(UU) How can I help you, King Dedede?

How can I help UU, King Dedede?

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I need some monsters to clobber that there Kirby!

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That's what we do best at RMT.

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You'd better get it with a rating-back guarantee.

Note: In OU, I tend to get tired of seeing the same old pokemon over and over, so I like my teams to be different to the norm, so I won't use stuff like Scizor or Salamence or Metagross for example. In UU, I am willing to use any pokemon on the team, no matter how common it is in UU, as long as it does the job and doesn't result in the team losing something.

Origins and Development of Team Dedede

After becoming tired of OU's monotony and constantly winning one battle, losing the next, winning the one after, etc. I decided to return to UU now that Crobat, Shaymin and Honchkrow among others are out of the picture. The first thing I had to do was think of a pokemon that could wreak havoc in UU. Having used Sub Punch Hariyama to great success in OU, simple logic would dictate that he would absolutely own in UU. More on the realities of that later, but that was where I started my team:

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Of course, no pokemon can sweep an entire metagame. There's always going to be something out there to put a stop to the carnage, and for Hariyama, the first things that come to mind are Claydol and Slowbro, physically-defensive psychic-types, Moltres and Toxicroak, pokemon that resist Focus Punch and are neutral to all of Hariyama's weaker attacks, and Spiritomb, a nuisance to just about every UU team conceived. Most of the former can actually be covered by UU's newest special attacker Yanmega, and if need be, Yanmega can perform a bit of sweeping himself to make things easier for the rest of the team. Not to mention that a previous UU team I created was absolutely raped by one, and if you can't beat 'em, join 'em.

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However, Yanmega doesn't solve the problem with Spiritomb. In fact, because of Spiritomb's absence of weaknesses and fairly good defences for UU, there are only two pokemon that might have a hope of triumphing against him: Kangaskhan and Miltank. Both of these can hit with super effective Hammer Arms due to their ability Scrappy. Miltank's Hammer Arms lack the power required to take Spiritomb down, but Kangaskhan's are powerful enough to 2HKO and the speed drop doesn't matter too much against something with 35 base speed. Thus the third member of my team was chosen.

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Although it has been a while since I played UU, I do recall rain dance teams being a huge threat thanks to Ludicolo among others. I also recall bulky waters like Milotic and Slowbro putting a damper on offensive teams like this one. So, I had to ask myself, what is the best bulky water counter and rain dance team counter? The answer popped into my head immediately: Ludicolo. A 4x resistance to water-type moves and neither of the weaknesses that most water-types have, as well as Swift Swim and a decent special defence all made Ludicolo a worthy addition to my team, even without my own rain.

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Looking at Hariyama's analysis, I picked up on what I thought was a crucial point:
This set is even better with Light Clay Screen support from Uxie. Behind a Reflect, Azumarill's Focus Punch and Regice's Explosion are just some of the powerful moves that will not break Hariyama's Substitute. In addition, Hariyama can switch in on most of Uxie's common responses, and in general the two of them make a great defensive combination.
Knowing Uxie to be quite good in the lead position (albeit rather common in said position), it seemed an obvious decision to put him on the team.

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With five pokemon on the team, I decided it was a good idea to check how my team's resistances and weaknesses were doing. The first thing that struck me was that three of my pokemon are weak to flying and neither of the other two resist it. I also didn't have a resistance to normal, dragon, poison or electric, so I would need a pokemon that would resist all five of those types, and as far as I am aware, only one pokemon in UU does this: Steelix. Thus my team of six was complete.

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... Or was it?

Not one pokemon on the team likes status, but not one pokemon on the team can get rid of it. Thunder Wave, Hypnosis, Toxic, Will-o-Wisp ... all of these spelled trouble for my team. I needed an Aromatherapy or Heal Bell user, but all six pokemon had vital roles on the team already. Surely if I replaced any of them, I'd be losing something valuable.

Except, it seems, for Ludicolo. Chansey takes special hits much better, even those from rain dance teams, and can toxic stall any bulky water that lacks rest (which appears to be all of them). Best of all, Chansey gets Aromatherapy to remove any status that might be afflicting the team. Now those pesky Clefable cannot status me to death!

