Lower Tiers DPP UU Discussion Hub

Le Don

La Déchéance d'un homme
is a Community Contributor
RoAPL Champion
For me the last is surely a ghost resist. Maybe Houndoom in order to trap Mismagius ( Physical Mixed attacker ? / scarf ? the team seems to be a bit slow ) and also because hitmontop can't hit ghost types. Maybe Registeel ? Mono attacker / or Curse 2 attacks + rest but it doesn't improve the speed control. Dug seems to be a good option too because of scyther and uxie which have uturn, it's easier for dug to come on the field and it's really fast.
I'm voting for Dugtrio ( because houndoom has been already voted )
 
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First want to say that I think the team is really cool as it is and I like that you can get a feel of who built it just by looking at the sets (for example some of these sets I never use but certainly are not bad). I am gonna second spookysocialist's (and D_C_T_D's) suggestion for Houndoom for the reasons they mentioned. I think there are a couple of issues remaining personally for the last slot that I noticed at first glance:
  1. This Hitmontop set by itself can surely not guarantee a spin. I am usually content with Toxic Hitmontop to get a spin in by itself, but TechniTop with 0 moves to hit Ghost-types surely can not guarantee this. It also invites Ghost types in freely like nothing with no switchin to something like Specs Mismagius firing off a Shadow Ball. Something to deal with Ghost types must be in the last slot. (I guess Scyther Pursuit sort of works but that's not enough for me personally).
  2. Presumably Rhyperior has Rock Blast to deal with Entei, but I'm still not liking the look of this team vs Hidden Power Grass Entei or Moltres. Blaziken I think it can handle somewhat with Uxie and Hitmontop, but for the other 2 you need a better Fire resist imo.
  3. I think there are some special set up sweepers that could be annoying, partially already mentioned (Nasty Plot Missy, Calm Mind Entei) but also something like SubCM Uxie just seems like hell.
  4. Not really a pressing issue but an additional mon that can 1v1 Registeel even after a Curse would be nice.
Houndoom does all this, so yeah it seems optimal. I do like Oglemi's idea of doubling up Spinners too to increase the ability to Spin, and it also helps with Fire types. I think Scarf would be better though in this team, to add some useful speed control. The downside here is you are still quite weak to Missy, Rotom and Uxie.

I wanted to suggest something else too, but I can't really think of anything right now that I really like, except the already mentioned.
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Thank you all for your submissions!

Team:

:scyther: :rhyperior: :uxie: :hitmontop: :venusaur:
https://pokepast.es/c3d1916162340df3

Scyther's strong attacks force switches right from the start of the game that it abuses with U-turn, cycling in powerhouses such as Rhyperior and Venusaur. The former provides Stealth Rock support while the latter features an intriguing moveset combination, Leech Seed + Synthesis, which is designed to chip away at bulky cores and keep itself and the team healthy. Uxie acts a catch-all pivot, provides Thunder Wave support and can lure Rock types with Grass Knot, paving the way for Scyther to clean up. Grass Knot also limits suicide leads such as Omastar to only one layer of hazards. Lastly, we have Hitmontop, the obligatory spinning support for Scyther. It provides the team with strong priority and also takes advantage of the Steel and/or Rock types that will switch into Scyther and/or Venusaur. What's my last?


Submissions:

:houndoom: by spookysocialist (seconded by Tomahawk)
:blastoise: by Oglemi
:dugtrio: by D_C_T_D

Now for the actual last...

:dp/houndoom:

Screenshot_3.png


It was indeed Houndoom! Donphantastic opted for a Choice Scarf variant to give extra insurance against Alakazam and Mismagius.

Double Rapid Spin with a more offensively inclined Blastoise sounds intriguing and Choice Scarf certainly helps it spin versus faster threats while also being able to surprise cheeky Ghost types that try to spinblock with a quick OHKO. Though at that point I wonder whether it is still worth keeping the Hitmontop over say Hariyama. Dugtrio is naturally a solid pick in conjunction with Scyther and Uxie, which helps out Venusaur too. This team would definitely benefit most from a Pursuit trapping Dugtrio to keep the floating Ghost types in check. Unfortunately, it does not provide much of the defensive utility Houndoom brings to the team.

As for why Houndoom is such a good fit here as the last, I refer you to Tomahawk's excellent analysis above! I have nothing to add.



The next round will be posted shortly! :blobwizard:
 
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Hey So due to a really fun match I had a while ago which ended in an anime sword duel moment between Sceptile and Hitmonlee, I am making a team with both of those pokemon on a team together. What variants would be good on a team with each other? I was thinking mixed Sceptile with Life orb or Scarf Hitmonlee, maybe with a Houndoom to eat the will o wisps aimed at those two? What else would be good for the team
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Sceptile and Hitmonlee
Can definitely work. Just be aware that Venusaur checks both of them so you want them to be able to hit Venusaur for good damage so that the other has an easier time later on. A well-timed HP Ice or Double-Edge on the switch can quickly turn things in your favour. I don't see a reason for mixed Sceptile with Hitmonlee since you will be hardpressed to find another, more reliable Water check somewhere else and since the direction of the team seems to be going to be all-out-offensive, you're probably better off sticking to fully special with Synthesis. As for other team mates, Houndoom sounds like a good fit, Pursuit support for Hitmonlee to get rid of those pesky Ghost types is greatly appreciated. I'm not going to provide you with an entire team but with these three you'll want to have answers to Flying type attacks and hazard support, so one of the Regis or Rhyperior would be a decent fit for the next slot.

Houndoom @ Black Glasses
Ability: Flash Fire
EVs: 184 Atk / 72 SpA / 252 Spe
Hasty Nature
- Crunch
- Sucker Punch
- Pursuit
- Fire Blast

Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Leaf Storm
- Hidden Power [Ice]
- Synthesis
- Focus Blast

Hitmonlee (M) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Close Combat
- Rapid Spin
- Stone Edge
 
Can definitely work. Just be aware that Venusaur checks both of them so you want them to be able to hit Venusaur for good damage so that the other has an easier time later on. A well-timed HP Ice or Double-Edge on the switch can quickly turn things in your favour. I don't see a reason for mixed Sceptile with Hitmonlee since you will be hardpressed to find another, more reliable Water check somewhere else and since the direction of the team seems to be going to be all-out-offensive, you're probably better off sticking to fully special with Synthesis. As for other team mates, Houndoom sounds like a good fit, Pursuit support for Hitmonlee to get rid of those pesky Ghost types is greatly appreciated. I'm not going to provide you with an entire team but with these three you'll want to have answers to Flying type attacks and hazard support, so one of the Regis or Rhyperior would be a decent fit for the next slot.

Houndoom @ Black Glasses
Ability: Flash Fire
EVs: 184 Atk / 72 SpA / 252 Spe
Hasty Nature
- Crunch
- Sucker Punch
- Pursuit
- Fire Blast

Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Leaf Storm
- Hidden Power [Ice]
- Synthesis
- Focus Blast

Hitmonlee (M) @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Double-Edge
- Close Combat
- Rapid Spin
- Stone Edge
Thank you, I ended up going with Specs sceptile but I might do synthesis instead, and I have had some success using Nasty Plot Houndoom with pasho berry, but maybe focusing on pursuit trapper houndoom would be best. I think I will either go with my usual lead Rhyperior, or try custap explosion Regirock since that sounds good. For the last 2 pokemon I could go more balanced and have defensive pivots or I could focus on offense and use Dragon Dance Feraligatr.
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
:sceptile:UUPL IX RECAP:sceptile:

I wanted to share some thoughts on my UUPL games. I'm not sharing the imports (yet) but most of them should be pretty apparent from the games.

