Hello, this is the first time I'm posting one of my teams here. I've decided to post a team that has served me well since the start of XY, it is relatively easy to use and functions well not just in UU but OU as well. That said here is the team:
Manectric (F) @ Manectite
Trait: Lightningrod
EVs: 32 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Ice]
The team's obligatory mega, and looks to be quite popular at UU, who serves an important role as my scout, revenge killer, and electric type to help get past annoying bulky waters as well deal with flying types. With Intimidate he helps to soften up a lot of physical attacks making switching in between his team mates significantly easier. I keep the 32 HP EVs in case I need MManetric to take a hit from a physical attacker and soften them up with Intimidate, in OU this served more to take in bullet punches. That said there isn't much left to outspeed at this speed tier aside from other MManetric's but I usually leave other members to deal with that.
Diggersby (F) @ Choice Scarf
Trait: Huge Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Wild Charge
- Earthquake
- Return
The star of my team, he generally ends up cleaning the other side single highhandedly usually once the appropriate mon that would hinder his EQ/Return spam have been dealt with. Again he appears to be gaining popularity in UU, much like MManetric, and so people aren't as careless as they often do tend to be in OU with regard to the seemingly harmless rodent that would end up sweeping their team. For that particular reason I opted for Adamant over Jolly, due to the power difference they hold and anything above his scarfed speed are easily dealt with by MManetric or Crobat. I usually switch between MManetric of Diggersby as my scout, depending on the typing I am up against if it is ground or something terribly weak to U-turn I'd lead with Diggersby. I don't think UU is a stranger to the raw power of Diggersby and as noted earlier he can basically clean up an entire team once whatever hinders his EQ/Return spam has been eliminated, MManetric helps in this regard removing flying types such as Crobat as well as helping put pressure on bulky waters. I chose to run scarf on Diggersby rather than Agility or CB primarily because of his ability to clean up teams late game, and frankly with his raw power not much can actually wall him safely as most are 2 OHKO/OHKO, especially with the hazard support + Volt-turn + D-tail damage the team provides.
Crobat (F) @ Choice Band
Trait: Infiltrator
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- U-turn
- Cross Poison
- Defog
The old banded bat, serves as my back up clean up sweeper as well as scout should Diggersby fall. I tend to use Crobat more as a kamikaze often softening or revenging certain threats, not much resist or are capable of handling his banded brave bird. His typing also helps to lend him a role as a defensive pivot, but this shouldn't come as a surprise since his typing has been quite a blessing for him. Cross Poison now has more utility in threatening Fairy types like Florges, so it isn't as bad a move to use I find compared to last gen. The only new twist with Crobat this gen is Defog as he can act as an important last ditch effort to keep hazards off my field. I find it useful on Crobat especially since he has the speed to pull it off without much worry. On the note of hazards together with the previously mentioned mons through brute force they are able to help maintain hazards on the opposing side as very little enjoy taking the hits the three mons are able to dish out, especially as it leaves many in a OHKO or 2 OHKO range.
Xatu (F) @ Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spd
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Night Shade
- Roost
- U-turn
My primary form of defense against hazards, Volt-turn hates hazards after all, and surprisingly pairs off well with MManetric scouting against most setters primarily because Intimidate softens a lot of physical blows that Xatu sponges. I took a page from the old Lavos Spawn team and used Rocky helmet primarily because of the dominance of physical attackers this generation and also since dual screens, my preferred Xatu set last gen, has little use for this team as well as defog mechanics nerfing it altogether. In addition, with the popularity of knock off it becomes much more difficult to keep dual screens up, since often the stone would be removed. I switched out toxic in favor of Thunderwave as it helps me to neuter the physical threats that switch into Xatu thinking she is set up bait. The rest of the moves should be quite explanatory. Night Shade could be replaced I think in UU but it isn't very important overall since Xatu doesn't exactly end up using it as much, she often ends up U-turning out to help keep the momentum, though it does provide reliable damage that adds up over time.
