Hi all,
I am currently working on a UU team that utilizes the Mega Evolution of one of my favourite Pokemon, Aerodactyl. So far, I've got a good idea of what it is I want my team to do and look like but I still like to know what you all think.
Forretress w/ Sitrus Berry
Ability: Sturdy
IVs: 31IVs except SpA
EVs: 252 HP / 4 ATK / 252 SpD
Relaxed Nature
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Pain Split
Forretress is my starting Pokemon who I use to set up Stealth Rock and also have a spinner ready for my opponent's entry hazards. Gyro Ball serves as an attacking option especially against fast Pokemon and particularly ones who are also weak to Steel. Pain Split is also a bit of recovery so that I can still have Forretress if necessary. This is further added with the Sitrus Berry. I originally thought of using a Rocky Helmet but since Forretress' weakness is to Fire, I felt that weakness could go either way in terms of physical/special. I also thought of using other entry hazard starters who may be able to put up more offensive power, but I felt that I should have at least two Pokemon focused more on the defensive side to help balance out my team.
Aerodactyl w/ Aerodactylite
Ability: Pressure (Tough Claws after M. Evo)
IVs: 31IVs except SpA
EVs: 252 ATK / 4 SpD/ 252 Speed
Jolly Nature
- Stone Edge
- Aerial Ace
- Fire Fang
- Earthquake
I chose Aerodactyl as my Mega Evolution as it's one of my favourite Pokemon so I decided to make a team with him. Obviously the Aerodactylite helps him to Mega Evolve as it really helps his stats and physical attacks with Mega Aerodactyl's Tough Claws ability. I went for the the all-out attacker setup for this as this gives him as much coverage as possible and really helps him utilize his heightened physical attack and the speed he gets from the Jolly nature and the EVs. As someone who likes to play it safe, I was contemplating using Rock Slide over Stone Edge as the former is more accurate even with 25 less base Power. However, I felt that for this setup to truly work its best, I had to go with a STAB move that would deal as much damage as possible. I chose Aerial Ace as its another STAB move for Aerodactyl and although it is a bit weak, it is guaranteed to hit and gets powered-up by Tough Claws. Fire Fang is a coverage move that can help Aerodactyl out against Steel-types, who Aerodactyl's Rock/Flying typing doesn't well against plus it's another move for Tough Claws. Finally, there's Earthquake which while it may not get affected by Tough Claws, it is still very powerful and offers some more coverage for Aerodactyl.
Cobalion w/ Rocky Helmet
Ability: Justified
IVs: 31IVs except SpA
EVs: 252 ATK / 4 SpD/ 252 Speed
Jolly Nature
- Iron Head
- Sacred Sword
- Poison Jab
- Thunder Wave
For Cobalion, I chose as I wanted a more offensive Steel-type as well to deal with Fairy-types and Rock-types. While not as useful, since his Steel-type covers most of it, there are sometimes where a person will use a Normal-type so having the Fighting-type as well helps me with that. I chose to have another Jolly nature as I want Cobalion to have as much capability to deal damage as possible. By increasing his Speed, he can deal with threats that would be a double-edged sword for him. I use both Iron Head and Sacred Sword as his STAB moves, both of which are quite strong moves and Iron Head is one of the few Steel-type moves with really good accuracy. Sacred Sword also bypasses stat changes making it quite good as there aren't too many Defense-lowering moves the opponent will likely use on themselves. Poison Jab is a move that's useful against Grass-types and doubly useful against foes like Tapu Bulu. Thunder Wave is there as an option for when Cobalion is having trouble or can't do much so it can at the very least paralyze the opponent. The Rocky Helmet is there for any Fighting-types who decide to attack Cobalion for his Steel-type.
Gardevoir w/ Psychium Z
Ability: Synchronize
IVs: 31IVs except ATK
EVs: 252 HP/ 252 SpA/ 4 DEF
Modest Nature
- Psychic
- Moonblast
- Calm Mind
- Shadow Ball
I chose Gardevoir to fill the role of dealing with the types Psychic and Fairy-types are strong against. It is less defensive and bulky than I typically like, but the typing is useful for providing overall coverage for the team. Psychic is a very good Psychic-type move with 90 Base Power and has a chance to reduce the opponent's SpD as well, making Gardevoir's attacks hit higher. I thought of using Psyshock which calculates damage based on the opponent's DEF instead of SpD, but my team is already heavily skewed towards physical attacks I felt I needed some special coverage as well. Moonblast is the most powerful Fairy-type move that isn't a signature move, allowing for heavy damage against Dragon-types, Fighting-types and Dark-types. Calm Mind is there to help Gardevoir in her offensive and defensive power in regards to special attacks, and it was this move that ultimately made it more difficult to choose between Modest and Timid, choosing a defensive stat boost over a Speed one. Finally, there's Shadow Ball for dealing with other Psychic-types as well as Ghost-types. I was thinking of using Energy Ball or Thunderbolt in this slot for more coverage against Water-types and I may still go with one of those options especially given some of the other members of my team. I chose Gardevoir to have the Z-Crystal as I felt she could do the most with it with the given movesets.
