UU Threat List

updated. a few points:

1. please stop editing your posts. if you have a new entry or made a change to an old one, make a new post. that's the only way I know something changed it is kind of a hassle to check every single post every time I want to update to see if someone ninja edited something. I "synced" every edited entry up to this point, but from now on, please make new posts. (I spent an hour doing everything in this post; anything you guys can do to make it easier, including this, is cool!)

2. I already made a post on this and ete made a post on the same exact issue but for some reason people are still doing this wrong. let me say it again (-.-): these are not mini analyses. you don't want to be explaining how every single thing works. instead, you want to be informing the reader what kind of sets he or she might encounter, in terms of the moves (and item but only if it actually makes a difference not just leftovers on something bulky and life orb on something that attacks). you can have a little bit on style if you think the Pokemon warrants it (for example I talked about Clefable's unique attributes a little bit), but this doesn't and shouldn't be in every entry and definitely should not be the main focus of any entry.

I think my original A-F entries are decent examples of what you should aim for; Heysups are just as good if not better. Yondie's Rhyperior is also good content-wise but if I had to nitpick, a problem there would be that it doesn't explain the moves on all the sets. if there are common moves to a Pokemon (like EQ and SE for Rhyperior) then you can say "basically all sets will run x, y, and z" then get more specific when you talk about specific sets. also if there are quite a few sets for a Pokemon you should make your transitions clear.

when the list is completed, if there are still mini analyses, my plan is: give the original author two days to fix it; if that doesn't happen, then the Pokemon gets unreserved and someone else can either write a new one or fix it up themselves.

these need to be fixed, whether because they don't mention specific moves or because they do but not all the time: Jynx, Kabutops, Linoone, Lopunny, Ninetales, Quagsire, Slowbro, Slowking, Spiritomb. this may not be complete (due to oversight not intention), so just because your entry is not on here does not mean you are doing it "correctly"; no one is doing theirs perfectly anyways.

3. note that the second point does NOT cover entries that are missing minor details (the most significant minor detail I can remember is Hariyama's entry only covering one set); these will be fixed later since right now we're just trying to get something for every Pokemon in the right format.

4. Hitmonchan, I checked your post history and can't see any evidence of you playing UU beyond a little dabbling and I haven't heard of you in the context of UU nor C&C. besides from that there is quite a bit of wrong information in your Hitmonlee entry. Heysup reserved Hitmonlee without seeing your post but given the quality of his entries and the aforementioned reasons, I'll be putting his Hitmonlee entry in. sorry!

any errors or if I missed any entries, please post.
 
Hey whistle could you tell me what I need to fix for Jynx/Kabutops? I mentioned Lovely Kiss, Ice Beam, Nasty Plot, Calm Mind, Psychic, and Substitute for Jynx while I also mentioned Stone Edge, Waterfall, and Swords Dance for Tops. Like should I say "Jynx works by putting something to sleep with LK, setting up with CM/NP, and hitting hard with beam/psychic"? If you or someone could give an example of how I would fix it I think it would help a lot of the people who sets aren't up to par.
 
just some minor fixes for yours (they could have easily gone into the "kinda messed up but not gonna mention it" category though); basically you need to be a little more explicit on the different sets.

for posterity,
FlareBlitz said:
With a fairly good base speed stat of 95 and an excellent base special attack stat of 115, alongside powerful STAB attacks in Ice Beam and Psychic, Jynx can be a very threatening sweeper. It is commonly seen running either Calm Mind or Nasty Plot, alongside Lovely Kiss to eliminate prospective counters. Jynx sometimes uses Focus Blast, which gains excellent coverage when combined with its STABs, and is also commonly seen using Substitute due to its relatively fragility. Jynx's boosted attacks let it hit like a very pretty truck, and it is quite capable of quickly dismantling slower offensive teams.

Kabutops primarily sees use on rain teams, where it can abuse its untouchable Swift Swim-boosted speed and fire off incredibly powerful double STAB Waterfall from base 115 attack. When a water resist rears its head, Kabutops has the powerful Stone Edge to rely on, which gives Kabutops extremely good coverage in UU. It also gains access to Swords Dance, which lets it boost its attack power to absurd levels. For reference, Toxicroak is often touted as a Kabutops counter, but +2 Stone Edge easily ohko's offensive variants of the poison frog. Kabutops is sometimes seen outside of rain teams as well. It makes an excellent lead, with access to Rapid Spin, Stealth Rock, and a priority move in Aqua Jet, as well as boasting a resistance to the common Fake Out. It can also make for a very effective standalone sweeper despite its mediocre speed due to its access to Aqua Jet and respectable physical defense.

for jynx I think its separate sets are
- mono attacker w/ sub + NP
- mono attacker w/ sub + CM ("Luna")
- NP LK sweeper
- LK lead / 3 attack
it would be nice to mention which combinations of attacks are run on each set (like the mono attackers aren't gonna run Psychic > Ice Beam), and mention each set individually because they play pretty differently. you can kind of group the similar ones together if you don't think each individual set warrants an entire sentence; for example I'd say the last two could be grouped together. you can start by talking about the mono attacking sets (here might be a good place to make a distinction between the two in terms of playstyle). then transition by saying it can adopt a more all-out offensive feel by getting rid of Sub or even also NP to serve as a fun antilead. note that you'd probably mention its cool movepool (np, cm, ice beam, psychic, focus blast, gk) at the beginning, so you can just use one sentence for this last part by saying it can drop some of its "utility" moves and pick to use more of those aforementioned attacking ones. (that's just an idea of how I'd structure it; but the idea is you should use the different sets a Pokemon can run as your structure, not the moves.

for kabutops the beginning read too much like an analysis. you don't need to use all those sentences (especially the ones about sd boosting its power to absurd levels and stone edge hitting water resists). suggestion: maybe one flavor sentence on Kabutop's unique traits, then you can say "it has a SD set; it uses sd wf se aj; this is very deadly in rain but can be used standalone". then since it has support sets you can say not only does it sweep, it can also SR and spin.

so for everyone who is reading this not just flareblitz--
- use the different sets a pokemon runs as your outline, not the moves it gets. so it should look like: "pokemon [describe it a little]. most common set is x, it runs y. a related set is z, it runs w. it can also serve a different role with the a set, which runs b." etc.
- order the sets logically. most common set first, then talk about the set most closely related to that one. so for kabutops the sweeper set is the most common. it plays slightly differently in rain and out of rain but it is probably most "known" for killing everything under rain, so you'd focus on that first. then since the same set can be used out of rain, you would mention that next. then you talk about sets with different purposes, such as the support set.
- if there are pokemon with a bunch of possible moves but no real "standard" set, look at what I did with the clefable entry (I think I did a decent job condensing all the information about clefable but hey I screw up all the time so if you disagree you don't have to follow my example; it's just a suggestion). note that there's a bit more fluff in that entry than in most since clefable is a really unique pokemon and part of the reason it has so many sets is due to that uniqueness.
 
