XY UU Defensive

Hello Drew Pickles here with a RMT. Today I have a defensive UU team. To be fair, I haven't played many battles, but it has won every one so far. I think I finally have a UU team with some potential. I'm posting this RMT now because I want to get suggestions before I try laddering this team.

All things said, I'm very open to any and all suggestions. Whether or not I make any changes is up to my discretion, but I'll certainly listen to anyone who replies. As I've said, I really like this team so far. It has served me very well. Anyway, on with the show.

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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
IVs: 0 SAtk
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Hippowdon has been a longtime friend of mine since the Gen 5 OU days. Before I made my infamous rain team (#22 on the Gen 5 OU ladder as of May 3rd), I was a regular Hippowdon user. The is the same set I have always used. Maximum HP and Defense EVs make it a fantastic Defensive Wall. Leftovers and Slack Off make recovery a piece of cake. Whirlwind prevents opponents from setting up, and it works well with entry hazards. Speaking of entry hazards, Stealth Rock is helpful to almost any team, and Hippowdon is a great hazard setter. And of course, Earthquake is a reliable STAB attack.

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Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Taunt
- Recover

For a team heavily dependent upon entry hazards, Jellicent makes a great spinblocker. It also serves as an outstanding Special Defensive Wall. Toxic helps Jellicent win stall wars. Recover brings Jellicent a reliable form of recovery. Scald is a good STAB attacks. I gave Jellicent Taunt for the purpose of stopping other walls as well as Baton Pass teams.

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Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

I've never had much luck using Forretress, so I'm proud that I finally created a team where I can put it to good use. I put maximum Special Defense EVs on Forretress to allow it to absorb more Special Attacks, which were constantly wearing it down in the past. It's Defense is already high, and Forretress makes a strong Mixed Wall. Rapid Spin support is crucial for a defensive team like this. Forretress brings entry hazards of its own with Spikes. Volt Switch helps keep momentum on my side, and it works extremely well with the two U-Turn Pokemon that I will talk about later, creating a powerful Volt-Turn combination. Finally, Gyro Ball serves as a great STAB attack. The Sassy Nature and zero Speed IVs help make Gyro Ball as strong as possible.

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Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 248 HP / 8 Def
Calm Nature
IVs: 0 Atk / 0 SAtk
- Wish
- Heal Bell
- Foul Play
- Protect

Umbreon is another longtime friend of mine, having been a stable on most of my Gen 5 UU teams. The set hasn't changed. Wish support is beneficial to any stall team. Heal Bell keeps statuses off of my team. Foul Play is a good attack that is unaffected by Umbreon's lackluster Attack stat. Synchronize makes Umbreon a good switch-in to status moves. Overall, Umbreon serves as another outstanding Special Defensive Wall.

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Braviary (M) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
IVs: 0 SAtk
- Brave Bird
- Return
- Superpower
- U-turn

I had Darmanitan in this spot, but now I have Braviary. I was having trouble with Defog users, so I decided I wanted a Pokemon with Defiant, much like Bisharp is used in OU. My options were Braviary and Tornadus, and I went with Braviary. It's not commonly used in the tier, and it's an old friend of mine from the Gen 5 NU days. I've always said, "Braviary is tough", and I'm proud to have it on my team. Maybe I'm crazy, but so far I've enjoyed it. The hardest part is predicting Defog, but when I do, Braviary is a fantastic contributor. Plus it functions as a revenge killer otherwise.

I gave it a Choice Scarf to keep a Scarf user on my team. I gave Braviary maximum possible Speed to make sure that very few Pokemon can outspeed it. Braviary has a diverse attacking moveset with two great STAB options in Brave Bird and Return. U-Turn can be used to maintain momentum, and it adds to my awesome Volt-Turn combo. Superpower is for coverage.

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Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
IVs: 0 SAtk
- Fake Out
- U-turn
- Drain Punch
- High Jump Kick

Finally, we have Mienshao. The Life Orb helps it hit super hard, and the recoil damage doesn't even matter because of Regenerator. Fake Out is great for revenge killing purposes, as well as simply racking up damage. High Jump Kick is a destructive STAB attack, but it is a bit risky. Drain Punch helps reduce this risk, as well as recover HP should the match depend on Mienshao staying alive. I suppose I could run Stone Edge over Drain Punch, I feel like Drain Punch makes this moveset safer and more reliable in the end.

Former member(s):
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Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
IVs: 0 SAtk
- Flare Blitz
- Earthquake
- Superpower
- U-turn

And now we arrive at the offensive section of my otherwise extremely defensive team. These Pokemon are usually used only late in the match or for revenge killing purposes. Darmanitan has an outstanding Attack stat, and not many Pokemon like to switch into it. A Choice Scarf is used because having a speed advantage is crucial for Darmanitan. Flare Blitz is a devastating STAB attack. Earthquake and Superpower are good for coverage. U-Turn allows me to maintain momentum, and it is one of three Pokemon that create this team's excellent Volt-Turn combination.
Importable:
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SDef
Impish Nature
IVs: 0 SAtk
- Earthquake
- Stealth Rock
- Whirlwind
- Slack Off

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk
- Toxic
- Scald
- Taunt
- Recover

Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SDef
Sassy Nature
IVs: 0 Spd
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SDef
Calm Nature
IVs: 0 Atk / 0 SAtk
- Wish
- Heal Bell
- Foul Play
- Protect

Braviary (M) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
IVs: 0 SAtk
- Brave Bird
- Return
- Superpower
- U-turn

Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
IVs: 0 SAtk
- Fake Out
- U-turn
- Drain Punch
- High Jump Kick

That's my team. Please leave any thoughts, comments, and suggestions below. Thanks.
 
