A New Era
Introduction:I created this team to try the new Generation VI UU metagame (still unofficial). I played several games with it and I got surprisingly good results, reaching #6 on the new ladder with a record of 23 wins - 2 losses. So, I wanted to share the team and I'm open to suggestions to improve it.
Note: I built this team and laddered with it before the Kyurem-b / Manaphy ban.
Teambuilding Process:
I didn't put that much thought into building the team, but I tried to select pokemon that had good synergy together and filled some specific roles, which I will specify in each pokemon's set comments. This is what the initial team looked like:
(Changes will be in Bold)
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Hippowdon is a vital member of this team and it does a great job at supporting it. The EVs and nature increase Hippowdon's physical bulk so it can serve as a physical wall and the SDef investment allows it to take some special hits more confortably.
Stealth Rock is a very important move for the team (and for most teams in general) because it wears down every member of the opposing team and, as long as it is on the field, my opponent can't switch so freely. Slack Off is a method of reliable recovery that extends Hippo's longevity. Earthquake is a strong and accurate STAB move. Whirlwind prevents opponents from setting up and whatever pokemon comes in will take SR damage.
The item choice is obvious: Leftovers slowly heals Hippowdon's precious health. The ability, Sand Stream, is useful for canceling rain and for its passive damage, but it's not the reason to use this pokemon.
Hippowdon's job is to set up SR and tank hits for the team, and it does it very well.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 236 SDef / 252 HP / 20 Spd
Calm Nature
- Psychic
- Recover
- U-turn
- Thunder Wave
I chose specially defensive Celebi because it is a special wall that has good synergy with Hippowdon.
Celebi's only STAB move is Psychic and not Giga Drain because of the extra power and it hits neutrally pokemon like Thundurus-t. Recover keeps Celebi alive and allows it to take small hits indefinitely. U-turn maintains momentum by letting me switch after my opponent. Thunder Wave cripples any sweeper that isn't immune to it.
Celebi's role is to check special attackers, provide paralysis support and absorb status (with Natural Cure). It is also essential to handle rain teams.
Stealth Rock is a very important move for the team (and for most teams in general) because it wears down every member of the opposing team and, as long as it is on the field, my opponent can't switch so freely. Slack Off is a method of reliable recovery that extends Hippo's longevity. Earthquake is a strong and accurate STAB move. Whirlwind prevents opponents from setting up and whatever pokemon comes in will take SR damage.
The item choice is obvious: Leftovers slowly heals Hippowdon's precious health. The ability, Sand Stream, is useful for canceling rain and for its passive damage, but it's not the reason to use this pokemon.
Hippowdon's job is to set up SR and tank hits for the team, and it does it very well.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 236 SDef / 252 HP / 20 Spd
Calm Nature
- Psychic
- Recover
- U-turn
- Thunder Wave
I chose specially defensive Celebi because it is a special wall that has good synergy with Hippowdon.
Celebi's only STAB move is Psychic and not Giga Drain because of the extra power and it hits neutrally pokemon like Thundurus-t. Recover keeps Celebi alive and allows it to take small hits indefinitely. U-turn maintains momentum by letting me switch after my opponent. Thunder Wave cripples any sweeper that isn't immune to it.
Celebi's role is to check special attackers, provide paralysis support and absorb status (with Natural Cure). It is also essential to handle rain teams.
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Water Pulse (
- Dark Pulse
- Aura Sphere
- Rapid Spin
I hate the idea of using a teamslot only for Rapid Spin / Defog support. In this case, however, not only Mega Blastoise is extremely effective in that role, but he is also very useful outside of it. Blastoise provides good synergy by resisting Ice and Fire. Its EVs and Nature maximize its SAtk and bulk, which are naturally good.
Scald is a moderately strong, accurate STAB move, with a good chance to cause a burn. Water Pulse can be used instead, but the power difference isn't that big. Dark Pulse and Aura Sphere are boosted by Mega Launcher and have great coverage together along Scald. Dark Pulse also destroys any Ghost-types that might come in to prevent me from spinning. Rapid Spin is a great move that clears all hazards on my side of the field; for example, it renders hazard-setting Deoxys-s/-d almost useless. This team isn't in desperate need of spin support, but it is very nice.
