ORAS UU Umbreon Style

Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
IVs: 0 Atk
Calm Nature
- Wish
- Protect
- Heal Bell
- Toxic/Foul Play

So I love Umbreon and since fairy came out, that didn't help it out very much but I still use him anyway with much success. I use him to support the rest of my team. He is bulky with this setup and only has issues with heavy special setup sweepers such as nasty plot porygon z, cm suicune, as well as meloetta. The physical threats include machamp, lucario, heracross, m beedril. I need fighting, bug and fairy resists so then I chose the umbreon+crobat core.

Crobat (M) @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog/Taunt
- Roost

Crobat is awesome and has grown on me since using it. He has good synergy with umbreon and can take out fighting, grass+ bug pokemon easy. He can even take out lucario after rocks damage. Save a switch in on rock/ice or extreme speed spam.
I used taunt but then I hate hazards with a passion so I've been using a secondary hazard remover and it comes in handy and is more useful in my opinion. Especially since I have whimsy for anti setup. This guy hates scarf azelf and Espeon as well as any scarf lightning type. Mamoswine gives my whole team trouble.

Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 168 Def / 252 SpA / 52 SpD / 36 Spe
IVS: 0 Atk
Modest Nature
- Confuse Ray
- Scald
- Protect
- Discharge

Lanturn is the result of continuously trying different water types and I just love the typing and design. His offensive stats are not great but he's got decent bulk. With this setup I needed more offense for my team which is why my EVs are as is. I previously used mega swampurt with much success but I grew tired of him and a lot of people use him/suicune. I think lanturn needs to make a comeback. I didnt like any of the builds I saw so I made my own. It works fairly well. He cant handle fast ground pokemon so i switch to forretress or umbreon or whimsy. Grass are not much of a threat due to crobat. Unless its mowtom. If anyone has a similar build but different ev set up, let me know.

Forretress (M) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 248 HP / 8 Def / 252 SpD
IVs: Spe 0
Relaxed Nature
- Rapid Spin
- Gyro Ball
- Volt Switch
- Stealth Rock

I needed a spinner and a poke to put up rocks as well as one that could take physical hits. Nuff said. I've tried gligar with some success but I like forretress better due to being hit by knockoff too much. gyro ball has more offensive potential as well. Which takes care of m beedril, mamoswine, crobat and sharpedo. I've been looking for a better alternative due to the high usage of non stab fire attacks that always surprise me.

Whimsicott (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 144 SpD / 116 Spe
Calm Nature
- Leech Seed
- U-turn
- Encore
- Moonblast

Tired of being set up on? Look no further. I love the support this guy can do can he comes in handy quite often. Good typing and priority make him a no brainer. I've also used roserade who is more bulky and offensive but she conflicts with crobat. Sometimes ill use her depending on my team lineup. I use him to block dragon attacks or when I figure a poke is gonna use a support move I switch in and use him depending on the situation. Great for wearing down cm and dd users. Renuculus is a problem for whimsy. Suicune with ice beam hurts bad and can mess this guy up.

Infernape (M) @ Choice Band
Ability: Iron Fist
EVs: 64 HP / 252 Atk / 192 Spe
Jolly Nature
- Blaze Kick/Flare Blitz
- Mach Punch
- Stone Edge/U-Turn
- Poison Jab

Infernape is my newest team member. I previously used arcanine as well as entei and they both have their roles and can be great, I wanted to try something new. This set uses iron fist banded mach punch to great success. The rest are for coverage. I prefer blaze kick over flare blitz because of the crit chance and it keeps nape alive longer. I like stone edge but u turn can be used to keep the momentum going and is good against azelf, reneculus(hate) and espeon on the switch in.

My EVs are being tested but are good for the most part. barring Umbreon and potentially crobat. Any EV + replacement feedback would be appreciated. I also put into account type weaknesses and made sure there are no more than 2 weaknesses per poke. I love umbreon, crobat and I would like to keep lanturn if possible but im open to suggestions. Thanks for reading. This is my 1st official RMT. Posted from a phone, sorry for any typos.
 
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HI ChrisFirestyle This is a pretty neat team you got here.

First I notice that your team is pretty weak to Feraligatr, and your only "check" is a Whimsicott that lacks a grass move, so I want to suggest Physically Defensive Umbreon to patch up this issue. PhysDef Umbreon can chew hits from boosted Feraligatr and proceeds to destroy it with Foul Play, and Umbreon has enough natural special bulk to take hits regardless, and you have Lanturn and Whims to eat most special hits. And this also gives you a hard counter to Doublade I might add.

