
Darkrai
OT:
Jurai (26134)
Nature: Naive
Ability: Bad Dreams
IVs:
30/30/31/30/27/30
EVs: UT or 152 Atk / 176 Sp.Atk / 180 Spe (Lv.66)
Move(s) for UT: Hypnosis, Faint Attack, Nightmare, Double Team
Move(s) for EV: Dark Pulse, Focus Punch, Hidden Power, Dark Void
Hidden Power:
Fire (70)
Availability: Lv.50 UT, Lv.66 EV trained
Catch Location: Newmoon Island (legitimate Member's Pass)
Notes:
This Darkrai is made for a Mixed Sweeper set. If Blissey is a thorn in your side, then you will appreciate that a Life Orb Focus Punch on the switch will KO the pink blob 100% of the time with Stealth Rock up. It also takes a hefty chunk out of Dialga who may switch-in to absorb sleep. Dark Pulse is a great STAB that hits many Ubers for super-effective damage. Hidden Power Fire will OHKO Scizor and Forretress (unless it is raining, making it a 2HKO). Dark Void to put a threat to sleep.
Garchomp ♂
OT:
Collin (08873)
Nature: Jolly
Ability: Sand Veil
IVs:
31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Sp.Def (Lv.48)
Move(s) for UT: Tackle, Outrage, Earthquake, Fire Blast
Move(s) for EV: Earthquake, Outrage, Stone Edge, Swords Dance
Availability: Lv.1 UT Gible, non-shiny Lv.1 UT (with Jurai OT), Lv.48 EV trained Garchomp
Hatch Location: Spear Pillar
Notes:
Though it's difficult to tell, that is the shiny sprite. With beastly base stats including superb Speed Garchomp is ready to rip holes in the Uber tier. STAB Earthquake causes big damage to Dialga and Metagross, while Outrage punishes the numerous Dragon-types that infest the Uber tier. With Life Orb and after a Swords Dance Garchomp can even OHKO Lugia with Stone Edge. Garchomp is not a foe to underestimate.


Ho-Oh
OT: RC (20695)
Nature: Modest
Ability: Pressure
IVs: 31/31/31/30/30/31
EVs: UT or 252 Sp.Atk / 252 Spe / 4 Sp.Def (Lv.50)
Move(s) for UT: Extrasensory, Sunny Day, Fire Blast, Sacred Fire
Move(s) for EV: Overheat, Shadow Ball, Thunder, Sacred Fire
Hidden Power: Ground (70)
Availability: Lv.45 UT, Lv.50 EV trained
Catch Location: Bell Tower
Notes: Choice Specs Ho-Oh carries a surprise factor that could result in an unpredictable KO for your opponent. STAB Choice Specs Overheat lays some serious hurt, particularly if it's in the sun. Shadow Ball hits Giratina and the numerous Uber Psychic-types, robbing them of a sizable chunk of their HP. Typically Kyogre forces Ho-Oh out, but Thunder will sure rain on its parade. Sacred Fire can 2HKO Blissey in the sun, and you can also fake having a physical set in the early game, which may allow you to lure-in Kyogre later, who assumes from Sacred Fire that you are running a physical set and allowing you to hammer it with Thunder.

