[ORAS UU] Versatility

Discussion in 'Rate My Team' started by Unholy Confessions, May 3, 2016.

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  1. Unholy Confessions

    Unholy Confessions Full-time legend

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    Unholy Confessions
    So I was messing around on the UU ladder and created a damn good team. Hit a peak of #9 and aiming higher, just posting this now I'm currently in the top 10.

    (22:27:30) ±Porygon: Your rank in ORAS UU is 9/4208 [1294 points / 224 battles, 157 wins]!

    What I've got is a team that I suppose fits under the balanced category. That considered though, it can adopt any strategy between Stall and Balanced Offense, against the appropriate team.

    Originally I used Swords Dance Doublade as a spinblocker in the 6th slot, however I changed it for Virizion as an opposing Suicune was pretty much an auto-lose without a lot of luck and probably an opponent's misplay to boot. Jellicent with Taunt is in the same boat as it shuts down Blissey, preventing it from healing or wish-passing, and as long as it could avoid being poisoned would proceed to dismantle the entire team. Virizion also has the added bonus of being able to check Snorlax more easily who causes problems too, although Chesnaught can handle it to an extent, and Doublade could handle those lacking Crunch or Earthquake.

    Team in spoiler!
    [​IMG]
    Tentacruel (F) @ Black Sludge
    Trait: Liquid Ooze
    EVs: 240 HP / 244 Def / 24 Spd
    Bold Nature (+Def, -Atk)
    - Rapid Spin
    - Toxic Spikes
    - Scald
    - Knock Off

    Tentacruel is one of the most important members - as with any team that switches around a lot, hazard control is one of the most valuable things, and Tentacruel does a bang up job. It can take pretty much any hit in the game bar a powerful super-effective move and spin back, crucially allowing Entei to come onto the field without Stealth Rock draining its health. Toxic Spikes in it's own right is a killer against defensive teams and was my only real way of beating Jellicent before I added Virizion. Even one layer can prove fatal if played correctly, a few turns of stalling and Entei can come in and sweep with Extremespeed. Scald is the generic go-to Water STAB - can provide a bit of damage and that horrible burn chance that we all know and love-hate, depending on whether it's you or your opponent being BS'd. Knock off is the filler move which is dead helpful to remove a dangerous item, usually from a hyperoffensive pokemon, such as Life Orb or Choice Band, as well as removing Lefties from Blissey and Jellicent, among others. Liquid Ooze is preferred to give Whimsicott a headache if it wants to try and KO Swampert.

    [​IMG]
    Swampert (M) @ Rocky Helmet
    Trait: Torrent
    EVs: 252 HP / 28 Atk / 228 Def
    Relaxed Nature (+Def, -Spd)
    - Stealth Rock
    - Toxic
    - Earthquake
    - Scald

    Swampert is arguably one of the best tanks in the game, especially in UU. Passive damage? Check. Status inflicting? Check. Solid offenses and bulk on both sides? Check. Swampert checks an unbelievable amount of UU pokemon, and has a single weakness which is heavily covered between Entei, Chesnaught and Virizion. Tentacruel can even take most Giga Drains and inflict damage at the same time! Stealth Rock is obvious, easy to set up and decimates some teams when their hazard control is dealt with. Toxic deals with walls and I usually use it on a Calm-Cune as well, and switch to Virizion as it Rests. See Scald description on Tentacruel above - Torrent also makes it pack a punch when HP is low, and this has won me a few matchups that I wouldn't have without it. Earthquake and Scald allow Swampert to hit back (and see Scald Burn disclaimer on Tentacruel). Rocky Helmet is preferred since I can heal with Wish, and aids Swampert in dealing with heavy offense in the early game, and is the main reason I don't want a Mega Swampert despite the stat increases.

