Pokémon Rate My Team
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UU as we've known it has been facing a problem as of late. The old team archetypes, Balanced and Stall are being tested and pushed aside for newer ways to play; Hyper Offense. With the introduction of various abilities and pokemon tier drops, teams are forced to usually carry 1-2 mons specifically meant to handle a top tier threat. They are:

  • Feraligatr
  • Mamoswine
  • Mega Aerodactyl
  • Mega Pidgeot
  • Suicune
  • Salamence

I would say these are the threats in UU that you NEVER want to be weak to. Luckily, UU has good enough mons that can check and handle 2-3 of these at a time. Such is the team I made this team; to see it possible to check the metagame. I found it literally quite impossible without being weak to A rank threats, but this team is the closest I've gotten, and felt satisfied with.



Kyurem @ Leftovers
Ability: Pressure
EVs: 56 HP / 216 SpA / 236 Spe
Timid Nature
- Ice Beam
- Earth Power
- Substitute
- Roost

Say hello to one of the greatest checks to the majority of the UU tier. While it isnt able to defeat dedicated walls all alone (think Blissey and Florges), they arent problematic enough to this team that they can force a 6-0 from team preview. The moveset is quite standard; Ice Beam is the STAB of choice, and hits things much better than Dragon Pulse does, and freeze chances! Earth Power is next, preferred over Toxic due to my next team member. Earth Power has the best synergy with Ice Beam, only really leaving me vulnerable to Bronzong (whom I can easily play around). Sub and Roost allow me to either pressure and force attacks from almost any team archetype, while Roost lets me heal up consistently, which is appreciated with Kyurem's weakness to all entry hazards.



Nidoqueen (F) @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 SpA
Bold Nature
- Toxic Spikes
- Stealth Rock
- Earth Power
- Ice Beam

With Kyurem, a glaring weakness to fighting spam becomes apparent. That said, Nidoqueen is one of the greatest counters to Scarf Mienshao, Heracross (bar Facade variants), and checks other threats such as Doublade, +1 Salamence (only if healthy), and Aerodactyl (if healthy). Toxic Spikes are the main reason to use Nidoqueen on this team, as it helps wittle walls when Kyurem is on the field. Stealth Rock is sadly shoved unto Queen's moveset as every other member has a full set. Y'all know what SR does. Once again, we see a combination of Earth Power and Ice Beam. Other STAB or coverage moves arent necessary, as Nidoqueen isnt here to wallbreak, just check and set up hazards to make jobs easier for other members.



Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 184 SpA / 72 Spe
Modest Nature
- Scald
- Ice Beam
- Aura Sphere
- Rapid Spin

I needed to find a spinner that wasnt a passive piece of crap, didnt give me overlapping weaknesses with other members, and fit with the team's nature; Balanced. Blastoise seemed like the perfect option. My moveset is the newer set that's running around, which allows a healthy Blastoise to check Mega Pidgeot and Salamence if needed. Scald is my preferred for getting burn chances on Cresselia and Mandibuzz, whom can eat up hits for days. Ice Beam lets me mess with the plethora of Flying, Dragon, and Grass (only on the switch) types that are ever so common in the tier. Aura Sphere lets me take on MAggron and MAbsol without other important team members taking unnecessary damage. Rapid Spin rids of hazards, especially Sticky Web, due to all my team being grounded. EV'd to outspeed and kill Gligar and other base 85's.



Whimsicott @ Leftovers
Ability: Prankster
EVs: 248 HP / 132 Def / 128 Spe
Timid Nature
- U-turn
- Moonblast
- Encore / Stun Spore
- Taunt / Stun Spore

Thank the lord for good Prankster users. Whimsicott is here as a blanket check to any notable sweeper in the tier. It gives me a solid switch in to Hydreigon, who otherwise can potentially 6-0 my team. U-turn gives me switch momentum when i can tell the opponent wont wanna mess around with me. Moonblast lets me do chip damage to anything that isnt a Dragon or Dark type. There is a toss up between the next 2 moves; I chose Encore and Taunt, as i find them to be the better option on a team with no way to handle CroCune once it has begun setting up. However, Stun Spore is a really strong option against other threats that can outspeed and revenge/sweep a large majority of my team. EVs outspeed all base 100s.



Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Superpower

The switch ins are nowhere to be found. Banded Krook is a complete monster, dishing out tons of damage, and taking a hit or two as well. Moves are fairly simple to understand; Knock Off cripples any dedicated wall from their turn per turn recovery, or other stuff like Rocky Helmet and berries. Pursuit is here when I wanna kill something in exchange for some momentum lost. It's very useful for trapping dangerous mons such as Chandelure, or annoying walls like Bronzong. Earthquake is my go-to STAB when something needs to die and their flying type/levitator is dead. Superpower is the most situational move here, only meant to deal with Curselax and Blissey. It can be used in other scenarios, such as a healthy Krook needing to damage MAerodactyl if Doublade is at low percentages, but that rarely happens.


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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

mfw no Doublade gif.. But alas, the check to all physical things. Doublade is a really important mon to this team. First and foremost, it provides a solid spin blocker in a tier infested with viable spinners. Secondly, it's a very good pivot to dangerous moves and mons in the tier, effectively revenge killing them, or helps me scout the set due to the damage recieved. Lastly, it gives me a form of priority vs weakened set up sweepers. Swords Dance is usually the late game move. Get to +2 or +4 and sweep/weaken the opponent's team. Shadow Sneak is my ghost STAB, letting me revenge stuff like Chandy after Rocks, and other wittled speedy threats. Gyro Ball is not really a very important move for me to sweep with. Rather, it's a move needed for Doublade to act as an effective pivot. It lets me easily KO Mega Aerodactyl, Mega Pidgeot after rocks and a good chance from full too. Lastly, Sacred Sword is a nice coverage move that complements Shadow Sneak nicely, and lets me nail through CurseLax's boosts, making Doublade a great counter to such a beast. It is also my best move to hit Mega Abomasnow with, who literally takes 0 from Gyro Ball.


Replays:

http://replay.pokemonshowdown.com/pokemondatabase-uu-16225 (vs Mike and what he calls an "outdated" team [lol])

Tourney matches on Main server UU room (i won the tourney):
http://replay.pokemonshowdown.com/uu-235015191

http://replay.pokemonshowdown.com/uu-235011414

by
edited by
It actually is an outdated team, but you should post this on Smogon
Threats:
Mamoswine - This thing has 0 switch ins lmao

Feraligatr - Kyurem + Whimsi can deal with it, but it's a pain in the ass if they opponent leads it and you dont expect them to.

Mega Pidgeot - 30% chance to always lose to this thing. Confusion is annoying af.

Nidoking/queen - they're hard to switch in to for Kyurem, the only one who can outspeed and KO without getting KO'd on the switch.

Dragalge - my switch ins to this are literally 0. I can potentially mess around with Whimsi and Doublade to scout which STAB it will go for.

CroCune - lol i switch into Whimsicott and hope i prevent the rest, meaning it gets eaten alive by Tspikes. I could potentially mess around with its sleep talk turns and switch in Krook to EQ if needed.

Mega Blastoise - opposing Blasty teams are annoying as well if they run the old set of Water STAB + Dark Pulse + Dragon Pulse.

Machamp - Fat af AV sets are annoying to any team
Thx for fixing up this rmt Mike

But srsly, how is it outdated? Like all those mons were capable of checking current metagame threats n_n
Psshh Whimsy+Kyurem steamrolled through that team. It doesn't really cover the new threats in the meta like Doublade either :/
why does your mega blastosie know scald over water pulse? With mega-launcher Water Pulse is much better.
As I stated in the rmt, I prefer Scald over water pulse because:

1.) I dont use my Water stab often enough to prefer Hydro Pump or Water Pulse (Blastoise will mostly spin and get 1-2 attacks off)
2.) I really like the ability to cripple Cresselia, as it is a complete pain to the team if it is the mono attacking Moonblast set. 12% of residual damage each turn helps me force it into more situations where it must use Moonlight.

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