UU RMT

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This is the second UU RMT I have done, if you want to see the old one so you can see the changes look here

http://www.smogon.com/forums/showthread.php?t=60878

I've simply changed movesets, my wall and EV spreads and all changes are marked in red

so please enjoy :)


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CLEFABLE-THE LEAD
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Clefable @ Toxic Orb
Ability:Magic Guard
Nature:Adamant
EVs:136HP/252Atk/80Def/40SDef
Moves:
-Protect
-Facade
-Fire Punch
-Focus Punch

The changes are- The EVs are different here to allow my Clefable to survive a bit longer. Now it can take a hit from a Choice Scarfed Typhlosion and hit back with 90%, so it can only fire back a 9% shot, whereas before that wouldv'e killed me. It's defenses aren't great but they do work well against most leads who aren't based in power. Focus Punch is replacing my old Brick Break slot. It works the same deal, to kill Rock types. But in UU there are nearly no Rock leads besides the odd Bastiodon. Focus Punch gets them the first turn whilst SR are being set up then I can start spamming Fire Punch(if they have a Steel secondary type) Focus Punch also helps against Steelix hitting 40% on it, which is good for Clefable.

Clefable has only one purpose as a lead in my team. To inflict as much damage to as many opponents as it can before dying. It also counters many common leads. Ambipom loses Fake Out from Protect, whilst Roserade loses its first Sleep Powder turn from Protect and after that Sleep Powder is useless due to Toxic Orb. Facade becomes a behemoth of a move after the Toxic Orb takes effect. Even with Clefable's average attack it's power gets boosted to 210 which lets Clefable slaughter some offensive foes. Facade hits 80% on Blaziken and 90% on Sceptile. Not to mention 40% on Milotic and 70% on Arcanine. Fire Punch backs Facade up to kill Registeel and Steelix. It also helps with the occasional burn which can turn the 1v1 around for Clefable. Focus Punch can stop deaths that Brick Break didn't. Things such as Steeliz 5HKO Clefable with Gyro Ball, but with Brick Break on the set I could only 7HKO it back. With Focus Punch I drop it down to a 5HKO and get the kill. The EV spread here also has 0 on speed stopping the Gyro Ball even further to a 6HKO. Even though the battles seem slow the Steelix will often just explode and Protect shows it worth once again.

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ABSOL-THE CHOICE BANDED REVENGE KILLER
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Absol @ Choice Band
Ability:Super Luck
Nature:Adamant
EVs:252Atk/252Spe/4Def
Moves:
-Night Slash
-Sucker Punch
-Superpower
-Psycho Cut

There is only one change here. Psycho Cut over Aerial Ace. People argue that Aerial Ace gives more coverage due to it hitting Grass types as well as Fighting. But I stand next to my desicion for two reasons.
1. It has more power letting me hit harder against Fighters and Poison types like Muk and Weezing
2. It has a high critical hit rate, but I will explain that later

Absol works as a brilliant revenge killer. It works best against choiced enemies. They get locked into an attack and I just simply Sucker Punch away. Sucker Punch hits hard, but it gets blocked by Registeel and Hitmontop. Night Slash serves as a primary STAB. It slaughters everything it touches hitting up to OHKOs on most non-Dark resistant opponents. It also comes with a fun package. A high critical hit rate. With Absol's ability Super Luck, the critical hit rate it increased even more! Basically, crits all around. Psycho Cut does the exact same thing. With a high crit rate + Super Luck it can score some well deserved and much needed kills. Superpower takes care of those annoying Regis and Chansey Walls. It can 3HKO Regirock and Registeel and OHKO Chansey. The defense and attack suffer as a result but it doesn't really matter. With a huge 589 attack the attack stat doesn't really suffer and with Absol's extremely poor defenses to start the loss of defense goes much unnoticed.

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YANMEGA-THE SPEED SWEEPER
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Yanmega @ Life Orb
Ability: Speed Boost
Nature: Modest
EVs:40Atk/216Spe/252SAtk
Moves:
-U-Turn
-Bug Buzz
-Air Slash
-HP Ground

The changes here were much needed. Protect really didn't serv much purpose as all it did was stall one turn. So U-Turn worked to get Yanmega out whilst still dealing the Life Orb damage. The new EVs are pretty much self explanitory. Some off Speed because Speed Boost is going to cover anything faster than Yanmega, whilst the rest go into attack to get some more power behind U-Turn. Yanmega's old nature was Timid but I decided to change it to Modest to get some more power into its basic STAB attacks.

After all its speed boosts Yanmega can even outspeed Choice Scarfers. It has a great SAtk stat so it can hit some big numbers on the enemy. Bug Buzz is its primary STAB, hitting Absols and Grumpig/Hypno walls. Air Slash kills Scyther, Tangrowth and other Yanmegas whilse HP Ground kills Fire. All pretty simple. Yanmega can be extremely annoying. Sweeping teams until your about to kill it and it simply runs, switching to another monster. Yanmega can easily get off U-Turn unlike some other users of it due to its superior speed. It does have one obvious weakness. Stealth Rocks, dealing 50% damage. This is were Life Orb comes in, even after Stealth Rock damage Yanmega can sweep teams with some bonus power. Even with the loss of Life it won't get hit becuase of Speed Boost. Priority moves like ExtremeSpeed from Arcanine and Aqua Jet from Azumarill and Kabutops get frustrating though.

