UU in the Days of Chansey


Introduction:


After Smogon finished the first couple rounds of testing in UU and got most of the obviously broken stuff out of the way, I decided it would be a good time to finally get into UU this gen. I had already played a bit of UU in the past, but only with teams with six random pokes I liked, and never for very long periods of time, just a battle here and there. I knew that since Drought, Kyurem, Wobbuffet, Staraptor, and Espeon were all banned, that many common offensive and stall breaking methods were gone, and with several defensive threats such as Chansey hanging around, stall would probably be the best way to go, unless you went anti-meta. While I was deciding which type of team to use, I remembered that Chansey reached the simple majority mark and would likely be leaving this next round, therefore I made the decision to abuse Chansey, and since it clearly wouldn’t do well in anti-meta, I would have to go stall. The team itself did very well on the UU ladder, reaching around 9th or something at highest, though I was waiting for the next UU round to start before I attempted to peak. The round never started though, and I got tired of waiting so I decided to post it now, and make a new team whenever it starts up again.

Teambuilding Process:


Skip if you like, it doesn’t really matter.


    Spoiler:- Team Building:


At a Glance:



The Team:



Zapdos @ Leftovers
Ability: Pressure
Nature: Timid
EVs: 192 HP / 64 Def / 252 Spe
- Thunderbolt
- Hidden Power Ice
- Substitute
- Roost

Zapdos was one of the first things I wanted to use when I decided to make a UU team, and it hasn’t disappointed me. With the proper support, it becomes one of the most difficult things in the tier to take down, and often times finishes off my opponents by stalling, if not outright sweeping with Thunderbolt and HP Ice. It has a rare combination of speed, power, and bulk making it one of the biggest threats around. Its role on my team is usually as a late game staller for once my hazards are set up, though it can also do some damage earlier on in the game, and can help me remove bulky waters among other things to make its job easier. Only a handful of things can stop it after it is safely behind a Sub with Toxic Spikes support, one of those being Rhyperior which Milotic deals with well enough. While Substitute can block status most of the time, it isn’t always enough to keep status away from Zapdos, and since any status ruins its set, it appreciates Aromatherapy support from Chansey.

The set Zapdos is running is fairly standard, but it gets the job done. Max speed is useful for beating several threats, and lets it speed tie with non-Scarf Flygon, Mew, as well as outpacing several other things. The defensive EVs allow it to take hits better primarily on the physical side, letting it wall things after their main move to hit Zapdos with is Pressure stalled. Thunderbolt is the best choice for STAB, as Discharge could end up paralyzing something which I might need poisoned later. I originally ran Toxic in the next slot, which was useful for a number of things even when you consider I already have Toxic Spikes and two Toxic users, but in the end I found HP Ice was better for allowing me to damage Roserade better, as well as KOing things such as Flygon, or the Nidos which would commonly try to come in on Thunderbolt. It can also help out with the odd Gligar. Substitute enables it to stall turns for both Pressure, and Toxic provided by my other members, and pairs nicely with Roost, which wraps up the set by providing much needed recovery, and letting it stall a wide variety of things. It can also remove its weaknesses when timed right, making it much more difficult to deal with.




Milotic @ Leftovers
Ability: Marvel Scale
Nature: Bold
EVs: 252 HP / 248 Def / 8 Spe
- Scald
- Ice Beam
- Recover
- Haze

Milotic returns from 4th gen UU as the best bulky water in 5th gen UU as well. It even manages to surpass fallen threats ranging from Suicune and Empoleon, to improved pokes such as Slowbro and Gastrodon. To be fair, the previous waters do have their own niches which allow them to succeed in UU as well, though myself and others generally prefer Milotic as it takes hits well, has access to reliable recovery, and can support its team well all at once. Milotic serves as my check to a number of physical threats such as Rhyperior, Victini, Arcanine, and other, and also prevents Baton Pass oriented teams from setting up successfully thanks to Haze. This also allows it to check a number of other boosting sweepers as well. While it doesn’t usually mind status that much thanks to Marvel Scale, it still enjoys support from Chansey as sometimes it’s better to not be statused, especially in a drawn out stall war.