Also, check out the inspirations for my nicknames in the hide tags!

Week 3 vs Donphantastic (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-548795

Screenshot_1.png


Even though I was happy to be slotted into DPP from this week on and eager to make an entrance, I didn't really have anything special planned for Donny. It was apparent that some sort of offense was coming, likely adjusted to my preferences since Donny knows me pretty well. I didn't spend much time trying to specifically build something for Donny because only god knows what he would come up with. Instead, I just loaded something that I felt was solid with a couple of choices such as Entei and Leafeon that I usually don't use much. The game went pretty well for me early on, I made some good calls on a couple of turns not overpredicting that I thought put me in a nice position. However, Donny had something special prepared for me that I did not see coming. He positioned his SD Feraligatr nicely against my Registeel and then proceeded to munch my Rotom's Thunderbolt for breakfast. Unfortunately for me, an untimely Earthquake crit on Leafeon earlier meant +4 Torrent boosted Feraligatr just cleaned up from that point. It's hard to say how the game would've progressed without the crit but it would probably have been a tighter finish than what ultimately ended up happening. Not trying to diminish Donny's preparation and play here of course. I default to Registeel + Rotom a lot in my builds and his Feraligatr took advantage of that nicely. Good game.


Week 4 vs TonyFlygon (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-551814

Screenshot_2.png


After the loss to Donny with balance, I wanted something that would let me dictate the pace of the game a bit more. Sceptile + Houndoom + Toxicroak is one of my favourite offensive cores and triple priority (quadruple if you count Custap Regirock) would ensure I have enough options against opposing offense. The game itself was very fast paced and we ended up trading mons pretty much every turn. Mismagius is a fantastically disruptive lead that I wish used more before and it paved the way for Houndoom and Toxicroak nicely this game. With the opposing Houndoom and Azumarill removed early I thought Houndoom was likely to clean up late game but I had to play with the assumption of Choice Scarf Venusaur up until turn 16 where it was revealed to be slower than Sceptile. Custap Berry Donphan made planning this endgame more difficult for sure and I was half expecting the Aggron to be Choice Scarf which would've made for a hilarious finish but thankfully for me that wasn't the case. Good game.


Week 5 vs Chill Shadow (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-554057

Screenshot_3.png


Against CS I decided to branch out more, specifically avoiding Registeel since Dugtrio is one of his go-to picks. I gave SD Feraligatr a shot myself since, in theory, it does quite well vs fat cores but as it almost always happens for me in practice with this thing it didn't end up doing shit. The last slot on this team was up for debate for quite some time but I decided on Weezing after a couple of test games in which it seemed to do well at handling Venusaur without folding to Dugtrio. In retrospect, I would perhaps use a more offensive set on this type of team (I think I've seen Heysup use Custap Berry before) but in testing it being able to stave off hits repeatedly and absorb Sleep Powder was very helpful so I stuck with the RestTalk set. I'm glad I did though, because Weezing quite literally turned the game around after my blunder with Houndoom. CS used a more offensive team than I had anticipated and the game was awfully close. CS would've taken it if he had used Vacuum Wave vs Uxie but I understand not wanting to risk Substitute there. Good game.


Week 6 vs Tomahawk (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-554776

Screenshot_4.png


Toma uses balance more than anything and I wanted to be able to overwhelm his usual Regi+Milo+Venu stuff which sparked this all out offensive approach. Hariyama and Houndoom coupled with two hazard stacking Exploders are supposed to dent the defensive core paving the way for Rock Polish Torterra to sweep. The latter I thought was a particularly neat pick since Toma slaps Dugtrio on many of his builds which gives Torterra free setup after it kills something. Unfortunately for me, Toma seemed to have observed my recent tendency towards offense and prepared by incorporating Kangaskhan into his build which during our game I felt immensely limited my opportunities to do big damage. This game was quite one-sided and a bit of a wake-up call for me in terms of how to pilot offense. For instance, I should have realised much earlier how big of a problem Kangaskhan would be and thus should've attempted to trade for it early. Some decisions I made with Registeel weren't exactly optimal either (yes, it did have SR). I even got lucky against Venusaur and Toma was still able to close this out very convincingly. Good game.


Week 7 vs Thiago Nunes (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-555701

Screenshot_5.png


Thiago had been absolutely tearing it up this tour and we desperately needed to win this week with a good differential to have a shot at playoffs. However, I wasn't in the best of places this week and had hit a bit of a roadblock building-wise. Luckily, I had great teammates to fall back on and LLH helped me put together a concept. Much like the week before, this team is very much all-out offensive, this time sacrificing resists/immunties for Dugtrio's ability to remove threats. Looking back, I probably wouldn't bring these exact 6 again but it worked out here and the approach certainly reaffirmed my trust in offense. Ultimately, I'm very content with how I played this game, I got some important turns right and was feeling confident in my play going into playoffs. Good game.


Semi-Finals vs Tomahawk (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-557506

Screenshot_6.png


For semi-finals I decided to switch it up completely and load up a safe balance team with a couple of tech choices. SD Venusaur and CM Clefable make for great win conditions against Toma's usual bulky style and I wanted to avoid a repeat of week 6 at all costs. Colbur Berry Rotom is great at bluffing Choice Scarf and cripples switch-ins that carelessly assume a choice lock. The other surprise on this team is Charcoal Moltres. Designed to bluff Timid Choice Specs damage, Charcoal can net you a surprise KO with HP Grass on Rhyperior or cripple switch-in with Toxic while retaining some longevity with Roost. As for the game, I was surpsised to see mid-game Ambipom from him. I suppose Toma took note of how well Kangaskhan matched up against my usual style and paired with Dugtrio (which Toma wielded to great success) it was definitely going to cause me some problems. The Stone Edge miss on turn 16 was frustrating since Toma didn't seem to have seen Choice Scarf Kabutops coming and didn't have anything outside of Ambipom that could overwhelm a Calm Mind Clefable. In the end, I managed to seize the one opportunity I saw to turn this game around on turn 24 and emerged victorious with my trusty Magic Guard Venusaur. Good game.


Finals vs TonyFlygon (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-560203

Screenshot_7.png


I hadn't used traditional Spikes lead offense yet and I wanted Spiritomb for this one because Tony had been using Mismagius a fair bit and it was looking quite potent vs my teams so far. Aside from that, I decided to put myself in my comfort zone as much as possible with Sceptile + Toxicroak. I'm not big on Arcanine but it did well in practice and I thought Houndoom was far too expected from me. Ultimately, my match-up here wasn't great but I'm happy I managed to make this game as close as it was. Energy Ball Uxie put my back a lot from turn 1 and while, in retrospect, there are some things I would've done differently, I don't blame myself for not pulling some of these triggers during the game. I called the Dugtrio in the back correctly and I like to think I played around it quite well, preserving Toxicroak on turn 17 for example. However, one play that I really wish I had made is Synthesis on turn 20 instead of Focus Blast which could've allowed Sceptile to close the game out by itself. Sceptile being HP Psychic (meaning 30 speed IVs) unfortunately meant that Dugtrio always picked me off later. A speed tie win against Leafeon with Uxie on turn 24 could've turned the game around in my favour too but I'm not mad about that. Good game and congratulations.

