Lower Tiers DPP UU Discussion Hub

Lily

wouldn't that be fine, dear
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UU Leader
I won't even try to pretend this team is very consistent but I've been using it in friendly games recently and I've been having a ton of fun with it:

:scyther: :venusaur: :kabutops: :blaziken: :rhyperior: :mismagius:

:dp/scyther:
Scyther has always been one of my favourite leads in DPP and in general I find it to be an exceptional mon atm - I'm seeing a whole lot of SD Venusaur these days and Scyther has a phenomenal matchup against it. I stole this set from Donny P and I really like it, SD + Bug Bite gives you a great shot at sweeping late game if you've kept the Scyther long enough and weakened the Regi/Rhyp/whatever else, and Insect Plate U-turn still lets you bluff CB on lead because it's quite strong regardless. It fits on this team pretty well, gets the FWG core in on stuff like Rhyp / Regi / etc. to break.

:dp/venusaur:
I'm in love with SD Venu atm and I think it's so so good at punishing fatter things that are popping up like a lot more Clef/Regi stuff and the complete bullshit that is Sand Veil spam. I went for it over a Life Orb special variant for the better matchup vs Regi and fat waters (regular venu still does fine against waters ofc but healing 6% > taking 10%, not needing to synth as often is great) and it does a great job of that.

:dp/kabutops:
A spinner is necessary with Scyther really and Kabutops was my favourite mon for the job. Yes I have 3 SD mons immediately but honestly I like it this way, it's not supposed to be played as setup spam but it just happened to crumble this way. The synergy between Kabutops and SD Venusaur is great, given Kabutops tends to not trade particularly favourably against opposing Waters and Venu really appreciates the more backup Flying resist so that not everything is left to Rhyperior.

:dp/blaziken:
I got smashed by scarf Blaziken in DPP UU cup so I decided to try it out over the Houndoom that was originally here and it's been pretty dang good. Not having pursuit for stuff like Zam is a real shame considering the Psychic resist is Just Don't Get Psychic'd but other than that it feels fine for the most part, if you want more consistency though then absolutely put a Doomer here and I will provide that version too. Scarf Blaziken is cool, it still hits insanely hard for something so fast and it provides a nice check to stuff like opposing Houndoom which can be pretty tough with Kabutops as the water. not really sure on the coverage tbh since TPunch hits like a wet noodle against stuff like Milo but it's been nice for revenging DDGatr and stuff so eh.

:dp/rhyperior:
The Rocker:tm: and overall goat, I absolutely adore Rhyperior, it's so so good. Being able to force trades so easily is amazing for an offense like this especially since it puts a lot of pressure on things like Milotic and Venusaur which gives free switches into our own Venusaur or Scyther on recovery moves in order to get boosts going and ideally go crazy from there. Rhyp also acts as a check to huge threats like Swellow, opposing Scyther, Kangaskhan etc. while not being too Duggy prone which is part of why I preferred it over something like Regi.

:dp/mismagius:
I kind of threw this on here because I didn't know what I wanted as my last and it could probably just as easily be something else, but I've found this set super cool. NP DBond isn't unheard of but it's quite rare and I've found it amazing for getting surprise KOs on stuff that could otherwise handle your attacks quite easily like healthy Registeel, Rhyperior, Spiritomb etc. which opens things up super well for the rest of the team. It's not the most consistent thing in the world but even outside of this, Mismagius tends to take advantage of teams that lose their Regi super well and this team does a great job at pressuring it with just about every member.

:scyther: :venusaur: :kabutops: :houndoom: :rhyperior: :mismagius:

This Houndoom version of the team has a better Alakazam matchup / Psychics in general and is overall more consistent but the Blaziken version is more fun so I'm submitting that anyway.
 


This team is a classic - just kept reusing it every week back in SPL 2 because why not (fuck replays and cteaming)? Think it chalked up 5 or 6 wins that year, was very anti-metagame at the time circa 2010.


Mismagius @ Leftovers
Trait: Levitate
EVs: 252 HP / 4 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Thunderbolt
- Destiny Bond
- Taunt

Lead Mismagius pretty much stops all entry hazards in the beginning of the match, as she is extremely hard to KO and can use Taunt to stop any setup or Will-O-Wisp to cripple physical attackers. Can easily switch out and come back later to combat Fighting-types and block Rapid Spin from the likes of Donphan

Qwilfish @ Leftovers
Trait: Poison Point
EVs: 248 HP / 152 Def / 108 SDef
Impish Nature (+Def, -SAtk)
- Taunt
- Spikes
- Pain Split
- Waterfall

In every match nearly Qwil has been able to get up at least 2 layers of Spikes thanks to this unconventional set. Extremely bulky, can tank big hits from the likes of azumarill. VERY handy vs opposing FWG cores, laying spikes all over other balance teams with SDef arcanine + regs + milo structures

Torterra @ Leftovers
Trait: Overgrow
EVs: 212 HP / 252 SDef / 44 Spd
Careful Nature (+SDef, -SAtk)
- Earthquake
- Stealth Rock
- Wood Hammer
- Synthesis

Qwil and Tort are actually one hell of a solid defensive unit and it allows me to check a super majority of the metagame. With Missy and Regi they form a formidable core, forcing switched and racking up spikes/SR damage. The spread allows me to survive onslaughts of Shadow Balls from Mismagius and Rotom as well as Aggron Head Smash.

Arcanine @ Choice Band
Trait: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Flare Blitz
- ExtremeSpeed
- Thunder Fang
- Morning Sun

So Beast. If I manage to grab a Flash Fire boost, which is likely with all the fire attacks and WoW the other mons lure, very little in the tier is safe. Even without a boost, it can take out Donphan and Weezing and other physical walls with consumate ease, while Thunder Fang really ruins the day of Milotics who try to get in for free, ExtremeSpeed is really what makes this set though; cleaning up offensive teams that are weakened through spikes.

Clefable @ Life Orb
Trait: Magic Guard
EVs: 72 HP / 252 SAtk / 184 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Ice Beam
- Calm Mind
- Softboiled

Fast CM fable is unbelievable. destroys stall. Spread allows it to outspeed haze milo to get the 2hko with a boosted Tbolt and a normal one. With a single CM it reliably shrugs off powerful special attackers like sceptile and moltres and ohkos in return. The lack in bulk is noticeable, but the trade-off is worth it.

Registeel @ Leftovers
Trait: Clear Body
EVs: 252 HP / 24 Atk / 216 SDef / 16 Spd
Careful Nature (+SDef, -SAtk)
- Curse
- Iron Head
- Rest
- Sleep Talk

Regi is a checks Alakazam and other powerful special sweepers, and is a full stop to most Venus. With Curse, Registeel becomes a very real threat very quickly to any unprepared team. It means that Registeel can not only check offensive threats, it can also set up on any defensive Pokemon who think it is too passive to bother worrying about.
 

Loki

like seashells
is a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnusis the Smogon Tour Season 7 Championwon the 3rd Official Smogon Tournament
I have not played DPP UU since it was the current tier but it's always been my favorite DPP tier and I've enjoyed reading through this thread and watching replays to see how the tier has evolved in the past decade. One of my favorite teams of all time is the DPP UU team I spammed during the late stages of DPP, both during the Umbreon meta and after Umbreon got banned. I used this team to farm a bunch of Smogon Tour points and I believe others did too (Atticus, DarkLucario, august I think, and perhaps others I'm forgetting). I don't remember the EVs or other specifics but I wanted to post it for posterity and in case anyone wanted to update it for modern times.

Mesprit @ Expert Belt
EVs: I forgot
- Psychic
- Thunderbolt
- Ice Beam
- Stealth Rock

I'm pretty sure this was the set, although I think other versions may have had trickscarf instead.

Blaziken @ Choice Scarf
EVs: max/max
- Flare Blitz
- Superpower
- Thunder Punch
- Stone Edge

Replaced curse resttalk Umbreon which was on the original version on this team, and was a true menace to UU.

Venusaur @ Life Orb
EVs: max/max
- Leaf Storm
- Sludge Bomb
- Sleep Powder
- Synthesis

Clefable @ Life Orb
EVs: I had some nice complicated spread that is lost to time
- Double-Edge
- Fire Blast
- Grass Knot
- Soft-Boiled

Azumarill @ Leftovers
EVs: bulky
- Waterfall
- Aqua Jet
- Double-Edge
- Superpower

Rotom @ Choice Scarf
EVs: max/max I think
- Thunderbolt
- Shadow Ball
- Will-O-Wisp
- Trick
 
looks like Tomahawk sniped my azu blaze specstile combo but luckily 95% of my teams are fwg so i can post another:

1627051625442.png




Specs Sleep Talk Moltres / Defensive Lefties CM Clef / Twave STAB Slowking / Spectile / Max Def (SR Spin Roar EQ) Donny / Scarf Skunk

Basically the idea here is that Specs Moltres forces in a rock or water type which means that either Donphan gets in to spin/rocks or Sceptile gets in to take lives as it is almost certainly coming in on a recover (even Milotic takes like 40% from Modest Specs Overheat). Specstile basically has no safe switch ins unless you count dodging one of two two Focus Blasts a safe switch.

