leftovers is to grant it further survivability in the long run.
Rock goes to Donphan
Water goes to Milotic
Ground goes to Swellow
Water goes to Milotic
Ground goes to Swellow

(I see the light!... Oh, it's just Sparkman)
An Elemental Hero and a warrior of light who proficiently wields many kinds of armaments. His Shining Surge Flash cuts off the path of villainy.
That's Shocking

Sparkman (Raikou)@ Leftovers
Ability: Pressure
Nature: Timid
EVs: 232 SpA, 252 Spe, 24 SpD
IVs: 22 Att, 30 Def
-Substitute
-Calm Mind
-Thunderbolt
-Hidden Power (Ice)
Ability: Pressure
Nature: Timid
EVs: 232 SpA, 252 Spe, 24 SpD
IVs: 22 Att, 30 Def
-Substitute
-Calm Mind
-Thunderbolt
-Hidden Power (Ice)
Description:
I'd like to explain this set before you thank me for not using yellow as the font color (I went with brown instead :) ). This set is so awesome, Raikou should be BL. Unfortunately, it is not. So, I will take advantage of it and use it before this 3 months is over. But I digress. Substitute is essential to this set, as it blocks status and helps counter revenge killing. Calm Mind builds up both Special stats to incredible levels, and renders it almost impenetrable on the Special side. That makes the Substitute even sturdier and Raikou even more dangerous. There's a reason every team prepares for it. Thunderbolt is the main STAB, severely denting anything that can take it. HP Ice gives perfect coverage, as it gets super-effective damage on Ground, the only immunity to Electric. I hate to use it, but I love to use it. Please bump this up to BL after 3 months. It's just too awesome to be a lowly UUer.
I'd like to explain this set before you thank me for not using yellow as the font color (I went with brown instead :) ). This set is so awesome, Raikou should be BL. Unfortunately, it is not. So, I will take advantage of it and use it before this 3 months is over. But I digress. Substitute is essential to this set, as it blocks status and helps counter revenge killing. Calm Mind builds up both Special stats to incredible levels, and renders it almost impenetrable on the Special side. That makes the Substitute even sturdier and Raikou even more dangerous. There's a reason every team prepares for it. Thunderbolt is the main STAB, severely denting anything that can take it. HP Ice gives perfect coverage, as it gets super-effective damage on Ground, the only immunity to Electric. I hate to use it, but I love to use it. Please bump this up to BL after 3 months. It's just too awesome to be a lowly UUer.
Ground goes to Swellow

(*guttural voice* CLAYMAN SMASH!)
An Elemental Hero with a clay body built-to-last. He will preserve his Elemental Hero colleagues at any cost.
Built-to-last is Correct

Clayman (Donphan)@Leftovers
Ability: Sturdy (not that it's useful)
Nature: Adamant
EVs: 52 HP, 252 Att, 204 Def
-Rapid Spin
-Stealth Rock
-Earthquake
-Stone Edge/Assurance (probably going w/ SE)
Ability: Sturdy (not that it's useful)
Nature: Adamant
EVs: 52 HP, 252 Att, 204 Def
-Rapid Spin
-Stealth Rock
-Earthquake
-Stone Edge/Assurance (probably going w/ SE)
Description:
This guy is important. He sets up the all-important Stealth Rock that puts a damper on threats like Moltres and Swellow. He also spins away those pesky Stealth Rocks that threaten Avian and Burstinatrix. This guy is important. He must spin away those rocks (fortunately, he usually does) or else Swellow and Arcanine suffer (say that in an evil voice and it's not so cheesy). He tanks physical hits well and hits hard with Earthquake. Assurance is for the ghosts switching in who think they can block the Rapid Spin. Leftovers is for the survivability.
This guy is important. He sets up the all-important Stealth Rock that puts a damper on threats like Moltres and Swellow. He also spins away those pesky Stealth Rocks that threaten Avian and Burstinatrix. This guy is important. He must spin away those rocks (fortunately, he usually does) or else Swellow and Arcanine suffer (say that in an evil voice and it's not so cheesy). He tanks physical hits well and hits hard with Earthquake. Assurance is for the ghosts switching in who think they can block the Rapid Spin. Leftovers is for the survivability.
Water goes to Milotic
Ice goes to Arcanine and Milotic
Grass goes to Swellow and Arcanine
Ice goes to Arcanine and Milotic
Grass goes to Swellow and Arcanine

