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UU HardAss Stall

Introduction
I'm going to start by stating this: the sentence I have seen on the screen more than 20 or so times in my 40 or so matches with this team is "you have some pretty gay shit there". The theme is UU Stall, as my title points out, and I tried to have a general or specific answer to just about everything. There are flaws (just like in every team) I will admit. This team plays curiously off resisting both spectrums and certain type attacks. The spreads and sets are mostly standard or analysis based, but work pretty efficiently. I am open to suggestions, pointed out weaknesses, and different spreads. All Pokemon are interchangeable.

AT A GLANCE:

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Changes in Bold except names





I started out thinking about what a stall team needs to be successful (well, in basically any tier).
  • Entry Hazards
  • Phazers
  • Status Absorber
  • Cleric (optional)
  • Spin blocker
  • Rapid Spinner
  • Status infliction
  • Explosion resist/immune
  • Check/counter to most threats in given tier
  • Physical/Special Spectrum covered
[Spiker]
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Froslass (F) @ Leftovers
Ability: Snow Cloak
EVs: 248 HP/224 Def/36 Spd
Timid nature (+Spd, -Atk)
- Pain Split
- Spikes
- Taunt
- Ice Beam

Bulky Froslass leads are more and more common since Roserade has left the UU ranks. A good, fast spiker like Roserade is hard to find (well, there are really only Roserade and Froslass resting above 80 Speed). Froslass, with some HP, can survive a shitload of hits, immune to Fake Out, a fast 350 Speed Taunt, Destiny Bond for a pseudo Explosion (which I like a whole lot). Froslass became my stall lead as I didn't want to use the obvious Uxie or Steelix as a bulky lead, I wanted something with Taunt (I thought about Ambipom) that could stop SR from going up. I had also started seeing a lot of these myself, and so right away I wanted to give it a try. I replaced the set with the "ProLass" set that was suggested by whistle, as well as the use of Pain Split over Destiny Bond in order to "stick around" a bit longer. 4 EVs were taken from Defense to give Froslass 292 Speed to outrun Froslass running the same set. Everything is self-explanatory once I say she is my premier Spiker.

[Phazer]
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Arcanine (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP/124 Def/136 Spd
Jolly nature (+Spd, -SAtk)
- Will-o-wisp
- Morning Sun
- Roar
- Flare Blitz

Arcanine replaced Hariyama in this slot of another recommendation of Whistle's in order to combat my weakness to Swords Dance Venusaur (hence the Jolly Nature). Arcanine acts as the phazer that Hariyama filled, as well as more burn support, immediate recover in Morning Sun, and Flare Blitz to do some damage. Blastoise and Arcanine pair well, although after Arcanine's addition, more Defense to Registeel or Blastoise might be a good idea.


[Cleric]
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Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 252 Def/4 Spd/252 SDef
Calm nature (+SDef, -Atk)
- Heal Bell/Protect
- Seismic Toss
- Softboiled/Wish
- Toxic

I knew I might need a Wish passer or something, or a Cleric, and right now Chansey is my miniature Blissey... or Celebi. Chansey walls the hell out of the tier once again. Toxic because later I would realize the amount of paralysis I was already using. Seismic Toss so Raikou and Sceptile can't demolish my team with Substitutes. Heal Bell has been more faithful along with Softboiled, so until I start having problems taking attacks, I'm going to keep it. Calm and Max SpD and Def for a couple reasons. Dugtrio must have Choice Band to OHKO with EQ with SR. Also so I can survive against Pokemon running Mixed sets without a Fighting move. 4 Speed to outspeed Chansey not running it so I can pull the one two.

[Spin Blocker]
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Spiritomb (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/252 Def/4 SpA
Bold nature (+Def, -Atk)
- Will-o-wisp
- Calm Mind
- Rest
- Shadow Ball

Froslass isn't serving as my Rapid Spin blocker, or Explosion, or Fight resist/immune, since she goes down fast. This is a Spiritomb I have used to great effect in UU and OU, mimicking Crocune just a bit. I decided not use Sleep Talk since I have Chansey's Heal Bell. WoW and CM pair so well, and Shadow Ball is so I can hit and check Gallade because otherwise he will Substitute and SD and proceed to wreck my whole team. Max HP, Def, and Bold Nature to get the most out of defensive prowess. After this thing gets enough CM's and WoW's the whole opponent's team, and the enemy phazer is gone, that's pretty much game past a lucky crit. Thinking of replacing with bulky Arcanine.

