ORAS UU Triple Intimidate UU Squad

So I will be the first to admit I dont play a lot of UU, but my friend who just got into competitive pokemon wanted me to build him a team that is unique so I whipped this up for him.



Arcanine @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Flare Blitz
- Close Combat
- Wild Charge

1st Intimidater, Choice Band Arcanine destroys lives, Extreme Speed sweeps late game and takes care of other priority move spammers. Flare Blitz 2HKO's almost everything that exists, Close Combat kills walls and anything that doesnt resist, Wild Charge for Mega Blastoise and other bulky Waters that think they can switch in on a Flare Blitz.


Gyarados @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Second Intimidater, Sweeps most teams that dont prepare, usually only has 1 or 2 mons that beat it so as long as you weaken them down he sweeps late game. Lum over anything for prankster mons and helps setting up, Moxie might work better but The extra attack doesnt usually matter and nobody expects intimidate sweeper. Dragon Dance because outspeed plus attack just destroys, Waterfall powerful stab, Earthquake for steels that think they can wall, Ice Fang for grass types that think I run Crunch. Originally had Choice Scarf but it didnt have the power to finish off kills.


Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Crunch
- Substitute
- Bulk Up

Third and Last Intimidater, Sweeper/Wallbreaker. Went through a couple sets Sub Bulk up works the best with Intimidate. I usually bluff Scarf to set up a free sub, Sweeps through the team after Infiltrator and Special Attacking mons are gone, but usually ends up breaking walls for other mons to sweep. Earthquake for stab destruction, Crunch because I dont run it on Gyarados also stab to take care of flying and levitating mons that want to switch in, Sub Bulk Up to take hits and Punish Walls. Moxie Scarf might be better for the team if thats what you want to run to clean up easier and deal with flying mons with stone edge but this set puts in work as well.


Hypno @ Leftovers
Ability: Insomnia
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Calm Mind
- Dazzling Gleam

Hypno has gone through many changes and is easily the closest to being replaced, I started by using standard Wish Nasty Plot set but it could break through like I wanted it to, Psychic does damage, Thunder Wave is great support for the rest of the team, Calm mind helps take down special monsters for Krook, Dazzling Gleam for dark types that want to switch in. I also ran a Taunt set but it doesnt have the speed for it to be effective. Probably going to change this to a more effective mon but It does its job to help weaken phsyical walls.


Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball

Standard Custap Forrestress, sets up Steath Rocks/Spikes for free and has late game Rapid Spin potential, if they try to set up you can spam Gyro Ball to weaken for Arcanine's E-Speed. Steath Rocks because it one of the best moves in the game, Spikes if you want to Hazard Spam, Rapid Spin for annoying hazard spammers, Gyro Ball to stop sweepers from setting up too much.


Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Dragon Claw
- Leaf Blade
- Rock Slide

The Monster, Mega-Sceptile has insane speed and can do some nice damage. I chose to run a mixed attack so that I cant be walled easily, Take care of almost everything Arcanine cant, Leaf Storm to kill or weaken phsyical walls, Dragon Claw for stab damage on Goodra and grass resists, Leaf Blade for stab Physical Damage, Rock Slide to deal with the Flying mons the other team cant deal with directly. Great wallbreaker and can even sweep late game because of his speed.





Importable
---------------
Arcanine @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Flare Blitz
- Close Combat
- Wild Charge

Gyarados @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Crunch
- Substitute
- Bulk Up

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Thunder Wave
- Calm Mind
- Dazzling Gleam

Forretress @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Rapid Spin
- Gyro Ball

Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Leaf Storm
- Dragon Claw
- Leaf Blade
- Rock Slide
 
Last edited:
Hey dude, I see what you're trying to do with your team but it could use a bit of work.

To start off you really don't want to be using Hypno in UU, but there is a great replacement for this mon in the UU tier being Celebi
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Giga Drain
- Thunder Wave / Leech Seed / Honestly whatever a team is weak to

  • Celebi is a great mon overall, even better during the suspect with Hydreigon not around forcing you to run dazzling gleam, its speed tier allows you to out speed opposing krookodile and kill it off, and it has access to the ability natural cure to aid it as a sweeper.
As for the Forretress:

  • A suicide lead on this type of team is fine but you really do lack a switch in to hydreigon so at the very least you want to have something that can switch into draco meteor like Empoleon.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Defog
- Ice Beam
- Grass Knot
  • This is a lot safer since it also offers you a secondary method to checking mamoswine who doesnt mind spamming ice stab versus your team. Running empoleon also allows you to remove the hazards placed on your field so you can shuffle your intimidates a lot more effectively without wearing yourself out.
  • This also gives you another switch in to sylveon which otherwise murders your team with specs hyper voice.

Now on to Krookodile:
  • Now if thats a set you want to mess around with thats fine, but one of the biggest things in using krookodile is the ability to out speed and KO entei with an earthquake. So a more optimal spread would be a Jolly>adamant Nature.
  • As for the move choice you should also be running Knock off>Crunch as this allows you to cripple mons by knocking off their items as well as doing more damage the first time around.
Now that being said I would still recommend you use this set:
Krookodile @ Rocky Helmet
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Pursuit
- Stealth Rock
  • This allows you to prevent mons from defogging the hazards you have setup on the field as well as punish spinners (even keep hazards up if they die from rocky helmet damage on the spin) trying to remove the hazards you placed with spinning into the helmet. This is a much more optimal hazard placement and aids in the intimidate shuffling by wearing down physical attackers for your team.
Next up is Gyarados:
  • While the overall set is fine I just want to make a few quick changes:
Gyarados @ Lum Berry or Leftovers or charti berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Bounce / Double edge

  • The speed tier gyra is sitting at is very important with a jolly nature putting it right above jolly mamoswine and timid chandelure, while at the same time putting it right above mega beedrill and sceptile after 1 dragon dance.
  • as for the attack choice, ice fang is a pretty weak move so if you really want to forget using the substitute you are a lot better off using Bounce or Double Edge as these moves do more damage overall.
Last thing I want you to take a look at is your Sceptile set:

  • Sceptile is a special attacker and while it can play the role of a physical attacker it needs a lot of support as well as the need to use Swords Dance and Outrage due to it low attack stat not being boosted by an item. So naturally you would want to use this set:
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Dragon Pulse
- Focus Blast
- Giga Drain

  • Now if you're adamant on running a physical sceptile the set should look more like this in order to pull off some work:
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Leaf Blade
- Earthquake
  • This will allow you to take advantage of all the intimidate spam at the very least and pull off an SD at an opportune moment while being able to kills mons like crobat with outrage after getting an SD off.
  • I Would still highly recommend you use the special sceptile as honestly there are a lot better grass physical attackers like virizion or even celebi.
I hope my advice helps you dude, although I made the advice mostly with the ideal that hydreigon won't be around for now so you could still run into troubles with that if you intend to play it versus someone outside of the suspect test.
 
Thanks a lot, I like the new changes and it has been working out well... I thought the idea of a Triple Intimidate squad would turn away a lot of help because it is ridiculous but I appreciate you stopping by and give me some tips. I'm still new to team building and have too many ideas without the knowledge to make them viable.
 
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