The UU team of balance!!! maybe...

This team has been pretty successful in UU. It has brought my score up to around 1400. So here we go.
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Team at a glance:
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Spiritomb (M) @ Spooky Plate
Ability: Pressure
EVs: 244 HP/48 Atk/12 Spd/204 SAtk
Quiet nature (+SAtk, -Spd)
- Shadow Ball
- Hidden Power [Fighting]
- Shadow Sneak
- Pursuit

This lead has been very successful. I notice often times people will think it's a more defensive type of spiritomb and use taunt on it as the first move, giving me a free hit with a shadow ball or HP Fighting. Also, not having any weaknesses is definitely a plus, leaving me very confident that it will be able to withstand at least 1 hit from anything that has not used a stat-up move. Being immune to normal and fighting attacks also makes it very helpful against leads that use fake-out or these toxic orb, facade clefables I see occasionally. Shadow sneak definitely helps finish people off as shadow ball usually does a good amount of damage. It's usually easy to predict a switch out if someone uses Stealth rock and I damaged a little more than half of their health.

This guy is pretty much always able to take down the lead, or least kill one opponent before it dies. I prefer spooky plate over leftovers since he's not particularly bulky, and not life orb because he's bulky enough to take a hit and I don't want the health loss to ruin that.
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Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Earth Power
- Ice Beam
- Stealth Rock
- Rapid Spin

By being bulky physically, and resists rock and fighting, and immune to ground, he's pretty good at absorbing blows he's resistant too. His levitate ability and ground typing makes him less susceptible to the field traps that he spins away. Ice beam helps be defeat donphan, and torterra if it's already weakened some and no speed EV's, which it usually doesn't. Earth power is very helpful to kill these physically defensive pokemon like aggron and steelix.
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Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Discharge
- Will-o-wisp
- Rest
- Sleep Talk

A very good status absorber. Though I concentrated its defenses on physical defense, it is often OHKO'd by someone using a SD'd neutral damaging attack. Usually I try to will-o-wisp them which solves the problem. I usually try to burn physical attackers, ground types, and walls with non-rest healing abilities, like cresselia, to add more damage to them, forcing them to heal more. Discharge usually used as a damaging move with the higher chance to paralyze as a bonus, helps out a lot with water types, assuming rotom survives. Having another levitate and another ghost just gives me another person to switch to if I expect a fake-out or EQ.
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Hitmontop (M) @ Leftovers
Ability: Technician
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Fake Out
- Mach Punch
- Bullet Punch
- Close Combat

This is the guy that saves my team from pokemon that are very fast and very powerful. I don't use life orb because he dies way too quickly and often he is needed the entire match, so he's often the last one to day on my team. Fake out and bullet punch will do about the same amount of damage, so it's easy to tell if a bullet punch after the fake out will be enough to finish off the opponent. Mach punch does a little more damage than fake out due to the stab, so it's also easy to estimate if mach punch will be enough. Close combat is there mainly to hit the slow opponents that are weak against it, like clefable, chansey, aggron, or if the opponent uses wish and/or I expect a switch next turn.

Often times what I find myself doing though is that if the opponent is very powerful and particularly bulky, I often use fake-out, and switch to another poke to take the hit and die(usually) and switch back to hitmontop, use fake-out,and if there is too much health, I'll switch out to a different one to take the hit, etc...This potentially causes me to lose many members of my team because of how much I value this member of the team :p
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Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/156 SDef
Careful nature (+SDef, -SAtk)
- Iron Head
- Ice Punch
- Earthquake
- Thunder Wave

My special wall that can t-wave fast special sweepers. I often try to t-wave first. The only time I really attack with him is if my attacks are super affective. Exceptions to this are when I'm against very delicate sweepers, like mismagius. Suprisingly, he is very rarely OHKO'd by physical fire attacks and EQ's if the poke hasn't used a stat up move.
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Drapion (M) @ leftovers
Ability: Battle Armor
EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Taunt
- Crunch
- Knock Off
- Whirlwind

His relatively high base speed (95) usually makes him faster than walls I tend to put him up against, like cresselia, umbreon, and spiritomb. Being able to taunt those that give status affects is very helpful. He often gets burned, but doing damage isn't the real reason he's on the team anyway. Whirlwind is very helpful and blowing away substitutes and stat raises, and knock is just handy against walls with leftovers. So far I haven't noticed very many times where he walls certain sweepers, despite me putting everything in physical defense and HP. But his utility has proven very useful regardless.

