UU Threat lists

So I was thinking that, since more people are starting to get into the UU Metagame, might as well start a list comprising the offensive and defensive threats in the UU Metagame.

Edit: These analyses are taken from Forsety's posts in page 2 and 3.

Offensive Threats (Physical)

Pinsir: Type - Bug
125 attack, 100 defence and 85 speed coupled with Swords Dance and a diverse arsenal of attacks. Of which include Stone Edge, Earthquake, Close Combat, STAB X-Scissor, Quick Attack and even Stealth Rock. Abilities include Mold Breaker and Hyper cutter both which further its offensive capabilities. Often seen carrying Choice Band/Scarf or Life Orb which only serves to enhance the threat it presents. Main threat is overwhelming power and speed.

Hitmonlee: Type – Fighting
120 attack, 87 speed, 110 special defence and immunity to paralysis. Offensive options include STAB Close Combat, Reversal, Mach Punch and Hi Jump Kick, Blaze Kick, Stone Edge, Earthquake and Bullet Punch. Switches in relatively safely into most special attacks and will usually be holding a Choice Band and occasionally Scarf. Main threat is speed coupled with STAB Close Combat making one of the most powerful attacks in UU.

Primeape: Type – Fighting
105 attack, 95 speed and immunity to sleep. Incredibly diverse movepool includes STAB Close Combat, Earthquake, Aerial Ace, Overheat, Punishment, elemental punches, Taunt, Bulk Up and Reversal. It is the only other Fighting type in the game besides Infernape to have access to U-Turn. Learns Focus Energy and has access to two powerful high crit moves in Stone Edge and Cross Chop. Main threat is due to speed and U-Turn allowing hit and run.

Hitmontop: Type – Fighting
95 attack, 95 defence, 110 special defence. The epitomy of balanced with no clear weaknesses and two very powerful traits, Intimidate the defensive and technician the offensive. Other options include Agility and Bulk Up to further boost its offensive/defensive capabilities. STAB Close Combat, Stone Edge, Earthquake offer much needed power. Moves affected by Technician include Pursuit, Triple Kick, Aerial Ace, Fake Out, Mach Punch, Bullet Punch and Quick Attack giving it an incredible priority game. Incredibly easy to switch in due to Intimidate, high defenses, Rapid Spin and resistance to Stealth rock. Due to this reason it is also one of the top defensive threats as well. Hitmontop threat is having no true weaknesses to exploit easily, it is also the 2nd most common UU Pokemon in the entire game.

Hitmonchan: Type – Fighting
105 attack, 110 special defence. Has access to all three elemental punches boosted by Iron Fist and in turn the most powerful Focus/Drain Punch in the game. Bulk Up or Agility can be used to further its offensive capabilities. Main threat comes from its near perfect type coverage, relative sturdiness with a speed booster and its access to most of the other offensive options of the Hitmon clan.

Kabutops: Type – Rock/Water
115 attack, 80 speed with Swift Swim and double STAB on one of the best offensive typings. Aerial Ace, X-Scissor, Night slash offer extra coverage and a STAB priority attack in Aqua Jet. Rain Dance will boost both speed and offense, Swords Dance serves to enhance its high attack. Other support options include Stealth Rock, Knock Off, Confuse Ray, Rain Dance, Rock Polish and Swords Dance. Main threat is its overwhelming power and speed.

Relicanth: Type – Rock/Water
100HP, 130 defence enables it switch in quite often although its attack is only decent at best. The top threat here is a recoilless STAB Head Smash packing over 225 power! In short it means that even if you resist Head Smash it can sometimes be still powerful enough to do neutral damage regardless. Rock Polish, Stealth Rock and Yawn will be the main support moves, Earthquake and STAB Waterfall its main coverage. Main items it carries are Choice Band, Stone Plate, Life Orb or Muscle Band.

Rapidash: Type – Fire
100 attack, 105 speed, 80 special attack and immunity to fire. Main offense lies in its STAB Flare Blitz and Megahorn and its ability to fast Hypnosis when in trouble. Main threat is a fast sleep and powerful physical STAB, if you see it set up Sunny Day than expect a possible mixed set with Solarbeam.

