ORAS UU You Call that a Wall? Hoopa Offense RMT

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Hey guys! I'm aravar27, a primarily UU player who dropped to RU (with my most recent RU RMT here). I've been tired of the bulk that UU tends to have - but that problem is solved by one of the coolest recent additions to the tier, Hoopa! I decided to try and build a team around the beheamoth.


THE TEAM:

Doublade > Rotom-H
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
Gyro Ball
- Sacred Sword

Serves as a Fairy/Fighting switch in, helps me deal with physical setup mons listed below.

Whimsicott > Florges
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Energy Ball
- U-turn
- Moonblast

All-purpose Fairy type than can deal with setup/Stall and Dragons.


Infernape: Taunt > Close Combat
Mienshao: Reckless > Regenerator
Hoopa: OTR > SubPlot


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Hoopa @ Life Orb
Ability: Magician
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Nasty Plot
- Substitute

Hoopa is the center if this team, with Psyshock and Shadow Ball allowing it to function as an insanely powerful wallbreaker on both sides of the spectrum. I opted to go for the very highest Special Attack that I could, and since Hoopa's not really a sweeper, I opted for just enough speed to outspeed uninvested Suicune, and by extension bulky versions of Mamoswine and Chandelure (though obviously can't bank on that). The rest is dumped into HP. Hoopa often gets the opportunity to set up a sub on a bulky Water type such as Vaporeon, Milotic, and Suicune, and can then start firing off its powerful STAB moves. Focus Blast is a possibility but I prefer Nasty Plot because it better lets me better abuse stall teams; I also prefer not to rely on (*shudder*) 70% accuracy. I simply get walled by Dark types; although Shadow Ball still easily 3HKOs offensive Hydreigon and Krookodile.
All this being said, Hoopa is dead weight against offense, as it has no recovery and low speed.

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Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Endeavor
- Mach Punch
- Close Combat

Next up is Infernape; an incredibly versatile Pokemon in terms of sets that it can run, I opted for the Stealth Rock lead set. Endeavor/Mach Punch is a fun combination, while Close Combat is STAB. The lack of fire-type coverage is due to the fact that I have that type covered with Rotom-Heat, and I prefer to have ways of hitting the pesky Dark-types that wall Hoopa for SE damage. I'd be open to another rock setter that doesn't lose momentum.


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Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Waterfall
- Crunch
- Ice Fang

Mega Sharpedo is, in my opinion, the best Mega in UU. With its ability to essentially guarantee +1 and hit absurdly hard with Strong Jaw boosted Crunches, he's a great late-game sweeper to clean up when Hoopa has done its job. Protect is standard fare for gaining a Speed boost, while Waterfall and Crunch are primary STABs, and Ice Fang is there to deal with Dragons such as Hydreigon and Salamence, as well as deal SE damage to Whimsicott. I opted for an Adamant nature to hit as hard as possible, usually don't notice the speed loss at all that I'd lose from Jolly.


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Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Overheat
- Will-O-Wisp
- Pain Split

Rotom provides a Crobat switch-in, which my team desperately needs, as well as defensive bulk that can take hits. Volt Switch forms a nice Volt/Turn combo with Mienshao, while Will-o-wisp cripples physical attackers and Pain Split is my only form of recovery. Not a whole bunch to be said about this, other than the fact that it's not quite as bulky as I would like but fire coverage is nice. I'm considering switching it with Doublade for reasons I'll list below, but that also only leaves me with one Special Attacker.


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Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Poison Jab

Choice Scarf Mienshao provides me with raw power that I need, as well as a terrifying offensive threat to Hydreigon and other Dark types. Unboosted HJK hits obscenely hard while the U-turn/Regenerator combination helps keep Mienshao healthy. Knock Off is for predicing switches into Ghost types like Chandelure, and Poison Jab is to better deal with Fairies that can sort of obliterate my team.


