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- Seen Jan 9, 2009
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.
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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