Incineroar w/ Life Orb
Ability: Intimidate
IVs: 31IVs except SpA
EVs: 252 HP/ 252 ATK/ 4 DEF
Adamant Nature
- Flare Blitz
- Darkest Lariat
- Leech Life
- Drain Punch
Incineroar is my resident Fire/Dark Pokemon to deal with Pokemon that are weak to those types. I decided to go for the Adamant all-out attacker build for him to have him be as bulky as possible while also being able to deal out lots of damage while also having plenty of coverage. This is further emphasized with the Life Orb, giving Incineroar more powerful attacks at the expense of recoil. Flare Blitz is my go-to Fire-type move as it's quite a powerful move and physical. The recoil can really hurt, especially with the Life Orb, and normally I would go for a move that didn't inflict recoil but the next-most powerful Fire-type physical move he can get is Fire Punch, which only has a Base Power of 75. Darkest Lariat is Incineroar's Dark-type signature move which deals 85 while also ignoring Defense or evasion boosts the opponent has. Leech Life is a good coverage move that restores health which is useful given the Life Orb but Incineroar's first 2 moves already cover most of the Bug-types' effectiveness so I may change this to U-turn or Thunder Punch. Incineroar's final move is Drain Punch, a nice Fighting-type move that can deal with things like Normal-types and Rock-types. It's also another recovery option to help Incineroar with the recoil damage.
Milotic w/ Leftovers
Ability: Cute Charm
IVs: 31IVs except ATK
EVs: 252 HP/ 252 DEF/ 4 SpA
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover
Milotic is my Water-type choice. I designed it with a bulky set in mind to take advantage of its use of Recover. To help with this mindset, I made a defensive stat setup with Leftovers as its item. I wasn't sure between using Cute Charm or Marvel Scale, as the first can make the opponent need to retreat if they attack physically, while the other further increases DEF if it has a status condition. In the end, I chose Cute Charm as it seems more reliable. Scald is Milotic's designated Water-type move, providing both STAB and the possibility of burn, which will weaken physical attacks. Ice Beam can provide coverage against Dragon-types and Flying-types and it's another offensive option in case Scald is walled. Toxic is for my opponent's to deal with as the damage worsens over time and when it seems like poison is the best status condition for the Pokemon. Recover is there obviously there as a recovery option and also as a stall tactic for Toxic.
I am currently working on a UU team that utilizes the Mega Evolution of one of my favourite Pokemon, Aerodactyl. So far, I've got a good idea of what it is I want my team to do and look like but I still like to know what you all think.
Forretress w/ Sitrus Berry
Ability: Sturdy
IVs: 31IVs except SpA
EVs: 252 HP / 4 ATK / 252 SpD
Relaxed Nature
- Stealth Rock
- Rapid Spin
- Gyro Ball
- Pain Split
Forretress is my starting Pokemon who I use to set up Stealth Rock and also have a spinner ready for my opponent's entry hazards. Gyro Ball serves as an attacking option especially against fast Pokemon and particularly ones who are also weak to Steel. Pain Split is also a bit of recovery so that I can still have Forretress if necessary. This is further added with the Sitrus Berry. I originally thought of using a Rocky Helmet but since Forretress' weakness is to Fire, I felt that weakness could go either way in terms of physical/special. I also thought of using other entry hazard starters who may be able to put up more offensive power, but I felt that I should have at least two Pokemon focused more on the defensive side to help balance out my team.
Aerodactyl w/ Aerodactylite
Ability: Pressure (Tough Claws after M. Evo)
IVs: 31IVs except SpA
EVs: 252 ATK / 4 SpD/ 252 Speed
Jolly Nature
- Stone Edge
- Aerial Ace
- Fire Fang
- Earthquake
I chose Aerodactyl as my Mega Evolution as it's one of my favourite Pokemon so I decided to make a team with him. Obviously the Aerodactylite helps him to Mega Evolve as it really helps his stats and physical attacks with Mega Aerodactyl's Tough Claws ability. I went for the the all-out attacker setup for this as this gives him as much coverage as possible and really helps him utilize his heightened physical attack and the speed he gets from the Jolly nature and the EVs. As someone who likes to play it safe, I was contemplating using Rock Slide over Stone Edge as the former is more accurate even with 25 less base Power. However, I felt that for this setup to truly work its best, I had to go with a STAB move that would deal as much damage as possible. I chose Aerial Ace as its another STAB move for Aerodactyl and although it is a bit weak, it is guaranteed to hit and gets powered-up by Tough Claws. Fire Fang is a coverage move that can help Aerodactyl out against Steel-types, who Aerodactyl's Rock/Flying typing doesn't well against plus it's another move for Tough Claws. Finally, there's Earthquake which while it may not get affected by Tough Claws, it is still very powerful and offers some more coverage for Aerodactyl.