[Stealth Rock User]
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Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/100 Def/56 SpD
Careful nature (+SDef, -SAtk)
- Thunder Wave
- Iron Head
- Earthquake
- Stealth Rock

My answer to Mismagius, SR user, paralysis support, and Altaria counter (more or less, she just has to get stuck on Outrage). Earthquake so I can get the surprise KO on fires and hit other Registeel and Steelix. Thunder Wave so I can pull a noob Jirachi hax and Iron Head the shit out of them. Registeel is the only real reason I might want Wish on Chansey. Thanks to derangedyoshi, I simply switched the EVs of the analysis around as Registeel needs more durability, and after a damage calculation (below), after Leftovers, LO Jolly 252 Atk EQ fails to 2HKO, while I OHKO with Iron Head after SR and LO (or Spikes makes it inevitable).

259 Atk vs 361 Def & 364 HP (100 Base Power): 204 - 240 (56.04% - 65.93%)

[Rapid Spinner]
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Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 252 HP/252 Def/ 4 SpD
Bold nature (+Def, -Atk)
- Yawn/Roar
- Surf
- Rapid Spin
- Roar

Water, Ice, Fire resist, Rapid Spinner, 2nd answer to Altaria (Ice Beam), Yawn over the other options because I can sleep a sweeper (lol rhyme). Blastoise ends up sticking around a while for some reason. Chosen as I saw his synergy and his bulk with the team. Claydol just wouldn't work because he would lure in pokemon like Houndoom and Honchkrow, etc. Blastoise's RS keeps Toxic Spikes off the field as I couldn't afford to have a Poison type as I couldn't fit one in. Roar can go over Yawn if I need another phazer. Roar replaced Ice Beam as Ice Beam was a predictable bulky water move, and Blastoise is too slow to do much with it. Altaria also apparently survives one if she's got a bulky set. Roar and Yawn pair well in that they both do nearly the same thing, and whatever I Yawn will switch (take some entry hazard damage), only to be phazed out again. Thanks for the suggestion of Roar over Ice Beam goes to 031ap.


I know, my thread isn't amazingly embroidered, it's not as descriptive or exciting as it could be, and it probably isn't Archive material (but hopefully xD). Despite this, please rate intelligiently, as I spent a long time trying to make sure I could play UU properly, and design a UU team. Thanks!

I will soon add a threat list, as I like to battle at least 50 times (haven't been able to do so as I have been loaded on work from an AP class... lol I'm such a braggart) before I decided what the main issues are. Some confirmation of threats after the changes I implemented would be helpful.
 
I can see Honchcrow ripping through this team, after Froslass is gone, as he can 2 hit everything on your team. Most things can't really hurt it, and Registeel can't switch in to it forever. This might sound weird, but, I would suggest Kabutops>Blastoise.

Kabutops@Lefties
252 hp / 74 def / 184 spd
Impish
(Both abilities have their advantages.)

Rock Slide
Brick Break
Aqua Jet / Waterfall
Rapid spin

It isn't KO'd by Brave Bird+Sucker Punch, and is fast enough to out run adamant Honch and KO has the ability to KO back with Rock Slide if Honch is at full health but will KO it as long as it has taken prior damage (Life Orb, Stealth Rock etc.) If you want Stone Edge what ever, but I like rock slide for PP and accuracy. Aqua jet v. Waterfall is your choice, aqua jet can do work on Blaziken, mostly physical because special generally use Vacuum wave, but Waterfall has much better power. Kaputops can still spin, although it isn't as good against the common spin blockers, as it is more hindered by burn, I still think it is good for this team.

