XY UU ORAS UU Team (featuring Mega-Beedrill)

Hey there peoples. Welcome to my ORAS UU RMT.

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Let's go to the team straight away: (Suggested changes in bold)

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Entei @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Iron Head
- Extreme Speed
- Stone Edge

Suggestions by Bouffalant.

Entei is my homie. No really, Entei is amazing. It has great Attack and good Speed, and it also got access to Sacred Fire, yet I use Flare Blitz over it. The reason for that is that I use Flare Blitz over it is the superior power while still having a little chance to inflict burn. Iron Head is only there for hitting Rock-types in case they want to come in into Entei, which would be understandable, but it hits Diancie, most importantly. Extreme Speed provides good power, as well as +2 priority, which is good for finishing off weakened mons. Stone Edge is for Fire types that resist Entei's STAB, though most importantly for Chandelure which is immune.

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Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Scald
- Fire Blast
- Ice Beam
- Psyshock

With Slowbro banned, Slowking has gained more use in the UU metagame. Slowking has a great Special Defense backed up by Assault Vest, as well as wide coverage. Scald hits a fair amount of different typings, has good base power and can cripple physical attackers by inflicting a burn against them. Fire Blast hits Grass-types better than Ice Beam and also hits bulky Steel-types such as Mega-Aggron better than Scald. Ice Beam has excellent coverage; it beats up Dragons such as Flygon and Haxorus, but hits Flying-types as well. Last, but not least, Psyshock is a good STAB as well that allows it to break through specially defensive Pokemon that do not resist the move, as Psyshock targets physical Defense.

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Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Knock Off

Suggestion by Bouffalant.

Beedrill is the mega on this team. It has great Attack and Speed after it Mega-Evolves and access to an amazing ability in Adaptability., that allows it to beat up a fair amount of mons. It runs Protect just to ensure that it Mega-Evolves safely, as its physical bulk is way underaverage, meaning it gets KOed by almost any powerful attack. U-turn is a good STAB, having great base power as it's being doubled by Adaptability, as well as it keeps up momentum for this team. Poison Jab is another reliable STAB that beats up Fairy-types who resist U-turn. Drill Run is for hitting Steel-types that resist U-turn and are immune to Poison Jab, most notably Jirachi and Empoleon. The EV maximize its Attack along with an Adamant Nature, as well as the EVs maximize Speed.


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Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Rapid Spin

Quite a lot of people complain about how 'bad' or how 'shitty' Donphan is. What I think, is that Donphan still is quite a good Pokemon. It has good physical stats, that allows it to fire off a fairly potent attack, but the main job of this Donphan is to set up Stealth Rock early-game. Ice Shard is a priority attack, it is useful for things such as Flygon and Aerodactyl, but I mainly use it when I've been brought down to a single HP and use it to break Sturdy / a possible Sash. Earthquake is a good STAB that still hits quite hard and has good coverage. Rapid Spin is just awesome and another reason to use Donphan - It can spin away any hazards AND set up Stealth Rock, as one of the few Pokemon. EVs maximize physical bulk and still allows hit to hit off quite hard.

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Hydreigon @ Life Orb
Ability: Levitate
EVs: 114 Atk / 142 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Iron Tail

Hydreigon is terribly powerful in the metagame. It fires off a very powerful Draco Meteor that hits almost anything really hard along with great base Special Attack. Dark Pulse is also a good STAB choice that hits a fair amount of typings. Superpower allows it to break through mons such as Blissey but also through Dark-types that take low damage from Dark Pulse and through Steel-types that resist Draco Meteor. Iron Tail hits Diancie and Florges very well and OHKOes them on the switch in, even without Stealth Rock. The EVs may seem weird, but 114 Attack is exchanged for some Special Attack EVs and ensures you OHKO Offensive Krookodile after Stealth Rock, as well as it beats Lucario, as well as it allows Hydreigon to OHKO Florges. But, even though the Special Attack investment is a bit lower as it's put into Attack, Hydreigon doesn't miss out on any important kills. Max Speed is standard - it helps to outspeed neutral base 100s, such as max Speed Naughty Salamence.

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Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Moonblast
- Energy Ball

Jirachi is a bulky, powerful Special Attacker in my team. It can boost up with Calm Mind fairly easy thanks to a good typing as well as good Defense, both physically and specially. Psyshock is a good STAB, that allows it to break through special walls, just as Slowking. Moonblast is another good Attack that mainly hits the threatening Hydreigon, from whom the non-Scarf variants are outsped because of the max EV investment in Speed and the Timid Nature. Energy Ball helps to hit Milotic and Suicune well, leaving a 2HKO when at +1.

This was my team! Please comment on the thread to tell me what I can improve on this team!