OVERALL:
Usually how a games comes out is that I kill the lead with spiritomb. Sometimes they are able to do a weather affect, set up a stealth rock or spikes, do some damage to spiritomb, or sometimes accomplish nothing at all (usually happens if they taunt). If they switch to someone I expect a paralyze affect from, I switch to rotom, but I often stay in and attack the second person with spiritomb too. I usually don't switch out spiritomb unless one of my pokes is a very good counter against the opponent. Registeel usually takes the special attacks that would usually kill claydol and rotom, and those two take the fighting and ground attacks that would kill registeel. Drapion usually takes the annoying walls and I usually use hitmontop as the revenge killer or switch to him if I expect a stat up move from an opponent that hitmontop does at least neutral damage to.

I find my team having the most trouble with rain dance teams. Since I don't have anyone resistant against water, I often take a lot of damage from them, though that doesn't mean I can't do anything against them. Spiritomb is almost never OHKO'd, and is usually able to get a shadow ball and shadow sneak off before it dies when it's up against a strong water type in the rain. Hitmontop is also able to do quite a bit of damage with fake-out doing free damage to everyone. I lose up to a third of the rain dance teams that I face.

I suppose fire attacks have a similar problem since I have no resistance against fire, but fire types are usually not bulky and are usually killed easier. So they are not as big of a problem.
 
Threat List (Particularly threatening ones have a shiny picture and big red Threatening):
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The only thing I fear from it really are possible status attacks, so I usually switch to rotom against them. And when I feel confident that they will not use a status attack, I switch to Hitmontop to OHKO it with close combat.

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Threatening: Usually not strong in attacks. Switch to Drapion as it will definitely be able to take any hit cresselia has and taunt to stop it from using any of its bothersome moves. I usually use knock off if I expect a switch, if I don't, then I use crunch. Can become very hard to kill if I don't have drapion and it uses calm mind. At that point, I would consider it threatening.

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Switch to rotom to burn it, and then switch to claydol to set up stealth rock and kill with ice beam. Or if I'm sure that donphan doesn't have assurance, I'll just switch directly to claydol since ice shards don't do much damage to claydol, despite being super effective.

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Often has EQ, and so it is strong against much of my team if it has a dark attack too. Switch to spiritomb if it's still alive. If not then switch to claydol if I expect an Earthquake and use earth power. If I expect a dark attack, then I switch to registeel and depending on how much health drapion and registeel each have, I may either paralyze or earthquake.

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Attacks are usually not strong. Switch to drapion to take any possible toxics or weak attacks and use taunt to stop it's annoying defense upgrades and recovering moves. Then just knock off it's leftovers and crunch away.

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Usually switch to spiritomb if still alive. If not, rotom usually does well if it has thick fat instead of guts. If it has guts and is burned with flame orb, it may have payback, so I often switch up between hitmontop to take the pay back, use fake-out, switch to someone to take the fighting move, either claydol or one of the ghosts, then switch back to hitmontop, use fake-out again, all the while burn is draining it's HP and a mach punch should be able to finish it off.

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Threatening: Always on a rain dance team with swift swim. Usually pretty power and I usually have to sacrifice at least one of my guys to kill it in the rain. I often switch to someone to be a sacrifice as it's surf in the rain is usually really strong, and they often hold life orbs. I usually have to use the sacrifice poke, and use hitmontop's fake-out strategy, and sacrifice another to kill it in the rain.

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If on a team, usually a lead, spiritomb uses shadow ball and shadow sneak and it's dead.

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Threatening: I often have trouble with this poke, even though I usually encounter it outside of rain dance teams. Rotom's discharge is the only super effective move I have against it. I cannot even 2HKO this poke, and if it has recover, that just makes it even harder. I usually don't have a good strategy against it. I usually try to switch to drapion to taunt it and knock off its leftovers and either burning or paralyzing have their usefulness against it, though both increases its physical defense. The only time I kill it usually is when my opponent makes bad decisions or I get lucky.

