ORAS UU Two teams, similar problems (Double RMT)

Hey everyone, welcome to another RMT from me! The two teams that will be showcased in this RMT are the two main UU teams I've been using for a while. While both have been doing well, they have similar issues. I really enjoy using these teams, and I would like to see both teams do well, so any and all suggestions are welcome!

Team 1:
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I've been using this team since 5th gen, which is when I really started getting into competitive battling. The first three Pokemon have been changed frequently to better fit the needs of the team at the time, and this is the group I've been using most recently. The problem with it is that there's no real physically offensive presence, which is an easy fix, but I'll go ahead and show off the team now.

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Crobat @ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Atk / 4 SpD / 136 Spe
Jolly Nature
- Brave Bird
- Defog
- U-turn
- Roost


A Crobat set I've been using since early on with this team, and it's been adjusted to better suit the metagame. The EV spread gives Crobat both a supportive and a bit of an offensive presence, even if Brave Bird and U-Turn are the only offensive moves. Defog was placed on this set in place of (I think) Taunt so I can have the standard hazard removal common in the metagame. I tend to lead with Crobat to see what the opponent wants to lead with, and I can typically U-Turn out to gain momentum on the switch, usually to Espeon or Mega Aggron. Infiltrator is also fun, since all these substitute users have nothing to say to Crobat

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Espeon @ Leftovers
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Dazzling Gleam
- Yawn


Espeon's a real oddball on this team. It took me a while to come up with a set that I really liked for Espeon, and after some experimentation, I decided that I liked this one the best. Magic Bounce is the kicker for Espeon because, in combination with Crobat's U-Turn, it can cause foes to think twice about leading with hazard setter, since Espeon bounces hazards and status moves right back to the foe. Calm Mind is the set up move, and with enough of them, Psyshock and/or Dazzling Gleam can tear through teams. Yawn is more of a phazing move than anything, and it can lead to some switches too. The only real problem with Espeon is its physical frailty.

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Aggron-Mega @ Aggronite
Ability: Sturdy --> Filter
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake


The team's obligatory Mega evolution and additional Stealth Rock setter should Espeon be predicted correctly. Mega Aggron here provides the massive bulk of the team, and the EV spread can allow him to take Special attacks better while still keeping his physical bulk sky high. Thunder Wave helps to cripple foes, which comes in handy not only for Aggron, but for the rest of the team as well. With Aggron being pretty heavy, Heavy Slam tends to do some really good damage to a lot of foes. Earthquake provides the obligatory Ground coverage and generally takes care of a lot of foes.

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Chandelure @ Life Orb
Ability: Flash Fire
EVs: 68 HP / 252 SpA / 4 SpD / 184 Spe
Modest Nature
- Flamethrower
- Shadow Ball
- Energy Ball
- Pain Split


This Chandelure has been fun to use for over a generation now. His EV spread makes him a little bulkier while still being able to outspeed certain foes and hit like an atom bomb, especially with the Life Orb. I had to go for Flamethrower over Fire Blast because I'm an accuracy snob. Shadow Ball and Energy Ball are the obligatory STAB and coverage, respectively, moves seen on Chandelure. Pain Split was the option I chose for the last slot. Even with a decent HP investment, Chandelure's HP isn't the highest, so using that on something with a lot of HP, like Blissey or Vaporeon, definitely gives Chandelure some longevity and room to work.

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Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Aromatherapy


What's this, a supporting Roserade with no form of Spikes? Yep, I'm personally not a fan of using Roserade as a Spiker or Toxic Spiker, so I run this instead for a supportive set. Sleep Powder is another crippling move, as the foe can be rendered helpless when they are asleep. Aromatherapy might seem like an odd choice when Rose carries Natural Cure, but just because it can heal itself doesn't mean it can't help out the rest of the team. Aromatherapy's also handy if Espeon is down, because is Espeon is down, then opponents think they can just throw status all over the place, but not if this Roserade has anything to say about it.

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Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Mirror Coat


Milotic seems to have lost a lot of love in the modern metagame, and I personally don't think it's justified. Milotic is still a really good tank Pokemon, and I've found great success using it. I went with the Bold variant on this one to boost the sub-par Defense it would have if I went uninvested. Scald, Ice Beam, and Recover are the generic moves seen on common Milotics, and the fourth slot is generally a toss-up between several moves. I went with Mirror Coat for the element of surprise. Milotic can generally live any non-boosted, non-critical Special attacks, and as such, can score a KO with Mirror Coat on anything unsuspecting.

