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Possible UU team for the future

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Glitter Stain

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    [PokeCommunity.com] Possible UU team for the future

    Lunatone @ Leftovers
    Bold Nature ; 252 HP / 252 Def / 4 Spe
    Hypnosis
    Psychic
    Stealth Rock
    HP Bug

    Not at all a standard set. Psychic is for STAB and does reasonable damage to leads like Primeape and insane damage to leads like Toxicroak. 252 Def EVs and Bold Nature helps Lunatone survive neutral physical hits from strong Physical Sweepers. HP Bug is for other Psychics and is Super Effective on every UU Psychic not named Xatu. Hypnosis for Sleep Support and SR to make their Articuno and Aerodactyl cry.

    [PokeCommunity.com] Possible UU team for the future

    Armaldo @ Expert Belt
    Adamant Nature ; 14 HP / 252 Atk / 244 Spe
    Toxic
    Aerial Ace
    X-Scissor
    Earthquake

    I'm going to STAB Psychics, Grasses, and Darks with my X-Scissors. (Sorry about that...) This is a powerful EQ especially on Rocks, Steels, Electrics, Fires, and Poisons. Armaldo has a nice defense, so it can take neutral hits from the Hitmons and Primeape, hitting them back with Aerial Ace. Toxic is for those naughty non-Steel or Poison types that aren't weak to any of Armaldo's moves. Adamant and max Attack + Expert Belt causes problems to a lot of things in UU. Aerial Ace over Stone Edge... really... why not?

    [PokeCommunity.com] Possible UU team for the future

    Hitmontop @ Leftovers
    Adamant Nature ; 252 HP / 252 SpD / 4 Spe
    Close Combat
    Earthquake
    Rapid Spin
    Toxic

    Toxic for more Toxic Support. I like Toxic Support. Rapid Spin helps my team, specifically the Pokemon below this one. This thing should be able to survive a boosted Air Slash, HP Flying, or Psychic. A Zen Headbutt or Aerial Ace is questionable, especially after a CC, but it depends on the user. CC and EQ together are super effective against 8 different types. Adamant gives me some Attack while the EV spread is for support.

    [PokeCommunity.com] Possible UU team for the future

    Articuno @ Charti Berry
    Calm Nature ; 252 HP / 96 Def / 64 SpA / 96 SpD
    Ice Beam
    Roost
    Roar
    Signal Beam/HP Flying

    Arti gets Signal Beam with Platinum! Yay! Roost gets rid of quad Rock weakness for a turn, and incase I don't use it a specific turn, Charti Berry gets rid of quad Rock weakness for a turn, too. Roar for anything I don't feel like trying to faint. With Charti Berry or Roost, Arti can survive some Stone Edges and send an Ice Beam, HP Flying, or Signal Beam back at the Edger.

    [PokeCommunity.com] Possible UU team for the future

    Nidoking @ Leftovers
    Impish Nature ; 252 HP / 252 Atk / 4 Spe
    Earthquake
    Megahorn
    Counter
    Ice Punch

    No one ever said that Nidoking couldn't be a "tank". HP EVs and Def Nature to make sure it can survive a Zen Headbutt or EQ and send it back. At least this thing isn't non-bulky... Ice Punch for Drifblim, EQ for Nidoqueen, and Megahorn for Shiftry and Cacturne. It doesn't outspeed another Nidoking, but it sends its EQ back in a Counter sack.

    [PokeCommunity.com] Possible UU team for the future

    Rotom @ Light Clay
    Modest Nature ; 252 HP / 4 SpA / 252 Spe
    Light Screen
    Thunderbolt
    Will-O-Wisp
    HP Grass

    Burn causes problems for everyone of every age. Thunderbolt for Drifblim so that it can't get all Shadowy on me. HP Grass for Quagsire and Swampert who are immune to Thunderbolt. With Will-O-Wisp and Light Screen, neither Physical nor Special attacks will do a whole lot to it, especially late-game.
     
