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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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
---
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.
---
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).
---
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.
---
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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