Salamence ♂
OT: Collin (08873)
Nature: Adamant
Ability: Intimidate
IVs: 31/31/31/31/31/31
EVs: UT or 56 HP / 124 Atk / 236 Sp.Def / 92 Spe (Lv.50)
Move(s) for UT: Rage, Dragon Dance, Fire Blast
Move(s) for EV: Outrage, Earthquake, Roost, Dragon Dance
Availability: Lv.1 UT Bagon, non-shiny Lv.1 UT (with Jurai OT), Lv.50 EV trained Salamence
Hatch Location: Battle Tower
Notes: Made for the Specially Bulky set, this Salamence can survive some weaker Ice-type attacks, such as Hidden Power from non-boosted foes, then Roost off damage and proceed with a sweep. Outrage will be your main attack, but if the prospect of being locked-in scares you Dragon Claw can replace it. Earthquake hits Steel-types, most notably Heatran who you outrun after one Dragon Dance if they are Scarfed.
Wobbuffet ♂
OT: Collin (08873)
Nature: Calm
Ability: Shadow Tag
IVs: 31/31/31/31/31/31
EVs: UT or 28 HP / 228 Def / 252 Sp.Def (Lv.45)
Move(s) for UT: Splash, Charm, Encore
Move(s) for EV: Counter, Mirror Coat, Encore, Safeguard
Availability: Lv.1 UT Wynaut, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Wobbuffet
Hatch Location: Turnback Cave
Notes: Oh no, it's Wobbuffet! There's a reason that is the name of its one and only analysis set. With the ability Shadow Tag Wobbuffet can trap its victims, then proceed to Mirror Coat or Counter back for big damage, or Encore then switch to a teammate to set-up. Safeguard can both protect the team from status and prevent foes from utilizing Toxic or Will-O-Wisp to try and conquer the purple blob.
Bronzong
OT: RC (20695)
Nature: Brave
Ability: Levitate
IVs: 29/30/30/0/30/1
EVs: UT or 252 HP / 252 Atk / 4 Sp.Def (Lv.45)
Move(s) for UT: Tackle, Confusion, Trick Room
Move(s) for EV: Gyro Ball, Earthquake, Explosion, Trick Room
Availability: Lv.5 UT Bronzor, Lv.45 EV trained Bronzong
Catch Location: PokéWalker
Notes: Bronzong may be one of the best walls in OU, but with this handy set it can also prove to be a surprising late game sweeper while still maintaining a lot of its sturdiness. With such poor base speed and a Macho Brace, Gyro Ball's base power will usually be maxed, and can spell trouble for a weakened team. Trick Room will allow the slow bell to go before most anything your opponent can throw at you, as well as pave the way for more dangerous Trick Room sweepers, like Machamp, to switch-in and clean up. Earthquake takes out some of Bronzong's common counters, such as Heatran. Explosion is for when Bronzong's work is done, and can allow for a free switch-in for a teammate to benefit from remaining Trick Room turns.
Dragonite ♂
OT: RC (20695)
Nature: Quiet
Ability: Inner Focus
IVs: 30/30/31/31/31/31
EVs: UT or 252 Atk / 252 Sp.Atk / 4 Spe (Lv.55)
Move(s) for UT: ExtremeSpeed, Thunder Wave, Twister, Dragon Rage
Move(s) for EV: Draco Meteor, Fire Blast, ExtremeSpeed, Earthquake
Availability: Lv.15 UT Dratini, Lv.55 EV trained Dragonite
Received Location: Dragon's Den
Notes: Anti-Lead Dragonite has a knack for dealing with most opposing leads. Inner Focus prevents it from flinching, ExtremeSpeed ruins Focus Sash strategies, Draco Meteor pummels most anything that doesn't resist it, Fire Blast and Earthquake deal with the likes of Bronzong, Jirachi, Infernape, Metagross, and so on. And with ExtremeSpeed there's also the benefit of Dragonite making a handy revenge killer later in the game.

Dragonite ♂
OT: RC (20695)
Nature: Adamant
Ability: Inner Focus
IVs: 31/31/31/31/31/31
EVs: UT or252 Atk / 252 Spe / 4 Def (Lv.55)
Move(s) for UT: Dragon Rush, Dragon Dance, ExtremeSpeed, Fire Blast
Move(s) for EV: Outrage, Earthquake, ExtremeSpeed, Dragon Dance
Availability: Lv.1 UT Dratini, non-shiny Lv.1 UT (with Jurai OT), Lv.55 EV trained Dragonite
Hatch Location: Dragon's Den
Notes: The son and heir to my above Dragonite, this one attempts to make a sweep rather than contend with opposing leads. After a Dragon Dance and with Life Orb and STAB Outrage's power is quite beastly and can rip through opponents like nobody's business. Earthquake takes care of Steel-types who resist Outrage, particularly Heatran, though Fire Punch can be used if you'd rather deal with Bronzong rather than Heatran. ExtremeSpeed allows you to beat out other priority users and enemy Dragonites, as well as allow you to revenge kill when necessary.
Dusknoir ♂
OT: Collin (08873)
Nature: Relaxed
Ability: Pressure
IVs: 31/31/31/31/31/0
EVs: UT or 252 HP / 252 Def / 4 Sp.Def (Lv.45)
Move(s) for UT: Pain Split, Imprison, Memento, Destiny Bond
Move(s) for EV #1: Shadow Punch, Will-O-Wisp, Pain Split, Trick Room
Move(s) for EV #2: Shadow Punch, Will-O-Wisp, Memento, Trick Room
Availability: Lv.1 UT Duskull, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Dusclops, Lv.45 EV trained Dusknoir
Hatch Location: Turnback Cave
Notes: A Dusknoir designed for a Trick Room set (though it can also come as a Dusclops upon request, and both use the same EV spread). The main purpose of this ghastly spectre is to set up Trick Room, with Shadow Punch being mostly a filler STAB attack which will rarely find merit to use. Will-O-Wisp can cripple physical threats and make it easier to switch-in your own sweepers after Trick Room has been set up. The choice between Pain Split and Memento depends on personal preference and what your team needs. If you feel Dusknoir's presence will be required in the future, Pain Split can be used to keep it around longer. If you want a free switch-in after Trick Room, however, Memento is the way to go, and can really get things rolling for a sweep.

Gyarados ♂
OT: Collin (08873)
Nature: Jolly
Ability: Intimidate
IVs: 31/31/31/31/31/31
EVs: UT or EV version coming soon... (Lv.45)
Move(s) for UT: Splash
Move(s) for EV:
Availability: Lv.1 UT Magikarp, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Gyarados (pending...)
Hatch Location: Ravaged Path
Notes: EV trained version coming soon!
Infernape ♀
OT: Collin (08873)
Nature: Jolly
Ability: Blaze
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Sp.Def (Lv.49)
Move(s) for UT: Double Kick, Blaze Kick, Fake Out, Encore
Move(s) for EV: Flare Blitz, Close Combat, Stone Edge, Swords Dance
Availability: Lv.1 UT Chimchar, non-shiny Lv.1 UT (with Jurai OT), Lv.49 EV trained Infernape
Hatch Location: Footprint House
Notes: A gift project that I bred for LizardMan, so try and get it from him first. Swords Dance Infernape separates itself from MixApe by focusing sheer, raw power into a single attacking stat, in this case Atk. After a Swords Dance Infernape will cause serious damage via its two high power STAB attacks, Flare Blitz and Close Combat, ripping holes into most anything. For the ever-pesky Gyarados and Dragonite, who resist both STAB moves, Stone Edge makes short work of them.