Another fairly standard set, but it works out nicely. Chansey and Registeel do well enough with most special attacks, so Milotic does best to max out its physical defenses instead. Scald is weaker than Surf, but burning things such as Cobalion or any physical attacker really can put me at a huge advantage. It makes Milotic fairly difficult to switch into. Ice Beam is mainly for coverage, as it allows it to deal decent damage to common switch ins such as Roserade, Celebi, Zapdos, and Shaymin. Recover is a necessary move for any Milotic, except maybe RestTalk variants, but those are much less useful. Haze is the move of choice for me in the last slot, mainly because Dragon Tail is just too unreliable. It has 90% accuracy, is blocked by Sub, and this makes it easy for things like Gorebyss to set up which would easily lead to my demise otherwise. Haze also lets it check things such as Kingdra without phazing my opponent out into something I can’t Recover against, which would prevent me from checking that same Kingdra again later. It’s just the more reliable option, and tends to be superior in every way, bar racking up hazard damage.




Chansey @ Eviolite
Ability: Natural Cure
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
- Seismic Toss
- Toxic
- Softboiled
- Aromatherapy

It’s not hard to see why Chansey is a suspect. Things in UU hit very hard, but nowhere near as hard as they do in OU, which allows Chansey to thrive as a mixed wall. Only a handful of special attackers are capable of defeating Chansey, and many of those are stopped by something else on the team. While its mixed defenses are good, it still isn’t enough to deal with some of the most powerful physical attackers, but Milotic, Nidoqueen, and Mismagius can help out against many of them. After these weaknesses are patched up, there is little that can stop it from supporting its team, and stalling some teams by itself. Its main purpose it to take most special attackers on, as a majority lack a way around Chansey, but it also provides a way to remove status which is crippling to my other members, as well as spreading around some helpful status of its own.

Another common set. It maxes defense in order to make up for its unfortunate 5 base defense. Seismic Toss is on every Chansey because otherwise it can deal no damage outside of poison. Toxic is more beneficial to my team than Thunder Wave, and allows Chansey to poison things not affected by Toxic Spikes, or just poison things ahead of time or maybe in case I have lost Nidoqueen already. Since I lack room for both Wish and Protect, I have to rely on Softboiled for recovery on Chansey. While Wish support would be nice, it just isn’t necessary and Chansey needs the reliable recovery more. Aromatherapy is the main piece of the set, as it removes harmful status, which would normally be the bane of many members of my team.




Registeel @ Leftovers
Ability: Clear Body
Nature: Careful
EVs: 252 HP / 4 Def / 252 SpD
- Iron Head
- Seismic Toss
- Toxic
- Stealth Rock

Steel is a very difficult type to come by in the lower tiers considering there is a grand total of 10 Steels in OU. Most other Steel types either suck, or are more offensive in nature, but Registeel is the most notable exception in UU. It has the best overall defenses of any other Steel competitors such as Empoleon or Escavalier. It also has a fairly wide movepool which allows it to check several top tier threats which might otherwise pose a problem for many teams. In this team, Registeel is no different. It provides me with a Dragon resistance, and while Dragon isn’t the omnipresent force it is in OU, it is still a useful resistance to have on any UU team. It can also deal with Mismagius, Roserade, and other things which Chansey would otherwise struggle to wall. It also provides me with much needed hazard support to top it all off.

Like most Registeel, max special defense is used to allow it to check what it needs to. Registeel’s job is very simple. Set up Stealth Rock. Poison the target if it is worth poisoning. Switch to something to wall it or proceed to wall it by itself. Iron Head is its STAB move, which also happens to be its best move for dealing with Mismagius and Roserade, who could otherwise be an issue. Seismic Toss is generally its best option for dealing damage, and prevents several things from setting up Substitutes on it. Toxic can make stalling easier for my team, most notably Zapdos if I can poison all the right things early on. Thunder Wave would be more of a hindrance in most cases. Last but not least, Stealth Rock is Stealth Rock. It deals damage to everything in the game bar Magic Guard pokes, makes Focus Sash unviable in most cases, weakens several specific threats such as Victini or Arcanine, and just helps with stall overall.




