Underload
Lazy
Moves / EVs / Items / Natures is BOLD are iffy and might need a change.
Moltres @ Choice Scarf
Pressure
Modest Nature (+SPATK, -ATK)
252 SPATK, 216 SPD, 40 DEF
- Air Slash
- Overheat
- Will-o-Wisp
- U-turn
Here's my usual opener when I craft a UU team. Oodles of speed, decent type coverage, good power to back up the moves, and two interesting utility moves that give me a little wiggle room if I don't like the matchup. It's pretty much designed to OHKO as many common openers as possible. Things that Overheat can't OHKO, Air Slash can. Moltres is fast, and bulky enough to survive most onslaughts from common openers if they happen to be faster than me. Infernape, Jolteon, Azelf, Yanmega, Bronzong, Metagross, Roserade, Forretress, Crobat, Ninjask, Ambipom, Alakazam, Celebi, Skarmory, Weavile, Abomasnow and others are common examples of leads that I can OHKO with Moltres. However, leads like Tyranitar, Salamence, Swampert, Hippowdon, Zapdos, Aerodactyl, and Gyarados really can't be OHKOed by either move, so I simply throw out a Will-o-Wisp and switch into the necessary counter (usually Chansey or Registeel, depending on their offensive preference.) U-turn is there so I can predict a switch or if I don't want to risk getting OHKO'd myself by a CBTar Stone Edge or something.
Chansey @ Leftovers
Natural Cure
Bold Nature (+DEF, -ATK)
252 DEF, 252 SPDEF, 4 SPATK
- Wish
- Protect
- Seismic Toss
- Toxic
Plays pretty much identically to Blissey in OU. This set is pretty ideal to stall an opponent out with, or even to scout out something I'm unfamiliar with (Protect and Wish). Seismic Toss is Chansey's only worthwhile offensive option. The consistent 100 damage it does will often outdo even super effective special attacks, and although it often won't deter switch-ins, the damage eventually adds up. Chansey is basically forced to use a status attack in the fourth slot, though it is not "filler" by any means. The choice in status is mostly dependent on your team. Toxic is the move of choice for stall teams, where Chansey should be played. It hits Flying-types and Levitators like Claydol that would be immune to Toxic Spikes, and works nicely with Protect. Hitting Mismagius on the switch with Toxic will also ruin its plans quickly.
Floatzel @ Life Orb
Swift Swim
Adamant Nature (+ATK, -SPATK)
252 ATK, 232 HP, 20 SPD
- Waterfall
- Agility
- Ice Punch
- Return
Floatzel is a fast Water-type Pokemon that can cause quite a bit of destruction with an Agility. After the speed boost is set up, it’s time for Floatzel to wreak havoc upon my opponent. Waterfall will be the main attack usually. Ice Punch adds coverage while stopping Dragon and Grass-types from absorbing Waterfall. Return is my best weapon against opposing Water-types and complements Waterfall for nearly perfect coverage, which is always nice. Life Orb is the best option for this set. Floatzel’s rather lackluster Attack and low base power moves make Life Orb appealing.
Drapion @ Choice Band
Sniper
Jolly Nature (+SPD, -SPATK)
252 ATK, 252 SPD, 4 HP
- Night Slash
- Earthquake
- Cross Poison
- Ice Fang / Pursuit
Simple stuff. A Swords Dance set, but with more outright damage potential. Cross Poison and Night Slash offer Drapion a reliable STAB move which benefits from Sniper, while Earthquake extends type coverage. The last move is really preference, but I'm leaning toward Ice Fang because of the extra leverage it gives me against Dragon- and Flying- types that are immune / unfazed by my other moves. Contemplating switching this to a Swords Dance set with Scope Lens as the hold item.
Registeel @ Chesto Berry
Clear Body
Impish Nature (+DEF, -SPATK)
252 HP, 40 ATK, 216 DEF
- Curse
- Iron Head
- Earthquake
- Rest
Quite honestly this is the set I'm most worried about. Registeel is a prime user of Stealth Rock, yet I don't take advantage of it. Registeel lacks reliable recovery, and I dropped Explosion in favor of Earthquake. But, on a positive note, it greatly benefits from Pokémon with Wish support (see: Chansey). However they both have a Fighting-type weakness, which is easily covered by Rotom or perhaps Drapion. I'm really considering coupling Chansey with Aromatherapy to add even more synergy with Registeel. Aromatherapy can easily rid Registeel of sleep status that it gets from Rest. Registeel is a magnet for powerful wall breakers such as Blaziken and Magmortar. Because of this, I need to be either very wary of switches and punish correctly, or perhaps introduce something like Milotic onto this team.