And that's that. I ended up 4-3 in DPP (5-5 overall) which I'm definitely content with since the pool was super stacked. As for overall trends, I'll have to watch some of the other games again, I'd love to write up a metagame account at some time. Only thing that comes to mind right now is an influx of Custap Berry (good & fun item). For me personally, I have definitely taken notice of that people seem to deem strong/disruptive Normal and Flying types (Kangaskhan, Swellow, Ambipom) a good pick against me. I also had to play against many Dugtrio which saddens me greatly.

Let me know if you have any questions. I'd love some insight on the other DPP starters thoughts on their games too.

Peace:blobwizard:

(What's Their Last will return soon-ish)
 
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bdt2002

Pokémon Ranger: Guardian Signs superfan
is a Pre-Contributor
Dang. This meta looks really, really fun. I even wanna play it myself now, if only for the fact that my all time favorite Pokémon (Feraligatr) is a notable metagame force. Reading these posts I can see why your tier is held in such high regard. Dare I say, this the best constructed Past Gens tier to date? Maybe. That’s up to interpretation. I’ve heard good things about others.

I guess what I’m trying to say here is that I’ve wanted to try out this tier for a while now, even considering my busy schedule. My only way of playing is on Pokémon Showdown, however. So the question remains. How can I join in? An under-appreciated tier where my favorite casual mon (lol spell check said mom) is actually kinda broken? Sign me the heck up.
 
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esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
My only way of playing is on Pokémon Showdown, however. How can I join in?
That is what we all do. Competitive cartridge play for oldgens (especially lower tiers) is pretty much non-existent nowadays. Instead, you can ask for DPP UU games in the UU room or in the Ruins Of Alph room on PS. Also, there are semi-frequent live tours held in the aforementioned rooms that you can join (here are the UU & ROA room tour schedules) and make sure to keep an eye out for occassional spotlight tours in the Ruins Of Alph subforum.

Cheers! :blobthumbsup:
 

bdt2002

Pokémon Ranger: Guardian Signs superfan
is a Pre-Contributor
That is what we all do. Competitive cartridge play for oldgens (especially lower tiers) is pretty much non-existent nowadays. Instead, you can ask for DPP UU games in the UU room or in the Ruins Of Alph room on PS. Also, there are semi-frequent live tours held in the aforementioned rooms that you can join (here are the UU & ROA room tour schedules) and make sure to keep an eye out for occassional spotlight tours in the Ruins Of Alph subforum.

Cheers! :blobthumbsup:
Will do. Thanks for your help! :D
 

avarice

greedy for love
is a Tutor Alumnusis a Site Content Manager Alumnusis a Team Rater Alumnusis a Top Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Past SCL Champion
RoAPL Champion
DPP UU is fuego. Not too surprising seeing Registeel, Venusaur, and Uxie on top. Weekly stats can be found here.
OVERALL DPP UUPL IX

Code:
+ ---- + ------------------ + ---- + ------- + ------- +
| Rank | Pokemon            | Use  | Usage % |  Win %  |
+ ---- + ------------------ + ---- + ------- + ------- +
| 1    | Registeel          |   26 |  46.43% |  50.00% |
| 2    | Venusaur           |   21 |  37.50% |  57.14% |
| 3    | Uxie               |   20 |  35.71% |  40.00% |
| 4    | Mismagius          |   18 |  32.14% |  44.44% |
| 5    | Houndoom           |   16 |  28.57% |  43.75% |
| 6    | Milotic            |   14 |  25.00% |  64.29% |
| 7    | Rotom              |   12 |  21.43% |  58.33% |
| 7    | Clefable           |   12 |  21.43% |  58.33% |
| 9    | Donphan            |   11 |  19.64% |  36.36% |
| 10   | Rhyperior          |   10 |  17.86% |  80.00% |
| 11   | Torterra           |    9 |  16.07% |  33.33% |
| 12   | Toxicroak          |    8 |  14.29% |  37.50% |
| 12   | Kabutops           |    8 |  14.29% |  12.50% |
| 14   | Feraligatr         |    7 |  12.50% |  71.43% |
| 14   | Sceptile           |    7 |  12.50% |  71.43% |
| 14   | Dugtrio            |    7 |  12.50% |  57.14% |
| 14   | Arcanine           |    7 |  12.50% |  28.57% |
| 14   | Qwilfish           |    7 |  12.50% |  28.57% |
| 19   | Kangaskhan         |    6 |  10.71% |  50.00% |
| 19   | Leafeon            |    6 |  10.71% |  33.33% |
| 21   | Blastoise          |    5 |   8.93% |  80.00% |
| 21   | Spiritomb          |    5 |   8.93% |  60.00% |
| 21   | Mesprit            |    5 |   8.93% |  60.00% |
| 21   | Moltres            |    5 |   8.93% |  60.00% |
| 21   | Scyther            |    5 |   8.93% |  40.00% |
| 26   | Blaziken           |    4 |   7.14% |  75.00% |
| 26   | Weezing            |    4 |   7.14% |  75.00% |
| 26   | Omastar            |    4 |   7.14% |  50.00% |
| 26   | Swellow            |    4 |   7.14% |  50.00% |
| 26   | Azumarill          |    4 |   7.14% |  25.00% |
| 26   | Drapion            |    4 |   7.14% |  25.00% |
| 32   | Regirock           |    3 |   5.36% |  66.67% |
| 32   | Hariyama           |    3 |   5.36% |  66.67% |
| 32   | Hitmontop          |    3 |   5.36% |  33.33% |
| 32   | Entei              |    3 |   5.36% |  33.33% |
| 32   | Ambipom            |    3 |   5.36% |   0.00% |
| 32   | Slowking           |    3 |   5.36% |   0.00% |
| 38   | Primeape           |    2 |   3.57% | 100.00% |
| 38   | Aggron             |    2 |   3.57% |  50.00% |
| 38   | Altaria            |    2 |   3.57% |  50.00% |
| 38   | Tangrowth          |    2 |   3.57% |  50.00% |
| 38   | Skuntank           |    2 |   3.57% |  50.00% |
| 38   | Steelix            |    2 |   3.57% |  50.00% |
| 44   | Cloyster           |    1 |   1.79% | 100.00% |
| 44   | Exeggutor          |    1 |   1.79% | 100.00% |
| 44   | Alakazam           |    1 |   1.79% | 100.00% |
| 44   | Tauros             |    1 |   1.79% | 100.00% |
| 44   | Ludicolo           |    1 |   1.79% |   0.00% |
| 44   | Absol              |    1 |   1.79% |   0.00% |
| 44   | Hippopotas         |    1 |   1.79% |   0.00% |
| 44   | Cradily            |    1 |   1.79% |   0.00% |
| 44   | Claydol            |    1 |   1.79% |   0.00% |
| 44   | Snover             |    1 |   1.79% |   0.00% |
| 44   | Walrein            |    1 |   1.79% |   0.00% |
| 44   | Magmortar          |    1 |   1.79% |   0.00% |
| 44   | Hitmonlee          |    1 |   1.79% |   0.00% |
 
Let me know if you have any questions. I'd love some insight on the other DPP starters thoughts on their games too.
Better late than never.