Jirachi
OT: GAMESTP (02270)
Nature: Careful
Ability: Serene Grace
IVs: 31/31/31/31/31/31
EVs: UT or 252 HP / 100 Def / 156 Sp.Def (Lv.45)
Move(s) for UT: Wish, Confusion, Rest, Draco Meteor
Move(s) for EV: U-turn, Wish, Reflect, Light Screen
Availability: Lv.5 UT, Lv.45 EV trained
Catch Location: Wonder Card (GameStop)
Notes: This flavor of Jirachi is perfect for setting up powerful sweepers to come in and mop up. Reflect and Light Screen will cushion blows for the entire party, while Wish can be used to heal Jirachi and teammates. When Jirachi's team support is done, U-turn to an appropriate sweeper and begin your setup. Behind double screens you may be able to pull off multiple Dragons Dances, Swords Dances or Nasty Plots, allowing you to wreak havoc.


Jirachi
OT: GAMESTP (02270)
Nature: Bold
Ability: Serene Grace
IVs: 31/31/31/31/31/31
EVs: UT or 252 HP / 220 Def / 36 Spe (Lv.45)
Move(s) for UT: Wish, Confusion, Rest, Draco Meteor
Move(s) for EV: Psychic, Thunderbolt, Wish, Calm Mind
Availability: Lv.5 UT, Lv.45 EV trained
Catch Location: Wonder Card (GameStop)
Notes: A bulkier alternative to the Timid variant of Calm Minder, Bold Jirachi trades in Speed and Substitute for Wish and the ability to take hits more effectively. Calm Mind, throwing out a Wish whenever it is needed, then plug away with your attacks. Psychic and Thunderbolt provide decent coverage, though Flash Cannon can be used over Psychic should Tyranitar be a thorn in your side. The given EVs allow Jirachi to take a +1 Earthquake from Gyarados and OHKO back with Thunderbolt. The rest is thrown into Spe, and allows you to outspeed max speed Tyranitar (plus an additional point in Speed to tie with other threats who have enough Spe EVs for the same purpose).


Jirachi
OT: GAMESTP (02270)
Nature: Impish
Ability: Serene Grace
IVs: 31/31/31/31/31/31
EVs: UT or 240 HP / 160 Def / 76 Sp.Def / 32 Spe (Lv.45)
Move(s) for UT: Wish, Confusion, Rest, Draco Meteor
Move(s) for EV: Iron Head, U-turn, Thunder Wave, Wish
Availability: Lv.5 UT, Lv.45 EV trained
Catch Location: Wonder Card (GameStop)
Notes: While Jirachi is an irritating monstrocity of a sweeper with either Serene Grace flinchhax or Calm Mind we needn't forget that its typing, movepool and base 100 defenses make it a prime candidate for a supportive role. Thunder Wave is an unpleasant surprise for any fast sweeper that tries to switch-in to counter Jirachi, and paired with Serene Grace and Iron Head makes for an extremely frustrating case of paraflinching. Wish to assist a teammate (or Jirachi itself) and then U-turn to an appropriate counter.


Jirachi
OT: GAMESTP (02270)
Nature: Adamant
Ability: Serene Grace
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Def (Lv.45)
Move(s) for UT: Wish, Confusion, Rest, Draco Meteor
Move(s) for EV: Iron Head, Fire Punch, Ice Punch, U-turn
Availability: Lv.5 UT, Lv.45 EV trained
Catch Location: Wonder Card (GameStop)
Notes: With base 100 Spe Jirachi is the speediest abuser of Serene Grace. So what if something is still faster and wishes to be safe from your flinchy-goodness? Why, slap-on a Choice Scarf, of course! The thorn in anyone's side, Scarfed Jirachi can be very difficult to effectively counter by sheer luck alone. Because of the very high, and very irritating, flinch chance of Iron Head sometimes counters can even be overcome simply because they can't get a turn. Fire Punch dispatches Scizor quite handily, and will also put a large dent in Lucario's metal hide. Ice Punch smashes Salamence and Flygon and will leave Latias in a tight spot, risking a 2HKO. U-turn allows you to get out of a tough situation, like if Gyarados or Heatran show up on your doorstep.