    [​IMG]
    Entei @ Assault Vest
    Trait: Pressure
    EVs: 252 Atk / 4 Def / 252 Spd
    Adamant Nature (+Atk, -SAtk)
    - Sacred Fire
    - Extreme Speed
    - Stone Edge
    - Iron Head

    Entei is the second tank of the team, this time providing a more offensive outlook. Sacred Fire is the main move, and is very difficult to switch into, as the best immediate checks tend to fear a burn. The other three moves provide coverage - Stone Edge is a great offensive move covering mainly opposing Fire types, as well as Flying types. Iron Head is mainly for Florges, and also covers Rock types and guarantees a solid 100% accurate hit. Extremespeed picks off weakened sweepers and is a godsend against Hyperoffense.

    [​IMG]
    Chesnaught (M) @ Rocky Helmet
    Trait: Bulletproof
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature (+Def, -SAtk)
    - Spikes
    - Spiky Shield
    - Leech Seed
    - Drain Punch
    Chesnaught is one of the two most defensive pokemon. It tends to get simply used as fodder to absorb hits that the other pokemon don't fancy, although if it's checks are sufficiently weakened it comes into its own and just sits there throwing out Spikes and Leech Seeds. It's easy to counter, but that doesn't stop it from putting a couple of Spikes up and then switching out to something that in turn forces the opponent to switch, and letting Spikes do their job. Leech Seed is it's main recovery method, as well as chipping at the opponent, while Drain Punch is used to keep Snorlax away as well as beating Rock types not named Aerodactyl, and scaring Blissey away. Spiky Shield is simply Protect on acid. It's amazing, especially with Leech Seed and Toxic Spikes, serious damage can be done in one turn.

    [​IMG]
    Blissey (F) @ Leftovers
    Trait: Natural Cure
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature (+Def, -Atk)
    - Wish
    - Heal Bell
    - Seismic Toss
    - Protect

    Blissey is the other side of Chesnaught, this time however pivoting into something that it can take all day long, setting a Wish up on the switch then sending a check or counter in, which promptly recovers its full HP, presuming it can take the hit on the switch. If you screw this up badly it's an auto lose, but usually this situation is avoidable, as long as you A: Try not to let your pokemon's HP go too low, and B: Be careful of predictions. Sometimes staying in and throwing out a Seismic Toss is simply preferable, as Blissey can sometimes just sit there and just not die. Heal Bell is dead important for obvious reasons - Toxic and Will-o-wisp spell Death to Swampert and Chesnaught, and also give Virizion and Entei trouble.

    [​IMG]
    Virizion @ Leftovers
    Trait: Justified
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)
    - Swords Dance
    - Stone Edge
    - Leaf Blade
    - Close Combat

    And here it is, the pokemon that stops the ones that previously guaranteed opponents wins. Having the high-speed is also very valuable, as it allows me to adopt a different approach. Base 108 is excellent as Entei just doesn't cut it against slightly higher base tiers, and Virizion provides an excellent outlet if I need to hit hard and fast. The spread and set is obvious. Stone Edge is chosen as the best coverage move available, although it doesn't get a lot of usage. It's a bit of a pain having two pokemon with exactly the same defensive typing, but they have extremely high defensive stats on opposite sides, allowing the checking of any pokemon not carrying an appropriate coverage move. For example, Suicune can beat Chesnaught any day, but even Ice Beam struggles to do damage to Virizion due to its incredible base SDef.

    Anyway, this team isn't perfect, but it's a whole lot of fun to use, and it can infuriate people as well, although this can make you feel a bit guilty from time to time it's so worth it. Hope you enjoy it as much as I enjoy using it.