Next, Lanturn's moves can be improved so I'll suggest changing Confuse Ray for Volt Switch OR Toxic. I think Confuse Ray is horseshit because it has no benefits aside from a chance to make a mon hit itself, and I think Volt Switch would be excellent as another momentum grabber, and Toxic works well since you have Protect to stall things out.


EDIT first I apologize because my original rate was a tad bit rushed because I was in a hurry and I also wanted to beat the other raters :P but after giving this some more thought, I have some options that will help you beat some noticeable weaknesses.

Okay, so I notice, and you stated that Reuniclus was a problem, and I can also see that all the other fat CM Psychic types namely Cress and Slowking give this team quite a headache. To remedy this I would like to suggest Stallbreaker Mandibuzz > Crobat as this will give you a thing to shut down and effectively beat CM Psychics.

Next thing is now that Crobat is gone, your fighting resists are a little flimsier, so I'm gonna suggest changing Whimsicott to Physically Defensive so that HJK/CC spam isn't too overwhelming.

Finally, and I know I've suggested quite a few things, but your team now has difficulties with Fairy types, and also you still have no solid way of KILLING stuff like Suicune and other fat waters. To deal with this, I'm going to suggest changing Infernape for SD Toxicroak as this will not only give you a hard counter to mono attacking waters, but will also give you a solid win condition. This does slow your team down quite a bit, but I think a bulkier Semi-Stall approach works best with what you already have going for you.

Anyways, I know it's a bunch of stuff, but I think this is a good way to improve the team's weaknesses. Obviously some new holes can be opened up, but that's how any team is.
Anyways, good luck with your team, and I hope I helped :^)
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 216 SpD / 52 Spe
Careful Nature
- Roost
- Knock Off
- Taunt
- Defog
Speed creeps on Cresselia and Gligar btw.

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Drain Punch
- Gunk Shot

Umbreon @ Leftovers
Ability: Synchronize
- Foul Play
- Heal Bell/Toxic
- Wish
- Protect

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Encore
- Moonblast
- Stun Spore/Leech Seed
- U-turn
 
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Hey ChrisFireStyle,

Interesting looking team, I actually really like using Umbreon in UU, and often mind it a pivotal (hah, get it, pivot) member of my teams. Even uninvested, Umbreon has such great bulk and access to Foul Play is a godsend, along with traditional cleric options. Glad you're enjoying using your favorite mon.

That said, onto the rate:

So, in looking at your team, I see that it tries to take into consideration a lot of threats. You are covered somewhat from a type perspective, but not very much in a cohesive manner, which is going to make it tough to enact your gameplan. For example, against, say, offense, you have few ways to deal with wallbreakers (Banded Darm), against stall you have trouble breaking down a team. While you can fare decently against other balanced teams, just from a matchup perspective, this will likely come down to better playing - here in RMT we are trying to give you as much an advantage from the get go as possible.

It is a little difficult to build "around" Umbreon, as it's not a terribly imposing mon. In my uses of Umbreon, I've used it more as a patchwork option that can check things I've inadvertently left myself open too. I'll adjust the remainder of the team with this in mind - simply put, you aren't pulling off any Umbreon sweeps any time soon.

Crobat is an excellent partner for Umbreon due to the things that it resists. As well, Umbreon's pivoting is greatly limited by hazards, so having a way to defog them is brilliant. I think that you need to keep Defog on bat, as a Crobat's defog is far more reliable than a Forretress's Rapid Spin, and if you plan to be using your core to pivot around the tier's threats, you need to reliably be able to get rid of hazards.

With this in mind, I recommend changing Crobat to more of a support set. Brave Bird still will hit its intended targets without much issue, and while max attack Crobat is a useful set at times, the staying power of a support set will serve you better throughout the vast majority of your matchups. The set is as follows:

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Crobat @ Black Sludge
Ability: Infiltrator
EVs: 208 HP / 88 Def / 212 Spe
Jolly Nature
- Brave Bird
- U-turn
- Defog
- Roost

This set may not be 100% optimized, I'm unsure. However, what this particular spread allows you to do is outspeed +1 Adamant Feraligatr in order to get a Brave Bird off (Adamant Gatr is most common). Additionally, 208 HP and 88 Def allows you to survive a scarf Mienshao Stone Edge, allowing you to stay in and OHKO with Brave Bird if you are in a situation where you need to trade 1 for 1.