Cobalion w/ Rocky Helmet
Ability: Justified
IVs: 31IVs except SpA
EVs: 252 ATK / 4 SpD/ 252 Speed
Jolly Nature
- Iron Head
- Sacred Sword
- Poison Jab
- Thunder Wave
For Cobalion, I chose as I wanted a more offensive Steel-type as well to deal with Fairy-types and Rock-types. While not as useful, since his Steel-type covers most of it, there are sometimes where a person will use a Normal-type so having the Fighting-type as well helps me with that. I chose to have another Jolly nature as I want Cobalion to have as much capability to deal damage as possible. By increasing his Speed, he can deal with threats that would be a double-edged sword for him. I use both Iron Head and Sacred Sword as his STAB moves, both of which are quite strong moves and Iron Head is one of the few Steel-type moves with really good accuracy. Sacred Sword also bypasses stat changes making it quite good as there aren't too many Defense-lowering moves the opponent will likely use on themselves. Poison Jab is a move that's useful against Grass-types and doubly useful against foes like Tapu Bulu. Thunder Wave is there as an option for when Cobalion is having trouble or can't do much so it can at the very least paralyze the opponent. The Rocky Helmet is there for any Fighting-types who decide to attack Cobalion for his Steel-type.
Gardevoir w/ Psychium Z
Ability: Synchronize
IVs: 31IVs except ATK
EVs: 252 HP/ 252 SpA/ 4 DEF
Modest Nature
- Psychic
- Moonblast
- Calm Mind
- Shadow Ball
I chose Gardevoir to fill the role of dealing with the types Psychic and Fairy-types are strong against. It is less defensive and bulky than I typically like, but the typing is useful for providing overall coverage for the team. Psychic is a very good Psychic-type move with 90 Base Power and has a chance to reduce the opponent's SpD as well, making Gardevoir's attacks hit higher. I thought of using Psyshock which calculates damage based on the opponent's DEF instead of SpD, but my team is already heavily skewed towards physical attacks I felt I needed some special coverage as well. Moonblast is the most powerful Fairy-type move that isn't a signature move, allowing for heavy damage against Dragon-types, Fighting-types and Dark-types. Calm Mind is there to help Gardevoir in her offensive and defensive power in regards to special attacks, and it was this move that ultimately made it more difficult to choose between Modest and Timid, choosing a defensive stat boost over a Speed one. Finally, there's Shadow Ball for dealing with other Psychic-types as well as Ghost-types. I was thinking of using Energy Ball or Thunderbolt in this slot for more coverage against Water-types and I may still go with one of those options especially given some of the other members of my team. I chose Gardevoir to have the Z-Crystal as I felt she could do the most with it with the given movesets.
Incineroar w/ Life Orb
Ability: Intimidate
IVs: 31IVs except SpA
EVs: 252 HP/ 252 ATK/ 4 DEF
Adamant Nature
- Flare Blitz
- Darkest Lariat
- Leech Life
- Drain Punch
Incineroar is my resident Fire/Dark Pokemon to deal with Pokemon that are weak to those types. I decided to go for the Adamant all-out attacker build for him to have him be as bulky as possible while also being able to deal out lots of damage while also having plenty of coverage. This is further emphasized with the Life Orb, giving Incineroar more powerful attacks at the expense of recoil. Flare Blitz is my go-to Fire-type move as it's quite a powerful move and physical. The recoil can really hurt, especially with the Life Orb, and normally I would go for a move that didn't inflict recoil but the next-most powerful Fire-type physical move he can get is Fire Punch, which only has a Base Power of 75. Darkest Lariat is Incineroar's Dark-type signature move which deals 85 while also ignoring Defense or evasion boosts the opponent has. Leech Life is a good coverage move that restores health which is useful given the Life Orb but Incineroar's first 2 moves already cover most of the Bug-types' effectiveness so I may change this to U-turn or Thunder Punch. Incineroar's final move is Drain Punch, a nice Fighting-type move that can deal with things like Normal-types and Rock-types. It's also another recovery option to help Incineroar with the recoil damage.
Milotic w/ Leftovers
Ability: Cute Charm
IVs: 31IVs except ATK
EVs: 252 HP/ 252 DEF/ 4 SpA
Bold Nature
- Scald
- Ice Beam
- Toxic
- Recover
Milotic is my Water-type choice. I designed it with a bulky set in mind to take advantage of its use of Recover. To help with this mindset, I made a defensive stat setup with Leftovers as its item. I wasn't sure between using Cute Charm or Marvel Scale, as the first can make the opponent need to retreat if they attack physically, while the other further increases DEF if it has a status condition. In the end, I chose Cute Charm as it seems more reliable. Scald is Milotic's designated Water-type move, providing both STAB and the possibility of burn, which will weaken physical attacks. Ice Beam can provide coverage against Dragon-types and Flying-types and it's another offensive option in case Scald is walled. Toxic is for my opponent's to deal with as the damage worsens over time and when it seems like poison is the best status condition for the Pokemon. Recover is there obviously there as a recovery option and also as a stall tactic for Toxic.
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