This is my first UU team. I've tested it a little bit, and I want to get better at UU. I came here to find the flaws in my team. I was going for a HO team.
Arianna (Azelf) @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Stealth Rock
- Explosion
I chose Azelf as my lead because of it's speed (which outspeeds a lot of the tier) and it's ability to suicide to take a good chunk of HP. It also puts rocks up and its Knock Off hits pesky ghosts types that predict the Explosion. As said before, Azelf is my suicide lead, able to set up and explode at will. Knock off is useful for any ghost or psychic types, while also being perfectly able to just get rid of an enemies item. Taunt is for when I predict set ups or spikes, as the rest of my team has no RS or Defog. Stealth rocks to get rid of sturdy and sashes and for the obvious other reason. And Explosion... Suicide.
Thor (Ampharos) (M) @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk
I chose Mega Ampharos simply because of his bulk and his ability to be switched into a myriad of moves. I also chose him for his VoltTurn synergy with Mienshao. This Pokemon is my pivot. He eats up most physical attacks like a boss and can Volt Switch out easily. I chose dragon pulse because it can STAB and take out an opponents HP for a good amount. Volt Switch is for synergy with Mienshao and an easy exit. Rest is for HP regen, and sleep talk is for while he's taking his nap. I have also found out that Mega Ampharos does a bit to Mega Blastoise, and Mienshao takes the Ice Beams like a boss.
Ayane (Mienshao) (F) @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab
I chose this Pokemon because of her synergy with Amphy (as mentioned before) and for it's beautiful hit-and-run that damages most of the unresisted tier. Believe it or not, Mienshao is my Wallbreaker. She can also be used for switching into attacks that I am certain won't kill her. HJK is a very strong but risky move with it's STAB and good coverage. Knock off is for Ghost and Psychic types, also damaging Pokemon that are reliant on their item. Poison jab is for the Fairy walls and also poisons.
Pinata...? (Sigilyph) (M) @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Cosmic Power
- Stored Power
- Roost
- Psycho Shift
Let's be honest here. Sigilyph is very strong in UU, even though it is NU. This Pokemon can stallbreak, clean up late game, and special sweep. I chose this Pokemon because of my own difficulty with facing it. For this team, I'm using it as a Stallbreaker, something my team needed. I also use it for any predicted status effects (very helpful for WoW). Cosmic Power allows it to gobble up most attacks, and Stored Power to deal some major damage. Roost for obvious HP regen and Psycho Shift is for status effect conversion.
Zira (Infernape) (F) @ Life Orb
Ability: Blaze
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot
I chose it because of it's great 104/104/108 spread and for it's fire typing. It's a mixed sweeper, with many good weapons in its arsenal. Nasty Plot is its main tool for sweeping. Fire Blast is there for the STAB and its ability to 2HKO the unresistant tier, not including special walls. To deal with these special walls, I have to sacrifice some defenses for the CC. Finally, Blastoise and other bulky water types often switched into Infernape, so I put a good grass type move AKA Grass Knot.
Feet (Dugtrio) (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
I chose Dugtrio forits lack of feet helpful Arena Trap ability and its high speed. Band raises its crappy 80 Atk stat to a more useful purpose. This guy is my revenge killer and my late game clean up crew. EQ has some nice STAB and it has no risk of being switched into (if I use Arena Trap correctly). Stone Edge is for the types that EQ doesn't get. Sucker Punch prio can be very helpful when you're in trouble.
Arianna (Azelf) @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Knock Off
- Taunt
- Stealth Rock
- Explosion
I chose Azelf as my lead because of it's speed (which outspeeds a lot of the tier) and it's ability to suicide to take a good chunk of HP. It also puts rocks up and its Knock Off hits pesky ghosts types that predict the Explosion. As said before, Azelf is my suicide lead, able to set up and explode at will. Knock off is useful for any ghost or psychic types, while also being perfectly able to just get rid of an enemies item. Taunt is for when I predict set ups or spikes, as the rest of my team has no RS or Defog. Stealth rocks to get rid of sturdy and sashes and for the obvious other reason. And Explosion... Suicide.
Thor (Ampharos) (M) @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk
I chose Mega Ampharos simply because of his bulk and his ability to be switched into a myriad of moves. I also chose him for his VoltTurn synergy with Mienshao. This Pokemon is my pivot. He eats up most physical attacks like a boss and can Volt Switch out easily. I chose dragon pulse because it can STAB and take out an opponents HP for a good amount. Volt Switch is for synergy with Mienshao and an easy exit. Rest is for HP regen, and sleep talk is for while he's taking his nap. I have also found out that Mega Ampharos does a bit to Mega Blastoise, and Mienshao takes the Ice Beams like a boss.
Ayane (Mienshao) (F) @ Life Orb
Ability: Regenerator
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab
I chose this Pokemon because of her synergy with Amphy (as mentioned before) and for it's beautiful hit-and-run that damages most of the unresisted tier. Believe it or not, Mienshao is my Wallbreaker. She can also be used for switching into attacks that I am certain won't kill her. HJK is a very strong but risky move with it's STAB and good coverage. Knock off is for Ghost and Psychic types, also damaging Pokemon that are reliant on their item. Poison jab is for the Fairy walls and also poisons.
Pinata...? (Sigilyph) (M) @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
- Cosmic Power
- Stored Power
- Roost
- Psycho Shift
Let's be honest here. Sigilyph is very strong in UU, even though it is NU. This Pokemon can stallbreak, clean up late game, and special sweep. I chose this Pokemon because of my own difficulty with facing it. For this team, I'm using it as a Stallbreaker, something my team needed. I also use it for any predicted status effects (very helpful for WoW). Cosmic Power allows it to gobble up most attacks, and Stored Power to deal some major damage. Roost for obvious HP regen and Psycho Shift is for status effect conversion.
Zira (Infernape) (F) @ Life Orb
Ability: Blaze
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot
I chose it because of it's great 104/104/108 spread and for it's fire typing. It's a mixed sweeper, with many good weapons in its arsenal. Nasty Plot is its main tool for sweeping. Fire Blast is there for the STAB and its ability to 2HKO the unresistant tier, not including special walls. To deal with these special walls, I have to sacrifice some defenses for the CC. Finally, Blastoise and other bulky water types often switched into Infernape, so I put a good grass type move AKA Grass Knot.
Feet (Dugtrio) (M) @ Choice Band
Ability: Arena Trap
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
I chose Dugtrio for
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