Tyrantrum (F) @ Rocky Helmet
Trait: Strong Jaw
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rock Slide
- Dragon Tail
- Ice Fang/Earthquake
Probably the most expendable member of my team, primarily there to set up stealth rocks and sponge fire or flying attacks. He especially loves punishing Victini, Darm, and Raptor Brave Birds, with prediction of course. Rocky Helmet exists to punish the physical attacks I anticipate, and the EVs are straight from Rhyperior. That said I tend to use him over Rhyperior since he does not crumple as easily to special attacks. I'm open to suggestions for a good SR setter here that also sponges fire/flying while not being so frail to special attacks, and would help big time if that mon was not going to compound an ice weakness. Funny thing about this team is that despite the glaring ice weakness it does not pose as much of an issue since Ice has really fallen out of popularity, so rarely do I ever actually deal with ice types and if there is one I just tend to keep my Crobat/Diggersby healthy and ready to revenge. Ice fang is there to punish potential Gligar switch ins, of course it won't kill him but it does leave a chunk of damage, but I think this move can be replaced with Earthquake. As for the role of Tyrantrum aside from setting SR and sponging hits she ends up also playing the role of shuffling my opponent's team. Together with Rade's sleep powder I use the two to disturb the momentum of the other team.
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb
This slot used to belong to Froslass, who is just as much a good substitute to Rade if you want to use Lass, but I needed another way to get past bulky waters and bulky fairy types like Florges. Rade not only deals witht he typings I have issues with but also acts as the status sponge and spiker of the team. Sleep powder being legal with spikes and leaf storm this generation is great blessing since it lessens the safe possible switch ins. What is especially fun about Rade is that even without SpA investment she is still able to more than hold her ground threatening Florges, I usually use her in conjunction with Crobat to do so. She is able to handle most special attacks with ease, and the defense boost this gen helps her to take neutral physical hits much better than before. It is because of this tankish hazard setting role that helps to break down bulky waters/fairy that I ended up using Rade over Froslass. Given the changes in defog mechanics I find the staying power that Rade has over Lass to be an even bigger advantage, so that you can continue to come in later on and set layers once you've dispatched the defogger. Frankly, I don't have much issues keeping my hazards up in combination with Sleep Powder + MManetric/Diggersby/Crobat easily able to keep pressure that threatens said defogger. Rapid spin isn't much of an issue either, though it is more a rarity. With the hazards provided by Rade and Tyrantrum I manage to support my offensive Volt-turners in late game sweeps or clean up. I'm honestly not sure whether Rade will stay UU because Sleep Powder + Spikes is just that good IMO, so if ever something may befall Rade you always have Froslass as a second option.
Conclusion
The team has been a favorite of mine since the start of XY, I had a feeling it would end up becoming an UU team once the tier in whatever form it takes opened up and I was right. The team as I noted is not particularly difficult to use as it is able to pressure the opposing team quite well with just MManetric/Diggersby/Crobat often leaving them guessing or taking a significant hit should they opt to stay in. The primary weakness I have with the team, in case it wasn't obvious, is a glaring ice weakness but as I've said it is surprisingly a rarity nowadays - and with Kyurem-B gone that is one less mon to worry about - but generally I just use Bat/Diggersby to outright brute force whatever tends to carry the Ice Attack that may threaten my team. That said any critique and/or suggestions are appreciated.
Watch out:
A few things to watch out for... Of course there are others but these tend to be my primary issues that require a prediction to handle.
Knock off:
Yeah I don't have very much sponges for knock off but if push came to shove I usually end up saccing Tyran/Rade/Bat's items since they aren't as reliant on it to fulfill their team role.
Escavlier:
Able to switch in to Rade without fear and spams Knock off without a care in the world. Given how bulky these things tend to be they aren't exactly the easiest things to dispatch. Depending on the flow of the match I may sac Tyrantrum's rocky helmet to set rocks and D-Tail Escavlier, trying to wear him out through passive damage. Otherwise main method of dealing with him is through MManetric roasting him.
