Featured UU RMT: All Falls Down by dodmen

By IronBullet93.
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Hey friends, this is a pretty cool offense team I made. Mega Sharpedo is one of the scariest, yet criminally underused, threats in the UU tier right now, and I wanted to build a team around it. It also showcases a new threat recently introduced to the tier: Sheer Force Feraligatr. I haven't really accomplished anything with this team as far as important games go; I have achieved rank 1 on the PS UU ladder with it (though of the many games on that account, not all used this team), and shared the team with friends who liked it and achieved rank 1 on the No Scald ladder. This isn't gonna be too fancy of an RMT with different colors and all that stuff people use, but here's a short teambuilding process:

So I started my team with the combination of SD Feraligatr and Mega Sharpedo. The idea was that Feraligatr would force in and muscle through their common checks and counters. This would allow Sharpedo to come in late game and clean up.

I added Dragalge to this little core because it checks fast Grass- and Electric-types and sets Toxic Spikes to support the pair.

Added Krookodile as a Stealth Rock setter and Mega Ampharos check, among other things; it's just such a good 'mon to use in this tier lol.

My team was really slacking in the Speed department and I needed a more reliable Fighting check, so Crobat was an obvious choice. Entei also made up for the lack of Speed, spreads burns on physical walls to help out Gatr and Shark, and gave me another way to check Fairies and opposing Fire-types.

Onto the detailed individual analyses:

Krookodile @ Rocky Helmet
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Knock Off
- Earthquake

Like I said in the teambuilding process, Krook is such an overall great Pokémon to have on your team. Krookodile is a great Stealth Rock setter, as it's able to threaten or beat most hazard clearers, such as Crobat, Empoleon, Tentacruel, and Forretress. I used to use Dread Plate, but have changed to Rocky Helmet (see post #11 for why). Knock Off and EQ are the obvious STABs. I'm packing Taunt over Pursuit; everything that I'd want to trap gets devoured by Sharpedo and Feraligatr. Taunt is infinitely more useful for this team as it shuts down a ton of things: Forretress, Gligar, Chesnaught, Arcanine, Hippowdon, Umbreon, Vaporeon, and SNORLAX (fuck that thing). Many of these are annoying for my two Water-types, so it's nice to Knock Off + Taunt them to make it a lot easier for Gatr or Shark. Also I have no hazard clearing of my own so it's important to prevent them as much as I can. Yeah Krook is a great 'mon that performs well offensively while still checking a ton of shit and is probably my favorite thing to use in UU right now.

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spev Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- ExtremeSpeed

The theme of this team is not to have something to threaten every Pokémon in the tier individually, but rather to overwhelm the few common checks/counters that the team as a whole has, and allow the right member of the team to break through at the right time and win. Entei fits this theme perfectly: it forces in and spreads burns on things like Swampert and Hippowdon, making it a lot easier for the rest of my team to deal with later. Entei's ExtremeSpeed also takes a lot of pressure off of Crobat to deal with faster things like Mega Absol and Scarfers. Not much else to say here: standard, basic CB Entei set and spread, really the only one that should ever be used.

Crobat @ Sky Plate
Ability: Infiltrator
EVs: 232 HP / 72 Atk / 4 SpD / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost

Crobat provides me with an important check to Fighting-types, particularly Scarf Mienshao which can be devastating to a lot of offense teams. I have a Sky Plate on here which might seem a little weird given that I only have 72 EVs invested in Attack, but it's pretty important. It guarantees OHKOs on things like Machamp and Shaymin, 2HKOs Nidoqueen which is huge, and still has enough bulk to take on things like Heracross, Lucario, and Mega Beedrill. While I do miss Leftovers recovery sometimes, the extra power is more than worth it on this offensive of a team. Taunt over Defog because, again, I want to limit the recovery/hazard setup/hazard clearing from stuff to maintain as much offensive pressure as I can. I also don't want to clear my own hazards; most of the time having to deal with Stealth Rock on my side of the field is well worth getting to keep my own Rocks and TSpikes on the opposing side.

