Thread: [Gen V] Rate my UU team please!
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Old February 27th, 2013 (04:00 PM).
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Kingdom of Tea
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Join Date: May 2011
Location: Nottingham, England
Age: 18
Gender: Male
Nature: Adamant
Ambipom @ Normal Gem.
Ability: Technician.
EVs: 252 Atk/ 252 Speed / 4 Sp.Def
Jolly Nature.
- Fake out
- Double Hit
- U-Turn
- Acrobatics.

Ambipom is usually my lead in a UU battle as it can usually hit hard on any none ghost type pokemon with it's normal gem, technician boost fake out, Double Hit is another great move on a technician Ambipom as it can hit very hard with STAB and course alot of pokemon problems! U-turn is simply there if the pokemon I am starting against isn't worth wasting a Fake Out on and Acrobatics is a great move against people who think it is safe to bring in grass or fighting pokemon against me and with Technician/Acrobatics effect it goes to a meaty 135? base power.


Volbeat @ Damp Rock.
Ability: Prankster.
EVs: 252 HP/ 252 Sp.Atk/ 4 Sp.Def
Modest Nature.
- Rain Dance.
- Thunder Wave.
- Tail Glow.
- Bug Buzz.

The only role I tend to use my Volbeat for is getting the rain up for my Kingdra, however if it manages to survive past the first turn I can set up a Thunder Wave then a Tail Glow and try to get as much damage onto the opponent before it is taken out!


Kingdra @ Choice Specs.
Ability: Swift Swim.
EVs: 252 Sp.Atk/ 252 Spe/ 4 Sp.Def
Timid Nature.
- Surf.
- Ice Beam.
- Dragon Pulse.
- Hidden Power (Dark).

Kingdra is my special heavy hitter in my team, having it as a special hitter rather than a physical means that when brought in against pokemon like Sableye which like to use Will-O-Wisp, Kingdra can take it and still hit at maximum damage, I only ever bring in Kingdra after the Rain has been set up in order to outspeed everything, the reasoning behind having it as a timid nature is too give my Kingdra just enough speed in order outspeed a max speed Gardevoir with the trace ability.


Roserade @ Black Sludge.
Ability: Natural Cure.
EVs: 252 HP/ 252 Sp.Atk/ 4 Sp.Def
Modest Nature.
- Sleep Powder.
- Giga Drain.
- Sludge Bomb.
- Aromatherapy.

My Roserade is quite a mixed set it is very special attacking with Giga Drain and Sludge bomb being able to do serious damage even against pokemon which resist both those moves, while having sleep powder will render pokemon like Bronzong useless from being able to set up Stealth rocks or using Explosion and the final role my Roserade takes is being the curer for my team by carrying the Aromatherapy.


Hitmontop @ Choice Scarf.
Ability: Intimidate.
EVs: 252 Atk/ 252 Spe/ 4 HP
Jolly Nature.
- Rapid Spin.
- Sucker Punch.
- Mach Punch.
- Close Combat.

The major role of my Hitmontop is to get rid of any entry hazards people try to lay down to take out my attacking pokemon, I use a choice scarf Hitmontop as it outspeeds alot of Heracross's and is able to take them down with a Close Combat, This is it really apart from crippling physical attackers with Intimidate it really doesn't do much of anything else.


Raikou @ Leftovers.
Ability: Pressure.
EVs: 252 Sp.Atk/ 252 Spe/ 4 HP
Rash Nature.
- Thunder.
- Calm Mind.
- Aura Sphere.
- Hidden Power (Grass)

Raikou is a pokemon which I have not much experience with but I find is very helpful with taking down the water pokemon that Roserade cannot deal with and also being able to hit Steel and Normal type pokemon quite well with Aura Sphere, the reason it is Rash Nature is because it has to be according to the rules! I choose Thunder over Thunderbolt because when the rain is set up by my Volbeat, Raikou can take advantage with a 100% accuracy more powerful electric attack!



Okay, that is my team! Give me any feedback you may have and let me know if there is room to improve my team. I do have trouble dealing with ghost pokemon, so that could be something someone could help me with.
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