UU Threat List

Brambane

protect the wetlands
is a Contributor Alumnus
approved by Jabba

With the arrival of Gen V UU, it can be hard to keep track of all the threats in the tier while building the team. Hopefully, this thread will help with that. The current purpose of this thread is to keep track of threats in the UU metagame, not to be an article. At least not at the moment. Keep in mind that the metagame is new, so the tier list may seem extreme. Once the metagame has settled down, it should be toned down to only the most prevalent and dangerous Pokemon.

Rules:
-Do not mention unreleased Dream World abilities, i.e. Contrary Serperior.
-If you want a Pokemon to be added / removed, provide solid reasoning for why it should be.
-Avoid saying things like "X will be banned soon anyways" or "Y is going to drop from OU!". It just makes you sound like a dumbass.

The list itself was generated through discussion on IRC.

Aerodactyl
Azumarill
Empoleon
Raikou
Flygon
Kyurem
Houndoom
Vulpix
Charizard
Emboar
Victreebel
Tangrowth
Altaria
Kingdra
Escavelier
Dusknoir
Mew
Azelf
Deoxys-d
Wobbuffet
Honchkrow
Togekiss
Spiritomb
Heracross
Zapdos
Snorlax
Roserade
Celebi
Victini
Hitmontop
Bisharp
Jolteon
Smeargle
Sigilyph
Zoroark
Quagsire
Nidoking
Arcanine
Sawsbuck
Gorebyss
Dugtrio
Yanmega
Lilligant
Staraptor
Drapion
Slowbro
Shaymin
Chansey
Mamoswine
Registeel
Suicune
Weavile
Eelektross
Cobalion
Huntail
Uxie
Milotic
Abomasnow
Crobat
Durant
Xatu
Nidoqueen
Mismagius
Rotom-h
Donphan



Abomasnow
Grass / Ice
90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abomasnow's stats aren't anything remarkable, and with seven weaknesses to some rather common types, one might wonder just why someone would use Abomasnow in the first place. The answer is in Abomasnow's unique Ability, Snow Warning. Being the only full-evolved Pokemon with Snow Warning, Abomasnow is unique and vital to any Hail team. Abomasnow has the stats to use a Mixed, SubSeed, or even a Scarf set. Abomasnow has to be careful when running a Scarf set however, due to its vulnerability to all forms of Entry Hazards. The easiest way to beat Abomasnow is to capitalize on its common weaknesses. Most Fire-type Pokemon resist both of Abomasnow's STAB attacks and can hit back with a 4x Super Effective Fire-type attack. Technician Hitmontop is also a good check to Abomasnow, 2HKOing even 252 HP/252 Def Bold Abomasnow all of the time.

Aerodactyl
Rock / Flying
80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe
As if paying homage to his glory days, Aerodactyl has established itself as a powerful Choice Band user. With a blistering 130 base Speed, it can outpace almost the entire unboosted tier. Stone Edge and Earthquake work amazingly, hitting just about everything neutrally. Double-Edge scores a 2HKO on Hitmontop and Aerodactyl receives no recoil thanks to Rock Head. Ice Fang hits Flygon for an OHKO. Stealth Rock and Choice Scarf users are major thorns in Aerodactyl's side. Mamoswine can threaten Aerodactyl with STAB Ice Shard.


Arcanine
Fire
90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Arcanine is a veteran of UU. It has proven itself time and again to be competitively viable in the environment and this gen should prove to be no exception. Its physical sets have gotten even stronger with new moves in Close Combat and Wild Charge and the new permasun brought by Vulpix. Its bulk has also seen an upgrade because of permasun as Morning Sun will now heal 66% instead of 50%, giving bulky Arcanine a reason to be used in the sun as well.

However, Arcanine still has disadvantages. It is hit by both Spikes and Toxic Spikes, as well as being hit for 25% by Stealth Rock. It also has to compete as a Fire-type on sun teams as there are many other Pokemon that are also good for the position. Finally, 90 / 80 / 80 is average bulk in the eyes of the UU metagame and the power creep may prove too much to Arcanine with this bulk. Its typing doesn't help it much either giving it few resistances and common weaknesses. Despite these issues, Arcanine is perfectly viable with the right support.


Azelf
Psychic
75 Hp / 125 Atk / 70 Def / 125 SpA / 70 SpD / 115 Spe
Azelf is a threat as powerful as it is diverse and unpredictable. Its trademark lead set from IV Gen can still function in the UU's current metagame, but due to team reveal it is not as effective as it used to be. Choice sets, both physical and special, are quite potent, considering Azelf's twin base 125 offensive stats and 115 base Spe. Azelf can possess a combination Psyshock, Psychic, U-turn, Shadow Ball, Ice/Thunder/Fire Punch, Grass Knot, Thunderbolt, Flamethrower / Fire Blast, making it very unpredictable. Trick can also be used to cripple potential walls attempting to switch in and wall Azelf. Furthermore, Azelf has access to Nasty Plot, which can break even Chansey with boosted Psyshocks. Azelf may also choose to lead off a team aiming to set up powerful boosting sweepers or Baton Pass with a fast Dual Screens and Taunt. Azelf's faults come in the form of poor typing and lackluster defenses. Watch out for Pursuit, Sucker Punch and Choice Scarf users when using Azelf. Despite those faults, Azelf is a very dominant for in the metagame.


Bisharp
Dark / Steel
65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Bisharp is a lethal Pokemon if used in the right hands, sporting a nice Attack stat and the right tools to abuse it, notably Swords Dance and Sucker Punch. One perk of using Bisharp over other Dark-types like Absol, Honchkrow, or Weavile is its unique typing of Dark / Steel, which gives it a nice number of resistances that helps promote safer switch-ins, as well as the scarcely distributed ability Defiant which makes Intimidate and random stat drops less of a hassle. Bisharp also packs some interesting support moves like Thunder Wave and Stealth Rock which, while not practical, does allow it a niche in the support area to an extent.

Bisharp has its hindrances, however. Its typing gives some nasty weaknesses, including a 4x weakness to Fighting. It also packs a somewhat unimpressive Speed stat and underwhelming defenses barring its decent Defense. Finally, Bisharp requires a fair amount of prediction to use its moves like Sucker Punch and Pursuit effectively, and Fighting-types like Heracross makes its life miserable. However, Bisharp is still a very impressive Pokemon to use and is one of the best revenge killers against Psychic-types and Ghost-types in UU.


Celebi
Grass / Psychic
100 Hp / 100 Atk / 100 Def / 100 SpA / 100 SpDef / 100 Spe
Similar to Snorlax, Celebi has found itself faltering in OU with each passing generation, and with the advent of the fifth Celebi found itself in the diverse tier of UU. This does not mean Celebi is a bad Pokémon, however, as its 600 BST and evenly distributed stats means that it can fill both offensive and defensive positions, and even Baton Pass a multitude of boosts. First off, one may notice Celebi's unique Grass / Psychic typing, whilst this does afford it seven weaknesses, including the somewhat noticeable Fire, Bug, Ice and Dark type weaknesses; it also provides important resistances to Fighting, Ground, Grass, Electric and Water-type attacks. This allows Celebi to play as a stalwart physically defensive wall, with access to the reliable Recover, support moves such as Thunder Wave, Heal Bell, Leech Seed and a useful base 100 SpA to utilize STAB Grass Knot with which to ward off Water, Rock and Ground-type threats, not to mention a useful ability in Natural Cure. Celebi can also go out on the offensive, with its often overlooked base 100 Spe stat and access to Earth Power, Grass Knot / Leaf Storm, Psychic and Nasty Plot or Calm Mind (even Swords Dance, but that is probably best left to others); however, the offensive approach has to compete with Shaymin for a team slot, as Shaymin has its trademark move, Seed Flare, and is not Pursuit weak. Celebi can also effectively run Baton Pass, with rounded defensive stats, good speed, and access to Swords Dance, Nasty Plot, Calm Mind and 101 Hp Substitutes it can make a worthy addition to a complete Baton Pass team, whilst those interested in quick passing should look towards Gorebyss and Huntail.

