Hello friends. While I myself am not the strongest battler, I frequent this thread chain a lot, to try and learn the most I can from what makes certain teams, and certain combinations good. So, unlike some of you who are already recognized and renowned battlers, I'm using this more as a testing ground. Please be harsh, and make as many critiques as possible
I'll try and replicate the teambuilding process by the order in which I added the mons. This doesn't change how late I changed the set, but the actual order in which the mon itself was added to the team
I adore Mienshao. It's an amazing pivot, and a great U-turn. Regenerator is by far the better ability for a lead, and Drain Punch increases survivability, which I find more useful than High Jump Kick's power. Knock Off is also a phenomenal move, crippling more and more mons as Specs and Scarf become more used. Mienshao is a beautiful lead, and a great quick pivot. I often times find myself using this set, which has less power than the straight offensive Mienshao of such fame, in the same revenge killer role because of its great natural speed and power, supplemented by its new bulk. Life Orb is used over anything else because of the addition to power, which Regenerator then sweeps away. Focus Sash can be used, and just requires a different mindset.
This mon is a wonderful cleric. Unfortunately, I'm not the one it's clericing for. Wish passing and astounding natural bulk as well as special attack power makes this mon incredibly annoying to deal with, and leaves you always one step behind. It takes a lot of strategy to beat a well played Florges, and though not nearly as devastating as some of the other mons on the threat list, can be the reason you lost to a team you otherwise could have beaten
CroCune is as bulky as it is versatile. With astounding Defense and Calm Mind opportunity, it can often take a chunk out of the team before it goes down, ruining a strategy and allowing the opponent to end ahead. It's bulk prevents clean Revenge Kills and its recovery is too damn good.
Donphan, no matter how hard I try and deal with him, just has a way with teams I build. It's really the Ice Shard. Having a strong Earthquake, the ability to spin (though irrelevant on the team) and a priority move alongside of Sturdy makes this monster far too strong to be haphazardly dealt with. Haxorus is the only mon that can really deal with Donphan face to face.
Rain Teams can be particularly annoying. With excellent team synergy, and often a lot of type coverage between mons, it can set up quickly and devastatingly. Empoleon is always a good stop to a Rain Team, but beyond the Emperor Penguin, it takes only a little to push you back into a defensive position.
Let me know what you think!
I'll try and replicate the teambuilding process by the order in which I added the mons. This doesn't change how late I changed the set, but the actual order in which the mon itself was added to the team
Haxorus @ Choice Scarf
Ability: Mold Breaker
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Outrage
- Earthquake
- Poison Jab
- Low Kick
Strangely enough, Choice Scarf Haxorus was the first mon I made to the team. I wanted a team with a mon that worked similarly to Mega-Pinsir in OU, decent coverage, great speed and nearly unstoppable power, but didn't want the same Stealth Rock weakness that would have come with using Mence. What appealed to me most was Low Kick. The clean stop to Mega Aggron was so tantalizing, especially with my own personal problems with Mega Aggron in my previous UU team attempts. Poison Jab also looked great on paper to deal with Outrage resists like Florges, Mega Abomasnow, and Chesnaught, though I find myself not using it as much. I typically send Haxorus out near the end of a match, where it can do its janitorial duties with Earthquake or Outrage, and I don't have to worry about it. However, having the last two moves acts as a safety blanket, and can be switched with anything. 240 speed outspeeds Mega Aerodactyl, and Scarf Porygon-Z, as well as any other Base 95 Scarf user or lower, like Arcanine, Darmanitan, Sharpedo (at +1, not Scarf), Kyurem or Yanmega (same as Sharpedo) and keeps some Evs left for HP. It's deceptively fast, and with the Band set so prevalent, it's easily mistaken for such, acting as a wonderful end game sweeper. Ability: Mold Breaker
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Outrage
- Earthquake
- Poison Jab
- Low Kick
Mienshao @ Life Orb
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Drain Punch
- Knock Off
- U-turn
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Drain Punch
- Knock Off
- U-turn
I adore Mienshao. It's an amazing pivot, and a great U-turn. Regenerator is by far the better ability for a lead, and Drain Punch increases survivability, which I find more useful than High Jump Kick's power. Knock Off is also a phenomenal move, crippling more and more mons as Specs and Scarf become more used. Mienshao is a beautiful lead, and a great quick pivot. I often times find myself using this set, which has less power than the straight offensive Mienshao of such fame, in the same revenge killer role because of its great natural speed and power, supplemented by its new bulk. Life Orb is used over anything else because of the addition to power, which Regenerator then sweeps away. Focus Sash can be used, and just requires a different mindset.