Personally, I think aromatherapy and soft boild work better on this chansey as you have 2 rest talkers, and nothing to take it Toxic Spikes, which would completely hinder and blastoise/kabutops and weaken Chansey's staying power.
Everything else seems good,
Hope I helped.
 
you have a pretty massive sd venusaur weakness (after Froslass dies you have nothing that can take it on) and as already pointed out a rather large honchkrow weakness. I'd recommend making Froslass a bulkier set with Pain Split so it can serve as your spin blocker and putting a bulky Arcanine over your Spiritomb set.

Froslass @ Leftovers (Timid)
248 HP / 224 Def / 32 Spe
- Spikes
- Ice Beam
- Taunt
- Pain Split

essentially the same thing you have now but it's bulkier (survives a non LO night slash from Honchkrow lol) so you can rely on it through the match as a spinblocker if you replace spiritomb. there aren't many things you need a superfast taunt for on stall, and you still beat +nature base 80s with these EVs. pain split helps you accomplish the whole "don't die" goal that stall has whereas destiny bond is suicidal.

Arcanine @ Leftovers (Jolly)
Intimidate
248 HP / 124 Def / 136 Spe (credits to BurtonEarny for the EVs)
- Will-o-Wisp
- Roar
- Morning Sun
- Flare Blitz

248 HP to take the least SR damage, the speed EVs and a jolly nature to outspeed +nature base 80s like Gallade and Venusaur Flare Blitz does massive massive damage to the former while OHKOing the latter. Roar is for racking up Spikes / SR damage while Morning Sun makes this thing never die =/. You can also switch into Honchkrow and stall it out of HP with Morning Sun (Brave Bird does ~50% after Intimidate) or just burn it.

kind of a "saw two things so I wrote them down" rate at 5 am, so sorry it's not more comprehensive. good luck.
 
@ Godsend - Yeah! The Kabutops idea sounds pretty good! I am just not too happy about how it wouldn't be able to take special attacks like Blastoise can. Also, Kabutops is a bit offensive for this time's liking. Honchkrow is normally LO, and I wear it down pretty fast most of the time, since it's attacks and movepool is predictable. Regardless, I'll give the Kabutops a try. Btw Heal Bell and Aromatherapy are the exact same move basically, so yeah thanks for the "Cleric" encouragement, it has worked pretty well for me!

@ Whistle - SD Venusaur carry EQ right? LO +2 EQ fails to OHKO Registeel, and I just Thunder Wave and then Iron Head. After it gets Thunder Waved by Hariyama's Force Palm, Registeel's Thunder Wave, however it happens, anything on the opponent's team with LO is not sticking around too long. But yes, it poses a threat as it outspeeds everything, and Adamant versions can deal some serious damage. I will definitely try the Pain Split Froslass, since Destiny Bond can be played around, and since I'm using Leftovers, it makes sense. I'll try Arcanine in place of Spiritomb, but I'm a little concerned with what I should use as a lead, since Froslass was meant to be a fast Spiker and Taunter, and the set you have given in pretty slow. I do however like how Arcanine can offer another phazer!
 
Registeel can check Saur, but make sure there is already something asleep on your team, because Registeel gets slept by Saur, it can just SD in your face and sweep. Froslass can still lead because outspeeding base 80's is really good in UU. You still outspeed most leads that you would with max speed, but now you have decent bulk.
 
Froslass will only go first against opposing Lass max speed lass about 50% of the time, which means, half the time, if they won the speed tie, and you use taunt, the exact same scenario would play out, meaning they would still get a layer of spikes or taunt you. And, considering the amount of people running the bulkier Lass (at least I've seen a lot), I think the best option would be to use the bulky set, but move 4 ev's from defense to speed, meaning you will outspeed the other people playing the above set, allowing you to have your way the the other lass.
 
Sounds like a reasonable argument. Time to go change it! Thanks! Anything else I should change (this is a general question to anyone willing to answer)? Btw, if I switched Spiritomb for Arcanine, my team would have another weakness to Dugtrio trapping.
 
Drop Ice Beam on Blastoise, it's not doing shit to anything.

From personal experience, I can say that Yawn + Roar works quite well.

My other concerns have already been addressed, so good luck with the team.
 
Drop Ice Beam on Blastoise, it's not doing shit to anything.