Jirachi
OT: GAMESTP (02270)
Nature: Naive / Hasty
Ability: Serene Grace
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Sp.Atk (Lv.45)
Move(s) for UT: Wish, Confusion, Rest, Draco Meteor
Move(s) for EV: Iron Head, Fire Punch, Draco Meteor, Grass Knot
Availability: Lv.5 UT, Lv.45 EV trained
Catch Location: Wonder Card (GameStop)
Notes: An unexpected adversary, mixed Jirachi is capable of handling a variety of threats and can tear big holes in opposing teams if they are unprepared. Expert Belt gives the illusion of a Scarf when your foe sees no Leftovers recovery and your decent base 100 Spe, but they will be in for a nasty surprise when they learn that is not the case. Iron Head is a reliable STAB option and feared throughout the competitive community for its beastly flinch chance when coupled with Serene Grace. Fire Punch will tear apart Scizor and deals hefty damage to Lucario. Draco Meteor is guaranteed to OHKO Salamence so long as Stealth Rock is laid (and has a high chance to even without SR) and also has a good probability of OHKOing Kingdra - something Ice Punch can't offer. It also takes a bit, wet bite out of Latias. Grass Knot will ravage Swampert and Hippowdon. Make sure and support this little guy with backup that can take care of Heatran and Gyarados (though Thunderbolt can go over Grass Knot, if desired).
Machamp ♂
OT: Collin (08873)
Nature: Brave
Ability: No Guard
IVs: 31/31/31/31/31/0
EVs: UT or 252 HP / 252 Atk / 4 Def (Lv.46)
Move(s) for UT: Leer, Meditate, Light Screen, Encore
Move(s) for EV: DynamicPunch, Stone Edge, Encore, Bulk Up
Availability: Lv.1 UT Machop, non-shiny Lv.1 UT (with Jurai OT), Lv.46 EV trained Machamp
Hatch Location: Fight Area
Notes: A Breeding Project I did for Deschain (so try and get this from him first). A Machamp made for a Trick Room team. Once Trick Room is set up Machamp will be faster than most anything thanks to base 55 Spe, a -Spe nature and a 0 Spe IV. Bulk Up then attempt to sweep with powerful, 100% accurate DynamicPunch and Stone Edge. Encore can catch a foe off guard and aid in setting up Bulk Up.

Mamoswine ♂
OT: Collin (08873)
Nature: Adamant
Ability: Snow Cloak
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Def (Lv.45)
Move(s) for UT: Bite, Body Slam, Double-Edge, Curse
Move(s) for EV: Earthquake, Ice Shard, Endeavor, Substitute
Availability: Lv.1 UT Swinub, shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained non-shiny Mamoswine
Hatch Location: Snowpoint Temple
Notes: A moveset off the beaten path for Mamoswine, it is an effective way of causing some havoc if your foe is not prepared, as even priority users have some troubles dealing with this set. Substitute when needed and, once you're low on health, you can Endeavor, followed by a priority Ice Shard. This set even beats-out Scizor, as you can Endeavor as it breaks your Sub and then beat-out its priority Bullet Punch with your own Ice Shard, thanks to Mamoswine's superior Speed. Best of all, your strategy can't be foiled by Sandstorm or Hail, as Mamoswine takes no damage from either. Earthquake is a great attacking option for when the other tactics aren't needed.
Metagross
OT: Collin (08873)
Nature: Adamant
Ability: Clear Body
IVs: 31/31/31/31/31/31
EVs: UT or...
Set #1 EVs: 248 HP / 236 Atk / 16 Def / 8 Spe (Lv.48)
Set #2 EVs: 112 HP / 252 Atk / 12 Def / 132 Spe (Lv.48)
Move(s) for UT: Take Down
Move(s) for EV #1: Meteor Mash, Earthquake, ThunderPunch, Explosion
Move(s) for EV #2: Meteor Mash, Earthquake, ThunderPunch, Agility
Availability: Lv.1 UT Beldum, non-shiny Lv.1 UT (with Jurai OT), Lv.48 EV trained Metagross
Hatch Location: Iron Island
Notes: A heavyweight hitter in OU, and it's easy to see why; great base stats, awesome typing and access to an excellent movepool ensure Metagross will be in high use for a long time to come. The first set takes advantage of its massive Atk stat for a Choice Band set. Meteor Mash is the primary STAB attack and, with any luck, it can nab an Atk boost. Earthquake devastates the likes of Heatran while ThunderPunch punishes Gyarados. Explosion for a grand finale to OHKO just about anything that it effects - even Skarmory is nearly OHKO by it. The second set helps Metagross sweep via Agility and Life Orb, which gives it freedom of attacks while outspeeding just about anything your opponent can throw at you

Weavile ♀
OT: Collin (08873)
Nature: Jolly
Ability: Pressure
IVs: 31/31/31/31/31/31
Set #1 EVs: 40 HP / 252 Atk / 216 Spe (Lv.45)
Set #2 EVs: 248 HP / 40 Sp.Def / 220 Spe (Lv.45)
Move(s) for UT: Bite, Fake Out, Pursuit, Ice Shard
Move(s) for EV #1: Ice Punch, Ice Shard, Pursuit, Low Kick
Move(s) for EV #2: Taunt, Spite, Protect, Substitute
Availability: Lv.1 UT Sneasel, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Sneasel (see separate NU section) Lv.45 EV trained Weavile
Hatch Location: Snowpoint Temple
Notes: A speedy Revenge Killer, Weavile has a lot of common weaknesses, including to Stealth Rock, but her high Atk and Spe make her useful for hit-and-run tactics and picking off weakened foes. Ice Shard and Pursuit form a 'damned if you do, damned if you don't' scenario for any weakened foe, while Ice Punch causes more consistent damage. Low Kick will send Tyranitar packing. Keep Weavile far away from Scizor, and be sure and have a handy Scizor counter. Set #2 is your gimmicky abuse of Pressure and Spite, and is only for novelty and fun (IE; don't use it in any battle you need to win).