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The six monsters that Dedede ordered

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Tinkerbell (Uxie) @ Light Clay
Ability: Levitate
EVs: 252 HP/200 Def/58 Spd
Change to Bold nature (+Def, -Atk)
- Reflect
- Light Screen
- New move: Psychic
- U-turn

There's a reason why standard sets are standard sets: they have a habit of working. That's not to say that one can't deviate from the standard set, but on this occasion, it is perhaps better that I stick with the standard Dual Screen set. Because I want Uxie to stick around, however, I have dropped Memento. Also, I have tweaked the EVs a little because 76 speed EVs (the amount suggested on Smogon) doesn't outspeed anything significant that 58 speed EVs wouldn't. Because this Uxie is geared more towards physical defence than special defence, it usually sets up Light Screen first, especially if the lead happens to be a Scarf Typhlosion or another Uxie. This set used to have Stealth Rock but with fighting-types like Hitmonlee and Toxicroak causing problems (especially once Yanmega goes down), Psychic appears to be a better choice, especially since the next guy on this team can set up Stealth Rock anyway.

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Iron Worm (Steelix) (F) @ Leftovers
Ability: Rock Head
New EVs: 252 HP/252 Atk/6 SDef
Change to Impish nature (+Def, -SAtk)

- Earthquake
- New move: Stealth Rock
- New move: Stone Edge

- Roar

Unlike Uxie, this Steelix does not run an entirely standard set. The mostly-unresisted combo of Earthquake and Stone Edge along with the 252 attack EVs ensure that Steelix does pack a punch, while Stealth Rock helps to defeat foes like Yanmega and Moltres (especially the latter). Roar phases Sub Punchers (none can OHKO Steelix) and most stat-uppers, which would otherwise cause this team real grief. Gyro Ball was not put on this moveset because it does not offer anything in the way of type coverage and, even with Steelix's low speed helping to boost its base power, it's a pretty weak move. The attack EVs are more useful than EVs in special defence because I have a Chansey to take special hits, and more useful than in defence because, well, Steelix already survives any physical attack except possibly a Choice Band Close Combat from a strong enough fighting-type.

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Nightingale (Chansey) (F) @ Leftovers
Ability: Natural Cure
New EVs: 252 Def/20 Spd/238 SDef
Calm nature (+SDef, -Atk)
- Aromatherapy
- Softboiled
- Toxic
- Seismic Toss

The new kid on the block, this set is also bog standard. Toxic is the preferred status here because, as I mentioned earlier, I want to take down bulky waters fairly easily and since all of them are special attackers and forego Rest in favour of Recover or Slack Off, Toxic should keep them at bay at worst, and wear them down to the point of fainting at best. Neither Thunder Wave nor Sing would achieve the same effect. Aromatherapy is why I am using this special wall over any other. The fact that its special walling abilities are second to none in UU is actually just a bonus. Without Aromatherapy, every single status move is the bane of this team.

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Big Momma (Kangaskhan) (F) @ Choice Band
Ability: Scrappy
EVs: 42 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Return
- STOP! Hammer Arm!
- Sucker Punch
- Avalanche

The perfect way to deal with Spiritomb. Once again, a standard set, but invaluable to the team. Not only does this tear Spiritomb up, even if it gets a Calm Mind boost, but it can also help to a certain extent against other ghosts like Mismagius. Even Steelix won't like two or three hits from Hammer Arm. Sucker Punch is useful for finishing off choice-locked pokemon or Swellow and once OHKO'd a Hitmonlee after it had used Close Combat four times. Avalanche is for the occasional Altaria as well as providing type coverage that works fairly well alongside Hammer Arm (though I can't remember the last time I actually used it).

