UU Team

With the influx of platinum tutors, I decided to see if any of my UU favorites learned any new tricks. This is a team currently being tested, and any critique and advice would be appreciated. Changes in bold


Aerodactyl (M) @ Focus Sash
Ability: Pressure
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Stone Edge
- Earthquake

my new lead. Camerupt simply wasn't working as a lead because even with focus sash and solid stone, he was still taking two hits at the max, meaning he'd set up stealth rock and nothing else. Instead I've decided to utilize the standard Aerodactyl starter, which can taunt, set up stealth rock, and use stone edge and earthquake to hit hard

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Ampharos (M) @ Life Orb
Ability: Static
EVs: 204 HP/252 Atk/52 SAtk
Brave nature (+Atk, -Spd)
- Fire Punch
- Outrage
- Thunderbolt
- Thunder Wave

This guy was the first of the pokemon benefitting from new tutors that I wanted to try out. Ampharos is one of my favorite pokemon, but he always seemed to get the shaft. This is a mixed attacker set designed to thunderwave opponents into being slower and then sweep. Outrage and Firepunch are new physical tricks, with Firepunch getting SE hits on steel types and outrage packing a bit of power. Thunderbolt is there to take advantage of his monsterous special attack and stab. Might replace life orb with focus sash.
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Miltank (F) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/224 Def/32 Spd
Impish nature (+Def, -SAtk)
- Heal Bell
- Milk Drink
- Body Slam
- Iron Head

Standard support Miltank. Since SR was already provided by camperupt, I decided to see if Iron head was a decent choice. So far it provides coverage against bulky ice and rock types (Dewgong being the worst) that always seem to cause me so much trouble. The flinch rate is merely a bonus. Iron head and body slam also for a rudementary para-flinch combo (although not as powerful as a serene-grace fueled one).
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Grumpig (M) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/236 Spd/20 SDef
Lonely nature (+Atk, -Def)
- Calm Mind
- Psychic
- Substitute
- Signal Beam

A-typical calm mind Grumpig. Only big difference being that Signal beam has been added to his arsenal, so he no longer needs to make use of HP Bug. Signal beam covers dark and psychic types that may attempt to wall him.
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Cloyster (M) @ Leftovers
Ability: Shell Armor
EVs: 252 HP/4 SAtk/252 SDef
Bold nature (+Def, -Atk)
- Explosion
- Ice Beam
- Rapid Spin
- Spikes

my new rapid spinner. Technitop with rapid spin just wasn't cutting it for me, and I decided i'd rather go with something bulkier. Spikes lets me set up a secondary entry hazard while icebeam hits a multitude of types for STAB and explosion lets me take out another pokemon after all threat of enemy entry hazards has been removed.

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Arbok (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Gunk Shot
- Seed Bomb
- Earthquake
- Crunch

Choice band Arbok benefits from the addition of seedbomb, which makes this set resemble the giga-draining mixed-Arbok's, except that more ev's can now be poured into attack power. Gunk shot for stab, earthquake and crunch afford wonderful type coverage. Typically used in the midgame to clear the way to allow a set-up grumpig sweep.
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Just a suggestion, using Drain Punch over Mach Punch on Hitmontop would allow your Technitop to last a lot longer. After Technician + Stab, Drain Punch has 135 base power, and coupled with Hitmontop's naturally good defences (and max HP) it makes him quite a bulky finisher.
 
With the influx of platinum tutors, I decided to see if any of my UU favorites learned any new tricks. This is a team currently being tested, and any critique and advice would be appreciated.


Camerupt (M) @ Focus Sash
Ability: Solid Rock
EVs: 228 HP/72 SAtk/208 SDef
Modest nature (+SAtk, -Atk)
- Explosion
- Lava Plume
- Earth Power
- Stealth Rock

My leading pokemon. His main job is to set up stealth rock, and the use his two stab moves to beat down on pokemon till it's time to detonate. Pretty standard sacrifical lead. Can be replaced
if you want an non-trickroom team with camerupt i suggest rock polish on it although i'm not seeing what you should remove for it
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Ampharos (M) @ Life Orb
Ability: Static
EVs: 200 HP/252 Atk/52 SAtk
Lonely nature (+Atk, -Def)
- Fire Punch
- Outrage
- Thunderbolt
- Thunder Wave

This guy was the first of the pokemon benefitting from new tutors that
I wanted to try out. Ampharos is one of my favorite pokemon, but he always seemed to get the shaft. This is a mixed attacker set designed to thunderwave opponents into being slower and then sweep. Outrage and Firepunch are new physical tricks, with Firepunch getting SE hits on steel types and outrage packing a bit of power. Thunderbolt is there to take advantage of his monsterous special attack and stab. Might replace life orb with focus sash.
mixed attacker althouh he has thunderpunch so you might want an full physical one but if it works for you .
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Miltank (F) @ Leftovers
Ability: Scrappy
EVs: 252 HP/224 Def/32 Spd
Impish nature (+Def, -SAtk)
- Heal Bell
- Milk Drink
- Body Slam
- Iron Head

