I've recently learned a lot about uu, including some optimal sets and some old sets that haven't been used much, as well as the meta and how it has been defined as of post home. I decided to rework my old team from the ground up, keeping the core and throwing away everything else I didn't need or seemed less optimal. Here's what I came up with:
Pyrrah Nikos (Magnezone) @ Choice Specs
Ability: Magnet Pull
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Tera Blast
I relatively kept magenzone the same, but gave it more speed and switched out Tera flying for Tera grass since a ground resistance without a worry about rock and eletric is pretty nice. It's main use is to dish out a lot of damage to unsuspecting mons while being able to live some hits. Even super effective ones at full health. It's been really useful, especially with all the water types now in the tier.
Nora Valkyrie (Tinkaton) @ Life Orb
Ability: Mold Breaker
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Gigaton Hammer
- Tera Blast
I decided to switch up my tink set from Leftovers to life orb, mainly after hearing about it from my teacher and his encounters with it. He says offensive tink was annoying to deal with until they started becoming more defensive, in which he says they were a bit easier to deal with now. I wanted to see if i could experiment with it and see if I can make it work again. I put in Tera water because it deals with all its weaknesses and put in knock off as opposed to play rough since tink doesn't really need dairy moves to be good.
Previously, as the standard tink set, it had pretty good utility, setting up stealth rock and knocking off a lot of items. Gigaton hammer provided nice coverage and its fairy typing has been very beneficial.
Lie Ren (Gastrodon-East) (M) @ Leftovers
Ability: Storm Drain
Tera Type: Ghost
EVs: 252 HP / 12 SpA / 244 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Earth Power
- Recover
The 1st star omy team since it's so bulky and hits hard. It doesn't matter if it's slow since it can just shrug off any hit and deal super effective damage a lot of times. Recover helps it get healthy again while the rest of its moveset makes sure gastro gets good damage into everything. It's such a good mon to deal with everything that isn't a grass type. I did switch its Tera from fire to ghost since I wanted a Tera that didn't have a ground weakness. Although, maybe of I ran boots instead of Leftovers, Tera fire could work. But for now, i will keep it as ghost.
Jaunce Arc (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Spikes
- Body Press
- Spiky Shield
A pretty good wall that can deal with some of my weaknesses from an offensive side of things. Spiky shield gets some nice chip damage while leech seed keeps it healthy. Since it has a lot of healing, it can set up spikes from time to time and body press helps me deal with dark types and other fighting weak pokemkon in this meta. It's pretty good at its job
Salamence @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Dual Wingbeat
- Earthquake
The second star of the team. It's typing helps out with the entire double steel gastro core while being a very good sweeper while at it. Once it gets one dragon dance in, it could mean the entire game. Dual wingbeat deals with the bugs in the meta and earthquake makes for nice coverage. Tera steel so it doesn't get ruined by its weaknesses and HDB so it doesn't get damaged by rocks.
Little (Maushold-Four) @ Scope Lens
Ability: Technician
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- Encore
- Crunch
I still needed a hazard cleaner and maushold seemed to fit in my team pretty well. It can pressure my opponent early in the game if given the chance and has very good sweeper potential. Encore is a very good support move that saved me on a couple of occasions. It even has a lot of speed investment to make sure it can do something before being knocked out.
And that's it. Even though this team is a vast improvement on my last one, I feel like there can be a lot more improvements that can go in. For example, quag can just about wall this team if given the opportunity and sometimes,there's no way on how to deal with some set up mons. Any improvement, weather it be minor tweaks or pokemon swapping, is much appreciated. Thank you and have a nice day.
Pyrrah Nikos (Magnezone) @ Choice Specs
Ability: Magnet Pull
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Flash Cannon
- Tera Blast
I relatively kept magenzone the same, but gave it more speed and switched out Tera flying for Tera grass since a ground resistance without a worry about rock and eletric is pretty nice. It's main use is to dish out a lot of damage to unsuspecting mons while being able to live some hits. Even super effective ones at full health. It's been really useful, especially with all the water types now in the tier.
Nora Valkyrie (Tinkaton) @ Life Orb
Ability: Mold Breaker
Tera Type: Water
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Swords Dance
- Knock Off
- Gigaton Hammer
- Tera Blast
I decided to switch up my tink set from Leftovers to life orb, mainly after hearing about it from my teacher and his encounters with it. He says offensive tink was annoying to deal with until they started becoming more defensive, in which he says they were a bit easier to deal with now. I wanted to see if i could experiment with it and see if I can make it work again. I put in Tera water because it deals with all its weaknesses and put in knock off as opposed to play rough since tink doesn't really need dairy moves to be good.
Previously, as the standard tink set, it had pretty good utility, setting up stealth rock and knocking off a lot of items. Gigaton hammer provided nice coverage and its fairy typing has been very beneficial.
Lie Ren (Gastrodon-East) (M) @ Leftovers
Ability: Storm Drain
Tera Type: Ghost
EVs: 252 HP / 12 SpA / 244 SpD
Calm Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Earth Power
- Recover
The 1st star omy team since it's so bulky and hits hard. It doesn't matter if it's slow since it can just shrug off any hit and deal super effective damage a lot of times. Recover helps it get healthy again while the rest of its moveset makes sure gastro gets good damage into everything. It's such a good mon to deal with everything that isn't a grass type. I did switch its Tera from fire to ghost since I wanted a Tera that didn't have a ground weakness. Although, maybe of I ran boots instead of Leftovers, Tera fire could work. But for now, i will keep it as ghost.
Jaunce Arc (Chesnaught) (M) @ Leftovers
Ability: Bulletproof
Shiny: Yes
Tera Type: Steel
EVs: 252 HP / 196 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Spikes
- Body Press
- Spiky Shield
A pretty good wall that can deal with some of my weaknesses from an offensive side of things. Spiky shield gets some nice chip damage while leech seed keeps it healthy. Since it has a lot of healing, it can set up spikes from time to time and body press helps me deal with dark types and other fighting weak pokemkon in this meta. It's pretty good at its job
Salamence @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Steel
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Dual Wingbeat
- Earthquake
The second star of the team. It's typing helps out with the entire double steel gastro core while being a very good sweeper while at it. Once it gets one dragon dance in, it could mean the entire game. Dual wingbeat deals with the bugs in the meta and earthquake makes for nice coverage. Tera steel so it doesn't get ruined by its weaknesses and HDB so it doesn't get damaged by rocks.
Little (Maushold-Four) @ Scope Lens
Ability: Technician
Tera Type: Ghost
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Population Bomb
- Tidy Up
- Encore
- Crunch
I still needed a hazard cleaner and maushold seemed to fit in my team pretty well. It can pressure my opponent early in the game if given the chance and has very good sweeper potential. Encore is a very good support move that saved me on a couple of occasions. It even has a lot of speed investment to make sure it can do something before being knocked out.
And that's it. Even though this team is a vast improvement on my last one, I feel like there can be a lot more improvements that can go in. For example, quag can just about wall this team if given the opportunity and sometimes,there's no way on how to deal with some set up mons. Any improvement, weather it be minor tweaks or pokemon swapping, is much appreciated. Thank you and have a nice day.