ORAS UU Mega Aggron Fairy/Steel/Dragon

Team Overview
aggron-mega.gif
florges.gif
salamence.gif
donphan.gif
jolteon.gif
infernape.gif

Introduction
Hello. So I have pretty much mastered the OU metagame now, pretty much knowing every current set in the metagame and reaching over 1700 on the ladder before the recent ladder reset. Anyway, so I came here in attempt to give this team its fullest potential before I binge battle in the tier. Now, back in OU I had a team built around the fairy/steel/dragon core of Mega Metagross, Hydreigon and Sylveon, which is the team that pushed me into the 1700's on the ladder. I have tried to make a similar replica of that for my first attempy at UU. Now I actually have done a few battles with this team, and it seems to have a really high success rate, even though some teams I come across are outright NU teams. Lets get into each pokemon in specific.
The Team

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Aggron-Mega @ Aggronite
Ability: Filter
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Heavy Slam
- Earthquake
- Thunder Wave
- Roar
Aggron​
Aggron is the first part of the core, being the steel type. Aggron has one of the highest base defenses in the game(look at your hp stat before talking a word, shuckle). It hits extremely hard with heavy slam, its base power often exceeding 100 throughout the entire metagame. I debated on Iron head to hit mamo but I have reliable checks to Mamoswine anyway. Now you may notice I am not running stealth rocks. I like the idea of Aggron taking a hit from physical sweepers and then crippling their sweeping capabilities with wave. I still decided to run a faze move despite not having rocks because there really aren't any other options, considering the lack of offense in thunder wave and toxic. Aggron is basically here to absorb hard hits that would otherwise hit my salamence, such as Mamoswine's ice shard. Lets talk about salamence.

salamence.gif

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Dragon Dance
- Earthquake
- Iron Tail​
Salamence can be used as a wall breaker or a late game sweeper for the team. The idea is, weaken its threats with other wall breakers on the team, and just go in with dragon dance. Salamence is the dragon type of the steel fairy dragon core. It can switch into special fairy types such as Chandelure that Florges or Aggron don't appreciate. Iron tail can deal massive damage or even ohko opposing fairy types such as florges, slurpuff or gardevoir. I opted to go with life orb over lim because I have a volt absorb pokemon and special attackers that don't care about burns, along with aromatherapy on florges.
florges.gif

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Aromatherapy
- Wish
- Protect​
Florges is the third part of the core, being the fairy type. Its poison and steel weaknesses are covered by Aggron. It really is just here for type support that Salamence and Aggron appreciates and for utility in wish passing and aromatherapy. In the case where Aggron goes down florges can also take special and physical fairy and ice type moves salamence doesn't like. It can also be used to prevent outrage sweeps from salamence and haxorus. I just have to be aware of the potential iron tail from salamence and poison jab from haxorus. Wish is excellent utility for Aggron, as I don't like rest because its an unreliable form of recovery.
donphan.gif

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Rapid Spin
- Stealth Rock
- Knock Off​
Donphan is the spinner and stealth rocker of the team. Its weaknesses being Ice, Grass and water are covered by Salamence and Aggron. I just have to be weary of scald burns if I rely on those two for switch in. This pokemon can be used for mind games as a lead, as some may attempt to counter it with a water type such as Tentacruel and Empoleon, who both run rapid spin and defog, but I can make the reliable counter with specs Jolteon. The stealth rocks also helps Aggron make use of its ability for faze with roar. Other than that, it really can be used as a safe physical defense switch in if Aggron is down or does not cover the weakness.
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Jolteon @ Choice Specs
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Signal Beam​
Remember of how I was talking about wall breakers that can weaken things that wall Salamence such as physically defensive dolphan? Well, here we have an RU tier Raikou that just has worse defenses. I already have the ground weakness covered with the Salamence immunity. Jolteon's access to signal beam allows me to hit Krookodile for super effective damage and other ground types for neutral, without having to risk going for the electric type move as they switch into the ground type. It also forms a nice volt-turn core with the final pokemon we will be talking about, choice scarf Infernape.

infernape.gif

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Close Combat
- Earthquake​
Scarf Infernape is very effective in being a scarf user because its scarf is extremely hard to predict, as there are many other sets it can run. It forms the second half of the volt-turn core with Jolteon. I decided to go with physical scarf because I don't like how overheat lowers your offense, fire blast is unreliable an flamethrower is weak. I am ok with dealing with recoil and since I have 252 attack my u-turn is stronger. I would love to go with stone edge over earthquake but I hate its unreliability. Blaze gives Infernape the ability to one hit something before going down to flare blitz recoil, which could even be a pokemon that salamence doesn't appreciate.. Scarf infer nape also gives the ability to outspend and KO scarf hydreigon, which might expect to ko ape with earth power.

Conclusion
So I hope that with this team I can prove to be a competent UU player, as I have heard of how balanced and fun of a tier it is to play in. The team seems to have all the necessary utility, speed and power to work in the tier. Please let me know If you have any suggestions with pokemon, move set, Ev spreads, or abilities below, and I hope I can learn the standard UU sets and become a strong player just like how I was with OU :). Thank you for taking the time to read this and I will definitely take the time to adjust and test out the team based on your suggestions.