I originally opened this thread to rant about some other things, but I noticed that I never did a UUPL recap and it's kinda sad that esche did a super big one and never got to read someone else's, so I'll do that now (and postpone the other stuff to a later point). I originally kinda didn't want to do the recap for my UUPL cause I was pretty unhappy with how it went: I started off fine, but kinda halfway just got in a rut or something, and didn't really perform up to the standards I had for myself (and also ended with a pretty disappointing 3-5 record). Still, I think it's interesting to recap and see why I lost some of my games (besides my opponents just being good, of course): for example, a couple of my games ended up very close and to a 50/50, others due to a brainfart or just mental fatigue.

Week 1 vs Star (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-545904
:uxie: :milotic: :venusaur: :dugtrio: :registeel: :clefable:

So first week I had no idea what to expect - I respect Star a lot as he is an amazing player but I think he played very little DPP UU before (or after) this game. For that reason, I decided to just go with something that fits me well personally, so I went with VenuDug balance with some of the best pivots in the meta. Going in blind to any game, I would trust this team to have a solid matchup and myself to play it well.

Week 2 vs Christo (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-547608
:omastar: :mismagius: :clefable: :mesprit: :toxicroak: :blaziken:

Again, this was kind of hard to anticipate. I did notice some tendencies in the team that Jordy used Week 1, that I figured this team would be good against. The team I brought was actually an old one of mine, I used it quite a bunch before. It has two of my favourite sets in Mixed Life Orb Clef and physical Scarf Mesprit. Try both, they're very good! As for Christo's team, I believe he accidentally loaded his Week 1 team, which gave me an inherent advantage.

Week 3 vs Heysup (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-548376
:uxie: :milotic: :registeel: :hitmontop: :clefable: :entei:

So this game was too damn long. Just a warning before you watch the replay. Anyway, I built quite a couple of squads at this week just in general, and looking at Heysup's tendencies this one looked to match up the best (won't go too in-depth on that). I specifically built around VincTei, cause I have never really used it much and it _is_ very good. I wanted to combine it with Healing Wish Clefable to give it two chances. The rest of the team kinda sets it up, Knocking and Toxicing what's needed. A last minute change from Refresh Milo to Haze kinda bit me in the ass. I think the matchup was _mostly_ good, except the crucial fact that Heysup brought Haze Milotic + Heal Bell Leafeon. This was an amazing tech from him as this almost perfectly neutralized my offensive intentions (both Entei and Registeel). This turned into a stall war that I think was mostly losing for me, but in the end it came down to a 50/50 on turn 184.

Week 4 vs Donny P. (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-551822
:qwilfish: :mismagius: :registeel: :ambipom: :arcanine: :torterra:

The team I built for this game was kinda cool, I thought. I basically looked at my previous Qwil + Arcanine spikestack teams that I brought twice in UUSD, but with a totally different gameflow. While those were more fat balance teams, this one was way more offensively oriented. Lead Qwil > fat Qwil, Ambipom > Clef, RP Tort > bulky Tort, for example. I rarely used Ambipom before this game, but figured I'd give it a go. Before messing around a bit with Lead Ambipom and midgame U-turn, I remember why I had issues with it. The moment I changed to Life Orb 4 attacks though.... Damn. Great mon. If I remember correctly, this game also came down to a 50/50 in the end: I didn't recognize his team but should have wiht proper scouting. I had to decide Turn 17 if I would go last mon Ambipom or Torterra vs his unrevealed last mon, and chose wrong. (Feel free to correct me though if you won either way). Losing twice in such close games is kinda annoying, but as a team we were doing great so it's fine.

Week 5 vs TNunes (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-552428
:uxie: :toxicroak: :feraligatr: :leafeon: :absol: :mismagius:

So this game really was my worst of the tour. Basically, at this point we were already qualified (my teammates were too good lol). So I decided to experiment a bit and try one of the for-fun teams I crafted earlier. It just didn't work though, in all honesty the team is very rough and mostly just Screens + 5 sweepers and I had more fun and more polished teams that I could have used in hindsight. I didn't really have a solid enough way to break through Nunes' team and he didn't really let me either.

Week 6 vs esche (W)
https://replay.pokemonshowdown.com/smogtours-gen4uu-554776
:kangaskhan: :rhyperior: :venusaur: :milotic: (:uxie:) (:rotom:)

At this point, although the game did not really matter for us, I really wanted to get a win. 3 losses in a row, I was quite tilted at this point and 4 would have made it a lot worse. So I decided for my team that 1) I would go back to my comfort zone with something more on the balanced side, 2) make some specific changes so the team isn't 100% recognizable and works well vs esche. I liked Kangaskhan here (as esche already mentioned himself above), so I adjusted an old team from UUSD by replacing Dugtrio with Rhyperior and changing some sets. I didn't think the hard trap was as needed for this game, and luckily I changed it cause he had a Torterra to abuse my Dug. The game went quite well for me, the change back to my own habits allowed to me get back into my comfort and play well.

Week 7 vs Chill Shadow (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-556321
:scyther: :kabutops: :uxie: :venusaur: :magmortar: :drapion:

I didn't prep too much for this game, I just loaded up a cool team I actually built during UUSD. I built this for semis there, cause Magmortar just looked cool af. I didn't end up using it, so I figured I'd bring it here. I think I played it mostly well, but I totally fucked this game up with one brain fart on turn 12. There is only one move I should have made there: Uxie and set up rocks. I pretty much knew that, but figured I'd consider the options long-term and got so far into considering one path (with some assumptions including Band Dug) that I kinda got lost in it. Just a huge brain fart & choke, I guess it happens to all of us. After this, it was a uphill game & CS closed it out well. I think another note is that the Drapion on this team is very much filler, I wasn't really sure what to put there and just put it cause it sort of made sense. Maybe something else would have been better.

Semifinals vs esche (L)
https://replay.pokemonshowdown.com/smogtours-gen4uu-557506
:mismagius: :venusaur: :milotic: :registeel: :dugtrio: :venusaur: :ambipom:

So for this, in all honesty, I really wanted to just Kangaskhan again. On the other hand, I did not expect esche to change his setup after our last game where he had lots of problems with it. So, in the end, combining with what I remember from Week 4, I decided to take a Kangaskhan style team, but put Life Orb Ambipom in its slot. It fulfills the same functions as Kang, but with some other advantage as well: faster, Low Kick is a lot stronger vs Rocks and Steels, and ye that mainly. This game was a bit weird. I definitely wasn't close to as focused as I wanted to be (in all honesty, this game was the closest to clicking I was), but I don't think I played it as awfully as I thought at the moment. There was some definite mental fatigue though: I considered during the game things such as non-Specs Moltres, non-Scarf Rotom & Scarf Kabu but I barely investigated this and kinda just threw away the ideas. Other than that I think I played it fine though. One thing I was concerned about was Dugtrio without U-turner or a sac option, something I really dislike generally. This required me to double at one point, which fortunately worked out. I also think I should have probably saved Ambipom instead of saccing it to Clef, but Calm Mind Clef was troublesome eitherway. Another thing is maybe going Missy and burning Venu instead of paralyzing it. However, I am not sure if it actually does increase my odds: a simple WoW miss (25%) ruins me and the number of FP's (0/13) was certainly more unlikely and Missy could have cleaned afterwards. (Not to complain about hax, I got a lucky Edge miss too). All in all though, a very close and tense game, and not ashamed to lose to a great player at all.

