ORAS UU UU Balanced

I've been playing UU for a while and think I've finally come up with a master piece. A little something for every mon in UU.

Azelf @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Psyshock
- Energy Ball
- Dazzling Gleam
- Hidden Power [Ice]

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Rapid Spin
- Gyro Ball

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Sludge Bomb
- Thunderbolt
- Fire Blast

Toxicroak @ Choice Band
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Drain Punch
- Knock Off
- Earthquake

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Heat Wave

First up: Azelf. Azelf is there to counter any major fast threats. With the given EV spread and a Choice Scarf it outspeeds near everything and OHKO or 2HKOs it as needed. Psyshock is for STAB as well as taking out Mega Beedrill, CS Heracross, CS Mienshao, CS Nidoking. It also gives Azelf a way to deal with special walls such as Blissey, Goodra, and Florges. Energy Ball is for Shell Smash Cloyster, (Mega) Sharpedo, and Mega Swampert. Dazzling Gleam is for Dark and Dragon types like Haxorus, Hydreigon, and Krookadile. HP Ice is there solely for +1/Choice Scarf Salamence who avoids and OHKO from Dazzling Gleam. 252 EVs in SP Atk make Azelf as strong as possible while 212 EVs, a timid nature, and a choice scarf allow Azelf to outspeed near the whole metagame while the remaining EVs go into HP to make Azelf a little bit bulkier.

The Core: Forretress + Goodra
Forretress is pretty standard. Stealth Rocks for residual damage, Rapid Spin to keep my side clean, Toxic for residual damage and to help stall out Physical mons who can't touch it, and Gyro Ball is for dealing out damage and keeping it from becoming taunt bait. Leftovers is for recovery and the EV spread allows it to take physical attacks left and right. 0 speed EVs and a relaxed nature makes Gyro Ball as strong as possible.
Goodra is for special hits. Sap Sipper gives me a grass immunity so leech seeders like Roserade, Chesnaught, and Whimsicott: Take a hike. 248 HP IVs and an Assault Vest allow Goodra to take special hits like a champ. 252 Sp Atk EVs and a Modest Nature allow it to dish out a lot of damage. Draco Meteor is for strong STAB and hurts anything that's not a fairy. Sludge Bomb is for those fairies and is picked over Sludge Wave for higher poison chance for more residual damage. Fire Blast makes steel types less scary. And Thunderbolt gives Goodra an easier time with water and flying types. The 8 EVs in Speed allow Goodra to outspeed other Goodra, unboosted base 80s, and any Pokemon who runs enough speed to outspeed normal Goodras such as the Mega Blastoise below

Core Breakers: Toxicroak + Mega Blastoise
Between the two of them they cover every defensive Pokemon in UU. Toxicroak is to deal with special walls. A choice band, 252 Atk EVs and an Adamant nature make Toxicroak hit as hard as possible. SD is an option but a choice band allow Toxicroak to avoid a turn of setup and waste an opponent's turn who tries to taunt. Gunk Shot and Drain Punch for STAB and for a little bit of recovery. Knock Off to also help with Eviolite users such as Porygon2, Gligar, and Doublade. And Earthquake so electric types (what little there are) can't enjoy this team too well. Poison Touch gives a 30% for residual damage and is unexpected enough to bluff a water immunity. This also allows opponents to think fire type moves will do more damage and possibly allow to me live their attack and OHKO back.
Mega Blastoise takes on Physical walls very nicely. Scald is STAB and cripples Physical mons with a 30% chance to burn. Aura Sphere and Dark Pulse are standard as they are boosted by Mega Launcher and provide good coverage. With Forretress having rapid spin, Blastoise doesn't need it and instead can use Ice Beam for Dragons and Grass Types. 252 EVs and a Modest nature allow Blastoise to hit as hard as possible. 20 speed EVs allow Blastoise to outspeed uninested base 80s while the rest goes into HP for extra bulk. Blastoise's bulk also allows it to come in on fire type mons such as Arcanine, Entei, and Darmanitan who threaten the core. Rain Dish as the ability before Mega allow Blastiose to come in on rain teams and get recovery each turn.