Swellow: Type – Flying/Normal
125 speed makes it among the fastest in all of UU. It will regularly be carrying Burn Orb in conjunction with the Guts ability. STAB Facade and Brave Bird with U-Turn and Pursuit will be its main methods of attack. Main threat is its near unmatched speed.

Kingler: Type – Water
130 attack, 115 defence and respectable 75 speed. Swords Dance with STAB Crabhammer gives it the tied highest attack in the whole of UU. Main coverage will be Brick Break, Rock Slide, X-Scissor, Return or occasionally Flail. Be warned it will occasionally use Knock Off and may occasionally have a Choice item. Overwhelming power will be hard to deal with.

Absol: Type – Dark
130 attack, 75 speed and Swords Dance with STAB Sucker Punch ties it for highest attack in UU and gives it the strongest priority attack in the entire game. Night Slash in conjunction with Super Luck ability threatens with regular critical hits. Coverage will be through Psycho Cut, Stone Edge, Aerial Ace and X-Scissor. Also has access to a multitude of support options in Will O’Wisp, Thunder Wave, Magic Coat, Mean Look and Baton Pass. Immunity to the common UU Psychic attacks lets it get in easily and Swords Danced Sucker Punch is the biggest threat here.

Kangaskhan: Type – Normal
95 attack and 90 speed is relatively low for a sweeper but Scrappy with STAB Return negates Ghost immunity. Main coverage moves will be SubPunch or Hammer Arm, Earthquake and Crunch. However be warned it has access to elemental punches, Avalanche and a strong priority game in Sucker Punch and STAB Fake Out. Main concern is the simplicity it can be used with due to its monstrous bulkiness of 100 HP and 80 for both defenses. Also commonly seen using a Choice Band/Muscle Band to make up for its power or Lum Berry since it hates Burn.

Scyther: Type – Flying/Bug
110 attack, 105 speed coupled with Swords Dance and respectable defences. Technician turns its STAB Aerial Ace into a deadly attack, Brick Break, Night Slash offers coverage and STAB U-Turn will let it hit and run very hard. Scyther also offers an incredibly powerful Reversal game. Resistance to fighting and immunity to ground gives it ways of switching in. But the main threat is its hit & run tactics being able to Baton Pass out stat boosts when in danger making it very hard to kill. Focus Sash, Salac and Lum berries are its items of choice.

Armaldo: Type- Rock/Bug
125 attack with Swords Dance and very strong double STAB. Its defenses and typing also gives it a distinct level of tank like properties. Rock Polish and Earthquake only serve to round out its offensive abilities.

Cacturne: Type- Grass/Dark
Usually seen as a lead. Cacturne is orientated towards the physical however despite double 115 offenses. A deadly Swords Dance STAB Sucker Punch is the main form of attack. This, complimented with STAB Seed Bomb which breaks many common walls apart is the main selling point. Counter with Focus Sash is another of its favourite tricks commonly seen.


Offensive Threats (Special)


Venomoth: Type- Poison/Bug
90 speed, 90 special attack is pretty mediocre. However Tinted Lens means 2x resistance are negated, effectively meaning nothing resists its STAB Bug Buzz. Add in its fast Sleep Powder and ability to Baton Pass speed boosts with Agility. Fast sleep and no truly safe switches are the main concerns here. Bug/Poison resists fighting, bug and is neutral to ground allows it to switch in easily despite its low defense. Items it may carry range from Petaya Berry, CSpecs and Focus Sash.

Ninetales: Type- Fire
100 speed and Hypnosis coupled with Nasty Plot and a solid movepool of Energy Ball, Dark Pulse, Extrasensory and STAB Flamethrower. Solid special defence and HP also make it very easy to switch in. Obvious reasons for being a threat are clear.

Omastar: Type- Water/Rock
115 special attack gives Omastar the most powerful special attack of any non-Uber water type in the entire game. Swift Swim and Rain Dance only serve to enhance this, STAB Ancientpower lets Omastar boast having possibly the only reliable Rock special attack in the entire game. High defence lets it set up quick and hit incredibly hard.