Gallade ♂
OT: Collin (08873)
Nature: Adamant
Ability: Steadfast
IVs: 31/31/31/31/31/31
EVs: UT or...
Set #1 EVs: 252 Atk / 252 Spe / 4 Sp.Def (Lv.53)
Set #2 EVs: 252 Atk / 252 Spe / 4 Sp.Def (Lv.53)
Set #3 EVs: 56 HP / 252 Atk / 200 Spe (Lv.53)
Set #4 EVs: 252 HP / 152 Atk / 104 Spe (Lv.53)
Move(s) for UT: Disable, Will-O-Wisp, Destiny Bond, Shadow Sneak
Move(s) for EV #1: Close Combat, Psycho Cut, Ice Punch, Swords Dance
Move(s) for EV #2: Close Combat, Psycho Cut, Ice Punch, Shadow Sneak
Move(s) for EV #3: Close Combat, Shadow Sneak, Taunt, Destiny Bond
Move(s) for EV #4: Close Combat, Night Slash, Hypnosis, Will-O-Wisp
Availability: Lv.1 UT Ralts, non-shiny Lv.1 UT (with Jurai OT), Lv.53 EV trained Gallade
Hatch Location: Fight Area
Notes: A versatile Pokémon who can support or sweep, sporting a sizable movepool and awesome Atk and Sp.D. The first set is a simple Swords Dance sweeper set. For more immediate power, the second set is designed to be used with Choice Band. The third set is the Anti-Lead set. The fourth set is the Double Status set.


Raikou
OT: RC (20695)
Nature: Timid
Ability: Pressure
IVs: 31/31/31/30/30/31
EVs: UT or252 Sp.Atk / 252 Spe / 4 Sp.Def (Lv.45)
Move(s) for UT: Roar, Quick Attack, Spark, Reflect
Move(s) for EV: Thunderbolt, Shadow Ball, Hidden Power, Calm Mind
Hidden Power: Ground (70)
Availability: Lv.40 UT, Lv.45 EV trained
Catch Location: Route 37
Notes: Trained for an Offensive Calm Mind set, though with the twist of having Hidden Power Ground, which will punish enemy Raikou and also deal with bulky Steel-types who would otherwise pose problems for our saber-toothed friend. Calm Mind up and then let loose STAB Thunderbolts, firing off Shadow Balls if Rotom shows its ugly face.

Shaymin
OT: Jurai (26134)
Nature: Modest
Ability: Natural Cure
IVs: 31/26/31/30/31/30
EVs: UT or 72 HP / 4 Def / 252 Sp.A / 180 Spe
Move(s) for UT: Growth, Magical Leaf, Leech Seed, Synthesis
Move(s) for EV: Seed Flare, Air Slash, Earth Power, Hidden Power
Hidden Power: Fire (70)
Availability: Lv.30 UT, Lv.99 EV trained, Lv.100 EV trained
Catch Location: Flower Paradise (legitimate Oak's Letter)
Notes: Shaymin may come off as being a subpar lesser to Celebi, but it has a couple of merits in being pure Grass-type, enabling it to shrug off Pursuit and survive some unboosted Bug-type attacks, and access to Seed Flare. Choice Specs Seed Flare is no laughing matter, and with a high chance at a sharp Spc.Def drop it can be very difficult for a foe to switch into it, as even something that resists Grass may be KO'd the following turn if the Sp.Def drop takes effect. Earth Power nails Heatran and Lucario, while Air Slash makes short work of Heracross and Breloom. Hidden Power Fire will demolish Scizor and is your best attack against Bronzong, as well.
Altaria ♀
OT: Collin (08873)
Nature: Adamant
Ability: Natural Cure
IVs: 31/31/31/31/31/31
EVs: UT or 248 HP / 108 Atk / 68 Def / 64 Sp.Def / 20 Spe (Lv.45)
Move(s) for UT: Peck, Growl
Move(s) for EV: Outrage, Dragon Dance, Sleep Talk, Rest
Availability: Lv.1 UT Swablu, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Altaria
Hatch Location: Spear Pillar
Notes: An unusual combination of bulk and sweeping potential combine to form this Altaria set. Get in a Dragon Dance (or better yet, two) and then Rest to heal off the damage you incur. Sleep Talk can earn you another Dragon Dance or choose a powerful, STAB Outrage to batter an opponent with. When Sleep Talk selects Outrage it does not lock Altaria into the move, nor will it confuse her, which is an added bonus.
Blaziken ♂
OT: Collin (08873)
Nature: Mild
Ability: Blaze
IVs: 31/31/30/30/31/31
EVs: UT or...
Set #1 EVs: 252 Sp.Atk / 252 Spe / 4 Atk (Lv.45)
Set #2 EVs: 192 Atk / 252 Sp.Atk / 64 Spe (Lv.45)
Move(s) for UT: Agility, Baton Pass, Counter, Reversal
Move(s) for EV #1: Fire Blast, Superpower, Hidden Power, Vacuum Wave
Move(s) for EV #2: Fire Blast, Superpower, Agility, Baton Pass
Hidden Power: Grass (70)
Availability: Lv.1 UT Torchic, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Blaziken
Hatch Location: Fight Area
Notes: A Breeding Project I did for Bozo (so try and get this from him first). Blaziken may not be as speedy as OU's Infernape, but we can't overlook those rather impressive base attack stats for their potential wall-breaking capabilities. The first set is to dole-out large amounts of pain with a Life Orb boost. Fire Blast makes for a strong Fire-type STAB, while Superpower makes for a powerful Fight-type STAB and ensures Chansey will think better of switching in. Hidden Power Grass clobbers Water-types and Vacuum Wave is great for revenge kill purposes. The second set allows Blaziken to patch up its subpar Speed stat and attempt a sweep, but also gives the flexibility to pass the +2 boost in Spe to another member of your team.