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Swarmling (Yanmega) (F) @ Wise Glasses
Ability: Speed Boost
EVs: 6 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Bug Buzz
- Air Slash
- New move: Protect
- Original Hidden Power: [Ground]


Given that Yanmega's not the main sweeper on this team, one would expect me to use the ability Tinted Lens and the item Choice Specs. However, Speed Boost has helped a great deal in wearing whole teams down, rather than just one pokemon (which, knowing my luck, will have some sort of recovery move anyway). After one boost, Yanmega is faster than Scarf Roserade, and after two, I'll be damned if there is a pokemon in UU that can outspeed it. Protect ensures that Yanmega gets at least one speed boost, while Hidden Power Ground makes Steelix think twice about switching in. It's not really like Yanmega had much else to use outside of a seriously unreliable Hypnosis anyway.

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Smash Sumo (Hariyama) (F) @ Leftovers
Ability: Thick Fat
New EVs: 60 HP/172 Atk/252 Def/26 Spd
Impish nature (+Def, -SAtk)
- Substitute
- Focus Punch
- Ice Punch
- Payback

The main man. The top gun. The guy who can't be replaced. There are probably only five or six pokemon in UU who won't mind coming up against this guy, and between then, the above members of this team can wipe them all out. Once Hariyama finds a nice opportunity to switch in, such as against Scarf Typhlosion's Eruption or some other choice-locked resisted move like Sucker Punch, it's time to let the carnage begin. And if Uxie's screens are still up when he comes in, wreaking havoc is twice as easy. Ice Punch has been chosen over Stone Edge for two reasons: accuracy and Nidoking. As long as Hariyama can hit with a neutral Focus Punch or a 4x effective Ice Punch, he has little to worry about. This set is a standard, and while the speed EVs allow Hariyama to outspeed Chansey and Registeel, I am considering moving some HP EVs to speed because 60 speed EVs will allow Hariyama to outspeed 8 speed Clefable.

I can't be bothered with a threat list right now

Here are a couple of thoughts I've had about this team:

No spinner, a pokemon with a dual weakness to Stealth Rock and nobody to absorb Toxic Spikes. While the Stealth Rock weakness has sometimes failed to stop Yanmega and Toxic Spikes appear to be rather rare, the lack of a spinner is rather unsettling.

Hariyama tends to get very little action despite being the main man on this team. Short of coming in on choice-locked resisted attacks and after another pokemon has died, Hariyama doesn't have much opportunity to come in. However, I don't want to get rid of the pokemon that I have based my team around, so what I really want to solve this problem is something that lures in the sorts of pokemon that Hariyama can come in on, such as dark-types not named Spiritomb.

I'm sure I've forgotten about a particular threat but I can't think of which one (or ones) it might be, so I'm hoping that by posting this RMT, someone will think of it for me, and if they propose a solution, so much the better. Bear in mind, however, that I won't implement a solution if I suspect that it'll open holes in my team.
 
I like your team, especially Big Momma. I actually might consider using a ScrappyKhan to counter the annoying Spiritomb (I hate it. It walls most everything). I like your Yanmega set, but I'd consider using Protect over Ancient Power. Protect is a perfect scouting move, so that you can anticipate whether the pokemon is trying to status you (so then you can switch to chansey) or trying to attack you (to switch to a suitable counter). I think to solve the switchin issue for Hariyama use Yanmega as bait. Protect to scout out a rock move, and switch into it. Then set up a sub on the switch and then beat up every pokemon.
 
A note on base 50 speed pokes:

Alright, Hariyama is in the same speed tier as alot of important pokes. As it stands, you aren't really running enough speed. 24 would be the absolute MINIMUM I would use as it allows you to outspeed almost every bulky base 50.

I even run over 20 spe. on my Chansey's to finish off weakened Regis that would like to explode or what not... As such, dropping some ev's into Chansey's speed is also recommended to potentially toxic other Hariyama or Azu's before they can get behind a sub. or to finish them off if they are weakened.
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You are running Chansey, why are you wasting those ev's in Sp. Def. on Steelix? Why would you ever ask Steelix to take sp. hits when you have a Chansey? I think the ev's would be of more use in Def. or even Atk. to hit harder or take hits better. perhaps:
Steelix @ leftovers
Relaxed; 252 Hp/ 200 Atk./ 56 Def.
- you can opt for a more defensive spread, but you have uxie AND screen support, making the ev's in def. potentially redundant

