Hi guys, this is my first UU team and I'm trying to make one built around Mega Houndoom because, well, why not. My aim in this team was to be centered around two lead attackers (one of them being Mega Houndoom), 3 defensive pokemon (Def / Sp Def that could be Utility as well) and 1 Pivot/Offensive pokemon. I'm looking for any suggestions that help work with Mega Houndoom. Here's what my team has to offer so far:
Mega Houndoom
Timid; 252 Sp Atk / 252 Spe / 4 Def
Item: Houndoomite
Moveset:
~ Nasty Plot
~ Fire Blast
~ Dark Pulse
~ Hidden Power Grass
The goal here is to set-up Nasty Plot and wreck people's days. I've had some good plays where it basically destroys some pokemon, while leaving nice dents in bulkier builds. Fire Blast and Dark Pulse are obvious, and Hidden Power Grass is for the Quagsire switch-in. HP Grass OHKOs Quagsire which is good for me, because for having one on my team, I know how annoying it can be. Houndoom's role is too pick off the remaining pokemon that have been weakened by the rest of my team. The high Sp. Atk and Speed are perfect for this, in my opinion.
Toxicroak (Dry Skin)
Adamant; 252 Atk / 4 HP / 252 Spd
Item: Life Orb
Moveset:
~ Drain Punch
~ Poison Jab
~ Sucker Punch
~ Swords Dance / Bulk Up
The goal here is to counter threats such as CroCune and Knock-Off Ambipom. As suggested, this pokemon is great at setting up on CroCune. Most of my original team could not counter Suicune, and with the Calm Mind/Rest Combo, it would sweep my team. Drain Punch usually OHKOs Ambipom, and I can setup Bulk Up or Swords Dance on Suicune. With this new pokemon, it allows for more weaknesses to be covered rather than what Sawsbuck or Bouffalant would be able to take.
Tornadus (Prankster)
Jolly; 252 Atk / 252 Spe / 4 HP
Moveset:
~ Acrobatics
~ Bulk-Up
~ Superpower
~ U-Turn
With Tornadus-T gone, this was my only other choice to help switch-in on Fighting Type moves. Priority Bulk-Up is something that caught my attention and was another reason why I chose it. It's purpose is to either scout or set-up. You may also notice that it's not holding any item, Flying Gem is unreleased so I had to opt for nothing in the item slot so that Acrobatics could have more power. I also had to invest heavily in Speed to justify U-turn.
Quagsire (Unaware)
Relaxed; 248 HP / 252 Def / 8 SpDef
Item: Leftovers
Moveset:
~ Recover
~ Scald
~ Earthquake
~ Toxic
The goal of Quagsire is pretty clear: Defense wall that can switch into opponents trying to set-up. Scald and Toxic may look redundant, but the goal here was to choose which ailment I want to set. I switch-in Quagsire alot, so if someone is trying to set-up physically (Honchkrow, etc) then I pray for Burn from Scald. If there is a Milotic, then I can choose Toxic.
Empoleon (Torrent)
Calm; 252 HP/ 252 SpDef / 4 SpAtk
Item: Leftovers
Moveset:
~ Defog
~ Stealth Rock
~ Scald
~ Roar
Now I know what your thinking, why the hell did I put in another pokemon that is weak to Fighting. Well, the role of this pokemon is what I found the most useful to me: set-up rocks, defog out entry hazards on my side, Roar out those trying to set-up. I didn't want to only have to rely on Quagsire to counter set-ups, so this was why I chose Empoleon. However... The Fighting type weakness still poses as a problem for me.
Mismagius (Levitate)
Bold; 252 HP / 176 Def / 80 Spe
Item: Leftovers
Moveset:
~ Will-O-Wisp
~ Pain Split
~ Shadow Ball
~ Heal Bell
The goal here was to make a Utility that could switch in on pretty much anything and Heal Bell the team. The reason for the Defense investment was so that it could take hits from both Physical and Special Moves, and if need be, Pain Split to regain health. I want to have at least one pokemon with Heal Bell/Aromatherapy because status ailments are a huge pet peeve of mine. The exception to this is if I end up changing for a pokemon that has the ability: Guts.