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Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Synthesis
- Aromatherapy

Calm Mind Florges - I really am not a fan of bulk, and so I like to have offense even on my defensive Pokemon. This thing is already a SpDef monster so I opted to improve its physical bulk; Calm Mind/Moonblast is solid setup that allows me to 1v1 Suicunes if need be, as well as boost up on Pokemon that can't deal with Florges. Synthesis/Aromatherapy keeps Florges and the team healthy, respectively. Florges, I feel, is one of the team's weak links along with Rotom-H.


Threats:

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Physically offensive setup - These things can completely blow my team back after one Swords Dance/Belly Drum/. Rotom-H and Florges, while physically defensive, cannot stomach the former two especially. This is why I'm considering Doublade in favor of Rotom-H. It deals with all three of these Pokemon. Thoughts on the change? Showdown is down as I write this so I can't test it out.

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Hazard Stacking - With no form of hazard control, this team can get worn down pretty easily. I want hazard control, but at the same time if I don't have Florges I have very little in the way of setup, which I want for an offensive team.

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Fast Offense - All of these Pokemon can blow me away; I have very few switch-ins to any of these. My Swampert counter is hoping it's Adamant and KOing with HJK.
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Other stuff I probably missed - I'm not the best of players, so please tell me any weaknesses you see.


The importable for this team

So that's my team. What do you guys think?
 
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Hey man I really like this team you have thrown together. I did notice that you mentioned that fast offense can really be an issue for you so a really nice hoopa set that can tear those fast offense pokes apart is Trick Room Hoopa. I understand that hoopa acts as so,ewhat of a stall breaker/fat balance breaker but there are a lot of those fast offense pokes roaming the ladder who give you a hard time so I think a Trick room hoopa set wouldn't be all that bad.

Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

This would be the set I recommend. You are slow enough to outspeed those threats under trick room but fast enough to outspeed most walls outside of trick room as well so you can still break balance builds that you won't need trick room for.

Nice team man hope you consider this set!
 
How many times did we play each other last night.... --___--
lmao man the ladder is seriously messed up. I think it was 3 or 4; crazy stuff.

Hey man I really like this team you have thrown together. I did notice that you mentioned that fast offense can really be an issue for you so a really nice hoopa set that can tear those fast offense pokes apart is Trick Room Hoopa. I understand that hoopa acts as so,ewhat of a stall breaker/fat balance breaker but there are a lot of those fast offense pokes roaming the ladder who give you a hard time so I think a Trick room hoopa set wouldn't be all that bad.

Hoopa @ Life Orb
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Spe
- Trick Room
- Psychic
- Shadow Ball
- Focus Blast

This would be the set I recommend. You are slow enough to outspeed those threats under trick room but fast enough to outspeed most walls outside of trick room as well so you can still break balance builds that you won't need trick room for.

Nice team man hope you consider this set!
Thank you very much! I'll try TR Hoopa but I'm a bit confused; why all the Speed EVs and a 0 Speed IV? Wouldn't it make sense to just have 31 IVs and fewer Speed EVs to hit the same stat? Or is that a typo?
 
lmao man the ladder is seriously messed up. I think it was 3 or 4; crazy stuff.


Thank you very much! I'll try TR Hoopa but I'm a bit confused; why all the Speed EVs and a 0 Speed IV? Wouldn't it make sense to just have 31 IVs and fewer Speed EVs to hit the same stat? Or is that a typo?


