





Teambuilding Process
Sets in details

The Cataclysm (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic
Good ol' CB Terrakion. Get it into play, click a STAB, profit. This monster just tears apart teams, and can easily claim a kill everytime it comes in. Close Combat and Stone Edge are the obvious STABs and have excellent neutral coverage together, Earthquake nails Nidoqueen and Doublade (both are 2HKO'd), while Toxic cripples Palossand and Chesnaught, all of them being common switch-ins to Terrakion.

The Netherlord (Necrozma) @ Metronome
Ability: Prism Armor
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Signal Beam
So, Necrozma. It's a mon I never tried seriously in UU, but it turns out it's been doing its job pretty consistently as both a wallbreaker and offensive rocker. Psychic/Fire/Bug hits pretty much everything for neutral damage, and coupled with its excellent base 127 SpA it puts a lot of pressure on a ton of mons, notably the poison-types that can take a hit from terrakion, and the fighting-types that scare it out. It also sports a great bulk which, coupled with Prism Armor, lets it dodge the OHKO from non-specs Hydreigon and Scarf Krook.
Stealth Rock lets me put hazards to help Terrakion breaking stuff and generally cripple the opposing team. Photon Geyser is an extremely spammable STAB with nice Base Power that deals decent damage to a lot of common defoggers/spinners (like Blastoise-Mega, Gligar, Tentacruel,Altaria, Moltres, Togekiss, Florges and Rotom-Heat), Heat Wave chips the Steel-types that may try to tank Photon Geysers, and Signal Beam nails Dark- and Psychic-types, 2HKO'ing (or OHKO) all of them except Bronzong, Houndoom-Mega and Muk-Alola. Metronome increases Necrozma's damage output the more you spam a move, and it helps dealing with Reuniclus, Latias and Gligar (Latias and Reuniclus are forced to recover non-stop, and Photon Geyser outdamages Gligar's recovery after a few hits).
The 144 EVs in speed lets Necrozma hit the 230 Speed benchmark, outspeeding max speed adamant Scizor by 1 point. Rest goes into SpA and HP to maximize damage output and get some nice extra bulk.

The Endbringer (Altaria-Mega) @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 HP / 136 Def / 92 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
That one fluffy dude everyone either loves or hates. It was originally an offensive DD set, but King DDD's ability to shrug off status thanks to Refresh was invaluable, especially considering the amount of teams relying on Will-o-Wisp/Toxic Rotom-Heat or sturdy physical walls as a way to check Altaria-Mega, since neither can really do anything to the DD + Refresh set. Also Altaria is my only water resist in case you didn't notice, so not having to care about scald burns post-mega was just too good to pass up.
The EV spread is the ORAS King DDD spread, and it still works for me. 28 EVs in speed reaches 203 Speed, letting you outpace Manectric-Mega after two Dragon Dances. 252 HP EVs + 92 SpD EVs lets you take a +1 Ice Beam from Latias, rest goes into Def to better take hits from the likes of Infernape, Crawdaunt and Aerodactyl-Mega.
I tend to use Altaria as a defensive pivot early-/mid-game, and wait until steel-types and fairies have been severely weakened (or removed) before attempting to setup.

The Divine Blast (Rotom-Heat) @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 24 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Toxic
My bread-and-butter pivot. Rotom is just amazing at everything it does. Keeping Scizor and Mamoswine in check is priceless for this team, slowish Volt Switch is amazing to bring Terrakion in, and Defog helps this team a lot considering how often you have to switch around. I'm running 248 EVs in speed instead of 252 to always attack last against opposing Rotoms, allowing me to get the momentum back in a Rotom vs Rotom situation. Toxic went in the last slot as a way to cripple the dragons that think they can come safely on Rotom. I guess Pain Split could work in the last slot too, but I'm not a big fan of it with a pinch berry.