Honchkrow is last. Honchkrow is a late game sweeper who can handle a lot of threats thanks to Priority Sucker Punch and Moxie. Sucker Punch for STAB priority and Pursuit for trapping combine to make mind games. Brave Bird is for a stronger STAB attack for slower Pokemon and Heat Wave is for Physical Walls (especially Forretress) who want to come in on Honchkrow. 252 Atk EVs and a Life Orb make Honchkrow hit like a truck while 252 Speed EVs and a Hasty nature allow it to outspeed Pokemon who build enough speed to outspeed the Adamant variant.
 
Now, this team was pretty hard to rate. This is because the team is looking like a mesh of offense and balance. Nevertheless, I've tried to make some changes that can help maximize the effectiveness of the team without changing too much of it. First off, I noticed the Forretress + Goodra core. Both of those Pokemon lack any form of solid recovery, meaning the core is very very easily worn down by entry hazards and damage accumulated from trying to counter threats. The team is weak to residual damage, especially entry hazards and is also weak to wallbreakers as you don't have too much for them and the overall team is fairly slow. To mitigate this, I decided that the best change would be having Florges over Goodra as this allows you to retain a special wall but also allows you to have a Wish passer so the rest of the team can remain healthy throughout the game. Florges also gives a more solid Fighting resistance and helps deal with Hydreigon much better; something your team struggles with. The second change I'm going to suggest is having Swords Dance Toxicroak over Choice Band Toxicroak as while CB allows Toxicroak to hit somewhat hard off the get go, Choice Banded Drain Punch is fairly weak and Toxicroak being locked into a move is a seemingly bad idea considering there are a lot of Pokemon that can easily take advantage of this fact. Life Orb not only ensures Toxicroak can switch moves, but still allows it to hit quite hard and the passive recoil is mitigated by the recovery from Drain Punch. Swords Dance allows you to have a solid setup sweeper anyhow. Having Dry Skin on Toxicroak is a huge necessity. Having a Water-type immunity and the ability to turn most bulky Water-types into setup bait is one of Toxicroak's best features. I'd definitely have U-turn over Hidden Power Ice on Azelf as U-turn gives you momentum and ensures you can capitalize on the many switches Azelf can force. Hidden Power Ice being there solely for Salamence isn't as much of a necessity as you deal with all of its variants with the use of Forretress + Florges. Lastly, I recommend having 104 Speed on Blastoise to creep other Blastoise and 4 Speed Suicune and Cresselia. Now, the team is still slightly weak to a few things but they should be less problematic now after the changes. Nevertheless, although I do feel more could be changed, I also feel changing more to be slightly less weak to some things would in turn change the entire team.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 152 Def / 104 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect / Synthesis
- Moonblast
- Heal Bell

Synthesis is an option over Protect should the instant recovery be of more use than the ability to scout. EV spread allows Florges to take on physical threats, including Heracross, while still being able to deal with special threats and most Hydreigon variants.

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

I wouldn't say any of the set is interchangeable as Sucker Punch adds more necessary priority to the team and Jolly allows Toxicroak to outspeed Mamoswine among others, which can be a huge threat to the team otherwise.
 
I've been playing UU for a while and think I've finally come up with a master piece. A little something for every mon in UU.

Azelf @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Psyshock
- Energy Ball
- Dazzling Gleam
- Hidden Power [Ice]

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Rapid Spin
- Gyro Ball

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Sludge Bomb
- Thunderbolt
- Fire Blast

Toxicroak @ Choice Band
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Drain Punch
- Knock Off
- Earthquake

