The Rebel Alliance

I've been playing UU for awhile now, and have been through a ton of teams. I wanted to base my newest team around something I haven't even touched yet, Toxicroak. So this is a team built upon taking out its' counters through brute force and wearing the opponent down with great synergy. I'd appreciate suggestions on how to change the team to increase synergy or better set up for the sweep.


Overview
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In Depth

The Lead
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Ambipom@Silk Scarf
Ability:Technician
EVs: 4HP/252 Attack/252 Speed
Jolly Nature
-Fake Out
-Taunt
-Double Hit
-U-Turn

I decided on a simple Ambipom lead because it does its job well. It scouts, causes damages, stops set up leads, and lets me u-turn to a counter. Taunt shuts down the likes of Uxie, Mesprit, Omastar, Registeel, Regirock and Donphan, and can also stop something from setting up later game. I opted for silk scarf and not LO because as you'll soon see, I had three other LO users and figured 4 would be too much residual damage. I felt that since Ambipom isn't sweeping it could afford to lose 10% in its attacking power.


The Defensive Core

The Special Wall
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Slowking@Leftovers
Ability:Own Tempo
EVs: 212 HP / 44 SpA / 252 SpD
Calm Nature
-Surf
-Psychic
-Thunder Wave
-Slack Off

The first thing that came to mind during the planning of this team was Toxicroak's 4x Psychic weakness. This is the reason I chose a special wall to handle this, Slowking. And it does it's job well, handling most of the special attackers in UU bar Sceptile and Venusaur. It also twaves the opponent as much as possible to make Toxicroak's sweep easier in the end. Surf and Psychic insure I'm not walled by sub punch Poliwrath or Azumarill, and still allow me to hit Venusaur. I've been contemplating whether to replace Twave with Toxic to help wear down Milotic, suggestions?


The Physical Wall
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Tangrowth@Leftovers
Ability: Chlorophyll
EVs:252 HP / 228 Def / 28 Spe
Impish Nature
-Sleep Powder
-Synthesis
-Power Whip
-Knock Off

I always like to run a defensive core in which the pair covers eachother's weaknesses. So what better to cover Slowking's grass and electric weaknesses than Tangrowth? This allows me to have both sides of the offensive spectrum covered, with good synergy within the core. I chose synthesis over leech seed to increase Tangrowth's lifespan, with Sleep Powder to put something out of comission, Power Whip for damage, and Knock Off to get rid of an opposing LO or Choice item on a switch. The only problem with this defensive core is the weakness to Bug for both walls. I do have a resist to Bug which you'll see in a second. Is this a real problem or is it something I can just deal with?



The Offensive Trio

The Physical Attacker
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Arcanine@Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Attack/252 Speed
Jolly Nature
-Flare Blitz
-Thunder Fang
-Extremespeed
-Morning Sun

Arcanine's purpose on this team is to help break down the walls that keep Toxicroak from sweeping. It's STAB Flare Blitz annihilates Venusaur and Tangrowth, Thunder Fang dents Milotic and Blastoise, and Extremespeed lets me revenge faster threats. Morning Sun is so useful, and helps balance out the damage from LO and FB, which could cause Arcanine to go out rather quickly. This is also my Bug Resist, and with Arcanine's somewhat natural bulk, allows me to take U-turns and some other bug attacks aimed at Slowking and Tangrowth.



The Special Attacker
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Milotic@Life Orb
Ability:Marvel Scale
EVs: 4 HP/252 Special Attack/252 Speed
Timid Nature
-Surf
-Ice Beam
-Hidden power grass
-Recover

Offensive Milotic is a force to be reckoned with, especially when the opponent expects the weaker defensive set. This set lures in Mismagius, Venusaur, and lets me KO/severely weaken them as well as take out Nidoqueen and Weezing. Milotic also lures out significant Pokemon that Toxicroak can set up on, such as Clefable and Chansey. Hidden power grass allows me to hit the rare but possible Quagsire and Gastrodon, while still hitting other bulky waters just like HP Electric would. Recover obviously lets me stay alive longer, and is the first time I've tried an offensive duo that has instant recover on both sides. It really is beneficial, allowing the synergy of the team to go on longer, when all that switch in damage is gone in one turn.



