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UU Threat List

Why is Omastar not up there? I've been using him all day and he wrecks if their special wall is out, and devastates even them after two shell smashes. If you add him, I reserve doing his threat assessment.

lol dont know what kind of opponenet will allow to get two shell smashes..also special walls arent as easy to take out as they used to be *giving the evil eye mainly to chansey*
 
lol dont know what kind of opponenet will allow to get two shell smashes..also special walls arent as easy to take out as they used to be *giving the evil eye mainly to chansey*

Easy, an opponent that thinks I'm going to try to sweep them with one shell smash and switch to their special wall. Going to a wall INVITES a second smash :P Usually it's a race against toxic, but he can do a TON of damage before he toxic times out.
 
How about Duosion?

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Duosion
Type: Psychic
Abilities: Dust-Proof, Magic Guard, DW: Regeneration
Base Stats:
HP: 65
Atk: 40
Def: 50
SpA: 125
SpD: 60
Spd: 30

Many OU players know how devastating Duosion's older sibling Reuniclus can be. It can setup CMs, hit hard with its SpA, give TR support, and use its Abilites to its advantage.

Duosion is just like its older sibling, as it has the same 125 base SpA, and just about the same movepool, except for Hyper Beam, Grass Knot, and Focus Blast (HP Fighting will have to do). What makes it also appealing is that it can use the Evo Stone to have up to a 327 Def and 360 SpD.

Duosion can use the moves Psychic, Psyshock, Shadow Ball, HP Fighting, Recover, Thunder Wave, Toxic, Substitute, Safeguard, Reflect, Light Screen, Trick Room, and Pain Split. It can also run the infamous FEAR set, with Endeavor and TR.
 
I've been using evolite gligar, and he's fantastic

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Gligar
flying/ground
65 hp 75 atk 105 def 35 sp atk 65 sp def 85 spd
Though he may not look like much, this little bat is a defencive behmoth. Gligar laughs at pretty much every physical atker has trouble taking him down. Victini fails to OHKO and is OHKO'd after the defence and spd drop, flygon can't even touch him. Hitmontop can do anything ether! And when his health is low, he heals it all back with roost. Like his big brother in ou, he can also stall break with toxic and taut, can baton pass rock polishs and swords dace, and possibley sweep after a few swords dances. This best way to handle gligar is to hit it hard with special or ice or water moves in general. Kyuremfor example. He's also set up bait for boosting water types like Suciune. But over all, he makes a great addition to any team if you need a great physical wall.
 
^Fixed up the grammar for you, although I'm not sure if Gligar deserves to be on this list. Honestly mate, you really should work on your grammar. At least put in a spellchecker.

This needs more sauce, but I'm bad at stuff like that. If Gligar gets added on, I'll probably edit this with more content.

Gligar
Flying/Ground
65 HP/ 75 Atk/ 105 Def/ 35 SpA/ 65 SpD/ 85 Spe

Though he may not look like much, this little bat is a defensive behemoth. Gligar laughs at pretty much every physical attacker, what with his ridiculous defenses after Eviolite. Victini fails to OHKO with V-create and is OHKO'd after the defense and SpD drop, Flygon can't even touch him unless boosted. Hitmontop can't do anything ether, unless it uses Toxic. When his health is low, he can heal it all back wit hRroost. Like his big brother Gliscor in OU, he can stallbreak with Toxic and Taunt, can Baton Pass Rock Polish and Swords Dance boost, and possibly sweep after a few Sword Dances. The best way to handle Gligar is to hit it hard with Special, Ice or Water moves. Kyurem in a good Pokemon to use. He's also setup bait for boosting water types like Suciune. Over all, he makes a great addition to any team if you need a great physical wall.
 
