With Lati@s testing to start soon, I won't be playing much UU for awhile and so I figured I would go ahead and post my team. I'm not sure if I'll retire it or not, as there may be some things it can improve on, but I also wanted to take a chance and show off my fantastic lead...
Sorry about the lack of pictures, my comp is being stupid and only showing links...If anyone knows how to fix this please let me know, because this is bugging me and I feel like my RMT is boring now. Till then, I've only got a Cacturne pic.
http://i118.photobucket.com/albums/o81/kyko_shauran/digimon/digimon 01/Togemon23.gif
Cacturne@Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Spikes
- Encore
- Sucker Punch
- Seed Bomb
Now before you guys scream "But Cacturne doesn't learn Encore!!!" let me just inform you that Cacnea gets it as an event move. With that out of the way, onto Cacturne. This set is easily the best lead I've ever had the pleasure of using. Firstly, the EVs. Quite simple really, Speed is 209, faster than Base 85 pokes with no investment, while the Attack is a giant 361, enough to dent anyone who forgets about it while in their rush to kill him before he lays down more Spikes. Only Sleep and Fake Out leads prevent at least one layer of Spikes. With Encore however, it's very easy to get 2-3 layers down early game. Though meant to suicide, if he sticks around, don't underestimate his potential. Encore can still screw with slower walls/BP chains, Seed Bomb scares away Bulky Waters, and Sucker Punch makes him a powerful priority revenge killer.
Common Leads:
Froslass- How you go about this one is up to you. Most leads carry Spikes, so you can set that up turn one with them, but after that it's really just guessing games. Froslass can Taunt, you can Seed Bomb, it can go on laying spikes and you might try using Sucker Punch. Whoever 'wins' this one is pretty hard to call.
Hitmontop- Meh, you lose this one. Switch out.
Lopunny- lol. Encore the Sub/Agility on turn one, proceed to set up Spikes.
Nidoqueen- You outspeed Taunt leads, so Spike on turn one. If they set up SR, Encore and help yourself to more spikes. If they happened to Taunt on turn one, switch out.
Claydol- Set up Spikes, and then Encore their SR. Only 5.8% run Trick, so that won't often be a problem.
If you're doubting this set's potential, I encourage you to at least try it out. And if you aren't doubting it, well then I also encourage you to try it out. I really believe this should be a standard, common UU lead.
Venusaur@Leftovers
Ability: Overgrow
EVs: 252 Spe / 196 Def / 60 SDef
Nature: Timid
- Sleep Power
- Leech Seed
- Substitute
- Sludge Bomb
Very interesting SubSeed set that has proven to be incredibly annoying. I tested him hoping to have him act as a mini-Breloom, and while he lacks the Spore, better healing, and powerful Focus Punch, he is faster with better defenses. Sludge Bomb is for Grass types who are immune to Leech Seed. EVs are pretty arbitrary, I just even out his defenses. Didn't bother with EVs in Sp Atk because of Sludge Bomb's crappy coverage outside of Grass types. Though just a typical SubSeeder, he is still very helpful, and can find multiple chances to rack up damage on foes because of his defenses/resistances.
Rapidash@Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 Spe / 252 SAtk
Nature: Hasty
- Fire Blast
- HP Grass
- Megahorn
- Return
An interesting set, to say the least. I had quite the fire weak, so I added this guy. I considered Ninetales, but Ninetales is pretty one-dimensional, while Ninetales catches many a foe off guard. Rapidash also serves as a sloppy counter for Ninetales if it has put something to sleep. I wall his moves, and 3HKO with Return, while outspeeding. Rapidash's raw speed is also helpful for revenge kills.
Steelix@Leftovers
Ability: Sturdy
EVs: Standard EVs
Nature: Impish
- Stealth Rock
- Roar
- Earthquake
- Explosion
Quite an awesome member. Steelix walls many pokes, is able to set up SR, and is able to shuffle around the opponent's team, causing massive damage with some Spikes+SR. Explosion instead of Gyro Ball/SE because I never use those moves, while Explosion lets him take out a trouble poke(hi Clefable). Not a whole lot to say, very important member that does his job.
Rotom@Leftovers
Ability: Levitate
EVs: 252 HP / 252 Spe / 4 SAtk
Nature: Timid
- Discharge
- Shadow Ball
- WoW
- Reflect
Spin Blocker. Needed a Ghost so that Cacturne's efforts didn't go to waste, and Rotom is the only Ghost bulky enough to switch in and threaten common Spinners. The set is just a defensive one as I needed him to be able to take some hits, but maybe he could try Trick over Reflect? He could then also revenge kill/screw up walls, but then again if I switch in, most Spinner's attacks 3HKO, so Tricking them will just end in my demise...opinions?
Sharpedo@Choice Band
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Waterfall
- Crunch
- Earthquake
- Aqua Jet
This shark has got to be my favorite UU CBer. Waterfall and Crunch are absurdly powerful, and only resisted by fellow Sharpedo, Crawdaunt, Cacturne, and Shiftry, none of whom will actually want to switch into that anyways. Aqua Jet lets me take out weakened faster Sweepers. EQ is just there for coverage, can't remember the last time I used it lol.
Overall: Spikes are very easy to set up, and combined with SR make my opponent pay for his switches. With both forms of Spikes up, there are several routes to victory. Firstly, I can just let Steelix shuffle them till they die. I can also just send in Sharpedo, and with Spikes+Stealth Rock ruining even bulky pokes, not much stands in his way. Finally, I can let Venusaur/Rapidash pick apart what's left of my opponent's team.