Ampharos: Type- Electric
115 special attack and STAB Thunderbolt will injure almost anything that’s not resistant or immune to it. SubPunch and Hidden Power will be the common coverage moves. It’ll mainly rely on its bulk to make easy switch ins and take full advantage of its high coverage. Though there is a tendency for it to appear Scarfed or in Trick Room teams.

Glaceon: Type- Ice
130 special attack and STAB Ice Beam/Blizzard will completely cripple near anything in any metagame. Shadowball offers good additional coverage and Fake Tears lets it enhance the damage caused. Most often it will also have HP Fighting for coverage. Chances are its normally Choice Scarfed or Spec’d.

Golduck: Type- Water
Hypnosis with Calm Mind, respectable speed and special attack are the main cause for concern here. STAB Surf with Ice Beam or a Hidden Power are the normal methods of attack. Also an ideal counter to the common UU rain teams due to its trait Cloud Nine which cancels out all weather effects and resistance to water.

Clamperl: Type – Water
DeepSeaTooth doubles Clamperl’s special attack to astronomical levels which allows it to tear most things in the game apart. However this threat is only limited to Trick Room due to its poor speed but its good defence and typing allows it to switch in once its setup.

Froslass: Type- Ghost/Ice
STAB Ghost/Ice, 110 speed, Thunderbolt gives it very high coverage and it also gains all the other benfits of a ghost like Confuse Ray, Destiny Bond, Disable and Thunder Wave. Also occasionally comes equipped with Specs or even Spikes. Its typing also lets it easily switch into fighting attacks which are arguably the most common attack type in UU. Froslass also boasts being the most common UU Pokemon in the entire game.

Persian: Type- Normal
115 speed puts it very high up in terms of speed. Technician offers it a much needed power boost in both physical and special categories. Nasty Plot and Hypnosis has caused Persian to orientate more towards a special sweeper role despite a low 65 special attack. Water Pulse, Shock Wave and Swift offer great Technician'd special options. It can also provide an effective scout with Fake Out and U-Turn being viable physical options.

Manectric: Type - Electric
105 speed and 105 special attack makes Manectric into a solid special attacker. Overall generic electric with Hidden Power Grass + STAB Thunderbolt as its main options. However people unfamiliar to UU are caught off guard by the incredibly powerful Overheat which hits even harder than its STAB. This will wreck havoc on most traditional counters and makes Manectric great for hit and run. Normal held items are Specs, if it holds Life Orb expect either Thunder Wave or a Crunch.


Offensive Threats (Generic)


Nidoking: Type- Poison/Ground
Absolutely incredible movepool and good all round stats mean it can hit almost anything super effective in the entire game from either side. Reliable STAB Earthquake only serves to enhance the threat. Most commonly it will be carrying Life Orb or Expert Belt as its item of choice. Resistance to Fighting/Rock a normally reliable combination works in its favour.

Sharpedo: Type- Dark/Water
Although unable to switch in often except on psychic attacks, 120/95 offenses and 95 speed means it can hit incredibly hard and fast from both sides of the spectrum. It’ll mainly carry Life Orb or any of the 3 Choice items. Main attacks will consist of Aqua Jet, Waterfall, Hydro Pump, Crunch, Dark Pulse, Ice Beam, Ice Fang and Earthquake. Surf is actually seldom used since it needs more power to justify its fragility.

Toxicroak: Type- Poison/Fighting
106/86 offenses and 85 speed with Nasty Plot and Swords Dance as options with a multitude of both special and physical priority and power attacks. Dry Skin also grants a Water Absorb ability and high HP regeneration in rain allows it to carry Life Orb regularly. It is dangerously unpredictable and incredibly easy to switch in due to some major resistances.

Lapras: Type- Ice/Water
130HP, 80/95 defences give some amazing bulk to setup with despite a poor defensive typing. STAB Ice Beam with Thunderbolt gives some solid special coverage along with Surf. However Dragon Dance also offers it the option of physical sweeps with Ice Shard and Waterfall at its disposal.

