Hey all, so I've been laddering with this team a bit lately, am I'm really liking how it plays. I think it really has some potential and I'd like some opinions to help iron it out.
Araquanid @ Leftovers
Ability: Water Bubble
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Liquidation
- Leech Life
- Mirror Coat
Here we have our web setter, and a good one at that. Great natural bulk so we can invest in speed to outspeed slower defensive mons and even a few faster mons like Umbreon, Frosmoth, and non-Choice Scarf Gardevoir and Mamoswine, among many others. Then we have our attack investment to hit lots of things hard with Water Bubble boosted Liquidation, Leech Life to get some health back when we can, and Mirror Coat mostly to hit Noivern. Leftovers to get some more recovery so it can last longer and set webs more than once if needed.
Dracozolt @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Beak
- Dragon Claw
- Earthquake
- Fire Fang
Band Dracozolt is one of my favorite sets this gen, and for good reason. With help from the Sticky Web, Dracozolt can outspeed a lot of things, barring Jolly Barraskewda and Scarfers that were originally faster, like Gardevoir. Bolt Beak, with its massive 170 BP and STAB coming off almost 700 attack will OHKO a lot of neutral hits and severely dent even resists, assuming it hits with its new 80% accuracy. Dragon Claw is backup STAB to hit Mamoswine and other ground types, while being a powerful attack in its own right. EQ and FF are miscellaneous coverage I just slapped on and are probably suboptimal, but I don't know what other moves to use here.
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Flamethrower
- Taunt
- Aromatherapy
Here is one of our two switch-ins to Ground types that force Dracozolt out, and the main Mamoswine switch in. Galarian Weezing has fantastic physical bulk along with just a bit over 200 special attack uninvested, decent for a wall. This means it will not only take some powerful physical attacks, but it can also dish out some decent damage with STAB Strange Steam and Flamethrower for coverage. Aromatherapy does a great job at healing burns from the team's four physical attackers. Taunt and the slight speed investment are to stop opposing Galarian Weezing from Defogging the webs away. I put 8 speed EVs to outspeed opposing Weezing that had 4, but I'm starting to think this isn't really necessary.
Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power Whip
- Rapid Spin
- U-turn
- Play Rough
Tsareena is, in my opinion, the best spinner currently in UU. Not only does she spin, but she can actually make some good use out of the speed boost from doing it, unlike Avalugg. She has a great matchup against Rhyperior, Claydol, and non-Scarf Mamoswine carrying Stealth Rock when webs are up, either hitting them hard or forcing them out. She can pivot on a predicted switch to a Ghost type thanks to U-Turn, helping a ton with momentum. Power Whip hits even neutral hits hard, being a 120 BP STAB coming off base 120 attack. Heavy-Duty Boots to stop her from getting worn down by the hazards she removes, allowing her to last longer. Queenly Majesty is funny since I find opponents often forget I have it and I get a free turn, usually resulting in KOing them.
Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Energy Ball
- Taunt
Chandelure has three immunites and can shut down hazard removal with a fast Taunt and a Ghost typing. It forces out or kills two spinners, Avalugg and Tsareena, and It hits hard with its STABs and a great special attack stat. Heavy-Duty Boots since it weak to all hazards. Flash Fire makes it an easy switch-in to strong fire types like Centiskorch and opposing Scarf Chandelure locked into a Fire move. Base 80 is also a great speed tier for webs, now outspeeding pretty much everything except for Scarfers above base 80.
Flygon @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- U-turn
Finally, we have our second switch-in to Ground types and the team's cleaner/setup sweeper, as well as a pivot. DD sets up and you often clean up really nicely with STABs Earthquake and Outrage. U-Turn to get out if needed. EVs are self-explanatory, but I'm thinking change to an Adamant nature since it already outspeeds everything with webs anyways. Leftovers for some recovery and so possible confusion damage after Outrage doesn't completely screw me over.
And that's pretty much it. I'd love help on any aspect of the team, and there's probably a lot to patch up, since I am not a good builder. Any and all help is appreciated, and thank you for taking your time to stop by this thread. Cheers!
