UU is much more fun than OU

First of all, sorry for my sucky English :/

This is my first UU team on Shoddy. The team seems to be pretty solid for me, because it can counter most stuff in UU and team has enought tanks and sweepers. But still I want to know what Smogoners think about it.

Changes are on bold.

Team:

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Scyther @ Choice Band
Ability: Technician
Evs: Def 6 / Atk 252 / Spe 252
Nature: Jolly
- Aerial Ace
- Brick Break
- Quick Attack
- X-Scissor

This guy has pretty important role, because it´s the only fast sweeper in whole team. Pretty basic Choice Bander.

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Clefable @ Leftovers
Ability: Magic Guard
Evs: Hp 252 / Def 155 / Spd 100
Nature: Calm
- Protect
- Encore
- Seismic Toss
- Wish

Works as special wall, but main purpose is to heal other party members and Encore stuff. Wish over Softboiled due to Life Orb Toxicroak, Blastoise and extra team support. Protect works well with Wish and Encore.

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Sandslash @ Leftovers
Evs: Hp 252 / Atk 6 / Def 252
Nature: Imphis
- Earthquake
- Rapid Spin
- Stone Edge
- Stealth Rock

I really wanted Stealth Rocker, and it gets Rapid Spin too, so Blastoise gets free moveslot.

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Blastoise @ Leftovers
Evs: Hp 252 / Def 252 / SpA 6
Nature: Bold
- Roar
- Mirror Coat
- Surf
- Toxic

Bulky water and physical tank. Blastoise doesn´t need Rapid Spin, because Sandlash already can spin rocks away, so I added Roar to phaze Baton Passers and others.

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Toxicroak @ Life Orb
Ability: Dry Skin
Evs: Hp 16 / Atk 252 / Spe 240
Nature: Adamant
- Cross Chop
- Stone Edge
- Sucker Punch
- Swords Dance

Second sweeper, works well with Wish Clefable. Sucker Punch is mainly for Claydol, which is much more common than Nidoking or Nidoqueen.​

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Grumpig @ Leftovers
Ability: Thick Fat
Evs: Hp 252 / Def 190 / Spd 68
Nature: Calm
- Calm Mind
- Psychic
- Rest
- Sleep Talk

Yeah, any dark type can stop this, but it´s still awsome. It can absorb sleep, it is nice special tank and it can be powerful sweeper. This thing is actually pretty hard to stop, as long opposite doesn´t have dark –type Pokemon or phazer. It´s almost like a UU suicune.

So, anything to fix?
 
I'd max Scyther's Speed to help it tie with Manectric. Grumpig would do well with Bold, but I'm not sure how much Defense it really needs.
 
For Blastoise consider Mirror Coat over Toxic as a nasty surprise. Theres nothing you can really do against a physical Blastoise with Wish support. Except hitting it with a grass or electric attack, even then most of the time will not OHKO. If you predict well than you can punish an opponent severely. Or you could use Refresh to add another status absorber onto your team.

Overall I don't have too many problems with this team, defensively its extremely solid with no real weaknesses. Offensively you are actually a little weak but only a little.
 
Thanks for comments :)

I'd max Scyther's Speed to help it tie with Manectric.
Of course max speed! What I was thinking...

Grumpig would do well with Bold, but I'm not sure how much Defense it really needs.
I think Grumpig still needs Calm nature, even though it can calm mind, because it´s meant to be able to switch into most special attacks. But I put some Evs to defense. 300 Spd is enough, I think.

For Blastoise consider Mirror Coat over Toxic as a nasty surprise.
I like that idea. What about Mirror Coat over Roar? Clefable can encore stats boosters, so Baton Passers aren´t that big problem. Toxic is more important than Roar IMO.
 
I like that idea. What about Mirror Coat over Roar? Clefable can encore stats boosters, so Baton Passers aren´t that big problem. Toxic is more important than Roar IMO.
I'd actually say put it over Surf or Ice Beam as strange an idea it may sound...

Roar in my opinion is too useful a move to give up as it does more than just deal with stat boosters. Considering you're running Stealth Rock, Roar can rack up valuable passive damage especially in combination with Toxic.

Ground types can be dealt fine with Surf or Ice Beam and Mirror Coat will probably do heavier damage to grass/electric.. Only exception is Leafeon who will take some nice damage from Ice Beam due to its low s.def.

Your team is very much a defensive team so its best you keep your defensive options open.
 
It actually isn't BL,(yet) but as far as UU is concerned, scyther, blastoise, clefable, hypno, persian, and ninetales are "OU"

Same for leafeon, it isn't UU (yet), and it is fairly viable in OU... due to wish, roar, swords dance, and X-scissor. It aslo has 520 ish Base Stat Total.





The team may have some jumpluff issues, it out-speeds everything and can;

-hit sandslash/blastoise for grass super effective

-hit toxicroak/scyther for flying super effective

-status the team

-leech seed threats.