Porygon2
Only problematic should he end up copying Xatu's magic bounce. Otherwise I primarily use Rade to put him to sleep and stack hazards, and proceed to try and soften him up with Bat/Diggersby.
Rotom-H
Not much want to exactly switch in on Rotom-H, but if I needed to deal with him I'd deal with him the same way I do with Escavlier and try to wear him out with Stealth rock + D-tail until he is at range for Diggersby's Return to handle.
Bisharp
This depends on who he's facing since MManetric/Diggersby/Roserade aren't exactly favorable match ups for him, while the rest of my team are. If ever he does net a boost I try to put him to sleep with Rade, just hope that Sleep powder doesn't miss, and proceed to eliminate him via Diggersby. Though considering his rising popularity up in OU I'm not sure if he will remain UU, especially since he is borderline in statistics.
Krookodile
Dangerous to the team for three reasons knock off, scarf, and moxie. As already noted the team does rely on its items, as the main sweepers are choice users, and Krookodile's love spamming knock off now thanks to the power boost it offers. Add that with the fact that he is scarved means he is difficult to revenge kill and being a ground type makes MManetric a very shaky check to Krook. This is only compounded by Moxie, and he can very easily get the ball rolling by knocking off a weakened Crobat or targeting Xatu.
Manectric (F) @ Manectite
Trait: Lightningrod
EVs: 32 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Ice]
The team's obligatory mega, and looks to be quite popular at UU, who serves an important role as my scout, revenge killer, and electric type to help get past annoying bulky waters as well deal with flying types. With Intimidate he helps to soften up a lot of physical attacks making switching in between his team mates significantly easier. I keep the 32 HP EVs in case I need MManetric to take a hit from a physical attacker and soften them up with Intimidate, in OU this served more to take in bullet punches. That said there isn't much left to outspeed at this speed tier aside from other MManetric's but I usually leave other members to deal with that.
Diggersby (F) @ Choice Scarf
Trait: Huge Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Wild Charge
- Earthquake
- Return
The star of my team, he generally ends up cleaning the other side single highhandedly usually once the appropriate mon that would hinder his EQ/Return spam have been dealt with. Again he appears to be gaining popularity in UU, much like MManetric, and so people aren't as careless as they often do tend to be in OU with regard to the seemingly harmless rodent that would end up sweeping their team. For that particular reason I opted for Adamant over Jolly, due to the power difference they hold and anything above his scarfed speed are easily dealt with by MManetric or Crobat. I usually switch between MManetric of Diggersby as my scout, depending on the typing I am up against if it is ground or something terribly weak to U-turn I'd lead with Diggersby. I don't think UU is a stranger to the raw power of Diggersby and as noted earlier he can basically clean up an entire team once whatever hinders his EQ/Return spam has been eliminated, MManetric helps in this regard removing flying types such as Crobat as well as helping put pressure on bulky waters. I chose to run scarf on Diggersby rather than Agility or CB primarily because of his ability to clean up teams late game, and frankly with his raw power not much can actually wall him safely as most are 2 OHKO/OHKO, especially with the hazard support + Volt-turn + D-tail damage the team provides.
Crobat (F) @ Choice Band
Trait: Infiltrator
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- U-turn
- Cross Poison
- Defog
The old banded bat, serves as my back up clean up sweeper as well as scout should Diggersby fall. I tend to use Crobat more as a kamikaze often softening or revenging certain threats, not much resist or are capable of handling his banded brave bird. His typing also helps to lend him a role as a defensive pivot, but this shouldn't come as a surprise since his typing has been quite a blessing for him. Cross Poison now has more utility in threatening Fairy types like Florges, so it isn't as bad a move to use I find compared to last gen. The only new twist with Crobat this gen is Defog as he can act as an important last ditch effort to keep hazards off my field. I find it useful on Crobat especially since he has the speed to pull it off without much worry. On the note of hazards together with the previously mentioned mons through brute force they are able to help maintain hazards on the opposing side as very little enjoy taking the hits the three mons are able to dish out, especially as it leaves many in a OHKO or 2 OHKO range.