Jynx
Abilities: Oblivious / Forewarn
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe

With a fairly good base speed stat of 95 and an excellent base special attack stat of 115, alongside powerful STAB attacks in Ice Beam and Psychic, Jynx can be a very threatening sweeper. It can run a variety of sweeping sets but is most commonly seen using a mono-attacking set of Nasty Plot/Ice Beam/Lovely Kiss/Substitute, which allows it to protect itself with a substitute, put prospective counters to sleep, and attack with boosted ice beams. Some more defensive variants of this set employ Calm Mind to trade off immediate power for the ability to set up on specially-inclined walls, and some more offensive variants employ Life Orb and Focus Blast instead of Substitute to attain excellent coverage and immense power. Regardless of the set, Jynx's boosted attacks let it hit like a very pretty truck, and it is quite capable of quickly dismantling slower offensive teams.


Kabutops
Abilities: Battle Armor / Swift Swim
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe

Kabutops primarily sees use on rain teams, where it can abuse its untouchable Swift Swim-boosted speed and a set of Waterfall/Stone Edge/Swords Dance/Aqua Jet to boost its attack level to immense heights and hit nearly the entire UU tier with neutral coverage. This same set can be seen outside of rain teams as well, and while Kabutops' speed it mediocre without Swift Swim, its powerful STABs and priority still make it a potent threat.
Kabutops is sometimes seen as a lead with Stealth Rock/Aqua Jet/Stone Edge/Rapid Spin, commonly equipped with a focus sash. This Kabutops can often foil early game efforts to get hazards down.

I hope this fixes any issues whoostle <3
 
Edited Slowbro and Slowking and adding Linoone on this post. I didn't edit my first post so it doesn't confuse your head

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Slowbro
Abilities: Oblivious / Own Tempo
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe

High physical defensive stat and key resistances to Fighting- and Fire-type hits make Slowbro the premier physical Fighting- and Fire-type counter in the UU metagame. You add Thunder Wave in the mix to compensate for its low base Speed and Slack Off to instantly heal off previous beatings, Slowbro can be extremely difficult to take down as a physical tank. Slowbro is no slouch offensively as well as it can dish out quite the damage with a Base 100 Special Attack, coupled with two unflawed STAB coverage in Water and Psychic. It can utilize a Calm Mind set to boost its average Special Defense stat or a Choice Specs set to pummel typical switch-ins like Venusaur for hard damage (sometimes OHKOing them!). Slowbro also has access to Trick Room to support Trick Room teams.

Slowking
Abilities: Oblivious / Own Tempo
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe

Slowking’s true niche as a bulky water is to serve as a reliable check to several specially-inclined Fire-types, most notably Moltres. Much like its brethren Slowbro, Slowking comes equipped with Slack Off to constantly heal off hits and Thunder Wave to cripple faster Pokemon. Slowking can also provide damage with its passable Special Attack stat paired with its fantastic dual STAB moves which is only resisted by Shedinja. It surprisingly has access to multiple offensive options: Nasty Plot, Calm Mind, Curse, and Choice Specs. The Nasty Plot set is often seen in tandem with Trick Room to patch up its extremely low Speed, ultimately allowing it to set up Nasty Plot easier. Curse and Calm Mind are lesser options since Slowking doesn't have any reliable physical STABs and the Calm Mind set is typically outclassed by Slowbro. A Choice Specs set is used in the similar fashion as Slowbro: catching its usual switch-ins off guard and possibly OHKOing them.

Linoone
Abilities: Pickup / Gluttony
Base Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe

Linoone is one of the best Belly Drum user in the metagame; a one-turn set up can potentially spell doom on many unprepared teams. Thanks to its near-exclusive ability Gluttony, Berry’s will now activate halfway instead of the usual 25% or less, essentially allowing Linoone to have a Speed and a Belly Drum boost under its belt after a single set turn. Linoone also has access to STAB Extremespeed, which often allow it bypass common priority users who will attempt to pick its HP at allow health - a common problem for many Berry-consuming sets. On paper, setting up Belly Drum might look easy, but in practice, setting up Belly Drum will not be a walk-in-the-park and Linoone will often need a slew of support options to successfully pull off a Belly Drum sweep.
 
Ursaring
Abilities: Guts / Quick Feet
Base Stats: 90 HP / 130 Atk / 75 Def / 75 SpA / 75 SpD / 55 Spe

This pokemon is very well known for it's amazing sweeping capabilities in the metagame thanks to both its abilities taking advantage of status problems. It commonly holds either flame orb or toxic orb, both which activate it's ability giving it a 50% boost in attack or speed which is something definitely to be worth considering as a major threat thanks to it's massive 130 base attack. Ursaring will almost always pack swords dance followed by 3 moves which always includes facade. The rest of the slots can be filled with earthquake,crunch,fire punch and/or brick break/close combat.
 
Tangrowth
Abilities: Chlorophyll / Leaf Guard
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe
With access to moves such as Sleep Powder, Stun Spore, Leech Seed, Synthesis, and Knock Off, Tangrowth makes an efficient Physical wall. Tangrowth is oftentimes used alongside Milotic in order to form the solid defensive core of a team. Tangrowth also has the ability to utilize its high attacking stats, 100 and 110 in Attack and Special Attack respectively, and passable offensive movepool to turn into a potential offensive threat. Swords Dance, Power Whip, Grass Knot, Earthquake, Leaf Storm, and Rock Slide that aid Tangrowth offensively. Tangrowth’s downfalls lie in its low Special Defense and Speed stats, although the latter can be remedied due to Tangrowth’s ability Chlorophyll (which doubles Tangrowth’s speed in the sun).


Tried to make this less like a mini-analysis and I tried to talk more about moves you might encounter, what to watch out for, etc.

Also, can I reserve Magneton?
 
I hope I did these better whoostle. 9.9

Floatzel
Ability: Swift Swim
Base Stats: 85 HP / 105 Atk / 55 Def / 85 SpA / 50 SpD / 115 Spe

Floatzel is the fastest Swift Swimmer and has access to strong Physical moves such as Crunch, Waterfall, Ice Punch and Aqua Jet he can pack quite a punch with or without Rain on the field. He can also work in a Baton Pass chain with moves like Bulk Up and Agility.

Quagsire
Abilities: Damp / Water Absorb
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe

Quagsire is an excellent physical tank in the UU metagame. He boasts an immunity to Electric-type attacks and Water-type moves due to Water Absorb. With excellent support moves like Encore, Yawn, Recover and Toxic, Quagsire can force switches and spread conditions quite easily. Earthquake, Ice Punch, and Rock Slide give him near perfect coverage and hits everything it needs too.

Shedinja
Ability: Wonder Guard
Base Stats: 1 HP / 90 Atk / 45 Def / 30 SpA / 30 SpD / 40 Spe

Shedinja is one of the most unique pokemon in the game. With his unique he is immune to twelve types. He has access wonderful offensive moves such as Swords Dance, Shadow Sneak, Aerial Ace, X-Scissor, and Sucker Punch. He also has a few support options with Toxic, Will-O-Wisp, Trick, Heal Block and Baton Pass.
 