Previous Choices:
~ Sap Sipper Sawsbuck
~ Sap Sipper Bouffalant
Mega Houndoom
Timid; 252 Sp Atk / 252 Spe / 4 Def
Item: Houndoomite
Moveset:
~ Nasty Plot
~ Fire Blast
~ Dark Pulse
~ Hidden Power Grass
The goal here is to set-up Nasty Plot and wreck people's days. I've had some good plays where it basically destroys some pokemon, while leaving nice dents in bulkier builds. Fire Blast and Dark Pulse are obvious, and Hidden Power Grass is for the Quagsire switch-in. HP Grass OHKOs Quagsire which is good for me, because for having one on my team, I know how annoying it can be. Houndoom's role is too pick off the remaining pokemon that have been weakened by the rest of my team. The high Sp. Atk and Speed are perfect for this, in my opinion.
Toxicroak (Dry Skin)
Adamant; 252 Atk / 4 HP / 252 Spd
Item: Life Orb
Moveset:
~ Drain Punch
~ Poison Jab
~ Sucker Punch
~ Swords Dance / Bulk Up
The goal here is to counter threats such as CroCune and Knock-Off Ambipom. As suggested, this pokemon is great at setting up on CroCune. Most of my original team could not counter Suicune, and with the Calm Mind/Rest Combo, it would sweep my team. Drain Punch usually OHKOs Ambipom, and I can setup Bulk Up or Swords Dance on Suicune. With this new pokemon, it allows for more weaknesses to be covered rather than what Sawsbuck or Bouffalant would be able to take.
Tornadus (Prankster)
Jolly; 252 Atk / 252 Spe / 4 HP
Moveset:
~ Acrobatics
~ Bulk-Up
~ Superpower
~ U-Turn
With Tornadus-T gone, this was my only other choice to help switch-in on Fighting Type moves. Priority Bulk-Up is something that caught my attention and was another reason why I chose it. It's purpose is to either scout or set-up. You may also notice that it's not holding any item, Flying Gem is unreleased so I had to opt for nothing in the item slot so that Acrobatics could have more power. I also had to invest heavily in Speed to justify U-turn.
Quagsire (Unaware)
Relaxed; 248 HP / 252 Def / 8 SpDef
Item: Leftovers
Moveset:
~ Recover
~ Scald
~ Earthquake
~ Toxic
The goal of Quagsire is pretty clear: Defense wall that can switch into opponents trying to set-up. Scald and Toxic may look redundant, but the goal here was to choose which ailment I want to set. I switch-in Quagsire alot, so if someone is trying to set-up physically (Honchkrow, etc) then I pray for Burn from Scald. If there is a Milotic, then I can choose Toxic.
Empoleon (Torrent)
Calm; 252 HP/ 252 SpDef / 4 SpAtk
Item: Leftovers
Moveset:
~ Defog
~ Stealth Rock
~ Scald
~ Roar
Now I know what your thinking, why the hell did I put in another pokemon that is weak to Fighting. Well, the role of this pokemon is what I found the most useful to me: set-up rocks, defog out entry hazards on my side, Roar out those trying to set-up. I didn't want to only have to rely on Quagsire to counter set-ups, so this was why I chose Empoleon. However... The Fighting type weakness still poses as a problem for me.
Mismagius (Levitate)
Bold; 252 HP / 176 Def / 80 Spe
Item: Leftovers
Moveset:
~ Will-O-Wisp
~ Pain Split
~ Shadow Ball
~ Heal Bell
The goal here was to make a Utility that could switch in on pretty much anything and Heal Bell the team. The reason for the Defense investment was so that it could take hits from both Physical and Special Moves, and if need be, Pain Split to regain health. I want to have at least one pokemon with Heal Bell/Aromatherapy because status ailments are a huge pet peeve of mine. The exception to this is if I end up changing for a pokemon that has the ability: Guts.
Previous Choices:
~ Sap Sipper Sawsbuck
~ Sap Sipper Bouffalant
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