--Introduction--
Hello. This is Majore D' Mawile, bringing you another team that I made. With ORAS pretty much like already in existence, we all expected that the definition of "metagame" in every tier will once again be changed. With the arrival of the new Mega Evolutions, we have seen the changes in the different major tiers, from PU to Ubers, which is now an official tier (Following this was the creation of the "Anything Goes" metagame). In accordance to this, I came up with a simple UU team, however, I am not using any of the new Mega Evolutions. I actually still want to see how the meta of UU will still evolve, and when a certain point arrives, then only would I have to make a team around 1 of them. Without further ado, I introduce to you...Verfolgung (I am not German, although I come up with team names that'll at least resemble an aspect that the team has).
--Metagame Analysis--
*NOTE*: This might not be necessary, but I wanted you readers to at least know what the current metagame of the UU tier has to offer, which will also be a reference to demonstrate how the team would run, so this is why this is here.
In the beginning of the late November season, the new changes that ORAS has offered has been applied to all of the tiers. With the arrival of new Mega Evolutions, new threats start to rise, which resulted to the last tier shift of 2014. In the UU tier, we have witnessed the moving of Sableye and Metagross, along with the Sablenite and the Metagrossite respectively, from UU to OU. As soon as these threats start to leave the tier, new threats have arrived. Beedrill, from PU, gained its mega evolution, and PU has banned both Mega Beedrill and Beedrill itself. With this happening, it found itself its own place in UU as a Pokemon with a ranking of A+ (as of December 6, 2014). Along this was Altaria and its mega moving to the tier, although Mega Altaria meant serious business, so it moved to BL, along with Mega Diancie. The tier also had the return of Mega Alakazam and Zygarde, who were once in BL, and now found themselves as Pokemon that rightfully deserves to be of the S Rank in UU. All Pokemon highlighted above serve as very common threats in the tier right now, and every team not playing any of these Pokemon needs to find a way to stop them from their tracks, although there are very common flaws that can somehow stop them. Things like Encore mostly halts Mega Alakazam and Zygarde from setting up themselves for a sweep. As many people say: "It is recommended to have at least 1 scarf user in every team.", and I can agree with that, seeing how the metagame of UU is right now.
--Teambuilding Process--
It's important for every team to be built around a certain core. Cores can determine which playstyle you will work around with. Since this is an offensively oriented team, I decided to build my team around 2 strong, physical wall-breakers in the name of Mienshao and Krookodile. It's a common core that focuses on Krookodile's pursuit-trapping capabilities, meaning that this crook can trap Ghost types so that Mienshao can spam STAB High Jump Kicks boosted with "Reckless". This is the basis of my team.
Now that the team has a core which it will be centralized on, the team will now require support. Both Pokemon are very vulnerable to strong Dragon types like Hydreigon and Haxorus. In addition, they won't be able to easily stop bulky waters such as Suicune and Vaporeon. To address these problems, Whimsicott was added. This ball of fur is a very strong addition to my team, as it can achieve a lot of things for the team, such as halting down set-up sweepers and stopping Dragon types from spamming their powerful moves.
The core might look like it's well supported, but as far as everything goes, the team still has more notable weaknesses. They cannot really do much to Flying types like Crobat, who can just wreck them badly. In addition to that, strong Grass types such as Mega Abomasnow and Shaymin (although I haven't faced them yet) would ruin the team as well. In order to answer those problems, Rotom-Heat was added. Not only does it answer the aforementioned Pokemon, but also serves as the first physical wall of the team, a status spreader and Volt Switch user, which can deal with Water types other than Swampert and Quagsire, which are 2 big hold-'em-back Pokemon that're handled by our cotton ball.
The last 2 Pokemon had to fulfill the roles of laying Stealth Rock and as well spinning/defogging them away. Seeing how the team looks like, Fairy types still can damage my team for good, and luckily, the tier only has special fairy attackers, so I can reserve this slot for a specially defensive Pokemon that walls fairies. Enter Jirachi, a true deity of UU. Being the convenient switch-in to Fairies and as well as Psychic types, it can also lay out my Stealth Rock, provide continuous momentum, and just heal off a Pokemon while sacrificing itself. In short, it glues my team very well.
For the final Pokemon, I had to choose whether to go for defogging or spinning away hazards. Although defogging seems to be a convenient choice, it resulted to making opposing Mega Beedrill to become less weaker, as it takes away their own hazards as well. If this happens, I will have a hard time dealing not only with Beedrill, but other Pokemon as well. As a final choice, I slapped in Blastoise. Not only does it provide reliable hazard removal, but it also acts as the mega of the team, and also acts as the bulky attacker of the team. Down below is the finalized state of the team.