Bear in mind that it is offensively retarded, though. But it is one annoying little guy. Only grumpig stands in it's way, so... give clefable toxic orb/flame orb so it can also absorb status.

Along with that, banette, drifblim or rotom could get in on clefable... although drifblim couldn't sub-calm mind pass, it would get in and do stuff... banette has no counter on the team, but it is frail and slow. It might get off a trick-scarf followed by a wil-o-wisp on some guys. It is an effective annoyer. Tell me, now...

What would your initial switch in be to banette? (it's rare...but it shows up on occasion)
 
I just woke up.. And there's a few comments too :)

The team may have some jumpluff issues, it out-speeds everything and can;

-hit sandslash/blastoise for grass super effective

-hit toxicroak/scyther for flying super effective

-status the team

-leech seed threats.
Well, first, I've ever seen attack grass move on Jumpluff, so sandlash and blastoise are fine. Jumpluff isn't that dangerous, because Grumpig can absorb sleep and Clefable doesn't mind getting leech seeded.

Only grumpig stands in it's way, so... give clefable toxic orb/flame orb so it can also absorb status.
I´ve been thinging about another status eater and that sonds pretty good. I try it.

Along with that, banette, drifblim or rotom could get in on clefable... although drifblim couldn't sub-calm mind pass, it would get in and do stuff...
Yeah, ghosts gives me troubles...

What would your initial switch in be to banette?
Well, against Knock Off set, Clefable comes mind, because it doesn't mind about burn, or knock off and ghost type moves doesn't do anything.

But against Trick / Calm Mind set... Well there isn't really anything that can switch safely in... Maybe I would try to switch something in to take the choice item and then I would try to kill it.

Even though I have problems with ghosts, team can somehow handle them, I think.
 
On Scyther, I'd put the 6 HP in Defense so it can switch into Stealth Rock twice and survive with 1 HP considering it has a 31 HP IV or an odd HP IV.
 
Even though I have problems with ghosts, team can somehow handle them, I think.
Typically you could just switch Scyther into a Trick Banette and Night Slash it. Its already CB'd so there isn't an awful lot threatening Banette can Trick onto you. Well maybe besides Black Steel Orb, but who does that anyway...

-hit sandslash/blastoise for grass super effective
Jumpluff typically never carries grass attacks because its just god awful with them. Blastoise and Sandslash do fine against Jump as does Clefable.

It actually isn't BL,(yet) but as far as UU is concerned, scyther, blastoise, clefable, hypno, persian, and ninetales are "OU"Same for leafeon, it isn't UU (yet)
Its simpler to just call them UU since thats what they all are officially.
 
Just going to nitpick here.

I think you should probably get rid of Night Slash on Scyther for Quick Attack. I mean, against Psychics you're getting 140, but XScissor will give you a far better 240. As for Ghosts, Aerial Ace will get you 135, so you're not losing much. At least Quick Attack will stop random shit like a after BD'd Linonne, or a Salac Berry sweeper or Flailer/Revesaler or some shit.

What's the point of Flame Orb on Clefable? You'll already have Grumpig to absorb status, so it's not like you need Clefable to be scared of sleep or something. Paralyze/Burn pretty much does nothing to Clefable as it is. Leftovers could help more in the long run.

I'd probably say a bulky Poliwrath will do better than Blastoise because I'd probably be scared shitless of Crawdaunt and Sharpedo and the water/dark resistance could be nice.
 
There's even more suggestions o.0

On Scyther, I'd put the 6 HP in Defense so it can switch into Stealth Rock twice and survive with 1 HP considering it has a 31 HP IV or an odd HP IV.

That's good

I think you should probably get rid of Night Slash on Scyther for Quick Attack.

That's also good

What's the point of Flame Orb on Clefable? You'll already have Grumpig to absorb status, so it's not like you need Clefable to be scared of sleep or something. Paralyze/Burn pretty much does nothing to Clefable as it is. Leftovers could help more in the long run.

I noticet too, that flame orb really doesn't do anything. Leftovers works better with Protect too.

I'd probably say a bulky Poliwrath will do better than Blastoise because I'd probably be scared shitless of Crawdaunt and Sharpedo and the water/dark resistance could be nice.

Poliwrath? Doesn't Toxicroak do same, even tought his defenses aren't that good? It resist Dark and heals when gets waterfall or surf.

I also noticet, that Earthquake does much more than Sucer Punch in UU.
 
Toxicroak does cover the exact same things as Poliwrath without opening you to a second flying and psychic weakness. I would not replace Blastoise for Poliwrath especially when Roar compliments you, Politoed is a different matter though since it can still sleep and is pure water.

Also Earthquake does do more but you sorta lose Claydol coverage and general psychic coverage and your priority attack from dropping Sucker Punch.

If you don't mind losing the priority theres always X-Scissor, does more to grass and still works against defensive psychics.
 
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