Clefable: Type- Normal
Clefable is relatively sturdy and has a movepool out the wazoo, Clefable practically learns near everything in the game whether it be healing, attack or defense. Magic Guard a unique trait to Clefable ignores all passive damage thus making Cleffy immune to Stealth Rocks, Spikes, Poison, Burn (but still gets attack cut), Leech Seed and even Life Orb recoil! Respectable offenses allow it to take advantage of its many options however the most dangerous sets tend to be offensive. Common setups may include Facade/Toxic Orb, Life Orb Boltbeam, Gravity /Blizzard/Thunder, defensive setups will be Calm Minders usually. However average stats and low speed usually means it will have to specialize making prediction possible and fighters often constantly threaten.
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Defensive Threats (Physical)

Sandslash: 75/110/55 – Ground
Stealth Rock, Rapid Spin lets Sandslash play the part of a utility pokemon extremely effectively. It also has the benefit of not being too phased by Grass Knot due to its lightness. However Sandslash specializes in the counter offensive, it is a fine Counter user, Swords Dance w/ STAB Earthquake, Stone Edge, X-Scissor and Night Slash are at its disposal.

Cloyster: 50/180/45 – Water/Ice
Cloyster was recently relegated from BL but is still formidable despite a major fighting/rock weakness due to massive defence. Rapin Spin is still an option despite SR weakness, Ice Shard, Avalanche, Poison Jab, Explosion and Skill Linked Icicle Spear work off its higher attack though it may use Surf sometimes. Barrier/Iron Defense are also available for further reinforcing its defence. Deals best with Scyther, Absol, Kingler and if you use Ice Shard even Jumpluff.

Pelipper: 60/100/70 – Flying/Water
Very rarely seen and almost NU but not to be underestimated. Its typing, sturdy stats and Roost will allow it to stall you for quite sometime. STAB Hydro Pump or Air Slash, Ice Beam, HP Electric are available for its attacks off an 85 base. Tailwind enables quick counterattacks and psuedo speed pass, Knock Off and Stockpile remain as solid support options.

Nidoqueen: 90/87/85 – Ground/Poison
Rock, Fighting and Bug resistance are incredibly rare to come by making Nidoqueen a goddess in this respect. Support options range from Taunt, Counter, Disable, Stealth Rock and Roar. Although having a superior special movepool its assaults will normally be physical with the likes of Avalanche, Stone Edge, STAB Earthquake, Poison Jab, Superpower and Focus Punch. Main threats it deals with are Pinsir, Toxicroak, Hitmonlee and Armaldo.

Torkoal: 70/140/70 – Fire
Torkoal is a near unbreakable fortress sometimes calling upon Will O’Wisp to further its unbreakable defense, Yawn, Stealth Rock, Amnesia and Curse. It won’t regularly pack Rapid Spin due to a Stealth Rock weakness and general better things to do. Its attacks can go either way with equal 85 offenses and options on both sides. Gyro Ball uses its low speed well, Earthquake, Stone Edge offer ever welcome coverage. Lava Plume/Overheat, Sludge Bomb, Hidden Power make up the special and in Trick Room teams even Eruption. However be most wary of its Explosion. Main threats it can deal with are Scyther, Kangaskhan, Cacturne, Hitmontop, Rapidash, Ninetales and Pinsir to an extent.

Claydol – 60/105/120 – Ground/Psychic
Despite stats that scream special wall, Claydol’s Levitate and unique typing has always orientated it towards a physical role. Its multiple weaknesses stop it from being a special wall however the high base will allow it to survive some strong hits. Normal options will be Rapid Spin, Reflect/Lightscreen, Stealth Rock, Trick Room. Offensively it gained new tricks in D/P with Calm Mind, Charge Beam, STAB Earth Power and Grass Knot. Ice Beam, Psychic, Shadowball and Explosion still remain as options. Claydol deals quite well with Hitmonlee, Hitmontop, Nidoking and Primeape.

