Role Absorb (UU and below mostly doubles)
I am pretty proud of myself creating this strategy. Putting that into a team, and also letting everything synerge well wasn't easy. Yet, I somehow made an almost perfect synerged team, only double weakness being Ground and Flying. As every member has a Electric move, I don't think Fliers would come so eagerly. Many members also have a Ice move, for BoltBeam. And please mention this strategy too, as I need all help I can get whith providing the best ideas. Everything marked whith bold text is changes and/or ideas.
Team
Jolteon @Focus Sash
Volt Absorb / Timid
Evs: 252hp 252spe 4satk
Discharge
Protect
Signal Beam / Shadow Ball / Hidden Power (Ice)
Signal Beam / Shadow Ball / Hidden Power (Ice)
Thure star supporter of the show. Basically, he Protects first, Clefable will then Role Play him (Checked it up on game mechanics, and protect dosen't nullify Role Play) , and Volt Absorb is transferred. That's pretty much his only job. He will then use Discharge, that Clef' will Mimic (hence the Sash). If he still survives, he's free to do some extra damage whith the filler moves, Signal Beam, Shadow ball, and eventually HP Ice (Need's opinions on that). He also might want to Heal Clefable whith Discharge. Evs are so it can survive longer (and as Volt Absorb gives 1/4 of their health, no Spa investement needed).
Clefable @Leftovers
Bold / Magic Guard
Evs: 252 HP 252 satk 4def
Role Play
Mimic
Ice Beam
Moonlight
Aww, this is what'll kick you'r butts. Anyway, point of the first two moves was already explained at Jolteon, so I take the other parts. Ice Beam makes another Pseudo-BoltBeam version, but I also think Famethrover for eventuall 4x Fire 'mons. Ice Beam, seems like the better choice anyway. Moonlight is for just-in-case support, and in UU, there ain't so many weather changers.
Lanturn @Leftovers
Volt Absorb / Bold
Evs: 252Hp 126def 130spdf
Aqua Ring
Discharge
Icy Wind
Scald
I have now checked, and Gamefreak thinks Lanturn is UU to. Anyway, back to team. My secondary (and last-resort) Volt Absorber. While now holding Leftovers, Aqua ring acts like a secondary Leftovers, so I can have two goodies at the same time. Discharge supports, and allow Clefable to Mimic if Jolteon went down. Icy Wind covers his weaknesses, and lowers speed on both enemies. Scald's burn effect isn't needed here, but I am not one to say no for extras.
Gallade @Leftovers
Impish / Steadfast
Evs: 252hp 252atk 4def
Rock Slide
Drain Punch
Thunderpunch
Skill Swap
Now, some physicals were needed. Rock Slide hits bothe enemies, and buzzes of Flyers. Drain Punch is Gallade's best shot a recovering manually, so it's added. Thunderpunch helps Clefable (AGAIN). And Skill swap takes part in the strategy as well. He swaps ability whith Clef', and then Clef' role plays him. A example of indirect abillitytransfer.
Meloetta @Muscle Band
Serene Grace / Jolly
Evs: 252Atk 252spe 4hp
Close Combat
Shadow Claw
Thunderbolt
Role Play
Did I mention this was for PO? No? Then, it is, and Melo' ain't Banned there. Close Combat is Close Combat, whith great power. Shadow Claw fullfills the Fight/Ghost combo, and also deals crits sometimes. Thunderbolt - yeah, i'm not telling you who it is for (by now, you should know that). And same goes for Role Play. I won't use Relic Song, as the Typing changes to Gallade's typing, and three Flying-weak won't do any good.
Hitmonchan @Leftie's
Iron Fist / Adamant
252Atk 252hp 4spdf
Mach Punch
Ice Punch
Thunder Punch
Role Play
And in the end, a punchin' surprise. Mach Punch's STAB priority power gives respect, even for fliers. Thunder Punch hits the fliers who stay, and it also supports. Ice Punch makes another Pseudo-BoltBeam combo, as well as hitting Gligar and Torterra. Role Play is... Role play.
Now, give some comments about the strategy and the team, please!
So, I haven't done a team for MONTHs now, felt I needed to. So, I looked through all pokemons to find someone to start whith. Not being an easy job, but I found my 'mon.
Jolteon, quite a underdestimated poke in terms of usefullity. Sure, it has great Speed and Sp. Attack, but is fragile as h*ll. But, a new thing caught my eye; his abillity. Yeah, it sucks for him, but for somebody who actually can use it, it's bawass. Now how do you transfer it? Role Play.