Entei @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Iron Head
- Extreme Speed
- Stone Edge

Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Scald
- Fire Blast
- Ice Beam
- Psyshock

Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- U-turn
- Poison Jab
- Knock Off

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Rapid Spin

Hydreigon @ Life Orb
Ability: Levitate
EVs: 114 Atk / 142 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Iron Tail

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Psyshock
- Moonblast
- Energy Ball
 
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Hey Soul :] haven't talked to you in awhile, nice to see you getting into some UU. Looks like a pretty solid team you got there man, but I think I have some suggestions that could help you a bit.
  • First significant change that I think should be made is Jolly over Adamant on Beedrill. Adamant on Beedrill hits hard as fuck I know, but with Adamant you miss outspeeding Mega Lopunny, Modest Mega Zam, and the uncommon, but not unheard of max speed Crobat which is huge as they can put quite a bit of pressure on your team. With Jolly Beedrill you can outspeed all of those threats and probably some more that I'm not remembering atm, even beating Mega Lopunny with Fake Out because of Protect enabling you to dodge it and then quicklyU-Turn out
  • Next I think that Roost over Iron Tail and moving a majority of the attack EV's to special attack would be a more optimal set for your Hydreigon. The only coverage that Iron Tail really offers your team is for fairies which your team can deal with relatively easily whether it be by Rachi, Entei, or Beedrill. Roost Mix Dreigon provides your team with some reliable recovery, something it really lacks apart from maybe Regen Slowking. Roost is also good for recovering up after all the LO recoil you will take.
  • Last suggestion I have is kinda big, but I think it'll be beneficial overall. Change Rachi to Scarf and Slowking to Defensive CM. Your team atm doesn't really have anything to outspeed things like Jolly Aero, Timid Zam, or other Scarfers in general so I think that changing Rachi to scarf would be really helpful versus offensive teams while Trick is handy for shutting down bulkier mons that can annoy your team. Changing Slowking to a defensive CM set while loses out on the coverage of the AV set, gives your team a better check to physically oriented mons such as Darmanitan and Mienshao, all the while giving you a very reliable counter to Crocune and the Sub CM Cune which is rising quite a bit in popularity. If you do change slowking to CM I think you should probably use Ice Beam and Psyshock as your attacking moves because without Ice Beam, Sub + Coil Zygarde will run over your team.
Cool team, hope I helped! Gl in future battles
 
aight ill be goin off of some of toenails changes, but here's what i think

i'm not really too sure on getting rid of iron tail on hydrei, as it is kind of important for donking diancie pre-mega and/or the switch, as well as doing a hefty chunk to togekiss and mega altaria, who are all pretty huge threats in this metagame. you can keep roost if you want to, but overall i think having iron tail might be a tad bit more benficiary. your spread seems o_k but if you choose to go with roost then change it to 56 atk / 200 spa / 252 spe.

volc kinda runs through your team if it manages to get a boost, and while this might take away a lot of firepower (hue) from your team, you could potentially change cb to assault vest, as it resists both of volc's stabs and tanks hp water fairly well if it comes in safely, and volc obviously doesn't want to take a stone edge. if you do go av, you definitely should use sacred fire over flare blitz (not sure why you're not using it in the first place since thats kinda the best thing about entei), as flare blitz cuts down on a lot of your bulk, wearing you down throughout the match.

will edit later as to why specifically but i also kinda think knock off > drill run would be better as you still hit chand, cripple mons reliant on their item, and drill run doesn't do a lot to most of the steel-types in this metagame anyway, and you're better off just uturning into something that can actually threaten them instead of hitting them for little damage and potentially letting them set up rocks

hope i helped ;]
 
Thanks Hairy Toenail and Bouffalant for your suggestions.

Hairy Toenail, at the time you suggested Jolly M-Beedrill, I've been doubting that, since basically most Zam's are Timid anyway; so for the time being I'll keep adamant.

Also, about Iron Tail, it's really needed just like Bouffalant said, Diancie can be a huge threat and since Hydreigon really lures it in it can OHKO Diancie easily with Stealth Rocks up.

Jirachi would be needing to get rid of Calm Mind, which it really can't; it works out really good as it helps to set up against stuff such as Alomomola, Florges, Milotic, etc. But, if I ran Iron Head, I'd lack Special Attackers while scarf still lacks the power.

Defensive Slowking looks good, ill give it a try.

Bouff, then I'd rather change Entei's set to Life Orb. This way I can run Sacred Fire better, as well as still fire off a fairly powerful Stone Edge. Aside from that, unless Volcarona's running Hurricane (which is rare) it resists all common options (Bug Buzz, Fiery Dance/Fire Blast, Giga Drain) and its harmed badly by Stealth Rock.

Knock Off over Drill Run looks nice, I'll use it.
 
bump for suggestions :p

I kept Slowking Assault Vest because it has more trouble tanking specially offensive hits without it, which it is meant for, as well as it hits harder :P
 
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