Empoleon @ Assault Vest
Ability: Torrent
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Scald
- Flash Cannon
- Ice Beam
- Grass Knot
At first, Empoleon was the standard Specially Defensive, with Defog and Stealth Rock, ect. But as the team evolved, Crobat was added, and the Defog need was already covered. What I needed was to deal with Donphan and Hippowdon better. Mega Ampharos, and Empoleon that couldn't hit hard left this team very very weak to the two Rocky Hippos. At first I considered the Specs set, but I found I missed the special bulk, so I did what any compromiser would do and I added Assault Vest to the Specs set. Not very creative, but SO worth it. Empoleon is actually bulkier now than with straight Calm/Full SpDef investment, only losing the ability to defog, which is graciously given to Crobat, who arguably does the job better. The moves themselves make sense, Scald being the default option with the happy added chance to burn, while Flash Cannon covers fairies and adds additional STAB. Ice Beam threatens flying types like Yanmega and Hydreigon, who now do pitifully little damage to Empoleon, (Choice Specs Modest Dark Pulse does a Max of 43.9%, while Specs Bug Buzz with Tinted Lens only does marginally more at Max 46.9%). The only adjustment that could be made is to defense. Close Combat from Arcanine, Earthquake from Donphan (which 8 Speed outspeeds at the typical 84 Speed Donphan), and Specially Defensive Hippowdon are all still problematic. Adjustments can be made depending on how often you face those monsters, and your own typical playstyle. Ability: Torrent
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Scald
- Flash Cannon
- Ice Beam
- Grass Knot
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Shadow Ball
- Focus Blast
- Dazzling Gleam
Alakazam functions mostly to stop certain mons from sweeping-- Most notably the Nidos, Heracross, Mienshao, or Mega Beedrill, as well as halting Tentacruel, Chestnaught or Roserade from doing their jobs correctly. The set is designed to have perfect coverage, hitting any mon, though Focus Blast is always a disappointment. Focus Sash was chosen over Life Orb because of Alakazam's role-- not as a sweeper, but as a "support sweeper." Alakazam needs to be able to take a hit, and its frailty prevented it from performing correctly. With Focus Sash, it guarantees a hit (with the exception of Cloyster and Heracross), which allows it to have Modest and hit with as much unboosted power as possible. Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Psychic
- Shadow Ball
- Focus Blast
- Dazzling Gleam
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Drain Punch
- Play Rough
- Facade
Slurpuff completes the Dragon/Steel/Fairy core nicely, and adds another offensive and set-up presence to the team. Despite being in RU, Slurpuff still threatens a majority of the tier, and shouldn't be taken lightly. While it retains its RU set, there are differences. Adamant nature is chosen over Jolly to maximize damage, which allows it to absorb more HP with Drain Punch. Facade is also chosen to deal with the many mons who will rightfully try and Paralyze or Burn it in an attempt to cripple either Unburden or Belly Drum respectively. After setting up, only incredibly bulky mons like Mega Aggron, Forretress and a set-up Snorlax can take a hit and OHKO back. These mons need to be taken care of previously before a set-up is attempted in most cases. However, against certain leads, Slurpuff can set up and cause a major threat, forcing the opponent to take damage in some of his/her most powerful mons in an attempt to stop a clean sweep. Galvantula (not Focus Sash), Azelf, and Mienshao are common ones. Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Drain Punch
- Play Rough
- Facade
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 72 Def / 184 Spe
Jolly Nature
- Brave Bird
- Defog
- Roost
- U-turn
Initially, this spot was for Mega Ampharos, as it completed the VoltTurn core with Mienshao, but I found the Donphan/Hippowdon problem arising again. The addition of Crobat, who also serves as a really strong Fighting resist as well, allowed for Volt-turn completion, another Defog user, and extremely quick speed for a second lead, making Mienshao not always the first one up. Infiltrator also helps a lot against Mence Set-up, as often times Sub is chosen to allow for a safe Dragon Dance, especially against teams with Fairy on them. Crobat is EV'd to outspeed Mega Pidgeot while still retaining enough bulk to check threats such as Mega Beedrill and Heracross, who otherwise can wreak some havoc. The movelist is obvious, so it needs no explanation. Ability: Infiltrator
EVs: 248 HP / 72 Def / 184 Spe
Jolly Nature
- Brave Bird
- Defog
- Roost
- U-turn
THREAT LIST
There are no perfect teams, so I still do find problems with certain Pokes. These mons can still be defeated with proper strategy, but make the team incredibly difficult to win with.




Let me know what you think!
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