Celebi can also function effectively in the lead position, with its access to Stealth Rock, U-turn and decent offensive prowess, however, Magic Mirror Espeon puts a slight damper on this (and Xatu, as it actually possesses greater typing with which to combat Celebi). Finally, Celebi can also fill the useful niche of a scarfed revenge killer, or simply a powerful choiced attacker, U-turn, Leaf Storm, Earth Power, Hidden Power Fire/Ice, Psychic, Trick can all be used.


Chansey
Normal
250 HP/5 Atk/5 Def/35 SpA/105 SpD/50 Spe
Every tier needs their own pink blob, and UU gets the original pink supporter, Chansey. Chanseys enormous HP and good SpD makes her the great special wall she's always been, but Gen 5 gave her Eviolite. Chansey should always be using it since with it she gets a max def of 178, that combined with a 700+ HP is enough to even surviving Fighting attacks, and an already high SpD makes her one of the best walls in the game. With access to reliable recovery and tons of ways to support it's team, Chansey is one of the most effective supporters in the game, with huge Wishes than can completely heal most base 80 HP pokes, Hell Bell to remove status and Toxic/T-wave for status herself.

Obviously Chansey is not perfect since her only real attacking option is Seismic Toss and Toxic stall, so most Ghost-types can sub whit her middling speed and start setting up, or plain just attacking (although that would be hard since even if she can't do a lot she'll live trough most unboosted hits.) 101 HP Subs can take a Seismic Toss and she hates losing Eviolite, so Knock Off and Choice Item Trick users are effective.


Charizard
Fire / Flying
78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe
A classic fan favorite from the first generation Pokemon games, Charizard makes a return to the current generation's lower tiers. However, the fifth generation brings Charizard a new ability in the form of Solar Power, which turns Charizard into a veritable glass cannon. To give an idea about how powerful Charizard can be, a sun-boosted Fire Blast from a Charizard using Choice Specs is more powerful than a sun-boosted V-Create from a Victini using Choice Band without any of the stat drops. Combined with Victini's exact same speed stat, Charizard is a truly offensive powerhouse with almost no peer in terms of sheer strength among UU.

Though almost no Pokemon can switch in to it directly, the fire dragon does have more than its fair share of downsides thanks in large part to its bad defensive typing. Stealth Rock makes a return from the fourth generation and continues to be the bane of Charizard's existence, stripping away a whopping 50% of its total health and preventing many opportunities for Charizard to come into play. Stealth Rock along with the recoil from Solar Power means that it will burn itself out quickly without proper support, and its average defenses aren't doing much to increase its survivability. Flash Fire Pokemon can also switch into Fire Blast and threaten to KO, however they must be wary of switching into one of Charizard's other attacks. Finally, Charizard is completely dependent on Drought or Sunny Day being in effect so changing the weather and making sure sunny weather stays off the field will neuter Charizard's overwhelming power.


Dugtrio
Ground
35 HP / 80 Atk / 50 Def / 50 SpA / 70 SpD / 120 Spe
Dugtrio may not seem like much, but don't let its rather mediocre stats, aside from Speed, fool you. This mole has a big trick up its nonexistent sleeve with the ability Arena Trap. With this ability, Pokemon like Chansey and Registeel can be trapped and given a beating, opening up a sweep for a different Pokemon. 120 base Speed definitely isn't shabby either, outspeeding Pokemon like Raikou and Victini. It's good that Dugtrio has all that Speed, alongside a priority attack in Sucker Punch, because it can't take any hits at all. 35/50/70 defenses aren't doing Dugtrio any favors, and with a fair share of weaknesses, along with being absolutely crippled by Burn status, Dugtrio has a fair bit of difficulty in switching into any attack. Dugtrio also encounters competition in Wobbuffet, which has a superior ability in Shadow Tag and the potential to check just about any Pokemon holding a Choice item.


Durant
Bug/Steel
58 Hp / 109 Atk / 112 Def / 48 SpA / 48 SpD / 109 Spe
Durant possesses a combination of Hustle, good Spe and Atk stats and Hone Claws that allows it to become a potent physical sweeper. Durant also has access to Rock Polish, which allows it to preform as an effective lategame sweeper thanks to Hustle. Despite these positive attributes, Durant still runs into several problems, firstly, whilst 112 Def is great, it is backed by a terrible 58 base HP and an even more atrocious 48 SpD that gives it little opportunity to capitalize on its great list of resistances afforded by its typing. Its dual STABs offer pretty poor coverage, even when complimented by Stone Edge and Thunder Fang. This leaves substitute-less Durant at an almost complete full stop in Registeel, who can paralyze it. However, it possesses the ability to completely walk over on of UU's premiere physical wall, Slowbro, as a + 1, Hustle X-Scissor will KO (and even a + 0 with Leftovers has a chance to OHKO, dealing 88.8% - 105.1%). Durant can also attempt a Baton Pass set, operating in a similar fashion to Scizor in OU, with access to Agility/Rock Polish, Hone Claws, and Iron Defense. However, a four times weakness to Fire-type attacks and susceptibility to both Burn and Paralysis means that Durant can often find his sweeping or passing attempts halted by status or by being roasted.



Dusknoir
Ghost
45 HP / 100 Atk / 135 Def / 65 SpA / 135 SpD / 45 Spe
Dusknoir is an example of a Pokemon that can ether go offensive, defensive, or a little of both thanks to its very good move pool and good stat distribution. On the offensive Dusknoir packs a usable 100 base attack and some useful physical attacks like Earthquake, Shadow Sneak, and the Elemental punches. On the defensive Dusknoir packs very meaty defense stats and plenty of status moves like Will-o-wisp, Trick Room, Disable, and Pain Split while also holding onto the ever annoying Pressure ability to quickly stripe away the opponents PP.

Dusknoir's main problem in UU is the prevalence of Dark types like Bisharp and Honchkrow who can cripple Dusknoir via Taunt, Sucker Punch, or Pursuit spam and Pokemon that can generally set up on it like Houndoom. Dusknoir also runs into competition for the "Tank Ghost-type" position with Spiritomb, who has a better typing and can abuse special attacks far more effectively. But don't let this discourage you from using Dusknoir, as it can become a effective team member with the right tools in hand ether offensively or defensively.


Empoleon
Water/Steel
84 Hp / 86 Atk / 88 Def / 111 SpA / 101 SpD / 60 Spe
Empoleon is a legitimate thread that should not be looked down upon despite its downgrade from Generation IV's OU. This is thanks to its auspicious typing and fairly well distributed stats, with an accompanying movepool big enough to make use of them. Offensively, Empoleon can run Agility with a Life Orb and three attacks, Surf/Hydro Pump, Ice Beam and Grass Knot; although this provides Empoleon with perfect coverage, it lacks much of the power that SubPetaya used to provide. Despite this it is still a powerful set, as LO STAB Hydro Pump off 111 SpA is no joke. In addition, Empoleon's above average SpD stat and great defensive typing allows it to run a defensive set, despite being somewhat of a gimmick last generation, it may hold more water in this one, with Water/Steel affording a plethora of resistances, including the all-important Dragon and Water resists, yet giving it an unfortunate neutrality to Fire and weaknesses to common Ground, Electric and Fighting attacks. In spite of this, Empoleon possesses the ability to lay Stealth Rock, phaze with Roar (watch out for Espeon), and burn threatening physical attackers with Scald, all great boons for a defensive set. Finally, a somewhat gimmicky Swords Dance, Aqua Jet set can be run, with auxiliary attacks such as Earthquake, however, with Empoleon's meager base 88 Atk stat this mostly relies on surprise factor to do any form of damage. Slowbro and other Water-types give defensive Empoleon trouble, while offensive variants can be monitored by Hitmontop.