Magneton
Abilities: Sturdy / Magnet Pull
Base Stats: 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe

With access to the unique and useful ability Magnet Pull, Magneton makes an effective steel killer, and although many steels carry Earthquake, Magneton can use Magnet Rise to temporarily relieve itself of its 4x Ground weakness. With a powerful 120 Base SpA (the highest of any UU Electric-type) and access to Charge Beam, Metal Sound, Thunderbolt, Flash Cannon, and Explosion, Magneton has the tools to function as a strong sweeper. Although 70 Base Speed may seem lackluster, Magneton's speed can be remedied by Choice Scarf.

Tried not to make it look like a mini-analysis. Hope this is right e.e
 
EDIT for my spiritomb:
Spiritomb
Ability: Pressure
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe

Spiritomb makes a dangerous foe since it is quite common a bulky attacker or even specially offensive. Physically offensive orientated spiritombs always carry sucker punch as there means of revenge killing followed by will-o-wisp, pursuit and trick. The key is knowing the item being held so as to hint whether the spiritomb is carrying rest/sleep talk as it's last two slots or simply trick/pursuit. Specially based spiritomb carry dark pulse followed by the calm mind or nasty plot. The last slots can be reserved for a rest+sleep talk combo or a all out offensive one packing hidden power fighting+pain split.


Took out more of the obvious analytical bits and just focused on it's sets.
 
Ursaring
Abilities: Guts / Quick Feet
Base Stats: 90 HP / 130 Atk / 75 Def / 75 SpA / 75 SpD / 55 Spe

This pokemon is very well known for it's amazing sweeping capabilities in the metagame thanks to both its abilities taking advantage of status problems. It commonly holds either flame orb or toxic orb, both which activate it's ability giving it a 50% boost in attack or speed which is something definitely to be worth considering as a major threat thanks to it's massive 130 base attack. Ursaring will almost always pack swords dance followed by 3 moves which always includes facade. The rest of the slots can be filled with earthquake,crunch,fire punch and/or brick break.
Close combat should get a mention for Ursaring.
 
I'm just droppin' in to say that I should have these completed within the next few days. I haven't had a chance to start because I've been so busy.
 
Typhlosion
Ability: Blaze
Base Stats: 78 HP / 84 Atk / 78 Def / 109 SpA / 85 SpD / 100 Spe

With access to base 109 SpA and 100 Speed, Typhlosion is a dangerous special sweeper. Although its Stealth Rock weakness hinders Eruption's power, with proper support Typhlosion can be a menace to teams. Moves that are often used by Typhlosion include Eruption, Overheat, Focus Blast, Focus Punch, Fire Blast, HP Rock, and SolarBeam (in the sun). Typhlosion's ablity Blaze is also extremely helpful, turning Stealth Rock into a blessing of sorts, allowing Typhlosion to easily get its HP down to Blaze level.
 
pitnicks...

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Absol
Abilities: Pressure / Super Luck
Base Stats: 65 HP / 130 Atk / 60 Def / 75 SpA / 60 SpD / 75 Spe

Absol is most commonly seen as a Swords Dance sweeper. With Night Slash as a primary STAB, Superpower as a coverage move, and Sucker Punch for a strong priority attack, Absol is extremely dangerous to defensive and offensive teams alike. Occasionally, Choice Scarf Absol is used as a quick way to Pursuit away Ghosts like Mismagius and Rotom and as a decent revenge killer. Absol’s weak spot is its frailty, as even neutral STAB attacks without EV investment can deal well over 50% to it.

Aggron
Abilities: Sturdy / Rock Head
Base Stats: 70 HP / 110 Atk / 180 Def / 60 SpA / 60 SpD / 50 Spe

With the addition of Head Smash from HGSS, Aggron has become quite a fearsome physical attacker. Its Rock Polish set is the most common, since it patches up Aggron’s low Speed and allows him to abuse his extremely powerful Head Smash; this set commonly uses coverage moves like Aqua Tail, Low Kick, and Ice Punch. Aggron can also run an effective Choice Band set due to his massive physical bulk and somewhat common resistances. Finally, a SubPunch set capitalizes on Aggron’s resistances and, while using Magnet Rise, allows him to defeat some of his common counters like Donphan.

Altaria
Ability: Natural Cure
Base Stats: 75 HP / 70 Atk / 90 Def / 70 SpA / 105 SpD / 80 Spe

As the only UU Dragon, Altaria has a few niche roles as both an offensive and defensive Pokemon. Defensively, her handy resistances and numerous support moves in Heal Bell, Perish Song, and Roar are a godsend to many stall teams. On the other hand, Altaria’s Dragon Dance set lets her wreak havoc with a STAB Outrage and Earthquake for coverage, while Mixed Altaria is able to abuse the immense power of Draco Meteor to break down opposing walls.

Azumarill
Abilities: Huge Power / Thick Fat
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe

Azumarill’s high Attack stat (assuming a boosting nature and 252 EVs, it is essentially equivalent to Groudon’s and Rayquaza’s) and natural bulk make him a solid choice for any offensive team seeking a bulky yet powerful Water Pokemon. Azumarill is commonly seen wearing a Choice Band with a moveset of Waterfall, Aqua Jet, Ice Punch, and Double-Edge or Superpower. His SubPunch set is slightly less powerful than the Choice Band set but is more flexible, and carries Substitute, Focus Punch, and some combination of Waterfall, Aqua Jet, and Ice Punch. Finally, some players simply choose to run the same moves as the Choice Band set, except wth Leftovers to provide more survivability.

Claydol
Ability: Levitate
Base Stats: 60 HP / 70 Atk / 105 Def / 70 SpA / 120 SpD / 75 Spe

Claydol is unique as a Rapid Spinner because he resists Stealth Rock and is immune to Spikes and Toxic Spikes. As a utility Pokemon, both Stealth Rock and Rapid Spin are staples on almost all Claydol sets. As far as attacking options go, Earth Power and Psychic provide reliable STAB options, and Shadow Ball is used because it complements Rapid Spin by hitting Ghost-types who try to spinblock super effectively (apart from Spiritomb). Explosion allows Claydol to hopefully take an opposing Pokemon down with him after he has done his job. Claydol also receives the support moves typically given to all bulky Psychic-types, most notably Trick, Reflect, and Light Screen.

Drapion
Abilities: Battle Armor / Sniper
Base Stats: 70 HP / 90 Atk / 110 Def / 60 SpA / 75 SpD / 95 Spe

Drapion's most common set is the Swords Dance sweeper. His most common attacking moves are Crunch and Earthquake, with Aqua Tail, Ice Fang, and Poison Jab being used for additional coverage. Since Drapion has two usable abilities, Sniper is often paired with a Scope Lens and Night Slash and Cross Poison over Crunch and Poison Jab to make the most of Drapion's raised critical hit damage. Both all-out Life Orb sweepers and balanced variants with Leftovers and Taunt are common. Defensive Drapion sees some use in UU due to his rare typing, which affords him an immunity to Psychic and resistances to Ghost and Dark at the cost of only one weakness (Ground). These sets usually run some combination of Crunch, Toxic Spikes, Whirlwind, Earthquake, Taunt, Rest, and Sleep Talk.