Xatu (F) @ Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spd
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Night Shade
- Roost
- U-turn
My primary form of defense against hazards, Volt-turn hates hazards after all, and surprisingly pairs off well with MManetric scouting against most setters primarily because Intimidate softens a lot of physical blows that Xatu sponges. I took a page from the old Lavos Spawn team and used Rocky helmet primarily because of the dominance of physical attackers this generation and also since dual screens, my preferred Xatu set last gen, has little use for this team as well as defog mechanics nerfing it altogether. In addition, with the popularity of knock off it becomes much more difficult to keep dual screens up, since often the stone would be removed. I switched out toxic in favor of Thunderwave as it helps me to neuter the physical threats that switch into Xatu thinking she is set up bait. The rest of the moves should be quite explanatory. Night Shade could be replaced I think in UU but it isn't very important overall since Xatu doesn't exactly end up using it as much, she often ends up U-turning out to help keep the momentum, though it does provide reliable damage that adds up over time.
Tyrantrum (F) @ Rocky Helmet
Trait: Strong Jaw
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rock Slide
- Dragon Tail
- Ice Fang/Earthquake
Probably the most expendable member of my team, primarily there to set up stealth rocks and sponge fire or flying attacks. He especially loves punishing Victini, Darm, and Raptor Brave Birds, with prediction of course. Rocky Helmet exists to punish the physical attacks I anticipate, and the EVs are straight from Rhyperior. That said I tend to use him over Rhyperior since he does not crumple as easily to special attacks. I'm open to suggestions for a good SR setter here that also sponges fire/flying while not being so frail to special attacks, and would help big time if that mon was not going to compound an ice weakness. Funny thing about this team is that despite the glaring ice weakness it does not pose as much of an issue since Ice has really fallen out of popularity, so rarely do I ever actually deal with ice types and if there is one I just tend to keep my Crobat/Diggersby healthy and ready to revenge. Ice fang is there to punish potential Gligar switch ins, of course it won't kill him but it does leave a chunk of damage, but I think this move can be replaced with Earthquake. As for the role of Tyrantrum aside from setting SR and sponging hits she ends up also playing the role of shuffling my opponent's team. Together with Rade's sleep powder I use the two to disturb the momentum of the other team.
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb
This slot used to belong to Froslass, who is just as much a good substitute to Rade if you want to use Lass, but I needed another way to get past bulky waters and bulky fairy types like Florges. Rade not only deals witht he typings I have issues with but also acts as the status sponge and spiker of the team. Sleep powder being legal with spikes and leaf storm this generation is great blessing since it lessens the safe possible switch ins. What is especially fun about Rade is that even without SpA investment she is still able to more than hold her ground threatening Florges, I usually use her in conjunction with Crobat to do so. She is able to handle most special attacks with ease, and the defense boost this gen helps her to take neutral physical hits much better than before. It is because of this tankish hazard setting role that helps to break down bulky waters/fairy that I ended up using Rade over Froslass. Given the changes in defog mechanics I find the staying power that Rade has over Lass to be an even bigger advantage, so that you can continue to come in later on and set layers once you've dispatched the defogger. Frankly, I don't have much issues keeping my hazards up in combination with Sleep Powder + MManetric/Diggersby/Crobat easily able to keep pressure that threatens said defogger. Rapid spin isn't much of an issue either, though it is more a rarity. With the hazards provided by Rade and Tyrantrum I manage to support my offensive Volt-turners in late game sweeps or clean up. I'm honestly not sure whether Rade will stay UU because Sleep Powder + Spikes is just that good IMO, so if ever something may befall Rade you always have Froslass as a second option.