The Everqueen (Scizor) @ Buginium Z
Ability: Technician
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
Yeah, Roost on an offensive Zor. I'm not really a fan of it either, but I really needed Scizor to stay healthy most of the time to deal with stuff that can be pretty dangerous for the rest of the team, notably the dragons if Altaria didn't mega-evolve yet, but bulky Scizor's lack of damage kept bugging me, so I replaced it with this Scizor. 84 Speed EVs speed creeps Klefki, rest is put in Attack and HP. Buginium Z wasn't there at first, but I lacked a Z-move and it does some pretty cool stuff to help Terrakion, like killing Amoonguss and Alomomola after a SD (and some chip in Alomomola's case since the OHKO isn't guaranteed), also it reduces damage from Knock Off which is always nice.

The Iron-Eater (Krookodile) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge
Arguably the best scarfer in the tier atm, so it shouldn't be surprising that it's here. Volt Switch immunity is very nice against VoltTurn teams, and its ability to Pursuit trap and chip a lot of stuff really helps the team's match-up against stuff like Starmie, Zeraora, Manectric-Mega, Aerodactyl-Mega, Latias, Chandelure and Gengar. It also helps a lot dealing with opposing Terrakions (and physical attackers in general) thanks to Intimidate.Knock Off and Pursuit provide invaluable support to the team by chipping mons (in Pursuit's case) or removing Leftovers/Black sludge from sturdy walls or 'mons that lack reliable recovery (in Knock Off's case), and Stone Edge nails stuff like Togekiss and Moltres that think they can come in safely (Crunch is also an option, but considering my Latias match-up I don't think it was the better option over Stone Edge).
Usage Tips
- Most of the team's offensive power comes from Terrakion and Necrozma, so finding ways to switch them in safely is vital. Scizor and Rotom are here to help with that, but you may have to resort to aggressive switches a lot of the time.
- Although Altaria should be the cleaner of the team, in practice it's often hard to set it up because of the common Steel/Fairy cores (Aggron + Florges or Steelix + Florges for example)that it can't break reliably. If you can't remove the Steel-type AND weaken the fairy-type, then there's no reason to try to setup Altaria.
- All the mons in this team can take hits in a pinch, but you should let Altaria and Scizor take them most of the time, as they are the only ones with actual recovery.
- Keep Terrakion alive. Seriously, this monster can basically carry you to victory against slower teams as not a lot can tank two hits from CB Terrakion and have reliable recovery (the list comes down to Gligar, Palossand, Jellicent and Chesnaught), and even more offensive teams don't have a ton of pokemon that can revenge kill it.
- Scout for phasing moves on mons like Swampert, Hippowdon and Empoleon if you want to set Altaria up. If they don't have phasing or super-effective moves, they're setup fodder.
- The Z-move on Scizor really is meant to hit Amoonguss, so you have to make your opponent think you can't hit it before revealing the Z (yeah, that's how lures work, thanks Sherlock).
Conclusion
This team has been a lot of fun to use and I hope you'll like it. Building and playing it has been a lot of fun to me, as I never really played 'mons like Terrakion that require some decent predictions to be used. Current UU metagame is a ton of fun and I hope it stays that way in the future.
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic
Necrozma @ Metronome
Ability: Prism Armor
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Signal Beam
Altaria @ Altarianite
Ability: Natural Cure
Shiny: Yes
Happiness: 0
EVs: 252 HP / 136 Def / 92 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 24 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Toxic
Scizor @ Buginium Z
Ability: Technician
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic
Necrozma @ Metronome
Ability: Prism Armor
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Photon Geyser
- Heat Wave
- Signal Beam
Altaria @ Altarianite
Ability: Natural Cure
Shiny: Yes
Happiness: 0
EVs: 252 HP / 136 Def / 92 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Frustration
- Roost
- Refresh
Rotom-Heat @ Iapapa Berry
Ability: Levitate
EVs: 236 HP / 24 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Defog
- Toxic
Scizor @ Buginium Z
Ability: Technician
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost
Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Earthquake
- Stone Edge
Attachments
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