I've always enjoyed UU but am still getting used to the SM meta. Team is kind of built around ninetales-A, chandelure, and mega sharpedo. Here is is!
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
I mostly built this team around chandelure because I love its 3 immunities. Choice scarf means it out speeds most of the tier and can get a good chunk of damage off before it dies. Fire Blast and Shadow Ball are both great stabs, and energy ball can surprise water types that try to switch in on you, and absolutely wreck gastrodon and swampert. Trick can cripple setup mons and stall teams by locking them into a single move.
Flygon @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Defog
- Roost
- Earthquake
A lot of the team has a stealth rock weakness, so I wanted to have hazard control. Levitate also deals with chandelure's ground weakness, and they generally cover each other's weaknesses well. I added roost for longevity, because this team really appreciates its hazard removal. Earthquake is for stab, and U-turn helps the team gain some momentum.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Moonblast
- Freeze-Dry
Ninetales can help set up aurora veil for its fragile teammates like sharpedo and chandelure. It also helps check the teams dark weakness. Freeze dry provides great unexpected stab, blizzard is a lot of damage even for mons who resist it. Moonblast is just more stab.
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Zen Headbutt
- Meteor Mash
- Explosion
I wanted something that could check and also offensively pressure fairies. I like shuca berry because it means you can survive more ground attacks, and also lets you switch up your moves unlike choice band. Zen headbutt and meteor mash are standard stab, and earthquake lets you damage other steel types. Explosion does a lot of damage and also lets another pokemon switch in for free.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Waterfall
Didn't have any water or dark coverage, and wanted to add those. Sharpedo can also sweep very well with speed boost -> strong jaw. Waterfall and Crunch for standard stab, and protect to get a guaranteed speed boost off. I opt for psychic fangs over ice fang because higher damage, and water/ice is often redundant coverage.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Soft-Boiled
- Moonblast
So this was the most recently added pokemon, and the one I'm least sure of. I had no real answer to stall, so I figured the best why to beat stall was to become stall. Also can absorb toxic/burn for teammates.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
I mostly built this team around chandelure because I love its 3 immunities. Choice scarf means it out speeds most of the tier and can get a good chunk of damage off before it dies. Fire Blast and Shadow Ball are both great stabs, and energy ball can surprise water types that try to switch in on you, and absolutely wreck gastrodon and swampert. Trick can cripple setup mons and stall teams by locking them into a single move.
Flygon @ Leftovers
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Defog
- Roost
- Earthquake
A lot of the team has a stealth rock weakness, so I wanted to have hazard control. Levitate also deals with chandelure's ground weakness, and they generally cover each other's weaknesses well. I added roost for longevity, because this team really appreciates its hazard removal. Earthquake is for stab, and U-turn helps the team gain some momentum.
Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Blizzard
- Moonblast
- Freeze-Dry
Ninetales can help set up aurora veil for its fragile teammates like sharpedo and chandelure. It also helps check the teams dark weakness. Freeze dry provides great unexpected stab, blizzard is a lot of damage even for mons who resist it. Moonblast is just more stab.
Metagross @ Shuca Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Zen Headbutt
- Meteor Mash
- Explosion
I wanted something that could check and also offensively pressure fairies. I like shuca berry because it means you can survive more ground attacks, and also lets you switch up your moves unlike choice band. Zen headbutt and meteor mash are standard stab, and earthquake lets you damage other steel types. Explosion does a lot of damage and also lets another pokemon switch in for free.
Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Psychic Fangs
- Waterfall
Didn't have any water or dark coverage, and wanted to add those. Sharpedo can also sweep very well with speed boost -> strong jaw. Waterfall and Crunch for standard stab, and protect to get a guaranteed speed boost off. I opt for psychic fangs over ice fang because higher damage, and water/ice is often redundant coverage.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Soft-Boiled
- Moonblast
So this was the most recently added pokemon, and the one I'm least sure of. I had no real answer to stall, so I figured the best why to beat stall was to become stall. Also can absorb toxic/burn for teammates.