Araquanid @ Leftovers
Ability: Water Bubble
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sticky Web
- Liquidation
- Leech Life
- Mirror Coat
Here we have our web setter, and a good one at that. Great natural bulk so we can invest in speed to outspeed slower defensive mons and even a few faster mons like Umbreon, Frosmoth, and non-Choice Scarf Gardevoir and Mamoswine, among many others. Then we have our attack investment to hit lots of things hard with Water Bubble boosted Liquidation, Leech Life to get some health back when we can, and Mirror Coat mostly to hit Noivern. Leftovers to get some more recovery so it can last longer and set webs more than once if needed.
Dracozolt @ Choice Band
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bolt Beak
- Dragon Claw
- Earthquake
- Fire Fang
Band Dracozolt is one of my favorite sets this gen, and for good reason. With help from the Sticky Web, Dracozolt can outspeed a lot of things, barring Jolly Barraskewda and Scarfers that were originally faster, like Gardevoir. Bolt Beak, with its massive 170 BP and STAB coming off almost 700 attack will OHKO a lot of neutral hits and severely dent even resists, assuming it hits with its new 80% accuracy. Dragon Claw is backup STAB to hit Mamoswine and other ground types, while being a powerful attack in its own right. EQ and FF are miscellaneous coverage I just slapped on and are probably suboptimal, but I don't know what other moves to use here.
Weezing-Galar @ Black Sludge
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Strange Steam
- Flamethrower
- Taunt
- Aromatherapy
Here is one of our two switch-ins to Ground types that force Dracozolt out, and the main Mamoswine switch in. Galarian Weezing has fantastic physical bulk along with just a bit over 200 special attack uninvested, decent for a wall. This means it will not only take some powerful physical attacks, but it can also dish out some decent damage with STAB Strange Steam and Flamethrower for coverage. Aromatherapy does a great job at healing burns from the team's four physical attackers. Taunt and the slight speed investment are to stop opposing Galarian Weezing from Defogging the webs away. I put 8 speed EVs to outspeed opposing Weezing that had 4, but I'm starting to think this isn't really necessary.
Tsareena (F) @ Heavy-Duty Boots
Ability: Queenly Majesty
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Power Whip
- Rapid Spin
- U-turn
- Play Rough
Tsareena is, in my opinion, the best spinner currently in UU. Not only does she spin, but she can actually make some good use out of the speed boost from doing it, unlike Avalugg. She has a great matchup against Rhyperior, Claydol, and non-Scarf Mamoswine carrying Stealth Rock when webs are up, either hitting them hard or forcing them out. She can pivot on a predicted switch to a Ghost type thanks to U-Turn, helping a ton with momentum. Power Whip hits even neutral hits hard, being a 120 BP STAB coming off base 120 attack. Heavy-Duty Boots to stop her from getting worn down by the hazards she removes, allowing her to last longer. Queenly Majesty is funny since I find opponents often forget I have it and I get a free turn, usually resulting in KOing them.
Chandelure @ Heavy-Duty Boots
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Shadow Ball
- Energy Ball
- Taunt
Chandelure has three immunites and can shut down hazard removal with a fast Taunt and a Ghost typing. It forces out or kills two spinners, Avalugg and Tsareena, and It hits hard with its STABs and a great special attack stat. Heavy-Duty Boots since it weak to all hazards. Flash Fire makes it an easy switch-in to strong fire types like Centiskorch and opposing Scarf Chandelure locked into a Fire move. Base 80 is also a great speed tier for webs, now outspeeding pretty much everything except for Scarfers above base 80.
Flygon @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Earthquake
- Outrage
- U-turn
Finally, we have our second switch-in to Ground types and the team's cleaner/setup sweeper, as well as a pivot. DD sets up and you often clean up really nicely with STABs Earthquake and Outrage. U-Turn to get out if needed. EVs are self-explanatory, but I'm thinking change to an Adamant nature since it already outspeeds everything with webs anyways. Leftovers for some recovery and so possible confusion damage after Outrage doesn't completely screw me over.
And that's pretty much it. I'd love help on any aspect of the team, and there's probably a lot to patch up, since I am not a good builder. Any and all help is appreciated, and thank you for taking your time to stop by this thread. Cheers!
