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 Team Torrential Terror (UU RMT)

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Posts : 1362
Join date : 2009-05-09
Age : 23
Location : CT bitch

PostSubject: Team Torrential Terror (UU RMT)   Sun Sep 12, 2010 8:51 pm

Team Torrential Terror

Introduction: Well now that 4th gen is finally coming to a close, i thought id post my most successful UU team. One day, i was browsing Milotics movesets and came across the Life Orb Tank set. I read it and instantly fell in love. This was around the time that [URL=""]Leman's Triple Threat team[/URL] came out, which is what this team is based off of. The teammates for the LO tank set suggested either CB Azumaril or DD Feraligatr. After reading Leman's RMT, i decided to use all three on a team. This team got me to like 43rd(ish) on smogon around the end of may and 20th on the PO leaderboard in early-mid june. Since then, i mainly use this team for fun, seeing as how i think laddering is boring and time-wasting.

Oh btw, nicknames are song names from my favorite band, 30 Seconds to Mars :D

At a Glance:


Venusaur (M) *** Hurricane @ Choice Scarf
Ability: Overgrow
EVs: 56 HP / 164 Atk / 216 Spe / 72 SAtk
Adamant Nature (+SpA, -Atk)
- Sleep Powder
- Sludge Bomb
- Power Whip
- Earthquake


I chose Venusaur as my lead for 3 reasons:
1.To get a quick sleep on the opponent's lead; usually stopping it from getting entry hazards up.
2. To become a nice revenge killer mid-late game.
3. Absorb electric and grass attacks directed at my water pokemon

Yeah so Venusaur rocks cause no one really expects scarf Venusaur lead anymore. I know they were somewhat popular a while ago, but not really anymore. After putting the opposing lead to sleep, i usually switch right to milotic, as the opponent normally brings out either arcanine or moltres to deal with Venusaur. I also like Venusaur cuz it can revenge a pretty annoying threat to my team: Milotic. The main reason i went with Adamant nature and 164 Atk was to deal with standard milotic (a 2HKO with rocks). HP grass on milotic aint doing much to opposing milotic, and leaf storm was extremely unreliable, so i changed it to power whip.

216 Spe + Scarf allows me to outrun positive natured base 120 speed pokemon like alakazam. This is extremely useful because Zam is a threat late game to my team. The rest of the Ev's are for bulk and powering up moves i guess. (This is usually where i summarize smogon's analysis, but there wasnt any on the Ev's of this set.)


Altaria (F) *** Kings and Queens @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 40 Def / 216 SpD
Careful Nature (+SpD, -SpA)
- Roost
- Heal Bell
- Dragon Claw
- Haze


Altaria is probably the greatest support pokemon in the UU game. That being said, she can be considered the "glue" of this team, as she checks/counters numerous threats to this team. The real focus of this set is the two "H" moves: Heal Bell and Haze. I really dislike status conditions on my pokemon, so heal bell was a no-brainer. Haze is really an awesome move and saves me against pokemon like CM slowbro, SD Blaziken (with T-punch), SD toxicroak, and many other set-up sweepers. Because of her overall bulk, she can effectively pull this combo of heal bell and haze to support my team. Roost is obviously there for instant recovery, and is used often because of SR weakness. Lastly, i needed an attacking move and dragon claw is STAB, and only resisted by one type, so i went with it.

252 HP and 216 SpD with Calm nature makes it a great Special wall, while the 40 Def Ev's allows me to come in on arcanine's flare blitz's better and any other physical move.


Registeel *** This is War @ Leftovers
Ability: Clear Body
EVs: 252 HP / 100 Def / 156 SpD
Careful Nature (+SpD, -SpA)
- Thunder Wave
- Stealth Rock
- Explosion
- Iron Head


Registeel is the ultimate tank of UU, just ask its 80/150/150 defenses. Registeel was chosen as my last support pokemon for a couple of reasons: It can set up SR, switch into grass attacks, slow down opposing pokemon with t-wave, and explode on threats. This is basically my everything pokemon. It sets up my only entry hazard; stealth rocks, and paralyzes the other team, which, depending on the pokemon can be crucial for victory. I went with Iron head > EQ for STAB, and so i can hit missy and para-flinch to an extent. I also went with Explosion > EQ because i like the fact that i can basically take down any pokemon on the opponents team with one move (obviously not ghosts).

I decided to move the 100 Evs in atk to defense because i needed more bulk than offensive power on this thing. 252 HP and 156 SpD + Careful nature make this another great special wall, and very hard to defeat.