From personal experience, I can say that Yawn + Roar works quite well.

My other concerns have already been addressed, so good luck with the team.

Are you saying that since Blastoise can't outspeed the threats he tries to hit with Ice Beam, it's useless? That makes since, but an Altaria who isn't stuck on Outrage is going to dent my whole team if I don't kill her right away. Plus, getting the jump on Venusaur and Sceptile with Ice Beam as they switch in is pretty useful. Yes, Roar and Yawn racks up the entry hazards, and Roar can phaze the three I mentioned, but sometimes if I don't have SR or enough Spikes up, phazing them won't be as useful. Have you got any specific reasons that Blastoise shouldn't use Ice Beam?
 
Well, I suppose it's a personal choice, but I've never really found that Ice Beam on Blastoise does much, except for Altaria (which it only does 60% to...). Even then, you're Raikou set-up bait without Roar, and many other Pokémon can really scare you without Yawn.

It's your choice, this is just my opinion.
 
ah yeah I see your point, so I should add Blastoise as yet another phazer... cool =D Any other suggestions?

I still need a good answer to SD Venusaur, and whatever else. Anybody?

(Lol at my desperation)
 
IMHO you should implement whistle's suggestions, as Arcanine is currently an awesome poké, due to this base 80 Speed Metagame with so many strong physical sweepers running around. He also provides you with a very neat Venusaur counter.
 
Ok, but if I replace Spiritomb with Arcanine, I will have issues with Fighting attacks. I will also not have a Spin blocker as Froslass dies pretty easily.

I'm trying to make changes without creating too many problems, so what can Arcanine replace besides Spiritomb? Hariyama?

That sounds like something I could do.
 
You could use the Prolass set (the spread, again, is the one suggested by whistle), so that it can perform the role of spinblocker as well.
 
I do use that set, but I think if I use Arcanine over Hariyama (Arcanine being defensively bulky, with Intimidate, better recovery, and access to Roar like Hariyama's whirwind), it will be easier to control other problems I have. Hariyama doesn't really do a whole lot aside from taking status (well, Chansey has Heal Bell anyway) and forcing out other Chansey and Clefable, which Flare Blitz from Arcanine will do as well. Spiritomb is essential to the whole *better than Rotom and Mismagius as goes bulk* and killing Gallade or shutting him down. Could I please switch Arcanine over Hariyama instead? Doesn't it sound like a better idea? I already have a Dark, Bug and Rock resist as well.
 
Of course that could work as well, as a double ghost core efectiveness is undeniable. I was just trying to keep the team as close from the original as possible, only covering the glaring weaknesses (well actually whistle is to be credited, as I just agreed with him). Hariyama also does a great job as a Phazer, hacking additional damage from entry hazards, soothening your CB Rotom weakness (not much though on a last poké situation) and acting as an additional check to fire pokés (Magmortar with Cross Chop/ Tbolt, for example, is very troublesome for both Chansey and Blastoise, but is handled by Hariyama. Not that he's very common though). So yeah, go ahead and try it, as the best thing to know whether these changes will work or not is just getting the team to act.
 
My last issue is should I replace Chansey with Altaria, whose Perish Song works as a back-up on phazing, as well as Altaria's many resistances, good all-around defenses, Roost, and Heal Bell and Natural Cure. Everything Chansey has except best Special walling, weakness to Dugtrio, what it does have is SR weakness (but I manage to keep it off with Froslass' Taunt and Blastoise). Also, should I consider a Wish passer for Registeel and Blastoise? Considering Umbreon in place of Chansey, Arcanine in place of Hariyama, Steelix in place of Registeel?
 
Sorry not to be of more help, this is just two things I noticed.