Yeah its a typo that isn't meant to be there, just change it back to 31
 
Ok I haven't had success with Hoopa, but it looks like you did and I am happy for you! Anyways, onto the rate!
  • First off, I agree with iWanka's suggestion of Trick Room Hoopa. This gives you a solid answer to the other offensive teams you are having trouble with.
  • Second, may I suggest running Taunt + Roost Hydreigon > Choice Scarf Mienshao. While it forces you to speedtie with other Hydreigon, it does give you a way of beating Hazard stack since you force them not to lay down entry hazards, but rather attack. It also gives you a powerful defensive and offensive answer should you so choose to do what I suggest next.
  • Third, I am in agreement with your suggestion of running Doublade > Rotom-H. I say the SD set is the best and it gives you a solid win condition that can take on common offensive mons such as Mega Beedrill.
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Gyro Ball
- Shadow Sneak
- Sacred Sword
  • Lastly, since you now have another win condition in SD Doublade, I would suggest running Life Orb Shaymin > Calm Mind Florges. This may leave you more open to a Hydreigon weakness (should you forgo Dazzling Gleam), but it gives you a somewhat bulky answer to Mega Swampert while providing the offensive pressure you want.
252 Atk Mega Swampert Ice Punch vs. 0 HP / 0 Def Shaymin: 182-216 (53.3 - 63.3%) -- guaranteed 2HKO
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Earth Power
- Dazzling Gleam
- Healing Wish / Rest

Hopefully these changes are beneficial, but I am not too keen on how to improve an offense team without opening up other weaknesses, so good luck and hope I helped! :)
 
OK so I believe that this team could definitely use some work, right now it just looks like a weird mix of trying to be hyper offense and balance at the same time. Anyhow, onto suggestions:
  • The current Hoopa set is extremely sub-optimal, Life Orb + Substitute sounds like a horrid idea; it makes it so that those HP EVs you put in Hoopa end up being for trying to make up for the feedback you get from both Life Orb and Substitute lol. I would definitely go with iWanka and put OTR Hoopa > current set. (For set just see iWanka's post but have the 31 Speed IVs.)
  • Another Pokemon's set that should be optimized is Mienshao. Having Reckless > Regenerator on Mienshao is a much better fit. Scarf Regen Mienshao hasn't been good for a long time tbh, the main thing about Mienshao being a good Scarfer is because it has this nuke, taking it away for some recovery on a frail Pokemon anyhow doesn't seem worth it whatsoever.
  • As I said earlier, the team looks really awkward as it looks to attempt to be a balanced and an offensive team at the same time, so the first suggestion I have is Whimsicott > Florges, as this allows you to have an easier time fighting setup sweepers, retain your Fairy-type (Dragon-type immunity), as well as providing a Scald switch-in (unreliable but a switch-in nonetheless).
  • Another change I suggest having is the change you suggested, Doublade > Rotom-H, as this provides a secondary countermeasure against the likes of Slurpuff, while also being able to deal with the likes of Snorlax, Lucario and Cobalion, which seem like threats to the team.
  • Now, since Hoopa's a Trick Room set and functions as a good cleaner, we can have Mega Houndoom > Mega Sharpedo, as this allows you to have another setup sweeper and wincon, a Chandelure switch-in, Sacred Fire switch-in, and Ghost-resist.
  • Ok so to mitigate some issues you have against hazard stacking, having Taunt > Close Combat on Infernape seems like an easy and quick fix to this. Close Combat is less necessary considering Infernape's going to be a sacrificial pawn most games and is primarily needed to setup Stealth Rock, attempt to prevent opposing Stealth Rock, and somewhat weaken the opposing team if possible. Endeavor does that last part justice meaning Close Combat isn't as necessary here.
Whimsicott @ Pixie Plate
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- Energy Ball
- U-turn
- Moonblast

Could have Yache Berry > Pixie Plate if Mamoswine looks like a threat and you want to switch into stuff like gatr and Mega Swampert easier, or just outright smack a Mega Swampert under rain.

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword

Iron Head can be used over Gyro Ball for consistency, and even Shadow Claw can be used over Gyro Ball tbh if you want to beat Cresselia and Reuniclus easier.

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Nasty Plot
- Dark Pulse
- Fire Blast

Could use Protect > Taunt for scouting and having a "free" Mega evolution turn but I chose to have Taunt here to prevent walls from healing so Hoopa cleans easier and to prevent entry hazard setting when sacking Houndoom and the like.
 
Thanks to both of you! I'll build a couple of teams with each of your suggested sets and see what works best for me!
 
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