Milotic (F) *** The Kill @ Life Orb
Ability: Marvel Scale
EVs: 152 HP / 80 Def / 56 Spd / 220 SpA
Modest Nature (+SpA, -Atk)
- Hidden Power [Grass]
- Hydro Pump
- Ice Beam
- Recover


This is the star of the show. LO MiloTANK is, simply put, an absolute monster. It has the ability to 2HKO nearly everything in UU. If you dont believe me, here's some calcs:

Hydro Pump Vs 252 HP / 252 SpD Calm Cleffable: 44.9% - 52.8% (2HKO with rocks)

Ice Beam Vs 252 HP / 252 SpD Calm Venusaur: 47.3% - 56% (2HKO with rocks)

Hydro Pump Vs 252 HP / 252 SPD Careful Spiritomb: 51.3% - 60.5% (Guaranteed 2HKO)

Hydro Pump Vs 252 HP / 252 SpD Calm Uxie: 38.1% - 45.2% (A chance of 2HKOing after rocks, still a lot of damage.)

No registeel up here because it is one of the only pokemon that i have no chance of 2HKOing. But people tend to use it as a sleep fodder, so normally it gets KO'd quickly. Hydro Pump was chosen > Surf because of its raw power, and the point of the set is to deal as much damage as possible to opposing pokemon. Ice beam is a given and allows me to either 2HKO or OHKO any grass type pokemon that comes in. HP Grass is to deal with other water types that come in, thinking they can set up on me. Recover is used to heal off any entry hazard or LO recoil that occurs.

I usually switch to milotic right after i put something to sleep with Venusaur, as mostly fire type pokemon come in to try to bring Venusaur down. The purpose of this pokemon is to destroy or injure any counter to either Azumaril or Feraligatr. If i can catch Venusaur or Torterra coming in with an ice beam, that normally means i can sweep with feraligatr or azumaril later game

The real star of the set is the EV's.
smogon wrote:
The magic in this set is all in the EVs. The HP investment is enough to reach 369, which rounds Life Orb recoil down. The 56 Speed EVs allow Milotic to reach 212, which is enough to outpace slower variants of Mixed Blaziken, Jolly Marowak, and Adamant Torterra...With a Modest nature and 220 Special Attack EVs, Milotic reaches its highest possible bonus point total at 319, which makes it an effective wallbreaker, while the rest of the EVs are put into defenses to make it an effective check against Fire-type Pokémon.

^ I couldnt have said it better myself :P


Azumarill (M) From Yesterday @ Leftovers
Ability: Huge Power
EVs: 252 HP / 244 Atk / 12 Spe
Adamant Nature (+Atk, -SpA)
- Substitute
- Return
- Focus Punch
- Aqua Jet


Originally a CB Azumarill, sub-punch Azumarill does its job well. I opens up holes in the opponent's team with a Huge Power boosted Focus Punch coming behind a sub. I usually bring this guy out after the opponent's main water-type counter is either dead or close to it. This way, i can precede to set up a mini-sweep of sorts and take out one or two pokemon. The main reason that i switched to a sub set from VB is because i hated being stuck on one move. Even though i lose the boost in power, i have the ability to change moves and play accordingly to my opponent's switches. Aqua Jet is used to pick off any weakened pokemon and is my only STAB move on this set. Sub should be fairly obvious and so should focus punch. I disliked waterfall on this set and replaced it with return, mainly as a filler move. Looking back now, i should have used Encore > Return, but w/e haha.

252 HP for a lot of subs. 244 + Adamant + Huge Power = a ton of attacking power. 12 spe to get a jump on other azumarills? haha


Feraligatr (M) *** A Beautiful Lie @ Life Orb
Ability: Torrent
EVs: 28 HP / 252 Atk / 228 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Ice Punch
- Earthquake


Finally, Feraligatr is my late game sweeper. I try to keep him hidden until the very end, hoping to surprise my opponent when there are only 2 or 3 pokemon left on each side. The idea behind this set is simple. DD up (normally once or twice) and attack. The moves provided give Feraligatr the most coverage in UU. Waterfall for STAB. Ice punch for flyers and grass type (if there are any left), and EQ hits other water types and Registeel. There really isnt that much left to say seeing how simple this set is other than i really cant count the number of times this guy has finished off the opponents team after a single DD. This pokemon is very hard to stop late game.

Adamant and 252 Atk allows Gatr to hit as hard as possible. 228 spe allows me to reach 373 after a DD, out-speeding positive base 120's like alakazam and sceptile. 28 HP is for added bulk i guess.



Yah, thats my team. It has definitally been my most successful UU team and by far the most fun to use. I hope you enjoyed it and dont forget to rate!

A Final Look:

Threats / Annoyances:

Calm Mind Slowbro: A very annoying pokemon to deal with. It has great defenses and recovery. CM makes using milotic useless, so i normally just keep hazing with altaria or exploding with registeel. Venusaur can 2HKO but doesnt like being paralyzed.

Milotic: Ironically, opposing milotic are very annoying to take down. Usually have to resort to exploding, or just slowly wearing it down with Venusaur's powerwhip and pray it doesnt have ice beam.
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Team Torrential Terror (UU RMT)
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