    Importable:
    Tentacruel (F) @ Black Sludge
    Trait: Liquid Ooze
    EVs: 240 HP / 244 Def / 24 Spd
    Bold Nature (+Def, -Atk)

    - Rapid Spin
    - Toxic Spikes
    - Scald
    - Knock Off

    Swampert (M) @ Rocky Helmet
    Trait: Torrent
    EVs: 252 HP / 28 Atk / 228 Def
    Relaxed Nature (+Def, -Spd)

    - Stealth Rock
    - Toxic
    - Earthquake
    - Scald

    Entei @ Assault Vest
    Trait: Pressure
    EVs: 252 Atk / 4 Def / 252 Spd
    Adamant Nature (+Atk, -SAtk)

    - Sacred Fire
    - Extreme Speed
    - Stone Edge
    - Iron Head

    Chesnaught (M) @ Rocky Helmet
    Trait: Bulletproof
    EVs: 252 HP / 4 Atk / 252 Def
    Impish Nature (+Def, -SAtk)

    - Spikes
    - Spiky Shield
    - Leech Seed
    - Drain Punch

    Blissey (F) @ Leftovers
    Trait: Natural Cure
    EVs: 252 HP / 252 Def / 4 SDef
    Bold Nature (+Def, -Atk)

    - Wish
    - Heal Bell
    - Seismic Toss
    - Protect

    Virizion @ Leftovers
    Trait: Justified
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly Nature (+Spd, -SAtk)

    - Swords Dance
    - Stone Edge
    - Leaf Blade
    - Close Combat
     
    Last edited: May 3, 2016
  2. NananaBatman

    NananaBatman Well-Known Member

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    Let's not get carried away here, this is nowhere near close to being a "damn good team"

    "Versatility" is a huge stretch ; this is basically stall with a random Virizion and AV Entei slapped onto it. The "What I've got is a team that I suppose fits under the balanced category. That considered though, it can adopt any strategy between Stall and Balanced Offense, against the appropriate team." statement makes very little sense; if you're going to use a playstyle, commit to it. This is nothing other than a very weirdly built stall team.

    You have absolutely 0 dragon resist so idk what the plan is vs taunt/mix hydreigon or mixmence.

    Your swampert is helmet so I guess it helps it die to sacred fire faster? Leftovers is a much better option on it (roar is probably better than toxic since you already have tspikes, too).

    Iron Head on Entei is useless, give it Flare Blitz. It hits Florges harder than Iron Head will and it helps mitigate Sacred Fire's shitty PP.

    Chesnaught would much rather have lefties because if your opponent has a grass type it's not getting any leech seed recovery (it's actually going to lose health if theres a tenta on the other side). Leftovers helps it a lot more in the long run. Besides it's not like people are going to try to hammer at it with weak physical moves, so helmet's usefulness is questionnable.

    I know there's bell support on the team already but consider giving Virizion a more useful item, such as Lum Berry or Life Orb. Lum helps it against Suicune and water types in general because a burn can be very annoying and cost you some precious momentum. Life Orb helps you power through stuff which is also nice so I guess it's up to you.

    However I feel like fixing individual sets doesn't really fix the team overall. Your only fightning resist being Tentacruel ensures that you'll get wrecked by strong fightning types such as Choice Banded Heracross, which also happens to outspeed 4 members on the team meaning it's going to run you through completely (Tentacruel is 2hko'd after rocks). As I said earlier, Taunt Hydreigon completely owns the team and your only counterplay is Virizion who, without investment, won't be taking dracos that well. NP Azelf runs you through, sub CM Chandelure is gonna have tons of fun with both Blissey and Chesnaught (AV entei is easy to wear down so it's not saving you) and Mixed Nidoking messes you the hell up, and SubRoost Kyurem just stalls out Blissey and wins. Heck, your only play against CM Slowking is Toxic on Swampert. See a pattern here? Every Special attacker with a way around Blissey ruins your team completely. No flying resist also guarantees that CB Staraptor grabs an easy kill everytime it comes in. Mega Beedrill Voltturn also messes you up because the only thing taking it on on your team is pert and it still takes a lot from Beedrill's U-Turn.

    Unless you change Entei and Virizion there's no real way of salvaging this team but I guess it would ruin the "versatility" of the squad so I won't suggest replacements.
     
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