XY UU Threatening UU team using Spout Mega-Blastoise

To preface this, I'm not really a UU player at heart so I could be making some scrub moves. This is also my first RMT of any type, so it may be a little unpolished. With that said, this team has given me great success on the UU ladder on PS, going 20-4 with it as of late. Lets get into the team. (No nicknames because i'm not quite that creative lol)

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Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Water Spout
- Water Pulse
- Dark Pulse
- Aura Sphere

Bulky Mega blastoise can take hits and dishes them back with huge power. Leading with it and getting a good lead allows for huge damage with water spout turn 1. Water pulse for stab because confusion chance is disgusting, dark pulse for slowbros and other blastoise, as well as just hitting well on most things, and aura sphere for the same reason. Pretty generic, except for the Spout. It can be good to try and keep this thing at high health, because even after 1 stealth rock switch in, Water Spout does way more than pulse.

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Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Glaciate
- Energy Ball
- Focus Blast

A Mixtini bluffing a choice item with the expert belt. V-Create for sheer power, because even with slim investment it does a number to switch ins. Glaciate for dragons mostly, as this team has very little ice coverage for them. Energy ball mostly for bulky waters like swampert, quag, and gastrodon. Focus blast hits hard as well and hits darks and rocks hard.

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Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Charge Beam
- Psyshock
- Dazzling Gleam
- Shadow Ball

Standard Alakazam set and spread, with a sash to ensure surviving a hit. This is mostly used on my team as a late game sweeper. It can easily come in on a weakened poke and kill with a charge beam, getting a SpAtk raise most of the time. That can be enough to finish anything else off on a team many times. Psyshock for STAB and hitting defenses, shadow ball and dazzling gleam for coverage (no focus blast because it misses too often).

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Goodra @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Atk / 4 SpA
Lonely Nature
- Earthquake
- Fire Blast
- Dragon Tail
- Power Whip

For some reason, no one ever expects Sap Sipper Goodra. It allows it to hard counter a lot of grass types, including but not limited to Roserade. It can come in for free on a sleep powder or leech seed, et the +1 Atk boost, and fire back off of a very reasonable 100 base attack. Fire blast is necessary to hit those grass types you switch in on, EQ hits hard and consistently, Power Whip hits slowbro hard. Dragon tail to phase things out that you switch in on and force out. Even without SpDef investment, this thing can take hits on the special side all day, and acts as a pseudo-special wall.

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Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Stealth Rock
- Gyro Ball
- Earthquake

Defensive Bronzong is a huge help to this team, absorbing bird spam and EdgeQuake which is prevalent (i think). Reliably gets up rocks almost every game, and toxic is always useful in getting residual damage on anything. Earthquake hits reasonably hard and hits common switch-ins like Darmanitan and Victini, Gyro Ball for powerful stab.

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Cobalion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Iron Head
- Zen Headbutt
- Volt Switch

Cobalion is actually a very good counter to the current meta, as it absorbs knock off's like its no problem, gets a +1 boost off of it, and can fire back with some power behind his Life Orb hits. Close Combat and Iron Head are your STAB and will be primary for attacking. Zen Headbutt can hit Nidoking/queen on switches, and hits other pokes that resist both STABs like Tentacruel. Volt Switch is for keeping momentum. This thing can sponge physical hits fairly OK even though it is uninvested as well, even if bronzong dies.

That's the team. Let me know if you see anything dumb, any EV spreads that can be fine tuned, or any suggestions at all!
As far as a threat list goes, I havent really run into anything that just wrecks this team. This could be bad players, or me not playing enough. Let me know if there's a glaring weakness that I'm too blind to see.
 

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Ok, quick rate. This is a pretty solid team so i'm only really going to make minor critiques. I understand the whole RMT is around Water Spout Blastoise so I obviously won't change that but I would drop Aura Sphere in favour of either Dragon Pulse or Rapid Spin. I see what you're doing with Victini but I honestly think this team would be better suited to either LO mixed or Physical Choice Scarf, the latter being the one I would probably go for. You already have Goodra to surprise stuff like Swampert with a strong Power Whip so you don't really need that extra bait on Victini. As for Alakazam, run Calm Mind over Charge Beam since CB is literally an inferior CM except it hits Water-types for laughable damage. I don't think Goodra is doing a lot for your team but if it's working out then good luck to you ^_^ The only suggestion on that set would be to run Outrage over Dragon Tail since you've got such huge special bulk you're not too worried about Fairies and speaking of Fairies, use Iron Tail over Fire Blast to nail them for significant damage on the switch in. Bronzong should probably be scrapped, it honestly isn't as good as last gen and you'd be far better off using Gligar since it counters a lot of Fighting-types that can give your team problems. It can also act as a Defogger for your team, allowing your Grounded mons to have a far easier time switching in :] Cobalion should also be changed, there's basically no reason not to run Lucario since it has access to Stronger STAB, Priority and better coverage so yeah use SD Lucario over Cobalion since you've got a lot of bulk and it also gives you a win condition late game. That's about it though, you can find all the sets suggested below and good luck with the team!

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Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

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Gligar @ Eviolite
Ability: Hyper Cutter
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Stealth Rock
- Defog / Toxic
- Roost
- Earthquake / U-turn

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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Swords Dance
- Extreme Speed
- Crunch
- Close Combat / Bullet Punch
 
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