Escavalier
Bug/Steel
70 HP / 135 Atk / 105 Def / 65 SpA / 105 SpD / 20 Spe
With 135 Base Attack, 120 Base Power STAB, resistance to common attacking types, only one weakness and immunity to Toxic Spikes, Escavalier makes a powerful bulky Swords Dancer or Choice Band user. Megahorn gets decent coverage in UU, denting several prominent threats. However, lack of good coverage hurts Escavalier's success; with only Return and Iron Head as alternatives to Megahorn, he can get walled quite easily. Almost anything with a Fire-type move will OHKO him, and he loathes Burn.


Espeon
Psychic
65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spe
The second fastest Eevee evolution also boasts the highest Special Attack of them. It possesses an impressive ability in Magic Mirror which allows it to reflect status, hazards, Taunt and practically any non-damaging, non self-boosting move. With the advent of this ability, Espeon can find itself frequently switching into common entry hazards, and Chansey, who, ironically, cannot do anything to Espeon if it carries Wish. Despite its new ability, Espeon is still physically frail (and not that bulky on the special side either); Calm Mind can be used to remedy this. It is, however, still prone to dying to any STAB physical attack, especially Pursuit carriers. A special mention goes to Spiritomb and Houndoom as their Dark typing blocks any attempts at a mono-attacking Espeon set (the two may also carry Sucker Punch for those with auxiliary attacks). Espeon can be used from anything to Calm Mind / Substitute passing, dual screening, boosting sweeper or a choiced attacker.

Flygon
Ground/Dragon
80 HP / 100 Atk / 80 Def / 80 SpA / 80 SpD / 100 Spe
As the fastest Dragon-type in UU, Flygon has a great niche as a revenge killer with great 100 Speed and 100 Attack. It also works well with its wide movepool including STAB Outrage and Earthquake, Fire Blast, Fire Punch and Stone Edge. It gets U-turn as well, something no other Dragon-type in UU can claim. Thanks to its fantastic typing in combination with the ability Levitate, Flygon is immune to Spikes and Toxic Spikes and resistant to Stealth Rock. Flygon is an effective scout and revenge killer with Choice Scarf or a powerful Choice Band user. Flygon needs to be wary around Ice Shard users though, such as Mamoswine and Weavile. Choice Scarf Flygon lacks raw power, so sturdy walls like Slowbro and Chansey can hold it off.


Heracross
Bug / Fighting
80 HP / 125 Atk / 75 Def / 40 SpA / 95 SpD / 85 Spe
Heracross has one of the highest base Attack stats in the entire UU metagame. He can run a Scarf set, a status orb set, and has access to the less common Bulk Up and Swords Dance. Very few Pokemon can wall him successfully. With a Choice Scarf, he outspeeds every unboosted pokemon in the game minus Ninjask and Jolly Accelgor. His ability to absorb Toxic or Will-o-Wisp and turn it into raw power may be his best ability. Some of the best Pokemon to counter him include Nidoking, who resists both of Heracross's STABs, but has to be wary of the rare Earthquake. Cofagrigus is also a good stop to him, since it can take a Night Slash really well. Any Scarf user faster than Heracross can revenge it easily as well.

Heracross's other flaws include subpar Defense, so he will get worn out after several switches. The Scarf set can also be lured into Megahorn by a Psychic-type, only to get walled hard by the likes of Excavalier or Cobalion and set up on by the latter.

Hitmontop
50 HP / 95 Atk / 95 Def / 35 SpA / 110 SpD / 70 Spe
Hitmontop has come back for another round in this new generation's UU. Thanks to both of its non-Dream World abilities, it is able to function as a supporter or an attacker on teams. Intimidate softens up hits from strong hitters such as Escavalier and Heracross, and with access to Rapid Spin, allows it to aid Pokemon with a Stealth Rock weakness. Using its other ability, Technician, combined with Life Orb, allow it to become a priority abuser, having access to Fake Out, Mach Punch and Bullet Punch in addition to Sucker Punch which helps to deal with faster Psychic Pokemon, such as Espeon. Despite this, Hitmontop does have flaws. Its low base HP and lack of reliable recovery means it can not repeatedly switch in to strong hits, even with Intimidate, and base 95 Atk isn't that overwhelming in UU, meaning any bulky Pokemon with recovery can weather the hit and win one-on-one with Hitmontop. Finally, Ghost-type Pokemon are the bane of Hitmontop, since Rapid Spin doesn't affect them and Will-o-Wisp will cripple Hitmontop. If said Ghost-type Pokemon is a set up sweeper, then it can easily abuse Sucker Punch's downside to great effect.

Houndoom
Dark / Fire
75 HP / 90 Atk / 50 Def / 110 SpA / 80 SpD / 95 Spe
Houndoom has quite a bit going for it in UU, especially considering it nullifies both of Victini's STABs. With a workable 90 base Attack stat, Houndoom can easily go on the offensive with attacks such as Crunch, Sucker Punch to get a leg-up on weakened Scarf Pokemon, or even combine Sucker Punch and Pursuit to create a pseudo-trapping set. And with Nasty Plot in its arsenal, Houndoom can become quite the threat with +2 STAB Fire Blasts being fired off. One of Houndoom's major assets is its resistance to all of the standard's Azelf's moves. However, all these upsides do come with their fair share of drawbacks. Houndoom is weak to Aqua Jet, Mach Punch, and Vacuum Wave, all priority attacks that fly straight past Houndoom's moderate 95 base Speed. Technician Hitmontop and Huge Power Azumarill are both Pokemon that should be removed before Houndoom attempts to sweep, but neither enjoy switching into a STAB Fire Blast (Hitmontop) or Dark Pulse (Azumarill). A weakness to all forms of entry hazards also cause a problem for Houndoom, limiting its sweeping capabilities should you switch around too often. Neither of Houndoom's defensive stats are anything remarkable, and usually one strong attack is all it will take to send this hell hound back to the kennel.



Jolteon
Electric
65 HP / 65 Atk / 60 Def / 110 SpA / 95 SpD / 130 Spe
Jolteon is the fastest Eevee evolution, boasting a phenomenal 130 Speed alongside an impressive 110 Special Attack. Volt Absorb ensures that Jolteon's Speed will never be crippled by a passing Thunder Wave, which is great considering it takes hits like a wet paper bag. Gen V also gave Jolteon a new toy to play with in the form of Volt Switch, a specially-based, Electric-type equivalent of U-turn. Choice Specs is a common and powerful set for Jolteon since it has no other way to boost its Special Attack aside from Work Up and Charge Beam. Jolteon is stopped dead in its tracks by Chansey, which can easily take any and all of its attacks. Snorlax is also a moderate problem with its high HP and Special Defense stats, acting as a more offensive Chansey. One good hit to Jolteon's Defense will usually put it down for the count, so priority attacks are problematic as well.


Kyurem
Dragon / Ice
125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
A Pokemon of legend who was, interestingly enough, expected to be Uber. However, due to its middling speed and redundant typing as well as a weakness to common attacking types such as Fighting, Steel, Dragon and Rock, Kyurem fell out of favor in OU and slipped into UU. This means very little, however; Kyurem is a still a complete monster, and should be feared as such. 130 / 130 / 95 offensive stats are absolutely spectacular, boasting the second highest mixed attacking stats of Dragon-type Pokemon, just beaten by Rayquaza. Kyurem also takes pride in its exceptional bulk; 125/90/90 is simply amazing. In Hail, Kyurem is capable of destroying Pokemon thanks to a 100% accurate STAB Blizzard. Its movepool may be small, but Kyurem itself is capable of running quite a few unique sets from Choice to Sub and even stall sets with Dragon Tail.