Rotom @ Choice Specs
Levitate
Timid Nature (+SPD, -ATK)
252 SPATK, 252 SPD, 4 HP
- Thunderbolt
- Shadow Ball
- HP Fighting
- Trick
430+ Special Attack and 309 Speed is pretty good, especially with all those immunities to switch in on. Plus, I can Trick my Choice Specs onto a tank/physical attacker. HP Fighting is mostly for Dark-types coming in to Pursuit Rotom, and to hit Probopass who can sponge hits from Thunderbolt reasonably well. Levitate and Ghost- typing are both godsends, seeing as I have a relatively big problem with EQ and Fighting type moves (Drapion + Registeel and Chansey + Registeel, respectively). With all these free switch-ins on Ground-, Rock-, Steel-, and Fighting- Pokemon, I can quickly wreak havoc with either a Tricked Choice Specs or HP Fighting / TB. Rotom has proven to be very reliable, and without it, I wouldn't have answers to many situations, like the ones mentioned above.
0% Resistances:
Normal - 1
Fighting - 1
Poison - 1
Ground - 2
Psychic - 1
Ghost - 1
25% Resistances:
Grass - 1
Bug - 1
50% Resistances:
Normal - 1
Fire - 2
Water - 1
Electric - 1
Grass - 2
Ice - 2
Fighting - 1
Poison - 2
Flying - 2
Psychic - 1
Bug - 2
Rock - 1
Ghost - 2
Dragon - 1
Dark - 2
Steel - 4
200% Weaknesses:
Fire - 1
Water - 1
Electric - 2
Grass - 1
Fighting - 2
Ground - 2
Ghost - 1
Dark - 1
400% Weaknesses:
Rock - 1
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Moltres @ Choice Scarf
Pressure
Modest Nature (+SPATK, -ATK)
252 SPATK, 216 SPD, 40 DEF
- Air Slash
- Overheat
- Will-o-Wisp
- U-turn
Here's my usual opener when I craft a UU team. Oodles of speed, decent type coverage, good power to back up the moves, and two interesting utility moves that give me a little wiggle room if I don't like the matchup. It's pretty much designed to OHKO as many common openers as possible. Things that Overheat can't OHKO, Air Slash can. Moltres is fast, and bulky enough to survive most onslaughts from common openers if they happen to be faster than me. Infernape, Jolteon, Azelf, Yanmega, Bronzong, Metagross, Roserade, Forretress, Crobat, Ninjask, Ambipom, Alakazam, Celebi, Skarmory, Weavile, Abomasnow and others are common examples of leads that I can OHKO with Moltres. However, leads like Tyranitar, Salamence, Swampert, Hippowdon, Zapdos, Aerodactyl, and Gyarados really can't be OHKOed by either move, so I simply throw out a Will-o-Wisp and switch into the necessary counter (usually Chansey or Registeel, depending on their offensive preference.) U-turn is there so I can predict a switch or if I don't want to risk getting OHKO'd myself by a CBTar Stone Edge or something.
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Chansey @ Leftovers
Natural Cure
Bold Nature (+DEF, -ATK)
252 DEF, 252 SPDEF, 4 SPATK
- Wish
- Protect
- Seismic Toss
- Toxic
Plays pretty much identically to Blissey in OU. This set is pretty ideal to stall an opponent out with, or even to scout out something I'm unfamiliar with (Protect and Wish). Seismic Toss is Chansey's only worthwhile offensive option. The consistent 100 damage it does will often outdo even super effective special attacks, and although it often won't deter switch-ins, the damage eventually adds up. Chansey is basically forced to use a status attack in the fourth slot, though it is not "filler" by any means. The choice in status is mostly dependent on your team. Toxic is the move of choice for stall teams, where Chansey should be played. It hits Flying-types and Levitators like Claydol that would be immune to Toxic Spikes, and works nicely with Protect. Hitting Mismagius on the switch with Toxic will also ruin its plans quickly.