Rotom – 50/77/77 – Electric/Ghost
Its bases are laughable, however its strength lies in Levitate and its unique typing allowing it to switch into a multitude of attacks and offer reinforcement to others with its support. Coupled with its speed, it can often strike easily or force a switch with Choice users. Being a ghost gives it access to many support options such as Will O’Wisp, Trick, Thunder Wave, Confuse Ray and Light Screen/Reflect. Attacks include STAB Charge Beam/Thunderbolt, STAB Shadowball, Dark Pulse and an occasional Hidden Power.


Defensive Threats (Special)

Hypno: 85/70/115 – Psychic
Most special attacks do relatively little to Hypno and Insomnia gives immunity to sleep, its massive and unpredictable support movepool ensures you will regret leaving it alive. Light Screen/Reflect, Hypnosis, Switcheroo, Nasty Plot, Disable, Thunder Wave, Taunt, Recycle, Resttalk, Skill Swap, Trick Room and the popular NYPC Wish or Baton Pass. Offensive options will be either STAB Psychic, Shadowball for opposing Psychics or Grass Knot.

Grumpig: 80/65/110 – Psychic
If you prefer your defensive to be more offensive than Grumpig is your choice. Thick Fat gives additional resistances to fire and ice. 80 speed, 90 special attack and Calm Mind ensures it can immediately strike back hard with anything from STAB Extrasensory, Energy Ball, Focus Blast, Shadowball and Power Gem. Being too trigger happy to attack it head on may result in a Mirror Coat and status isn’t much safer with its access to Magic Coat. Confuse Ray, Light Screen/Reflect, Thunder Wave, Trick, Recycle, Captivate, Amnesia, Trick Room round out its other support options.

Noctowl: 100/50/96 – Normal/Flying
Despite a weakness to boltbeam which even then struggles to 3HKO in most cases, Roost and great HP lets it shrug off most special attacks. Insomnia and Psycho Shift lets it switch into status any day of the week with impunity and shrug it all off. Whirlwind can break setups where Featherdance or Reflect is sometimes used to help the team and Hypnosis ensures it always has some way of hitting back. Night Shade or STAB Air Slash will be the only attacks you ever see it using.

Lanturn: 125/58/76 – Electric/Water
It is practically immune to Boltbeam due to Volt Absorb, resistant to water and fire with fantastic HP and Grass Knot is only 60 power on it. In an environment where Rain Dance is popular, Lanturn will stop everything in its tracks. It has a STAB on one half of its own BoltBeam and STAB Surf/Hydro Pump. Substitute, Aqua Ring are also popular support options as is the ever deadly parafusion combo of Confuse Ray and Thunder Wave.

Mantine: 65/70/140 – Water/Flying
Mantine is one of the few things in the entire game which can boast it solidly counters a Specsmence. Water Absorb gives it a means of recovery and Swift Swim with 80 base special attack allows Mantine to actually do significant damage in the weaker UU arena with Surf or Hydro Pump. Ice Beam or HP Flying are sometimes seen, Mirror Coat ensures you think twice about reckless HP Electric and Thunderbolts, Confuse Ray and Haze are all it has in the way of support. Mantine is not to be underestimated as although it comes off weak in OU it is a genuine special offensive and defensive threat in UU.

Politoed: 90/75/100 – Water
It is sometimes criticized as a mini-Milotic due to Hypnosis, similar but lower stats and no Recover in exchange for Water Absorb. However it has its own tricks in the form of Haze, Focus Punch, Focus Blast, Psychic, Refresh and Perish Song and sometimes packs Hidden Power. For the most part it is used very similarly to Milotic and struggles to differentiate itself from Poliwrath. Politoed is actually a rather uncommon sight but if you hate dealing with Milotic expect more of the same kind of threat.

Muk: 105/75/100 – Poison
Muk is single handedly one of the most dangerous special defensive threats in UU with its incredible bulk. 105 attack and STAB Gunk Shot/Poison Jab, SubPunch are its main methods of assault. If you’re slow to deal with Muk you risk letting it Curse, Stockpile or Acid Armour in your face. Answer too quick and your psychics may eat a Shadow Sneak and others may face Explosion. Taunt, Haze round out its other options and elemental punches keep you guessing.