Despite Kyurem's positive qualities, it is not without its negative ones. Steel-type Pokemon resist both of Kyurem's STABs. Pokemon like Cobalion and Escavalier cause Kyurem to turn tail thanks to the threat of super-effective STAB Steel-type moves, while Pokemon like Empoleon and Registeel (who also boast said typing advantage) must be weary of Focus Blast. Moves like Stealth Rock and Toxic Spikes will also hurt Kyurem's effectiveness (the latter being extremely hindering to defensive sets) due to his part Ice-typing and susceptibility to the other hazards.


Mamoswine
Ground / Ice
110 HP /130 Atk / 80 Def / 70SpA / 60SpD / 80 Spe
Mamoswine shows up in UU as a physical powerhouse. Boasting the famed QuakeEdge combo as well as its new 85 BP Ice STAB, Icicle Crash, Mamoswine is able to hit the majority of UU for a large amount of damage. It also gains Ice Shard, allowing it to pick off weakened Pokemon, Icicle Spear, of note for breaking through Substitutes, Stealth Rock and Endeavour. Mamoswine can oft to hit hard with a Choice Band, function as a revenge killer with Choice Scarf, or make use of its respectable 110/80/60 defenses and take a bulky role with a Max HP/Def spread, although this set generally functions better in OU.

Unfortunately, Mamoswine's great STAB options come at the expense of a terrible defensive typing. Bulky waters can come in on Mamoswine's attacks with ease and threaten a super-effective Surf. Sun teams threaten Mamoswine with their high powered Grass and Fire STABs, and Fighting- and Steel-types can come in and KO Mamo with their STABS. Hitmontop and Cobalion stand out as notable Pokemon that can potentially come in and force Mamoswine out, providing set up and spinning opportunities.



Mismagius
Ghost
60 Hp / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe
Being a Ghost with Levitate affords Mismagius many of the same advantages that Gengar possesses in OU, namely, immunities to Fighting, Normal, and Ground-type attacks. Despite not hitting as hard, nor being as fast as its OU counterpart, Mismagius is one of the best Ghost-types in UU Mismagius. Withaccess to Taunt, allowing it to run Substitute/Taunt, Calm Mind / Nasty Plot sets that easily beat Chansey, and perfect coverage in two moves, Hidden Power Fighting and STAB Shadow Ball. Whilst a support set similar to Mew's does hold certain merit, Mismagius's advantages over Mew in superior typing, but it is still somewhat overshadowed by Mew's far greater bulk and its access to reliable recovery. A Perish trapper set may also be attempted, but there are other Pokemon better suited for the job. Mismagius has to watch out for Pursuit users such as Weavile. Also, Mismagius hates any priority it isn't immune to. Mismagius, whilst not being as threatening as UU's newly introduced powerhouses such as Kyurem and Victini, should definitely not be overlooked as it is the best specially offensive ghost available in UU at this time.


Nidoking
Poison / Ground
81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpDef / 85 Spd
With rather mediocre stats and weaknesses to common types like Ground, Ice and Water, Nidoking doesn’t exactly look like a very potent Pokémon in UU this time. Its power, however, lies in its fantastic ability Sheer Force and offensive stats that enable it to go both physical, special, or mixed. With access to moves like Ice Beam, Thunderbolt, Earth Power and Earthquake, coupled with Sheer Force’s boost, a Life Orb (of which the damage loss gets negated by Sheer Force) and good offensive stats, Nidoking is an unpredictable and hard-hitting force to be reckoned with. Its defences aren’t anything to write home about and its speed is a bit of a let-down at times, but they aren’t bad either, and Nidoking packs useful resistances to types like Fighting, Rock and Bug. Nidoking has to watch out for Aqua Jet and Ice Shard, as well as defensive behemoths like Chansey.


Quagsire
Water / Ground
95 Hp / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
At first glance, Quagsire's underwhelming stats seem to make it unsuited for even UU, however, at a closer glance, Quagsire is a surprisingly difficult wall to take down. This is courtesy of its convenient defensive typing that affords it only a singular weakness to Grass and important resistances to Rock, Fire, and Steel, amongst others, and important immunities to Electric (and potentially Water) Quagsire also has access to two excellent abilities, Water Absorb and Unaware. Whilst Water Absorb is more suited to the Ubers environment, Unaware makes an excellent addition to Quagsire's walling capabilities. Whilst not able to stand up to powerful choice boosted attacks, especially on the special side; Quagsire is effectively able to wall almost every boosting physical sweeper thanks to decent 95 / 85 / 65 defenses and access to useful moves such as Stockpile, Recover and Scald. In addition, Swagger can be utilized as a more effective version of Confuse Ray (provided you don't switch out) that boosts damage dealt to oneself. Quagsire can also attempt to go on the offensive with a Curse set but that is probably better left to Snorlax. Due to its typing, Quagsire should avoid Grass-type moves like the plague.

Raikou
Electric
90 HP / 85 Atk / 75 Def / 115 SpA / 100 SpD / 115 Spe
A long-threatening special-sweeper, Raikou fins itself in a favourable position in the UU metagme. Raikou is capable of firing off boosted Thunderbolts from its impressive base 115 Special Attack score. Raikou is capable of boosting that with Calm Mind, allowing it to cause major damage with its adequate coverage, coming in the form of Shadow Ball and Hidden Power. Said coverage can be further increased with the addition of Aura Sphere and Weather Ball, but at the expense of its notable speed stat. Raikou's main counters come in the form of bulky ground types. Donphan, Steelix and Mamoswine can all switch in on the standard set and threaten Raikou, though Steelix and Mamoswine must watch for Aura Sphere. Chansey is also capable of beating Raikou, however if it lacks Seismic Toss Raikou will beat it with a Sub+CM set. Finally, Dugtrio is able to revenge kill Raikou with ease, because it naturally outspeed the tiger and OHKOing with Earthquake.


Roserade
Grass / Poison
60 HP/70 Atk/55 Def/125 SpAtk/105 SpDef/90 Spe
Roserade may have low usage in UU, but that certainly does not mean she is not a threat. Boasting a very high Special Attack score, decent speed and powerful offensive moves, she is a dangerous offensive threat. On top of that, she is also capable of running support sets, having a fairly high SpDef stat to soak up Water- and Electric-type moves, along with a decent support movepool, including the amazing Sleep Powder, which can be devastating factoring in the new sleep mechanics. She also happens to be one of the best Toxic Spikes users in UU, able to incapacitate a foe with her Sleep Powder and then proceed to lay down her hazards. She also boasts two great abilities in Natural Cure and Technician, along with being able to abuse Growth and Weather Ball in the sun.

However, there are some glaring weakness Roserade has which causes some people to steer well clear of her. She is extremely physically frail, and any physical priority will often force her to switch or risk being KO'd. Her offensive type combination is also quite mediocre, being completely walled by Steel-types, often forcing her to run Hidden Power to cover many specific threats, and even then there are usually threats that are able to work around her moveset. Her Speed is good, but not great, and being outsped can spell doom for Roserade. Anything faster than her with a physical attack or physical priority will usually be able to beat Roserade, as well as Pokemon that resist her STAB moves and Hidden Power.


Sawsbuck
Normal / Grass
80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
The largest reason to fear Sawsbuck is that it's the fastest UU Chlorophyl using Pokemon. With its major checks like Balloon Heatran and Skarmory trapped within OU, Sawsbuck can run rampant with its Grass/Normal STAB attacks, Horn Leech and Return. Double-Edge is an option should you want to do more damage, but even with recovery from Horn Leech, damage from recoil and Life Orb will begin to pile up over time, especially with Sawsbuck's vulnerability to all Entry Hazards. Jump Kick can be used to hit Steel-type Pokemon using a Balloon, but usually Nature Power (which becomes Earthquake on Pokemon Online) is preferred. Technician Hitmontop is an easy counter to this set for the OHKO it can dole out with STAB Technician Mach Punch, which bypasses all of Sawsbuck's Speed entirely.