--Individual Analyses--
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature
-High Jump Kick
-Stone Edge
-U-turn
-Knock Off
General Summary:
Mienshao is one true wall-breaker. Being one of the best Scarf users in UU with a base speed of 105, it can usually outrun many other scarf users and simply just break them apart. On this team, Mienshao is the team's wall-breaker and usual win condition, for when every nuisance that Mienshao hates is gone, it can just simply spam out High Jump Kick to finish the whole game. It also is the usual lead, since its turn 1 U-turn can determine how your early game would have to look like. The EV spread guarantees full power and full speed powered up with Choice Scarf.
Move Selection:
High Jump Kick- basically the reason why Mienshao is a physical wall-breaker
Stone Edge- breaks away Flying types and Beedrill
U-turn- provides switching momentum to the team; click it 90% of the time
Knock Off- detaches items from opponents, which is essential to the team
Strategic Guidelines/Tips:
(Although this is not that necessary, I am willing to give you tips on how to use Mienshao well on this team, especially for rookies.)
*NOTE*: This might not be necessary, but I wanted you readers to at least know what the current metagame of the UU tier has to offer, which will also be a reference to demonstrate how the team would run, so this is why this is here.
In the beginning of the late November season, the new changes that ORAS has offered has been applied to all of the tiers. With the arrival of new Mega Evolutions, new threats start to rise, which resulted to the last tier shift of 2014. In the UU tier, we have witnessed the moving of Sableye and Metagross, along with the Sablenite and the Metagrossite respectively, from UU to OU. As soon as these threats start to leave the tier, new threats have arrived. Beedrill, from PU, gained its mega evolution, and PU has banned both Mega Beedrill and Beedrill itself. With this happening, it found itself its own place in UU as a Pokemon with a ranking of A+ (as of December 6, 2014). Along this was Altaria and its mega moving to the tier, although Mega Altaria meant serious business, so it moved to BL, along with Mega Diancie. The tier also had the return of Mega Alakazam and Zygarde, who were once in BL, and now found themselves as Pokemon that rightfully deserves to be of the S Rank in UU. All Pokemon highlighted above serve as very common threats in the tier right now, and every team not playing any of these Pokemon needs to find a way to stop them from their tracks, although there are very common flaws that can somehow stop them. Things like Encore mostly halts Mega Alakazam and Zygarde from setting up themselves for a sweep. As many people say: "It is recommended to have at least 1 scarf user in every team.", and I can agree with that, seeing how the metagame of UU is right now.
--Teambuilding Process--
It's important for every team to be built around a certain core. Cores can determine which playstyle you will work around with. Since this is an offensively oriented team, I decided to build my team around 2 strong, physical wall-breakers in the name of Mienshao and Krookodile. It's a common core that focuses on Krookodile's pursuit-trapping capabilities, meaning that this crook can trap Ghost types so that Mienshao can spam STAB High Jump Kicks boosted with "Reckless". This is the basis of my team.
Now that the team has a core which it will be centralized on, the team will now require support. Both Pokemon are very vulnerable to strong Dragon types like Hydreigon and Haxorus. In addition, they won't be able to easily stop bulky waters such as Suicune and Vaporeon. To address these problems, Whimsicott was added. This ball of fur is a very strong addition to my team, as it can achieve a lot of things for the team, such as halting down set-up sweepers and stopping Dragon types from spamming their powerful moves.
The core might look like it's well supported, but as far as everything goes, the team still has more notable weaknesses. They cannot really do much to Flying types like Crobat, who can just wreck them badly. In addition to that, strong Grass types such as Mega Abomasnow and Shaymin (although I haven't faced them yet) would ruin the team as well. In order to answer those problems, Rotom-Heat was added. Not only does it answer the aforementioned Pokemon, but also serves as the first physical wall of the team, a status spreader and Volt Switch user, which can deal with Water types other than Swampert and Quagsire, which are 2 big hold-'em-back Pokemon that're handled by our cotton ball.
The last 2 Pokemon had to fulfill the roles of laying Stealth Rock and as well spinning/defogging them away. Seeing how the team looks like, Fairy types still can damage my team for good, and luckily, the tier only has special fairy attackers, so I can reserve this slot for a specially defensive Pokemon that walls fairies. Enter Jirachi, a true deity of UU. Being the convenient switch-in to Fairies and as well as Psychic types, it can also lay out my Stealth Rock, provide continuous momentum, and just heal off a Pokemon while sacrificing itself. In short, it glues my team very well.