Clef + Moltres work really well together as the only things that really stop Clef are Curse Registeel (sort of), trick and fighting type moves witch moltres uses as a free switch in. Slowking over milotic here to not overburden Moltres in dealing with Ape or Blaziken, and Moltres and Clef really enjoy having their counters parlayzed. Skunk is basically there to remove ghosts for spin, check cm uxie and revenge kill mons that are spiraling out of control (ie. if opposing cm clef freezes or paralyzes something and i can't stop it otherwise). I needed something physically defensive to stop normal/flying sweepers but needed something sturdier than Kabutops to check registeel, so Max Def Donny did the trick. I should add that the combination of stalk moltres, Specstile (HP Flying/Ice) and Skuntank collectively handle each Venu set.

Here's a replay where it was used and the real power of the team showed itself starting turn 10 where I had to work myself out of a huge hole with Donphan being crit instead of getting a clutch rapid spin off early game. Moltres coming in, forcing Milotic out and then specstile just claiming is a crutch that I will probably rely on at some point again.

https://replay.pokemonshowdown.com/smogtours-gen4uu-566407
 
Last edited:
https://pokepast.es/a786bbd54725b7aa

Point of this team is that you hazard stack with uxie + qwilfish, use arcanine and qwilfish to blow a hole in the opponent's team especially qwilfish can explode to break or weaken a pokemon like milotic for arcanine and feraligatr. The rest of the team are abusers of the spikes and stealth rocks that are layed down which are leafeon, arcanine, feraligatr, and and mismagius. The FWG core is there with leafeon, arcanine, and feraligatr that can wear down its shared checks.
 

Donphantastic

I'm Donny P. (W)
is a Tiering Contributor
Great stuff man, love the attention to detail.

Exeggutor has definitely caught my attention as of late as well, from my experience it really shines on teams that can provide Thunder Wave support.
I love the emphasis on Spikes in your builds and while I'm not as enthusiastic about Knock Off in this tier (yet) I can definitely see the appeal.

About that Specs Duggy tho... :blobstop:

---

Moving on to What's my Last.

We got lot's of submissions, so thank you all for participating!

Team:
:scyther: :drapion: :blastoise: :venusaur: :rhyperior:
https://pokepast.es/5007c6e838ab3b49

Submissions:
:registeel: by NEON_Voyager
:mismagius: (Choice Scarf) by Sickist
:arcanine: by spookysocialist
:mesprit: by Oglemi
:uxie: by Bughouse
:rotom: by Lilburr
:mismagius: (Nasty Plot) by HydreigonTheChild

Now for the actual last...

:dp/primeape:

fatty opted for a Choice Scarf Primeape in the last slot to clean up the mess that SD Scyther and SD Drapion left about. Many of you already correctly deciphered that a Choice Scarf user would be a nice addition for the team to dispose of faster threats and have a chance of cleaning up late game. Mesprit deserves a mention in particular in my opinion because similarly to Primeape it keeps up momentum with U-turn and can threaten a boosting Clefable with Trick. As for the non-Scarfers, I personally find both Arcanine and Uxie to be fine picks as well since they can help out with Venusaur. The former completes the FWG core with Blastoise + Venusaur and offers utility in the form of status spreading and priority whereas the latter fits in nicely with the setup spam aspect of the team. NP Mismagius is in the same boat as CM Uxie but doesn't offer as much defensive value which might still be fine, however. Registeel on the other hand is a bit too passive for my liking here.


As for the next round, I thought it would be fun to switch things up once in a while so instead of What's My Last we're doing a teambuilding competition this time around. The theme will be fairly unrestricted this time: I would ask you to build around a FWG (Fire Water Grass) core.

You get style points for using unusual stuff of course. I'll keep submissions open for about a week or so. Have fun! :psyglad:

Ok so late as FUCK but might as well feed one of the more fun teams I've been using this year. I think I built this after seeing Fatty/Brewfasa's hitmonlee balance and wanting to use a lee of my own. Anybody who knows me knows that I adore offensive based builds and lee's attack stat/prio/ decent spdef + t-wave immunity made him an enticing option.

I won't be divulging my actual spreads on venu/rhyperior/stoise here due to UUWC still currently going on, but these should still be completely functional.


:scyther: :rhyperior: :venusaur: :houndoom: :blastoise: :hitmonlee:

^Click a sprite for importable

CB Scyther lead is a classic for starting almost any match with momentum thanks to it's fast + strong U-turn, I went with pursuit x quick attack in the two filler slots because they are the most consistent in my exp. Brick breaking a regi for 40 is usually not worth iron head chip/getting status'd, and priority is always good. I have experimented with sleep talk + second bug stab to be a reliable SD Sleep venu check throughout a game/ sleep absorber in general but that's a little too high roll even for me.

Rhyperior is my favorite pairing with scyther as it takes advantage of nearly all U-turn switchins in the tier (notable exception being moltres pre-rocks) to fire off a strong attack or get up racks. I one time got flinched by a registeel and lost for it so I am never again being outran by curseregi pre-curse, if you want to use less speed that's okay too.

Leech venu is a fun addition to non heavily invested rhyperior as it makes up for the lack of EV's vs something like boosted registeel, as well as providing general recovery for a team that otherwise would not really have any. Sleep powder has never hit on an important turn but Life orb sleep powder is viable here if you like to miss or are just really lucky and don't. Up to you really.

Scarf houndoom helps patch up the relative lack of speed outside of scyther, also acting as the crucial ghost/psychic resist and is a very strong cleaner after the other goons have weakened the opposing team a fair bit. Overall this is probably the weakest houndoom set but it glues teams like these quite effectively.

Since I'm using Scyther x Fire type, having access to rapid spin is vital. Custap blastoise happens to be one of the best spinners in the tier thanks to the flexibility that you get between modest torrent boosted pump and prio spin at lower HP. The custap ends up being crucial in Match ups vs spikes based teams with solid positioning, as it allows you to take advantage of the chip inflicted in order to get a crucial kill/spin. Highkey one of my favorite sets

Finally, the mon that made me build this team in the first place. Lee provides this team with even more breaking power as its CC is ridiculous, doing stuff like 2hkoing offensive venusaur after rocks

( 252 Atk Fist Plate Hitmonlee Close Combat vs. 4 HP / 0 Def Venusaur: 129-153 (42.7 - 50.6%) -- 94.9% chance to 2HKO after Stealth Rock)

and cleaning up weakened teams with mach punch. Unlike its brother technitop, lee is not as scared of opposing ghosts switching in as stone edge heavily dents all of them, and there is pursuit support to back it up.

All in all this has been a very fun team to use, it matches up well vs a ton of opposing teams thanks to the pressure that the 6 members put on as a unit. Thanks for reading!
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
So many submissions I think I'll throw one in too!

:entei: :cloyster: :exeggutor: :skuntank: :rhyperior: :mismagius:

The distinct lack of variety in Fire types made me whip up a team with lead Entei real quick. With a Lum Berry equipped it won't fear status from the likes of Venusaur and Uxie and can start to throw out attacks with impunity right from the start of the battle. Entei also notably wins the 1v1 vs the two most common Spikes leads - Omastar and Qwilfish. On the other hand, bulkier Water and Rock types that switch-in to absorb Entei's Flare Blitz give Exeggutor the opportunity to come in and put something to bed or fire off a powerful STAB attack. As for the next slot, Cloyster is, admittedly and unfortunately, not that great (outside of the lead slot, at least). Still, it's usually able to lay a Spike or two on the Water types that roam the tier and then blow up on them. Should that succeed then Entei will have an easier time and if a Ghost is used to arbsorb the Explosion, Skuntank comes out next to remove them for good. Exeggutor and Rhyperior make for a devastating offensive core that is only held back by its lack of speed. Colbur Berry on Exeggutor aims to punish Dark types so that Mismagius can clean up later. The team has some noticeable flaws such as the match-up against Rain but it's a very fun team nonetheless to use in friendlies.

---

Below you can find all submissions with a short comment from me in the hide tag.

:qwilfish: :arcanine: :leafeon: :chansey: :donphan: :mismagius:

by Zassa2

Very reminiscent of the team BKC posted. With Arcanine there to help out with special Fire types and Venusaur, I thought that a change from Chansey to Clefable is for sure the right move for this team since Chansey doesn't exactly put on much pressure by itself and even leaves you vulnerable to Ghost types. Clefable on the other hand can boost alongside Mismagius or lock it into Sub/NP with Encore, depending on whether you prefer a Calm Mind or a support set.


:omastar: :mismagius: :toxicroak: :sceptile: :blaziken: :azumarill:

by Tomahawk

I'll be frank, for an all-out offensive team this has too many choice items for my liking. From my experience, you really want to be able to switch up moves to not be caught in an unfavourable position such as being locked into a -2 Leaf Storm or Aqua Jet. Double Fight is a cool concept but Ghosts worry me a bit on this particular build.


:scyther: :venusaur: :kabutops: :blaziken: :rhyperior: :mismagius:

by Lilburr

This is pretty neat, Scyther can cycle in threats nicely on this kind of build. Personally, I would go with Donphan > Rhyperior and then use an SD 3 attacks Kaputops since I find it a shame to fit Rapid Spin on SD variants (being walled by Registeel is just sad). Also, yes, Houndoom would definitely help with Psychics/Ghosts. You could also use Spiritomb in the Mismagius slot if you don't want to give up Blaziken.