GG's to everyone I played.
 

esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Hello everyone,

it's been quiet in here for a while now so I thought I'd give a bit of an update of what's been going on both publicly and behind the scenes.

First off, this year's iteration of UU Classic has officially started and signups for DPP UU Cup are open! Make sure to sign up if you want to play some quality games of DPP UU against other enthusiasts of the tier.

I started a discussion on perma weather in DPP UU. Essentially, it boils down to: Do Hail and Sand have a place in UU? Check out the PR thread here!

On the topic of weather and to answer Sickist's question above: I decided against including Damp Rock in the proposal I made because I deemed perma weather the more immediate issue that I felt needed addressing. Still, Rain is considered a very powerful playstyle and it's been on the radar for quite some time now so it isn't unlikely that it'll be looked into at some point. We ought to facilitate some discussion on the matter first though to gauge opinions - perhaps in this thread at first instead of opening another PR thread right away. I welcome any takes on the matter but one thing at a time.

Other than that, Tomahawk, Heysup, Donphantastic, fatty and I have started a project to rekindle the viability rankings for DPP, which is supposed to go up soon. We haven't decided whether to start a new thread or focus discussion in here - in either case you'll be notified if you're following this thread. We look forward to discussing these (preliminary) rankings with you all!

With all that out of the way, with Classic starting and interest in UU lower tiers beginning to rise again, I thought this was as good an opportunity as ever to kick up What's My Last again! The team below was kindly provided by fatty!

:scyther: :drapion: :blastoise: :venusaur: :rhyperior:
https://pokepast.es/5007c6e838ab3b49

Scyther cycles in Rhyperior and Venusaur against Rock and Steel types while also being able to put some pressure on by use of Swords Dance. Lum Berry eases set-up and helps it check opposing Venusaur. Roost makes Scyther a bit more self-sufficient but it's of course mandatory to pair with a spinner - a role which Blastoise fills on this team. It and Rhyperior are tasked with checking Fire types that threaten Scyther and Venusaur. Drapion also helps check Venusaur and preys on Ghost types that stand in the way of Scyther or Blastoise spinning. The physical set-up sweeper core of Scyther and Drapion aims to beat down their checks as much as possible so that one of the two can push through. What's my last?

I look forward to your submissisions. I'll keep this open for a week or so. Have fun! :psyglad:
 
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Voyager

He didn't notice that the lights had changed
registeel

:bw/registeel:
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Curse
- Rest
- Sleep Talk

The team uses the venu food blastoise set, and the team lacks a reliable venu switch in, especially if rocks are up (and its hard to get rocks off with that blastoise set vs venu, u see the cycle here...) so this team would make good use of a registeel, a mon that special venu really struggles to get past. This set means its better vs sleep and iron head deals good damage to venu and the team already has rocks. regi also acts as eq bait for scyther to help vs sd venu
 
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Mismagius @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Thunderbolt
- Hidden Power Ground

This team lacks a spinblocker, speed control, and overall struggles a little with faster offensive threats. Scarf Mismagius aids in all three departments, as it functions as a spinblocker, acts as speed control, and even has the bonus of helping the stall MU with Trick. I went with HP Ground > HP Fighting as Clef/Chansey can be pressured by Rhyp/Scyther/Drap decently well, and beating Drapion frees up Venusaur a lot. It also has the added ability of providing another Ground immunity incase Scyther goes down.
 
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1625553381820.png
Arcanine @ Leftovers
Ability: Intimidate
EVs: 120 HP / 152 Atk / 236 Spe
Adamant Nature
- Flare Blitz
- Extreme Speed
- Morning Sun
- Toxic

Arcanine completes the FWG core, provides another pokemon to pressure registeel if rhyp goes down, can lure pokemon like regirock and rhyp and toxic them, provides some priority, and is just a good general mon on balance teams with spin thanks to good general stats + intimidate.
 

Oglemi

Borf
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Feel like Sickist is on the right track with a Scarfer

:mesprit:
@ Choice Scarf
- U-turn
- Healing Wish
- Psychic
- Ice Beam / Trick

Scarf Mesprit gives the team a lot of security in the early-game, Healing Wish is a godsend to any Scyther team should Blastoise fail to get the spin off (although it isn't as good in later gens due to turn mechanics), and the team needs a solid check to a few things, of which Mesprit is just in general.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Cm chesto resto uxie because fatty loves that mon and because the team needs a sub toxicroak check for when it gets in on blastoise or venu.

Uxie @ Chesto Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Psychic
- Calm Mind
- Rest
- Hidden Power [Ground]
 

Lily

wouldn't that be fine, dear
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UU Leader
This team is really slow and doesn't really have the priority necessary to make up for that so I'm agreeing w/ the above users who said a scarfer is the right way to go, but I think Rotom would be my preference.

:dp/rotom:
Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Shadow Ball
- Thunder Wave
- Trick

Stabs are just standard, Thunder Wave is used here because it helps a lot with slowing down things that could otherwise create big issues especially if they're Sucker users that annoy Rotom significantly like Houndoom, Toxicroak, Absol etc. and the extra power on its Thunderbolt relative to Mismagius makes it easier for Rotom to pressure the ever-annoying Registeel so that Scyther and Venusaur aren't permanently walled if Rhyperior happens to go down earlier than expected. It also helps with the Venusaur problem noted by Voyager above by slowing it down so that it's much less of a threat for Rhyperior and your own Venusaur while also letting Scyther and Drapion switch in a bit more safely if rocks aren't up. Trick is also nice to pressure stuff like Clef and Steelix.

The main reason I like a Ground-immune scarfer over something like Regi or any given Fire-type (I originally thought about Scarf Houndoom) is because sole ground resist Scyther is a bit dire with Calm Blastoise since a) it's not the most reliable spinner and b) it isn't taking repeated Earthquakes very well. Venu can kind of act as a stand-in resist but you really want something that can dissuade and punish EQs as much as possible in this slot imo.
 
:Mismagius: @ Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Shadow Ball
- Thunderbolt

The team needs a ground resist since scyther is not switching into anything that uses earthquake like rhyperior, steelix, dugtrio and donphan, something that is fast besides scyther since its quad weak to rocks since the team is slow with drapion being the fastest at 310 speed, and also can batter on pokemon like defensive clef which can be a bit of a pain with toss and paralysis.
 
Sorry to interrupt - I love keeping up with this thread - but I think this is where I would make such a post, so please excuse.

DPPL has really reminded me how much I absolutely adore the joyous beauty that is DPP UU, and I would like to share my recent thoughts with you other kind, intelligent appreciators of this wonderful metagame.


Arcanine @ Leftovers
Ability: Intimidate
Adamant / Impish / Careful
- Flare Blitz
- ExtremeSpeed
- Morning Sun
- Roar

One Roar from Arcanine with SR and a layer of Spikes down is enough to put serious pressure on its switchins, which is particularly nasty when it drags in something else that doesn't want to go 1-on-1 with Arc (which is a lot, most notably including Venusaur) and means damage on that thing as well as more potential Roar fun, and 2) sets the stage beautifully for its teammates to capitalize on to clean up lategame - Milotic won't be able to switch into or check much when it starts at 50%. Roar also completely ruins Sub Entei and Moltres.


