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Aaaah! My eyes! [UU]
Yep, you guessed it. Sunny Day-style!
LEAD: Ninetales@Heat Rock Modest: Flash Fire 252 HP/252 Speed/6 Special Attack Hypnosis Will O' Wisp Flamethrower Sunny Day As the main purpose of this Ninetales is to set up Sunny Day while crippling the opposing team's fire counters, I am running a bulky set. This Ninetales is cool because people expect Nasty Plot right away, so I'm free to Hypnosis, Sunny Day, or Will O' Wisp depending on the pokemon. The major threats that outspeed me are Persian, Aerodactyl, and Electrode. If Persian or Aero are seen, I go straight to Sandslash. Electrode gives me problems, however. Hypno @Heat Rock Calm: Insomnia 252 HP/252 Special Defense/6 Defense Wish Protect Seismic Toss Sunny Day Sleep absorber, special wall, and backup Sunny Day user. I lose Leftovers in order to carry Heat Rock, but that's ok; I can use Wish + Protect to heal. Also allows me to switch in my sweepers with a little extra protection. Seismic Toss to hurt stuff. I've never used Hypno before, so I have no idea if this is good or not. Sandslash @Leftovers Impish: Sand Veil 252 HP/252 Defense/6 Attack Earthquake Stone Edge Stealth Rock Rapid Spin Defensive wall. Deals with Aerodactyl unless coming in on Ice Fang. Persian's Fake Out does almost nothing, then I switch to Hypno to absorb the Hypnosis. SR is big in UU, since a lot of teams don't carry spinners. Rapid Spin is a must, since half my team is weak to SR (Mothim 4X). Rapidash @Life Orb Mild: Flash Fire 252 Speed/92 SpA/166 Attack Flare Blitz Flamethrower Solarbeam Megahorn With Sunny Day up, this thing is an absolute beast. The only problem it has is Ninetales coming in and Nasty Plotting up or other Rapidash with Return, since I can't hurt either. I'm also vulnerable to revenge kill due to Life Orb/Flare Blitz recoil, but that's ok because the objective here is to break the opponent's walls. This pokemon generally comes in if Ninetales can successfully set up Sunny Day. Vileplume @Choice Specs Modest: Chlorophyll 252 Special Attack/252 Speed/6 HP Solarbeam Sludge Bomb Energy Ball HP Ice In Sunny Day, this thing is a beast. 327 Speed and 448 Special Attack with a 120 BP 100% accurate STAB move? Yes, please. Solarbeam devastates even pokemon that resist it, such as Weezing, unless they are very bulky on the special side. HP Ice is for the Grass/Poison pokemon like Venusaur as well as Altaria. Energy Ball is there because without it I have no Grass STAB unless sun is up. Mothim @Choice Scarf Mild: Swarm 164 Attack/138 Special Attack/208 Speed Aerial Ace U-turn Bug Buzz Shadow Ball Wait, don't laugh! Hey, come on... anyway, I do have what I think is a good use for Mothim. My team, like many UU teams, used to have a large Hitmonlee problem. I can switch this guy in on Hitmonlee all day (except Stone Edge, so I'll have to watch out for that). EVs allow Mothim to outspeed even 252/Jolly and get a guaranteed OHKO with Aerial Ace. U Turn packs a decent punch while allowing me to scout switches. Bug Buzz, especially with Swarm activated, is surprisingly powerful. Shadow Ball is there to do a number on Rotom. Ok, my strategy is this: Unless I see Aerodactyl or Persian on the lead, I Hypnosis off the bat. I then Sunny Day on the switch. If they bring out a physical attacker, I have the option of Will O' Wisping to cripple it. Otherwise, I generally go to Vileplume or Rapidash to begin sweeping. If I see Aero/Persian, I go to Sandslash. Electrode is a problem sometimes. I generally try to get him to sleep, but have gotten messed up by Substitute. Sandslash can absorb the explosion, at least. |
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Weird... it seems that my post went poof.
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Ninetales: Those are decent moves (besides Grudge, which I would find largely useless tbh) you're suggesting, but I don't see how Ninetales really does much except annoy with that set. Without the SpA EVs, it just doesn't pack enough punch (Flamethrower is only there for Taunt and because it gets a boost in sun), and with the SpA EVs, I might as well just run the NP set. Blastoise: I'm considering replacing Blastoise with Hypno. I originally had him on here for Rapid Spinning, but then put Sandslash on, who can do that. Because you're right, I'm not utilizing Blastoise how he should be used. Plus, if I switch to Hypno, I can get Wish support. Sandslash: Shadow Claw is a good idea, but look at this: EQ gives an overall BP of 100 + STAB = 150 against anything neutral. Shadow Claw gives an overall of 70*2 = 140 against anything 2x weak to Ghost. Not worth it, even with the increased crit chance. Plus, if I switch to Hypno, Rapid Spin needs to go here. Rapidash: I don't like missing with Fire Blast and getting destroyed by Steelix's Earthquake, and Flamethrower OHKOs anyway, so I'm sticking with it. And Iron Tail is fail, I'd go with Return if anything. Vileplume: The whole point of Vileplume on this team is to get in and hit literally ANYTHING in the UU metagame extremely hard with Specs + Solarbeam, not throw Sleep Powders around. If I lose specs or Solarbeam, I lose 2HKOs on a lot of things and Plume becomes just a decent special sweeper. Mothim: All the Hitmons have higher SpD than Defense, so Aerial Ace IS needed. Air Slash cannot OHKO Hitmonlee without Specs (admittedly, I didn't run calcs on the others, but Lee is the biggest problem). Shadow Ball is good though, gives me a leg up on Rotom if I can predict a switch in. Overall, 2 fire pokemon isn't so bad. If I have Sunny Day up, both of them can eat Surfs, especially Ninetales, and Earthquakers can be probably walled by Sandslash and Mothim is immune. |
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