-Could you be more specific about why you chose that defensive spread on Registeel? Maybe damage calcs with CB Dugtrio? The typical spread is Careful 252 HP/100 Atk/156 SDef. If you wanted to get more defense, the generic defensive EVs applet answer, with 100 Atk, is Careful 252 HP/100 Atk/100 Def/56 SDef. Apart from anything else, you currently have two stats with 78 EVs, which is inefficient. If you make one 80 and the other 76 the one going up will gain a point and the 76 one will stay the same, as 78 is indivisible by 4.
-While I understand the use of Will-o-Wisp on Spiritomb, I would use Sleep Talk. The idea of this set, fundamentally, is to spin block early- and mid-game, healing with Rest, then set up and sweep. While Rest+Heal Bell works early- and mid-game, you need Rest and Sleep Talk when setting up Calm Minds otherwise you'll lose all your boosts when you switch out to Chansey. Spiritomb is strong but not indestructible - you will need to use Rest when setting up if you want to get more than one or two CMs and actually be effective.
 
Good point about Registeel, I've been trying to get someone to notice anything about the spreads. I'll definitely go with the more defensive spread you mentioned.

Ah, the Spiritomb set does not use Sleep Talk for a couple of reasons. First, I found that set to be extremely useful when using Will-O-Wisp as it further enhances his defensive bulk. You see, it is not enough to just Rest off the damage. I'd like to prevent it all together (as in hard hits). The entire team except my lead has some way of crippling the opponent, and Spiritomb is no exception. Without Will-O-Wisp from Spiritomb, I cannot cripple Pokemon like Kabutops, etc. because Arcanine gets owned by Aqua Jet. I've actually tried the Sleep Talk version in case you are wondering, and even without Heal Bell, Spiritomb does better with the set I have. Now I realize that stalling-wise, Spiritomb is better with Sleep Talk so he can Rest and waste only the PP of Sleep Talk while spamming other moves, but I find that burn support is really helpful, as strong physical attackers take Spiritomb down without being crippled. Nice argument though. I am content with the set I have now, thanks anyway.

Keep being the deranged dino that you are! =D
 
Threat List

Submitted early as I wanted to make sure I could get them all the sprites here without screwing it up... again

In progress...