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MILIOTIC-THE ATTEMPT WALL
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Milotic @ Life Orb
Ability:Marvel Scale
Nature: Modest
EVs:76HP/120Def/252SAtk/60SDef
Moves:
-Surf
-Ice Beam
-Rest
-Sleep Talk

Miltoc has got to be one of the most changed pokemon in my team. It has a new EV spread and a new moveset whilst wielding a new item. First the moves. HP Grass and Recover off and Rest and Sleep Talk are on. These give Milotic walling and sweeping properties. Rest utilises Miltics much unnoticed ability, Marvel Scale. When inflicted with a status problem Milotics defense goes up like a Choice Band does to attack. Miltic then recovers all its HP and kills any other status. Sleep Talk then lets it sweep with its Life Orb using Surf and Ice Beam. The EV spread maximises SAtk whilst giving it over 200 Def and 300 SDef whilst keeping its HP over 350. So when Marvel Scale activates its defense will soar above 300 and turn it into my attempt wall.

Surf is a primary STAB here. It basically destroys anything that Yanmega can't cover, Steel types such as Registeel and Steelix usually. Ice Beam comes in handy against the only Dragon of UU, Altaria and powerful Flyers like Yanmega and Scyther. Nothing out of the ordinary. Life Orb gives it a boost in attack and it can take the damage due to Rest. A RestTalker like Milotic is one of the better ones, as it uses Marvel Scale (read above) When I use this team on Shoddy Battle it also helps because nobody else on my team can get put to sleep but I don't have Rest here JUST for that. The only real problem Milotic has is against other Water types, like Milotics. They usually have HP grass or electric and can easily kill Milotic, so a switch is in order.

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REGISTEEL-THE MAIN WALL
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Registeel @ Leftovers
Ability: Clear Body
Nature: Impish
EVs:108HP/200Def/200SDef
Moves:
-Curse
-Amnesia
-Iron Head
-Explosion

Well, Registeel is completely new to my team, but I'm not going to make all the text red because that would just be dumb. but here is why he IS here over Regirock. Regirock was great because he had a better attack stat then Registeel, but I believe there are many jobs Registeel does better that a wall needs. Firstly he has a much better SDef, and although his Def isnt as good, it is still very impressive. Impish nature boosts this to over 400 whilst his SDef is just under 400(386) His HP lets him last longer as well. He also carries better typing then Regirock. Not only does he have less weaknesses but he is completely immune to Toxic! These elements let him use his set to full potential

It is obvious that this moveset has very little coverage. But the two moves, Curse and Amnesia work very well. Firstly Amnesia to wall Milotics or Typhlosions and then Curse to get his defenses up AND to max out his attack. Although it isn't often I can, when Amnesia and Curse get off fully Registeel is unbeatable. Iron Head can hit 60% on Milotic, and OHKo nearly everything that doesn't resist Steel. Explosion serves as a final legacy. There isn't really anything else to say really.

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RAPIDASH-THE LATE GAME SWEEP
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Rapidash @ Expert Belt
Ability: Flash Fire
Nature: Jolly
EVs:4Def/252Atk/252Spe
Moves:
-Poison Jab
-Flare Blitz
-Megahorn
-Bounce

Expret Belt is here because I took Will-o-wisp off the set. It was taken of becuase Rapidash just never really needed it. It was either out there to get the kill from the low hp opponent or to get super effective hits. Poison Jab replaced it to try and get some Poisoning but even now it is rarely used. I really do need help with this slot and ADVICE WOULD BE HELPFUL. Expert Belt is so it can kill things in the early game without taking too much damage.

Rapidash provides brilliant coverage for my team. Flare Blitz is a basic STAB, whilst Megahorn and Bounce cover Dark, Psychic and Fighting. Flare Blitz takes care of Bug and Grass, not to mention Steel. Megahorn is great to get rid of those horribly annoying Uxies, who fend of so many attacks with there great defenses. They get 2HKOd by Megahorn. Yanmega after no Speed Boosts get OHKOd by a Flare Blitz, whilst the Hitmontrio get OHKOd by Bounce. Many people say to me, Why Bounce? because they can just simply switch out. I say, if the opponent has one pokemon left Bounce is great, but if they DO switch out Bounce can still paralyze with a 30% rate of paralasis, leaving the enemy ready to be killed by the next hit or easy to switch in to.



So Thanks for reading, any suggestions, especially for Rapidash will be taken into consideration


Thanks
 
Please read the rules, your last RMT has been posted just 10 days ago, and it has been active until 7 days ago. Wait not less than 4-5 days then feel free to PM me so you can bump this one. Locking under rule 13 in the meanwhile.
 
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