Floatzel
Ability: Swift Swim
Base Stats: 85 HP / 105 Atk / 55 Def / 85 SpA / 50 SpD / 115 Spe

Floatzel is the fastest Swift Swimmer in the game and has access to strong physical moves such as Crunch, Waterfall, Ice Punch and Aqua Jet. He can pack quite a punch with or without Rain on the field. He can also work in a Baton Pass chain with moves like Bulk Up and Agility.

Gorebyss
Ability: Swift Swim
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe

Gorebyss is likely to be seen on Rain Dance teams only, where it can overcome its speed issues and attempt a sweep with a boosted STAB. Its most notable advantages over its peers include a respectable amount of bulk, which allows it to withstand a fair amount of priority moves, the ability to beat Toxicroak with Psychic and great Special Attack. Its most common moveset is Surf, Hidden Power Grass, Ice Beam and Psychic; though Aqua Tail can be seen in some rare situations as in an attempt to beat Chansey. Despite its near-exclusive use as a sweeper, Gorebyss can also employ a Baton Pass set, with which it focuses on passing defensive boosts such as Amnesia, Iron Defense and Aqua Ring.

Hariyama
Abilities: Thick Fat / Guts
Base Stats: 144 HP / 120 Atk / 60 Def / 40 SpA / 60 SpD / 50 Spe

Though Hariyama possesses great physical defense and physical offense there is only one set that defines Hariyama in the UU metagame, the lead attacker, which abuses Hariyamas attack boosting ability Guts. Most commonly, the set is seen running the move spread Close Combat, Payback, Ice Punch, and Bullet Punch which gives Hariyama perfect type coverage. This set is most commonly seen with a Flame Orb or Toxic Orb depending on whether or not the player wants to keep Hariyama in for a long time or switch it in and out respectively. Either way the goal of the set is to take offensive momentum from turn one and turn that into your advantage for the rest of the game.

Hitmonlee
Abilities: Limber / Reckless
Base Stats: 50 HP / 120 Atk / 53 Def / 35 SpA / 110 SpD / 87 Spe

Hitmonlee is one of the most dangerous Fighting-type sweepers in UU because of its excellent Attack, Speed, and priority moves. Hitmonlee generally runs either a Choiced set or a Life Orb sweeper set. On the Choiced sets, Hitmonlee usually runs Close Combat, Stone Edge, Blaze Kick, and Mach Punch. The Life Orb sweeper uses Close Combat, Stone Edge, and two of Sucker Punch, Mach Punch, and Blaze Kick. The ability to switch attacks and hit an opponent twice if it switches in makes the Life Orb sweeper hard to switch into.

Hitmontop
Abilities: Intimidate / Technician
Base Stats: 50 HP / 95 Atk / 95 Def / 35 SpA / 110 SpD / 70 Spe

Hitmontop is one of the most useful Pokemon in UU because of its two abilities. Hitmontop is usually used either as a Rapid Spinner or a sweeper. Rapid Spin variants generally use Intimidate as their ability because it gives Hitmontop more opportunities to switch in and remove the entry hazards from the field. They usually use Foresight, Close Combat, and either Rest, Sucker Punch, or Stone Edge in the remaining slots. Offensive variants of Hitmontop generally use Technician and Life Orb in tandem with Hitmontop's excellent slew of priority attacks. Fake Out and Mach Punch are almost always seen on the set, while two of either Bullet Punch, Sucker Punch, Stone Edge, and Close Combat are used as the remaining moves. This makes Hitmontop a very potent revenge killer.

Jynx
Abilities: Oblivious / Forewarn
Base Stats: 65 HP / 50 Atk / 35 Def / 115 SpA / 95 SpD / 95 Spe

With a fairly good base speed stat of 95 and an excellent base special attack stat of 115, alongside powerful STAB attacks in Ice Beam and Psychic, Jynx can be a very threatening sweeper. It can run a variety of sweeping sets but is most commonly seen using a mono-attacking set of Nasty Plot/Ice Beam/Lovely Kiss/Substitute, which allows it to protect itself with a substitute, put prospective counters to sleep, and attack with boosted Ice Beams. Some more defensive variants of this set employ Calm Mind to trade off immediate power for the ability to set up on specially-inclined walls, and some more offensive variants employ Life Orb and Focus Blast instead of Substitute to attain greater coverage and power. Regardless of the set, Jynx's boosted attacks let it hit like a very pretty truck, and it is quite capable of quickly dismantling slower offensive teams.

Kabutops
Abilities: Battle Armor / Swift Swim
Base Stats: 60 HP / 115 Atk / 105 Def / 65 SpA / 70 SpD / 80 Spe

Kabutops primarily sees use on rain teams, where it can abuse its untouchable Swift Swim-boosted speed and a set of Waterfall/Stone Edge/Swords Dance/Aqua Jet to boost its attack level to immense heights and hit nearly the entire UU tier for neutral coverage. This same set can be seen outside of rain teams as well, and while Kabutops' speed is mediocre without Swift Swim, its powerful STABs and priority still make it a potent threat. Kabutops is sometimes seen as a lead with Stealth Rock/Aqua Jet/Stone Edge/Rapid Spin, commonly equipped with a Focus Sash. This Kabutops can often foil early game efforts to get hazards down.

Lanturn
Ability: Illuminate / Volt Absorb
Base Stats: 125 HP / 58 Atk / 58 Def / 76 SpA / 76 SpD / 67 Spe

Lanturn is quite an effective Pokemon because it has a very large support movepool, impressive bulk, and a unique type combination. Most Lanturn carry some form of paralysis as either Discharge or Thunder Wave in addition to STAB Surf. Lanturn can also use Ice Beam to nail incoming Grass-types. In the last slot, Lanturn generally uses a support move such as Confuse Ray or Heal Bell. Lanturn sometimes uses Rest and Sleep Talk with Discharge and Surf instead.

Linoone
Abilities: Pickup / Gluttony
Base Stats: 78 HP / 70 Atk / 61 Def / 50 SpA / 61 SpD / 100 Spe

Linoone is one of the best Belly Drum users in the metagame; a one-turn set up can potentially spell doom for many unprepared teams. Thanks to its near-exclusive ability Gluttony, Berries will now activate halfway instead of the usual 25% or less, ultimately allowing Linoone to have a Speed and a Belly Drum boost under its belt after a single set turn. Linoone also has access to STAB Extremespeed, which often allows it to bypass common priority users who will attempt to pick its HP at low health - a common problem for many Berry-consuming sets. It is important to note that setting up Belly Drum will not be a walk in the park, and Linoone will often need a slew of support to successfully pull off a Belly Drum sweep.