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    Ninetails really loves your team. It outspeeds every member, as well as sleeping things like Lunatone, Armaldo, and Hitmontop. It can come in a WoW from Rotom, and begin to NP and OHKO your entire team. I reccomend investing in a Scarfer, or using something like Miltank/Hypno.
     
    Ninetails really loves your team. It outspeeds every member, as well as sleeping things like Lunatone, Armaldo, and Hitmontop. It can come in a WoW from Rotom, and begin to NP and OHKO your entire team. I reccomend investing in a Scarfer, or using something like Miltank/Hypno.
    A SleepSweep is overrated. After you're hypnotized, just switch into something that resists some of Ninetales' moves. It'll NP for one turn and then attack, and I'm sastified that Hitmontop, Nidoking, and Armaldo won't have a hard time getting rid of it. After all, it's not like NP = OHKO on everything. Flamethrower and Energy Ball + Nintetales' SpA leaves much to be desired and is really only to deal with Bulky Waters or Rocks that are actually weak to Energy Ball. (As well as Flamethrower weaknesses.)
     
    Nothing on your team resists all of Ninetail's moves ._.
     
    Actually with Lunatone, you could run the CM Set I've been seeing.

    I don't know the EVs, but it runs Hypnosis/Calm Mind/Shadow Ball/HP Fighting or something similar. It's a pain to take down late game.

    With Nidoking, it's always more economic to give the nature to the highest used stat. So Adamant on Nidoking and put some Atk EVs in Def. You can reach the same stats with some EVs left over.
     
    Nothing on your team resists all of Ninetail's moves ._.
    Yeah, I know. That's why I never said that...

    However, Nidoking, Hitmontop, and Armaldo take neutral damage and can probably take a boosted hit long enough to EQ Ninetales.
     
    Yeah, I know. That's why I never said that...

    However, Nidoking, Hitmontop, and Armaldo take neutral damage and can probably take a boosted hit long enough to EQ Ninetales.
    Don't go switching that Armaldo in on Ninetales; he has low SpD as it is and the lack of HP EVs hurts his tanking abilities. I'd be willing to bet NP'd Flamethrower will OHKO. That being said, Hitmontop and Nidoking should work as long as you don't have to switch them in on a boosted attack.

    It's not the strategy to end all strategies, but don't underestimate Ninetales' Nasty Plot sweep. 522 SpA is nothing to sneeze at (assuming Timid/max SpA EVs). If it gets in on a WoW, I don't think even Nidoking or Hitmontop will be able to take it on.

    Now, a few other observations:

    I do like that Lunatone. Surprisingly, it can take a couple of Stone Edges from Aerodactyl (unless it's banded or something) and sleep it. Most UU leads won't be able to hurt it, giving you a free turn to Hypnosis the counter switching in or SR.

    I feel like 2 pokemon with Toxic is overkill.

    You have nothing to absorb status, with the exception of Nidoking ignoring T-wave and Toxic.

    Your team as a whole is pretty slow, so my concern would be with fast pokemon getting boosted stats (like Ninetales or Scyther). I can see an Electrode-led Rain Dance team causing some issues. Gorebyss/Omastar can be phazed out by Arty, but Kabutops seems like it would do a number on your team with Rock Slide/Waterfall.
     
    cb primeape usually has u-turn and would RAEP moonMon, even if it is bold. i highly suggest you give it focus sash, give it some sp atking power, drop hp bug for ice beam for common UU grassers. i'd suggest giving it twave instead of hypnosis. 60% acc is craptastic, but more importantly, your team needs some speed coverage on opposing sweepers.

    i'd give armaldo more defensive bulk, but also give it CB. it's a good defensive tank that can poop on its counters with STAB options.

    only other thing i can comment on is hp grass on rotom. i'd suggest shadowball as it gives you more power against UU stallers, namely grass types. quagsire is weaker on the special defensive side, so it's hardly any difference when it's not running amnesia/stockpile. in that case, articuno would ultimately be a better counter to all of the biggest bulky water threats in UU. maybe you should give articuno hp grass in that case, being able to scare them off with hp grass and roar them away if they build their defenses.
     
    cb primeape usually has u-turn and would RAEP moonMon, even if it is bold. i highly suggest you give it focus sash, give it some sp atking power, drop hp bug for ice beam for common UU grassers. i'd suggest giving it twave instead of hypnosis. 60% acc is craptastic, but more importantly, your team needs some speed coverage on opposing sweepers.

