ORAS UU What They Found Under 1500 (First RMT, Help Appreciated)

Hello all. So I've decided to try to climb up the UU ladder, but have been stuck in the 1400s lately with this team. Hoping for some suggestions to fix this team up as I try to break through the 1500 rating. Any and all suggestions are very appreciated. :)

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse

Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power
- Thunderbolt

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return​

In Depth



Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse

Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Water Pulse respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.



Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball

This thing is just awesome and always fun to pull out in the game. Usually I am able to get at least one or two KO's with this guy against people who don't seem to realize soon enough that it is an offensive set. Really a strong Pokemon with this team as Trick Room often has synergy with Mega Blastoise and Snorlax to remove Pokemon who otherwise would outspeed them and likely wall or break them without it. Favorite KO so far with Bronzong has been surviving a Drain Punch from Belly Drum boosted Slurpuff and OHKO'ing it with Gyro Ball.



Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit

She's often my lead as this team definitely wants entry hazards to help chip some damage for the rest of the team to handle. I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team.



Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power Fire
- Thunderbolt

With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types with Hidden Power Fire or Thunderbolt. Very standard set, though I've considered testing out replacing Magnet Rise with Sleep Talk in order to use this set as a status absorber, I've held off on testing this out since I have found Magnet Rise to be more useful than switching in some instances.



Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage

I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.



Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return

Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.

Some teams I've had trouble with are Toxic Stall teams, teams with CroCune, and teams with CurseLax. There are probably some other giant holes in this team, but I have yet to run into any other major problems.

Version 2.0

Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch


blastoise.gif


Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam

Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Hydro Pump respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.

bronzong.gif


Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball

Bronzong serves as a mixed defensive Pokemon for the team, taking hits that other members can't take. It also serves as a check against Fairies, a Stealth Rocker, and at times as a Pokemon to counter and take on other walls that want to stall out the team. Good defensive backbone to help out the team who can also check some opposing Pokemon.

krookodile.gif


Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit

I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team. Serves at times as a stallbreaker with Taunt.

salamence.gif


Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage

I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.

snorlax.gif


Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return

Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.

magneton.gif


Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch

With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types.

So this is what I have so far with the team after a few more days of testing. I still obviously have some major holes, but I'm trying to patch them up as well as improve as a player. :)
 
Last edited:
this looks cool. I will address spreads and focus on improving the team rather than changing the main focus (which I like a lot)

Blastoise needs more speed. I appreciate the bulky route you're taking, but as of right now, your team struggles against prominent balance crushers like Nidoqueen; unfortunately, Snorlax can only take so many hits before that thing just breaks your team. As such, I would heavily recommend changing Blastoises HP EVs to 240 speed, hitting a value of 252 which outspeeds max modest Nidoqueen by one point. Lastly, replace Water Pulse with either Hydro Pump or Scald, as both moves are better options (the former for its power against Pokemon such as Florges in clutch situations, and the latter for smart-ass Grass-types or Bulky Waters such as Empoleon).

Secondly, I'd shuffle around some of the moves between Bronzong and Krookodile. With Bronzong being a pokemon that has access to rocks, it can be used in a far more useful manner. Recently, I have used the Bronzong set shown below with decent success. Please feel free to use Levitate over Heatproof, but a cool thing to note: Band Entei and Specs Chandy do not even come close to OHKOing with their Band/Specs Fire STABS respectively. I do believe this change will benefit your team immensely. I understand you're going for a combo with Snorlax's naturally slow speed by Exploding after a TR setup, but, frankly, Snorlax is fine on its own and Bronzong should probably try to stick around for as long as possible.

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Toxic / Trick Room
- Earthquake

This allows your Bronzong to stay for the long haul, absorbing much needed Grass and Psychic type attacks against Pokemon such as Shaymin and Alakazam, which otherwise threaten this team. This set also frees up a slot on Krookodile, allowing you to run either Taunt or Stone Edge / Superpower. I'll let you discover for yourself which you find more useful; however, I am a fan of Taunt.

