UU RMT

I know most RMTs have fancy intros, including mine, but I honestly don't have a lot to say about this team. I made this team basically as soon Yanmega and Crobat were implemented, and its done really good, but I know it can get better.
Team at a Glance
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Yanmega@Focus Sash
Speed Boost
Modest
4 Def/252 Sp. Atk/252 Spe

~Protect: Fairly basic here, especially useful against Ambipom leads to get the upper hand on them as they Fake Out. I have yet to see one with Double Hit, so that may be a problem.

~Bug Buzz: Primary stab move here, hurts anything that doesn't resist it off of Yanmega's massive(for UU) Special Attack.

~Air Slash: Secondary stab move, basically used on anything that resists bug but not flying which is basically fighters. Flinch rate and Speed Boost is a rather nasty combination as well.

~Hp. Ground: Really here because I hate how unreliable Hypnosis is. Can be useful against Fires, and is the only move that can even touch Registeel.

Purpose: Yanmega's main job is to create an early lead for me. Yanmega's pure destructive power is easily able to weaken teams, and put one of my hard hitters in a position to sweep.



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Houndoom@Choice Scarf
Flash Fire
Modest
4 Hp/252 Sp. Atk/252 Spe

~Overheat: Extremely powerful stab move that allows me to revenge kill things like Shaymin, Venusaur, neutral natured scarf Roserades (not banking on that happening) regular Roserades, Adamant Rock Polish Torterras, etc. Chosen over Flamethrower or Fire Blast because he is meant for hit and run.

~Dark Pulse: Secondary stab, allows me to revenge kill the likes of Mismagius, hurts Slowbro.

~Hp. Elec: This is basically filler, but can help to revenge things that aren't worth an overheat, but may not die to Dark Pulse, ie. Honchkrow. Replacements for this are welcome.

~Will-o-Wisp: I mainly use this to surprise incoming fighters, and can also make the opponent believe I am not scarfed.

Purpose: Houndoom is here to basically keep certain threats in check, as shown above. This is used over Blaziken for Flash Fire and the ability to kill Missy, who is annoying.



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Registeel@Leftovers
Clear Body
Careful
252 Hp/24 Def/232 Sp. Def


~Stealth Rock: An obvious choice on something sturdy like Registeel, the Rocks are essentially a staple on every team. They keep things like Yanmega from being too good.

~Iron Head: This is here as the attack, because registeel really needs stab to do any significant damage.

~Thunder Wave: Again, an obvious status move to cripple the sweepers Registeel just loves to stop.

~Explosion: This is such a good move. Once Registeel's job is done, Rocks are set, Sweepers have been killed or crippled, he goes out with a bang, doing massive damage, considering Registeels rather pitiful attack.

Purpose: Registeel's here to keep a lot of threats in check, including Swellow , Ambipom, and a plethora of Choice users. Registeel is like a glue, making sure nothing is too fast, too strong, or too healthy for the rest of my team to handle.



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Hariyama@Leftovers
Thick Fat
Impish
80 Hp/176 Atk/252 Def

~Substitute: Forming the "Sub" in the term SubPunch, this guys Subs are ridiculous, taking two shots to break from the standard Steelix and Registeel. From there extremely powerful focus punches are fired off, destroying everything in its path.

~Focus Punch: The "Punch" in SubPunch, and this packs one hell of a "punch" (sorry... i couldn't resist). His Focus Punches hurt everything that doesn't resist it, which generally can't take his other moves.

~Payback: This nails those rotoms and Missys that think they're cool for coming in on a Focus Punch, and can even help Hari serve as a counter to the ghosts at a moments notice.

~Ice Punch: Hits flyers trying to get cute, as well as grasses. Used over Stone Edge so I have something to hurt other fighters.

Purpose: SubPunch Hariyama is used on all of my teams basically, due to the surprise factor, and the the huge impact on the opponents team one he sets up a Sub.

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Rotom@Leftovers

Bold
Levitate
252 Hp/252 Def/6 Sp. Def

~Thunderbolt: Basic STAB move, hits pretty hard for something without any investment.

