Arcanine @ Choice Band
Ability: Justified
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- ExtremeSpeed
- Flare Blitz
- Close Combat
- Morning Sun
Banded Arcanine deals a LOT of damage, and has an effective moveset. I often use and abuse its extremespeed.
He usually comes when I expect a knock-off - with Justified, I punish Knock-offers by having the same damage as banded Arcanine without the choice aspect. :)
As I found extra coverage moves to be unneeded, Morning Sun increases the punishability of knock off and extends Arcanine's lifespan.
Krookodile @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Crunch
- Outrage
- Earthquake
- Pursuit
Ah, Krookodile. Moxie allows for some HEAVY damage, as one would expect, and a dangerous moveset allows him to capitalize on Moxie boosts. Assault Vest, while limiting me from using Stealth Rocks, provides an unexpected boost of survivability against the very common special attackers present in UU, being able to wreck the likes of Houndoom, Nidoking, Chandelure, and many more.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Aura Sphere
- Rapid Spin
- Water Pulse
- Dark Pulse
As my rapid-spinner and bulky special sweeper, Blastoise is probably my most important piece in the team. His coverage and damage make him a threat to be reckoned with, and is capable of dealing with many walls in the metagame.
His spinning capabilities allow Arcanine to keep being relevant throughout the match.
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Aromatherapy
- Wish
- Protect
- Moonblast
It was a tough call between Aromatisse and Florges, but I chose to go with Aromatisse due to Aroma Veil, which renders moves like Taunt and Encore - a wall's bane - pointless. She has a pretty standard role as a Special Wall and Cleric.
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 SDef / 252 Def
Impish Nature
- Will-O-Wisp
- Horn Leech
- Poison Jab
- Rock Slide
A not-so-good physical wall that excells in surviving through harvest Sitrus and will-o-wisp, with unexpected moves in poison jab and rock slide to deal with fairy, flying and fire types that may try to kill it. Has an excellent resistance to ground - he's my go-to ground-type crippler. Draws knock-offs like nobody's business. :P
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Drain Punch
- High Jump Kick
- Knock Off
- Poison Jab
Late-game sweeper, deal tremendous amounts of damage regardless of his target. Knock-off is used to cripple Slowbro mostly, while Poison Jab is used against fairy-type walls.
Ability: Justified
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- ExtremeSpeed
- Flare Blitz
- Close Combat
- Morning Sun
Banded Arcanine deals a LOT of damage, and has an effective moveset. I often use and abuse its extremespeed.
He usually comes when I expect a knock-off - with Justified, I punish Knock-offers by having the same damage as banded Arcanine without the choice aspect. :)
As I found extra coverage moves to be unneeded, Morning Sun increases the punishability of knock off and extends Arcanine's lifespan.
Krookodile @ Assault Vest
Ability: Moxie
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Crunch
- Outrage
- Earthquake
- Pursuit
Ah, Krookodile. Moxie allows for some HEAVY damage, as one would expect, and a dangerous moveset allows him to capitalize on Moxie boosts. Assault Vest, while limiting me from using Stealth Rocks, provides an unexpected boost of survivability against the very common special attackers present in UU, being able to wreck the likes of Houndoom, Nidoking, Chandelure, and many more.
Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Aura Sphere
- Rapid Spin
- Water Pulse
- Dark Pulse
As my rapid-spinner and bulky special sweeper, Blastoise is probably my most important piece in the team. His coverage and damage make him a threat to be reckoned with, and is capable of dealing with many walls in the metagame.
His spinning capabilities allow Arcanine to keep being relevant throughout the match.
Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Aromatherapy
- Wish
- Protect
- Moonblast
It was a tough call between Aromatisse and Florges, but I chose to go with Aromatisse due to Aroma Veil, which renders moves like Taunt and Encore - a wall's bane - pointless. She has a pretty standard role as a Special Wall and Cleric.
Trevenant @ Sitrus Berry
Ability: Harvest
EVs: 252 HP / 4 SDef / 252 Def
Impish Nature
- Will-O-Wisp
- Horn Leech
- Poison Jab
- Rock Slide
A not-so-good physical wall that excells in surviving through harvest Sitrus and will-o-wisp, with unexpected moves in poison jab and rock slide to deal with fairy, flying and fire types that may try to kill it. Has an excellent resistance to ground - he's my go-to ground-type crippler. Draws knock-offs like nobody's business. :P
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Drain Punch
- High Jump Kick
- Knock Off
- Poison Jab
Late-game sweeper, deal tremendous amounts of damage regardless of his target. Knock-off is used to cripple Slowbro mostly, while Poison Jab is used against fairy-type walls.