Sigilyph
Psychic / Flying72 HP / 58 Atk / 80 Def / 103 SpA / 80 SpD / 97 Spe
Sigilyph was an annoyance in OU, and now he is available to UU. There are less powerful Pokemon for Sigilyph to have to worry about, but there are also more Taunt users to be wary of. Cosmic Power and Psycho Shift turns any attacker into a sitting duck. Assist Power coming from base 103 Special Attack is not bad either, and base 97 Speed means Sigilyphis going to be outspeeding some of the most common Pokemon in the tier.

Any Dark-type can wall Sigilyph's Psychic attacks, but Houndoom does a wonderful job as he can not only Nasty Plot, but is immune to burn. If Sigilyph is running the rare Toxic Orb, Drapion is your best friend. Faster Taunters such as Azelf and Cobalion can also stop this behemoth from setting up. Magic Guard Clefable can also stall Sigilyph if it is also running Cosmic Power. If you're versing the rare offensive Sigilyph, its lack of natural bulk will be the death of it. Any user that can hit Sigilyph with a super effective hit will probably take this thing down.


Smeargle
Normal
55 HP / 20 Atk / 35 Def / 20 SpA / 45 SpD / 75 Spe
Picasso doesn't hold a candle to this artistic Pokemon. With the ability to copy every move in the game, Smeargle often finds itself playing the role of a Baton Passer, which it fits into easily. An offensive Smeargle set isn't advised as Smeargle simply doesn't have the stats to attack and do any real damage, nor the defenses to take a retaliatory hit. With the newly enhanced Magic Coat, Smeargle is a bit more difficult to shut down, but not even close to impossible. Smeargle can also play the support role with entry hazards such as Spikes, and when using Spore, it can set up rather quickly if left unchecked. Smeargle can be beaten with Taunt, phazing moves, or any strong hits, so be warned.


Slowbro
Water / Psychic
95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Slowbro is one of the premier physical walls in UU, boasting amazing physical bulk along with the ability to recover 30% of its HP simply by switching due to Regenerator. As such, Slowbro can be incredibly hard to KO, as it rarely has to waste turns recovering and cannot be easily worn down by entry hazards. The addition of Scald gives Slowbro another way to send physical attackers running, and the burn chance can also act as a nasty surprise on any Pokemon switching in. As Slowbro is, unsurprisingly, really slow, it may also choose to paralyze foes with Thunder Wave or opt for the uncommon yet deadly Trick Room. While Slowbro's Special Defense is decent, it is often neglected in favour of its superior Defense, and so a strong Special Attack can often severely damage it, while physical attackers like Heracross can threaten Slowbro due to its many weaknesses.


Staraptor
Normal/Flying
85 HP / 120 Atk / 70 Def / 50 SAtk / 50 SDef / 100 Spe
Staraptor's brilliant attack stat and new Dream World ability, Reckless, allows it to become an incredibly menacing Choice Band / Scarf user, capable of firing off STAB Brave Birds and Double-Edges with Close Combat to cover Steel and Rock types. Its powerful attacks are complemented by U-turn, which it can use to avoid and wear down any possible counters. However, its weakness to Stealth Rock along with its mediocre defenses and recoil damage mean it has a lot of difficulty switching in multiple times.


Suicune
Water
100 HP / 75 Atk / 115 Def / 90 SpA / 115 SpD / 85 Spe
Suicune is a classic Bulky Water and a new contender this generation in UU. Fantastic defensive stats on both ends backed by a solid defensive typing means that Suicune isn't easily taken down. Resistance to types like Ice and Fire means that Suicune provides a solid switch in to UU powerhouses like Kyurem and Victini. With the new addition of Scald, many physical attackers such as Escavalier have to be wary of picking up a Burn. Suicune can also go on the offensive with its classic Calm Mind set, turning it into a near-unstoppable destructive force.

Despite all these strong suits, Suicune has aged somewhat poorly. It still doesn't have access to recovery moves outside of Rest, and its small movepool is highly predictable. Furthermore, accidentally burning a Heracross with Scald can put Suicune in a highly undesirable situation. The fact that permanent rain is unavailable in UU also is a pain for Suicune, as in Sandstorm Rock-type foes will more easily weather Suicune's attacks, while in Sun Scald's power is reduced.


Tangrowth
Grass
100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Tangrowth brings a lot to the table by itself. It has the physical defenses and HP to be a capable wall, but also carries rather impressive offensive stats. With two useful abilities in Chlorophyll and Regenerator, Tangrowth has the option of going on the offense or defense, depending on the specific team's needs. Its movepool is nothing to scoff at either, with powerful attacks like Power Whip and Leaf Storm, along with the newly buffed (in the Sun) Growth. It can also run a Double Powder set with Sleep Powder and Stun Spore, and with the new Sleep mechanics, Tangrowth is even deadlier. The easiest way to lay a beat down on Tangrowth is to abuse it's horrendous Speed and Special Defense stats. Even with Chlorophyll in the Sun, with a +Spe nature and 252 Speed EVs, Tangrowth isn't the fastest Pokemon on the block. With all of those conditions I mentioned above, Tangrowth only hits 434 Speed, which is out-sped by powerful Scarfed Pokemon such as Kyurem. Toxic also ruins Tangrowth's fun by limiting the amount of time it can stay in, though Regenerator somewhat mitigates that problem.


Uxie
Psychic
75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe
What makes Uxie unique from other defensive Pokemon is its surprisingly fast base 95 speed and insanely large movepool. 75 / 130 / 130 defenses are also nothing to scoff at. Uxie's most common set is Dual Screens + Memento. When pulled off correctly, it essentially leaves the opponent with a Pokemon at -6 Attack and Special Attack. This set is very common on SmashPass teams. Uxie can also abuse its Speed with a TrickScarf set, which is a great lead. Utility sets are also common, and can bring teams to their knees with Yawn/Thunder Wave while simultaneously aiding its teammates with Heal Bell. The pixie can also run Trick Room, Rain Dance, and Calm Mind sets. Unfortunately, Uxie lacks a reliable means of Recovery outside of Rest, and can quickly rack up damage despite its defenses. It also hates faster Taunters with a passion.


Victini
Fire/Psychic
100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
With the newly released V-Create and Fusion Bolt Victini becomes a explosive ball of fiery death boasting an absurd 180 base STAB which is capable of 1HKO'ing virtually anything under the Sun. Versatile, unpredictable and destructive it can be very easily Scarfed, Life Orb'd, TR setup, Scout or even special based and in some cases can instantly pick off your best wall with a potential 404HP Final Gambit.

Dealing with it is easier said than done but Flash Fire users can catch it off guard once and some highly bulky waters can switch and heal off the damage but they are few and far. Although a Rock switch in works too, unless they can heal themselves they'll be dead on the next attack. Priority Sucker Punches work well as does changing the weather before it can find a chance to switch in.


Vulpix
Fire
38 HP / 41 Atk / 40 Def / 50 SpA / 65 SpD / 65 Spe
Normally, there would be no reason to use Vulpix in any tier beyond Little Cup. However, Dream World has given Vulpix a new lease on life by giving it the Dream World Ability, Drought. Being the only UU Pokemon that can call in permanent Sun, Vulpix has a vital role on Drought-themed teams. Vulpix plays very differently than its OU evolution, Ninetales, in that it has relatively weak stats all around. Support moves would be the best choice for Vulpix's moveset, with attacks such as Will-O-Wisp and Hypnosis to make switching in its teammates easier, while Toxic can wear down bulky Water-type Pokemon that switch in haphazardly.