Aggron-Mega @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Careful Nature
- Stealth Rock
- Thunder Wave
- Heavy Slam
- Earthquake

Espeon @ Leftovers
Ability: Magic Bounce
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Dazzling Gleam
- Yawn

Crobat@ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Atk / 4 SpD / 136 Spe
Jolly Nature
- Brave Bird
- Defog
- U-turn
- Roost

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Mirror Coat

Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 240 SpD / 16 Spe
Calm Nature
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Aromatherapy

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 68 HP / 252 SpA / 4 SpD / 184 Spe
Modest Nature
- Flamethrower
- Shadow Ball
- Energy Ball
- Pain Split

Team 2:
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I randomly threw this team together one day, and it has a similar problem to the first team. While the first team lacks much of a physically offensive presence, this one lacks much of a specially offensive presence. All-in-all, this team is just as good or better than the other one, in a sense.

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Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 36 Atk / 220 Def
Impish Nature
- Stealth Rock
- Knock Off
- Earthquake
- Dragon Tail


What's this, a defensive Krookodile lead? Yep, Stealth Rock Krookodile has been pretty helpful for me over time, and I love having it around. The Intimidate is useful for other physically offensive leads, and Krook can generally can an upper hand on them. Earthquake is the main STAB move used, while Knock Off and Dragon Tail are more for utility than anything else. Knock Off exists on just about every Pokemon these days, and Dragon Tail is a surprise phasing option on unsuspecting foes.

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Mienshao @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge


I originally had Scarf on this thing instead of the Band, but I wanted more offensive output from this thing. Banded Mienshao hits like a truck, but it can still retain its health with the Regenerator ability. High Jump Kick is the main STAB move, and it hits so many things for so much damage. U-Turn is there for some momentum, because you can never go wrong gaining a little momentum. Knock Off is there to disrupt, and Stone Edge is there for the birds.

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Ampharos @ Ampharosite
Ability: Static --> Mold Breaker
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Volt Switch
- Dragon Pulse
- Focus Blast
- Heal Bell

His fabulousness is here, and he's ready to wreck shop. Mega Fabio here fills the Mega slot and the Heal Bell user of the team. Most people don't expect Heal Bell on Mega Amphy here, so he works as a good status absorber. Volt Switch helps Mega Amphy gain slower momentum for the team, since he isn't outspeeding anything, even with the 20 Speed points. Dragon Pulse is the secondary STAB move, and Focus Blast is there for coverage against Steel, Rock, and Ice types, mostly.

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Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Rock Slide
- U-turn

Scarfmanitan is a (sheer) force to be reckoned with. I chose a weird EV spread for this thing because I wanted him to have a least a little more bulk, at least until I realized he was a glass cannon. The 188 Speed EVs lets Darm outspeed Mega Aerodactyl, the fastest non-scarfed Pokemon in the tier. Flare Blitz hits too hard, and there's very little that can take it and live to see the next day. Superpower hits other things hard at the cost of some Attack and Defense. Rock Slide's there for coverage and it gets the boost from Sheer Force, and U-turn is for even more momentum.

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Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 SpA
Bold Nature
- Scald
- Sludge Bomb
- Knock Off
- Rapid Spin


Tentacruel fills the roles of spinner, status spreader, and bulky water (sort of). Tentacruel has enough bulk to take a lot of attacks, and Scald and Sludge Bomb have high chances of spreading burn and poison, respectively. Rapid Spin gets rid of hazards, and Knock Off is Knock Off. I originally had Assault Vest on this thing over Black Sludge, but I decided that Black Sludge was a better choice on this thing for the sake of longevity, since Tentacruel has no reliable recovery of his own.

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Shaymin @ Leftovers
Ability: Natural Cure
EVs: 180 HP / 100 SpA / 228 Spe
Timid Nature
- Leech Seed
- Seed Flare
- Air Slash
- Substitute


SubSeed Shaymin is one of the best ideas I had for this team. This slot originally belonged to Celebi, but then he got booted back to OU, and Shaymin has filled this slot wondrously. The EV spread gives Shaymin both Speed and Bulk to be able to take a few hits and get quick Substitutes off. Leech Seed is helpful for helping my team survive a little while longer while dwindling the foe's health down. Seed Flare is the main STAB move, and Air Slash provides coverage and occasionally scores a flinch or two.

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 36 Atk / 220 Def
Impish Nature
- Stealth Rock
- Knock Off
- Earthquake
- Dragon Tail

Mienshao @ Choice Band
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge

Ampharos @ Ampharosite
Ability: Static
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Volt Switch
- Dragon Pulse
- Focus Blast
- Heal Bell

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 68 HP / 252 Atk / 188 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Rock Slide
- U-turn

Tentacruel @ Black Sludge
Ability: Clear Body
EVs: 252 HP / 240 Def / 16 SpA
Bold Nature
- Scald
- Sludge Bomb
- Knock Off
- Rapid Spin

Shaymin @ Leftovers
Ability: Natural Cure
EVs: 180 HP / 100 SpA / 228 Spe
Timid Nature
- Leech Seed
- Seed Flare
- Air Slash
- Substitute

And here they are, my two preferred teams to use in UU. As previously stated, I would like to see these teams improve a bit, so any and all input is welcome. I apologize for the length of this thread, but I had to show both teams off, and I didn't feel like waiting two weeks between them. Thanks!
 