Sorry about the lack of pictures, my comp is being stupid and only showing links...If anyone knows how to fix this please let me know, because this is bugging me and I feel like my RMT is boring now. Till then, I've only got a Cacturne pic.
http://i118.photobucket.com/albums/o81/kyko_shauran/digimon/digimon 01/Togemon23.gif
Cacturne@Focus Sash
Ability: Sand Veil
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Adamant
- Spikes
- Encore
- Sucker Punch
- Seed Bomb
Now before you guys scream "But Cacturne doesn't learn Encore!!!" let me just inform you that Cacnea gets it as an event move. With that out of the way, onto Cacturne. This set is easily the best lead I've ever had the pleasure of using. Firstly, the EVs. Quite simple really, Speed is 209, faster than Base 85 pokes with no investment, while the Attack is a giant 361, enough to dent anyone who forgets about it while in their rush to kill him before he lays down more Spikes. Only Sleep and Fake Out leads prevent at least one layer of Spikes. With Encore however, it's very easy to get 2-3 layers down early game. Though meant to suicide, if he sticks around, don't underestimate his potential. Encore can still screw with slower walls/BP chains, Seed Bomb scares away Bulky Waters, and Sucker Punch makes him a powerful priority revenge killer.
Common Leads:
Froslass- How you go about this one is up to you. Most leads carry Spikes, so you can set that up turn one with them, but after that it's really just guessing games. Froslass can Taunt, you can Seed Bomb, it can go on laying spikes and you might try using Sucker Punch. Whoever 'wins' this one is pretty hard to call.
Hitmontop- Meh, you lose this one. Switch out.
Lopunny- lol. Encore the Sub/Agility on turn one, proceed to set up Spikes.
Nidoqueen- You outspeed Taunt leads, so Spike on turn one. If they set up SR, Encore and help yourself to more spikes. If they happened to Taunt on turn one, switch out.
Claydol- Set up Spikes, and then Encore their SR. Only 5.8% run Trick, so that won't often be a problem.
If you're doubting this set's potential, I encourage you to at least try it out. And if you aren't doubting it, well then I also encourage you to try it out. I really believe this should be a standard, common UU lead.
Venusaur@Leftovers
Ability: Overgrow
EVs: 252 Spe / 196 Def / 60 SDef
Nature: Timid
- Sleep Power
- Leech Seed
- Substitute
- Sludge Bomb
Very interesting SubSeed set that has proven to be incredibly annoying. I tested him hoping to have him act as a mini-Breloom, and while he lacks the Spore, better healing, and powerful Focus Punch, he is faster with better defenses. Sludge Bomb is for Grass types who are immune to Leech Seed. EVs are pretty arbitrary, I just even out his defenses. Didn't bother with EVs in Sp Atk because of Sludge Bomb's crappy coverage outside of Grass types. Though just a typical SubSeeder, he is still very helpful, and can find multiple chances to rack up damage on foes because of his defenses/resistances.
Rapidash@Life Orb
Ability: Flash Fire
EVs: 4 Atk / 252 Spe / 252 SAtk
Nature: Hasty
- Fire Blast
- HP Grass
- Megahorn
- Return
An interesting set, to say the least. I had quite the fire weak, so I added this guy. I considered Ninetales, but Ninetales is pretty one-dimensional, while Ninetales catches many a foe off guard. Rapidash also serves as a sloppy counter for Ninetales if it has put something to sleep. I wall his moves, and 3HKO with Return, while outspeeding. Rapidash's raw speed is also helpful for revenge kills.
Steelix@Leftovers
Ability: Sturdy
EVs: Standard EVs
Nature: Impish
- Stealth Rock
- Roar
- Earthquake
- Explosion
Quite an awesome member. Steelix walls many pokes, is able to set up SR, and is able to shuffle around the opponent's team, causing massive damage with some Spikes+SR. Explosion instead of Gyro Ball/SE because I never use those moves, while Explosion lets him take out a trouble poke(hi Clefable). Not a whole lot to say, very important member that does his job.
Rotom@Leftovers
Ability: Levitate
EVs: 252 HP / 252 Spe / 4 SAtk
Nature: Timid
- Discharge
- Shadow Ball
- WoW
- Reflect
Spin Blocker. Needed a Ghost so that Cacturne's efforts didn't go to waste, and Rotom is the only Ghost bulky enough to switch in and threaten common Spinners. The set is just a defensive one as I needed him to be able to take some hits, but maybe he could try Trick over Reflect? He could then also revenge kill/screw up walls, but then again if I switch in, most Spinner's attacks 3HKO, so Tricking them will just end in my demise...opinions?
Sharpedo@Choice Band
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
- Waterfall
- Crunch
- Earthquake
- Aqua Jet
This shark has got to be my favorite UU CBer. Waterfall and Crunch are absurdly powerful, and only resisted by fellow Sharpedo, Crawdaunt, Cacturne, and Shiftry, none of whom will actually want to switch into that anyways. Aqua Jet lets me take out weakened faster Sweepers. EQ is just there for coverage, can't remember the last time I used it lol.
Overall: Spikes are very easy to set up, and combined with SR make my opponent pay for his switches. With both forms of Spikes up, there are several routes to victory. Firstly, I can just let Steelix shuffle them till they die. I can also just send in Sharpedo, and with Spikes+Stealth Rock ruining even bulky pokes, not much stands in his way. Finally, I can let Venusaur/Rapidash pick apart what's left of my opponent's team.