:mismagius: :qwilfish: :torterra: :arcanine: :clefable: :registeel:

by Smurf.

Again, very reminiscent of the team BKC posted, though apparently this team predates the other by quite a bit! Fairly slow but has some neat boosting options and packs a punch with Life Orb Clefable and CB Arcanine. Not sure if Registeel is the best abuser of Spikes, but it's understandable to put a sturdier Venusaur answer in this slot since Arcanine most likely won't stick around for too long considering Flare Blitz recoil and hazards.

Toma told me he's a big fan of this team and sends his regards.:blobwizard:


:mesprit: :blaziken: :venusaur: :clefable: :azumarill: :rotom:

by Loki

A blast from the past, very cool. MixClef is always a joy to see. Overall, this looks pretty well-rounded to me, you could definitely pull up with this today still. Ghosts and Zam are mildly worrying I suppose but since you have good speed control and priority you'll always have options.


:moltres: :clefable: :slowking: :sceptile: :donphan: :skuntank:

by Heysup

I lost to this team so I can't bash it too hard (joking, this looks really solid). Not a fan of Specs Sceptile, admittedly, but I love the skunk, good mon, same goes for Slowking (NU takeover??). Not much else to say here, reliable defensive backbone and good offensive synergy. Good stuff.


:uxie: :qwilfish: :arcanine: :leafeon: :mismagius: :feraligatr:

by HydreigonTheChild

And yet another team featuring Arcanine and Qwilfish! Speed control worries me and I'm unsure whether Feraligatr is a good pick for a cleaner here, I don't see how you're enabling setup for it. Personally, I would use a Scarfer in that slot (maybe Primeape) to clean up the mess that Spikes, SD Leafeon and NP Mismagius left about. Then again I should probably let Feraligatr expert Donny P be the judge of this...


:scyther: :rhyperior: :venusaur: :houndoom: :blastoise: :hitmonlee:

by Donphantastic

Scyther and Doom are a cool combination held back by their shared SR weakness. So as if it was the most natural thing in the world, Donny P pulls up with the Double Rapid Spin support. This man really is playing the 2022 meta already. On a personal sidenote, I find it mildly upsetting that you never know for certain what item Donny's Blastoise is carrying. Choice Scarf, Splash Plate, Wacan Berry, Custap Berry - I've seen them all.

:psynervous:


:entei: :cloyster: :exeggutor: :skuntank: :rhyperior: :mismagius:

by esche

lmao cloyster sucks who built this


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Be back with a fun little something for y'all in a while :psysly:

In the meantime, check out the PR discussion on weather/BP here - things are happening! (You can request posting access if you don't have a badge).
 
Why I hate "Utility" Blastoise (and Cloyster)

I think I have made it clear to many people many times, that I really dislike support Blastoise and will pretty much never use it. I've discussed it a couple of times with people, but I've decided to channel my hate for it into this one post; hopefully freeing me of my frustrations about it, being able to link this post when I don't feel like explaining why it sucks, and hopefully being an interesting read.

So my dislike for it is mostly out of experience, I'll try to figure out the reasoning as best as possible, but please excuse me if it's a bit off or missing something (also didn't proofread this so might have some weird stuff in it). Anyway, the problem with Blastoise is that it gives me issues on two levels: it's bad during the game, but it's also bad in teambuilding. This is essentially because it's a disappointing spinner, but it's also a bad bulky water - making it even worse at both things because it will be overloaded in efforts to do both.

So why do I think Blastoise is a disappointing spinner? It's got Foresight right, guaranteeing a surefire spin? Well, not so much. First off, we got dual Ghost teams; not uncommon for spikestack teams. Second, Foresighting a Rotom on the switchin is very bad: while Thunderbolt does not come close to KO from full, if you're playing spikestack you can assume a good amount of chip. Lastly, if you're switching on something, taking chip in hazards and maybe a resisted attack, they can often 2HKO. Foresighting at this point might just leave you to sac Blastoise.

252 SpA Rotom Thunderbolt vs. 252 HP / 0 SpD Blastoise: 240-284 (66.2 - 78.4%) -- 31.3% chance to OHKO after Stealth Rock and 1 layer of Spikes
252 SpA Mismagius Thunderbolt vs. 252 HP / 0 SpD Blastoise: 170-202 (46.9 - 55.8%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 SpA Choice Specs Mismagius Thunderbolt vs. 252 HP / 0 SpD Blastoise: 256-302 (70.7 - 83.4%) -- 62.5% chance to OHKO after Stealth Rock and 1 layer of Spikes


Of course, Foresight, is not a necessity. You can also drop it entirely and go another route (Toxic + Protect is probably the best as it actually helps a bit with most issues I talk about here). I am not saying that fat Blastoise is a completely useless spinner, it can usually take a hit and get an opportunity to spin, but it is somewhat regularly not able to spin, and if it does it usually loses a very large chunk of its health. This measn that it is pretty much unable to do anything else - like being a bulky Water-type.

So, let's consider the fact that Milotic is (arguably) a top 3 Pokémon in this tier, and that a lot of offensive Pokémon and sets, as well as team structures have to be geared towards beating it with offensive overload or statusing/chipping it in some other way. Now, consider how much worse Blastoise at being fat than Milotic simply due to the lack of recovery and worse special bulk. If you're using Blastoise as bulky Water in place of Milotic or Slowking, you are probably weak to the things that it is meant to check. If you're not using Blastoise as a bulky Water, you might be okay on this end; but then why are you using Blastoise?

252 SpA Moltres Fire Blast vs. 252 HP / 0 SpD Blastoise: 91-108 (25.1 - 29.8%) -- 1.8% chance to 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252+ SpA Life Orb Moltres Fire Blast vs. 252 HP / 0 SpD Blastoise: 130-153 (35.9 - 42.2%) -- 16% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252+ SpA Life Orb Moltres Hidden Power Grass vs. 252 HP / 0 SpD Blastoise: 204-240 (56.3 - 66.2%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

252+ Atk Rhyperior Earthquake vs. 252 HP / 252+ Def Blastoise: 136-162 (37.5 - 44.7%) -- 64.1% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

252+ SpA Life Orb Blaziken Fire Blast vs. 252 HP / 0 SpD Blastoise: 119-141 (32.8 - 38.9%) -- guaranteed 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
4 Atk Life Orb Blaziken Superpower vs. 252 HP / 252+ Def Blastoise: 141-166 (38.9 - 45.8%) -- 85.9% chance to 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252+ SpA Life Orb Blaziken Hidden Power Grass vs. 252 HP / 0 SpD Blastoise: 186-220 (51.3 - 60.7%) -- guaranteed 2HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery

32 SpA Life Orb Houndoom Fire Blast vs. 252 HP / 0 SpD Blastoise: 90-107 (24.8 - 29.5%) -- 0.6% chance to 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 Atk Life Orb Houndoom Crunch vs. 252 HP / 252+ Def Blastoise: 96-114 (26.5 - 31.4%) -- 42.1% chance to 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery
252 SpA Houndoom Dark Pulse vs. 252 HP / 0 SpD Blastoise: 111-132 (30.6 - 36.4%) -- guaranteed 3HKO after Stealth Rock, 1 layer of Spikes, and Leftovers recovery


Because of this I also wonder what style of team really wants support Blastoise: teams that rely on a defensive core, anywhere from stall to your more standard balance, will probably fold too soon to notable threats that it switches in on; while offensive teams don't want a slow momentum killer (which is something I didn't even really talk about yet).

There is one way I can see fat Blastoise working: when you don't really rely on it to Spin reliably and to act as a reliable bulky water in the same game. Maybe with something like dual Spinner (Donphan + Blastoise) on a team with Moltres, or a spread out way to check what Blastoise normally would (Regirock for Fire types, Leafeon for Ground types, something like that).

I think the reason that utility Blastoise is generally just bad and very limiting in building is due to my view on "role compression" being often misused. Yes, Blastoise can both spin and be a bulky water, but it means that it will lack in one of those things. A good example for me is support Cloyster. The first slashes on the on-site set, for example, result in a set of Rapid Spin / Spikes / Toxic Spikes / Surf. Like, really? You think there is some way it will do this? It's weak to Stealth Rock and takes Spikes damage, if you wanna spin that Cloyster takes near half its health simply switching in. And then it has to put up Spikes and Toxic Spikes too, yeah I can't see this happening. Basically, you used "role compression" to have one slot do both spinning and spiking, but it doesn't work: congratulations, now you have a bad spinner and a bad spiker.

I do wanna vouch for offensive Blastoise though, both Choiced sets and non-Choiced sets are actually quite solid and I don't mind it as a Kabutops alternative. It can switch in on things once or maybe twice, which is enough for the teams you want it on, and can actually threaten the spinblockers that normally switch in on it for free. Adding something like Custap Berry for a last ditch Torrent-boosted Hydro Pump or much needed Rapid Spin is also very cool, but I can see a lot of items working here honestly. I think it's worth experimenting.