Cloyster (Shellder) ♂
OT: RC (20695)
Nature: Naughty
Ability: Skill Link
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 40 Sp. Atk / 216 Spe (Lv.61) (EV coming soon)
Move(s) for UT: Tackle, Icicle Spear, Rock Blast, Explosion
Move(s) for EV: Icicle Spear, Rock Blast, Hydro Pump*, Shell Break*
Availability: Lv.1 UT Shellder, non-shiny Lv.1 UT (with Jurai OT), Lv.61 EV trained Shellder (pending...)
Hatch Location: Tohjo Falls
Notes: My first competitive Pokémon bred with 5th gen in mind, though bred in HG as I am waiting for the US release of B/W. Made for a Shell Break set which allows Cloyster to play with two new toys it received in B/W: Shell Break and Hydro Pump. Shell Break is an interesting move. It lowers Cloyster's Def and Sp.D one stage but sharply boosts its Atk, Sp.A and Spe, turning the normally defensive bivalve into a formidable sweeper. Icicle Spear gained a power boost in 5th gen, making it more powerful than ever when combined with Skill Link. Rock Blast is also fairly potent with Skill Link, and Hydro Pump is great for wall-breaking and blasting away Steel-types. * Kept as a Shellder in order to access these moves via the Move-Re-Learner in B/W. Simply teach Shellder Shell Break and Hydro Pump, evolve it with a Water Stone, then it's ready to go.

Donphan ♂
OT: Collin (08873)
Nature: Impish
Ability: Sturdy
IVs: 31/31/31/31/31/31
EVs: UT or 252 HP / 252 Def / 4 Spe (Lv.45)
Move(s) for UT: Endeavor, Body Slam, Counter, Ice Shard
Move(s) for EV: Earthquake, Ice Shard, Rapid Spin, Stealth Rock
Availability: Lv.1 UT Phanpy, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Donphan
Hatch Location: Survival Area
Notes: A sturdy physical wall, this set is geared more toward OU use for those who continue to use it there since its drop. Sporting some rather nice stats (on the physical side), Donphan can take big hits and still manage to dish out respectable damage, even without an EV investment in Atk. Earthquake is your main attacking move, with Ice Shard proving useful for picking off weakened foes, particularly those weak or, better yet, x4 weak to Ice. Rapid Spin is a given for team support. Stealth Rock can be replaced by other options such as Roar, Knock Off or Assurance if you already have a rocker on your team.

Donphan ♂
OT: Collin (08873)
Nature: Adamant
Ability: Sturdy
IVs: 31/31/31/31/31/31
EVs: UT or 52 HP / 252 Atk / 204 Def (Lv.45)
Move(s) for UT: Endeavor, Body Slam, Counter, Ice Shard
Move(s) for EV: Earthquake, Assurance, Ice Shard, Rapid Spin
Availability: Lv.1 UT Phanpy, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Donphan
Hatch Location: Survival Area
Notes: A sturdy physical wall, this set is geared more toward UU tier where Donphan can afford to be more aggressive. Coming off of base 120 Atk this is one tank that packs a punch. Earthquake will be your main attacking move, with Assurance hitting Levitating Ghost-types who try to switch-in and block your Rapid Spin. Ice Shard is for revenge killing and is particularly useful for picking off weakened Altaria and Torterra who have Dragon Dance/Rock Polish boosts, respectively.
Dugtrio ♂
OT:
Collin (08873)
Nature: Jolly
Ability: Arena Trap
IVs: 31/31/31/
31/31/31
EVs: UT or 40 HP / 252 Atk / 216 Spe (Lv.45)
Move(s) for UT: Sand Attack, Earthquake, Rock Slide, Aerial Ace
Move(s) for EV: Earthquake, Stone Edge, Sucker Punch, Aerial Ace
Availability: Lv.1 UT Diglett, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Dugtrio
Hatch Location: Ruin Maniac Cave
Notes:
My first successful RNG IV abuse project. Dugtrio's only good stat is its Spe, but what makes it one of the best revenge killers in the game is its Arena Trap ability, ensuring it can finish off most threats with no hope for them switching out. Earthquake is your main STAB and, with Choice Band or Life Orb, can cause respectable damage. Stone Edge adds nice coverage alongside Ground. Sucker Punch can finish off faster foes, such as Scarf users or against opposing priority attacks. Aerial Ace allows Dugtrio to trap and OHKO Heracross and Breloom in OU.
Feraligatr ♀
OT: Collin (08873)
Nature: Adamant
Ability: Torrent
IVs: 31/31/31/31/31/31
EVs: UT or 24 HP / 252 Atk / 4 Def / 228 Spe (Lv.45)
Move(s) for UT: Crunch, Ice Punch, Dragon Dance, Aerial Ace
Move(s) for EV: Waterfall, Ice Punch, Earthquake, Dragon Dance
Availability: Lv.1 UT Totodile, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Feraligatr
Hatch Location: Great Marsh
Notes: A powerhouse physical sweeper, Feraligatr's bulk gives it a good chance to set up at least one Dragon Dance, but with base 100 Def you're likely to get in more than even that if you play your cards right. Dragon Dance against something that doesn't concern you, then sweep away with Waterfall. Ice Punch takes out pesky Grass-types and Altaria who try to ruin your fun. Earthquake is mostly filler but can be useful in certain siuations and adds great coverage alongside Ice.