(*another guttural voice* He's Batman)
If this is the only card in your hand, you can Special Summon this card from your hand. When this card is Normal Summoned, Flip Summoned, or Special Summoned successfully, if there are no other cards on your side of the field and in your hand, you can draw 2 cards from your deck.
Why must they ruin the awesomeness with an effect?
I'll Give You a Cup of Water if you Lose for Me

Bubbleman (Milotic)@Leftovers
Ability: Marvel Scale
Nature: Calm
EVs: 252 HP, 200 Def, 56 SpD
-Rest
-Sleep Talk
-Surf
-Hidden Power (Grass)
Ability: Marvel Scale
Nature: Calm
EVs: 252 HP, 200 Def, 56 SpD
-Rest
-Sleep Talk
-Surf
-Hidden Power (Grass)
Description:
Milotic is pure awesome in terms of walling. Rest + Sleep Talk grants it instant recovery in exchange for two turns of sleep. Sleep activates Marvel Scale, which further increases Bubbleman's Defense by 50%. Sleep Talk allows it to be not useless when its asleep. This allows it to check physical threats like Rhyperior, who is put in its place with super-effective moves. Surf is for main STAB and HP Grass is for those water types who think they can wall me, mainly Poliwrath and Slowbro. The EVs are for maximum walling efficiency on both sides of the spectrum. For example 56 SpD EVs makes Milotic only 3HKOed (if I remember right) by a Moltres' Air Slash.
Milotic is pure awesome in terms of walling. Rest + Sleep Talk grants it instant recovery in exchange for two turns of sleep. Sleep activates Marvel Scale, which further increases Bubbleman's Defense by 50%. Sleep Talk allows it to be not useless when its asleep. This allows it to check physical threats like Rhyperior, who is put in its place with super-effective moves. Surf is for main STAB and HP Grass is for those water types who think they can wall me, mainly Poliwrath and Slowbro. The EVs are for maximum walling efficiency on both sides of the spectrum. For example 56 SpD EVs makes Milotic only 3HKOed (if I remember right) by a Moltres' Air Slash.
Electric goes to Donphan and Raikou
Grass goes to Arcanine and Swellow
Grass goes to Arcanine and Swellow
Final Thoughts:
Here is the team again:
Here is the team again:






Thank you for reading through this RMT for me. It took me quite a while.
I'm not going to post a threat list, but here are some common threats I have to deal with:
Venusaur: KOs Donphan and Milotic with Grass STABs, and, unfortunately, Milotic has to absorb the Sleep Powder. Swellow KOs with Brave Bird, but cannot switch in safely, though.
Raikou: Only Donphan can deal with it. Even so, lots of Raikou have HP Ice.
Torterra: Outspeeds my whole team after a Rock Polish, and KOs most of it, too.
Venusaur: KOs Donphan and Milotic with Grass STABs, and, unfortunately, Milotic has to absorb the Sleep Powder. Swellow KOs with Brave Bird, but cannot switch in safely, though.
Raikou: Only Donphan can deal with it. Even so, lots of Raikou have HP Ice.
Torterra: Outspeeds my whole team after a Rock Polish, and KOs most of it, too.
Please excuse my puns, if you can.
Currently considering:
-Nothing
Currently considering:
-Nothing
Don't point my nerdiness out to me. We play Pokemon competitively, for Pete's sake! We're all nerds.
Rate/Hate/Steal away, please!