    I haven't decided what I'm going to do with Lunatone... T-Wave sounds like a good option, as does Ice Beam, but the point of HP Bug is to help with Claydol, Cacturne, Shiftry, and Solrock.

    i'd give armaldo more defensive bulk, but also give it CB. it's a good defensive tank that can poop on its counters with STAB options.

    No... I'm not running a CB Armaldo...

    only other thing i can comment on is hp grass on rotom. i'd suggest shadowball as it gives you more power against UU stallers, namely grass types. quagsire is weaker on the special defensive side, so it's hardly any difference when it's not running amnesia/stockpile. in that case, articuno would ultimately be a better counter to all of the biggest bulky water threats in UU. maybe you should give articuno hp grass in that case, being able to scare them off with hp grass and roar them away if they build their defenses.
    I'm not sure about Rotom either... but that sounds like a good idea.
     
    I suggest a technician-top might want to give it fake-out, mach punch, pursuit, and rapid spin/bulk up (either one)
     
    point of HP Bug is to help with Claydol, Cacturne, Shiftry, and Solrock.

    well, firstly, both lunatone and solrock have signal beam in platinum (omg earth/ancient power too, go specsMoon!), so hp bug is kinda pointless. solrock can't make much use of signal beam with its crappy sp atk unless it's a novelty CM set.

    ice beam hits claydol harder, cacturne and shiftry have sucky defenses so x4 hardly matters if you give it enough special atk evs (besides, they're probably going to suckerpunch you anyway), and solrock can't do much to moonMon other than rockslide/stone edge.

    and oops, looks like moonMon doesn't have twave o.O i thought it did :o hey, i kno! in that case, drop hypnosis altogether, give it a -sp def nature instead of -atk, and give it explosion lol. sashplosion comes in handy all the time.
     
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    well, firstly, both lunatone and solrock have signal beam in platinum (omg earth/ancient power too, go specsMoon!), so hp bug is kinda pointless. solrock can't make much use of signal beam with its crappy sp atk unless it's a novelty CM set.

    ice beam hits claydol harder, cacturne and shiftry have sucky defenses so x4 hardly matters if you give it enough special atk evs (besides, they're probably going to suckerpunch you anyway), and solrock can't do much to moonMon other than rockslide/stone edge.

    and oops, looks like moonMon doesn't have twave o.O i thought it did :o hey, i kno! in that case, drop hypnosis altogether, give it a -sp def nature instead of -atk, and give it explosion lol. sashplosion comes in handy all the time.
    This isn't a Sweeper Lunatone... it's an anti-lead. Sash is dumb on Lunatone altogether.

    I suggest a technician-top might want to give it fake-out, mach punch, pursuit, and rapid spin/bulk up (either one)
    Sorry... this is a Utilitop... not a Technitop. And... no... Rapid Spin is not optional.
     
    sash on lunatone is no joke and is something you should take seriously. at the very least, solrock has the higher defensive and attack stat and can actually live to tell the story of surviving physical hits and retaliating with more prominent power in UU. lunatone really can't. it can take some nuetral hits, set up stealth rock and just end up dying. sash at least gives it the opportunity to scare off the few pokes it threats, set up those rocks and pass on some real damage to your opponents.

    seriously, lunatone is just no longer a threat with the new accuracy rate for sleep. i would've ultimately suggested to use another poke by now but moonMon is just too cool =D
     
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    Thanks for your advice, guys. I'll probably make this team on Shoddy next weekend.

    Will a mod please put a padlock on this thread? I'm posting a new one.
     
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