ORAS UU Desecrate Through Reverence (Drifblim God Squad) (Peaked #2 on 1/23/2016 and 3/26/2016)

qwertype.regular.png



created by: FFXIII-Lightning
images

Hey everyone, this is my first RMT and will probably be my only one. I've been using some variation of this team since the Baton Pass clause only allowing one BP user was first introduced. If you've been a regular player in UU you've probably played against me using this team. After well over 1000 battles with this team, I think I'm finally qualified to teach the community about it. :P This team has pissed off a few players (looking at you GULLY and toiletpkay) but while some people might not understand why I've used it for so long, it really is entertaining and provides a constant challenge when people often know what's coming. When I first made the team, I wanted to find some way of BPing a variety of stats like I did with my BP chain prior to the BP clause being introduced. Overall, this team is all about CREATING OPPORTUNITY to set up and sweep, both through BP and Slurpuff. My main goal of submitting this to RMT is to have people much smarter and more experienced than me give me some tips on how to improve it. Also, add Drifblim to the viability ranks please!

426.gif
488.gif
245.gif
068.gif
646.gif
685.gif




The Team
426.png

Drifblim (M) @ Weakness Policy
Ability: Unburden
EVs: 252 HP / 96 Def / 160 Spe
Jolly Nature
- Stockpile
- Baton Pass
- Acrobatics
- Substitute
The first member and most important to the squad is this hidden beast right here. With a HUGE starting HP stat he makes giant subs and can really take a hit. I decided on the defensive EV boost so that it matches up about even with its special defense and wont be at a major disadvantage one way or the other. That being said it can be really vulnerable before getting a Stockpile up or if I don't have screens up. That's why the decent amount of speed is critical. The Weakness Policy/Unburden combo is crucial to getting off BP against faster opponents like Hydregion. My favorite use is against Forry, using him as a spin blocker and then getting his WP activated by Volt Switch, which does minimal damage. The Sub is for mons that will try to status or if he builds enough defenses to take less than 25% damage on the next turn. Acro is by far the least used move in this set, but it can be useful in certain situations. It hits hard after the WP boost, but it's not great in every position. Overall, it's generally a good idea to wait for a free switch situation to get Drif in. This god has the ability to pass 2.5x Def and 2.5x SpDef, as well as 2x Atk and 2x SpA if the WP gets activated. Cune and Kyurem with those stats are rarely stopped.

488.png

dont taunt me bro (Cresselia) @ Light Clay
Ability: Levitate
EVs: 252 HP / 44 Def / 212 Spe
Bold Nature
- Light Screen
- Reflect
- Thunder Wave
- Magic Coat (EDIT: or Psychic as suggested by Arifeen)
The second member of the team is Cresselia. The bulkiest mon in UU is a great screen setter and one of my two main lead choices along with Machamp. Magic Coat is really fun to use and great for bouncing back rocks and status moves that are often used when Cress is in. T-Wave is great for speed control and really helps out what is a slow team overall. The screens are absolutely crucial to letting Drif, Cune, or Puff set up. This is probably the fastest Cress set you will see, and at 259 speed she really catches people off guard. I chose the speed over defenses and Magic Coat over Moonlight due to the importance on this team of getting free switches. Often times killing Cress after she sets up screens is the worst move an opponent can make. Magic Coat and Thunder Wave can bring in Rapid Spinners and Aromatherapy/Heal Bell users which create more chances to get Drif and Puff in to set up. (EDIT: Arifeen has suggested using Psychic instead of Magic Coat to break Cobalion Subs or do solid dmg to Infernape and Lucario which helps counter some of the major threats. The trade off is having no way of preventing hazards or getting hazards on the other side and creating less set up chances)

245.png

Requires assembly (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 44 SpA / 36 SpD / 8 Spe
Bold Nature
- Calm Mind
- Scald
- Rest
- Ice Beam
Already a beast without BP boosts, Cune is one of the most popular mons in UU for a reason. I've made some slight variations to the generic set, replacing Sleep Talk with Ice Beam and giving it some SpDef to make it more versatile. With the Spdef invest it often prevents the usual counters like Heliolisk and Roserade from taking it out if they dont get in with its SpDef multiplier low enough. Ice Beam is 100% necessary on this team as there are a lot of Heliolisks and Toxicroaks in UU that would prevent sweeps. It's also great for surprising Grass types and Dragons, especially Mence.

068.png

Machamp (M) @ Lum Berry
Ability: No Guard
EVs: 216 HP / 224 Atk / 68 Def
Adamant Nature
- Dynamic Punch
- Payback (Arifeen has suggested using Knock Off, which is almost surely smarter.)
- Stone Edge
- Bullet Punch
Machamp was a natural fit on this team due to his ability to hit hard with physical attacks as well as administer Confusion hax to give Puff and Drif better chances to set up. The defenses allow him to take a hit from a lot of Crobats as well as well as Aerial Ace from Mega Aeros that are not Adamant. Payback is a very unusual move at this point in the meta, but combined with the Lum Berry he can catch some Will O Wisp Ghost Types off guard, as well as being a great counter-lead to mons such as Azelf and Froslass. The first thing people often try to do is WoW Champ, and I've found Lum to be very useful. Bullet Punch is good for the 2 aforementioned leads, as well as Mamoswine and Galvantula. (EDIT: Arifeen has pointed out using Knock Off instead of Payback helps with the threat of Doublade.)