I'm surprised nobody's listed Stoutland yet. After lots of testing, I will attempt to contribute here:

Stoutland
Normal
85 HP / 100 Atk / 90 Def / 45 SpA / 90 SpD / 80 Spe
Stoutland might seem at first glance like just another average Normal type with average stats and nothing that stands out, doomed to the fate of other pokemon like Raticate, Linoone, etc. However, Stoutland earns his keep as a UU threat via his indispensable ability: Sand Rush. In a Sandstorm, his middling 80 base Speed turns into a monstrous 518 with max EV investment and a neutral nature, or even as high as 568 with a +Spe nature. This allows him to focus more on boosting his Atk through the use of a Choice Band or Life Orb. Stoutland in a sandstorm will outspeed just about anything that isn't scarfed, and even Scarfers need more than 110 base Spe just to beat the neutral natured Stoutland. A Choice Banded Return from Stoutland nets at least 2HKOs and many OHKOs on all but the most defensive pokemon. Tack on the added coverage of moves like Crunch, Pursuit, Fire Fang, Ice Fang, Reversal, and Wild Charge, and Stoutland becomes a potent physical sweeper and revenge killer without the need of any setup. On the defensive side, Stoutland's usefulness can also be tapped through his Intimidate ability and moves like Thunder Wave, Yawn, Toxic, Roar, Charm, and Snarl, augmented by respectable 85/90/90 defensive stats.

Stoutland isn't without his flaws though. Though he has solid all-around stats, none of them really stand out. Stoutland lacks reliable recovery outside of Leftovers and Rest, so defensive sets are limited in their usefulness. Stoutland's offensive capabilities are also heavily reliant on item boosts through Choice Band or Life Orb, since his base 100 Atk is not enough to be fearful of. Since the most common Stoutland sports a Choice Band, bringing in a pokemon that resists his attack will usually force a switch. Mismagius can be a particular problem, as she can not only switch in on a Return, but will have a chance to get up a Sub or Nasty Plot as the banded Stoutland is forced to switch. Stoutland is also susceptible to strong priority moves like Azumarrill's Aqua Jet or Technitop's Mach Punch, and he loathes any form of status. He still hits like a truck though, and can rip unprepared teams to shreds.


Let me know if it is too long and I will shorten it.
 
I most definately agree with the addition/inclusion of Stoutland. I've faced it exactly twice so far and both times it was able to hit extremely hard and survive what I could throw at it with its more than respectable bulk. It was extremely difficult to revenge it as well courtesy of its blazing speed.

Also just saying but a Scarfer has to have at least base 110 speed to outspeed the neutral Stoutland speed stat you posted, and at least bse 125 to outspeed a positive nature.
 
I think that Slaking should be added. I saw a unique Retaliate set that caught me off guard completely. STAB Retaliate coming off of a base 160 Attack is just plain powerful. Just scarf him and you have an amazing revenge killer that can pick away at your opponent as they pick away at you.

Slaking @ Choice Scarf
Ability: Truant
Nature: Adamant/Jolly
- Retaliate
-
-
-
EVs: 252 atk/252 spe/4 hp

If Retaliate is used the turn after a teammate was KO'd, the base power doubles. 70*2=140 and Slaking gets STAB so: 70*2=140*1.5=210. A base 210 power move from a pokemoon with base 160 attack!? Yes Please.
 
^Fixed up the grammar for you, although I'm not sure if Gligar deserves to be on this list. Honestly mate, you really should put it in a spell checker

ya thanks alot. Was in a rush when I posted that. FYI, you made a few mistakes yourself. But I disagree, gligar is a very real threat. He's one of the only uu walls who can wall Heracross
 
It's Slaking
You're screwed no matter what

edit: Wait no, I'm dumb and forgot you can switch on the Truant turn

In the Slaking discussion thread, which is now locked, this was disproved. Care to prove the consensus wrong?


That was talking about switching on Giga Impact, wasn't it?
My idiocy came from not remembering that you can switch on a normal Truant turn

Okay, sorry, I didn't quite understand if you were referring to the turn after Giga Impact or not.
 
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Deoxys-D
Psychic
50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe

Originally an Uber, Deoxys-D has dropped down to the UU tier, where it is a powerful wall, that can support the team in various ways. It has access to supporting moves such as Spikes, Stealth Rock, Taunt, Toxic, Thunder Wave, Light Screen, Reflect, and Recover. It can also ignore its pitiful attacking stats through the use of Night Shade. Although Deoxys-D is a wall, it has an impressive Speed stat that can often be helpful when facing other walls or set-up sweepers. Deoxys-D can also be a lead, to set up hazards and Taunt other leads. Deoxys-D can often be stopped through the use of Taunt, but often Deoxys-D will have a faster Taunt.
 