And then an idea started to take place...
Jolteon, quite a underdestimated poke in terms of usefullity. Sure, it has great Speed and Sp. Attack, but is fragile as h*ll. But, a new thing caught my eye; his abillity. Yeah, it sucks for him, but for somebody who actually can use it, it's bawass. Now how do you transfer it? Role Play.
And then an idea started to take place...
I am pretty proud of myself creating this strategy. Putting that into a team, and also letting everything synerge well wasn't easy. Yet, I somehow made an almost perfect synerged team, only double weakness being Ground and Flying. As every member has a Electric move, I don't think Fliers would come so eagerly. Many members also have a Ice move, for BoltBeam. And please mention this strategy too, as I need all help I can get whith providing the best ideas. Everything marked whith bold text is changes and/or ideas.
Jolteon @Focus Sash
Volt Absorb / Timid
Evs: 252hp 252spe 4satk
Discharge
Protect
Signal Beam / Shadow Ball / Hidden Power (Ice)
Signal Beam / Shadow Ball / Hidden Power (Ice)
Thure star supporter of the show. Basically, he Protects first, Clefable will then Role Play him (Checked it up on game mechanics, and protect dosen't nullify Role Play) , and Volt Absorb is transferred. That's pretty much his only job. He will then use Discharge, that Clef' will Mimic (hence the Sash). If he still survives, he's free to do some extra damage whith the filler moves, Signal Beam, Shadow ball, and eventually HP Ice (Need's opinions on that). He also might want to Heal Clefable whith Discharge. Evs are so it can survive longer (and as Volt Absorb gives 1/4 of their health, no Spa investement needed).
Clefable @Leftovers
Bold / Magic Guard
Evs: 252 HP 252 satk 4def
Role Play
Mimic
Ice Beam
Moonlight
Aww, this is what'll kick you'r butts. Anyway, point of the first two moves was already explained at Jolteon, so I take the other parts. Ice Beam makes another Pseudo-BoltBeam version, but I also think Famethrover for eventuall 4x Fire 'mons. Ice Beam, seems like the better choice anyway. Moonlight is for just-in-case support, and in UU, there ain't so many weather changers.
Lanturn @Leftovers
Volt Absorb / Bold
Evs: 252Hp 126def 130spdf
Aqua Ring
Discharge
Icy Wind
Scald
I have now checked, and Gamefreak thinks Lanturn is UU to. Anyway, back to team. My secondary (and last-resort) Volt Absorber. While now holding Leftovers, Aqua ring acts like a secondary Leftovers, so I can have two goodies at the same time. Discharge supports, and allow Clefable to Mimic if Jolteon went down. Icy Wind covers his weaknesses, and lowers speed on both enemies. Scald's burn effect isn't needed here, but I am not one to say no for extras.
Gallade @Leftovers
Impish / Steadfast
Evs: 252hp 252atk 4def
Rock Slide
Drain Punch
Thunderpunch
Skill Swap
Now, some physicals were needed. Rock Slide hits bothe enemies, and buzzes of Flyers. Drain Punch is Gallade's best shot a recovering manually, so it's added. Thunderpunch helps Clefable (AGAIN). And Skill swap takes part in the strategy as well. He swaps ability whith Clef', and then Clef' role plays him. A example of indirect abillitytransfer.
Meloetta @Muscle Band
Serene Grace / Jolly
Evs: 252Atk 252spe 4hp
Close Combat
Shadow Claw
Thunderbolt
Role Play
Did I mention this was for PO? No? Then, it is, and Melo' ain't Banned there. Close Combat is Close Combat, whith great power. Shadow Claw fullfills the Fight/Ghost combo, and also deals crits sometimes. Thunderbolt - yeah, i'm not telling you who it is for (by now, you should know that). And same goes for Role Play. I won't use Relic Song, as the Typing changes to Gallade's typing, and three Flying-weak won't do any good.
Hitmonchan @Leftie's
Iron Fist / Adamant
252Atk 252hp 4spdf
Mach Punch
Ice Punch
Thunder Punch
Role Play
And in the end, a punchin' surprise. Mach Punch's STAB priority power gives respect, even for fliers. Thunder Punch hits the fliers who stay, and it also supports. Ice Punch makes another Pseudo-BoltBeam combo, as well as hitting Gligar and Torterra. Role Play is... Role play.
Now, give some comments about the strategy and the team, please!
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