I also suggest protect on Yanmega as it will be very helpful in beating rain and sun teams among other threats that would normally outspeed it.
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As far as luring out pokemon that Hariyama can switch into consider Roserade. It draws out a teams Registeel or Chansey VERY quickly AND it helps with teams that run both Chansey and Slowbro (who go a long way to beating this team by themselves).
Something like:
Roserade @ Life Orb
Modest(though timid could work); 252 Sp. Atk./ 4 Sp. Def./ 252 Spd.
Sleep Powder/ Synthesis/ Leaf Storm/ Sludge Bomb
-The reason I say timid may work better is because Modest nature can kill Chansey over 2 switch ins potentially, but you simply want to draw it out and the speed is good to have. Toxic wont be an issue either as no Chansey in their right mind would toxic with a LO Roserade out. For Registeel, let Roserade take the paralysis and THEN switch to hariyama, as with the suggested speed adjustment you are should almost always get sub up before they can respond with anything and Hariyama wont mind either an Iron Head or Ice Punch... Explosion is something to watch for though.

I would say that or a Mespirit COULD work as it is also good at drawing out either Registeel or Chansey, though I'm prefering Roserade on first thought.
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The problem is what to remove... and not magnify your weaknesses

As it stands this team has a hard time beating Absol, particularly if screens are not up. However, few teams are NOT weak to absol. Kanga can beat it if it tries to sucker punch you, otherwise it will survive and superpower and ko you. (you dont even 2hko with Sucker punch, though SR plus his 1 life orb recoil plus 2 sucker punches will ko it at the cost of kanga). Basically its a pretty shaky check to absol, and I use check loosely there. Also, if you DONT sucker punch and instead opt for say return, a SD sucker punch from Absol is comfortably a ko.

Blaziken and Azumarill also can cause much harm if they should come in on Chansey or Uxie. However, Roserade outspeeds and ko's both of these threats which is another reason to consider it's use.

What to take out is a toughie perhaps Kanga. Roserade helps soften opposing teams up for a Yanmega sweep as a back up plan. You can phaze crotomb with Steelix until you have a sweeper out that can beat it like Yanmega. Perhaps a better option is to take out Uxie(in which case I would run the extra defense on Steelix). You could then move Stealth Rock to Steelix or even Chansey and run Aromatherapy on Roserade if you were desperate for the move, though adding Roserade reduces the need for it imo.
 
Most of what has been said I think I would be OK with doing. I was thinking of giving more speed to Hariyama anyway at the cost of HP. Is it worth trying to outrun 4 speed Clefable with Hariyama? This would require 56 speed EVs. I'm guessing that the extra EVs for speed on Chansey would come out of special defence. If I'm going to replace Ancientpower with Protect on Yanmega, should I change the hidden power type to Rock?

The only thing I don't like is removing Kangaskhan, even if Roserade would really work for the team, simply because I am not convinced that there's anything else that can 2HKO Spiritomb after Stealth Rock without a Swords Dance or Nasty Plot boost, and stalling it out isn't an option if it has Rest and/or Will-o-Wisp. The alternative, which is to remove Uxie, means I won't have any screen support, and screen support is kinda vital to help Hariyama (unless you can prove otherwise).

Also, Uxie outspeeds both Blaziken and Azumarill, can set up the relevant screen to soften the blow and, at worst, Azumarill's Aqua Jet does somewhere between 25% and 30% before I set up a screen, after which Hariyama can come in (especially on Blaziken) and do his thing. Blaziken and Azumarill are not that problematic.

Finally, having Roserade on the team doesn't reduce the need for Aromatherapy simply because of Sub Punch Hariyama. Even changing his ability to Guts wouldn't solve it because the combined loss of HP from Substitute and poison/burn damage would shorten his lifespan and all the other status effects would prevent him from attacking half the time anyway.
 
Its a very good UU team, and full of bog standards, which I have no problem with. My only big beef lies with Steelix. If you have a Chansey (like BurtonEarny said), I wouldnt put all of those EVs into SpD. Instead, and this may not help, but oh well...put them in attack? Its kind of a stupid suggestion, but then, instead of your "small font" toxic, you could use my fave move in the game...EXPLOSION! KABOOOOOOOOOOOOOM!

