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- Seen Apr 27, 2010
UU Sandstorm RMT
Intro
This is a team in need of a good bit of help. It's certainly not just something I threw together, it's pretty lacking in synergy. While actually fairly solid against most teams, it still falls easily to a few common threats. Sceptile, Moltres, and offensive Venusaur, for example, all pose a problem. Almost nothing can put Cradily out after a few curses, but once it's gone, I've got a team without a purpose. I'm also having trouble dealing with other weather-inducers.
UR MAHM LOL
Hippopotas @ Focus Sash
Ability: Sand Stream
EVs: 252 HP/164 Atk/92 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Yawn
- Toxic
- Protect
This guy is only on the team because he's the only poke in UU/NU with Sand Stream. Most games I put up Stealth Rock while the opponent attacks, then use the focus sash to escape and stay in reserve in case of weather moves. Yawn PHazes, Toxic hurts things without recovery, and Protect scouts Choice items.
GG
Cradily@ Leftovers
Ability: Suction Cups
EVs: 252 HP/252 Def/4 SDef
Careful nature (+SDef, -SAtk)
- Rest
- Sleep Talk
- Curse
- Seed Bomb
I named this guy GG because he's without a doubt the pillar of my team. If it can survive setup (and it likely can), then it's GG for my opponent. Its death, however, often mean GG for me. With a sandstorm going, nothing to my knowledge can OHKO without setup, and even Ice Beams fail to do much damage. Additionally, this set laughs off status and can't be PHazed. It can switch in to almost anything and just start Cursing away. Very few things in UU can serve as reliable counters. Among them are Fire Types with Sunny Day and Trick users.
Henry Claydol
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Toxic
- Earth Power
- Shadow Ball
Claydol plays a utility role here. Blocking earthquakes and the like, it can spin away entry hazards and badly poison opposing walls. Earth Power is for STAB, and Shadow Ball hits ghosts looking to block Rapid Spin.
Monty
Steelix @ Iron Ball
Ability: Rock Head
EVs: 252 HP/6 Atk/252 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Gyro Ball
- Stealth Rock
- Roar
Steelix is another utility wall. With Iron Ball, Gyro Ball hits 150 BP against opponents with at least 174 speed. Earthquake serves as a secondary STAB and hits for decent damage against pokes that wall Gyro Ball. Stealth Rock lets me keep a hazard up after Hippopotas is out of commission, and Roar serves to PHaze and damage SR-Weak pokes.
Sweet Revenge
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Sucker Punch
- Stone Edge
- Aerial Ace
Like the name suggests, this is a revenge killer. It ties with +Speed Base 105's like Scyther and beats pretty much everything else. +Speed Sceptiles and Alakazams, as well as healthy walls and priority users, laugh at this setup.
Face Smash
Rampardos @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Head Smash
- Earthquake
- Zen Headbutt
- Fire Punch
Everyone loves a little surprise. A Scarfed Head Smasher can tear down walls, and Rampardos takes this to the extreme. With neutral Speed and a Scarf, Rampardos outspeeds neutral Base 105's and +Speed Base 95's. The only things it misses out on with neutral instead of +Speed are +Speed Typhlosions, Charizards, and Miltanks, and neutral Raikou and Dugtrio. On the other hand, though, +Atk nature lets Head Smash hit for 45.9% - 54.3% on the bulkiest possible Cresselia, while the sandstorm negates Leftovers. Less bulky pokes take massive damage, and a SE hit guarantees an OHKO. Its other moves provide good coverage without recoil damage, and Weezings fear its Mold Breaker Earthquake.
Edit: Seems I submitted the thread with a crappy title. Woops.
Intro
This is a team in need of a good bit of help. It's certainly not just something I threw together, it's pretty lacking in synergy. While actually fairly solid against most teams, it still falls easily to a few common threats. Sceptile, Moltres, and offensive Venusaur, for example, all pose a problem. Almost nothing can put Cradily out after a few curses, but once it's gone, I've got a team without a purpose. I'm also having trouble dealing with other weather-inducers.
UR MAHM LOL
Hippopotas @ Focus Sash
Ability: Sand Stream
EVs: 252 HP/164 Atk/92 Def
Relaxed nature (+Def, -Spd)
- Stealth Rock
- Yawn
- Toxic
- Protect
This guy is only on the team because he's the only poke in UU/NU with Sand Stream. Most games I put up Stealth Rock while the opponent attacks, then use the focus sash to escape and stay in reserve in case of weather moves. Yawn PHazes, Toxic hurts things without recovery, and Protect scouts Choice items.
GG
Cradily@ Leftovers
Ability: Suction Cups
EVs: 252 HP/252 Def/4 SDef
Careful nature (+SDef, -SAtk)
- Rest
- Sleep Talk
- Curse
- Seed Bomb
I named this guy GG because he's without a doubt the pillar of my team. If it can survive setup (and it likely can), then it's GG for my opponent. Its death, however, often mean GG for me. With a sandstorm going, nothing to my knowledge can OHKO without setup, and even Ice Beams fail to do much damage. Additionally, this set laughs off status and can't be PHazed. It can switch in to almost anything and just start Cursing away. Very few things in UU can serve as reliable counters. Among them are Fire Types with Sunny Day and Trick users.
Henry Claydol
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Toxic
- Earth Power
- Shadow Ball
Claydol plays a utility role here. Blocking earthquakes and the like, it can spin away entry hazards and badly poison opposing walls. Earth Power is for STAB, and Shadow Ball hits ghosts looking to block Rapid Spin.
Monty
Steelix @ Iron Ball
Ability: Rock Head
EVs: 252 HP/6 Atk/252 SDef
Sassy nature (+SDef, -Spd)
- Earthquake
- Gyro Ball
- Stealth Rock
- Roar
Steelix is another utility wall. With Iron Ball, Gyro Ball hits 150 BP against opponents with at least 174 speed. Earthquake serves as a secondary STAB and hits for decent damage against pokes that wall Gyro Ball. Stealth Rock lets me keep a hazard up after Hippopotas is out of commission, and Roar serves to PHaze and damage SR-Weak pokes.
Sweet Revenge
Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Earthquake
- Sucker Punch
- Stone Edge
- Aerial Ace
Like the name suggests, this is a revenge killer. It ties with +Speed Base 105's like Scyther and beats pretty much everything else. +Speed Sceptiles and Alakazams, as well as healthy walls and priority users, laugh at this setup.
Face Smash
Rampardos @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Head Smash
- Earthquake
- Zen Headbutt
- Fire Punch
Everyone loves a little surprise. A Scarfed Head Smasher can tear down walls, and Rampardos takes this to the extreme. With neutral Speed and a Scarf, Rampardos outspeeds neutral Base 105's and +Speed Base 95's. The only things it misses out on with neutral instead of +Speed are +Speed Typhlosions, Charizards, and Miltanks, and neutral Raikou and Dugtrio. On the other hand, though, +Atk nature lets Head Smash hit for 45.9% - 54.3% on the bulkiest possible Cresselia, while the sandstorm negates Leftovers. Less bulky pokes take massive damage, and a SE hit guarantees an OHKO. Its other moves provide good coverage without recoil damage, and Weezings fear its Mold Breaker Earthquake.
Edit: Seems I submitted the thread with a crappy title. Woops.
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