I saw there wasn't yet one for Azumarill and went, "THIS CAN NOT BE!" So, here we go:

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Azumarill
Water
100 HP/50 Atk/80 Def/50 Sp Atk/80 Sp. Def/50 Spe
Azumarill may look like some happy little derp with paltry stats to match, but you shouldn't be too hasty to write it off. First, you should look at its ability. Huge Power doubles its normally meager attack from a max of 218 (full investment, adamant nature) to 436. For comparison, this thing is more powerful than Darmanitan. With three of UU's top six being weak to water and access to the strongest Aqua Jet in the game, it's no stretch to call this guy the best revenger in the tier. Beware its choice band set, which typically carries Aqua Jet and a couple of coverage moves (Aqua Tail, Waterfall, Return, Ice Punch, Superpower) and can net many KO's- Arcanine, Victini, and Donphan (broken sturdy) out of sun, Chansey, Altaria, and more. And you'll find by experience that those defensive stats are far more bulky than they first seem- without a STAB boost, even some super effective moves can fail to get the KO.

However, all is not sunshine and lollipops for Azumarill. Speaking of sunshine, he gets seriously nerfed by it, his main attacking options taking a 50% slap in the face. He also needs fear entry hazards, as with all the switching he's apt to do, susceptibility to all three is no fun. That speed stat is also painful to watch when you aren't using Aqua Jet, and a lack of reliable recovery means residual damage is going to be a real pain if you use him. Furthermore, his attacking options are severely limited by his movepool, so consider the element of surprise your opponent's when you switch him in. Nevertheless, with a skilled player, Azumarill can wreak havoc on the metagame as UU knows it.
 
When I used to play Slaking (with Choice Band) it is usually a 1 vs 1 trade-off. Slaking kills one Pokemon, the opponent kills another Pokemon while Slaking switches out, Slaking comes in and kill another Pokemon, etc. If I have less monsters than the opponent, then I more than likely lose the match.

If you want to use Slaking, you really need a strong defensive core to deal with the many offensive threats, especially Fighting and Ghost Types. The lack of Jellicents, Skarmories, Forretresses, and Bronzongs will definitely help its effectiveness in this tier (although there is still Slowbro). Retaliate would probably not work in a defensive team such as this, but a more offensively driven teams, which I don't find Slaking to be effective, because it kills momentum. I also don't think that its main STAB (Frustration / D-Edge) or its coverage moves (Hammer Arm / EQ, Shadow Claw, and Sucker Punch) are replaceable for Retaliate.

Speaking of Retaliate, Stoutland seems like it can put it to good use, since it seems like it can fit into an offensive team more readily.
 
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Zoroark
Dark
60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Zoroark is strong threat in UU because of its high speed, versatility power and incredible coverage. The illusion pokemon is an asset to any team when used correctly because it can surprise KO good portion. For example, Zoroark could disguise itself as a Chansey, and your opponent would be none the wiser if you pulled it off correctly. Zoroark can run a variety of sets, including Nasty Plot, Choice Specs, Swords Dance and an all out attacker set each having different set of counters are awesome coverage. You should use Zoroark with Pokemon like Heracross, because the two share excellent synergy and Zoroark is nearly indistinguishable as Heracross. When Zoroark is disguised as Heracross, it can seriously damage Heracross checks like Dusclops, Golurk, Deoxys-D and Mew. Zoroark isn't the easiest Pokemon to use because its ability takes planning, but even without Illusion its a solid sweeper. Zoroark takes hits like a paper bag, so make sure it doesn't take any unnecessary damage.
Granted, I haven't played BW UU much so I may be wrong, but I don't think Deoxys-D or Mew check Heracross...?
 
I think the implication there was that they can switch into Fighting moves and take very little damage, while siumataneos severly threating the usually choice (and if not slower than many Mew) Heracross. Obviously, both get ripped in halkf by Megahorn, but they're only checks.
 
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