Nidoqueen @ Leftovers
Ability: Sheer Force
Nature: Bold
EVs: 252 HP / 252 Def / 4 SpD
- Earth Power
- Ice Beam
- Dragon Tail
- Toxic Spikes

There are several offensive threats in UU such as Heracross and Cobalion which can give many teams problems, but Nidoqueen does a great job checking them, while also providing support for the team. Nidoqueen not only gives me Toxic Spikes which makes Zapdos and my other members jobs much easier, but she is also my phazer. Being able to force out certain opponents and rack up hazard damage and spread poison is always a plus. Nidoqueen also deals out some nice damage when you factor in Sheer Force, which gives a boost to her attacking moves. Overall, Nidoqueen can deal damage, provide support, and check various threats due to her great typing and solid defenses.

The EVs focus on taking physical hits, as many of the things she will need to check are physical attackers. She lacks recovery, so she needs to be able to take as many hits on that side as possible. Earth Power is the obvious choice for STAB considering it is boosted by Sheer Force, and also hits Cobalion’s lower special defense stat. Ice Beam is useful for dealing with Roserade who might attempt to absorb Toxic Spikes, and it also allows Nidoqueen to deal with Zapdos among other things easier. Dragon Tail is my team’s only phazing move, which helps out for hazard damage. I usually let Milotic deal with stat boosters. Its accuracy and inability to hit through Subs has let me down in the past, though the extra damage from Dragon Tail has also helped me so I’m not positive if switching to Roar will be worthwhile since both have advantages. Finally, Toxic Spikes allow me to automatically poison several switch ins which might otherwise be a threat, and it makes Zapdos that much harder to stop.




Mismagius @ Leftovers
Ability: Levitate
Nature: Timid
EVs: 252 HP / 4 SpA / 252 Spe
- Shadow Ball
- Pain Split
- Taunt
- Will-O-Wisp

Mismagius is possibly the greatest Ghost type in the metagame. It can function as both one of the best special sweepers around, being able to even defeat Chansey, to also being an amazing stall breaker and spin blocker at the same time. While it doesn’t have the insane defenses of Dusclops, it still has a number of options to support its team while keeping itself alive long enough to get the job done. Its main advantage over Dusclops is its incredible speed which allows it to outspeed many things it will come up against, also allowing it to Taunt things before being Taunted itself like Dusclops would. It has decent special bulk, and can also take on physical attackers with help from Will-O-Wisp. Being able to handle opposing stall teams and preventing them from spinning makes Mismagius a force to be reckoned with in this metagame and it definitely earned its spot on my team several times over.

Max HP lets Mismagius take hits better overall, while max speed is necessary for helping out against several things such as Mew, and also lets it outspeed HP Fighting Mismagius and at least tie with others so it can hit them first. Shadow Ball is a great STAB move, which can hit opposing Ghosts, as well as Psychics such as Mew and Celebi. It also prevents Taunt from completely screwing it over. Pain Split may not be the most reliable move around, but it will at least keep Mismagius alive long enough to do what it needs to, plus any hit on Chansey with it is just about guaranteed to bring it up to full. It’s not like Mismagius has any better options anyway. Taunt prevents many things from setting up, supporting, or recovering, allowing Mismagius to have its way with whatever it happens to Taunt. Will-O-Wisp rounds out the set allowing it to cripple physical attackers, as well as stall out things such as Chansey which won’t be able to recover after being Taunted. Inflicting common spinners such as Donphan and Hitmontop is always nice too.



Threat List:


    Spoiler:- Threat List:


Conclusion:


Overall, I enjoyed playing in UU, even if I found things such as Chansey broken; it was still a fun metagame to play in moderation. For my first serious team in UU, I thought it was pretty successful, and it has the potential to do even better. As far as the team goes, I think there might be some improvements that could be made on it. Lacking Rapid Spin definitely hurt me more than I anticipated it would, and if I could somehow incorporate a spinner I definitely would. Since Nidos and Roserade are so common, I found Toxic Spikes weren’t as useful in some battles as they were in others, so looking back it might be a good idea to invest in Spikes instead, perhaps by replacing Nidoqueen with a Roserade of my own. My problem with Roserade has always bugged me, and is the primary reason I run HP Ice on Zapdos, and I’m also considering going a step further by running Heat Wave so that I can deal even more damage to it. I’ll be retiring this team now though, but I will still pick it up and try out a few suggestions when I have time over the course of this next round.