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Usually I switch to rotom as it always has body slam and so I usually burn it, and it often uses heal bell after that. I may just use discharge to try and kill it, but when I think it's gonna use heal bell or milk drink, I switch to hitmontop, which can OHKO with close combat.

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Usually switch to rotom as it doesn't have very strong attacks. I usually like to burn it just so to get some extra damage on it. I may just use dicharge to try and kill it or if I think it won't use a status move or it's gonna use recover, I switch to hitmontop and use close combat to OHKO.

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Switch to Claydol as it sometimes uses thunder wave. Kill with earth power.

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Usually has either thunder wave or toxic (usually toxic in my experience), so I switch to rotom and try to burn it. Then usually I try and kill it with discharge.

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Threatening: With no water or grass attacks, I have no really really good moves against it. The ones with substitute are the ones that are really threatening though. Those without substitute can be switched into rotom when I expect an EQ and burn it. But those with substitute I have to be more careful with. The worst situation is that I usually have to sacrifice a poke just to get rid of substitute, then I switch to drapion to taunt, and hope he tried to use substitute and not EQ. If he EQ'd, it'd probably kill drapion and then I switch to claydol to do some special ground attacks against it, though megahorn can 2HKO claydol.

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I'm usually weary of its status effects and shadow ball. I usually switch to spiritomb if he's still alive, if not, then I switch to Drapion. Both can OHKO with with shadow/crunch respectively. Though drapion might need 2 or 3 turns if he's burned.

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Usually switch to registeel to thunder wave it. Then switch to spiritomb with shadow ball if its still alive or rotom with discharge to kill it.

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Switch to drapion to taunt it and knock off and crunch.

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Switch to drapion to taunt it and knock off and switch to hitmontop to kill it.

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Switch to rotom and burn it and then use discharge to kill it.

More threats coming....
 
Hello,

Your team really looks quite good to me but it definitely has its problems. The biggest problem is the one you already mentioned: your team doesn't pack resists against very common and strong attack types like water and fire. Generally this is not acceptable by a stallish team like yours. Also your team only has Stealth Rocks as its only entry hazards, which can prove problematic against other stall teams.
Your worst matchup will be rain dance teams, there you were right. You said you lose up to 1/3 of battles against them. To be honest you will lose 100% if the rain dance player has the slightest skill. Modest Omastar, Gorebyss and Ludicolo with Life Orb in Rain will always ohko everything but Registeel in your team (who is always 2hkoed). Hitmontop will probably be able to take out at least one rain sweeper but most rain dance teams run at least 3 of them. I really don't see how you want to win 2/3 of battles then.
Now to my suggestions. What you absolutely need is a bulky water type. One who can take the dangerous Fire and water attacks for your team. I would suggest a Milotic. It will work as a great tank on both ends of the spectrum and can instsntly recover off damage. Here is the set:
Milotic@Leftovers
Bold-248HP, 252Def, 8Spe
-Surf
-HP Grass
-Recover
-Toxic (also needed by your team)
I would drop one of your Ghost types for it because you won't have to spinblock much. Although Spiritomb is a solid lead I think it won't be able to help you much later in the game, which is not appreciated for a stallish team. Drop it for Milotic and move Registeel to the lead position. Also give it Stealth Rock over Ice Punch (which isn't really needed) and change Stealth Rock on Claydol to Shadow Ball to hit ghost swithchins who try to spinblock.
Although you will maybe not want to give up your Spiritomb lead I really think those changes will help you.

Hope I could help. Good Luck !
 
Thanks for the input, though my team is not at all meant for stalling. Mostly everyone on my team has its place in offense (except for registeel and maybe drapion really). Rotom is really the only one capable of any kind of stalling, but again, the team doesn't really stall. I would appreciate though if you gave different input for my team since it seemed it gave the wrong impression to you.
 
Hello again,

Well I do still think that your team is stallish. Regirock, Rotom, Claydol and Drapion are clearly as defensive as they could be, just look at your EVs. But that's not all. Your team does not have any hard hitter, the only one who kind of hits hard is Spiritomb.
I'd really like to help you but I think any offensive suggestions are nothing but worthless for your team. It is not a bad Stall team, so play it like a stall team. The Milotic set I suggested above will really help you. Try it out.

Hope you see my point and I could help you. Good Luck !
 
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