Hey all, this is my first time posting a RMT, although I've been playing UU for a few months now. I've been playing around with this team for ages and I have several permutations of it, but I am really trying to build around Nasty Plot Celebi. I've found that Primarina and Rotom-H make a great Fire/Water/Grass core to support each other, and Infernape has been pretty helpful too, but I am still toying with the others, playing about with who complements them best. With all that said here is the team:
The Team
Celebi @ Psychium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Giga Drain
- Dazzling Gleam
The Team
Celebi @ Psychium Z
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Giga Drain
- Dazzling Gleam
Celebi is the Pokemon I have been trying to build around (and is my favourite Pokemon in general and reason for wanting to get into UU). I have found that it works best at its fastest, as its defensive typing is really poor and leaves it open to the plethora of U-Turns, Knock Offs, Pursuits, and Fire attacks in the tier. Celebi is meant to come in on something that does not threaten it (this is usually a bulky Water type or slow Ground like Hippowdon) once its checks and counters have been dealt with and use its coverage moves and boosting ability to power through the opposing team. I use Psychium Z on it in case Scizor comes in, as a +2 Shattered Psyche can usually deal with a Scizor slightly weakened by SR or chip damage. Psychic is there to hit Poison types the Celebi outspeeds like Nidoking and Amoongus, Giga Drain is used against bulky waters and beats Calm Mind Suicune, and Dazzling Gleam is there for Hydreigon and the other dragons.
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Thunder Wave
- Volt Switch
- Overheat
- Will-O-Wisp
Toaster boi acts as an excellent counter to the various Steel types that threaten both Celebi and Diancie on this team. Scizor is always forced out vs. it, and unboosted Bisharp will also lose to Overheat. It carries Volt Switch to keep up momentum against its switch ins, and Twave and Will O Wisp to punish those that Volt Switch is not ideal or usable against (ex. slowing down or burning Mega Altaria, burning Hippowdon, Krookodile, Mamoswine, and Zeraora). This Rotom is fully physically defensive to better sponge attacks from the Steels it is being used to check.
Primarina @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Scald
- Moonblast
Primarina acts as the water portion of the FWG core, and serves as a check/counter to the various Fire, Dark, and Dragon types that can otherwise threaten the rest of the team. Prim is fully physically defensive to beat most Infernapes (while Diancie can handle special attacknig variants). RestTalk means Prim doesn't care about Toxic and helps it to beat other Waters 1 on 1 such as Swampert. Scald and Moonblast are there as spammable STAB moves with the added benefits of burning threatening Steel and Dark types like Alolan Muk and Krookodile, and lowering the SpA on those it doesn't benefit from burning like Togekiss. It's also extremely useful against Lead Azelf, as I will usually fire off a Moonblast while they get rocks up and then immediately Rest to recover all the damage from Explosion. Finally Prim also acts as one of the team's checks to Mega Aerodactyl.
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- U-turn
- Close Combat
- Earthquake
Ape acts as the speed control for the team and another check to the Steel types that plague this team, as well as a way to break through bulky walls like Blissey and Amoongus. It forces out fast attackers like Mega Beedrill, Scarfed Krookodile, and Scarfed Hydreigon, and can speed tie with Scarfed Terrakion and Cobalion if necessary. Flare Blitz is this main attacking move for powering through Steel and Grass types. U-Turn keeps up momentum when risking a lock into an ineffective move would be a bad call. Close Combat breaks through Blissey and Dark types, and Earthquake helps to deal with Poison types like Alolan Muk, Nidoking, Nihilego, and non-scarfed Gengar.
Diancie @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Protect
- Diamond Storm
- Moonblast
Diancie is the special tank for the team that can also take a bit of physical punishment. It checks the flying threats in the tier such as Mega Pigeot and Togekiss, and provides another answer to Dark types in a pinch. Its main role is to sponge strong special attacks and then set up rocks or do chip damage. Protect is used to scout potentially threatening enemies for coverage or choice-locked moves or to stall and restore a bit of HP with leftovers. Diamond Storm allows it to beat Flying types while possibly giving a nice defensive boost to make it even more tanky. Moonblast acts as the secondary STAB to punish Dragons and Fighting types in a pinch with the possibility of a SpA drop.
Forretress @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk
- Toxic Spikes
- Spikes
- Volt Switch
- Rapid Spin
Forretress is the final member of the team and serves as the hazard setter and controller, along with providing some physical defensive utility vs. Steels and momentum with Volt Switch. Originally Rotom was the mon in this role but I found myself relying on it to perform too many roles, and didn't like Defogging away my own rocks. Poison Spikes was chosen over Gyro Ball as I was finding that Forretress was not hitting anything hard enough with that move to bother keeping it around and to help vs. bulky walls like Primarina and the Slow twins. Spikes adds some passive damage and acts as a really nice option against Swampert that the team previously struggled a lot with - I found myself leading Celebi against it and always being behind on the switch in after Swampert. Forretress fixes that by allowing for a quick change on a predicted switch once they see it stacking spike layers. Rapid Spin finally provides hazard control.
Overall
I have found this team to be useful against offensive and balance teams the most, but can struggle hard against or straight up lose to pure stall teams if an answer to a particular wall (ex. Ape for Blissey, Celebi for Suicune/Slowbro) is lost. I am trying to see if there are better options to not have to play so perfectly vs. stall to win mostly. Here is an example of a stall game I won that I am very happy with: http://replay.pokemonshowdown.com/gen7uu-913642908. I'm still pretty new to serious comp Pokemon as a whole so any and all feedback is greatly appreciated!
Thanks for your time :)
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