Introduction
I'm all in for how previous lower tier mons are now in higher tiers, in this case, Incineroar and Palossand. Also I really like defensive Jirachi (for some reason lol). So I tried to build a team surrounding that idea. But since I'm not a experienced UU player and the meta suffered severe changes Post-DLC, I make this thread to receive advices and make the changes needed for the team to work. Thanks in advance!
The team
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 Atk / 216 Spe
Jolly Nature
- Wish
- Protect
- Iron Head
- U-turn
Jirachi's role it's to provide recovery in the form of Wish and check powerful special attackers in Gardevoir, Kyurem and Indeedee, and being a solid defensive mon in general. Protect allows Jirachi to both scout the opponent's moves, gain a round of Leftovers and use Wish on itself safely. Iron Head is STAB and alongside Serene Grace it results in a move with a 60% chance of flinching, and deals super-effective damage to the Fairies and Ice-types that Jirachi would switch into. U-turn let's it escape from unfavourable match-ups, as well as escape from the rare Magneton. 216 Speed with a Jolly nature are enough to outsped Timid Kyurem and Indeedee, while 40 Atk guarantees the 2HKO on Specs Kyurem. The rest goes in HP to increase Jirachi's overall bulk and increasing the amount of recovery that Wish would restore to its teammates.
Incineroar (M) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 68 SpD / 84 Spe
Careful Nature
- Knock Off
- Fire Blast
- Parting Shot
- Will-O-Wisp
Incineroar's role is to check dangerous Ghost-types in Chandelure, Doublade, Mimikyu and Polteageist abd Steels like Bronzong, Escavalier and Jirachi (lacking Aura Sphere). It's powerful Knock Off deals a good amount of damage while also removing the items of the opponent. Parting Shot allow Roar to act as a pivot and lowering the foes' attacking stats so that his teammates could switch in more easily. I prefer Fire Blast over Flare Blitz to deal more damage to Doublade, Skarmory and Cobalion. In the last slot, I decided to use Will-O-Wisp to cripple Fighting-type that switch into Incineroar. The spread its fairly standard: outspeed base 70s like Mantine and Skarmory, survive two Close Combat from Doublade and Escavalier after Intimidate.
Palossand (M) @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up
Palossand's amazing physical defense and great defensive typing let it check some of the strongest wallbreakers in the tier, mainly Terrakion and Lycanroc-D, but it also extents to Cobalion and Lucario (It also walls Toxtricity). Stealth Rocks can help his teammates to break through the opposing team more easily. Earth Power is chosen over Scorching Sands for a bite of extra power, 2HKOing Shuca Berry Cobalion. Shore Up gives Palossand reliable recovery. Shadow Ball is chosen for the last slot as good neutral STAB to damage mons immune to Ground.
Whimsicott (F) @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Psychic
- U-turn
Whimsicott's amazing speed tier lets it acts as a good Specs attacker. It's main role is to deal with Krookodile, Keldeo and Crawdaunt (and Sharpedo lacking and Ice move). Moonblast it's STAB that has a good BP and deals with Fighting and Dark-types. Giga Drain provides Whimsicott with a form of recovery that also deal with the aforementioned Waters and Grounds. Psychic its to hit Poison-types like Weezing-G, Toxtricity and Tentacruel wanting to switch into Whimsicott's STABs. U-turn allows Whimsicott to keep momentum against counters and bring its teammates safely.
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hyper Voice
- Grass Knot
- Volt Switch
Heliolisk was added as another (less reliable admitely) check to Crawdaunt and Keldeo thanks to Dry Skin and its amazing speed. It also deals with Scyther, Skarmory, Slowking and Tentacruel. Hyper Voice its a good STAB moves that lets him hit neutral targets. Grass Knot hits Ground-types like Rhydon, Krookodile and Seismitoad super-effectively. Volt Switch its there to form a VoltTurn core with the rest of his teammates. Life Orb is the item of choice to OHKO Keldeo with Thunderbolt while letting him switch moves (and it can recover HP with Dry Skin and Jirachi's Wishes)
Heracross (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off
Heracross it's the physical wallbreakers (Which my team sorely lacks, since Jirachi and Incineroar go without atk investment) and it's typing let it deal with Dark-types like Krookodile, Pangoro and Tyranitar (It can also take a Banded Aqua Jet from Crawdaunt in a pinch). Close Combat cleaves through almost any pokemon that doesn't resist it (Even max defense Skarmory gets OHKO after a Swords Dance). Facade nails the bulky Psychic- and Fairy-types that try to switch into CC. Knock Off hits Ghost-types that are immune to Heracross' other moves, as well as remove the HDB from Flying-types like Scyther. Guts gives Heracross a useful immunity to status.