Bisharp @ Life Orb
Ability: Defiant
EVs: 204 Spd / 252 Atk / 52 HP
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Substitute
Bisharp is the only member that wasn't on the team initially, but it didn't disappoint. It is incredibly powerful, its STAB moves have good coverage and it's got strong priority. Its ability, Defiant, takes advantage of Intimidate and Defog. The speed EVs are to outspeed base 95 pokemon with no investment.
Knock Off is an amazing move this generation. It's powerful and anything that tries to switch in loses its item (except Mega pokemon). Iron Head is a secondary STAB move that hits most pokemon that resist Dark. Sucker Punch is very strong priority and makes up for Bisharp's unimpressive speed stat. In the last slot, Substitute takes advantage of switches Bisharp causes and eases prediction with Sucker Punch.
Knock Off is an amazing move this generation. It's powerful and anything that tries to switch in loses its item (except Mega pokemon). Iron Head is a secondary STAB move that hits most pokemon that resist Dark. Sucker Punch is very strong priority and makes up for Bisharp's unimpressive speed stat. In the last slot, Substitute takes advantage of switches Bisharp causes and eases prediction with Sucker Punch.
Metagross @ Choice Band
Ability: Clear Body
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Zen Headbutt
Choice Band Metagross is here because of its power, bulk and priority. It can punch holes in the other team earlier in the game and clean up later with Bullet Punch. Speed EVs to outspeed bulky Mega Heracross.
Meteor Mash hits incredibly hard everything that doesn't resist it and has a chance of further boosting its attack. For most things that do resist it, Earthquake takes care of them. Zen Headbutt is a secondary STAB move that hits Fighting-types and stuff that resists Steel and isn't weak to Earthquake, like Thundurus-t and Zapdos. Bullet Punch is strong and has priority, and helps cleaning up late-game.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Overheat
- Volt Switch
- Thunderbolt
- Trick
The last member is Scarf Rotom-Heat. It is an effective revenge killer and each of its moves has utility.
Volt Switch hits hard and maintains momentum. It can be used to revenge kill and the opponent can't take advantage of you becoming locked into a move, but the user must be cautious when the other team has an Electric-immune pokemon. Thunderbolt is strong STAB move with no drawbacks and can be used to finish weakened teams. Overheat is a very high-powered STAB that has decent coverage with Thunderbolt. Trick is very useful because it can cripple a defensive pokemon for the entire game.
Conclusion:
I hoped you liked this RMT and any feedback is appreciated.
If you want to see this team in action, here are some replays; or, if you want to try it yourself, just copy the importable.
Metagross @ Choice Band
Ability: Clear Body
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Zen Headbutt
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Water Pulse
- Dark Pulse
- Aura Sphere
- Rapid Spin
Celebi @ Leftovers
Ability: Natural Cure
EVs: 236 SDef / 252 HP / 20 Spd
Calm Nature
- Psychic
- Recover
- U-turn
- Thunder Wave
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Overheat
- Volt Switch
- Thunderbolt
- Trick
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Bisharp @ Life Orb
Ability: Defiant
EVs: 204 Spd / 252 Atk / 52 HP
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Substitute
Ability: Clear Body
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
- Meteor Mash
- Bullet Punch
- Earthquake
- Zen Headbutt
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Water Pulse
- Dark Pulse
- Aura Sphere
- Rapid Spin
Celebi @ Leftovers
Ability: Natural Cure
EVs: 236 SDef / 252 HP / 20 Spd
Calm Nature
- Psychic
- Recover
- U-turn
- Thunder Wave
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Overheat
- Volt Switch
- Thunderbolt
- Trick
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SDef
Impish Nature
- Earthquake
- Slack Off
- Stealth Rock
- Whirlwind
Bisharp @ Life Orb
Ability: Defiant
EVs: 204 Spd / 252 Atk / 52 HP
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Substitute
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