UU is Underestimated part 2

Taking the various comments of 2sly4u into account, I've been puzzling on the UU team I made in the past (see UU is Underestimated) trying to take away most of its weaknesses. The biggest problems were that most of the team members lacked speed and half of them had a major weakness to ground. In an attempt to fix this, I've came up with the following:

Shiftry
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Naive (-sp.def, +speed) @ life orb
Chlorophyll
EV's: 252 atk/4 def/252 speed
Fake out/Seed Bomb/Sucker Punch/Brick Break

Shiftry still has to let me down in her role as an anti-lead. Fake out to break focus sash and do as much damage as possible. As my lead, U-turn is the biggest threat against her, so my solution is either switch to one of my walls or simply go for a STAB life orb sucker punch. Naive as nature was primarely because I ran Leaf storm on this set, but since it got replaced with a physical Seed bomb, Jolly should indeed be better. I'm probably just to lazy to train another one from the start :)

Steelix
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Jolly (-sp.att, +speed) @ Passho Berry
Sturdy
EV's: 252 HP/4 att/252 sp.def
Stealth rock/Stone edge/Earthquake/Roar

Same comments as before. Standard (physical) wall. Find a appropriate time to switch in and lay down stealth rocks. Since there is no real att. investment, damage from the entry hazards become this guy's main selling point, so I run roar to force switch outs. Nature Jolly seems odd, but I wanted my steelix to outrun the other steelix from the UU environment. I changed the item to passho berry, since a lot of water types found it funny to switch in and eliminate Steelix from the start (before I got a chance to Roar them out).

Hitmontop

Adamant (-sp.att, +att) @ leftovers
Intimidate
EV's: 252 HP/156 Def/100 Sp.def
Rapid Spin/Foresight/Close Combat/Sucker Punch

This guy replaces Muk as my second wall. The spread in EV's is to give it a little extra special bulk. Rapid spin is obviously to spin away entry hazards, Foresight to counter the ghost type who thing they can try and block rapid spin. Close Combat and Sucker Punch will at least allow me to hit anything for neutral damage.

Feraligatr

Adamant (-sp.att, +att) @ muscle band
Torrent
EV's: 28 HP/252 Att/228 Speed
Dragon Dance/Waterfall/Ice Punch/Earthquake

To solve my speed problem, first thing I needed to do was replace the Sword dance set with a Dragon dance set. Waterfall is my main attack, with better accuracy then Aqua Tail and the flinchhax to annoy opponents even more. Ice Punch is coverage against grass types and EQ against electric types as well as hitting his fellow water types.

Golduck

Timid (-Att, +speed) @ leftovers
Cloud Nine
EV's: 4 HP/252 sp.att/252 speed
Calm Mind/Surf/Psychic/Encore

Specs Lapras wasn't really what I expected it to be (way too slow!), so I was looking for a replacement and golduck immediately came to mind. It has always been one of my favourite 1st Gen Pokémon. Timing Encore right and you have the perfect opportunity to set up Calm Minds, then proceed sweeping with Surf and Psychic. The latter was chosen over Ice Beam since bulky waters tend to switch in easily otherwise.

Manectric

Hasty (-Def, +speed) @ Choice Specs
Static
EV's: 4 HP/252 Sp.att/252 Speed
Discharge/Flamethrower/Hidden Power grass/Signal Beam

Before I begin, let me mention how hard it is to get a Manectric with HP Grass and the right nature (Timid or Modest). For now, I was happy with Hasty, since it gives me the desired speedboost. It is not like Manectric is going to survive an EQ with its paperlike defences...
That being said, this set speaks for itself. Discharge for STAB and the occasional 30% parahax, Flamethrower for grass types, HP grass for coverage. I know switcheroo is probably a better choice, but Signal Beam lets me have super-effective hits on specialbulky psychic types and especially on the ever annoying Ludicolo.


This team has definitely proven to be better than the previous, but some opponents still tend to give me headaches. I'm looking at Scarf Hitmonchan...

Any suggestions and comments are welcome
(I'm also trying to figure out how to implement pictures into these threads (for some reason, these URL's don't seem to get through), so bear with me for a while)
 
Jolly on Steelix is god awful. Most steelix carry 0 speed ivs anyway because of gyro ball so get a good defending nature instead of jolly on a base 30 speed pokemon
 
Dude, it's hard to help your team when you didn't make any of the changes suggested to you earlier. Ryanr554 literally just gave you the same comment I did when I rated for the first time.
 
It seems strange to have a Hasty nature for Manectric and a Naive nature for Shiftry (and I agree with ryanr554, Steelix should have a defensive nature) when you could run Timid and Jolly respectively (because Manectric is entirely special-based and Shiftry is entirely physical-based). What's your reasoning for Hasty and Naive?
 
Since it is a lead put explosion on shiftry so you can go out with a bang. It probably will kill somethin or damage it loads.
 
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