Also, as a few side notes, I would replace Kanga's CB with a life orb. It offers great type coverage, and its a shame not to monopolize on it, even though the power won't be as great. Also, and I know this was previously said...opt for protect on Yanmega. You can get in the free speed boost, and then be faster than ScarfRade. You could get rid of ancientpower for it. I know that it would dent Moltres to a fiery hell...but thats a little conditional in my opinion. Besides, Chansey could beat Moltres one v. one with Toxic stall and ST.

All in all though, a very nice team...and a good way to send that pesky bitch Spiritomb back to the demon plane. :D
 
Ok this team looks nice; I love the dual screens + hariyama combination.
Regardless i think you should note that assuming uxie is even a bit weakened Hitmonlee can run cripple a large portion of this team.

Hariyama can't switch in assuming as it will be 2HKOd. Kangashkan is OHKOd, as is chansey. Steelix can survive the close combat but will lose around 299 hp on average. In other words it'll be very crippled. Your most reliable check, Uxie, can do little damage back to hitmonlee except possibly set up some screens. Before you say yanmega resists close combat 1/4; you'll note that your yanmega is modest and cannot outspeed within 1 turn assuming hitmonlee is jolly; while hitmonlee can OHKO back with stone edge.

What i recommend is to take out chansey for a ghost; who i believe the most suitable is a rotom. It'll help you counter more threats such as fighting types if uxie is weakned. You can make it run max speed so it will outspeed many common threats(such as absol) and will-o-wisp it before it gets a chance to do anything back at it.

rotom @leftovers
nature: timid
-Will-o-Wisp
-Thunder Wave/toxic
-Thunderbolt
-shadow ball/confuse ray

I would run this set since most others use screen support and you already have some.
 
@snorlaxxz, I've decided on what to replace Toxic with: Stone Edge. This way, Steelix actually deals with the likes of Swellow and Noctowl rather than just sponging their hits and doing nothing in return. Explosion on something suicidal like Electrode or, in OU, Azelf I can understand, but on a wall like Steelix or, in OU, Bronzong, it's a waste in my opinion.

@Folgorio: Forgot to update in my original post, Yanmega has HP Rock over HP Ground and Protect over Ancientpower, so Yanmega can come in on Close Combat, then use Protect to get a free speed boost. I'm not sure if Air Slash is enough to OHKO Hitmonlee though, so should I drop Stealth Rock on Uxie for Psychic, change the nature to Bold and put Stealth Rock on Steelix? Replacing Chansey with something without Aromatherapy or Heal Bell is a no-no, otherwise status rapes. Also, a very early draft of this team included Rotom, but he didn't do squat for the team.

@Aquamentus: I originally had Ludicolo in Chansey's place. It worked well against water-types in general, but status inducers like Clefable caused unexpected problems.

Also, any more thoughts about giving Hariyama more speed EVs to outspeed Clefable?
 
Ok running protect is a good idea for yanmega, but regardless i see absolutely no point for hp rock on yanmega except for hitting moltres.
If i were you I'd run hp ground, this is because arguably the 2 biggest counters are registeel and steelix and they both take SE damage from hp ground and would otherwise be totally walled by those two.

Anyway i ran the damage calcs on air slash vs hitmonlee:

Min Avg Max
233 254.26 274

In other words there is only a patheticly small chance of hitmonlee surviving. But even with those changes i think you should make the changes on Uxie, not for hitmonlee, but in general you should always carry a moderately powerfull stab attack just to hurt things if something were to go wrong.

I was tempted to agree with burton's suggestion on roserade, adding aromatherapy on the set, but you just seemto weak to opposing yanmega this way.
 
Hidden Power Ground it is then, Uxie is getting Psychic instead of Stealth Rock (and because U-turn is not all that powerful a move, his nature is being changed to Bold) and Steelix is getting Stealth Rock instead of Gyro Ball (since Gyro Ball wasn't really doing an awful lot anyway, plus it allows me to boost Steelix's speed a little with Impish nature instead of Relaxed).

I am still concerned with the lack of a spinner though.
 
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