Lastly, I appreciate the interesting use of Magneton, but you absolutely cannot afford to get rid of Volt Switch. Volt Switch is one of the best moves an Electric type can run unless it's a setup sweeper. In this case, Eviolite Magneton will have the opportunity to capitalize on momentum switch-ins by utilizing a powerful volt switch.

I hope you take my changes into consideration, as they will absolutely help out the focus of this team. Also, reading some of your blurbs, Blastoise is a greaaaaaat lead, especially with some speed :)

edit: woops, one last thing. If you are struggling against stall, use a setup sweeper or a roar user n_n replacing Magneton would be my only option to offer, although deciding what the best option will be can happen on your own testing time hehe also important to note that Salamence is not a Win Condition, it is a Moxie boost Cleaner, and probably one of THE BEST cleaners in the tier. If you want a win condition, use Curselax or Reuniclus over Zong. In fact, a standard lefties calm mind recover Reuniclus set would reaaaaaally help out that otherwise overwhelming Mienshao weakness.
 
Last edited:
Hidden Power is set to 60 BP regardless of IVs in 6th gen. The 0 IV in Attack is fine (HP Fire requires odd/even/o/e/o/e, regardless of number).

pc++ but yeah it seems that people are still having this issue these days, it's a thing of the past now!
 
Hidden Power is set to 60 BP regardless of IVs in 6th gen. The 0 IV in Attack is fine (HP Fire requires odd/even/o/e/o/e, regardless of number).

pc++ but yeah it seems that people are still having this issue these days, it's a thing of the past now!
lol wow I'm bad
 
Thank you for the suggestions King UU and thanks for clarifying the Hidden Power mechanics change Articblast. :) I'll definitely try out the different suggestions you've made and see what performs best for me. :)

Edit: Definitely were very helpful suggestions. I've found that Hidden Power Fire on Magneton really doesn't help much in general except against Pokemon with 4x weaknesses to Fire or Pokemon resistant to Electric (Thunderbolt does more damage even to Pokemon 2x weak to Fire), so I'm considering possible alternatives, maybe a setup sweeper like you suggested.
 
Last edited:
So, over testing I've found a weakness to bulky water types after I took out Magneton so I've decided to try out Life Orb Whimsicott as a check to those rather than an electric type because I wanted to be able to check the Water/Ground types and bulky Ground types too with it. Here is the current version of the team:

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 8 HP / 252 SpA / 8 SpD / 240 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Hydro Pump

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return

Whimsicott (F) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Encore
- Giga Drain
- Moonblast
- U-turn


Also here are three replays of matches I've just played. Hopefully I'll be able to improve both this team and my playstyle with it.

http://replay.pokemonshowdown.com/uu-228365550
http://replay.pokemonshowdown.com/uu-228367331
http://replay.pokemonshowdown.com/uu-228369387
 
So if you keep mag, the best hidden power to go with is probably grass to hit swampert, which your team doesn't really appreciate right now. Ice could also hit mence on the switchin/dd, but you're more prepared for mence than, say, a megapert rd'ing on mag, or even defensive pert
 
Thank you. Yeah, Hidden Power Grass would definitely be the choice for Magneton. I ended up updating the OP to show the current version of the team.
 
Once again updated, I've found Tornadus to be my best replacement for Magneton so far on the team. Any suggestions are still very much welcomed.
 
Personally I'd have to reccomend Body Slam > Return, while it doesn't do as much damage, it can paralyze your target, which can be nice since your team isn't the fastest
 
Thanks, I've tested it out with both Body Slam and Return, I've found that I personally prefer the higher damage output over the paralysis when facing Leftovers users to insure some 2HKOs, but I think it is entirely personal preference. Also I've been testing the team out again to try to add more to it, really try to shape it into a more competitive team. I've tried it out with Magneton again with a set of

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch

Here is a replay of one of my matches using it.

http://replay.pokemonshowdown.com/uu-232211214

Magneton has been putting in some work for me lately so I've really enjoyed that. Also I've decided to make a compromise on the bulkiness of Blastoise with speed and am currently running this spread with him.

Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam
 
Last edited:
Back
Top