I see in your description that you really enjoy using Lanturn. To be honest, I'd usually replace him, as there are typically better water/volt switch checks you can choose from. But in this case, I think we can make it work on your team.

Looking at your current set, it seems really inefficient. Protect serves very, very little purpose on this set, and Confuse Ray is in general a garbage move because you don't ever want to be putting your game in a 50/50 chance. As well, you should probably use Water Absorb in UU, as walling bulky waters is better than stopping the odd Volt Switch, and one of the tier's premier Volt Switcher ignores it anyway (MAmpharos). I think you can use the following set to be more effective:

171.png

Lanturn @ Leftovers
Ability: Water Absorb
EVs: 48 HP / 252 Def / 200 SpD / 8 SpA
Calm Nature
- Scald
- Volt Switch
- Heal Bell
- Ice Beam / Thunder Wave

The 8 SpA allows you to OHKO Mence after rocks with Ice Beam if you choose to run that it. This can be useful, because you aren't OHKOd by anything Salamence can do to you, and DD variants with Lum may see Lanturn as a setup opportunity. With Heal Bell, you free up a space on Umbreon. I couldn't find any outright important benchmarks, as pretty much every STAB SE hit will take out Lanturn (think Seed Bomb from MAbomasnow) but every SE coverage move will fail to kill him.

With a spot free on Umbreon, you can run Toxic over Heal Bell to allow for additional pressure on switchins like Florges and P2 (though remember that P2 will trace synchronize, making it necessary to eventually Heal Bell with P2). An additional option that I actually probably like over Toxic, though, is Taunt. With Taunt and a SpDef set you can ensure that you aren't beaten by standard Reuniclus and don't lose 1v1 in a last mon situation. Taunt has general utility, but Umbreon isn't outspeeding too much (I threw in a little speed creep for other Umbreons), so it can be useful moreso on switchins that want to take advantage of Umbreons passivity to setup (so Suicune, Florges, etc.) Baton Pass is a third option to keep momentum and form a Turn core with Infernape, Crobat and Lanturn. This set will look as follows:

197.png

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 4 Def / 248 SpD / 12 Spe
IVs: 0 Atk
Calm Nature
- Wish
- Protect
- Foul Play
- Toxic/Taunt/Baton Pass

I probably prefer Taunt the most, with Baton Pass coming in second, for your team.

Because we switched to using Defog on Crobat, I think we can get rid of Forretress. Your team is still generally lacking in offensive pressure at this point, so for example, if I were to be facing it I wouldn't be particularly worried, just frustrated that it'd take a few turns to break down. With a free mega spot a mon that actually jives really well with the rest of your team is Mega Abomasnow. Type coverage wise, he works perfectly with Lanturn and Crobat. As well, Abomasnow's options and typing make it very anti-meta, giving you a pretty good matchup against a ton of opposing teams just by its standard set. I'd suggest the following set over Forretress:

460.png

Abomasnow @ Abomasite
Ability: Soundproof
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Swords Dance
- Seed Bomb
- Ice Shard
- Earthquake

Abomasnow's set is pretty straightforward. Frankly put, he beats every S Rank mon most of the time and gives you a really good matchup against offense, certain common balance builds (beating Florges often, Suicune, Whimsicott if you don't get caught in an SD, etc) and can usually make use of himself against stall. Additionally, with both a Wish passer and a Heal Beller, you can rely on MAboma a lot more, unfortunately he often has to eat scalds or is used to switch in on some tough mons like Krookodile, so healing him is pretty useful.

My final suggestion is to switch Infernape to a LO rocks set. You need the hazards of course, and Nape loves making use of his pretty awesome coverage. It is as follows:

392.png

Infernape @ Life Orb
Ability: Blaze
EVs: 176 Atk / 80 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Overheat
- Close Combat
- Grass Knot

The SpA gives you a 2HKO after rocks on Suicune 100% of the time. Rest is in Atk and max speed is necessary.

Overall, I think this makes your team a lot more cohesive and able to handle common threats while still having aims of its own to achieve. One reservation I'm having when reviewing is that the team is a bit on the slower side, but overall with your bulk and momentum keeping options I think this isn't necessarily a dealbreaker. I like a lot of the mons that you use, and would love to see an update with the changes in action!
 
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