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-   -   Aaaah! My eyes! [UU] (https://www.pokecommunity.com/showthread.php?t=153940)

AluminumKnight September 19th, 2008 8:11 AM

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.

Glitter Stain September 19th, 2008 12:31 PM

Quote:

Originally Posted by AluminumKnight (Post 3951325)
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
Confuse Ray/Grudge/Energy Ball

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.

Confuse Ray is annoying, and it should help some. Grudge is also an option for the sweepers or walls that insist on using a move more than once. Energy Ball if you want a little extra coverage. Leave Sunny Day to the Pokemon that needs it the most. Ninetales is pretty bulky considering its nine tails. Its HP and Defense are only about average, but it can still cause some damage with statusing.

Blastoise @Leftovers
Calm: Torrent
252 HP/252 Special Defense/6 Special Attack
Surf
Ice Beam
Rapid Spin
Toxic/Roar/Haze

Status absorber. Doesn't work too well with Sunny Day up, but I generally am not going to my special wall when that's the case. Despite the heavy SpD investment, can still take a hit from the physical side as well.

Seriously, utilize Blastoise. Ice Beam is fine since Grass/Poisons otherwise wall it. Rapid Spin to get rid of SR for the other teammates. (Namely Rapidash and Ninetales, and especially Mothim). Toxic if you want to stall. Roar or Haze if you want to get rid of SD, DD, etc. Roar is nice with Stealth Rock out.

Sandslash @Leftovers
Impish: Sand Veil
252 HP/252 Defense/6 Attack
Earthquake
Stone Edge
Stealth Rock
Shadow Claw

Defensive wall. Deals with Aerodactyl unless coming in on Ice Fang. Persian's Fake Out does almost nothing, then I switch to Blastoise to absorb the Hypnosis. Having trouble deciding the last 2 spots. Stealth Rock is immensely useful in UU (even moreso than OU, IMO, people don't seem to use spinners), Rapid Spin is needed because I have a lot of SR weakness, and I'd like a backup Sunny Day user. I'm thinking go with Rapid Spin/SR and be very careful with Ninetales.

At least give Hypno and Grumpig some problems

Rapidash @Life Orb
Mild: Flash Fire
252 Speed/92 SpA?/166 Attack
Flare Blitz
Fire Blast
Solarbeam/HP Grass/Iron Tail
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.

No. Rapidash and Ninetales on the same team, even if it is themed, is bad. If you're even going to consider two fire moves, choose Fire Blast. I'd recommend just dropping the idea of a Sunny Day team. They just tend to have little success especially with repeated types.

Vileplume @Choice Specs
Modest: Chlorophyll
252 Special Attack/252 Speed/6 HP
Sunny Day
Sleep Powder
Energy Ball
HP Fire/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 Fire/Ice are for pokemon like Venusaur, who resist both Sludge Bomb and Solarbeam/Energy Ball. Energy Ball is there because without it I have no Grass STAB unless sun is up.

Wut? You didn't even put Sunny Day on the Pokemon that actually needs it? Energy Ball > Solarbeam. If Sunny Day isn't set up, you can still use Energy Ball, but that's not true with Solarbeam. The whole point of the Sunny Day set is to double Plume's speed.

Mothim @Choice Scarf
Mild: Swarm
252 Special Attack/200 Speed/56 Defense
Air Slash
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. As for the last spot, I'm not sure. Solarbeam is my first inkling to take care of bulky grounds switching in, but is dependant on Sunny Day. Energy Ball is an option, but packs less power. Psychic can be used against Weezing and Venusaur, while HP Ground gives me something against Fire-types switching in, as well as Manectric and Luxray. I wanted to run an all-out physical set, but Mothim's movepool is just too pathetic. It would have been something like Aerial Ace/U Turn/Return/Give up.

Aerial Ace? Why?

Ok, my strategy is this: Unless I see Electrode, 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.

I don't know what to say except for anything with Rain Dance, Sandstorm, or Hail will absolutely destroy this team with your old sets. Plume is the only Pokemon on your team that really needs Sunny Day, and it's not right to give Sandslash or Ninetales Sunny Day.

AluminumKnight September 22nd, 2008 10:26 AM

Weird... it seems that my post went poof.

Quote:

Originally Posted by Mobile Tsk (Post 3951768)
I don't know what to say except for anything with Rain Dance, Sandstorm, or Hail will absolutely destroy this team with your old sets. Plume is the only Pokemon on your team that really needs Sunny Day, and it's not right to give Sandslash or Ninetales Sunny Day.

Fortunately for me, I've never came across a Sandstorm or Hail team in UU (even on Shoddy), but yes, rain teams can give me trouble sometimes, though they don't wreck me every time. Usually Electrode will Rain Dance and then I can sleep him, or at the very least sleep their switch in, allowing me a turn to reverse the tables and Sunny Day, meaning they have to now set it up again.

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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