Lopunny
Abilities: Cute Charm / Klutz
Base Stats: 65 HP / 76 Atk / 84 Def / 54 SpA / 96 SpD / 105 Spe

Lopunny possesses one of the largest support movepools in UU, as well as a unique ability in Klutz. With access to moves like Baton Pass, Heal Bell, Switcheroo, Healing Wish, and Encore, Lopunny can provide support to the team while gaining momentum. Lopunny's high Speed and access to Encore allows it to easily set up Substitute and Agility to Baton Pass to a teammate. Lopunny is normally seen carrying a Choice Scarf or Flame Orb with Klutz to cripple opponents or running a particular Berry in conjunction with Baton Pass. Although not as common, Lopunny can go offensive to throw opponents off track with either a Choice Band or SubPunch set.

Ludicolo
Abilities: Rain Dish/ Swift Swim
Base Stats: 80 HP / 70 Atk / 70 Def / 90 SpA / 100 SpD / 70 Spe

Ludicolo is another one of those Pokemon whose usage is usually limited to Rain Dance teams, where he can abuse his Swift Swim ability and attempt a sweep. Ludicolo is a very valuable sweeper due to his access to Grass-type STABed moves and 4x resistance to Water-type moves, which means he can take on most bulky Waters and come out victorious, especially Milotic, a roadblock for many rain sweepers. Its most common set is the special sweeper one, which employs Surf, Ice Beam, Energy Ball and Rain Dance; though it's not rare to see Ludicolo abuse its less powerful yet boostable Attack stat with a moveset composed of Swords Dance, Waterfall, Seed Bomb and Ice Punch. The few times Ludicolo is run outside of rain it assumes the role of a special wall, abusing its respectable bulk and access to Leech Seed, even though that's usually better left for Pokemon like Venusaur.

Magneton
Abilities: Sturdy / Magnet Pull
Base Stats: 50 HP / 60 Atk / 95 Def / 120 SpA / 70 SpD / 70 Spe

With access to the rare and useful ability Magnet Pull, Magneton makes an effective Steel killer, and although many Steels carry Earthquake, Magneton can use Magnet Rise to temporarily relieve itself of its 4x Ground weakness. With a powerful 120 Base SpA (the highest of any UU Electric-type) and access to Charge Beam, Metal Sound, Thunderbolt, Flash Cannon, and Explosion, Magneton has the tools to function as a strong sweeper. Although 70 Base Speed may seem lackluster, Magneton's speed can be remedied by a Choice Scarf.

Milotic
Ability: Marvel Scale
Base Stats: 95 HP / 60 Atk / 79 Def / 100 SpA / 125 SpD / 81 Spe

Milotic is quite possibly the toughest Pokemon to take down in the UU metagame because of its excellent defensive stats and access to Recover. It generally has maximized Defense EVs, allowing it to take Rhyperior's Earthquakes as well as various coverage moves from Azumarill. Without any investment and a Calm nature, Milotic is able to avoid being 2HKOed by even a Life Orb Moltres Hidden Power Grass. Milotic also boasts an impressive Special Attack stat of 236 without any investment and a neutral nature. This allows its STAB Surf to deal enough damage to discourage switch-ins that don't resist it. Milotic often uses two of Hidden Power Grass, Toxic, and Ice Beam in the remaining two slots. Though not as prominent as the previously mentioned set, Milotic often runs Rest and Sleep Talk as well, which takes advantage of its unique ability, Marvel Scale. Milotic can even run an offensive set with its impressive base 81 Speed and decent Special Attack. A Life Orb boosted Hydro Pump accompanied by Ice Beam and Hidden Power makes it quite a threatening sweeper.

Mismagius
Ability: Levitate
Base Stats: 60 HP / 60 Atk / 60 Def / 105 SpA / 105 SpD / 105 Spe

Mismagius is one of the most threatening sweepers in UU due to its excellent Speed, Special Attack, and coverage. Mismagius is most often seen using either Nasty Plot or Calm Mind in tandem with Substitute or Taunt to deal with status. Since Thunderbolt and Shadow Ball are only resisted by Steelix in UU, Mismagius generally runs those two attacks, however Hidden Power Fighting can be used to deal with Steelix and Registeel more effectively. Mismagius can also use Trick with Choice Specs. With room for three moves in addition to Trick, Mismagius will almost always run Shadow Ball, Thunderbolt, and Hidden Power Ground for the best super effective coverage possible. In addition to these offensive sets, Mismagius also runs a bulky set to effectively block Rapid Spin. It generally uses Shadow Ball as its main attack with Taunt, Will-O-Wisp, and Pain Split so that it can last while shutting down many sweepers.

Nidoking
Abilities: Poison Point / Rivalry
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe

Nidoking is a major threat because of its extremely vast movepool. Nidoking is most often seen as a mixed attacker, even though it has many viable sets. As a specially oriented mixed attacker, Nidoking usually runs Earth Power, Ice Beam, Thunderbolt, and Superpower, making it hard to switch anything in safely. Nidoking can also run a powerful physical Life Orb sweeper with Earthquake, Megahorn, Stone Edge, and Sucker Punch. While less common than the other sets, Nidoking also runs a lead set with Stealth Rock, Earth Power, Ice Beam, and Taunt.

Ninetales
Ability: Flash Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spe

Ninetales is one of the few HypnoPlotters in UU, and after a Nasty Plot its Special Attack will be high enough to pull off a sweep. Ninetales has a great STAB in Fire Blast which is complemented well with Energy Ball to hit Water- and Rock-types. Ninetales is also one of the fastest Fire-types in UU, allowing it to hit them first with Hidden Power Rock (particularly Moltres). Ninetales also has a decent amount of bulk and can run a Calm Mind + Pain Split set to deal with its usual counters. Although uncommon, Ninetales can also run a double status set with access to Will-O-Wisp and Hypnosis while also having access to the rare Grudge to help set up its teammates.

Omastar
Abilities: Swift Swim / Shell Armor
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe

Quagsire is an excellent physical tank in the UU metagame. He boasts an immunity to Electric-type attacks and Water-type moves due to Water Absorb. With excellent support moves like Encore, Yawn, Recover and Toxic, Quagsire can force switches and spread conditions quite easily. Earthquake, Ice Punch, and Rock Slide give him near perfect coverage and hits everything it needs too.

Totally wrong in so many ways.

Pinsir
Abilities: Hyper Cutter / Mold Breaker
Base Stats: 65 HP / 125 Atk / 100 Def / 55 SpA / 70 SpD / 85 Spe

Pinsir is not a very common sight in UU matches, but it has several niches which it fulfils excellently. Pinsir has access to Stealth Rock, STAB X-Scissor, Close Combat, Earthquake, and Stone Edge. Its excellent movepool and respectable physical Defense allow it to function very well as an anti-lead, allowing to easily threaten Uxie, Mespirit, Omastar, and Cloyster in the lead position, discouraging them from setting up hazards, while also having the option to set up its own hazards.
Pinsir's ability to use Swords Dance and its decent base 85 Speed means it can also be used as a respectable physical sweeper, with its possible abilities greatly enhancing its effectiveness. Mold Breaker allows Pinsir to destroy Weezing and Rotom with Earthquake, both of which would otherwise cause it immense grief, and also allows it to ignore Rhyperior's Solid Rock, so Earthquake can easily OHKO after a Swords Dance boost. Hyper Cutter, on the other hand, ignores Intimidate from Arcanine and Hitmontop, allowing Pinsir to crush defensive variants of both Pokemon.
Pinsir's versatility and physical movepool means that any team unprepared for it will quickly find itself staring down a rampaging purple beetle.