252+ SpA Blastoise Hydro Pump vs. 0 HP / 4 SpD Rotom: 199-235 (82.5 - 97.5%) -- 68.8% chance to OHKO after Stealth Rock
252+ SpA Blastoise Hydro Pump vs. 4 HP / 0 SpD Mismagius: 154-183 (58.7 - 69.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Torrent Blastoise Hydro Pump vs. 4 HP / 0 SpD Mismagius: 231-273 (88.1 - 104.1%) -- guaranteed OHKO after Stealth Rock
252+ SpA Blastoise Hydro Pump vs. 252 HP / 0 SpD Spiritomb: 151-178 (49.6 - 58.5%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Torrent Blastoise Hydro Pump vs. 252 HP / 0 SpD Spiritomb: 226-267 (74.3 - 87.8%) -- 6.3% chance to OHKO after Stealth Rock
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Hello all, I would like to quickly inform you that Tomahawk, Donphantastic and I updated the available sample teams in the RoA forum!

The new list features a wider variety of teams by 10 different builders and includes both proven classics and brand-new creations!

We feel like these teams more accurately depict the current state of the metagame and are more representative of our beloved tier as a whole.

Be sure to check them out >here<! (You can also go to the UU room and find them there under "Samples: DPP".) Have fun!

That is all for now, carry on :blobwizard:
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
This thread has been quiet for far too long! :psynervous:

With UUPL happening and UUFPL starting soon I would like to give everyone an opportunity to put their teambuilding skills to the test again!

This time I would ask you to build around a type spam core/concept of your choice! For example, Houndoom and Blaziken would make for a solid Fire spam core, where the former is tasked with softening up Fire resists and removing Ghost types so that Blaziken has an easier time cleaning up later.

We have about one week of DPP UU ladder left, so make sure to test your teams there before you post them here and report back (ideally with a few replays). Of course, you can also ask for games in the UU room on Pokémon Showdown or by tagging the dpp-uu-matchmaking role in the UU Discord server!

Have fun, I look forward to your creations! :psyglad:
 
https://pokepast.es/8af3f32c087ab13f

2 ghosts help to keep spikes up and pair well with each other. They are able to pair well with each other as rotom can clean late game due to missy weakening some of its counters such as chansey, registeel, lanturn, drapion and houndoom can threaten to tank hits and status it or ohko it in return and missy weakens them for rotom to be able to clean esp with its fast speed with scarf. Missy can take advantage of the setup opportunities to setup and clean late game by it tricking opposing pokemon like registeel, clefable, chansey, spiritomb, and making them much worse as countering mismagius and they can be worn down easier for a lategame sweep. Blaziken and toxicroak are paired together as well as they heavily pressure many sp. def walls that are thrown at rotom and missy and can use them for setup such as blaziken taking advantage of steelix and weakening it for missy and rotom to clean late game or toxicroak setting up on registeel or chipping it a ton into range where it can no longer effectively check missy and rotom well. Torterra just helps blaziken with the pesky water MU and help against ground types such as rhyperior, donphan, steelix, and claydol as it can use them either for setup or weaken them for the team to take advantage off and also takes advantage of waters being afraid of it and switching out most of the time such as azu, slower milo, fat blastoise aka slow ones, slowbro and slowking are all preyed on by torterra as it helps blaziken actually sweep as bulky waters are in the way all the time
 
https://pokepast.es/a40dcf0ea3f2eb77

this is a team i've been having a ton of fun with recently that uses the twave support of uxie + tangrowth to help threats like medicham/rhyperior/azu rip through teams.

i really wanted to use medicham cause it looked like something that could shred through defensive cores. uxie seemed like a perfect lead cause you cant really go wrong with it and it provides nice twave support. it was originally lum berry with speed and uturn but ive found i like the bulk and longevity of leftovers a bit more, and i find energy ball necessary for opposing rhyperior/omastar leads

kind of threw in registeel + tangrowth together, since they form a duo that can brick wall any venusaur set once scouted. registeel is just a nice glue mon + alternate wincon as well, and tangrowth is invaluable with its twave support, letting it carve a niche over something like venusaur.

ive tried a few diff things with medicham, like life orb, ice punch, jolly nature, but i ultimately settled for adamant fist plate with stabs + dual priority in fake out / bp. fake out helps with dealing a bit more damage on stuff you'd otherwise miss a ko out on with stabs, and the lack of recoil from life orb is nice, considering that with no spinner, medicham is likely going to get chipped a lot throughout a match anyway.

rhyperior + azu are the other two abusers that I wanted to use. not much to say about rhyperior tbh, getting a sub with this thing can be devastating etc.

i swapped around azus moves as well, initially trying sub focus punch, then finding i wanted ice punch a lot of the time, then finding i wanted toxic a lot of the time for bulky waters, so i just ditched the fighting move package as a whole, and i think that this is a set that can be self sufficient enough while still being punishing in front of paralyzed mons.

the team is definitely really slow, but with a good defensive backbone and priority from medicham/azu, it's generally not too much of an issue. while spikes stacking surprisingly isnt too much of an issue considering how long you want to be keeping some of these pokemon in, the team gets absolutely railed by toxic spikes. this is why I actually initially had offensive custap blastoise in place of azumarill, but i found sacrificing the spinner for another threat to be worth it in the end

https://replay.pokemonshowdown.com/gen4uu-1529782481-nd9fjlomdebx2dfpqi5whby3rwqt1qtpw - replay with the older version of the team, but still showing off medicham putting in work so w/e
 
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:Omastar: :Altaria: :Mismagius: :Spiritomb: :Blaziken: :Toxicroak:

https://pokepast.es/dc69b0c874bbca78

This team spams not one type, but TWO types. Fighters and ghosts.

I started this team as an attempt to build around DD Altaria. As much as it pains me to say it, Altaria is not good unfortunately. However, the life orb DD set I had heard was pretty alright as a breaker and that it is something you have to account for still, so I chose it as the set I would use for alt. The Earthquake + Outrage combo is great coverage since there is no pokemon in uu that resists both of them, and with dragon dance and life orb boosting them, Altaria can pose a threat in spite of its mediocre attack stat. Despite it's issues, this set I think is pretty decent and is altaria's best set.

Omastar was the first partner in crime I singled out for Altaria. Spikes are, in my opinion, a necessity with alt, and since oma compresses both hazards into one mon and it can get them up early on, i figured it would make the most sense as my hazard setter. I wanted this to be more of a hyper offense structure, and not having to have a second mon for stealth rock is really nice.

Blaziken is an awesome breaker and spikes abuser with its stab combo, power and coverage. It handles pursuit mons for missy and can help alt by overwhelming milo. I chose hp electric over hp grass so as to not cut into blaziken's attack, and because it smacks qwilfish a lot harder, which can be good to prevent it from setting up spikes. In the words of BKC, mixed blaze is the truth.

Spiritomb was my first ghost of choice since, although it's the worst at spin blocking out of the 3 main ghosts, it also performs the crucial task of handling alakazam, which otherwise 6-0's this team. Pursuiting other ghosts is helpful too for blaziken. Scarf rotom in particular is important to remove since it can revenge kill altaria with hp ice and take down blaze and missy with thunderbolt and shadow ball respectively. The spread for spiritomb lets it one shot zam with pursuit even if it stays in, meaning that once tomb is in against it, unless a sub is up on zam's side the opponent can kiss it goodbye. The bulk lets it live life orb venu's leaf storm after rocks iirc

Speaking of missy...

Taunt missy is a fantastic spin blocker since it can prevent foresight or toxic from spinners like blastoise and hitmontop. Missy is also a great spikes abuser and breaker itself with nasty plot, and taunt means it can't be roared out by things like arcanine or healed on or paralyzed by things like clefable and the rare chansey.

Finally, Toxicroak provides a second fighting type and a special venusaur check. It and altaria work well together to thwart venusaur at every corner, since alt checks the SD version and croak checks the special version. It also is decent into waters and provides a nice safety net against rain, and appreciates spikes support making it even more difficult to take down once it gets an SD boost.

Overall, this team has been really fun, and I feel proud of it. Despite it's numerous issues, altaria is a mon I really like and that I think has a lot of cool traits, and I'm happy I've been able to make it work :) It's not the absolute best choice for the team, but it's certainly a fun one

Thanks for bringing back the team building competition!
 
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esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
We're back! :bloblul:

Since I teased the Houndoom + Blaziken combination in my post, I figured I might as well post a team with those two:

:houndoom: :mismagius: :torterra: :uxie: :qwilfish: :blaziken:
https://pokepast.es/292a1a6a8c289c28

Pursuit support isn't actually super necessary for Choice Scarf Blaziken, so instead I opted to make use of Houndoom as an early breaker. Super Fang targets Fire Resists such as Milotic and Rhyperior so that Blaziken has an easier time picking up KOs later. Note that you mustn't be afraid to click this move blindly, Houndoom usually forces switches enough that you can comfortably click Super Fang early. Taunt shuts down the pixie leads and stops Milotic from healing after it switches in on Super Fang. Torterra and Qwilfish make up the hazard stacking core and somewhat patch up the weakness to Rain that double Fire is inevitably characterized by, while still maintaining offensive pressure in other match-ups. Mismagius spinblocks and forms a special attacking set-up sweeper core with Uxie. The latter is especially potent in endgame scenarios when the opponent's team has been sufficiently battered down by the conjunction of hazards and early breakers - in that case, RestoChesto Uxie can easily run away with the game. So much for the theory, I welcome any feedback, of course!