Dragalge @ Draco Plate
Ability: Adaptability
EVs: 208 HP / 248 SpA / 52 Spe
Modest Nature
- Draco Meteor
- Sludge Wave
- Dragon Tail
- Toxic Spikes

Dragalge provides this team with extremely useful support in the form of Toxic Spikes, which are great in tandem with Sharpedo's Protect and Feraligatr's Substitute. It comes with a fantastic set of resistances and its ability to force switches lets it set up Toxic Spikes with ease. Draco Plate lets it bluff Specs early in the game and also provides a handy little boost to Dragon Tail. It's also insanely powerful even without Choice Specs; a Draco Plate boosted Draco Meteor can do upwards of 75% to 252/0 Forretress. Dragon Tail is amazing as well since a lot of people think they can take advantage of a -2 Dragalge to set up, and it's also important for preventing Umbreon and Vaporeon from Wish passing to themselves. A Modest nature is used in a Mild nature because I'd much rather retain Dragalge's bulk than do slightly more damage with Dragon Tail. Sludge Wave is used over Sludge Bomb because despite the higher chance to Poison, I /really/ want to be able to hit Chesnaught if it comes down to it, since it's one of the best Gatr/Sharpedo counters. The Speed I've posted here lets it outspeed Donphan and Hippowdon, two of the biggest annoyances for the rest of the team.

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 220 Atk / 36 SpD / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Waterfall
- Crunch

Enter Sheer Force Feraligatr. The set focuses on luring and crushing fat things that Sharpedo can't handle, particularly bulky Water-types like Suicune and Alomomola, which it can easily do with a Sub SD set with Crunch. This is the team's main win condition against stall and it's capable of plowing through most defensive teams once the appropriate one or two mons (often Mega Aggron) has been weakened. The 36 SpD EVs guarantee that Suicune can't break its Substitute with a +1 Scald. A Jolly nature is used to get the jump on Adamant Heracross, Adamant Lucario, non-Timid Rotom formes, Adamant Toxicroak, and Jolly Tyrantrum. Some people have suggested running Adamant, but Feraligatr will usually be a) just weakening things enough for Sharpedo to clean up, in which case Jolly is enough to get sufficient damage on the target in question, or b) cleaning up fat teams itself, in which case the other team should already be weakened enough for Jolly to be able to win. The ability to outspeed the aforementioned Pokémon is much more important.

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

It's kind of absurd how much this thing is able to clean up late-game. Generally, the rest of the team revolves around supporting this Pokémon because it's so good at tearing through teams after they've been worn down. The set is really straightforward and standard; I have a Jolly nature to outspeed more things as a regular Sharpedo and Scarfers at +1 as Mega Sharpedo (it's not as easy to get Sharpedo to +2 as some would like to believe because it's weak as fuck without a Life Orb). Again, similarly to Gatr, Jolly is fine because by the time this thing comes in at the end of a game, the appropriate opposing Pokémon should be worn down enough to where Jolly is good enough to sweep. I've messed around with Mega Sharpedo before but this team is definitely the one I've enjoyed the most and I feel is the most successful.


Hey everyone! This issue's Featured UU RMT is "All Falls Down" by dodmen. It is a great example of a standard offensive team in the current metagame and showcases arguably the most powerful wallbreaker in UU right now: Feraligatr. With the gift of Sheer Force, its newly released hidden ability, Feraligatr has gone from being a rather average sweeper in RU to one of the most feared offensive threats in UU. While the Dragon Dance set has the ability to sweep teams clean after a boost, Swords Dance instead turns Feraligatr into a terrifying wallbreaker that is capable of destroying slower teams whole. In this team, dodmen utilises the sheer (haha) power of Swords Dance Feraligatr, along with other wallbreakers in Adaptibility Dragalge and Choice Band Entei, to punch massive holes in the opposing team in order to pave the way for Mega Sharpedo to sweep late-game.