Quagsire
Abilities: Damp / Water Absorb
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe

Quagsire is an excellent physical tank in the UU metagame, being able to reliably tank many physical hits not named Power Whip or Leaf Blade. He is also a good annoyer with a great support movepool. He boasts an immunity to Electric-type attacks and Water-type moves due to Water Absorb. He is blessed with a great defensive typing, since Water/Ground has only one weakness that is rather easy to see coming. He is often dismissed in favor of common bulky waters such as Milotic and Slowbro because they have better offensive moves, but they lack some key moves in his support movepool as well has his Water Absorb ability.

With excellent support moves like Encore, Yawn, and Toxic, Quagsire can force switches and spread conditions quite easily. Recover gives him reliable recovery, no pun intended, outside of Rest. He does have a limited movepool, but all he really needs is what he has. Earthquake, Ice Punch, and Rock Slide give him near perfect coverage and hits everything he needs to. The only tough decision is choosing which ones to give him.

Qwilfish
Abilities: Swift Swim / Poison Point
Base Stats: 65 HP / 95 Atk / 75 Def / 55 SpA / 55 SpD / 85 Spe

One of the more versatile Pokemon in the tier is Qwilfish. Though weak on the defensive side, it has a useful movepool, typing, and offensive stat that allow it to fit into many players' teams. It has a good offensive typing with STAB Water/Poison which is unresisted by all except itself. It functions as a supporter, and a sweeper in and out of Rain Dance. Its common moves include: Taunt, Spikes, Waterfall, Swords Dance, Poison Jab, Aqua Jet, and Explosion. It's most frequently seen as a lead support Pokemon that runs Taunt, Spikes, Waterfall, and Explosion which shuts down most set up leads as well as setting up itself. Its ability Swift Swim allows it to double its Speed in rain, allowing it to become a potent sweeper as soon as it switches in during rain. The rain sweeper is usually seen as an inferior to Kabutops, but with the moves Swords Dance, Waterfall, Poison Jab, and Explosion it plays a whole different role. For one it isn't walled by Venusaur like Kabutops is and it also can hit the opponent's rain counter with Explosion to let the other rain sweepers devastate.

CONTENT: Since when did Venusaur wall Kabutops?

252 Atk LO +2 Adamant Kabutops Stone Edge vs. 252/252 Impish Venusaur: 95.6% - 112.4% (easy OHKO with SR)

Regirock
Ability: Clear Body
Base Stats: 80 HP / 100 Atk / 200 Def / 50 SpA / 100 SpD / 50 Spe

Regirock is one of the bulkiest Pokemon in the UU tier, and it is the only pure Rock-type Pokemon in UU. While Regirock is very commonly used in conjunction with sandstorm, it is also used quite often without. If not used with sandstorm, Regirock will almost always carry Stealth Rock as well as Explosion. It usually carries Stone Edge and Earthquake in the remaining moveslots, but Thunder Wave and Rock Slide are also commonly used. However, when Regirock is used with sandstorm support, it is almost always a Curse variant with Rest, Sleep Talk, and Rock Slide. Regirock is nearly impenetrable from the physical side unless it is being hit by STAB super effective moves such as Azumarill's Waterfall. Even with super effective moves, Regirock will still usually survive and threaten with Thunder Wave, Stone Edge, or Explosion. Its Special Defense isn't too shabby either, and with enough investment Regirock can avoid being 2HKOed even by a Timid Moltres Hidden Power Grass.

Rhyperior
Abilities: Lightningrod / Solid Rock
Base Stats: 115 HP / 140 Atk / 130 Def / 55 SpA / 55 SpD / 40 Spe

Rhyperior can be described as the Behemoth of the UU metagame. A Ground/Rock typing gives Rhyperior STAB Quake/Edge which allows it to power through the metagame. Rhyperior is very versatile offensively and support wise running many sets including Swords Dance, Substitute with three attacks, Rock Polish, Choice Band, and as a Stealth Rock tank. Out of all these sets his most common are Choice Band, Rock Polish, and Substitute. Setting aside his offensive capabilities, Rhyperior runs a tank set that includes the moves: Earthquake / Stone Edge / Stealth Rock and one of Megahorn / Roar, a set that allows Rhyperior to hit hard while still being able to support his team. Rhyperior is also found on sandstorm teams because of his exceptionally high HP and Defense combined with the Special Defense boost that comes with a Rock-type being in sandstorm. Part of Rhyperior's great power is thanks to its ability, Solid Rock which cuts down super effective moves by a quarter, which allows him to survive many hits while dealing back the finishing blow.

Scyther
Abilities: Swarm / Technician
Base Stats: 70 HP / 110 Atk / 80 Def / 55 SpA / 80 SpD / 105 Spe

Scyther is a very dangerous sweeper because of its excellent Attack and Speed stats. It is most commonly used with a Choice Band or with a Life Orb and Swords Dance. Technician allows Scyther to use STAB Aerial Ace and Bug Bite with 90 base power. The Choice Band set generally runs U-turn, Quick Attack, and Pursuit in the remaining slots, getting STAB on U-turn and Technician boosts on the latter two attacks. If Scyther is carrying a Life Orb, chances are it's running Swords Dance with Aerial Ace, Bug Bite, and Brick Break as attacking moves. Scyther can also run Quick Attack over one of its attacking moves on the Swords Dance set.

Sharpedo
Ability: Rough Skin
Base Stats: 70 HP / 120 Atk / 40 Def / 95 SpA / 40 SpD / 95 Spe

Sharpedo is very unique because of its typing. Sharpedo is most often used as a mixed attacker with Crunch, Hydro Pump, Hidden Power Grass, and either Ice Beam or Aqua Jet. With perfect coverage, Sharpedo makes a difficult Pokemon to switch into. Sharpedo is also quite fast; it is able to outpace even positive natured base 80s without having to use a positive nature itself. Though it is a threatening attacker, Sharpedo is unable to switch into many attacks because of its horrible defensive stats.

Shedinja
Ability: Wonder Guard
Base Stats: 1 HP / 90 Atk / 45 Def / 30 SpA / 30 SpD / 40 Spe

Shedinja is one of the most unique pokemon in the game. With his unique typing and ability he is immune to twelve types. He also has access to wonderful offensive moves such as Swords Dance, Shadow Sneak, Aerial Ace, X-Scissor, and Sucker Punch. He also has a few support options with Toxic, Will-O-Wisp, Trick, Heal Block, and Baton Pass.