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

(I spent an hour writing this up before accidentally hitting refresh and losing almost all of what I had written, so please excuse if this one's worded a bit harshly in places.)

:omastar: :blaziken: :rotom: :toxicroak: :torterra: :mismagius:
https://pokepast.es/8af3f32c087ab13f
by HydreigonTheChild

Ah yes, Omastar + double Ghost, what else is new? Jokes aside, Blaziken and Toxicroak definitely make for a cool Fighting spam core. As for including both Rotom and Mismagius, however, I'm not entirely convinced. Don't get me wrong, having two levitating Ghosts available for spinblocking is neat, but they do open up a fair bit of overlapping weaknesses on the team and dropping Spiritomb can be very dangerous should you run into Alakazam. Needless to say, having a Pursuit user would also be appreciated by the two Fighting types. Moreover, the match-up into other offenses is a bit lackluster when you account for the team's overall frailty. Choice Scarf Rotom isn't the most reliable form of speed control since it's super reliant on Trick to make any progress and is commonly targeted and removed by Pursuit, anyhow. And while the team isn't slow, it's also not insanely fast either - nor does this team feature any strong or reliable priority. However, I don't have any immediate suggestions on how to fix this without reworking the team from the ground up. Perhaps it's best to take this this team for what it is and appreciate it for where it does excel. The team is very much geared towards overwhelming defensive structures, after all, and there absolutely are elements here that I like. For example, since the two Fighting type breakers are both vulnerable to be removed by Dugtrio, Rock Polish Torterra is an excellent choice to punish it. In fact, it's far too seldomly used on this type of spikestack team, in my opinion. And while perhaps a bit reliant on pulling the right match-up, I can see this team being devastatingly effective in those. Overall, a cool take on hyper offense!

:uxie: :registeel: :tangrowth: :medicham: :rhyperior: :azumarill:
https://pokepast.es/a40dcf0ea3f2eb77
by hariyana grande

First off, I wouldn't exactly classify this team as type spam. Uxie doesn't really aim to do any lasting damage with Psychic, after all. However, the team still focuses on spamming something - paralysis, so I'll let it slide. Unfortunately, even with paralysis support, I don't see much of a niche for this particular Medicham set over Hariyama - a TrickScarf set, however, always forces a kill, so to speak, and would still subsequently be supported by the paralysis spreading focus of the team. It would also offer some immediate speed control should something unaffected by Thunder Wave (like a Substitute sweeper) get out of hand early game. As for other recommendations, make sure to be faster than Omastar when using Grass move Uxie! Other than these two nitpicks, I don't have much to add here. The team is built with a concise goal in mind and has answers to most threats. Toxic Azumarill and Substitute Rhyperior are a phenomenal pairing, especially with speed control in the form of paralysis spreading, and while Curse Registeel wouldn't be my first pick as a sweeper on this team, I can understand the desire for a sturdy Flying/Ghost resist and Venusaur answer. Tangrowth, on the other hand, is quite underexplored and I find makes for a neat paralysis spreader as well as for a good defensive partner to Registeel here. Cool inclusion!

:Omastar: :Altaria: :Mismagius: :Spiritomb: :Blaziken: :Toxicroak:
https://pokepast.es/dc69b0c874bbca78
by Cubic Skunk

To address the elephant in the room, this team is indeed quite reminiscent of Donphantastic's double Ghost hyper offense, but there's no need to reinvent the wheel, after all. This team too features Blaziken + Toxicroak for the type spam aspect and backs it up with two Ghost types to ensure hazards stay up. However, it shoots itself in the foot by using Altaria - which I find is not an exaggeration, but we all have our pet peeves. Rock Polish Torterra or an all-out attacking Sceptile in that slot look far more appealing to me with much more immediate payoff. Call me a hater, but I cannot in good faith endorse Altaria's use. That being said, if there is a place where Altaria can occassionally do something it's probably on hyper offensive structures such as this one. The team might require some expert maneuvering and anticipation in certain match-ups but it mostly has the tools to overcome the opposition as long as you keep up the pressure. Fun squad, keep it up!

---------------------------------------------------------------------------------------------------------------------------------------------------------------------

Let's keep the action going with another round of What's My Last, shall we?

:houndoom: :venusaur: :azumarill: :rhyperior: :uxie:
https://pokepast.es/41abbbff1a0a2a2e
by esche

Substitute Houndoom is one of the few leads that can really claim to punish standard Uxie while also matching up favourably into Mismagius. Instead of bothering with mediocre coverage options, however, this set elects to spread Toxic to pave the way for the rest of the team. Calm Mind Uxie very much appreciates Milotic on a timer so that it can beat even Haze variants 1v1. And despite Marvel Scale buffing Milotic's defense, so too do Azumarill and Rhyperior. Their strong attacks in conjunction with the poison damage will keep Milotic perpetually stuck using Recover most of the time. Venusaur takes advantage of these opportunities to put something to bed with Sleep Powder, which in turn creates openings for Azumarill and Rhyperior. Azumarill even carries Toxic itself should Houndoom fail to draw in Milotic early or miss Toxic. Don't be fooled though! While the team does specifically target and excel against the all too common core of Registeel + Milotic, the concept of Toxic spam is still widely applicable in DPP UU, and quite potent at that. Between the FWG core and Rhyperior's and Uxie's resistances and immunities, the team has a variety of tools at its disposal when facing even vastly differently structured teams! However, it still is missing a final member... So, what's my last?

Check out the team in action: https://replay.pokemonshowdown.com/smogtours-gen4uu-616304

Thanks to TSR and Tomahawk for helping me finalize the team and ironing out its kinks.
And, of course, shoutout to Raichy for maneuvering it with such precision - you really made it look effortless!

:blobnom:
 
Judging by this team ...
- it lacks any sort of immediate breaking power

with the strongest pokemon being rhyperior and venusaur being sp. def means it doesnt instantly threaten an opposing team

- it also lacks any form of speed control

with houndoom most likely being the fastest pokemon judging by uxie being CM rest which I believe to be defensive.

- this team also lacks any spinner meaning that the last pokemon is most likely smth that wouldn't hate hazards such as CB scyther, scarf moltres, and arcanine.

Considering this i really believe the last pokemon to be

Alakazam @ Choice Specs
Ability: Synchronize
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Signal Beam
- Focus Blast
- Trick

Considering spiritomb can be weakened by the other members and also be pressured itself by alakazam by clicking attacks against it and making it weak enough to the point it cant counter rest cm uxie I believe this to be the last mon... it has breaking power, it is considered fast enough to be a team's speed control and abuses the many ways that the team has to wear down the opponent such as toxic on many pokemon, sleep from venu, and spiritomb its main counter can be worn down by the other members into range with attacks and giving it 0 room to breathe at all.... I believe this to be the last pokemon
 

Donphantastic

I'm Donny P. (W)
is a Tiering Contributor
you can't fool me esche this is clearly another scarf blaziken team, it highly appreciates the whittle that doomers toxic provides while having solid switch in with spdef venu, gives you a scarfer that isn't weak to rocks but also helps deal with clef which is currently a massive thorn in your side, as well as another answer to fat SD venu.
 
Not a DPP extraordinaire but I’ll give it a shot.

I think Donny P is right with thinking it’s a fighting scarf mon for the reasons above and cause the team looks like it has trouble fighting off something like Sucker Punch Toxicroak if Uxie gets pursuit trapped or something. Since Blaz was taken, I wanna say something like Scarf Hitmonlee instead of Ape because it has EQ, and has nice Spdef for Vacuum Wave sets so it doesn’t die immediately.
 
I agree with Donny and Mystras that the last has to be a scarfer. A scarf fighting mon makes the most sense here, but since both scarf blaze and lee are taken already, I'll go with another scarfer I think could work nicely here; Scarf Rotom. At the moment Rock polish torterra seems like quite a threat to the team if it gets a boost off, and scarf rotom can outrun it and either cripple it with will o wisp or one shot it with hp ice. It also can revenge kill the likes of DD Feraligatr and the rare DD Altaria, and it can even outrun and force damage on swift swim ludicolo in a pinch (though ludi isn't as big an issue for the team since it has spedef venu. Still a nice trait though). It also can cripple bulkier pokemon with trick, making it even easier for uxie to set up on them.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
The team really feels pretty complete already as evidenced by the fact that the 6th never had to come out in the game it was recently used in.

I feel like that last mon really doesn't need to do too many specific tasks and therefore could be a lot of things. The mon that best fits the bill to me here is Kangaskhan. A bit of a jack of all trades with its >80s speed, solid bulk, and some immediate attacking power. I think SubPunch would benefit very nicely from the Toxic that Azu/Houndoom will land on Slowbro, Milotic, etc or the sleeps from Venusaur, and also adds a little extra speed control through its Sucker Punch. It also provides a pretty reliable path towards breaking Clefable, and can actually switch into it repeatedly, unlike the fightings being proposed. The immediate power of band though seems a reasonable option as well.
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Thank you all for your submissions!

