The title refers to a number of rather strange movesets, to say nothing of the fact that there is an NFE in a team that fully intends to be competitive.
But it works. I wouldn't use it if it didn't.
Team at a glance:
Team in detail:
Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Close Combat
- Earthquake
- Stone Edge
The most important thing for a lead, in my mind, is to get momentum on my side ASAP. And what better way to do that besides just flat-out killing everything in sight? Ambipom and Mesprit die right on the spot (well, after a nonlethal Fake Out in the former case, anyway) and Uxie is very badly hurt. Most opponents aren't willing to risk Heracross going to hide behind a Sub, so their lead often doesn't get a chance to do anything. And Heracross can often come back later on to revenge kill.
Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/202 Def/56 SDef
Impish nature (+Def, -SAtk)
- Amnesia
- Power Whip
- Sleep Powder
- Synthesis
Amnesiagrowth. This thing's ability to come in on any physical sweeper not named Heracross or Swellow and proceed to Sleep the incoming victim, THEN proceed to neutralize its biggest weakness and screw up everything for the opponent never ceases to amaze me. After a single Amnesia, this thing basically has Uxie's special defenses - with instant recovery. STAB Power Whip can do a lot of damage, even with no Attack investment, and even against things that resist it.
Murkrow @ Life Orb
Ability: Insomnia
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brave Bird
- Taunt
- Sucker Punch
- Pursuit
Why Murkrow? Mostly because no one ever knows how to react to it, or what it's capable of. Especially the latter. While most realize that leaving Heracross in on it may not be the best of ideas, no one quite expects its Brave Bird to be able to 2HKO a Spiritomb. It's also an amazing revenge killer, nailing them regardless of whether they attack or switch, and can really screw with stall teams, which often are caught completely off their guard as they get Taunted and Pursuited to death. And Insomnia makes Murkrow perhaps the best switch-in to Venusaur/Exeggutor the game has to offer.
Alakazam @ Leftovers
Ability: Inner Focus
EVs: 42 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Psychic
- Signal Beam
- Substitute
- Encore
Ah, SubEncore Alakazam. I'd say this is the best Alakazam set out there, for its ability to screw over all the things that try to Sub as you bring it in. Its sheer power overwhelms a large majority of the Pokemon in the tier, and a lot of the ones it doesn't will not like having their moves Encored. Probably the MVP of my team. This thing can easily take down two Pokemon in an average game, maybe even three.
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/36 Def/10 Spd/216 SDef
Calm nature (+SDef, -Atk)
- Surf
- Recover
- Toxic
- Ice Beam
The moves on this Milotic may be those of a standard set, but note the EV spread. Even as specially defensive as it is, it can still handle certain common physical sweepers as the need arises. Ice Beam is for Altaria, who would otherwise walk all over this team. It's a pretty standard Milotic, but Milotic isn't the #1 Pokemon in UU for nothing.
Arcanine @ Leftovers
Ability: Intimidate
EVs: 120 HP/154 Atk/236 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Morning Sun
- Roar
By and large, standard Morning Glory Arcanine. A relatively new addition, this is meant to plug up some of the holes the team had before, in particular Registeel who used to wall this team to eternity once Heracross was dead. Roar may seem odd given the lack of entry hazards on this team, but it helps occasionally in dealing with things trying to set up. Its biggest issue is that it gives certain Pokemon a very easy switch-in, some of which this team had problems with already anyway.
So...thoughts? Rates? Fixes? Flames?
But it works. I wouldn't use it if it didn't.
Team at a glance:
Team in detail:
Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Megahorn
- Close Combat
- Earthquake
- Stone Edge
The most important thing for a lead, in my mind, is to get momentum on my side ASAP. And what better way to do that besides just flat-out killing everything in sight? Ambipom and Mesprit die right on the spot (well, after a nonlethal Fake Out in the former case, anyway) and Uxie is very badly hurt. Most opponents aren't willing to risk Heracross going to hide behind a Sub, so their lead often doesn't get a chance to do anything. And Heracross can often come back later on to revenge kill.
Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/202 Def/56 SDef
Impish nature (+Def, -SAtk)
- Amnesia
- Power Whip
- Sleep Powder
- Synthesis
Amnesiagrowth. This thing's ability to come in on any physical sweeper not named Heracross or Swellow and proceed to Sleep the incoming victim, THEN proceed to neutralize its biggest weakness and screw up everything for the opponent never ceases to amaze me. After a single Amnesia, this thing basically has Uxie's special defenses - with instant recovery. STAB Power Whip can do a lot of damage, even with no Attack investment, and even against things that resist it.
Murkrow @ Life Orb
Ability: Insomnia
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Brave Bird
- Taunt
- Sucker Punch
- Pursuit
Why Murkrow? Mostly because no one ever knows how to react to it, or what it's capable of. Especially the latter. While most realize that leaving Heracross in on it may not be the best of ideas, no one quite expects its Brave Bird to be able to 2HKO a Spiritomb. It's also an amazing revenge killer, nailing them regardless of whether they attack or switch, and can really screw with stall teams, which often are caught completely off their guard as they get Taunted and Pursuited to death. And Insomnia makes Murkrow perhaps the best switch-in to Venusaur/Exeggutor the game has to offer.
Alakazam @ Leftovers
Ability: Inner Focus
EVs: 42 HP/216 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Psychic
- Signal Beam
- Substitute
- Encore
Ah, SubEncore Alakazam. I'd say this is the best Alakazam set out there, for its ability to screw over all the things that try to Sub as you bring it in. Its sheer power overwhelms a large majority of the Pokemon in the tier, and a lot of the ones it doesn't will not like having their moves Encored. Probably the MVP of my team. This thing can easily take down two Pokemon in an average game, maybe even three.
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/36 Def/10 Spd/216 SDef
Calm nature (+SDef, -Atk)
- Surf
- Recover
- Toxic
- Ice Beam
The moves on this Milotic may be those of a standard set, but note the EV spread. Even as specially defensive as it is, it can still handle certain common physical sweepers as the need arises. Ice Beam is for Altaria, who would otherwise walk all over this team. It's a pretty standard Milotic, but Milotic isn't the #1 Pokemon in UU for nothing.
Arcanine @ Leftovers
Ability: Intimidate
EVs: 120 HP/154 Atk/236 Spd
Adamant nature (+Atk, -SAtk)
- Flare Blitz
- Extremespeed
- Morning Sun
- Roar
By and large, standard Morning Glory Arcanine. A relatively new addition, this is meant to plug up some of the holes the team had before, in particular Registeel who used to wall this team to eternity once Heracross was dead. Roar may seem odd given the lack of entry hazards on this team, but it helps occasionally in dealing with things trying to set up. Its biggest issue is that it gives certain Pokemon a very easy switch-in, some of which this team had problems with already anyway.
So...thoughts? Rates? Fixes? Flames?