Hey man, not too sure on how to go about fixing the synergy issue on the first team as I'm not too good with defensive squads. However, I can provide a couple of set changes that I think will help out. First, I think that switching Yawn to Morning Sun will give Espeon a much easier time against a lot of teams, especially considering that it seems to be the main way for you to actually win games. Next, I'd say that changing Energy Ball to Substitute will help out Chandelure weakening those big walls that you have trouble with. However, you still don't have a good way to kill those guys so even a Sub Calm Mind set could work to try to muscle past Blissey and Florges. Third, I think a change to Spikes > Aromatherapy will give your team a much easier time breaking down fat pokemon that you have trouble with. If you don't decide to switch to sub cm, then I'd say this is an important change since sub split chand absolutely loves spikes support to wear down the opponent for Fire Blast to knock it out (you should really run Fire Blast on sub split too).

Anyways, for the second team I have a couple different suggestions. You say that you have trouble with a lack of offensive presence but you're missing a very easy way to remedy this! Specs Shaymin is an absolutely amazing set and definitely one you should try out. It works especially well here because you have great volt turn components and Shaymin can really capitalize on free switches by throwing out powerful seed flares. I also would recommend Toxic Spikes > Knock Off or Sludge Bomb on Tentacruel as entry hazards are another awesome way to pressure your opponent in addition to the powerful attacks you're throwing out. The final change I'd recommend is to change Krookodile into something like a Swampert because you have a lot of trouble with Earthquake Aerodactyl, particularly Hone Claws variants as they pretty much just run you over from the start. Swampert alleviates that while giving you a better answer to entei who is another threat to the team. Anyways, best of luck and hope you have fun with any changes!
 
Hey man, cool looking teams you have here, YABO already has some really nice recommendations on the sets so I definitely think you should implement those. But anyway, I'd just like to recommend some more optimal EV spreads for these teams.

Going off of YABO's suggestions, on the first team here's what I'd like to recommend
  • On the Crobat, it should be running more speed. I'm not sure what the one you have now is supposed to be outpacing since its hitting 363 speed, so maybe its just a huge creep. But anyway, just playing with the spread you have now I'd like to recommend using the spread 136 HP / 136 Atk / 236 Spe with a Jolly nature. The speed allows you to outspeed Adamant Mega Bee and Modest Mega Scep, which most tend to run nowadays, since they like the power.
  • A small nitpick on the Mega Aggron set, but I'd like to recommend using an Impish nature, as it allows you to maintain some of that massive physical bulk as well as being covered on the special side with the high investment of those EV's.
  • On the Chandelure, I'd recommend using the spread 252 SpA / 4 SpD / 252 Spe with a Timid nature, you shouldn't be running HP on a Pain Split set, the less HP you invest in, the more you recover. The Timid nature is also really helpful for outspeeding neutral nature base 90's or 85's such as Porygon-Z or Heracross.
As long as you implement YABO's suggestions + the EV spreads you'll have a pretty solid first team :] The second team has some really interesting sets, but I'd like to recommend
  • On Mega Ampharos, I'd like to recommend using the spread 132 HP / 252 SpA / 124 Spe with a Modest Nature. It helps you outspeed uninvested base 60's such as Empoleon. With the speed you had invested (20), I really don't think it mattered unless you were trying to creep other Ampharos.
  • Lastly, run a spread of 252 Atk / 4 SpDef / 252 Spe with a Jolly nature on Darmanitan. Darmanitan is already really frail and with weakening itself with Flare Blitz every time it comes in, the Hp investment won't really matter.. But the Speed can definitely come into play in terms of Speed-tying and stuff like that.
But yeah, if you implement both YABO's and my suggestions, I think you'll have a very solid team :] Good luck!
 
YABO and Shiba Thank you for your suggestions! I implemented them, and I could immediately see some improvements in both teams! I didn't switch Pain Split to Calm Mind on Chandelure, but it hasn't been a big deal yet. I've even sort of changed the way I played with both teams after making the changes, and they've been for the better. Thank you both again!
 
So after several battles with these teams, I still wasn't completely satisfied with how I was doing, so I decided to experiment a little bit. I tried to make one team with Pokemon from both teams and a couple from other teams I had on Showdown. If anyone has any opinions on this one, do let me know!

http://pastebin.com/vbrGbj7E
 
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