Team:
:houndoom: :venusaur: :azumarill: :rhyperior: :uxie:
https://pokepast.es/41abbbff1a0a2a2e

Substitute Houndoom is one of the few leads that can really claim to punish standard Uxie while also matching up favourably into Mismagius. Instead of bothering with mediocre coverage options, however, this set elects to spread Toxic to pave the way for the rest of the team. Calm Mind Uxie very much appreciates Milotic on a timer so that it can beat even Haze variants 1v1. And despite Marvel Scale buffing Milotic's defense, so too do Azumarill and Rhyperior. Their strong attacks in conjunction with the poison damage will keep Milotic perpetually stuck using Recover most of the time. Venusaur takes advantage of these opportunities to put something to bed with Sleep Powder, which in turn creates openings for Azumarill and Rhyperior. Azumarill even carries Toxic itself should Houndoom fail to draw in Milotic early or miss Toxic. Don't be fooled though! While the team does specifically target and excel against the all too common core of Registeel + Milotic, the concept of Toxic spam is still widely applicable in DPP UU, and quite potent at that. Between the FWG core and Rhyperior's and Uxie's resistances and immunities, the team has a variety of tools at its disposal when facing even vastly differently structured teams! However, it still is missing a final member... So, what's my last?


Submissions:

Choice Specs :alakazam: by HydreigonTheChild
Choice Scarf :blaziken: by Donphantastic
Choice Scarf :hitmonlee: by Mystras Leoxses
Choice Scarf :rotom: by Cubic Skunk
CB/SubPunch :kangaskhan: by Bughouse

Now for the actual last...

:dp/primeape:
Choice Scarf Primeape!

As many of you have correctly identified, the biggest thorn in this team's side is Clefable! While Uxie should win the CM war 1v1, specially defensive versions with Knock Off and/or Encore are a big pain in the butt. Azumarill is able to remove Clefable with Superpower, but is already expected to handle a bunch of other tasks such as spreading Toxic against Waters and assisting Rhyperior in checking Fire types, which makes a back-up plan necessary. With a Choice Scarf equipped, Primeape patches up the slow nature of the team to dispose of fast threats such as Alakazam and Sceptile. Its frail nature was of little concern considering the team already does pretty well defensively for an offensively-minded team. But why Primeape instead of one of the one other fighters? Personally, I very much value the upkeep of momentum with U-turn against Ghost and Psychic types on this team, and the opportunities it creates for Houndoom and Rhyperior. While Rapid Spin would be a great asset to have, this team already does a fine job at limiting multiple hazards from going up, I felt, and without Pursuit support, Choice Scarf Hitmonlee would mostly be stuck spinning into Ghost types against dedicated Spikes teams anyway- I did consider Blaziken for the job and it does fit neatly here to help keep the Grass types in check, but I found that activating Marvel Scale on Milotic actually hurts Blaziken more than Toxic helps it break through (and I generally prefer Scarf Blaziken on Spikes). Another reason for Primeape here is its access to Punishment, which may come in clutch should opposing Calm Mind Uxie or Nasty Plot Mismagius get out of hand.

As for the submissions that didn't include a Fighting type, I love the idea to fit another Substitute attacker to abuse poisoned targets and Kangaskhan fits the bill, though missing out on an reliable Fighting move might prove difficult with only Focus Punch. Trick Rotom or Alakazam may be able to draw in Registeel or Dark types and cripple them so that Uxie has an easier time cleaning up later on while also buffing up the team's speed, but neither offers an immediate solution to the relative weakness to Clefable.


Next up, another round of Teambuilding Competition!

It's time to get creative! This time, I would ask you to incorporate in your build an unconventional lead! The effectiveness of your lead will be determined by how well it supports the overarching strategy of your team and it should have a discernable niche over any of the other top leads!

The following leads, which I deem to be the most common (regardless of viability), are banned:

:uxie: :mesprit: :scyther: :moltres: :mismagius: :venusaur: :qwilfish: :omastar: :ambipom: :drapion:

I look forward to your creations! :psyglad:
 
https://pokepast.es/f6be6211e5c1797f gonna explain later

explanation: baby hippo sets sand + rocks which allows the opposing team to be worn down and can also yawn and roar to wear them down. Clef with knock and t wave supports rhyperior, SD venu, curse regsiteel and wears down the opposing team by making them take constant chip in sand.

Rhyperior in sand becomes an absolute tank and is able to setup subs on a lot of pokemon and behind a sub this pokemon is a nuke, this pokemon also benefits from clef support as it can cripple pokemon such as bulky leafeon, milotic, torterra, and claydol. THis pokemon also checks many special attackers as well esp with the additional bulk boost.

SD venu benefits from rhyperior chipping down grass types and weeizng which can help venusaur sweep late game esp after everything has been weakened and with para support it can pretty much solo sweep. It can also provide sleep for rhyperior to abuse free turns and setup sub on it.

Spiritomb can also provide a lot of support such as trapping the annoying alakazam, missy, and rotom-a which can annoy the team and it can provide burns to speed up the process that the opposing team gets worn down by sand. It also spitblocks to make sure rocks chip accelerates the process.

Curse registeel is our venu counter of the team and helps the team by being immune to sand and can easily set up late game esp when the team has been slept, worn down, burnt, or para'ed and helps registeel finish the game as pokemon such as milotic may have taken a knock earlier in the game and can no longer beat registeel in sand
 
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https://pokepast.es/dea443c0249dff70
:Regirock: :Houndoom: :Lanturn: :Leafeon: :Toxicroak: :Donphan:
I won't be revealing the actual EV spread on Donphan due to uufpl still going on, but the spread here should be perfectly fine

My unconventional lead here is Spedef Regirock. I mainly led with regirock since nothing else on my team was really good in the lead slot at all. It also isn't half bad vs a lot of common leads, like the pixies, scyther and moltres. For the team, it provides stealth rock support, something really tanky that can switch into most things, and it also checks fires which you would rather not have an offensive lanturn do. It also can bait in bulky waters for lanturn to switch in on and set up on, and it can bait in things like certain fighting types and destroy them with explosion. It does struggle in lead match ups against venusaur, and it doesn't appreciate taunt from missy and qwil, but it generally does decent in the lead slot, and the latter two don't wanna take repeated hits from regirock.

Scarf houndoom provides the team with a good check to the ghosts (including scarfed rotom) and psychics. Checking alakazam in particular is crucial for the team, since the team is pretty slow overall and doesnt like taking hits from zam. With its speed and decent power, Doom can also revenge kill things like rock polish torterra, scarf moltres, scyther and sceptile. Even most swift swim ludicolo are outsped by scarf doom, so it can force damage on ludi to make way for toxicroak to finish it off if need be. It also acts as the main sleep absorber for the team with it's ability early bird, as it can wake up much quicker than anything else on the team will, and means I don't have to switch in toxicroak and have it burn it's lum berry.

Lanturn is the mon that the team is centered around. Substitute charge beam Lanturn is personal favorite set of mine, and while building with it is admittingly not that easy, it's something I had wanted to build around for a while. Lanturn, while overall a decent pokemon, is not amazing and has some major flaws. It's not that good into really offensive structures, and its grass and dug weakness is pretty glaring. That said, it has a lot of neat resistences (resisting both of moltres's stabs is awesome!), and it's pretty good into fatter builds. It's great at setting up all over water types, and can easily become a threat once it gets a couple charge beam boosts. It sets up easily on things like milotic, registeel and clefable, and is pretty good into cm entei. Milo is a huge pain in the ass for many offensive pokemon and sub lanturn takes advantage of it like little else providing it doesn't switch into a toxic. Charge beam also gives it a way for it to boost its special attack without an item, meaning it can run leftovers and keep it's passive recovery, and overall still maintain defensive utility while being able to pose a threat, and sub gives it a way to play around dugtrio. Overall, I'd say this is probably lanturns best set.

Leafeon provides the team with a ground resist and something that can take rock moves, as well as it's first set up sweeper. It also provides the team some much needed speed. I almost went with leftovers on leafeon, but I ended up choosing lum berry since i figured it could heal off damage with synthesis either way, and the one time immunity to status is pretty nice.

The team doesn't deal with hazards so well, and the first version of the team was even worse off against them since it had moltres over houndoom. As such, a spinner was the next choice for the team. Donphan made the most sense since it threatens the most common sr user, registeel, and also smacks the hell out of the ghosts with head smash, making it pretty difficult to block donphans rapid spin. It also is reasonably bulky, meaning it can switch into some stronger physical attackers in a pinch, and with ice shard it can pick off things like dd altaria and rock polish torterra if they are weakened.

Toxicroak makes for a good special venusaur check, resisting both it's stabs and being able to set up on it if it tries to put it to sleep thanks to lum berry. Swords dance venusaur it doesn't check as well since it packs earthquake, but leafeon can handle the SD version mostly fine. It also gives the team a nice safety net vs rain, a second set up sweeper, and a check to regimilovenu cores. Defensive milotic can't touch toxicroak at all, and regi can't do much either unless it packs earthquake.