Standard support Miltank. Since SR was already provided by camperupt, I decided to see if Iron head was a decent choice. So far it provides coverage against bulky ice and rock types (Dewgong being the worst) that always seem to cause me so much trouble. The flinch rate is merely a bonus. With ironhead hitting ghosts for neutral, it might be prudent to swap thick fat for scrappy. Iron head and body slam also for a rudementary para-flinch combo (although not as powerful as a serene-grace fueled one).
t-wave over iron head and seismic toss over body slam enough said.
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Grumpig (M) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/236 Spd/20 SDef
Lonely nature (+Atk, -Def)
- Calm Mind
- Psychic
- Substitute
- Signal Beam

A-typical calm mind Grumpig. Only big difference being that Signal beam has been added to his arsenal, so he no longer needs to make use of HP Bug. Signal beam covers dark and psychic types that may prove harmful in future.
shadow ball over signal beam .its sronger and its super effective against ghost
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Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Mach Punch
- Rapid Spin
- Fake Out

Typical technitop, although with close combat and the more powerful stuff that wouldn't benefit from technician remove. Rapid spin thrown in to allow him to serve another small purpose. 4 speed to outrun other tehcnitops, all moves are priority so speed isn't the answer. Basically, he hits fast and with anough strength to make him a threat to any pokemon, no matter how fast it is.
standard although change bulletpunch to CC or Eq it doesn't need 2 priority's
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Arbok (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Gunk Shot
- Seed Bomb
- Earthquake
- Crunch

Choice band Arbok benefits from teh addition of seedbomb, which makes this set resemble the giga-draining mixed-Arbok's, except that more ev's can now be poured into attack power. Gunk shot for stab, earthquake and crunch afford wonderful type coverage. Typically used in the midgame to clear the way to allow a set-up grumpig sweep.
well this looks good .you can keep it that way
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this team looks well balanced and is a good one even without steelix , aerodactyl,clefable and venusaur who overule UU .keep up the good work
 
shadow ball over signal beam .its sronger and its super effective against ghost

Ghosts already take neutral damage from psychic, and using shadowball would mean dark types would completely wall me.

t-wave over iron head and seismic toss over body slam enough said.

no, not enough said. I fail to see how using thunderwave and seismic toss would be better. Miltank is not blissy, she has enough to power to utilize two attack moves effectively without having to rely on seismic toss to deal damage, and ampharos already provides paralysis support.
 
I personally think Ampharos should not have a -Def nature. It is one of the few Electric pokemon that actually have decent defenses (don't quote me on this, but I believe other than Magnezone and possibly the alternate Rotom forms, Ampharos is the electric pokemon with the best overall defenses), so I think a Brave/Quiet (i.e. -Speed) nature is better. Also, btw, Fire Punch isn't actually new. Ampharos has that in Diamond/Pearl also.
 
Nature changed to brave. the minus def nature was back from when I though he could function as choice scarfer, but now that he's a paralysis sweeper a -speed nature does make more sense
 
Just a suggestion, using Drain Punch over Mach Punch on Hitmontop would allow your Technitop to last a lot longer. After Technician + Stab, Drain Punch has 135 base power, and coupled with Hitmontop's naturally good defences (and max HP) it makes him quite a bulky finisher.

Hitmontop doesn't learn Drain Punch. Don't you think you would've seen it all over the place by now if it did?

Anyway, Fire Punch is a terrible option for Ampharos in general. If you think Steelix (or any UU Steel for that matter) takes any appreciable damage from it then you are very much mistaken. Outrage is worse as it is unSTAB'd and weak off 75 base, not to mention it locks you in and leaves you vulnerable. The only physical attack that Ampharos should ever be using IMO is Focus Punch, mainly for Clefable, however Focus Blast does a lot more to the Steels, especially Steelix. If you then replace Outrage with either HP Ice (for Altaria and grasses) or Grass (for Water/Ground types), max HP and Special Attack with Modest nature, and replace Life Orb with Leftovers then you have a pretty decent Ampharos tank that'll help your team a lot. Right now I see it as more of a liability tbh.

Also, what are those 32 Speed EVs for on Miltank? There's no Tyranitar in UU and you're using paralysis support anyway. Iron Head seems very meh on Miltank IMO both coverage and power wise, but if it works for you then keep it. You will be easily walled though.
 
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