Skuntank
Abilities: Stench / Aftermath
Base Stats: 103 HP / 93 Atk / 67 Def / 71 SpA / 61 SpD / 84 Spe

The only set commonly used by Skuntank is the Pursuit set. Skuntank's Dark typing allows it to switch into all Psychic-types and then easily Pursuit or Sucker Punch to take them out. With a good HP stat and decent Defense combined with a good defensive typing Skuntank has the ability to switch into many things and deal finishing blows with Sucker Punch, its STAB move, or Explosion. It's always seen running Sucker Punch and Pursuit, but the last options are a toss up between Explosion, Crunch, and Poison Jab. Skuntank can be seen running Choice Band, Leftovers, or Life Orb depending on the user's choice. Leftovers help Skuntank have some survivability, while Life Orb and Choice Band trade that for power.

Slowbro
Abilities: Oblivious / Own Tempo
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe

A high physical Defense stat and key resistances to Fighting- and Fire-type hits make Slowbro the premier physical Fighting- and Fire-type counter in the UU metagame. Slowbro is no slouch offensively as it can dish out quite the damage with a Base 100 Special Attack, coupled with flawless STAB coverage in Water and Psychic. When you add Thunder Wave in the mix to compensate for its low base Speed and Slack Off to instantly heal off previous beatings, Slowbro can be extremely difficult to take down.

Slowking
Abilities: Oblivious / Own Tempo
Base Stats: 95 HP / 75 Atk / 80 Def / 100 SpA / 110 SpD / 30 Spe

Slowking’s true niche as a bulky Water is to serve as a reliable check to several specially-inclined Fire-types, most notably Moltres. Much like its brethren Slowbro, Slowking comes equipped with Slack Off to constantly heal off hits and Thunder Wave to cripple faster Pokemon. Slowking can also provide damage with its passable Special Attack stat paired with its fantastic dual STAB moves that are only resisted by Shedinja in UU.​

Spiritomb
Ability: Pressure
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 35 Spe

Spiritomb comes across as one of the best spin blockers in the metagame thanks to its unique typing as well as its above average defensive stats giving it the ability to switch into most Pokemon comfortably. The beauty about Spiritomb is its numerous movesets, which although quite similar can leave the opponent's pokemon switching out only to receive a Pursuit right in the face or trying to play safe by attacking only to be counter-attacked by a Sucker Punch or a Will-O-Wisp. There is no saying what moveset the Spiritomb is carrying unless you are in knowledge of its held item. Even though most of its moves are resisted by Fighting- and Steel-types, players have a hard time switching in comfortably due to its diverse movepool. For instance a player might switch out Mismagius into a Steel-type such as Steelix only to have a Will-O-Wisp inflicted on it. At times Pursuit combined with Shadow Sneak might be used over Sucker Punch to corner down Substitute Ghost- or Psychic-types.

Steelix
Abilities: Sturdy / Rock Head
Base Stats: 75 HP / 85 Atk / 200 Def / 55 SpA / 65 SpD / 30 Spe

Steelix is definitely one of the most unique Pokemon in the UU tier, being a member of the very select group of Steel-types, only accompanied by Registeel and Aggron. What mainly differentiates it from the other two though is the fact that it's a defensive Pokemon that focuses on its physical tanking capabilities, usually being delegated the roles of setting up Stealth Rock and phazing with Roar. Steelix's respectable offensive stats means that not much can come in for free on the attacks that complement the aformentioned two moves, those being Earthquake and either Iron Head, Gyro Ball or Explosion. Because of its great Steel/Ground typing, not only Steelix works as a great counter to the many Normal- and Flying-types that run around the tier such as Swellow, Scyther, and Ambipom, and can also act as a special wall, taking on Mismagius, Rotom and offensive Spiritomb among others.

Swellow
Ability: Guts
Base Stats: 60 HP / 85 Atk / 60 Def / 50 SpA / 50 SpD / 125 Spe

Swellow is the second fastest Pokemon usable in UU behind Electrode, who isn't very common. Swellow is almost always seen as a Guts sweeper, and is thus quite predictable. It is predictable, yet quite hard to stop due to its very high Attack stat after its status Orb is activated. Not only is Swellow's Attack quite high with a Guts boost, it also has STAB Facade and Brave Bird to deal major damage to anything that does not resist it. U-turn, Quick Attack, or Protect can be used in the remaining slots.

Tangrowth
Abilities: Chlorophyll / Leaf Guard
Base Stats: 100 HP / 100 Atk / 125 Def / 110 SpA / 50 SpD / 50 Spe

With access to moves such as Sleep Powder, Stun Spore, Leech Seed, Synthesis, and Knock Off, Tangrowth makes an effective physical wall. Tangrowth is often used alongside Milotic in order to form the solid defensive core of a team. Tangrowth also has the ability to utilize its high attacking stats, 100 and 110 in Attack and Special Attack respectively, and passable offensive movepool to turn into a potential offensive threat. Swords Dance, Power Whip, Grass Knot, Earthquake, Leaf Storm, and Rock Slide aid Tangrowth offensively. Tangrowth’s downfalls lie in its low Special Defense and Speed stats, although the latter can be remedied due to Tangrowth’s ability Chlorophyll (which doubles Tangrowth’s Speed in the sun).

Torterra
Ability: Overgrow
Base Stats: 95 HP / 109 Atk / 105 Def / 75 SpA / 85 SpD / 56 Spe

Torterra's main strength is that it has excellent bulk in addition to an excellent Attack stat. It is commonly used as a Rock Polish sweeper, a Substitute user, or as a bulky Stealth Rock user. The Rock Polish and Substitute sweepers are fairly similar in that they both run Wood Hammer, Earthquake, and Stone Edge as their other three attacks. Synthesis is also sometimes used, often replacing Rock Polish or Substitute. The bulky Stealth Rock user often runs Synthesis and Stealth Rock along with Earthquake and either Seed Bomb or Wood Hammer. Though less common than the previously mentioned sets, Torterra has many other options. Torterra can run a very effective SubSeed set with Earthquake and either Wood Hammer or Toxic in the remaining slots. It can also run an effective Rest + Sleep Talk user with Earthquake and either Roar or Wood Hammer in the remaining slots.

Ursaring
Abilities: Guts / Quick Feet
Base Stats: 90 HP / 130 Atk / 75 Def / 75 SpA / 75 SpD / 55 Spe

This Pokemon is very well known for its amazing sweeping capabilities in the metagame thanks to both its abilities taking advantage of status problems. It commonly holds either Flame Orb or Toxic Orb, both of which activate either of its abilities, Guts and Quick Feet, giving it a 50% boost in Attack or Speed respectively which is something definitely to be worth considering as a major threat thanks to it's massive 130 base Attack. Ursaring will almost always pack Swords Dance followed by 3 moves which always include Facade. The rest of the slots can be filled with Close Combat, Earthquake, Crunch, or Fire Punch.