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This looks like a pretty ok team, and it has some solid defensive synergy. This said, I do not see the point of Mienshao and Darmanitan, who while synergize well with your team are unable of utilizing their typing to full effect due to their frailty. Also do not chance Forretress to occa berry, as you can just switch out into your Jellicent lol. There isn't much to say, as once those are patched up this team is completely capable of taking on the tier's top threats. Strong ground types may cause minor issues though. Fairy spam from Specs Gardevoir or other fairies could also be annoying if Forry goes down.

I will say that Darmanitan really doesn't fit. I get you want a revenge killer, but the fact is with defensive teams, phazing is just outright more reliable than fitting a scarfer who may not add to your team's defensive core. Darmanitan gets worn down quickly, and honestly just doesn't help. I would look into replacing it with Defensive Arcanine, who like Darmanitan hits rather hard, and can still revenge kill with ExtremeSpeed, but helps you tank hits very well defensively, especially in tangent with Intimidate and Will-O, making it one of the best switches into stuff like Heracross or Jirachi.

Next I would replace Mienshao with Stallbreaker Crobat. It is a great switch into both Fairies and Ground types, alleviating a lot of stress from the rest of your team, and being a great pokemon on stall teams due to its high speed to check offensive mons, yet solid defenses to utilize its typing. Access to roost aids it greatly, and in a 1v1 against other stall teams, it acts as a good win condition to guarantee that you will win every match. Taunt can help you prevent the opponent's rocks which may be helpful, and it acts as a great glue in a tight situation.

Minor Changes:
248 HP EV on everything to minimize Sand, Hazard, and Status damage, while maximizing Leftovers recovery.
Jellicent: Taunt > Shadow Ball, as Jellicent is best played as a Utility Check + Special Wall, and this deters setup while aiding it in preventing opposing walls from recovering HP.
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Arcanine @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spd
Impish Nature
- Flare Blitz
- Will-O-Wisp / Toxic
- Extreme Speed
- Morning Sun

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Crobat @ Black Sludge
Ability: Infiltrator
EVs: 176 HP / 192 Def / 4 SDef / 136 Spd
Jolly Nature
- Brave Bird
- Roost
- Taunt
- Toxic / U-Turn
 
Cool team! I have some pointers though...
1. On forretress, change the ability to overcoat. Immune to sleep powder and hail makes forty very versatile and has more switch ins.
2. i would highly recommedn making shao your scarf user. It sits at that juicy 105 speed tier ahead of victini, flygon, hydreigon, heracross, etc.. i would say a moveset of hjk, u turn, aerial ace and knock off with regenerator would be great.
4. I have 2 suggestions in place of darmanitan. Darm is good,but between sand and recoil, itll die fast. I would say specs analytic magnezone would be a great volt turn user with shao since they beat each others checks. Or you could opt foran abuser of sand in stoutland with that savory 110 attack. Both are good, but a wallbreaker that forces switches and thus racks up hazard damage woukd be great!
 
Keep in mind the suggestions I made will be based on Brawlfest's changes:

This is probably the stupidest idea ever and I am still learning the UU meta, but maybe you could change Hippowdon's ability to Sand Force. This is more based on personal preference since sand lasts 5 turns now and Toxic + Sand = ded tings, but the fact that it still impedes Leftovers / Black Sludge recovery and the most important thing is it inhibits Arcanine's recovery entirely (Morning Sun in Sand sux), making it less effective and Umbreon would have to keep Arcanine healthy until sand ends. Also, it can give Hippo a boost in strength when facing other teams with Hippowdon. But, there are some cons with this: the resid on the opponent from sand is gone, and you can no longer try to antiweather Abomasnow (idk if relevant but still). I hope that:
a) This helps
b) I don't seem like a total dumbass
 
I gave your changes a fair try Brawlfest.

Maybe I'm an idiot, and I used the team wrong, but I found I lacked the strength to break through the tier's walls. I got my only losses so far with your changes. I went back to my original team, except keeping the EV changes and keeping Taunt on Jellicent. This went on for awhile, until I got a brilliant idea. You guys might think I'm crazy, but I put Braviary over Darmanitan.

I was having a problem with opponents using Defog. I had a spin blocker, but no way to counter Defog. So I went with a Choice Scarf Braviary. It gives me the strength to break through walls. I gotta say, I really like the change, as crazy as it may be.

I'm going to apply the changes to the area above.
 
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