Defensive Threats:
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Altaria - Most defensive Altaria are Perish Song or Clerics, and so are predictable. However, good overall defenses, typing and Roost makes it hard to take down. Natural Cure and Roost makes it hard for my team to actually stall it, but I can usually force it out or phaze it, and hope SR damage takes its toll. If Froslass is still alive (thanks to Pain Split), I can Taunt and threaten Ice Beam.
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Arcanine - Defensive Arcanine is mentioned as seeing as how I use one, I have to worry about enemy Arcanine trying the same tactics. Flare Blitz is absorbed by my own Arcanine and Blastoise. Blastoise is pretty much my answer to any Arcanine, although I can't phaze it because it has a faster Roar. Luckily, Spikes and SR take a quick toll on Arcanine, as well as status.
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Blastoise - Blastoise, another Pokemon I use myself, is something else I have to watch out for, as without Grass or Electric attacks, I sure can't do much initial damage to it. However, it's typing makes all status attacks hit it, so I can wear it down fast as well. My own Blastoise pretty much walls them and Yawns or phazes.
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Chansey - Yet another "one of mine", Chansey is extremely predictable, acting as a general special wall, Wish passer, whatever Blissey does in OU basically. Ironically, my own Chansey can easily fend off other Chansey, as Heal Bell stops them from wearing me down first. If they are running a similar set, Spiritomb can use Pressure, Rest, and an immunity to Seismic Toss to stall her out. If I get a chance, or if I feel angsty, Arcanine can force her out by spamming Flare Blitz. If I get statused (unlikely, she will probably just switch), my own Chansey, once again, fixes this problem.
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Claydol - Usually Utility or Calm Mind... something like that. Claydol is a common spinner, and no matter what set it is running, Spiritomb can take on just about anything, all while blocking Rapid Spin, and threatening a super-effective attack. Finally, Claydol usually does not have Rest (but can be paired with a Cleric), so Toxic and Will-O-Wisp will wear it down. Not much of a problem though it manages to stick around a while.
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Clefable - Definitely as unpredictable as a "suicidal murderer escaped from prison" like the analysis states. With a nearly limitless amount of sets, no one can possibly check them all, but then no one uses them all either. The common ones, the Encore, Wish passer, Cleric, and Trick Orb, all of which can cause issues because of one trait: Magic Guard. My inability to wear it down with status, while it is extremely bulky and has an immediate recovery move, makes it more annoying than unpredictable. I usually try to wear it down the old fashion way: by actually trying to kill it. Arcanine's Flare Blitz does the most damage here, while otherwise Registeel and Chansey can wear it down more slowly. Once again, if Froslass is still alive, a Taunt shuts down most Clefable, while Seismic Toss does nothing. Still a serious threat.
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Donphan - The main use Donphan serves on any team is obviously as Rapid Spinner, and being very predictable with limited number of moves, it still manages to serve as a threat. Repeated EQs or a boosted Assurance are unpleasant to Spiritomb, but other than that, Tomb at least blocks Rapid Spin and can Will-O-Wisp or Rest off the damage. Otherwise, Blastoise threatens with Surf, easily takes any attack bar a CB one, and Rapid Spins SR away.
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Drapion - Defensive Drapion, the more common ones (well, Drapion has really lost useage), usually involve setting up Toxic Spikes, Pursuiting Ghosts, or phazing with the RestTalk Whirlwind set. Offensive ones being less common, are also easier dealt with, although the Swords Dance set can be dangerous. However, a Will-O-Wisp from Spiritomb will put a stop too them, while most carry EQ, so Registeel and Arcanine are at more of a risk. Even so, in all 50 or 60 battles I've played with the team (only 15 or so with some more recent changes).
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Drifblim - Drifblim are primarily used for Baton Pass chains, just to pass a bulky, Stockpiled Substitute, but most do some of the same things. A weakness to SR doesn't do it well, nor does hindering status, both of which my team will be using. If they do manage to get that Sub up, it won't matter, as with two phazers, and without Ingrain from Smeargle, Baton Pass chains are getting a taste of their own medicine (that is, switching... passing... whatever).
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Electrode - Most UU'ers are familiar with the fastest Pokemon in the tier, and its constantly decreasing usage. However, with those still obsessed with the fastest user of Taunt and Rain Dance running on its own gas, I have to be alive and alert. Froslass loses the Taunt race, and Ice Beam isn't doing enough to count. Electrode will end up getting up whatever it gets up either way, so while it does that, I try to kill it. My best option is to bring Registeel in and threaten EQ, or paralyze it and make it useless if it decides to switch. Thankfully no one really uses it anymore, as bulky leads are more popular than suicide leads nowadays.