~Will-o-Wisp: A more reliable way of burn than Houndooms Will-o-Wisp, due to the fact that Rotom can actually take a hit. However, I am considering replacing this with Shadow Ball

~Resttalk: Grouped together because they're here for the same reason: so he doesn't die. This team really needs the unique set of resistances he provides. Therefore, i decided it would be best to be able to keep him alive

Purpose: As stated earlier, Rotoms nice resistances to Electric, Flying, Bug, Fighting, and Normal make him invaluable. He can come in on dangerous sweepers such as Swellow, Yanmega, etc. and completely stop them.




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Crobat@Life Orb
Inner Focus
Timid
6 Def/252 Sp. Atk/252 Spe

~Nasty Plot: Combined with amazing speed and an amazing typing, Nasty Plot turns this little guy into a devastating late-game sweeper. Pretty self explanatory, makes it so the 'Bat's special attack doesn't suck, and sweeps from there.

~Sludge Bomb: Basic stab, can deal massive damage with the help of Life Orb and NP. This can also be used early/mid game to revenge Shaymin, and other none poison grasses.

~Heat Wave: Coverage here, also stops me from being walled by steel types. Less than perfect accuracy can be annoying, but the burn rate can make up for it.

~Roost: I decided to use roost over another attacking move for a couple reasons. First, taking 25% every switch is less than desirable. Second, Life Orb recoil can rack up after a while.

Purpose: Late game sweeper, obviously. Nasty Bat is a lot deadlier than I initially expected, being capable of outrunning basically all of the UU metagame. In addition, he had really nice resistances, self-recovery, and pretty decent bulk, making finding a time to slip him in pretty easy. Altogether a solid sweeper.

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Problems:

Clefable/Chansey*: Smart viewers will notice that this team is primarily special, meaning Chansey and Clefable have a field day. I basically need a sub on Hariyama to take them out with intense stalling, a Clefables with Facade can break my sub in one shot.

Rock weakness: Having three rock weaks is not good, especially considering one is a choice user and one is 4x weak. Hariyama and Registeel are great at taking rock moves, but they can be easily worned down and they can't fix Stealth Rock. My best bet us to kill their Stealth Rockers early with Yanmega


Obviously there are more, but these are the ones that stick out the most. Any help is appreciated.
 
If u change ur Hariyama to the CB set special wall problems will be no more! CB Hariyama is also very strong and is a good pokemon to use as ur only physical attacker. U can afford his low speed because most of ur pokes are fast. Hope i helped, 50C001.
 
I'm slightly hesitant to change Hariyama's set, seeing as he has currently won me most of my games, to be perfectly honest. I will test the set, however, and will get back to you.
 
I like your team and have four minor suggestions.

1. Replace WoW on Rotom with Shadow Ball, it needs that second stab move.

2. Change HP Electric on Houndoom to HP Ice to take care of Altaria and ground pokes.

3. HP fighting on Crobat should help your rock weakness

4. You also have a big weakness to Milotic. To fix this I'd suggest giving Thunder Punch to Hariyama instead of Ice Punch.
 
Just a quick rate:
Milotic usually isnt offensive and pretty easy to manenuver around. Also, The set you should use for subhariyama is 76HP/252Atk/180def adamant nature. Use the same moveset you have now. It hits very hard and takes hits quite well; mainly physical. It can survive most special attacks also. Most physical hits won't break his sub and he can easily net 2-3 kills. Thick fat contributes greatly. Good luck with the team and I hope I helped! ^^
 
Just a quick rate:
Milotic usually isnt offensive and pretty easy to manenuver around. Also, The set you should use for subhariyama is 76HP/252Atk/180def adamant nature. Use the same moveset you have now. It hits very hard and takes hits quite well; mainly physical. It can survive most special attacks also. Most physical hits won't break his sub and he can easily net 2-3 kills. Thick fat contributes greatly. Good luck with the team and I hope I helped! ^^


I used to use that set up until I saw this set in the UU Revamps for Hariyama, and this set is simply... better. That set cannot set up on Steelix and Registeel, as their attacks can break the sub in one hit.


1. Replace WoW on Rotom with Shadow Ball, it needs that second stab move.

Yeah I was leaning towards that anyway.

2. Change HP Electric on Houndoom to HP Ice to take care of Altaria and ground pokes.

Again, I was leaning toward that already

3. HP fighting on Crobat should help your rock weakness

Its not rock pokes that are a problem really, its mainly stealth rocks. I will consider it, however.

4. You also have a big weakness to Milotic. To fix this I'd suggest giving Thunder Punch to Hariyama instead of Ice Punch.