I'm all in for how previous lower tier mons are now in higher tiers, in this case, Incineroar and Palossand. Also I really like defensive Jirachi (for some reason lol). So I tried to build a team surrounding that idea. But since I'm not a experienced UU player and the meta suffered severe changes Post-DLC, I make this thread to receive advices and make the changes needed for the team to work. Thanks in advance!
The team
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 40 Atk / 216 Spe
Jolly Nature
- Wish
- Protect
- Iron Head
- U-turn
Jirachi's role it's to provide recovery in the form of Wish and check powerful special attackers in Gardevoir, Kyurem and Indeedee, and being a solid defensive mon in general. Protect allows Jirachi to both scout the opponent's moves, gain a round of Leftovers and use Wish on itself safely. Iron Head is STAB and alongside Serene Grace it results in a move with a 60% chance of flinching, and deals super-effective damage to the Fairies and Ice-types that Jirachi would switch into. U-turn let's it escape from unfavourable match-ups, as well as escape from the rare Magneton. 216 Speed with a Jolly nature are enough to outsped Timid Kyurem and Indeedee, while 40 Atk guarantees the 2HKO on Specs Kyurem. The rest goes in HP to increase Jirachi's overall bulk and increasing the amount of recovery that Wish would restore to its teammates.
Incineroar (M) @ Heavy-Duty Boots
Ability: Intimidate
EVs: 248 HP / 108 Def / 68 SpD / 84 Spe
Careful Nature
- Knock Off
- Fire Blast
- Parting Shot
- Will-O-Wisp
Incineroar's role is to check dangerous Ghost-types in Chandelure, Doublade, Mimikyu and Polteageist abd Steels like Bronzong, Escavalier and Jirachi (lacking Aura Sphere). It's powerful Knock Off deals a good amount of damage while also removing the items of the opponent. Parting Shot allow Roar to act as a pivot and lowering the foes' attacking stats so that his teammates could switch in more easily. I prefer Fire Blast over Flare Blitz to deal more damage to Doublade, Skarmory and Cobalion. In the last slot, I decided to use Will-O-Wisp to cripple Fighting-type that switch into Incineroar. The spread its fairly standard: outspeed base 70s like Mantine and Skarmory, survive two Close Combat from Doublade and Escavalier after Intimidate.
Palossand (M) @ Colbur Berry
Ability: Water Compaction
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Shadow Ball
- Shore Up
Palossand's amazing physical defense and great defensive typing let it check some of the strongest wallbreakers in the tier, mainly Terrakion and Lycanroc-D, but it also extents to Cobalion and Lucario (It also walls Toxtricity). Stealth Rocks can help his teammates to break through the opposing team more easily. Earth Power is chosen over Scorching Sands for a bite of extra power, 2HKOing Shuca Berry Cobalion. Shore Up gives Palossand reliable recovery. Shadow Ball is chosen for the last slot as good neutral STAB to damage mons immune to Ground.
Whimsicott (F) @ Choice Specs
Ability: Infiltrator
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Giga Drain
- Psychic
- U-turn
Whimsicott's amazing speed tier lets it acts as a good Specs attacker. It's main role is to deal with Krookodile, Keldeo and Crawdaunt (and Sharpedo lacking and Ice move). Moonblast it's STAB that has a good BP and deals with Fighting and Dark-types. Giga Drain provides Whimsicott with a form of recovery that also deal with the aforementioned Waters and Grounds. Psychic its to hit Poison-types like Weezing-G, Toxtricity and Tentacruel wanting to switch into Whimsicott's STABs. U-turn allows Whimsicott to keep momentum against counters and bring its teammates safely.
Heliolisk (M) @ Life Orb
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hyper Voice
- Grass Knot
- Volt Switch
Heliolisk was added as another (less reliable admitely) check to Crawdaunt and Keldeo thanks to Dry Skin and its amazing speed. It also deals with Scyther, Skarmory, Slowking and Tentacruel. Hyper Voice its a good STAB moves that lets him hit neutral targets. Grass Knot hits Ground-types like Rhydon, Krookodile and Seismitoad super-effectively. Volt Switch its there to form a VoltTurn core with the rest of his teammates. Life Orb is the item of choice to OHKO Keldeo with Thunderbolt while letting him switch moves (and it can recover HP with Dry Skin and Jirachi's Wishes)
Heracross (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Facade
- Knock Off
Heracross it's the physical wallbreakers (Which my team sorely lacks, since Jirachi and Incineroar go without atk investment) and it's typing let it deal with Dark-types like Krookodile, Pangoro and Tyranitar (It can also take a Banded Aqua Jet from Crawdaunt in a pinch). Close Combat cleaves through almost any pokemon that doesn't resist it (Even max defense Skarmory gets OHKO after a Swords Dance). Facade nails the bulky Psychic- and Fairy-types that try to switch into CC. Knock Off hits Ghost-types that are immune to Heracross' other moves, as well as remove the HDB from Flying-types like Scyther. Guts gives Heracross a useful immunity to status.