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Floatzel @ Life Orb
Swift Swim
Adamant Nature (+ATK, -SPATK)
252 ATK, 232 HP, 20 SPD
- Waterfall
- Agility
- Ice Punch
- Return
Floatzel is a fast Water-type Pokemon that can cause quite a bit of destruction with an Agility. After the speed boost is set up, it’s time for Floatzel to wreak havoc upon my opponent. Waterfall will be the main attack usually. Ice Punch adds coverage while stopping Dragon and Grass-types from absorbing Waterfall. Return is my best weapon against opposing Water-types and complements Waterfall for nearly perfect coverage, which is always nice. Life Orb is the best option for this set. Floatzel’s rather lackluster Attack and low base power moves make Life Orb appealing.
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Drapion @ Choice Band
Sniper
Jolly Nature (+SPD, -SPATK)
252 ATK, 252 SPD, 4 HP
- Night Slash
- Earthquake
- Cross Poison
- Ice Fang / Pursuit
Simple stuff. A Swords Dance set, but with more outright damage potential. Cross Poison and Night Slash offer Drapion a reliable STAB move which benefits from Sniper, while Earthquake extends type coverage. The last move is really preference, but I'm leaning toward Ice Fang because of the extra leverage it gives me against Dragon- and Flying- types that are immune / unfazed by my other moves. Contemplating switching this to a Swords Dance set with Scope Lens as the hold item.
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Registeel @ Chesto Berry
Clear Body
Impish Nature (+DEF, -SPATK)
252 HP, 40 ATK, 216 DEF
- Curse
- Iron Head
- Earthquake
- Rest
Quite honestly this is the set I'm most worried about. Registeel is a prime user of Stealth Rock, yet I don't take advantage of it. Registeel lacks reliable recovery, and I dropped Explosion in favor of Earthquake. But, on a positive note, it greatly benefits from Pokémon with Wish support (see: Chansey). However they both have a Fighting-type weakness, which is easily covered by Rotom or perhaps Drapion. I'm really considering coupling Chansey with Aromatherapy to add even more synergy with Registeel. Aromatherapy can easily rid Registeel of sleep status that it gets from Rest. Registeel is a magnet for powerful wall breakers such as Blaziken and Magmortar. Because of this, I need to be either very wary of switches and punish correctly, or perhaps introduce something like Milotic onto this team.
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Rotom @ Choice Specs
Levitate
Timid Nature (+SPD, -ATK)
252 SPATK, 252 SPD, 4 HP
- Thunderbolt
- Shadow Ball
- HP Fighting
- Trick
430+ Special Attack and 309 Speed is pretty good, especially with all those immunities to switch in on. Plus, I can Trick my Choice Specs onto a tank/physical attacker. HP Fighting is mostly for Dark-types coming in to Pursuit Rotom, and to hit Probopass who can sponge hits from Thunderbolt reasonably well. Levitate and Ghost- typing are both godsends, seeing as I have a relatively big problem with EQ and Fighting type moves (Drapion + Registeel and Chansey + Registeel, respectively). With all these free switch-ins on Ground-, Rock-, Steel-, and Fighting- Pokemon, I can quickly wreak havoc with either a Tricked Choice Specs or HP Fighting / TB. Rotom has proven to be very reliable, and without it, I wouldn't have answers to many situations, like the ones mentioned above.
0% Resistances:
Normal - 1
Fighting - 1
Poison - 1
Ground - 2
Psychic - 1
Ghost - 1
25% Resistances:
Grass - 1
Bug - 1
50% Resistances:
Normal - 1
Fire - 2
Water - 1
Electric - 1
Grass - 2
Ice - 2
Fighting - 1
Poison - 2
Flying - 2
Psychic - 1
Bug - 2
Rock - 1
Ghost - 2
Dragon - 1
Dark - 2
Steel - 4
200% Weaknesses:
Fire - 1
Water - 1
Electric - 2
Grass - 1
Fighting - 2
Ground - 2
Ghost - 1
Dark - 1
400% Weaknesses:
Rock - 1