Although I've never really had problems with Milotic, I was looking to replace Ice Punch anyway, and Thunderpunch sounds good.

Thanks for your help!.
 
I really don't like how this team falls to common threats. CroTomb has plenty of set up opportunities and can really destroy you with a free Calm Mind. Ridiculous attackers such as SD Toxicroak and Absol and pretty much all stat-uppers really lol. You are desperately suffering from no Phazing / Taunt and this means you are set up bait.

What I would suggest is definitely Whirlwind on Hariyama somewhere, his incredible bulk would help. Taunt on Crobat over Roost could also be very helpful for multiple reasons, one if to stop the set up but to also stop status which really kills Crobat.

You also have a huge SR weakness, 2 resists but 3 weaknesses with no spinner. And you have a Rain Dance weakness as well oddly enough. This is just a suggestion being thrown out there but Rapid Spin / Stone Edge / Waterfall / Brick Break Life Orb Kabutops could be helpful for rapid spinning and countering random rain stuff. Kabutops works well with Rotom and NP Crobat support as well as all 3 will all slowly wear down Bulky Water-types who could give you possible troubles. Again, this is not even a suggestion, just something to think about. Hell, any Rapid Spinnr would be good actually or even just a revenge killer other than Houndoom to make your SR weakness not as prevalent in matches.

It is a cool team though, just has problems with set up.
 
I really don't like how this team falls to common threats. CroTomb has plenty of set up opportunities and can really destroy you with a free Calm Mind. Ridiculous attackers such as SD Toxicroak and Absol and pretty much all stat-uppers really lol. You are desperately suffering from no Phazing / Taunt and this means you are set up bait.


Right, Crotomb, I knew there was something I was missing when I was writing out the problems. Is there anyway to give Hariyama WW without taking out SubPunch? The only attacks I use with him are Focus Punch and Payback anyway, so do you think over Ice Punch would work? If I have to scrap SubPunch I will, but I'd like to avoid it if possible.

You also have a huge SR weakness, 2 resists but 3 weaknesses with no spinner. And you have a Rain Dance weakness as well oddly enough. This is just a suggestion being thrown out there but Rapid Spin / Stone Edge / Waterfall / Brick Break Life Orb Kabutops could be helpful for rapid spinning and countering random rain stuff. Kabutops works well with Rotom and NP Crobat support as well as all 3 will all slowly wear down Bulky Water-types who could give you possible troubles. Again, this is not even a suggestion, just something to think about. Hell, any Rapid Spinnr would be good actually or even just a revenge killer other than Houndoom to make your SR weakness not as prevalent in matches.

It is a cool team though, just has problems with set up.

What revenge killer would you suggest? I was thinking maybe Scarf Absol, due to the fact that they can revenge similar threats, but I don't know how well that would really work. Also, what would I replace for theat Kabutops, because it does seem like it could help.

Thanks for the tips, I'll need to think about some of the things you pointed out.
 
I used to use that set up until I saw this set in the UU Revamps for Hariyama, and this set is simply... better. That set cannot set up on Steelix and Registeel, as their attacks can break the sub in one hit.

Honestly, if hariyama is setting up on steelix then this team needs work....you have houndoom to hit hit hard on its weaker special defense. Now steelix are commonly ran as leads, giving doom a chance to come in on rocks and hit it hard or OHKO it. Just my advice, no rebuttal needed lol.
 
Honestly, if hariyama is setting up on steelix then this team needs work....you have houndoom to hit hit hard on its weaker special defense. Now steelix are commonly ran as leads, giving doom a chance to come in on rocks and hit it hard or OHKO it. Just my advice, no rebuttal needed lol.

How? Nowadays, Steelix is rare as a lead, and all carry EQ to knock 'Doom out.
 
How? Nowadays, Steelix is rare as a lead, and all carry EQ to knock 'Doom out.

Basically this. Doom is not a safe switch on Steelix, and rarely leads. I think your missing the point of Subpunch Hariyama. Steelix is used as an opportunity to bring up a sub. Once I get the sub, he's a huge threat. All I was saying is that the set I'm using has more opportunities to set up, steelix being a prime example.

http://www.smogon.com/forums/showthread.php?t=53402 I'm gonna ask that anyone unfamiliar with this particular EV spread on Hariyama read the SubPunch part in this link.

PS. Sorry if I'm sounding like a dick.
 
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