Conclusion
The team has been a favorite of mine since the start of XY, I had a feeling it would end up becoming an UU team once the tier in whatever form it takes opened up and I was right. The team as I noted is not particularly difficult to use as it is able to pressure the opposing team quite well with just MManetric/Diggersby/Crobat often leaving them guessing or taking a significant hit should they opt to stay in. The primary weakness I have with the team, in case it wasn't obvious, is a glaring ice weakness but as I've said it is surprisingly a rarity nowadays - and with Kyurem-B gone that is one less mon to worry about - but generally I just use Bat/Diggersby to outright brute force whatever tends to carry the Ice Attack that may threaten my team. That said any critique and/or suggestions are appreciated.
Watch out:
A few things to watch out for... Of course there are others but these tend to be my primary issues that require a prediction to handle.
Knock off:
Yeah I don't have very much sponges for knock off but if push came to shove I usually end up saccing Tyran/Rade/Bat's items since they aren't as reliant on it to fulfill their team role.
Escavlier:
Able to switch in to Rade without fear and spams Knock off without a care in the world. Given how bulky these things tend to be they aren't exactly the easiest things to dispatch. Depending on the flow of the match I may sac Tyrantrum's rocky helmet to set rocks and D-Tail Escavlier, trying to wear him out through passive damage. Otherwise main method of dealing with him is through MManetric roasting him.
Porygon2
Only problematic should he end up copying Xatu's magic bounce. Otherwise I primarily use Rade to put him to sleep and stack hazards, and proceed to try and soften him up with Bat/Diggersby.
Rotom-H
Not much want to exactly switch in on Rotom-H, but if I needed to deal with him I'd deal with him the same way I do with Escavlier and try to wear him out with Stealth rock + D-tail until he is at range for Diggersby's Return to handle.
Bisharp
This depends on who he's facing since MManetric/Diggersby/Roserade aren't exactly favorable match ups for him, while the rest of my team are. If ever he does net a boost I try to put him to sleep with Rade, just hope that Sleep powder doesn't miss, and proceed to eliminate him via Diggersby. Though considering his rising popularity up in OU I'm not sure if he will remain UU, especially since he is borderline in statistics.
Krookodile
Dangerous to the team for three reasons knock off, scarf, and moxie. As already noted the team does rely on its items, as the main sweepers are choice users, and Krookodile's love spamming knock off now thanks to the power boost it offers. Add that with the fact that he is scarved means he is difficult to revenge kill and being a ground type makes MManetric a very shaky check to Krook. This is only compounded by Moxie, and he can very easily get the ball rolling by knocking off a weakened Crobat or targeting Xatu.
Manectric (F) @ Manectite
Trait: Lightningrod
EVs: 32 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Ice]
Diggersby (F) @ Choice Scarf
Trait: Huge Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Wild Charge
- Earthquake
- Return
(Crobat) (F) @ Choice Band
Trait: Infiltrator
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- U-turn
- Cross Poison
- Defog
Xatu (F) @ Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spd
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Night Shade
- Roost
- U-turn
Tyrantrum (F) @ Rocky Helmet
Trait: Strong Jaw
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rock Slide
- Dragon Tail
- Ice Fang
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb
Trait: Lightningrod
EVs: 32 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Thunderbolt
- Hidden Power [Ice]
Diggersby (F) @ Choice Scarf
Trait: Huge Power
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Wild Charge
- Earthquake
- Return
(Crobat) (F) @ Choice Band
Trait: Infiltrator
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- U-turn
- Cross Poison
- Defog
Xatu (F) @ Rocky Helmet
Trait: Magic Bounce
EVs: 248 HP / 204 Def / 56 Spd
Impish Nature (+Def, -SAtk)
- Thunder Wave
- Night Shade
- Roost
- U-turn
Tyrantrum (F) @ Rocky Helmet
Trait: Strong Jaw
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Rock Slide
- Dragon Tail
- Ice Fang
Roserade (F) @ Black Sludge
Trait: Natural Cure
EVs: 252 HP / 240 SDef / 16 Spd
Calm Nature (+SDef, -Atk)
- Spikes
- Sleep Powder
- Leaf Storm
- Sludge Bomb
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