646.png

Kyurem @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 140 HP / 236 SpA / 132 SpD
Modest Nature
- Earth Power
- Ice Beam
- Dragon Pulse
- Roost
Kyurem is one of the most underrated mons in UU in my opinion, although usually the Choice Specs set is used. This set allows to stall out most Special Attackers that don't have a super effective attack and is often used to take attacks and heal them off. It often forces switch outs to mons like Blissey and Florges, which when predicted correctly, can be used to get Drif or Puff a good chance to set up. Earth Power often can be used against Steel types that are common switch ins like Empoleon. Overall I found Physical Defensive investment to be mostly pointless as fighting types could often one-shot it anyway. It's not the greatest offensive or defensive presence, but it is a nice balanced mon that can be useful on this team. Predicts are key both with the use of Earth Power as well as knowing when to switch out.

685.png

ban this garbage (Slurpuff) @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 44 SpD / 208 Spe
Adamant Nature
- Drain Punch
- Play Rough
- Return
- Belly Drum
Ah, the fabled cupcake beast. Once again I've made some changes to the typical set, going with some SpDef over Speed. The Adamant nature allows for it to one shot a lot of mons like Arcanine and Chandelure that would usually be able to take a hit. It also lets it use Drain Punch in more situations and keep its health up, protecting it from being ended by priority or Choice Scarfers. The SpDef allows for it to set up on some extra Special Attackers like Florges. Since I added it to the team I've found myself winning just as many games via the OP cupcake as I have through Drif's BP. One aggressive predict can often times result in winning the battle even when the loss looked all but guaranteed.

Replays: VS the god himself PIF http://replay.pokemonshowdown.com/uu-353949917
http://replay.pokemonshowdown.com/uu-342572369
http://replay.pokemonshowdown.com/uu-288085937
http://replay.pokemonshowdown.com/uu-288082272
http://replay.pokemonshowdown.com/uu-288091304
http://replay.pokemonshowdown.com/uu-288093931

Threat List
638.gif
214.gif
448.gif
680.gif
245.gif
547.gif
230.gif
292.gif

Coballion, Heracross, and Lucario are all threats due to their ability to perform one Sword Dance and do some serious damage or sweep if Cress has fainted or is damaged. Doublade wont sweep the team, but it can do some serious damage to Cune or Kyurem when they come in to stop it. It's also one of the few popular mons that stop Slurpuff in its tracks. Suicune is a threat when it's the Roar set. Nothing can really damage it severely without setting up. Most can also take a shot from Adamant Puff if at full health. Whimsicott is the biggest threat due to prankster Encore countering Puff, Cune, and Drifblim. The Leech Seed set is also a very big threat. The only way to beat it is predicts or if the opponent uses it a bit recklessly. Next, if Kingdra gets a Focus Energy off, the only way to stop it is a T-wave from Cress. Finally, Shedinja absolutely destroys this team. Machamp and Drifblim are the only ones who can hit it, luckily, DMT is about the only one who uses Sheddy in UU.

Welp, that's all I've got, I'd really like to hear possible improvements so leave some comments!

UU Viability Ranks (Drifblim) (M) @ Weakness Policy
Ability: Unburden
EVs: 252 HP / 24 Atk / 72 Def / 160 Spe
Jolly Nature
- Stockpile
- Baton Pass
- Substitute
- Acrobatics

dont taunt me bro (Cresselia) @ Light Clay
Ability: Levitate
EVs: 252 HP / 32 Def / 224 Spe
Timid Nature
- Light Screen
- Reflect
- Thunder Wave
- Magic Coat

Requires assembly (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 56 SpA / 24 SpD / 8 Spe
Bold Nature
- Calm Mind
- Scald
- Rest
- Ice Beam

Machamp (M) @ Lum Berry
Ability: No Guard
EVs: 204 HP / 236 Atk / 68 Def
Adamant Nature
- Dynamic Punch
- Knock Off
- Stone Edge
- Bullet Punch

Kyurem @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 132 HP / 252 SpA / 108 SpD / 16 Spe
Modest Nature
- Earth Power
- Ice Beam
- Dragon Pulse
- Roost

ban this garbage (Slurpuff) @ Sitrus Berry
Ability: Unburden
EVs: 20 HP / 252 Atk / 4 SpD / 232 Spe
Adamant Nature
- Drain Punch
- Play Rough
- Return
- Belly Drum


PS: Shoutout to Merlouvynis for being my only frand on PS ;_;
 
Last edited:
Hey mang cool team. I know you won't change the initial strat, so I'll just rate to help out your strategy.

  • Machamp should be Knock Off over Payback, because Knock Off is a very good move and removes annoying items and so the 5 BP Power Drop isn't really worth it. Also this allows you to actually hit Doublade.
  • I'd run Psychic over Magic Coat on Cresselia because it breaks Cobalion's Substitute, and does solid damage to Lucario.
  • I'd also run Jolly over Adamant on Slurpuff because that lets you outspeed Scarf Mienshao.

Other than that, cool team! Good luck!
 
hey Arifeen, thanks for the feedback. I actually havent had too much of a problem getting outsped with Puff. Yes scarf mienshao and scarf hydregion outspeed it, but often times my health is high enough to take a hit, and hydregion almost never comes in first because people dont know they outspeed with it. Also, the Psychic tip is probably a smart one, but I'm very attached to Magic Coat. Anybody else reading this, I fully promote taking his advice and using Psychic. I will definitely change Payback to Knock Off and try that out for awhile! Will update the original post with these changes!
 
Back
Top