Froslass ♀
OT: Collin (08873)
Nature: Timid
Ability: Snow Cloak
IVs: 31/0/31/31/31/31
EVs: UT or 252 Sp.Atk / 252 Spe / 4 Sp.Def (Lv.59)
Move(s) for UT: Powder Snow, Leer, Spikes, Shadow Ball
Move(s) for EV: Ice Beam, Taunt, Destiny Bond, Spikes
Availability: Lv.1 UT Snorunt, non-shiny Lv.1 UT (with Jurai OT), Lv.59 EV trained Froslass
Hatch Location: Snowpoint Temple
Notes: A fine suicide lead in the lower tiers, Froslass is unique in that she is the only Ghost-type to be able to set up an entry hazard, meaning that spinning is not an option for the opponent until she's gone. If the enemy lead is something that will lay down Stealth Rocks or set up in some way, run Taunt. Taunt in conjunction with Destiny Bond puts your opponent in a bit of a tough spot. If you think they'll outright attack you you can lay down a layer of Spikes right away, but regardless of the outcome you will be able to lay down at least one layer of Spikes. Ice Beam is for STAB, but you'll likely not be using it much over your other three moves.

Hariyama ♂
OT: Collin (08873)
Nature: Impish
Ability: Thick Fat
IVs: 31/31/31/31/31/31
EVs: UT or 80 HP / 172 Atk / 252 Def / 4 Spe (Lv.45)
Move(s) for UT: Cross Chop, Counter, Revenge, Bullet Punch
Move(s) for EV: Force Palm, Stone Edge, Knock Off, Whirlwind
Availability: Lv.1 UT Makuhita, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Hariyama
Hatch Location: Fight Area
Notes: With base 144 HP and Thick Fat as well as a more than fair base 120 Atk stat Hariyama can make an effective tank in UU. Force Palm is used for the chance to support with paralysis, and Hariyama is rather slow so it also appreciates paralyzing its foes. Stone Edge strikes down Flying-types trying to get a free switch-in on your Fighting-type attack. Knock Off is an annoying - and effective - support option which can really ruin certain threatsm such as Choice users who rely on their hold item to be used effectively. Whirlwind goes well against foes setting up, and pairs nicely with entry hazards.
Rhyperior ♀
OT: Collin (08873)
Nature: Impish
Ability: Solid Rock
IVs: 31/31/31/31/31/31
EVs: UT or 244 HP / 184 Def / 80 Sp.D (Lv.45)
Move(s) for UT: Tail Whip, Crunch, Counter, Curse
Move(s) for EV: Earthquake, Stone Edge, Avalanche, Roar
Availability: Lv.1 UT Rhyhorn, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Rhyperior
Hatch Location: Survival Area
Notes: A Breeding Project I did for Deschain (so try and get this from him first). Tailored to the 'Supporting Tank' set of Smogon's analysis, it can also easily be changed to 'RestTalk' since the two sets have the exact same nature and EVs. Sporting a respectable 316 Atk even without a boosting nature or Atk EV coupled with 432 HP and 376 Def and Solid Rock makes Rhyperior a respectable tank indeed - Especially in a Sandstorm. Earthquake and Stone Edge are powerful STAB attacks with excellent coverage, Avalanche hits Gliscor and Flygon hard. Roar can be replaced with Stealth Rock if you need a rocker on your team.