Probopass: 60/145/150 – Rock/Steel
Although resembling a generic wall its typing orientates it towards the special side of things while being able to stop physical flying/normal threats. Support options consist of Magnet Rise, Thunder Wave, Taunt and Gravity. Attacks it’ll normally pack are STAB Flash Cannon, Thunder/Discharge, Earth Power and Explosion. It is notably able to sponge Manectric, Venomoth, Ninetales while hitting back with Earth Power. It also safely threatens Froslass and Glaceon if equipped with Flash Cannon, this is even taking the risk of HP Fighting into consideration. Overconfident water types often risk taking a Thunder or even being paralyzed while doing very little despite super effectiveness.


Defensive Threats (Generic)

Vileplume: 75/85/90 – Poison/Grass
It typing gives neutrality to poison, ground, bug and resistance to fighting. Sleep Powder and Stun Spore offer double status while Aromatherapy lets it play Cleric. Solid bases lets it go offensive with STAB Grass Knot, Sludge Bomb and Chlorophyll lets it benefit from the sun. Moonlight/Synthesis offer options for healing if need be. It is also able to use NYPC Leech Seed, however be warned this comes under the recently proposed event moves blanket ban

Meganium: 80/100/100 – Grass
Regularly seen making life hell with its Reflect/Light Screens and ability to Leech Seed and heal with Synthesis or Aromatherapy. STAB Grass Knot/Energy Ball is the main method of attack and Counter is sometimes used to punish heavily. Bulky stats and good speed (80 base) ensures it is no push over.

Shuckle: 20/230/230 – Rock/Bug
Lack of Sandstorm doesn’t make this any less fragile. Shuckle will not be attacking anytime soon (Yes, Power Trick still sucks even in UU) nothing will come close to 2HKO’ing it in UU. Knock Off, Stealth Rock, Safeguard offers incredible support and will regularly Encore to set you up for a bigger following threat,

Blastoise: 79/100/105 – Water
Blastoise has long been regularly considered the premier bulky water of UU as long as even GSC. Even STAB super effective attacks will not OHKO and you also risk it Mirror Coating them all back at you. Yawn, Roar, Haze, Rapid Spin all ruin any attempt at a setup in most cases. Earthquake, Torrent + STAB Surf/Aqua Jet/Hydro Pump/Waterfall, Ice Beam, Avalanche are some of the attacks it may carry. It won't be hurting much anytime soon but its job is to stop setups, disrupt play and it does it perfectly.

Gastrodon: 111/68/82 – Ground/Water
Gastrodon is single handedly one of the bulkiest things around and it shines especially within UU where it has no Swampert to compete with. Recover, Stockpile, Stealth Rock, Yawn, Mirror Coat, Counter, Curse, Amnesia ensure it has no lack of defensive options. Ground/Water STAB and Ice Beam are all it needs to keep on fighting with Stone Edge as a possible option. Despite lacking Water Absorb this sheer bulk has been enough to cause it to be preferred over Quagsire. Most Gastrodon builds will usually be EV'd towards defense with enough HP to survive a Hidden Power Grass.

Hitmontop: 50/95/110 – Fighting
(See Hitmontop – Offensive threats physical)

Altaria: 75/90/105 – Dragon/Flying
Altaria has a monopoly being the only Dragon in the whole of UU. High defensive stats and a choice of Roost or Natural Cure Rest makes it sturdy. Ice attacks aren’t near as common in UU giving Altaria even more room to work with. Dragon Dance, Earthquake and STAB Dragon Claw/Rush let it threaten an impending sweep. Specs variations also love to hit and run with Fire Blast, Draco Meteor and Ice Beam but forfeit their excellent recovery.

Poliwrath: 90/95/90 – Fighting/Water
Poliwrath is considered an OU defensive threat which already makes it clear how dangerous it is. Water Absorb and lots of common resistances as well as a effective double STAB and Hypnosis make it very common and very dangerous. Some variations may even attempt to take advantage of its bulk and sleep move to attempt a Belly Drum sweep.