The Team

Krookodile starts us off and is an integral cog in dodmen's team. It has been rising in popularity recently as an offensive pivot, which can be attributed to its decent bulk backed up by Intimidate, excellent STAB types, and access to Stealth Rock and Taunt. As a result, Krookodile has emerged as the primary choice for offensive teams looking for a reliable Stealth Rock user. It is also an invaluable asset for dodmen against defensive teams, as it is able to cripple defensive Pokémon with Knock Off, which makes it easier for his sweepers to break them down while preventing any attempts at setup, recovery, or entry hazard setting with Taunt. Krookodile also matches up well against the various Defog and Rapid Spin users in the tier such as Empoleon, Tentacruel, Forretress, and Gligar. dodmen has gone for an interesting choice of item here with Rocky Helmet in place of the more common Dread Plate. Rocky Helmet is useful for making sure Stealth Rock is kept up against Rapid Spin users such as Forretress and Donphan, and the chip damage also weakens various Pokémon to make Mega Sharpedo's job much easier. For example, if Choice Scarf Hydreigon U-turns once out of Krookodile, it moves into KO range of Mega Sharpedo's Ice Fang after Stealth Rock. In general it contributes heavily towards accumulating chip damage to enable Mega Sharpedo to sweep, which is what true offensive synergy is all about.

Choice Band Entei is one of the most effective wallbreakers in UU for one reason and one reason only: Sacred Fire. Its extremely high burn chance cripples would-be counters such as Suicune, Snorlax, and Swampert and drastically limits their walling capability. This makes many defensive Pokémon much easier for the rest of dodmen's team to deal with, keeping in with the team's aim of systematically weakening the opponent's team to allow one of his sweepers to break through. Entei's Extreme Speed also provides dodmen with a useful revenge-killing tool against offensive teams, taking a lot of pressure off of Crobat, which is the only truly fast Pokémon on the team considering that Sharpedo loses Speed Boost upon Mega Evolving. Stone Edge provides Entei with important coverage against Fire-types such as Chandelure and opposing Entei, and Flare Blitz, while lacking the burn chance, is a more powerful STAB move than Sacred Fire.

UU's favourite speedy purple bat makes an appearance in dodmen's team as an important Fighting-type check and stallbreaker. He has gone for a more offensive spread here than is usually seen on support Crobat, with some Attack investment and Sky Plate that provide Brave Bird with a little more kick, allowing it to OHKO Shaymin and Machamp and 2HKO offensive Nidoqueen. While the loss of Defense EVs and Leftovers does detract from Crobat's bulk slightly, the extra power to KO these key threats is a more important factor for such an offensive team. Besides, Crobat still has more than enough bulk to effectively check common Fighting- and Bug-types such as Heracross and Mega Beedrill. Taunt prevents any attempts to Defog entry hazards away while stopping the foe from setting up entry hazards themselves. While Defog is commonly seen in place of Taunt and seems like it might be of more benefit to this team considering the Stealth Rock weaknesses of Crobat and Entei, for an offensive team like this having Stealth Rock and Toxic Spikes up on the opponent's side is well worth the price of having Stealth Rock up on its own side of the field. This team works by pressuring the opponent immensely with raw power combined with entry hazards, so Defog would actually be rather counterproductive here.