The Star of the Show
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Toxicroak@Life Orb
Ability:Water Absorb
EVs: 4 HP/252 Attack/252 Speed
Nature: Adamant
-Swords Dance
-Cross Chop
-Sucker Punch
-Ice Punch

This is the star of this team. I chose Adamant for the most attack possible, and because I have sucker punch I can afford to be a bit slower. Cross Chop for STAB, Sucker punch for faster pokes, especially psychics, and ice punch for accuracy on Altaria. Although I do lose the coverage on Moltres, other members of my team can take care of it before the sweep.




Closing

I feel like I have set up this sweep pretty well, but I do have some big concerns.

1. I realized (after the team was built) I don't have Stealth Rock. Would it benefit my team enough to change something and put an SR user somewhere?

2.I have two water types (Slowking and Milotic). This seemed ok since I have a few answers to grass and electric (Tangrowth for both, Arcanine for grass, Toxicroak for grass). But are there any pokemon I could replace either Slowking or Milotic with to take away the dual water usage on the team, that still do a relatively similar job for the team?

3. I have a massive Scyther weakness. But ESpeed from Arcanine and Sucker Punch from toxicroak KO it after SR most of the time. So what should I take out to include an SR user?

Thank you for taking the time to read this RMT. I'd like suggestions for these three concerns and any other problems that I'm missing, as it would be greatly appreciated.
 
Welcome to Smogon.

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I don't really see a point for a defensive core in a team like this; your offensive core is fairly bulky to take your threats; as for a transition pokemon, Ambipom works fine, building up massive momentum.

As you've noticed, SR would be extremely beneficial to your team.

I suggest you switch your Tangrowth to Steelix. Steelix retains more offensive momentum than Registeel, and this unorthodox set allows you to do this as much as you can.

i_steelix.gif

Earthquake
Explosion
Stealth Rock
Stone Edge
Passho Berry
Adamant
100 HP / 164 Atk / 244 SpD

This baby is a short-lived offensive Steelix of sorts; it sets up Stealth Rock, gets in a hit or two, then explodes.

Steelix lures in many things like Milotic who want to turn Steelix into their offensive momentum, but above all is Azumarill, who you have zero good counters for; Focus Punch deals extreme damage to your offensive Milotic, Slowking is not bulky enough on the physical side to match up against Azumarill, and said Azumarill tears a huge hole in Toxicroak with Return or Double-Edge. Ambipom cannot take a Waterfall, and I'm sure Arcanine would match up awfully. Steelix would lure in Azumarill moreso than any other pokemon on your team, and promptly deal with SubPunchers, the largest threat to your team. (If it's a Choice Bander, keep it alive, if it gets stuck in Waterfall or Aqua Jet Toxicroak sets up on it.) Thanks to Passho Berry, Steelix is only 3HKOd by Waterfall, and his Earthquakes do too much damage for Azumarill to set up Substitute on. You don't even need stellar prediction; Passho Berry ensures that you survive 2 Waterfalls. In the meantime, Explosion destroys Azumarill.

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Good luck with the team.
 
I don't have too much time to rate right now before I get off my lunch break, but I think you should run Low Kick over Cross Chop, because you get better accuracy, plus you will always hit the likes of Venusaur and Milotic hard during a sweep. No matter what, it will OHKO Aggron and Rhyperior (Rhyperior will come out more often on Toxicroak because it can EQ Toxicroak). It is way mor reliable in my opinion.
 
just a few things to comment on

ambipom may want return over double hit for the higher damage output but double hit, hits though subs so choice is up to you personally I find that return is the better option

swap tangrowth for venusaur as it has duel stab with (insert grass attack) and sludge bomb as the grass filled UU gets hit hard by sludge bomb with a mild nature and a EV spread of 64 HP / 164 Atk / 96 SpA / 184 Spe
and the item Life orb with the mvoeset of SleepPowder/(synthesis or leachSeed) SludgeBomb/PowerWhip will be able to have the same usefullness of tangrowth with the ability to recover/cause switches depending on moves hit other grass types hard with sludge bomb and still put something to sleep, AND be ableto help break though stall with power whip dealing high damage to chancey

I would switch you current arcanine to a slighttly different once with intimidate as the ability to take physical hits better, 120 HP / 152 Atk / 236 Spe EVs, nature is up to you (adamant or jolly) with again life orb or leftovers is up to you and a moveset of flareblitz/Espeed/Morningsun/Toxic. This way you can toxic incomming bulky waters pick off weakned pokemon with Espeed recovery with morning sun and STAB of flare blitz to deal damage.
 
I personally dislike the venusaur and prefer tangrowth, for its higher defence, and ability to knock off items.
 
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