Clefable: 95/73/90 – Normal
(See Clefable - Offensive threats generic)

Drifblim: 150/44/54 – Ghost/Flying
Drifblim builds can either be special or physical with physical variations tending to be the most bulky. Unburden is more commonly seen than Aftermath and gives an incredible 2x speed boost to its already good 80 speed after using up a item. Common items you may see it using are Sitrus Berry for a healthy HP recovery and half health Unburden, or pinch berries to try sneak in a double stat boost. Non-offensive moves include Hypnosis, Will O’Wisp, Thunder Wave, Confuse Ray, Destiny Bond, Stockpile, Disable, Recycle, Calm Mind and Baton Pass. While its offensive options range from STAB HP Flying/Shadowball, Thunderbolt and Explosion, all in all making it very unpredictable.

Walrein: 110/90/90 – Ice/Water
Stallrein is not an option in UU due to the banning of Abomasnow and Snover. Due to this Walrein loses its massive HP recovery but what it doesn’t lose is the still naturally large bulk. Easily EV’d to defend on either side and able to use Roar, Yawn, Stockpile, Encore allows it to still assume an effective defensive role. STAB attacks and Earthquake hit noticeably harder in this environment. However the large majority of Walrein’s counters in the standard game are all from UU.

Jumpluff: 75/70/85 – Grass/Flying
Jumpluff is fragile but fast at 110 speed. However what makes it a defensive pest is Leech Seed + Substitute + Leftovers providing damage and unstoppable healing and sponging at the same time. Sleep Powder almost always ensures it’ll be pulling off the combo every time. U-Turn, Aerial Ace/HP Flying not only cover fellow grasses immune to Leech Seed but the former also lets it make quick escapes when in danger. Some Jumpluff will also be equipped with Encore and take advantage of its major resistances to make some dangerous setups.

Gorebyss: 55/105/75 – Water
Gorebyss is a mixed offering, 114 special attack and Swift Swim gives it the second highest non-Uber water offense in the entire game. However it is also truly unique as having access to an abundance of buff moves, Aqua Ring and Baton Pass. Its special attack lets it utilize Ice Beam, Psychic or its STAB effective in a defensive or offensive configuration. Gorebyss has a unique niche as either a sturdy Rain Dance starter or the only Iron Defense/Amnesia BP’er in the entire game and being able to still threaten with its excellent offense. It will be however one of the rare threats you meet.
 
Am I not looking hard enough, or are Scyther and Hitmontop absent from the offensive list?

Kangaskan deserves a mention as a defensive Pokemon. Wish/Roar/Return/Toxic is a great Spikes shuffler that I've been using on my UU stall team, it walls a lot of UU well, aqs long as they lack strong fighting moves or hold CB/CS.
 
I forgot Scyther lol. Anyone else I forgot?

Mr Mime...hmmm...not too sure....HP's real bad.

Yea...I've fought many defensive Kangas before. Forgot she's quite a tank as well.
 
CB banette is an offensive threat with shadow punch, shadow claw, focus punch?, and destiny bond. banette also plays defensive the wow, knock off, and dbond. however he deserves more mention as offensive threat

SD beedrill is offensive threat

purugly is offensive threat

chimeco is a defensive threat, ask phiddlestix =/

you need scarfwailord with water spout or even specs wailord as offensive

torkoal is defensive threat

you actually left a fair ammount of stuff out here so I would try and redo the thread.
 
I feel that you should replace Poliwrath on the defensive list with Politoed and place Poliwrath on the offensive threat list. Politoed makes a great special wall in my opinion with water absorb, nice special defense, and his good move pool while every Poliwrath I've encountered has been a belly drummer
 
Looks like I really left out many things..I could only think of those off the top of my head.

I guess it's fine to put Poliwrath in offensive threat as well. Most Poliwraths I meet play defensively.

Beedrill? I've never had any problems with Beedrill. I treat it the same way I treat Pinsir.

Purugly and Persian IMO never hurt hard enough for me. I find them more of support than offensve.

Chimecho? uh...isn't that like Mr Mime, more of support? I don't see how Chimecho walls stuff that Hypno and Grumpig doesn't.