Dragalge fulfills various roles, providing useful support in the form of Toxic Spikes and Dragon Tail while also being the team's only special attacker. And boy does it take up the role with aplomb! Adaptability combined with Draco Plate makes Draco Meteor an absolute nuke, destroying nearly everything that doesn't resist it. As a representation of its power, it does upwards of 75% to 252 / 0 Forretress. Sludge Wave is no slouch of a move either, as a strong, reliable STAB move that destroys the Fairy-types that attempt to switch into Draco Meteor. It's also preferred over Sludge Bomb here for its ability to hit Chesnaught, which is a major headache for Feraligatr and Mega Sharpedo to get past. Toxic Spikes provide great support for dodmen's sweepers, wearing down opposing walls and working especially well in tandem with Feraligatr's Substitute and Mega Sharpedo's Protect. Dragon Tail provides a useful means of shuffling around the foe to accumulate entry hazard and poison damage while messing around with Wish passers. Along with its powerful moves and support options, Dragalge's solid bulk and typing make it an excellent check to various threats that could otherwise prove problematic, such as Entei, Heracross, Mienshao, and Shaymin, which helps to take some of the pressure off of Crobat.

Finally, the duo that perhaps ends up winning dodmen the majority of his games: Swords Dance Feraligatr and Mega Sharpedo. dodmen uses Feraligatr's raw power to lure and crush defensive Pokémon that stand in the way of a Mega Sharpedo late-game clean up, particularly bulky Water-types such as Suicune, Empoleon, and Alomomola. Substitute means that Feraligatr can use such Pokémon as setup bait, then proceed to use Swords Dance and plow through teams with its boosted attacks, or weaken them sufficiently enough to make Mega Sharpedo's job much more convenient. The set is specifically EVed to never have its Substitutes broken by a +1 Scald from Suicune, making it much easier to set up on and beat. Waterfall is the obligatory STAB move that causes massive damage to anything that doesn't resist it, and even to Pokémon that do after a Swords Dance. Crunch provides excellent neutral coverage and is also boosted by Sheer Force.

We now come to the Pokémon the whole team revolves around; once the opponent's team has been worn down, the stage is set for Mega Sharpedo to come in and clean up, a job it performs absurdly well. Only very bulky defensive Pokémon can usually stand up to it, and with Feraligatr busting through them with its immense power, they are usually sufficiently weakened to be swept aside by Mega Sharpedo's rampage. Offensive teams, meanwhile, struggle not only with Mega Sharpedo's power but also its sky-high Speed after a boost. A Jolly nature lets Mega Sharpedo outspeed everything commonly found on offensive teams at +1, Speed tying with Choice Scarf Mienshao. Adamant is not missed here because Jolly is usually good enough to sweep if the rest of the team perform their roles according to plan. Crunch is Mega Sharpedo's primary STAB move and hits incredibly hard when boosted by Strong Jaw. Waterfall is an alternative STAB move with a handy chance to flinch and Ice Fang provides useful coverage against Pokémon that resist Mega Sharpedo's STAB moves, such as Hydreigon.


No team is perfect of course, and dodmen's team does have some weaknesses that must be addressed. Bulky Ground-types can still pose as a major stumbling block despite the presence of two Water-types. This is because, while Feraligatr and Mega Sharpedo can beat them one-on-one, they struggle to switch into hard-hitting Earthquakes from the likes of Krookodile, Hippowdon, and Swampert. The rest of the team also struggles, as Crobat is the only Pokémon immune to Ground but finds it difficult to switch into the aforementioned Pokémon's common coverage moves such as Knock Off and Scald. A lot depends on Entei burning them with Sacred Fire as they switch in, or clever switching with Feraligatr and Mega Sharpedo on dodmen's part. Electric-types, particularly Heliolisk, also pose a problem, as the team has three Pokémon weak their main STAB moves and although Krookodile is immune to Electric, it dislikes common coverage moves found on them such as Heliolisk's Hyper Voice or Rotom-H's Overheat. Dragalge resists Electric but suffers from the same problem, taking a ton of damage from Heliolisk's Hyper Voice and Mega Ampharos's Dragon Pulse.


The sheer offensive pressure exerted by this team though is often enough to keep the above threats at bay. Overall, team "All Falls Down" is a well-crafted offensive team with a clear goal and supporters dedicated to reaching that goal. It's an undoubtedly excellent team that is a prime example of the focus of the current metagame. I hope you found this article both informative and an enjoyable read!

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