Wobbuffet
Psychic
190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Wobbuffet is quite a unique Pokemon. And quite and infamous one as well. While he might not have the stuff to content with the big boys in OU anymore, but given the right situation, he is more than a match for the majority of UU Pokemon. Wobbuffet's main attraction is its Ability, Shadow Tag, which prevents the opponent from switching in a counter. Its bad defenses are counterbalanced by ridiculous HP allowing it to take at least one hit from just about anything. The basic idea behind using Wobbs is to Encore a move, and either bounce back double damage with Counter or Mirror Coat, or if a non damaging move is used to switch and give a teammate a free set up turn. Wobbuffet is also possibly the best revenge killer for Choiced Pokemon. Unless the choice locked move can OHKO Wobbs, the opponent can only watch as their Pokemon is taken down.

However, like all Pokemon, Wobbuffet is not without its flaws. Taunt utterly ruins Wobbuffet as all it can do is hope the opponent attacks it. Additionally, while it may not have counters in the traditional sense due to Shadow Tag, certain Pokemon can utterly ruin Wobbuffet. Magic Bounce lets Espeon set up any thing it wants without fearing Encore. Spiritomb is also notable for being immune to both Wobbuffet's offensive moves, however it still must be wary of Encore. Wobbuffet is also easily revenge killed due to needing to take a decent amount of damage to do any itself.


Yanmega
Bug / Flying
86 HP / 76 Attk / 86 Def / 116 SpA / 56 SpD / 95 Spe
Yanmega is a Pokemon that commands you to have either a bulky pokemon to weather its attacks or a reliable revenge killer. Either of its non-dream world abilities work wonders for it, each causing you problems in a different way. Speed Boost raises Speed by 1 stage at the end of each turn and after a couple of turns have passed, will out speed anything that lacks priority. If your pokemon is faster, it will most likely have Protect to enable it to do its dirty business next turn, which would probably put you to sleep with Hypnosis or go straight to attacking. Tinted Lens on the other hand, ignores resistances, meaning that Arcanine you sent in to gobble up Bug Buzz isn't so safe now, and with Choice Specs equipped, Yanmega will dish out plenty of damage.

However, no pokemon is without its faults and Yanmega is no exception. Its weaknesses include Ice, Rock, Fire, Electric and Flying, only one of those that isn't seen much in competitive play. Ice Shard bypasses Yanmega's fantastic speed, and common users, such as Mamoswine and Weavile, have no problem revenge killing it. Chansey, the end of all special attackers, will wall it to no end and having access to Thunder wave will making killing Yanmega so much easier. The biggest downfall is it's type though. While the Flying type Yanmega possesses may keep it immune from Spikes and Toxic Spikes, coupling it with the Bug type gives it a x4 weakness to Rock moves, most notably, Stealth Rock. If you can keep Stealth Rock on the field, Yanmega will become a lot easier to deal with.


Zapdos
Electric / Flying
90 HP / 90 Atk / 85 Def / 125 SpA / 90 SpD / 100 Spd
One of the more useful Pokémon of Gen IV OU, Zapdos returns in Gen V as a UU competitor. Zapdos boasts a fantastic typing with only 2 weaknesses, great bulk and a massive Special Attack stat. Zapdos can opt for stalling with its Pressure ability and the ToxicRoost combo, putting those decent defenses to use or go for a more offensive approach with its great offensive stats. Its offensive movepool might not be big, but Thunderbolt, Heat Wave and a Hidden Power of choice are often enough to hit most Pokemon. It should be noted that Zapdos gains psuedoSTAB on Heat Wave in the sun. Stealth Rock is a pain in Zapdos's side, and Quagsire effectively blocks offensive variants without HP Grass.


Zoroark
Dark
60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Zoroark is strong threat in UU because of its high speed, versatility power and incredible coverage. The illusion pokemon is an asset to any team when used correctly because it can surprise KO good portion. For example, Zoroark could disguise itself as a Chansey, and your opponent would be none the wiser if you pulled it off correctly. Zoroark can run a variety of sets, including Nasty Plot, Choice Specs, Swords Dance and an all out attacker set each having different set of counters are awesome coverage. You should use Zoroark with Pokemon like Heracross, because the two share excellent synergy and Zoroark is nearly indistinguishable as Heracross. When Zoroark is disguised as Heracross, it can seriously damage Heracross checks like Dusclops, Golurk, Deoxys-D and Mew. Zoroark isn't the easiest Pokemon to use because its ability takes planning, but even without Illusion its a solid sweeper. Zoroark takes hits like a paper bag, so make sure it doesn't take any unnecessary damage.


It would be great for each Pokemon to have a brief description of what it runs and strategies it uses, as well as a few ways to beat it. If a Pokemon can fill a variety of roles, such as Mew, be sure to list more than just one. It doesn't have to be grammatically perfect, but it should be good enough to be understood.


Aerodactyl
Rock / Flying
80 HP / 105 Atk / 65 Def / 60 SpA / 75 SpD / 130 Spe
As if paying homage to his glory days, Aerodactyl has established itself as a powerful Choice Bander. With a blistering 130 base Speed, it can outpace almost the entire unboosted tie. Stone Edge and Earthquake work fantastic, hitting just about everything. Double-Edge scores a 2HKO on Hitmontop and Aerodactyl recieves no recoil due to Rock Head. Ice Fang hits Flygon for an OHKO. Stealth Rock and Choice Scarf users are major thorns in Aerodactyl's side. Mamoswine can threaten Aerodactyl with STAB Ice Shard.


Accepting descriptions for Pokemon, and please don't post half-assed descriptions. The following Pokemon are reserved: Chansey, Heracross, dusknoir

NEW Threat list for RMTs: http://www.smogon.com/forums/showpost.php?p=3490920&postcount=94
 
Emboar being up there really bugs me. What can it do that other Pokemon can't?

Edit: I'm not arguing for it to be removed; I would just like to know the main points from the discussion that say it's a "threat".
 

Focus

Ubers Tester Extraordinaire
How about Walrein? With the help of constant Hail, it can be one annoying Pokémon with SubProtect along with Leftovers and Ice Body. It has solid 110/90/90 defenses, so it is likely able to survive a hit, set up a sub, and stall for all eternity (32 turns) while the opponent takes residual damage from Hail. There is also that usable base 95 Special Attack with which it can utilize STAB Surf and Blizzard (with perfect accuracy in hail). You know, all that good stuff.
 
Emboar being up there really bugs me. What can it do that other Pokemon can't?

Edit: I'm not arguing for it to be removed; I would just like to know the main points from the discussion that say it's a "threat".
Emboars niche is as a hard hitting TR sweeper. It does have pretty good coverage and decent bulk after you invest in it's defenses.
 
Bored, so I'm just gonna give this a go. I hope it's adequate.


Escavalier
Bug/Steel
70 HP / 135 Atk / 105 Def / 65 SpA / 105 SpD / 20 Spe
With 135 Base Attack, 120 Base Power STAB, resistance to common attacking types, lack of weaknesses and immunity to Toxic Spikes, Escavalier makes a powerful bulky Choice Bander or Swords Dancer. Megahorn gets decent coverage in UU, denting several prominent threats. However, lack of good coverage hurts Escavalier's success - With only Return and Iron Head as alternatives to Megahorn, he can get walled quite easily. Almost anything with a Fire-type move will OHKO him, and he loathes Burn.
 
Emboars niche is as a hard hitting TR sweeper. It does have pretty good coverage and decent bulk after you invest in it's defenses.
But even as a TR sweeper Emboar's even outclassed, not to mention if he HAS to rely on only TR to be useful than there is probably a problem there in itself. I have to agree with Virizion here, Emboar being up there really bugs me as I can't see anyway it could be considered a threat you think of every time you make a team.

Chances are if you can deal with Charizard, Victini, Arcanine you're probably set for Emboar too who are the actual dangerous ones.

Anyway a small one for Victini.