For the final Pokemon, I had to choose whether to go for defogging or spinning away hazards. Although defogging seems to be a convenient choice, it resulted to making opposing Mega Beedrill to become less weaker, as it takes away their own hazards as well. If this happens, I will have a hard time dealing not only with Beedrill, but other Pokemon as well. As a final choice, I slapped in Blastoise. Not only does it provide reliable hazard removal, but it also acts as the mega of the team, and also acts as the bulky attacker of the team. Down below is the finalized state of the team.
--Individual Analyses--
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 4 HP/252 Atk/252 Spe
Jolly Nature
-High Jump Kick
-Stone Edge
-U-turn
-Knock Off
General Summary:
Mienshao is one true wall-breaker. Being one of the best Scarf users in UU with a base speed of 105, it can usually outrun many other scarf users and simply just break them apart. On this team, Mienshao is the team's wall-breaker and usual win condition, for when every nuisance that Mienshao hates is gone, it can just simply spam out High Jump Kick to finish the whole game. It also is the usual lead, since its turn 1 U-turn can determine how your early game would have to look like. The EV spread guarantees full power and full speed powered up with Choice Scarf.
Move Selection:
High Jump Kick- basically the reason why Mienshao is a physical wall-breaker
Stone Edge- breaks away Flying types and Beedrill
U-turn- provides switching momentum to the team; click it 90% of the time
Knock Off- detaches items from opponents, which is essential to the team
Strategic Guidelines/Tips:
(Although this is not that necessary, I am willing to give you tips on how to use Mienshao well on this team, especially for rookies.)
- When leading with Mienshao, go for U-turn. U-turning on Turn 1 with Mienshao can help you determine how your early game would have to be like. Although clicking High Jump Kick on Turn 1 versus frail Pokemon like Mega Aerodactyl is good, it actually isn't good, because: they may force you out early in the match-up, and losing momentum is not a thing on this team, and that you will be recoiled big time early.
- When you see suspicious leads such as Crobat, do not let Mienshao in, and try switching to another Pokemon. Although it is quite rare now, things like scarf Crobat can still easily plow through Mien. The key to winning match-ups would most likely be Mienshao, since it is the only member with access to high speed. Losing it early will give you a high probability of losing early in the game, so if ever your opponent makes a strange lead, try to at least make a switch.
Krookodile @ Choice Band
Ability: Moxie
EVs: 56 HP/252 Atk/200 Spe
Jolly Nature
-Knock Off
-Earthquake
-Pursuit
-Superpower
General Summary:
As a primary support Pokemon to Mienshao, Krookodile plays out many roles, such as an item remover, back-up win con, pursuit trapper, etc. Paired up with Choice Band, it wrecks up teams badly with very strong moves. The EV spread makes it outspeed Toxicroak, a threat to the team that needs to be faced with caution, while investing full power and the remaining EVs at hit points to make Krookodile a suitable sweeper.
Move Selection:
Knock Off- item remover; reliable STAB move
Earthquake- basically a sweeping STAB move
Pursuit- takes on retreating Ghost types/basically anything that'll retreat
Superpower- breaks things like Empoleon, opposing Krookodile, etc.
Suggestion:
If you do not feel comfortable being with this Krook (which I guess would be true, since almost nothing can touch Toxi), you may decide to replace Krookodile with:
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Thunderbolt
- Ice Beam
Since you might have to deal well with Toxicroak, it feels like Nidoqueen is a better switch-in to Toxi, and that it can revenge kill it and other Pokemon as well.
Whimsicott @ Leftovers
Ability: Prankster
EVs: 8 HP/252 SpA/248 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Moonblast
- U-turn
-Encore
General Summary:
If it speaks for a good counter to dragons, Whimsicott is no exception. With its cute, charming face alluring dragons until their moves cannot affect her, it becomes one of the best counters to a very annoying dragon in the name of Zygarde, who tends to run either the SubCoil or Dragon Dance variants. Basically, it's my switch-in to threats that include Swampert, Quagsire (hopefully, it's now RU), Suicune, and to any dragon out there who wants to wreck this team. EVs are pretty standard, with 252 SpA to optimize full power, and investing the rest on speed and health to become a fast assistant to this offensive Volt-Turn team.