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Froslass - I lol when I win the Taunt race, as most of these run the standard 32 Speed when they use the bulky sets. However, a select few running older, faster sets, like the suicide lead from BL, manage to ruin life for my Froslass. In this case, Arcanine comes out to play. Or Registeel. Depends on the time of day. All in all, most people are using the bulky sets, and I usually win out on the Taunt 'war', and things go downhill for my enemy from there.
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Gardevoir - Gardevoir is always special, uses status or Wish, and has horrible defense compared to it's special defense. Chansey and Spiritomb (especially Spiritomb) are my best options, and if Gardevoir is using Will-O-Wisp as it's only status, Arcanine has a free switch somewhere along the line. Gardevoir is much weaker and and easier to handle than it's physical cousin.
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Hariyama - Having used one myself in place of Arcanine, I know how much of a pain it can be. RestTalk Whirlwind ones will give me problems (ironically). Once I figure out which set it is running (Specially Defensive or Defensive, which gets easier to tell if they switch him in on a certain attack), I go from there and attack it or phaze it (since my phazers are faster).
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Kabutops - Yes, apparently Defensive Kabutops exist (just not very prevalent), and they are also very easy to handle. Spiritomb easily switches in to attacks or Rapid Spin, while Blastoise takes attacks as well, and threatens with it's own Water attacks. Lastly, status and entry hazards quickly wear it down as well.
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Lanturn - Always a special wall, but unfortunately for it, status, entry hazards, and attacks all together, ruin Lanturn. With no immediate recovery like Milotic, and with most not using Rest, it's weaknesses are laid siege to by my team. It's attacks and status don't so much as scratch any of my members except Arcanine. Registeel is the only paralysis on the team, only Electric attack, so Lanturn won't be reaping the benefits of its ability either.
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Mesprit - With absolutely even stats making it like an upgraded Celebi or Jirachi, thankfully it doesn't have all 105 Base stats. Most Mesprit are attackers or utility (but Uxie does it better). Spiritomb takes the STAB attack, and the other ones (LO Grass Knot does the most damage I think), and Calm Minds until they decide to stop. Chansey can do this as well, especially well, as unlike Azelf, Mesprit cannot use Explosion, and they are mostly special as well. Mesprit, just by being an attacker with a Life Orb, is automatically threatened by my team. They must have a Wish Passer and Cleric (i.e. Umbreon in this case), and even then I have an easy time with Umbreon.
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Milotic - Most people don't understand the virtue of Milotic's ability, and can't just use a Surf/Toxic/Rest/Sleep Talk set to handle just about anything. So they end up suffering from it, as Toxic and entry hazards sink in. Chansey walls Milotic to infinity, that's all you ever need know.
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Miltank - Ever since GSC, I have despised going against Miltank ever since Whitney wouldn't stop doing Rollout and whatever else. Miltank's bulk is incontrovertible, it is there even if you say it's not. It's attacking potential isn't left unnoticed either. Scrappy lets it make mincemeat out of Spiritomb (lol the only Ghost who really is scared). Most using Utility sets use Heal Bell, and have Milk Drink as recovery, and so are like a fast, less specially bulky Chansey. However, both offensive and defensive ones can't do much to Arcanine, as most Miltank users using the SubPunch set don't use EQ b/c it is redundant with Focus Punch's coverage of everything except Flying types and Bugs. Arcanine comes in with Intimidate, Roars her out, or uses the beautiful day outside to rest off his health, while Flare Blitz, and outspeeding Miltank, threaten her back. So though Spiritomb hates her and can't threaten the burn, Arcanine is there to make sure his burn buddy doesn't get punched in the gut.
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Moltres - One of the most threatening Pokemon in UU, thankfully SR rids it of any health to speak of. Moltres uses U-Turn as it's sole physical attack, and Chansey can take that and everything else. While Toxic is healed off by Heal Bell, Softboiled heals the health, and Seismic Toss kills the Substitute. The moment Moltres gets under 50% health (Roost is coming), I go phaze it with Arcanine. Still, Pressure sinks in real fast from SubRoost Moltres. Thankfully, the turn that Moltres stops Substituting and decides to Roost, I can Toxic and therefore play a mind game of my own. Moltres can't heal off status like my team can, so status effectively cripples it, and so does one hit from Stealth Rock.
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Regirock - Regirock has recently been outclassed by Rhyperior in whatever exactly it did, but it's only 2x weakness to Grass and Water, no weakness to Ice like Rhyperior can't boast, makes it very usable. Thankfully, without Sand Stream from a tiny little hippo, Regirock isn't sticking around long. Without Rest or Rapid Spin on the Regirock's team, it isn't staying in that much longer with those issues either. Ironically, Registeel takes Stone Edges, can ThunderWave and then spam supereffective Iron Heads. Cursed EQ hurts a lot though, so I usually just phaze with Blastoise, and maybe WoW with Spiritomb.
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Registeel - Enemy Registeel mainly use the standard set, or try in vain to utilize the CurseTalk set. Arcanine can effectively scare it out, while taking EQs and healing them off. He also provides a phaze for those that feel like sticking around to take Flare Blitz. Unfortunately, most are paired with Slowbro, so phazing him in and out rather than attacking is better.
