Intimidating fortress

After making a variety of UU teams I have come to the conclusion that the UU metagame is very physically focused, don't get me wrong there are a lot of special attackers roaming around, -I'm looking at you Hydreigon- but they are somewhat easier to deal with as opposed to the banded adaptability crawdaunts, that seem to be everywhere.


The team


uu-team-2-jpg.9125


Based on how physically orientated UU metagame is, I have decided to make a team based around the ability intimidate. So far my team has been largely successful however bulky water types are a pain to deal with, so any suggestions on how to improve my team will be greatly appreciated




250px-553Krookodile.png


Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Stealth Rock
- Earthquake
- Dragon Tail

I'm actually so surprised about how bulky this thing is, with max hp and def EVs it can survive a sheer forced life orbed flare blitz from Darmatian and proceed to ohko with earthquake. stealth rock is for the chip damage and knock off removes items, which can sometimes completely neuter an opponents Pokemon.

I'm considering switching dragon tail for either toxic or roar, toxic will really help against bulky waters that switch in against Krookodile and I kinda prefer roar as it can hit through subs and has perfect accuracy



Pok%C3%A9mon_Blastoise_art.png

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin

Blastoise happens to be my favourite Pokemon so you can imagine my disappointment when I use it competitively, Don't get me wrong when it mega evolves it does its job but nothing more. I chose Hydro pump because I prefer the extra power it provides, aura sphere and dark pulse together provide near perfect coverage and rapid spin gets rid off hazards.

I was considering switching Blastoise out for mega Manetric as the extra speed and reliable way to beat bulky waters is extremely appealing but mega Manetric is extremely frail and even with intimidate its not like it can take a particularly powerful hit.

250px-237Hitmontop.png

Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Close Combat
- Sucker Punch
- Earthquake
- Mach Punch

Hitmontop is the teams dark horse, while it is easy to dismiss as a threat, with its EVs it is extremely sturdy. Even without any attack evs close combat can do some moderate damage especially to frailer threats that, tend to switch out due to intimidate I can then proceed to sucker punch the next Pokemon sent in and then hopefully finish it off with mach punch. Earthquake is just for coverage really.

I guess if swap Blastoise for Manectric I can change Hitmontop's set to its technician one and do more damage, what does everyone think?
250px-671Florges.png


Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect

Florges the cleric and special wall of the team, the support it provides cannot be understated. I like to save Arcanine and krookadile for stronger opponents so usually the combination of Florges and Hitmontop is enough to wear the opponents team down. Wish is for recovery since krookadile, Hitmontop and Blastoise lack any recovery options, aromatherapy heals status as the team overall is unacceptable to status. Protect is to guarantee wish and scout for choice items, finally moonblast is for stab and so I'm not complete taunt bait

arcanine.jpg


Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Will-O-Wisp
- Flare Blitz
- ExtremeSpeed
- Morning Sun

Like Krookodile, Arcanine's bulk is usually paramount to my teams success with will-O-wisp and morning sun most physical attackers not named Crawdaunt can be suppressed. Like Hitmontop, Arcanine's flare blitz can still do decent damage and the fact that it causes a lot of switches does nothing but help. Extremespeed is for priority beating koing weakened foes

latias4.gif


Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Roost

Last but not least is Latias the teams cleaner. As you have probably gathered by now my team focuses on wearing down the opponent, stealth rocks and high base powered hits on the switch. Latias is a Pokemon that due to it's natural special bulk can be brought in relatively easily and proceed to either apply pressure mid game or otherwise work in tandem with its team mates to clean up the opposing team.

Draco meteor is a high powered stab, psyshock helps break through special walls with low physical bulk and surf is or hitting steels neutrally, finally roost heals off the damage.


As I mentioned at the very beginning this team has a lot of trouble against bulky waters so any ideas and suggestions will be appreciated
 

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I don't get what Hitmontop does in your team. It's very bulky, but it has no Attack EVs and its main form of attack lowers its defenses, so what's the point?

I suggest you to put only 248 EVs in your Arcanine's HP, this way your HP isn't divisible by 4 and you can switch in Stealth Rock five times instead of four.

How do you deal with Mega Gardevoir and other Fairies? Your team is very weak to Fairy (Krookodile, Hitmontop, Latias), nothing hits Fairies super effectively and nothing resists Fairy attacks except for Arcanine which is a physical wall (granted, it works most of the time because Gardevoir usually carry Psyshock instead of Psychic, but still).

If your goal is to wear down your opponent's team, how do you deal with set up Pokémon? Calm Mind Suicune looks like it could sweep your entire team, since your only phazer is weak to Water and nothing hits hard enough to stop it.
And what about other bulky/stall teams? What if the other team has a cleric (for example Vaporeon, which you can't touch)? How do you wear them down?
Your team also looks kind of easy to wear down with Toxic itself. Yeah, you have a cleric, but Aromatherapy has only 8 PP, eventually you're going to lose the stall war.
 
Based on what Loudo said, Scizor seems like a good idea if you want to cover your fairy and ice weaknesses. As it is designed to be a tank, you can put Roost on it to extend its longevity in battle.
Also, Hitmontop should have some investment in its attack because it doesn't seem like its going to hit hard enough considering your movepool.
 
Based on what Loudo said, Scizor seems like a good idea if you want to cover your fairy and ice weaknesses. As it is designed to be a tank, you can put Roost on it to extend its longevity in battle.
Also, Hitmontop should have some investment in its attack because it doesn't seem like its going to hit hard enough considering your movepool.
Scizor is OU. And yes, Hitmontop shold have attack investement as well as Rapid Spin.
 
Wow, completely missed the ginormous "UU" that was highlighted.
In that case, I recommend Escavalier, at it is very bulky overall and hits extremely hard with its STAB. It makes a really good partner for Latias as well.
 
Use Rapid Spin>EQ on Hitmontop. I would recommend Mega-Manectric>Blastoise to abuse Volt Switch Intimidate. Now if only Land-T would fall...
 
Based on the feedback I have recieved I have adapted my team as follows:
I'm not going to write about team members that have not changed

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Stealth Rock
- Earthquake
- Roar

Manectric @ Manectite
Ability: Lightningrod
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Volt Switch
- Thunderbolt
- Overheat
- Hidden Power [Ice]

As a lot of people pointed out my team had a big problem with bulky waters, Manectric solves that problem as it applies tremendous pressure to the appointments team. Volt switch is to maintain momentum and thunderbolt is for a powerful stab, overheat hits most Pokemon that don't resist it hard and hidden power ice is for coverage.

The only problem I find with Manetric is that its damage output is somewhat underwhelming and even with intimidate it is still quite frail, never the less it's ability to quickly build up momentum is second to none

Escavalier (M) @ Assault Vest
Ability: Overcoat
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Drill Run
- Iron Head
- Megahorn

Thank you myusernamesucks for suggesting Escaliver this thing glues extremely well with its team mates. it has great synergy with Florges and Latias, benefits really well from the switches Arcanine and krookadile cause and its bulk allows it to easily switch into and opponent after Manetric has volt switched out. Knock off is just a great move, which can completely mess up an opponents Pokemon, drill run is just simply for coverage, iron head is stab and helps against fairies specificity mega Gardevior and megahorn just hits ridiculously hard

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect

Arcanine @ Leftovers
Ability: Intimidate
EVs: 244 HP / 252 Def / 12 Atk
Impish Nature
- Will-O-Wisp
- Flare Blitz
- ExtremeSpeed
- Morning Sun

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Draco Meteor
- Psyshock
- Surf
- Defog

Please if anyone has any more suggestion for improvements please just comment :)
 
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