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Heat Wave

First up: Azelf. Azelf is there to counter any major fast threats. With the given EV spread and a Choice Scarf it outspeeds near everything and OHKO or 2HKOs it as needed. Psyshock is for STAB as well as taking out Mega Beedrill, CS Heracross, CS Mienshao, CS Nidoking. It also gives Azelf a way to deal with special walls such as Blissey, Goodra, and Florges. Energy Ball is for Shell Smash Cloyster, (Mega) Sharpedo, and Mega Swampert. Dazzling Gleam is for Dark and Dragon types like Haxorus, Hydreigon, and Krookadile. HP Ice is there solely for +1/Choice Scarf Salamence who avoids and OHKO from Dazzling Gleam. 252 EVs in SP Atk make Azelf as strong as possible while 212 EVs, a timid nature, and a choice scarf allow Azelf to outspeed near the whole metagame while the remaining EVs go into HP to make Azelf a little bit bulkier.

The Core: Forretress + Goodra
Forretress is pretty standard. Stealth Rocks for residual damage, Rapid Spin to keep my side clean, Toxic for residual damage and to help stall out Physical mons who can't touch it, and Gyro Ball is for dealing out damage and keeping it from becoming taunt bait. Leftovers is for recovery and the EV spread allows it to take physical attacks left and right. 0 speed EVs and a relaxed nature makes Gyro Ball as strong as possible.
Goodra is for special hits. Sap Sipper gives me a grass immunity so leech seeders like Roserade, Chesnaught, and Whimsicott: Take a hike. 248 HP IVs and an Assault Vest allow Goodra to take special hits like a champ. 252 Sp Atk EVs and a Modest Nature allow it to dish out a lot of damage. Draco Meteor is for strong STAB and hurts anything that's not a fairy. Sludge Bomb is for those fairies and is picked over Sludge Wave for higher poison chance for more residual damage. Fire Blast makes steel types less scary. And Thunderbolt gives Goodra an easier time with water and flying types. The 8 EVs in Speed allow Goodra to outspeed other Goodra, unboosted base 80s, and any Pokemon who runs enough speed to outspeed normal Goodras such as the Mega Blastoise below

Core Breakers: Toxicroak + Mega Blastoise
Between the two of them they cover every defensive Pokemon in UU. Toxicroak is to deal with special walls. A choice band, 252 Atk EVs and an Adamant nature make Toxicroak hit as hard as possible. SD is an option but a choice band allow Toxicroak to avoid a turn of setup and waste an opponent's turn who tries to taunt. Gunk Shot and Drain Punch for STAB and for a little bit of recovery. Knock Off to also help with Eviolite users such as Porygon2, Gligar, and Doublade. And Earthquake so electric types (what little there are) can't enjoy this team too well. Poison Touch gives a 30% for residual damage and is unexpected enough to bluff a water immunity. This also allows opponents to think fire type moves will do more damage and possibly allow to me live their attack and OHKO back.
Mega Blastoise takes on Physical walls very nicely. Scald is STAB and cripples Physical mons with a 30% chance to burn. Aura Sphere and Dark Pulse are standard as they are boosted by Mega Launcher and provide good coverage. With Forretress having rapid spin, Blastoise doesn't need it and instead can use Ice Beam for Dragons and Grass Types. 252 EVs and a Modest nature allow Blastoise to hit as hard as possible. 20 speed EVs allow Blastoise to outspeed uninested base 80s while the rest goes into HP for extra bulk. Blastoise's bulk also allows it to come in on fire type mons such as Arcanine, Entei, and Darmanitan who threaten the core. Rain Dish as the ability before Mega allow Blastiose to come in on rain teams and get recovery each turn.

Honchkrow is last. Honchkrow is a late game sweeper who can handle a lot of threats thanks to Priority Sucker Punch and Moxie. Sucker Punch for STAB priority and Pursuit for trapping combine to make mind games. Brave Bird is for a stronger STAB attack for slower Pokemon and Heat Wave is for Physical Walls (especially Forretress) who want to come in on Honchkrow. 252 Atk EVs and a Life Orb make Honchkrow hit like a truck while 252 Speed EVs and a Hasty nature allow it to outspeed Pokemon who build enough speed to outspeed the Adamant variant.

Why so long???
 
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