Scyther ♂
OT: Collin (08873)
Nature: Jolly
Ability: Technician
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Sp.Def (Lv. 45)
Move(s) for UT: Bug Buzz, Safeguard, Light Screen, Baton Pass
Move(s) for EV: Bug Bite, Aerial Ace, Brick Break, Night Slash
Availability: Lv.1 UT, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained
Hatch Location: Trainer's School
Notes: While Scyther is cursed with the horrendous typing of Bug/Flying, its blazing Spe and considerable Atk, coupled with the ever awesome Technician ability, still allow it to shine in UU. With Life Orb and Swords Dance backing up its already impressive physically-destructive capabilities, Scyther can become a formidable sweeper. Bug Bite and Aerial Ace, while normally moves too weak to consider, receive a power boost thanks to Technician, turning them from pathetic attack options into deadly weapons. For Steel-types who would try and wall the ninja assasin... bug, there's Brick Break to knock them down a peg.

Scyther ♂
OT: Collin (08873)
Nature: Hasty
Ability: Technician
IVs: 31/31/0/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Sp.Def (Lv. 45)
Move(s) for UT: Night Slash, Reversal, Counter, Pursuit
Move(s) for EV: Aerial Ace, Counter, Reversal, Night Slash
Availability: Lv.1 UT, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained
Hatch Location: Trainer's School
Notes: A tricky set to pull off, but a powerful surprise for any opponent if your prediction skill are up to par. With Focus Sash, Scyther can OHKO foes using such moves as Stone Edge against it. Once you're at 1 HP Reversal reaches full power, giving you a deadly weapon at your disposal. To utilize Counter you will either need to use Scyther as a lead or pack a spinner, though if you only plan on exploiting Reversal you can switch Scyther into Stealth Rock twice to reduce its HP against a Choiced foe locked into a Ground-type move. Aerial Ace is for STAB and Night Slash offers some defense against Rotom, as well as forming perfect coverage alongside Reversal.
Steelix ♂
OT: Collin (08873)
Nature: Sassy
Ability: Sturdy
IVs: 31/31/31/31/31/0
EVs: UT or 252 HP / 252 Sp.Def / 4 Atk (Lv.45)
Move(s) for UT: Defense Curl, Rollout, Rock Blast, Block
Move(s) for EV #1: Gyro Ball, Earthquake, Roar, Stealth Rock
Move(s) for EV #2: Gyro Ball, Earthquake, Rest, Curse
Availability: Lv.1 UT Onix, Lv.1 UT Steelix, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Steelix
Hatch Location: Iron Island
Notes: With an epic base Def of 200 Steelix is a formidable hurdle in the path of any physical sweeper who lacks a super-effective attack; and even then if the BP of the move is too low, or they do not gain STAB from it, it may not be enough. The first set is for walling and support. With a -Spe nature and a 0 Spe IV, Gyro Ball will be a powerful option against many foes. Earthquake is your more reliable STAB. Roar can blow away stat boosters and mess up Baton Pass chains. Stealth Rock speaks for itself. For the second set, Curse up to boost its Atk and already ridiculously high Def, Chesto Rest after a couple of boosts and then go for a slow and steady sweep.

Toxicroak ♂
OT: Collin (08873)
Nature: Adamant
Ability: Dry Skin
IVs: 31/31/31/31/31/31
EVs: UT or 252 Atk / 252 Spe / 4 Def (Lv.45)
Move(s) for UT: Fake Out, Bullet Punch, Feint, Cross Chop
Move(s) for EV #1: Cross Chop, Sucker Punch, Taunt, Swords Dance
Move(s) for EV #2: Cross Chop, Fake Out, Bullet Punch, Feint
Availability: Lv.1 UT Croagunk, shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained non-shiny Toxicroak
Hatch Location: Great Marsh
Notes: Toxicroak is a fairly interesting Fighting-type with a diverse movepool at its disposal. The first set pretty much explains itself. Switch in on one of Toxicroak's resistances, or taking advantage of its immunity to Water thanks to Dry Skin, and Swords Dance on the switch. Taunt can prevent switch-ins from Roaring you away and stops foes from setting up for themselves. Taunt also pairs nicely with Sucker Punch. Cross Chop is a powerful STAB attack with a high critical-hit ratio. The second set is geared toward VGC doubles and has a combination of Egg Moves which was formerly impossible - though, thanks to Makuhita receiving Feint as an Egg Move in HG/SS, it is only now a legal combination. Either Bullet Punch or Feint can be replaced with Sucker Punch, but since both are Egg Moves I have left them both on so you can decide how to work the move in.
Umbreon ♀
OT: Collin (08873)
Nature: Sassy
Ability: Synchronize
IVs: 31/31/31/31/31/0
EVs: UT or 252 HP / 200 Atk / 56 Sp.D (Lv.45)
Move(s) for UT: Helping Hand, Wish, Yawn, Curse
Move(s) for EV: Payback, Wish, Curse, Baton Pass
Availability: Lv.1 UT Eevee, non-shiny Lv.1 UT (with Jurai OT), Lv.45 EV trained Umbreon
Hatch Location: Fullmoon Island
Notes: With massive Spc.Def and access to Wish and Curse Umbreon can prove difficult to take down. Once you get in a Curse or two not much will be outspeeding you, making Payback almost guaranteed to sport the full 100 (150 with STAB) base power. Wish helps to keep her in the game, but if things get sticky she can Baton Pass her Curses to another Pokémon waiting in the wings, such as Metagross or a White Herb Aerodactyl.