Banette? I'm not too sure about this one. CB Banette has like, sucky movepool(2 ghost attacks?), and defensive ones die pretty fast anyway. I think Banette is more of support.
 

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Omastar is decent on the defensive spectrum, i suggest that is added. Support moves such as Knock Off, Spikes, and Toxic Spikes also warrant a spot for it
 
Oops, forgot about Froslass. I thought she was BL.

Ive added more stuff. As I said before, I don't find Persian hurting things enough. Most Persians I see fakes out, sleeps, and switches items.

I might lump several threats together. For example, Dodrio and Swellow are taken care of the same way. Primeape and Hitmonlee also is nmostly taken care off the same way.
 
Mawile can counter Scyther and Swellow. I guess it can be a defensive threat, since it has intimidate.

It can Baton Pass too.
 
Good thread, but I agree about the "lumping."

Only need one or two of the fighters IMO.
Raichu or Pikachu
Dodrio or Swellow
Rapidash is covered by other fire types

Add Lapras(DDance or Curse), Persian(NP), Altaria( Specs,DDance), Cacturne( Sucker Punch,SD)

Defensive
Hypno or Grumpig
Aggron or Probopass
Lunatone or Solrock
Mantine over Peilpper
Possibly Walrein over Lapras, or have both
Omastar is not a defensive threat

add Muk, Cradily
 
Personally I would be inclined to split both lists further

Offensive Threats (Physical)
Pinsir
Hitmonlee
Primeape
Hitmonchan
Hitmontop
Kabutops
Rapidash
Dodrio
Swellow
Aggron
Golem
Relicanth
Kingler
Absol
Kangaskhan
Scyther
Poliwrath
Crawdaunt - hits harder and has better coverage than Kingler
Lapras - DD Lapras is a monster.

Offensive Threats (Special)
Venomoth
Ninetales
Rotom
Omastar
Manectric
Glaceon
Ampharos
Golduck - can run physical but I've yet to see it used
Clamperl
Froslass
Wailord - honestly not convinced about this one

Offensive Threats (Either)
Nidoking
Sharpedo
Toxicroak
Shiftry
Camerupt
Raichu
Pikachu
Altaria - Either go DD, or Specs to really rack up the damage
Persian.

Defensive Threats (Physical)
Quagsire
Sandslash
Cloyster
Pelipper
Aggron
Golem
Nidoqueen
Torkoal
Omastar - maybe like -Cynthia not entirely convinced


Defensive Threats (Special)
Hypno
Grumpig
Noctowl
Lanturn
Mantine
Politoed
Muk

Defensive Threats (Generic)
Vileplume
Meganium
Shuckle
Blastoise
Gastrodon
Hitmontop
Altaria
Poliwrath
Clefable
Claydol
Lapras
Probopass
Drifblim
Walrein

Lunatone/Solrock - aren't their UU glory days are over?
Kangaskhan - it can take a hit but a defensive threat?
 

Sunday

God Bless Nintys Incompetence :*)
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
Ah awesome, this should help my new UU team heaps, expecially since it's a stall team...
 
Also Cacturne should be on there as well because of its high base offensive stats (115 each I believe) along with access to SD and a STABed priority move.
 

august

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is a Community Leaderis a Tiering Contributoris a Top Tutor Alumnusis a Tournament Director Alumnusis a Top Team Rater Alumnusis a Smogon Discord Contributor Alumnusis a Smogon Media Contributor Alumnusis the 8th Smogon Classic Winnerwon the 5th Official Smogon Tournamentis a Five-Time Past WCoP Champion
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Armaldo can go on offensive threat list, SD Armaldo hurts. I still think Omastar can be used defensively, 115 Base Defense and quite a few support moves never hurt. Cacturne can also go mixed, i love MixTurne
 

Sunday

God Bless Nintys Incompetence :*)
is a Forum Moderator Alumnusis a CAP Contributor Alumnus
IMO not all of these are as bigger threats and could be removed. When I was using this on my team I found it incredibly tesious just saying the same Pokemon over again for virtually identicle threats.
 

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