 
Okay so Steel Fairy Dragon core is effective, but it does suffer from a few threats, such as Cobalion, Entei, Mamoswine and Chandelure. I'll try to fix that issue:
  • I'm iffy about Jolteon here, it is outclassed by Heliolisk in almost every ways, and it can switch into bulky Water-types which your team suffers against. So, I'd suggest running Heliolisk over Jolteon. Heliolisk also has a great coverage, with Hyper Voice and Grass Knot making it very hard to switch in especially if the opponent doesn't have a Specially Defensive Pokemon.
  • Your team can appreciate more wallbreakers since they will give an easier time for Salamence to clean. I also see a weakness to Chandelure as well as Mamoswine and thus I think the best option to deal with Chandelure is to lure it. Therefore, Air Balloon Stone Edge Cobalion over Mega Aggron is a nice option. Air Balloon lets you switch into Mamoswine safely even if it goes for Earthquake. Swords Dance makes it very dangerous while Stone Edge lures Chandelure and KOs it after a boost.
  • Looking at your team now, it suffers from facing Doublade. Scarf Infernape also does not do much now especially since Cobalion is here. Also, outspeeding Hydreigon is not a big deal since you have the best counter to it in Florges. Therefore, running a Mega Houndoom over Infernape is optimal as it can take care of the above criteria as well as give you a lot of Speed which your team appreciates. I would run Flame Charge Nasty Plot Houndoom because after a Flame Charge you can outspeed Choice Scarf Mienshao, Mega Beedrill and Aerodactyl and hit them hard with respective STAB moves.
  • Finally, running Calm Mind Synthesis Florges over Wish Protect is a good idea since it is good in general nowadays and provide to be another win-con for your team.
Cobalion @ Air Balloon
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stone Edge

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Volt Switch
- Thunderbolt
- Grass Knot

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge

Hope I helped! :toast:
 
Okay so Steel Fairy Dragon core is effective, but it does suffer from a few threats, such as Cobalion, Entei, Mamoswine and Chandelure. I'll try to fix that issue:
  • I'm iffy about Jolteon here, it is outclassed by Heliolisk in almost every ways, and it can switch into bulky Water-types which your team suffers against. So, I'd suggest running Heliolisk over Jolteon. Heliolisk also has a great coverage, with Hyper Voice and Grass Knot making it very hard to switch in especially if the opponent doesn't have a Specially Defensive Pokemon.
  • Your team can appreciate more wallbreakers since they will give an easier time for Salamence to clean. I also see a weakness to Chandelure as well as Mamoswine and thus I think the best option to deal with Chandelure is to lure it. Therefore, Air Balloon Stone Edge Cobalion over Mega Aggron is a nice option. Air Balloon lets you switch into Mamoswine safely even if it goes for Earthquake. Swords Dance makes it very dangerous while Stone Edge lures Chandelure and KOs it after a boost.
  • Looking at your team now, it suffers from facing Doublade. Scarf Infernape also does not do much now especially since Cobalion is here. Also, outspeeding Hydreigon is not a big deal since you have the best counter to it in Florges. Therefore, running a Mega Houndoom over Infernape is optimal as it can take care of the above criteria as well as give you a lot of Speed which your team appreciates. I would run Flame Charge Nasty Plot Houndoom because after a Flame Charge you can outspeed Choice Scarf Mienshao, Mega Beedrill and Aerodactyl and hit them hard with respective STAB moves.
  • Finally, running Calm Mind Synthesis Florges over Wish Protect is a good idea since it is good in general nowadays and provide to be another win-con for your team.
Cobalion @ Air Balloon
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stone Edge

Heliolisk @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Volt Switch
- Thunderbolt
- Grass Knot

Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge

Hope I helped! :toast:
Sorry I haven't been able to team test at the moment. I like the Idea of cobalion and then mega houndoom as houndoom still provides nice speed with immense power, and cobalion provides more offense as I already have physical defense in florges. I also figured out jolteon it outclassed by heliolisk in every way possible :p, will switch right now. Will get back after testing the cobalion an houndoom.
 
i really dont think donphan fits here especially considering you're using mega aggron which is a much more reliable sr setter due to defensive typing / utility and such. crippling shit with twave might be cool sure but in the long run having sr gives you role compression and having donphan on a team like this is only particularly useful because of spin (and ice shard i guess?), and even then there are much more reliable and splashable hazard cleaners as well. you can keep twave and slot sr over roar if you really want to but roar just has more applicable uses (i.e. phazing out set up sweepers like lax, preventing wish passes, etc.)

id replace donphan for lax. u seem to be pretty weak to most fire types (especially chand) and ur answers to them get worn down pretty quickly. your team is also pretty weak to nidos and being unprepared for them is really annoying for teams like yours since they can essentially pick up a kill if they can come in safely. u also get a cress / crocune / non fblast reuni (thats kind of a thing with sable in the tier, but even then lax is a pretty decent answer) in one slot, so i think you get a lot of mileage defensively speaking from this change.

while i think that dd mence is cool on balanced teams, it just doesnt fit here because you kinda need mence to defensively check some threats like cobal and nape, so i would change that to a fat set to remedy that. u also get a defogger so that makes up for the donphan change.

i think you should prob go mowtom over jolteon, because while it can actually take hits unlike jolteon, it still hits pretty hard and keeps up momentum, which is nice considering the defensive mons on the team arent so good at keeping it up, so i think its appreciated for this sort of team

hope i helped, Gl dude

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Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Curse
- Rest
- Sleep Talk
- Body Slam

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Salamence @ Leftovers
Ability: Intimidate
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Roost
- Dragon Pulse
- Flamethrower
- Dragon Tail

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Rotom-Mow @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick
 
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