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Slowbro - Slowbro lacks Rest 95% of the time, or maybe always, and uses Slack Off and the usual moves. Therefore, Toxic, entry hazard damage... yeah it sort of takes it's toll. Not to mention they are always special, so Chansey walls it. The Regi-Bro combo, or however you put it, is handled simply by phazing them and wearing them down.
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Spiritomb - Some people forget that Spiritomb isn't as bulky as it appears (although some people are frustrated by it's bulk though), and that it can't take 120 BP attacks all day long. Arcanine takes Will-O-Wisp, making it useless, and kills it while it tries to use it's meager attacks. Most Spiritomb users realize the RestTalk set is better than just any old one that can get ravaged by entry hazards and status, so Arcanine is effectively my "forcer-outer".
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Steelix - My whole team (except Arcanine) is slow, so Gyro Ball is doing next to nothing, and Arcanine takes it and EQs pretty well, and threatens it out, while WoW-ing the incoming bulky water or phazing it out. Spiritomb is my effective check though. With WoW to burn the attack, CM and Shadow Ball to hit it with the spectrum it hates, and Rest just in case they pull a fast one with Toxic, they had better have Roar, or I'm sticking around a little while. Tomb is also immune to Explosion, so not even BaitLix scares him. Steelix's weakness to Spikes wears it down pretty fast, and with 3 layers (well at this point, if I have 3 layers, that's pretty much game, believe me), it doesn't want to come out to set up SR much. On that note, Blastoise can threaten a 2HKO with Surf, or phaze it out, or Rapid Spin its hazards.
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Tangrowth - Never used outside a Sunny Day team, this thing becomes like a more threatening SD Venusaur. Arcanine can no longer take it's attacks safely, and Sleep Powder is going to take down something. Therefore, my option is usually Arcanine strangely, as LO EQ after Intimidate does not KO, and Flare Blitz does. Arcanine gets a switch in on Power Whip as well. Spiritomb can WoW it to put a stop to it, but only after it has already slept something on my team. Still a threat because of it's SD Venusaur-like play, and because I forgot about putting it in both the offensive and defensive sections, I'll just forget talking about the offensive one.
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Torterra - Most Torterra being Rock Polish or SubSeed or something like that, Torterra's real weakness comes in to play when you consider it's bad speed without a RP, as well as no instant recovery. Most are physical, but I can't safely take all of it's attacks. SubSeed ones tick me off, as with Chansey, I can Seismic Toss Sceptile and the like when they try it, but Torterra threatens with Wood Hammer, as well as outspeeding me. My best option's aren't very good ones. Basically, if this things finds a chance to switch in, I have to have Froslass and Arcanine still alive, or it can game me right there. However, if it isn't SubSeed, I can take on anything else. I have battled about two or three players who have used these, and though it gave me a run for my money, I ended up somehow being able to Toxic it or wear it down with it's own Wood Hammer and lack of Leech Seed recovery (I just switch out). Oh crap, I did it again with the whole offensive/defensive thing.
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Umbreon - Umbreon can pull a mini-Tyranitar with the CurseTalk combo, but I haven't seen any using both Curse and Rest. Payback-Curse I have seen a lot, as well as Wish passers and Cleric (which most of the time run both Heal Bell and Wish). Chansey can take on all but Curse ones. Otherwise, Registeel is pretty good at handling it, while Arcanine and Blastoise can phaze her out. Umbreon usually just gets slowly owned by status or entry hazards. Hariyama, my old slot over Arcanine, was extremely good at forcing her out and Whirlwinding the crap out of the enemy team.
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Uxie - A common lead, shut down by Froslass unless Scarfed or running Jolly and lots of speed (unlikely). Most players know that I will Taunt, and U-Turn, so I take that time to set up. If they Yawned first turn for some reason, one layer of Spikes is fine, and then I go to Blastoise so I can Yawn at them, or Rapid Spin away SR, or phaze it out. Uxie is predictable, common, and very handleable. Even Rain Dance and Screeners have ceased to scare me, while I just shut them down or make their attempts useless.
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Venusaur - SD Venusaur, an old enemy, now outsped and taken care of by Arcanine. Special ones I just switch in ol' Chansey and force 'em out. Sometimes I mispredict, and Toxic expecting the switch, while they noobishly keep attacking or trying to Leech Seed or something. On that note, Leech Seed ones get owned by Arcanine as well.
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Weezing - Extremely predictable, as it's use has decreased though, it's less likely to find a place on a team. However, the irony is that not only is Weezing's job done better by Spiritomb, but Spiritomb on my team beats it. Will-O-Wisp and Pain Split being it's primary "weapons", and with a bad special defense, I just take advantage of it and kill it.

Offensive Threats:
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Feel free to steal my threat list!
 
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