Typhlosion and Friends (UU)

Typhlosion and Friends


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I've been using this team on Shoddy for a while now and it's been working fairly well in UU and even in OU. One of my OU opponents suggested I post it, so here it is.

The strategy is about as simple as the name: Set up some sun, soften/eliminate things that Typhlosion might not be able to OHKO, and then bring it in to sweep with a seriously overpowered Eruption.
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Jumpluff (F) @ Heat Rock
Ability: Chlorophyll
EVs: 252 HP/4 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- Sunny Day
- U-turn
- Protect

Nothing too surprising here. Sleep Powder buys some time to set up Sunny Day and U-turn out so the fun can begin. Protect hasn't been extremely useful, but it is nice for stopping Fake Out leads. I may replace Protect with Encore or Leech Seed and see how that works. Overall, it may be predictable, but it has worked incredibly well.
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Typhlosion (M) @ Choice Scarf
Ability: Blaze
EVs: 144 Atk/112 Spd/252 SAtk
Mild nature (+SAtk, -Def)
- Earthquake
- Eruption
- Overheat
- Reversal

The sweeper. Eruption and Earthquake are self-explanatory. Overheat and Reversal give Typlosion some late-game tricks. If Typhlosion has taken too much damage for Eruption and if Stealth Rocks/Spikes are in play, I can switch in/out to chip away at the rest of its HP, setting up either one or two final Blaze + possibly Sun boosted Overheats, or play Scarf+Reversal to take care of some special walls. It's not easy to set up, but the payoff is huge when it works.
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Tropius (F) @ Leftovers
Ability: Chlorophyll
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Leaf Blade
- Swords Dance
- Aerial Ace

Somewhat of a physical sweeper. The sun gives it a much needed Speed boost and it can typically get in a Swords Dance. The main idea is to take out Water types that might stop Typhlosion's sweep. This works pretty well in UU but if I make an OU spinoff of this team, I would probably need someone that hits harder and doesn't share Jumpluff's weaknesses.
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Golduck (M) @ Leftovers
Ability: Cloud Nine
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Surf
- Psychic
- Hypnosis

I'm not sure what to call Golduck. Its set looks somewhat like a Special Sweeper, but I've mainly used it as a revenge killer (mainly on opposing Fire types). Cloud Nine means Golduck's Surf isn't hampered by the sun, making it an ideal Water type for a Sunny Day team. Psychic is on there instead of say Ice Beam to deal with opposing Waters and surprise some Poison/Fighting types.
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Shiftry (F) @ Heat Rock
Ability: Chlorophyll
EVs: 6 Def/252 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Explosion
- Sunny Day
- Solarbeam
- Dark Pulse

The second Sunny Day user. Unlike Jumpluff though, it can put the sun to good use in an attempt to get some KOs with Solarbeam and Dark Pulse. Chlorophyll+Explosion is a great way to get rid of some very annoying threats (waves at Moltres and some OU walls).
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Camerupt (M) @ Leftovers
Ability: Solid Rock
EVs: 228 HP/72 Atk/208 SDef
Adamant nature (+Atk, -SAtk)
- Earthquake
- Stealth Rock
- Explosion
- Lava Plume

Camerupt's main job is to set up Stealth Rocks to help Typhlosion score some extra KOs and to penalize all the switch ins Typhlosion (or Shiftry's threat of Explosion) can force. It's also helpful for drawing out opposing Water types early on and either taking them out with Explosion, or at the very least, exposing them before I attempt to sweep. Lava Plume provides the occasional burn support, which helps my team's overall lack of bulk.
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So there it is.
On paper (er screen?) it seems to rely heavily on Typhlosion, but in practice, I've found that Typhlosion can sometimes even sit out an entire match.

Is it perfect? Of course not. Is it fun to use? You bet.
All comments/improvements/critiques/etc are welcome. Any recommendations for how to spin a OU team off of this would also be helpful.


First real post here. Be nice if I've broken any posting rules (I read them but haven't memorized them or anything heh). Thanks.
 
Why do you have Aerial Ace on Tropius? In my opinion, you need more Sunny Dayers. I would drop Aerial Ace for Sunny Day. Yes, swap Protect for Encore on Jumpluff. Other then those, nice team!
 
First of all, credit for using an entire NU team to back up Typhlosion.

I think Protect is okay on Jumpluff as i think you use it to stop Fake Out leads like Ambipom from getting the early smack on Jumpluff. However, Encore is also viable on Jumpluff.

You may also want to fit in a spinner on the team as Typhlosion will be unable to fire off fully powered Eruptions if rocks are on the field.

A suggestion would be to use either Claydol with a moveset:

Claydol @ Heat Rock
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Relaxed nature (+Def, -Spd)
- Sunny Day
- Explosion/Stealth Rock
- Rapid Spin
- Shadow Ball

or

Hitmontop with a moveset:

Hitmontop (M) @ Heat Rock
Ability: Intimidate
EVs: 252 HP/56 Atk/200 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Sunny Day
 
Thanks for the feedback.

Aerial Ace on Tropius gives me the option of dealing with Grass and Bugs without having to switch to Typhlosion/in case Typhlosion and Camerupt are taken down. I actually had a Tropius sweep earlier today.

I'm not really convinced that I need a 3rd Sunny Day user, but I'll try putting it on Tropius over AA to see how that works.

I swapped Camerupt for Claydol, only with Stealth Rock over Sunny Day.. and it seems to work just about as well as Camerupt, trading some offensive power for Rapid Spin. I'll keep testing it.

I'm also considering a bulky Moltres for that last spot to try to bring out opposing Fire-resists:

Moltres @ Leftovers
Bold nature
EVs 248 HP/148 Def/112 Spe
- Flamethrower
- Roost
- Substitute
- Toxic
Any thoughts? Of course Moltres would drastically add to my Stealth Rock problem... so I may need to figure out how to get a spinner in here.


On a random note, Golduck somehow outsped a Sceptile... I'm baffled... perhaps it was trying to Roar away my 4 Calm Mind boosts?
 
lol Tropius. Tangrowth makes a way better physical sweeper than Tropius. Way better Attack, WAY better Defense, not weak to Stealth Rock, learns Power Whip and Sleep Powder, and can also run a mixed set.
 
I've actually been thinking about using Tangrowth over Tropius for the better stats. However, the one concern I had was Power Whip's accuracy... but I suppose I could use Seed Bomb if the accuracy really gets to be an issue.

The SD set seems like a good fit:

Tangrowth @Life Orb
Ability: Chlorophyll
Jolly nature
EVs: 252 Atk/4 Def/252 Spe
- Swords Dance
- Power Whip/Seed Bomb
- Earthquake
- Return
 
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