Qwilfish @ Black Sludge
Ability: Poison Point
Adamant Nature
- Spikes
- Aqua Jet
- Poison Jab
- Explosion

My favorite Spiking partner for Roarcanine because both are would-be Dugtrio targets that smack it hard with priority; even if it survives one, it now won't be able to check the other. It's generally a great Pokemon because people think of midgame Spiking Qwil as not directly threatening, but it can fulfill its excellent defensive niche of Spiking all over bulky things while still posing a threat. I like Poison Jab so it can check Sub Azumarill, but if you've got that covered, you can of course fit your usual bulky Qwil moves like Taunt and Pain Split in that slot. Waterfall and Thunder Wave are also worthwhile. However, I find Jet and boom are generally too good to give up. Bulky Adamant is definitely the way to go; surviving CB Azumarill Return after rocks is a good minimum Defense benchmark.


Leafeon @ Leftovers
Ability: Leaf Guard
Impish Nature
- Wish
- Protect
- Leaf Blade
- Knock Off

Defensive Leafeon and Tangrowth are both amazing - so reliably handling huge physical threats like Torterra, Rhyperior, and the physical Water trio of Azumarill / Kabutops / Feraligatr is invaluable. Tang's high Special Attack is more useful when you need to handle DD Altaria and SD Leafeon, but if those are covered, I prefer Leafeon for its excellent support movepool - I just love Wish. In a similar vein, another really sweet Leafeon set is Leaf Blade / Synthesis / Knock Off / Heal Bell or Roar; the last two are more excellent options Leaf has over Tang. You could use them together and it'd be solid, but I often find Knock too good to not use (and I wouldn't drop it on Tang, either). I also like some Special Defense on Leafeon - being able to take an LO Ludicolo Ice Beam after Stealth Rock is really valuable. As long as you can tank LO Rhyperior's Megahorn after rocks, you're physically bulky enough. (You can potentially skimp on a bit of SpD for the Ludi scenario if running the Wish variant, since you're gonna want to Protect for extra Leftovers and to waste rain anyway.)


Primeape @ Choice Scarf
Ability: Vital Spirit
Jolly Nature
- U-turn
- Close Combat
- Ice Punch
- Encore

ScarfApe is excellent in general, and it often only really needs U-turn, Close Combat and Ice Punch. Stone Edge / Rock Slide is generally the best filler for Moltres and Scyther, but it can also use Punishment for boosted Mismagius and Uxie. However, they're hardly essential; while Encore isn't either, it also has some really unique, useful applications, and it's incredibly abusable for several turns thanks to the move's lengthy duration in this generation. I most appreciate its ability to help play around Milotic forced to Recover, but it can also be great to thwart a Cursing Registeel, a Subbing Moltres / Entei, an SDing Leafeon, or a healthy DDing Feraligatr. Generally a great tool to have that gives an offensive team a lot of flexibility in dealing with some of the more annoying Pokes they'll face.


Kabutops @ Life Orb
Ability: Swift Swim
Adamant Nature
- Aqua Jet
- Rapid Spin
- Stone Edge
- Superpower

Tops' last move is definitely up for grabs; being able to instantly threaten such huge damage / potentially a KO on Registeel and Clefable is a game-changer.

:leafeon::tangrowth::venusaur::uxie::clefable::hariyama::kabutops::omastar::donphan::drapion::toxicroak:
As you may have gleaned from the Leafeon / Tangrowth segment, I think Knock Off is both excellent and underrated in UU. In addition to those two Grasses, I like it most on Venusaur (best as the last move over Synthesis or Sleep Powder on offensive sets), Uxie and obviously Clefable, who don't have much trouble fitting it into their movesets; bulky Hariyama is generally underappreciated as well. However, I've also considered bulky / utility variants of Kabutops, Omastar, Donphan, Drapion and Toxicroak centered around using the move - they deserve further exploration.


Exeggutor @ Leftovers
Ability: Chlorophyll
Modest / Rash Nature
- Sleep Powder
- Leaf Storm
- Psychic
- Explosion

Exeggutor as a whole is crazy underrated - right off the bat, its Leaf Storm is as powerful as Moltres' Overheat. It has many options for potential sets, but my favorite way to use it is like an offensive Venusaur with several distinct advantages - it can draw in and destroy Pursuiters for the benefit of teammates, STAB Psychic ensures it is not walled in the slightest by Weezing (whose Sleep Talk set won't want to try and absorb Sleep Powder, either), it performs the crucial task of checking RP Torterra, and it can of course Explode. Walling SD Venusaur is great too! I don't think Eggy really needs the power of LO; it's a fine option of course, but I find Lefties' survivability almost too good to pass up, letting Eggy get the most out of its great 95/85 physical bulk, as well as not getting worn down nearly as quickly by hazards / small hits.


Azumarill @ Leftovers
Ability: Huge Power
Adamant Nature
- Aqua Jet
- Toxic
- Ice Punch
- Superpower

Like the classic Sub/Toxic/Focus Punch Azu, except you can freely use your Fighting move without needing a Sub - big for pressuring Clef, or hitting Registeel when at low health - and since you don't need Sub, you can run Ice Punch and no longer be walled by Venusaur and Altaria. Being able to actually hit Toxicroak is really important, too.

I'll use my games as examples of some of the things I've discussed here and some other cool stuff.

vs. brewfasa

Team::mismagius::qwilfish::leafeon::alakazam::arcanine::clefable:

Midgame Qwilfish baits in Hitmontop and blows it up. The surprise factor helps it out, but it enhances the set more than being a selling point - even if it's expected, it's still a bulky Spiking Qwilfish, and Explosion is a great move in general; being able to threaten Blastoise is valuable as well, ensuring Mismagius isn't over-relied on and it can thus focus on its job of baiting in and bringing down answers to the mighty Specs Alakazam.

Boom Qwil threatening / removing Spinners lets Arcanine operate with maximum efficiency. It's got a mixed spread here to answer both Venusaur and CB Scyther, giving it plenty of opportunity to throw around its ruinous Roars. In addition to completely neutering SubMolt, this game also shows Arc's capability to act as a second method of forcing in and weakening / KOing Dark-types (and opposing teams in general), acting as further support for a Zam (or Zam-like) lategame cleaner.

Leafeon devours Feraligatr, heals teammates with Wish, and helps soften the opposing team into cleanup range through Knock...what a monster.

Also, I wanted to highlight brew's use of Skuntank. That is a seriously underappreciated Poke - in addition to the great Pursuiting capabilities, Drapion's typing on a Poke with Sucker Punch and Explosion is wonderful. Aftermath is a great tool as well; I thought about pairing it with Jaboca Berry.

vs. M Dragon
Team::qwilfish::milotic::torterra::spiritomb::kangaskhan::primeape:

Scarf Primeape shows how much of a beast it is (or has the potential to be, given how messy this game was) against offense even without that fourth move.

