yet to test this yet, for all i know it could be **** and i made this in like 2 minutes so it probably is
Drapion (M) @ Leftovers
Ability: Sniper
EVs: 222 HP/108 Def/180 Spd
Impish nature (+Def, -SAtk)
- Cross Poison
- Earthquake
- Night Slash
- Toxic Spikes
gets me the toxicspikes first turn, and i'm not sure if anything else can lead on this team. outspeeds everything with 270 speed, which i'm not sure will be that helpful in uu, tempted to put the rest of it in sdef or attack.
Steelix (M) @ Leftovers
Ability: Rock Head
EVs: 244 HP/152 Def/112 SDef
Relaxed nature (+Def, -Spd)
- Earthquake
- Roar
- Toxic
- Stealth Rock
stealth rocks deters some new pokemon thrown in uu, mainly aero/sheddy/articuno, as well as beating up some other heavy hitters. unsure of the set, toxic is mainly to hit all those annoying flying things that are everywhere. might go something over roar, but it looks to be useful for shuffling.
Mantine (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/80 Def/176 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Surf
- Sleep Talk
- Rest
really really nice special wall. water immune/fire resist helps out my team quite a lot, and because i can't rely on clefable to keep mantine alive, i've given it restalk, which also helps with status.
Claydol @ Leftovers
Ability: Levitate
EVs: 236 HP/252 Def/4 Spd/16 SDef
Relaxed nature (+Def, -Spd)
- Earth Power
- Ice Beam
- Rapid Spin
- Toxic
SPIN
also gives me a semi-reliable way of beating up annoying steelix. again, i'm not too sure of toxic, but we'll see how common shedinja ends up being before i resort to something like hp fire. right now i think i'll stick with toxic.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 4 HP/252 Atk/252 Spd
Lonely nature (+Atk, -Def)
- Shadow Claw
- Shadow Sneak
- Swords Dance
- X-Scissor
HI UU
my main source of offense. it's just been introduced to the metagame so i'm doubtful it'll work out that great, as people will definitely be overhyping it. stealth rock will be everywhere, and fire moves will run rampant. might put aero over it, but as i said, i haven't tested this yet.
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/176 Def/4 Spd/76 SDef
Bold nature (+Def, -Atk)
- Flamethrower
- Protect
- Wish
- Thunderbolt
i was always going to have clefable rounding out my team, as i need the wish support, but i'm unsure of using ft/tbolt... it's mainly to stop clefable from being overwhelmed by the new uu's, so even i'm overhyping them, and i don't play pokemon that much anymore.
CB AERODACTYL WEAK
Drapion (M) @ Leftovers
Ability: Sniper
EVs: 222 HP/108 Def/180 Spd
Impish nature (+Def, -SAtk)
- Cross Poison
- Earthquake
- Night Slash
- Toxic Spikes
gets me the toxicspikes first turn, and i'm not sure if anything else can lead on this team. outspeeds everything with 270 speed, which i'm not sure will be that helpful in uu, tempted to put the rest of it in sdef or attack.
Steelix (M) @ Leftovers
Ability: Rock Head
EVs: 244 HP/152 Def/112 SDef
Relaxed nature (+Def, -Spd)
- Earthquake
- Roar
- Toxic
- Stealth Rock
stealth rocks deters some new pokemon thrown in uu, mainly aero/sheddy/articuno, as well as beating up some other heavy hitters. unsure of the set, toxic is mainly to hit all those annoying flying things that are everywhere. might go something over roar, but it looks to be useful for shuffling.
Mantine (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/80 Def/176 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Surf
- Sleep Talk
- Rest
really really nice special wall. water immune/fire resist helps out my team quite a lot, and because i can't rely on clefable to keep mantine alive, i've given it restalk, which also helps with status.
Claydol @ Leftovers
Ability: Levitate
EVs: 236 HP/252 Def/4 Spd/16 SDef
Relaxed nature (+Def, -Spd)
- Earth Power
- Ice Beam
- Rapid Spin
- Toxic
SPIN
also gives me a semi-reliable way of beating up annoying steelix. again, i'm not too sure of toxic, but we'll see how common shedinja ends up being before i resort to something like hp fire. right now i think i'll stick with toxic.
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 4 HP/252 Atk/252 Spd
Lonely nature (+Atk, -Def)
- Shadow Claw
- Shadow Sneak
- Swords Dance
- X-Scissor
HI UU
my main source of offense. it's just been introduced to the metagame so i'm doubtful it'll work out that great, as people will definitely be overhyping it. stealth rock will be everywhere, and fire moves will run rampant. might put aero over it, but as i said, i haven't tested this yet.
Clefable (M) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/176 Def/4 Spd/76 SDef
Bold nature (+Def, -Atk)
- Flamethrower
- Protect
- Wish
- Thunderbolt
i was always going to have clefable rounding out my team, as i need the wish support, but i'm unsure of using ft/tbolt... it's mainly to stop clefable from being overwhelmed by the new uu's, so even i'm overhyping them, and i don't play pokemon that much anymore.
CB AERODACTYL WEAK
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