The team kind of gets stomped by hariyama and relies on forcing a trade with it to beat it, and the team is fairly slow, but it's overall pretty solid I feel, and it's definitely fun. If you haven't tried Sub Charge beam Lanturn, I'd definitely recommend trying it out :D
 
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With my team's run in DPPPL over, I'd like to recap on my tour experience. Playing my favorite tier in dpppl was a blast, and although my team and I didn't make it to the playoffs, I still feel like I grew as a player during this tournament and it was a good run for sure. I used a lot of fun teams, had a lot of fun battles and messed with new Pokemon and sets.

To start things off I wanna share some Pokemon and specific sets for Pokemon that I used a lot, think are really good and/or underrated, or that I used for the first time and want to comment on. I've ommited Blastoise's EV spread since I plan to keep it in future tours and it has a specific calc.

:dp/houndoom:
Houndoom @ Dread Plate
Ability: Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Pursuit
- Crunch
- Sucker Punch

Houndoom is by far the best pursuit user in the tier. It's ability to not only switch in on burns, but punish attempts to burn with Flash Fire and STAB fire blast coming off of base 110 SpA is invaluable. Said fire typing means that, alongside giving it a burn immunity, it scares the crap out of registeel as opposed to being walled by it, and it threatens a clean ko on most grasses even with minimal investment, which most if not all other pursuit users cannot claim. Even with minimal investment, its strong enough for most other things. With Registeel it does need a boost or some prior chip to 2hko if you're not running much investment, but that's not really a massive issue since registeel doesn't wanna stay in on houndoom anyway. It's access to sucker punch is also massively helpful for letting it potentially snipe a dugtrio trying to trap it, as seen in my week 1 game with Kristyl. Dug frequently running sub can make this strategy not entirely reliable, but it still forces dug to be wary and can play mind games with the dugtrio user. It also in general is nice for hitting faster targets with a strong dark stab. It's speed is also tremendous, letting it get the jump on all of venusaur, non-scarf rotom, the pixies, kabutops (for picking it off at low health with sucker punch), and some mismagius. Mixed and scarf (which also is mixed but without sucker punch) are the best ways of using pursuit doom, but I think the standard mixed set just is better unless you need the speed control. Scarf is a perfectly fine set, but the ability to switch between attacks is a big deal, and sucker punch is generally good enough for most faster targets. Dread Plate is my preferred item on mixdoom, but LO also can work if you don't mind the recoil or if you want to power up fire blast. Dread plate not chipping it by 10% each turn and letting it bluff scarf though gives it the edge for me, and it gives its dark stabs enough of a boost already.

:dp/toxicroak:
Toxicroak (M) @ Lum Berry
Ability: Dry Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Low Kick
- Ice Punch
- Sucker Punch
- Swords Dance

Toxicroak @ Life Orb
Ability: Dry Skin
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Sludge Bomb
- Focus Blast
- Vacuum Wave

Toxicroak is, in my opinion, the best fighting type in the tier, and the second best poison type after Venusaur. It's just so, so good and useful in so many games. It's unique typing lets it check Special variants of Venusaur and, in conjunction with water absorb, Kabutops. Water absorb also lets it completely and utterly Blank non-ice beam variants of Milotic, and it still is good into variants with it, as well as other water types. It also dumpsters Registeel and most grasses (barring SD Venusaur), and sucker punch, much like it does with Houndoom, gives it a way to potentially beat dugtrio and play mind games with it. It also lets it hit Mismagius and Rotom for super effective damage. Low Kick should be the standard for fighting stab on SD sets, as it is much more reliable than cross chop and still hits most targets hard enough. The standard sd set with ice punch, low kick and sucker punch is the best set for it, but Nasty Plot sets are also good. Vacuum Wave Toxicroak a more reliable form of priority to hit dugtrio with, and STAB sludge bomb to KO specially frail grasses like Leafeon, Exeggutor and Tangrowth on the spot. It does however necessitate that Toxicroak run life orb, as it otherwise won't be doing enough damage to dugtrio with vacuum wave, or to Venusaur with Sludge bomb after nasty plot.

:dp/torterra:
Torterra @ Yache Berry
Ability: Overgrow
EVs: 12 HP / 244 Atk / 252 Spe
Adamant Nature
- Rock Polish
- Wood Hammer
- Earthquake
- Stone Edge

Rock Polish Torterra is an awesome sweeper and breaker, and Torterra is an excellent mon in general. However, it not being able to check water types unlike other grasses or take an ice beam in a pinch can be a major drag sometimes when using it. Yache Berry really helps with that, letting it take one stray ice attack as it sets up on or KOes the opposing mon. A great example of this is against Scarf Primeape, who always has Ice punch.


:dp/dugtrio:
Dugtrio @ Earth Plate/Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Substitute
- Screech

Dugtrio's mediocre attack means that oftentimes it struggles to pick up KOs against fatter targets like clefable unless they are already chipped sufficiently. Screech can help to mitigate that, halving Clefable's defense so that Dugtrio can KO it with Earthquake without getting Recover Stalled, which is especially useful if Dug is running Life Orb. Normally I prefer Life Orb for the extra power, but on fatter builds that normally use CB, Earth Plate is fantastic. I personally think CB dug isn't worth it. I think Substitute, and by extension the ability to trap Toxicroak and Houndoom more reliably, is too good to pass us up.


:dp/blastoise:
Blastoise @ Leftovers
Ability: Torrent
Bold Nature
IVs: 0 Atk
- Surf
- Ice Beam
- Refresh
- Rapid Spin

A la Milotic! Much like it does with Milotic, Refresh can help Blastoise out a lot against Mons like SubTox Moltres, SubCM Entei and the like. It also is in general good for improving Blastoise's longevity in a match long term, which can be really useful if Blastoise is a team's main switch in to ground types, like it was when I used it. Refresh Milo is overall a better mon, but if you need blastoise's access to rapid spin and you need it to be your main ground switch in, definitely consider refresh!


:dp/skuntank:
Skuntank @ Choice Scarf
Ability: Aftermath
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Explosion
- Crunch
- Pursuit
- Poison Jab

Skuntank is an interesting Pokemon. With its typing and stats, and its role as a pursuiter, its very similar to drapion and houndoom. However, its got some neat role compressions and tools in its arsenal to set it aside from those too. Unlike Houndoom, it shares Drapion's trait of being an actual special Venusaur switch in, and unlike Drapion (although I didn't use it on my Skuntank since I had scarf on it) it has sucker punch to play mind games with and potentially hit dugtrio before it can kill Skuntank. On top of this, at has explosion to take down a fat wall that it's team may not otherwise be able to handle, or really anything, which both Drapion AND Houndoom lack. Of course, Skuntank lacks some key traits of the other two pokemon, such as Houndoom's fire typing and Flash Fire Preventing and punishing burns and allowing it to threaten Registeel, and Drapions massive defense stat and access to swords dance and good coverage in earthquake and aqua tail. However, it's unique role compression and other good traits such as explosion is definitely enough to make it worth considering over its competition

and finally...

:dp/uxie:
Lake Shaman (Uxie) @ Lum Berry
Ability: Levitate
EVs: 252 HP / 40 SpD / 216 Spe
Timid Nature
IVs: 0 Atk
- Grass Knot
- Psychic
- Stealth Rock
- Thunder Wave

It seems absurd to run a Uxie lead without U-turn, and indeed it is hard to drop it. However, it does have some merit. It means that Uxie can run Grass Knot or Energy Ball to dumpster Omastar Leads. All of psychic, thunder wave and stealth rock are super valuable on lead Uxie and hard to drop, and while U-turn is an awesome move, being able to run all of the aforementioned moves while still having a move to handle oma can be massive.

Week 1 vs. Kristyl (win)
https://replay.pokemonshowdown.com/smogtours-gen4uu-630014
:dp/uxie: :dp/kabutops: :dp/houndoom: :dp/kangaskhan: :dp/venusaur: :dp/primeape:

For my match against Kristyl, knowing that she was partnered with Crayon Pop to manage her team and that they were tight and prepped together, I knew that it was very likely I'd spot Dugtrio and/or Clefable. Thus, I chose to build around SD Kabutops to beat the duo of ClefDug. I only ended up facing one of them, dugtrio, but Kabutops still had a fine MU. Too bad it got paralyzed before it could do much, but it all worked out. What surprised me the most though is that the MVP's of this battle were actually Houndoom and Kangaskhan. Houndoom weakened Uxie to the point where Kabutops could finish it off, and it also lured and snared Dugtrio early on. It also seriously dented her Kabutops. Kangaskhan took down Kabutops from 10% with fake out, annihilated Kristyl's Toxicroak by bluffing Band with Silk Scarf (which is a great alternative by the way. Try it out!), and then finished the game off by ramming Ludicolo with Double Edge and finishing it off with Sucker Punch.

Week 2 vs. Amukamara (lose)
https://replay.pokemonshowdown.com/smogtours-gen4uu-631406
:dp/omastar: :dp/toxicroak: :dp/houndoom: :dp/rotom: :dp/azumarill: :dp/exeggutor:
This game most likely would have been a win had I played the end game better. Way better. But oh well, you Live and Learn. For this week I had planned to build with NP Toxicroak, and I ended up just using the structure of BKC's Exeggutor spikes HO. The game was p messy, with me rushing it against Milo and nearly losing Azumaril to Sceptile (thank god for the crit lmao), and then screwing up the end game. I really should have switched in doom on the turn Registeel rested since Amukamara had no choice but to rest it, but I switched in my choice scarf Rotom. I figured that I could use trick to lock their Registeel into a non attacking move, but I should have kept it in the back to handle Amukamara's scarf Blaziken. Once they killed my Rotom and I did send in houndoom, I missed a fire blast and lost doom, and then I super powered Registeel, lowering my Azumarill's attack. The end game could have been played a lot better on my part. I made mistakes in the heat of the moment. These things happen though.