Dark Pulse / Pursuit / Sucker Punch / Will-o-Wisp @ Dread Plate is my preferred Spiritomb on offense for maximum efficiency in both removing Mismagius and hitting as hard as possible without the frustrating power split of Shadow Ball / Spell Tag. I didn't miss SB, as the amazing, perpetually underrated offensive Milotic is here to answer Blaziken.

Silk Scarf Kanga is a great alternative to CB.

vs. Thiago Nunes
:omastar::kabutops::venusaur::spiritomb::blaziken::primeape:

Superpower elevates Kabutops from good to incredible against a team with Registeel and Clefable.

Scarf Primeape is still amazing at threatening balance teams when part of an offensive ensemble like this, and here is a matchup where Encore could've really come in handy to ensure nothing got out of hand.

MixKen is the truth. I would use it over the underwhelming, bafflingly popular SD set ten out of ten times.

I'm always happy to see Slowking. Underrated as hell.

vs. Chill Shadow
:uxie::milotic::venusaur::dugtrio::registeel::clefable:

Knock Uxie pays major dividends in this game. It's such a useful move in every matchup.

I used Eo's Specs Dugtrio here to deal with otherwise-obnoxious Torterra. The insurance against Leafeon is huge as well.

Normally, I hate Refresh Milo, but I have to admit that on teams like this that otherwise despise Sub Moltres, it is a perfect fit. Here it was great for CS' usually brutal combination of Toxic CurseSteel (a great set in its own right) and VinTei.

Max HP and SpAtk is the way to go on the amazing CM LO Clef.

vs. Ark
:omastar::azumarill::exeggutor::rotom::houndoom::toxicroak:

This game is a great demonstration of how phenomenal Exeggutor can be. Its great natural physical bulk - helped out by the few Defense EVs I gave it to always survive CB Kanga's Return after SR - helps it not just take Leafeon's Double-Edge (which often breaks 50 on offensive Venu), but take it well enough (in conjunction with Leftovers - they're really, really important) so that it can switch out and come back later, even though the field was littered with hazards right from the first time it switched in!

On this team - and hopefully others in the future that will incorporate our eggy friend - Exeggutor's strengths over Venu really shine. Defensively, the RP Torterra checking is invaluable, and offensively, it baits in and destroys Pursuiters, allowing for easy Scarf Rotom cleanup lategame. Explosion is a generally great facilitating tool for sweeping purposes as well. It finds its way in much like Venusaur does - it has to take greater care when switching into Milo with Ice Beam, but it's well worth the effort. After it sleeps something, it fires off an absolutely brutal Leaf Storm. With hazards up, Pursuiters can't switch in reliably. Feel free to check the calcs for yourself - even the most popular, splashable Pursuiter, the Grass-resistant Houndoom, can't switch in safely!

At absolute worst, Egg will sleep something and bring these Pursuiters to the brink of death, which will later be abused by a teammate - in this team's case, Scarf Rotom. If the opponent wants to bring the Pursuiter in safely, they'll have to let something get KOed first; however, even if it's the sleeping Pokemon that gets sacced, that's still worthwhile - it's not like the opponent will be eager to straight-up lose a Pokemon to Egg, and that's an advantage in and of itself. Also worth mentioning that immediately Leaf Storming is quite a good move in many scenarios - it's effectively the same thing if you suspect your opponent is just going to sac whatever you sleep, but it also has the benefit of completely destroying Lum Pursuiters trying to switch in.

Furthermore, the Pursuiters taking the hazard damage just to try and deal with Egg will already make them significantly worse later in the game. I specify "try" because it's not like they can just safely grab a Pursuit KO, since as we've already established, Egg packs sizable physical bulk and threatens them with Explosion - it can potentially switch out and do the whole thing over again. A significant portion of the tier is bulky and slow, and thus Egg can often come in and grab a KO even from low health (as seen in this battle).

If the opposition isn't immensely fast-paced and doesn't pack a Pursuiter - as is the case for many UU teams - Eggy will run circles around them; safe switchins are in short supply. Once it's sufficiently bludgeoned the opponent with sleep and its STABs, it'll boom and take another KO. Even if the opponent runs the theoretical best answer possible, Sleep Talk Registeel, it's far from ironclad - switches in, takes hazards, takes a hit, gets slept, isn't threatening while it's sleeping, can't heal or control its sleep turns, and will be threatened out for more hazard damage (and destruction to its defensive core) by Eggy's teammates, two of which should have a STAB super effective move for it. All the while, thanks to Lefties, Eggy is staying healthy, healing off even potential Spikes (which many CurseTalk Steel teams do not pack), ensuring it's going to find room to come in over and over (especially if you pair it with an excellent U-turn Poke like Scarf Primeape).

I want to once again stress the importance of Egg's physical bulk, not just for defensive utility, but for allowing it to get the most out of these ferocious destructive capabilities, and as an extension of this principle, how critical Leftovers are for this purpose (or, at the absolute least, not taking Life Orb recoil). If you do want to boost Exeggutor somehow, I recommend Meadow Plate, which I do think is quite good; the survivability isn't as great, but it's still fine, and the benefit is quite tangible - switching even seemingly-perfect anti-Egg Pursuiters like Drapion and Skuntank becomes downright impossible with hazards up, as Leaf Storm deals hilariously absurd damage to them, and you get this benefit without having to deal with the cursed, oft-taken-advantage-of recoil of Life Orb. Colbur Berry is also definitely worthwhile.

I wrote way more than I was intending to - that's just how strongly I feel about the incredible, amazing, fantastic, terrific Exeggutor.

Arceus has blessed us with the existence of this tier. May He bless us further by helping us remove Damp Rock, hail, Sand Veil and Baton Pass.
 
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esche

Frust kommt auf, denn der Bus kommt nicht
is a Tiering Contributor Alumnus
Great stuff man, love the attention to detail.

Exeggutor has definitely caught my attention as of late as well, from my experience it really shines on teams that can provide Thunder Wave support.
I love the emphasis on Spikes in your builds and while I'm not as enthusiastic about Knock Off in this tier (yet) I can definitely see the appeal.

About that Specs Duggy tho... :blobstop:

---

Moving on to What's my Last.

We got lot's of submissions, so thank you all for participating!

Team:
:scyther: :drapion: :blastoise: :venusaur: :rhyperior:
https://pokepast.es/5007c6e838ab3b49

Submissions:
:registeel: by NEON_Voyager
:mismagius: (Choice Scarf) by Sickist
:arcanine: by spookysocialist
:mesprit: by Oglemi
:uxie: by Bughouse
:rotom: by Lilburr
:mismagius: (Nasty Plot) by HydreigonTheChild

Now for the actual last...

:dp/primeape:

fatty opted for a Choice Scarf Primeape in the last slot to clean up the mess that SD Scyther and SD Drapion left about. Many of you already correctly deciphered that a Choice Scarf user would be a nice addition for the team to dispose of faster threats and have a chance of cleaning up late game. Mesprit deserves a mention in particular in my opinion because similarly to Primeape it keeps up momentum with U-turn and can threaten a boosting Clefable with Trick. As for the non-Scarfers, I personally find both Arcanine and Uxie to be fine picks as well since they can help out with Venusaur. The former completes the FWG core with Blastoise + Venusaur and offers utility in the form of status spreading and priority whereas the latter fits in nicely with the setup spam aspect of the team. NP Mismagius is in the same boat as CM Uxie but doesn't offer as much defensive value which might still be fine, however. Registeel on the other hand is a bit too passive for my liking here.