Move Selection:
Giga Drain- the definition of recovery & STAB, all in 1; deals with water types
Moonblast- removes crappy dragons out of the way
U-turn- provides momentum to the whole team
Encore- puts set-up sweepers to a halt; the reason why Prankster is a must in Whimsicott
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP/124 Def/132 Spe
Bold Nature
IVs: 0 Atk
- Will-o-Wisp
-Volt Switch
-Overheat
-Pain Split
General Summary:
Rotom-H serves as a physical wall that could put sweeping Pokemon such as Darmanitan to a big halt. Due to its astounding typing, I have made it my answer to Flying types and many fire types. Basically it's here for that reason, and as well as to provide the team with a way to cut off physical sweepers' attack with the crippling burn. The EV spread is pretty standard, outspeeding things like Adamant Honchkrow and other things.
Move Selection:
Will-o-Wisp- basically the attack cutter and a crippler move to opposing Pokemon
Volt Switch- continues the momentum of the team; STAB
Overheat- deals with Forretress, grass types; in 1 word: STAB.
Pain Split- the only other way this Pokemon can recover.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP/12 Def/252 SpD/4 Spe
Calm Nature
IVs: 0 Atk
-Iron Head
-Stealth Rock
-U-turn
-Healing Wish
General Summary:
My team still had a glaring weakness to other things such as Alakazam, Florges, etc., and the team had to get a Pokemon that can deal with such threats. In this case, Jirachi was added. It can absolutely run different sets, which make it an S Rank Pokemon. For this team's case, it runs a specially defensive set, since it can handle itself well against many common special threats like Whimsicott, Alakazam-Mega, Hydreigon, and more, while being to set up the team's hazards/sacrificing itself for recovery of a member. The EV spread gives Jirachi 401 HP, a good way to deal with Blissey's Seismic Toss well, as well as having full SpDefense, 12 Defense EVs to lessen Psyshock's damage, and the remaining 4 Speed EVs to speed-creep opposing defensive Jirachi well.
Move Selection:
Iron Head- STAB; a way to hax the opponent or to just stop annoying fairies
Stealth Rock- every team needs this hazardous move
U-turn- continues the team's momentum
Healing Wish- the only source of this team's recovery
Blastoise @ Blastoisinite
Ability: Rain Dish ---- Mega Launcher
EVs: 184 HP/252 SpA/72 Spe
Modest Nature
IVs: 0 Atk
-Water Pulse
-Rapid Spin
-Dark Pulse
-Ice Beam
General Summary:
Blastoise is the team's final Pokemon. I decided to add a bulky attacker at the end, because it can help the team deal better with stronger threats. The team also is better with the help of a spinner and not a defogger, since you would have to deal with Beedrill and other threats better. The EV spread outspeeds Adamant Machamp, while having full power and optimal bulk to deal better against common threats.
Move Selection:
Water Pulse- STAB that works well with Mega Launcher
Rapid Spin- hazard remover
Dark Pulse- Deals with Starmie, Jirachi and other threats
Ice Beam- targets Flying types; alternate way to destroy Ground types
--Final Words--
The team's state may look as great as it is right now. Honestly, it works well in the current meta, for as long as there are no annoying things like Toxic Spikes, Toxicroak, or others, but they can be dealt with easily. Oh, you may also leave suggestions on how I may improve the team, too! Once again, this is Majore D' Mawile. See you next time, Smogon community!
*ATTACH IMPORTABLES*
ORIGINAL CONCEPT:
Krookodile @ Choice Band
Ability: Moxie
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Knock Off
- Earthquake
- Pursuit
- Superpower
Mienshao (F) @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Stone Edge
- Knock Off
Whimsicott (F) @ Leftovers
Ability: Prankster
EVs: 8 HP / 252 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Moonblast
- U-turn
- Encore
Blastoise (M) @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Water Pulse
- Rapid Spin
- Dark Pulse
- Ice Beam
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 12 Def / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
WITH THE NIDOQUEEN REPLACEMENT:
Mienshao (F) @ Choice Scarf
Ability: Reckless
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Stone Edge
- Knock Off
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Thunderbolt
- Ice Beam
Whimsicott (F) @ Leftovers
Ability: Prankster
EVs: 8 HP / 252 SpA / 248 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Moonblast
- U-turn
- Encore
Blastoise (M) @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Water Pulse
- Rapid Spin
- Dark Pulse
- Ice Beam
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Pain Split
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 12 Def / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Iron Head
- Stealth Rock
- U-turn
- Healing Wish
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