Week 3 vs. Dahli (lose)
https://replay.pokemonshowdown.com/smogtours-gen4uu-633689
:dp/moltres: :dp/dugtrio: :dp/venusaur: :dp/skuntank: :dp/blastoise: :dp/regirock:
I was gonna go with scarf houndoom here, but one of my teammates suggested using a different pursuiter since I'd used houndoom 2 weeks in a row. I went with skuntank for its better speed than drap, ability to run a decent scarf set and its access to explosion, and because I'd wanted to run skunk for a while. I think houndoom would have overall been better in this mu for its speed and access to fire stab, but whatevs. The first two turns of the game went well for me, but when it came time for blastoise to spin, I really should not have left it on missy. Switching it out for skuntank to trap missy would have probably been a lot better there. Apart from that, I think it overall was a pretty good game. Sucks that I lost, but thats how the game goes sometimes.


Week 4 vs. Heysup (lose)
https://replay.pokemonshowdown.com/smogtours-gen4uu-634280
:dp/venusaur: :dp/moltres: :dp/dugtrio: :dp/donphan: :dp/feraligatr: :dp/houndoom:
For my match against Heysup, SubTox Moltres was looking really threatening, so I chose it to build around. I decided to pair it with screech dugtrio to trap clefable more effectively, though unfortunately it didn't get to pull that off here since i sacrificed it to Heysup's blastoise. Heysup did a great job of bluffing Blastoise's set throughout the game. At first I thought it was scarf because of it having water spout, and then I thought it was specs since it undersped my moltres (that and water spout did huge damage for venusaur early on). It took me until turn 50 when blastoise switched attacks to realize that it was probably splash plate or some other boosting item that made it's water spout so strong. By the time I realized though, it was too late, and I already was down 5 pokemon. The Toxic landing on Clefable early on kinda screwed me up since i could no longer just put it to sleep with venusaur to stop it from gaining too many boosts.


Week 5 vs. Innovamania (win)
https://replay.pokemonshowdown.com/smogtours-gen4uu-636070
:dp/omastar: :dp/torterra: :dp/blaziken: :dp/toxicroak: :dp/mismagius: :dp/spiritomb:
My team was out at this point, so I decided to have a little fun with this week's team. I was originally going to bring a team with Specs Altaria, but ended up deciding to bring one of my best teams that was still loads of fun so that I'd have a better chance of winning and ending off the season with an alright record. I reused my RP Torterra spikes HO from week 5 of UUFPL, a solid spikes HO with 2 excellent sweepers in RP Torterra and SD Toxicroak, and an amazing breaker in mixed Blaze. Psychic Pursuit Sucker Punch Will O wisp @ dread plate is my preferred spiritomb on these types of teams for being able to spin block, pursuit robustly and threaten hitmontop trying to spin. The stronger sucker punch thanks to the brave nature and dread plate ended up being hugely useful for finishing off Uxie and putting Ludicolo into KO range for Blaziken's vacuum wave. RP Tort ended up being the MVP of this game by a long shot, and Yache berry really saved my ass when Innovamania brought out Electrode, letting it survive HP Ice and then set up on it. Tort proceeded to KO Electrode and Registeel with ease. Toxicroak closed the game out nicely by 1v1'ing Kabutops.

Overall, despite not making the playoffs, I had a really fun season and loved being on the team with all of my teammates. I'd like to give a special thanks to my teammates, especially Pak, for helping me with testing and team building throughout the season and supporting me, to esche and Donphantastic for helping me prep my week 1 team, and to hariyana grande for helping me test teams :D U guys rock!
 
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esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Thanks for sharing Cubic Skunk! :blobthumbsup:

I've been busy lately, so please excuse me as I quickly wrap up the entries for the Teambuilding Competition. The theme was unconventional leads!

:hippopotas: :clefable: :rhyperior: :venusaur: :spiritomb: :registeel:
https://pokepast.es/f6be6211e5c1797f
by HydreigonTheChild

Nooooo spare me :blobstop:


:regirock: :houndoom: :lanturn: :leafeon: :toxicroak: :donphan:
https://pokepast.es/dea443c0249dff70
by Cubic Skunk

Regirock is an odd case for the lead slot in my opinion but I have used it before and it isn't terrible if you draw leads such as Scyther and Moltres but you gotta have plan for dealing with Omastar and Venusaur. This is easier said than done, however, because up still equals up and Sleep Powder is a move that you have to contend with. While this team has Pursuit + a spinner, it doesn't exactly match-up great into Venusaur. If you position yourself right you may be able to overwhelm it with Leafeon or chunk it a fair bit with Lanturn but you never really want to switch in Toxicroak into Venusaur unless you catch it on a Synthesis turn. While the team does look a little bit to me like it's setting out to accomplish more than it can actually shoulder, I do quite the like the aesthetic of these particular six. Perhaps the team could benefit from Rindo Berry Regirock (with Thunder Wave) to patch up the relative weakness to Grass types which Regirock invites. This lure, in turn, would be helpful for none other than the main star of the team; Lanturn!


:alakazam: :kangaskhan: :houndoom: :registeel: :rotom: :leafeon:
https://pokepast.es/936ad15a469ce194
by megansullivan

Alakzam is interesting for a lead. It's not unheard of in that slot and theoretically has some upsides to it because of its wide range of coverage moves and access to support moves such as Encore and Taunt but at the same time struggles a fair bit into the most common lead still. The surprise kill on Moltres and (offensive) Mismagius is cool and could put ahead a lot right from the start. You can even make a case that trading damage against Uxie is worth for some teams by bluffing Taunt; effectively trading damage without rocks going up (assuming the other player reads Taunt and U-turns out, of course). On the other hand, this scenario doesn't exactly favour the Alakazam player in terms of momentum and probably isn't worth going for unless the team in the back REALLY wants Uxie weakened. Any Dark type in that scenario will easily remove Alakazam without need of prediction even after being safely pivoted in by Uxie. However, in addition to the previously mentioned upsides, Alakazam still limits Omastar to one layer, can pick up a surprise kill on the for some reason ever-so-popular Ambipom thanks to Inner Focus and probably doesn't match-up too shabbily into other unconventional leads either because of its sheer power. Cool pick!

Unfortunately, I don't see how this team is supposed to beat CM Clefable among other existing problem areas. I won't go into detail because that's not immediately (albeit somewhat) related to the theme in question but the team feels a bit thrown together. The first three members (and Rotom) scream offense while the Registeel and Leafeon set are supposed fall-back options to some perceived threats but they don't exactly make this team qualify as balance and actually themselves make the team vulnerable to slow breakers while also draining momentum. No offense, but the team probably at the very least needs some adjusting in terms of sets (looking at Registeel in particular here).

I'll be back with another building exercise soon (hopefully)...
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Introducing Fix My Team! :smogthink:

This exercise is supposed to mirror team rating and hopes to help you practice identifying problem areas when building and improve your overall understanding of what can and can't feasibly be done in DPP UU. In a sense, it helps you giving advice to others! I ask you to do this by making changes to an import featuring a more or less structurally sound team that will be provided by yours truly. You may edit the team as much as you like as long as you elaborate on why you made the changes you propose. However, keep in mind that you should only make necessary changes - ideally, while keeping the original idea of the team intact. Lastly, even if you can't come up with any immediate fixes, feel free to point out flaws with the team regardless, so that others may use these comments as pointers when they ultimately propose changes. I'm open to have this task tackled individually or as a community effort!

Also, if you have a team that you would like to see featured in either this or What's My Last? shoot me a DM with the import on Discord (esche#7678).

Without further ado, here is the import:

:mismagius: :milotic: :steelix: :leafeon: :blaziken: :weezing:
https://pokepast.es/0c1a711bca38afeb

Weezing + Steelix are an underappreciated duo that has a little more durability than standard SR Registeel on these types of slightly offensively oriented balances because they're more resilient to being removed by Dugtrio (or outright immune to in Weezing's case). Registeel often doubles as a team's Venusaur/Grass and Flying/Normal check and while by splitting this role compression up into two roles you may lose some flexibility in the last slots, you also gain more reliable answers into the common team archetype of Flying/Normal type+ Dugtrio + Venusaur/other Grass. Milotic felt necessary in the next slot given the duo's susceptibility to fire while SD Leafeon + Choice Scarf Blaziken complete the FWG core and offer breaking power as well as speed control. Lastly, since the team was lacking hazard control but couldn't feasibly fit a spinner, I decided to at least limit hazard leads by virtue of making use of the best anti-lead available, Mismagius. Since the team's only dedicated breaker at this point was Leafeon, Mismagius features a more offensively inclined Life Orb set with Taunt + Pain Split to wear down the opposition.

I look forward to your replies! :blobwizard:
 
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