Victini
Fire/Psychic
100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
With the newly released V-Create and Fusion Bolt Victini becomes a explosive ball of fiery death boasting an absurd 180 base STAB which is capable of 1HKO'ing virtually anything under the Sun. Versatile, unpredictable and destructive it can be very easily Scarfed, Life Orb'd, TR setup, Scout or even special based and in some cases can instantly pick off your best wall with a potential 404HP Final Gambit.

Dealing with it is easier said than done but Flash Fire users can catch it off guard once and some highly bulky waters can switch and heal off the damage but they are few and far. Although a Rock switch in works too, unless they can heal themselves they'll be dead on the next attack. Priority Sucker Punches work well as does changing the weather before it can find a chance to switch in.
 

Vulpix
Fire
38 HP / 41 Atk / 40 Def / 50 SpA / 65 SpD / 65 Spe
Normally, there would be no reason to use Vulpix in any tier beyond Little Cup. However, Dream World has given Vulpix a new lease on life by giving it the Dream World Ability, Drought. Being the only UU Pokemon that can call in permanent Sun, Vulpix has a vital role on Drought-themed teams. Vulpix plays very differently than its OU evolution, Ninetales, in that it has relatively weak stats all around. Support moves would be the best choice for Vulpix's moveset, with attacks such as Will-O-Wisp and Hypnosis to make switching in its teammates easier, while Toxic can wear down bulky Water-type Pokemon that switch in haphazardly. The easiest way to rid the field of Vulpix is to abuse its low stats. Even with Eviolite, Vulpix's defenses aren't anything to write home about. With no Recovery outside of Rest, no real offensive stats to speak of, and low HP, along with a vulnerability to all Entry Hazards, Vulpix can be brought down rather quickly.


I did Vulpix, hoping for some feedback since this is the first time I've ever done something like this.
 
Hey,

Just to help the cause, would you want some of us to help you with the OP? For instance, I can do a write up on some of the threats you have listed up there.
 

Brambane

protect the wetlands
is a Contributor Alumnus
Hey,

Just to help the cause, would you want some of us to help you with the OP? For instance, I can do a write up on some of the threats you have listed up there.
That would be fantastic. Feel free to do any Pokemon that hasn't been done already.
 
Since it's my favourite mon, I might as well do Flygon.


Ground/Dragon
80 HP / 100 Atk / 80 Def / 80 SpA / 80 SpD / 100 Spe
As the fastest Dragon-type in UU, Flygon has a great niche as a revenge killer. with great 100 Speed and a Decent 100 Attack, plus a wide movepool including STAB Outrage and Earthquake, Fire Blast and Fire Punch, Stone Edge and even Thunderpunch, though the latter has little use in a metagame without Gyarados. It also gets the fantastic U-turn, something it shares with no other Dragon in UU. Thanks to it's fantastic typing in combination with the ability levitate, Flygon is immune to spikes and Toxic Spikes and resistant to Stealth Rock.

I'd love to hear your feedback on this! I can make any changes as necessary, just let me know!
 

A Pokemon of Legend who was, interestingly enough, expected to be Uber. However, due to his middling speed and redundant typing as well as weakness to common attacking types such as Fighting, Steel, Dragon and Rock, Kyurem fell out of favor in OU and slipped into UU. This means nothing however - Kyurem is a monster, and should be feared with as such. 130/130/95 offensive stats are absolutely spectacular, boasting the highest mixed attacking stats of Dragon-type Pokemon, second only to Rayquaza. Kyurem also boasts exceptional bulk - 125/90/90 is just amazing. In Hail Kyurem is capable of absolutely destroying Pokemon thanks to a 100% accurate STAB Blizzard. His movepool may be small, but he himself is capable of running quite a few unique sets from Choice to Sub and even Stall sets with Dragon Tail.

Despite Kyurem's positive qualities, he's not without his negative ones. Steel-type Pokemon resist both of his STABs. Pokemon like Cobalion, and Escalivier cause Kyurem to turn tail thanks to the threat of super-effective STAB Steel-type moves, while Pokemon like Empoleon and Registeel (who also boast said typing advantage) must be weary of Focus Blast. Moves like Stealth Rock and Toxic Spikes will also hurt Kyurem's effectiveness (the latter extremely hindering to defensive sets) thanks to his part Ice-typing and susceptibility to the other hazards.


My contribution~
 
I could reserve Heracross and Chansey (although I doubt Chansey will stick around much).

If the OP could be updated with who is working on what, I am sure we could be more help as to who to work on next. I remember some users did a threat list for their team, and I feel that the threat list could be an amazing tool for building future teams.

And woot, sitting at #5 on UU!!!!

Edit: how do you do the spoiler thing?
 
Tangrowth this time, cause it's a balla.


Tangrowth
100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
Tangrowth brings a lot to the table by itself. It has the physical defenses and HP to be a capable wall, but also carries rather impressive offensive stats. With two useful abilities in Chlorophyll and Regenerator, Tangrowth has the option of going on the offense or defense, depending on the specific team's needs. Its movepool is nothing to scoff at either, with powerful attacks like Power Whip and Leaf Storm, along with the newly buffed (in the Sun) Growth. It can also run a Double Powder set with Sleep Powder and Stun Spore, and with the new Sleep mechanics, Tangrowth is even deadlier. The easiest way to lay a beat down on Tangrowth is to abuse it's horrendous Speed and Special Defense stats. Even with Chlorophyll in the Sun, with a +Spe nature and 252 Speed EVs, Tangrowth isn't the fastest Pokemon on the block. With all of those conditions I mentioned above, Tangrowth only hits 434 Speed, which is out-sped by powerful Scarfed Pokemon such as Kyurem. Toxic also ruins Tangrowth's fun by limiting the amount of time it can stay in, though Regenerator somewhat mitigates that problem.
 
Damn i wanted Chansey (and she''ll stick for at least a round so don't expect her gone), What about Mandibuzz, she can destroy hail stall and create a full stop to Chansey
 

Roserade
60 HP/70 Atk/55 Def/125 SpAtk/105 SpDef/90 Spe
Roserade may have low usage in UU, but that certainly does not mean she is not a threat. Boasting a very high Special Attack score, decent speed and powerful offensive moves, she is a dangerous offensive threat. On top of that, she is also capable of running support sets, having a fairly high SpDef stat to soak up Water- and Electric-type moves, along with a decent support movepool, including the amazing Sleep Powder, which can be devastating factoring in the new sleep mechanics. She also happens to be one of the best Toxic Spikes users in UU, able to incapacitate a foe with her Sleep Powder and then proceed to lay down her hazards. She also boasts two great abilities in Natural Cure and Technician, along with being able to abuse Growth and Weather Ball in the sun.
However, there are some glaring weakness Roserade has which causes some people to steer well clear of her. She is extremely physically frail, and any physical priority will often force her to switch or risk being KO'd. Her offensive type combination is also quite mediocre, being completely walled by Steel-types, often forcing her to run Hidden Power to cover many specific threats, and even then there are usually threats that are able to work around her moveset. Her Speed is good, but not great, and being outsped can spell doom for Roserade. Anything faster than her with a physical attack or physical priority will usually be able to beat Roserade, as well as Pokemon that resist her STAB moves and Hidden Power.


My contribution.
 
Sawsbuck.