As for the next round, I thought it would be fun to switch things up once in a while so instead of What's My Last we're doing a teambuilding competition this time around. The theme will be fairly unrestricted this time: I would ask you to build around a FWG (Fire Water Grass) core.

You get style points for using unusual stuff of course. I'll keep submissions open for about a week or so. Have fun! :psyglad:
 
As for the next round, I thought it would be fun to switch things up once in a while so instead of What's My Last we're doing a teambuilding competition this time around. The theme will be fairly unrestricted this time: I would ask you to build around a FWG (Fire Water Grass) core.

You get style points for using unusual stuff of course. I'll keep submissions open for about a week or so. Have fun! :psyglad:
Pretty new to the tier but I figured I'd revamp my first ever UU team for this and see how it turns out, definitely some things I could change but thought it would be fun to see what kind of feedback it gets.

I tend towards slower, more patient play, so I figured I'd build a stall team based around a core of wish passers, specifically Leafeon and Chansey. It's a pair I have come to really enjoy using and I put them on whatever teams I think they'll fit on.

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Hydra (Qwilfish) (M) @ Leftovers
Ability: Poison Point
EVs: 248 HP / 152 Def / 104 SpD / 4 Spe
Impish Nature
- Spikes
- Waterfall
- Explosion
- Taunt

First up is my lead Qwilfish, whose goal is to spike up and get the ball rolling. Originally packed Pain Split and Poison Jab over Waterfall and Explosion but PJ left me walled by way too much and I never used Pain Split anyway, on account of the Wish Passers, so I ditched them for a little more offensive power. That being said, I do sometimes feel this set is a bit lacking, so I may change it again in the future, would appreciate any recommendations.


Gruff (Arcanine) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Flare Blitz
- Extreme Speed
- Toxic
- Morning Sun

Next comes Arcanine, who is just so, sooooo good. Strong attacks even with no investment, priority, status and healing, plus Intimidate to soften up physical attackers for easier walling. This thing is incredibly reliable and just overall fits in super well. Opted to keep Morning Sun to take some pressure off of the wish passers to be my only healing options, especially since constantly passing to the only rocks weak mon on the team is less than ideal.

Slammow (Leafeon) (M) @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Wish
- Protect
- Leaf Blade
- Heal Bell

I love Leafeon. It's incredible at so many things and has so much utility it can pack. My favorite variant by far is the wish passer, I used to use Yawn over Heal Bell in order to force switches, especially with spikes down, but the team is fairly susceptible to status from opposing stall teams so I made the change and I like how it works.

Hijinx (Chansey) (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Calm Nature
- Wish
- Protect
- Seismic Toss
- Toxic

Chansey is probably my favorite mon on this team. It is absolutely impenetrable on the special side for most Pokemon, and can take a physical hit or two if need be as well. I've waffled back and forth about switching it for Clef a couple times but ultimately stick with Chansey to improve the Moltres matchup, since this thing sits on offensive Moltres for weeks. My only major issue with it is that sub ghosts use it as setup fodder, which can be very dangerous, especially against Mismagius. On a lot of teams I pair Chansey with Registeel, to help alleviate that problem, but for this one I just couldn't fit it.

Mammoth (Donphan) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Assurance
- Stealth Rock

One of the best Pokemon to back up with Wish support, Donphan offers a lot to this team. Strong ground attacks to ward off threats like Arcanine and Toxicroak? Check. Rapid Spin and rocks? Check. A great way to smack spinblockers as they come in? Check. Physical bulk to augment Leafeon against threatening opponents? Check. It's incredibly useful throughout the game, especially when augmented by Wish and Heal Bell. The only thing I have trouble with on it is the lack of offense against flying types like Swellow and Scyther, so I've considered running a rock move over Assurance to cover that, but usually they U-turn out anyway so it's not entirely necessary imo.

Ghost Raptor (Mismagius) (M) @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Trick
- Shadow Ball
- Thunderbolt
- Hidden Power [Fighting]

Mismagius is a new addition to the team, this slot used to be filled by Choice Band Drapion to trap ghosts and remove them, helping against sub-CM Mismagius and the like which could be a problem. However, I felt that it let me down too much, being too easily walled by defensive teams while not offering much against offensive ones. I decided to make a change and, although originally I opted for NP Missy, I made the switch to Scarf to give me a better matchup against offense, since I have no form of speed control otherwise. I haven't actually done a game with Scarf Missy yet so this is mostly just a theoretical change, would love to hear feedback on it.

So that's my team, a little bit of improvement over my first ever UU build, hopefully it's not completely awful lol.
 
I was actually planning on posting a team I built in UU Snake Draft (with the help of my teammates, of course), being Venusaur / Arcanine / Qwilfish / Clefable / Donphan / Mismagius. You can check it out here (week 4): https://www.smogon.com/forums/threads/uu-snake-draft-i-team-set-dump.3676623/#post-8738579. However, it seems like I have been sniped by Zassa2 posting a somewhat similar team, so I'll post something else.

So that's my team, a little bit of improvement over my first ever UU build, hopefully it's not completely awful lol.
It's not awful at all, it's a good team, balanced all around and hazard stacking to wear down the opposing team - just my style too. Personally, I would consider trying Clefable > Chansey anyway, I find Chansey to be a quite limiting mon compared to Clef. I don't think Moltres should be a huge issue with Arcanine & Qwilfish, if you find SubRoost to be a huge issue you can put Roar on Arcanine (but that messes with Chansey anyway too). Also although you mention this as a stall team, I think it's not properly played as full stall and I think you should incorporate some way of pressuring the opponent more. Roar on a mon or two could be nice, like on Arcanine or Leafeon. Personally, I would also consider Aqua Jet on Qwilfish to avoid an easy Dug trap, Head Smash + Protect on Donphan (and move SR to Clef / Chansey). You could also put Nasty Plot > Hidden Power Fighting on Missy for a late game wincon. Just some things you could try, nice team!

So anyway, for my team, I'll submit another team I built then (if it's supposed to be a new team you submit here, lmk and I might built something quickly haha), which is more out of my style. Usually I like more fatter teams and that's kinda what FWG cores sound like to me, but I often drop the Fire type because it's always so annoying carrying something rocks weak, somehow I never end up using a Grass type when I use Moltres or Entei, etc. So I decided to focus on a more offensive FWG core I used:



Specs Sceptile + Mixed Blaziken + Band Azumarill. I used this core on a spikestack offense, basically with the point to do as much damage as possible, incentivizing switches into resists but punishing that with Spikes + doubles. Sceptile rips into anything but Venusaur or Registeel, which you can abuse with a double into Blaziken racking up hazards damage and hopefully claiming a kill on something ice. Azumarill does even more damage than Sceptile with Banded Waterfalls, wearing down Venusaurs and bulky Waters for Sceptile and Blaziken respectively. Basically, using FWG core as this offensive focus means you can pretty much threaten anything in the tier, considering Dragons barely exist. It does rely on Spikes + doubles somewhat, so the rest of the team kinda fills out a standard spikes offense:

:omastar: :mismagius: :toxicroak: :sceptile: :blaziken: :azumarill:

Not my most consistent team ever, but definitely fun to play.
 

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