THE HIT
Greetings, folks!
This will be my second team posted to this site. This time around, however, I decided to switch to the UU meta from the OU meta for the sake of keeping things fresh for myself. Again, I tried to design something I could feasibly create in Ultra Sun proper, even though I am relying on at least one legendary from the get-go (IV’s are tricky things when you can’t directly influence them). In any case, I’m sure there is something that could be improved with this line-up, and I figured I’d post the team here for scrutiny before I went into the process of IV breeding an entire team (again). Also, since plenty of other people seem to post teams based on music (song names, bands, etc.), I thought I would theme this team off of one of my personal favorite bands, TWRP. Now then, let's get to the breakdown.
THE TEAM
"Havve Hogan"
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD /
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic
Swampert acts as the Stealth-Rocker of the team, due to Terrakion running Choice Scarf in this build. Though bulky, Swampert isn’t meant to absorb damage from every Pokemon it checks, as its only form of regen in this build is the Leftovers it holds. However, it is able to threaten opposing Rotom-H and Mega-Aerodactyl, and fish for Scald burns on physical threats like Scizor. STAB Earthquake is always a good move to have access to, covering the likes of Nihilego and Mega-Manectric, even if it won’t be boosted by Choice Band. Of course, both of those targets can carry Grass-type coverage, so be careful if you choose to switch directly into them. Toxic rounds out the list to handle water-resistant/ground-immune threats, mainly Dragon-types, as well as putting a timer on said threats, as Swampert’s lack of recovery doesn’t allow it to go late-game most of the time. I run Toxic over Roar in this build mainly because, while phasing with Stealth Rocks up can help rack up damage, dragging out Pokemon on the enemy team has put me on the back-foot more often than I care to admit. As for team synergy, Swampert can appreciate the presence of Rotom-H’s hazard removal, Togekiss’ ability to handle Dragon-types, and Roserade’s ability to soak up Toxic Spikes and threaten opposing Grass-types."Havve Hogan"
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD /
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic
"Lord Phobos"
Scizor @ Choice Band
Ability: Technician
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Bullet Punch
- U-Turn
- Superpower
- Pursuit
Scizor is an all-star of UU, and I knew I had to include it on my team if I were to design for the tier. It acts as a pivot, threatening Pokemon like Latias and Mega-Altaria, as well as forcing switches for offensive pressure by just how scary it is. Bullet Punch is Scizor’s STAB priority, helping it get around its lack of speed and hitting Fairy-types hard. U-Turn aids in momentum, and when combined with Rotom-H, creates a VoltTurn core between two Pokemon that cover each-other’s checks surprisingly well. Of course, U-Turn support is appreciated by Roserade and Terrakion, getting them on the field for free and allowing them to start attacking. Superpower is present for coverage on opposing Steel-types that would normally check Scizor, like Magneton, Mega-Steelix and Mega-Aggron, but it should be used sparingly. The team has other Steel-type coverage, and the backlash of Atk/Def down is less than ideal. Superpower is not sort of move one would like to be locked into for 3+ turns, and it almost always requires a switch-in after its use. Pursuit is used to punish the switches Scizor forces, and in conjunction with Choice Band, can put large dents in the likes of Latias and Blissey.
"Doctor Sung"
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Defog
"Commander Meouch"
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Rock Slide
Terrakion acts as a revenge-killer of sorts, and is mainly slotted as such for this team’s general lack of higher-tier speed. Of course, Terrakion isn’t solely for revenge-killing, and can still be brought in with a Volt Switch or U-Turn to begin making picks if the situation allows. Choice Scarf and a Jolly nature allows Terrakion to out-speed Choice Scarf Hydreigon, which is otherwise quite scary. Close Combat and Stone Edge are the hard-hitting STAB moves to take advantage of such speed and Terrakion’s naturally high physical attack. Earthquake is present for coverage, mainly against Poison-types like Nidoqueen and Nidoking, which would otherwise resist Terrakion’s other moves. Rock Slide is a less-powerful, but more reliable, Rock-type move for cherry-tapping already weakened foes, or in any situation where Stone Edge would be overkill.
"Danny Sexbang"
Togekiss @ Babiri Berry
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Flamethrower
- Roost
Togekiss acts as a stallbreaker, and can beat opposing bulky supports with its 60% flinch chance Air Slash. Boosted by Nasty Plot, Togekiss can easily become a setup sweeper if given a chance against said passive Pokemon. Flamethrower is present for coverage against Steel-types that would otherwise make quick work of Togekiss’s Fairy typing. This, in conjunction with the Babiri Berry, allows Togekiss to combat its counters without resorting to switching out and losing tempo. Roost helps stabilize with regeneration, and opens up more opportunities for setting up with Nasty Plot. Synergy-wise, Swampert’s Stealth Rocks and Electric immunity are well-liked by Togekiss, as well as Rotom-H’s Defog to remove entry hazards. Terrakion benefits from having Steel-types and bulky Water-types covered by Togekiss, too.
"Ninja Brian"
Roserade @ Poisonium Z
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- Hidden Power Fire
CONCLUSION
Thus ends my second RMT. I’d like to think I learned a bit more about competitive-level battling since my last build, but I’m still a little shaky in my confidence. The team runs mostly like a bulky offense build, but there’s no real Special Wall present. I fear the current composition runs the risk of being swept by something like Reunicles or Choice Scarf Chandelure. I could also choose to run Amoonguss over Roserade, as they share typing and the ability to put the other team to sleep, but Amoonguss is far too slow, and the team would lose its only Z-move. If nothing else, I think I nailed it theme-wise. Anyhow, I thank you for your time, and if you have any improvements or suggestions, feel free to post them below. Keep it rockin’!
-Revërberations