Sawsbuck
80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
The largest reason to fear Sawsbuck is that it's the fastest UU Chlorophyl using Pokemon. With its major checks like Balloon Heatran and Skarmory trapped within OU, Sawsbuck can run rampant with its Grass/Normal STAB attacks, Horn Leech and Return. Double-Edge is an option should you want to do more damage, but even with recovery from Horn Leech, damage from recoil and Life Orb will begin to pile up over time, especially with Sawsbuck's vulnerability to all Entry Hazards. Double Kick can be used to hit Steel-type Pokemon using a Balloon, but usually Nature Power (which becomes Earthquake on Pokemon Online) is preferred. Technician Hitmontop is an easy counter to this set for the OHKO it can dole out with STAB Technician Mach Punch, which bypasses all of Sawsbuck's Speed entirely.
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus

Raikou
90/85/75/115/110/115
A long-threatening special-sweeper, Raikou fins itself in a favourable position in the UU metagme. Raikou is capable of firing off boosted Thunderbolts from its impressive base 115 Special Attack score. Raikou is capable of boosting that with Calm Mind, allowing it to cause major damage with its adequate coverage, coming in the form of Shadow Ball and Hidden Power. Said coverage can be further increased with the additoin of Aura Sphere and Weather Ball, but at the expense of its notable speed stat.
Raikous main counters come in the form of bulky ground types. Donphan, Steelix and Mamoswine can all switch in on the standard set and threaten Raikou, though Steelix and Mamoswine must watch for Aura Sphere. Chansey is also capable of beating Raikou, however if it lacks Seismic Toss Raikou will beat it wil a Sub+CM set. Finally, Dugtrio is able to revenge kill Raikou with ease, naturally outspeed the tiger and OHKOing with Earthquake.


Let me know if I missed anything.
 
Heracross

80 HP / 125Atk / 75 Def / 40 SpA / 95 SpD / 85 Spe

Abilities: Guts/Swarm

Heracross has one of the highest attacks in the entire UU metagame. He can run a scarf set, an orb set, and has access to the less common bulk-up and swords dance. Very few pokemon can wall him successfully. With a scarf, he outspeeds every nonscarfed pokemon in the game minus ninjask and jolly Accelgor. His ability to absorb the oh so common toxic or will o wisp and turn it into raw power may be his best ability. And when his dream world ability shows up, Moxie may be this guy's new best weapon! Some of the best pokes to counter him include Nidoking, who resists both of Heracross stabs, but has to be wary of the rare earthquake. Cofagrigus is a great stop who can take a night slash really well, and then will'o'wisp his guts away. Any scarfer with a base speed over 85 can also revenge scarfed heracross easily.

Heracross's other flaws include subpar def, so he will get warn out after several switches. The scarf set can also be lured into megahorn by a psychic type, (but beware pursuit) only to get walled hard by the likes of Excavalier or Cobalion and set up on by the latter.


Edit: Updated with pursuit suggestion.
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
@^, you want [.HIDE=name of poke][/HIDE] tags except without the period.You should note that if Cross can be lured into a MH (eg having a Psychic out) it provides free set up oppurtunites to steels such as Cobalion or espescially Escavalier, who doesnt care if Cross comes back in as it can tank the hit.
 
@^, you want [.HIDE=name of poke][/HIDE] tags except without the period.You should note that if Cross can be lured into a MH (eg having a Psychic out) it provides free set up oppurtunites to steels such as Cobalion or espescially Escavalier, who doesnt care if Cross comes back in as it can tank the hit.
Good point, I didn't think about that (partly because those are probably 2 of only viable steels in the format), I will add that immediately.

Oh, and thank you for the help.
 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
np, I think I'll reserve mamoswine which i will edit in shortly.


Mamoswine
110/130/80/70/60/80
Mamoswine shows up in UU as a strong physical powerhouse. Boasting the famed QuakeEdge combo as well as its new 85 BP Ice STAB, mamoswine is able to hit the majority of UU for huge amounts of damage. It also gains Ice Shard, allowing it to pick off weakened mons, icicle Spear, of note of breaking through Substitutes, and Stealth Rock and Endeavour, allowing it to function in a lead set. Mamoswine can oft to hit hard with a Choice Band, function as a revenge killer with Choice Scarf, or make use of its respectable 110/80/60 defenses and take a bulky role wih a Max HP/Def spread, although this set generally functions better in OU.

Unfortunately, Mamoswine's great STAB options come at the expense of a terrible defensive typing. Bulky waters can come in on Mamos attacks with ease and threaten an SE Surf, Sun teams threaten Mamo with their high powered Grass and Fire STABs, and fighting and steel types can come in and KO Mamo with their STABS. Hitmontop and Cobalion stand out as notable pokemon that can potentially come in and force Mamoswine out, providing set up and spinning oppurtunities.
 

Limewire

PRESS R TO WIN
is a Contributor Alumnus

75 / 75 / 130 / 75 / 130 / 95

What makes Uxie unique from other defensive Pokemon is its surprisingly fast base 95 speed and insanely large movepool. 75 / 130 / 130 defenses are also nothing to scoff at. Uxie's most common set is Dual Screens + Memento. When pulled off correctly, it essentially leaves the opponent with a Pokemon at -6 Attack and Special Attack. This set is very common on SmashPass teams. Uxie can also abuse its Speed with a TrickScarf set, which is a great lead. Utility sets are also common, and can bring teams to their knees with Yawn/Thunder Wave while simultaneously aiding its teammates with Heal Bell. As a bonus, it can easily run Stealth Rock without missing out on an important egg or Dream World move, because it has none! The pixie can also run Trick Room, Rain Dance, and Calm Mind sets. Unfortunately, Uxie lacks a reliable means of Recovery outside of Rest, and can quickly rack up damage despite its defenses. It also hates faster Taunters with a passion.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
And here it is:


190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Wobbuffet is quite a unique Pokemon. And quite and infamous one as well. While he might not have the stuff to content with the big boys in OU anymore, but given the right situation, he is more than a match for the majority of UU Pokemon. Wobbuffet's main attraction is its Ability, Shadow Tag, which prevents the opponent from switching in a counter. Its bad defenses are counterbalanced by ridiculous HP allowing it to take at least one hit from just about anything. The basic idea behind using Wobbs is to Encore a move, and either bounce back double damage with Counter or Mirror Coat, or if a non damaging move is used to switch and give a teammate a free set up turn. Wobbuffet is also possibly the best revenge killer for Choiced Pokemon. Unless the choice locked move can OHKO Wobbs, the opponent can only watch as their Pokemon is taken down.

However, like all Pokemon, Wobbuffet is not without its flaws. Taunt utterly ruins Wobbuffet as all it can do is hope the opponent attacks it. Additionally, while it may not have counters in the traditional sense due to Shadow Tag, certain Pokemon can utterly ruin Wobbuffet. Magic Bounce lets Espeon set up any thing it wants without fearing Encore. Spiritomb is also notable for being immune to both Wobbuffet's offensive moves, however it still must be wary of Encore. Wobbuffet is also easily revenge killed due to needing to take a decent amount of damage to do any itself.


Let me know if there is anything else you can think of for Wobbs.
 
Stealing Houndoom because I'm on a roll today.


Houndoom
75 HP / 90 Atk / 50 Def / 110 SpA / 80 SpD / 95 Spe
Houndoom has quite a bit going for it in UU, especially considering it resists/nullifies Victini's STAB attacks, V-Create and Zen Headbutt. With a workable 90 base Attack stat, Houndoom can easily go on the offensive with attacks such as Crunch, Sucker Punch to get a leg-up on weakened Scarf Pokemon, or even combine Sucker Punch and Pursuit to create a pseudo-trapping set. Houndoom also has Nasty Plot in its arsenal, Houndoom can become quite the threat with +2 STAB Fire Blast being fired off. However, all these pluses do come with their fair share of drawbacks. Houndoom is weak to Aqua Jet, Mach Punch, and Vacuum Wave, all priority attacks that fly straight past Houndoom's moderate 95 base Speed. Technician Hitmontop and Huge Power Azumarill are both Pokemon that should be removed before Houndoom attempts to sweep, but neither enjoy switching into a STAB Fire Blast (Hitmontop) or Dark Pulse (Azumarill). A weakness to all forms of Entry Hazards also cause a problem for Houndoom, limiting its sweeping abilities should you switch around too often. Neither of Houndoom's defensive stats are anything remarkable, and usually one strong attack is all it will take to send this hell hound back to the kennel.
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top