Uxie
Ability: Levitate
Base Stats: 75 HP / 75 Atk / 130 Def / 75 SpA / 130 SpD / 95 Spe

Uxie's outstanding bulk, great movepool and passable stats in all categories allow it to run a large array of sets. The most common use of Uxie is in the lead position, with a moveset composed of Stealth Rock, Thunder Wave, Psychic and U-turn. However, the same lead set can be tweaked in a multitude of ways as in abusing the infamous TrickScarf crippling method; setting up either Sunny Day or Rain Dance; using the extremely dangerous Dual Screen + Memento setup combo and employing Yawn to force switches. Outside of the lead position Uxie can make good use of its respectable base Speed and acceptable Special Attack to attempt a sweep with a Calm Mind set, even though its offensive movepool leaves a bit to be desired and Mesprit has better stats and moves to pull that off.

Venusaur
Ability: Overgrow
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe

Venusaur is one of the most unpredictable Pokemon in UU. It is about as common as a special sweeper as it is as a physical sweeper or as a specially defensive wall. The one thing that remains constant on all Venusaur sets is Sleep Powder. Synthesis is also quite common on any Venusaur set. The Life Orb special attacker often carries Sludge Bomb and Leaf storm in addition to Synthesis and Sleep Powder, while the defensive set often uses two of Roar, Leech Seed, and Sludge Bomb. The physical attacker usually runs Swords Dance over Synthesis, and packs Power Whip with either Earthquake and Return as attacking moves. Though less common than the previously mentioned sets, Venusaur has a mixed set that usually runs Sludge Bomb and Power Whip in addition to Synthesis and Sleep Powder.

Weezing
Ability: Levitate
Base Stats: 65 HP / 90 Atk / 120 Def / 85 SpA / 70 SpD / 60 Spe

Weezing is a premier physically defensive threat for a reason. Its Poison typing combined with the ability Levitate allows it to switch in on Ground-, Fighting-, and Grass-type moves easily and take neutral damage or less from everything except Psychic. The set is most commonly seen investing everything into its HP and physical defenses. It runs the moveset Fire Blast, Thunderbolt, Will-O-Wisp, and Pain Split, though sometimes you might see Haze in there. Though the set mentioned is seen most of the time Weezing can run a Sleep Talker set, which again spills all EVs into Defense and runs the set Rest, Sleep Talk, Fire Blast, and Will-O-Wisp. Weezing is a good switch-in and counter to the entire realm of Fighting-types, Ground-types like Dugtrio who are at his mercy when it comes in, as well as Grass-types like Venusaur who can't do anything to Weezing if something is already asleep.

---------------------

As an aside: Some of the content in some of these is quite questionable, both from a grammatical and practical point of view (read: excessive hyperbole in every single threat description). I didn't 'correct' most of this, since that's not really my job, as I'm not a member of Quality Control, but all the same I would suggest that someone from QC go through some of these looking for writing issues such as hyperbole, rather than simple factual faults.
 
As an aside: Some of the content in some of these is quite questionable, both from a grammatical and practical point of view (read: excessive hyperbole in every single threat description). I didn't 'correct' most of this, since that's not really my job, as I'm not a member of Quality Control, but all the same I would suggest that someone from QC go through some of these looking for writing issues such as hyperbole, rather than simple factual faults.

OP said:
5. My goal was to get the content done first without worrying about grammar, and that should be your goal too. Don't post grammar checks until every Pokemon (or close to every one) has an entry. Of course, content suggestions are welcome at any time. This doesn't mean you don't have to observe basic grammar conventions such as spaces after a comma, capitalization, and periods. (-.-)

the reason I didn't want to have anyone grammar check is exactly because of the content problems. but since you've already done that and it's good work, thanks, cause it'll make my life (or Heysups and whoever else helps me) a little bit easier when I go through all of the entries and fix content and basic grammar such as people not knowing how to use spaces and periods. anyways no one else post grammar checks until I make a post saying otherwise, please.

here is the process just in case peeps were wondering

- get at least "something" in every slot
- go through and get rid of the stupid and incorrect information
- add useful information that was omitted
- correct super basic grammar
- open up for grammar checks

we are currently in the first step. I plan to do the middle three steps either by myself or with a few people I have in mind but haven't asked yet (this means don't volunteer).

lkajsdl;fasdgh;sakj
 
Leafeon
Ability: Leaf Guard
Base Stats: 65 HP / 110 Atk / 130 Def / 60 SpA / 65 SpD / 95 Spe

Leafeon is mostly known for being a lethal Swords Dance sweeper. Leaf Blade and Return/Double-Edge provide stellar two-move coverage, and Wish or Synthesis grant it semi-reliable recovery. Leafeon can also beat many of its hard counters through Baton Passing its Attack boosts as well as beat status-reliant counters through Heal Bell.

Moltres
Ability: Pressure
Base Stats: 90 HP / 100 Atk / 90 Def / 125 SpA / 85 SpD / 90 Spe

Moltres is one of the most dangerous special attackers in UU. Equipped with a Life Orb, it has the ability to 2HKO the majority of UU with a moveset of Fire Blast, Air Slash, and Hidden Power Grass, with Roost rounding off the set. Moltres is also capable of running a set of Substitute / Roost / Toxic / Flamethrower to beat many of its common counters, such as Milotic and Chansey. Flamethrower also happens to hit most Pokemon immune to Toxic.

Omastar
Abilities: Swift Swim / Shell Armor
Base Stats: 70 HP / 60 Atk / 125 Def / 115 SpA / 70 SpD / 55 Spe

Omastar is stall's preferred Spiker; its high Defense enables it to set up on a decent number of Pokemon, and in addition to Spikes it can set up both Stealth Rock and Toxic Spikes. Omastar usually runs two entry hazards along with Surf and Ice Beam for offensive coverage, although it occasionally uses Knock Off or Protect as an auxiliary move. With the highest base Special Attack of any UU Water-type, Omastar is also commonly used as a rain sweeper. It typically runs a set of Surf, Ice Beam, Hidden Power Grass, and Earth Power, which covers everything in UU outside of Mantine and Shedinja.

Also, whistle, you seem to have deleted Quagsire's stats.
 
Sorry for taking so long:

Poliwrath
Abilities: Damp / Water Absorb
Base Stats: 90 HP / 85 Atk / 95 Def / 70 SpA / 90 SpD / 70 Spe

Poliwrath is a Pokemon that faces tough competition due to not excelling neither as a defensive nor offensive bulky Water like Milotic and Azumarill do; but his fair share of both qualities paired with its unique Water Absorb ability make it a very viable choice. Poliwrath's most common set is by far the SubPuncher, composed of Substitute; Focus Punch; Waterfall and Encore; though given rare situations it might run Ice Punch over Waterfall to hit Venusaur. Outside of Poliwrath's vast use as a SubPuncher, it also has the option of going with a bulky stat-upper set making use of its decent defenses and access to Bulk Up; or a Substitute+Belly Drum tactic with Return and Waterfall used to attain the best of coverage, unresisted in the UU metagame.
 
I probably messed up, but they're done! I hope they're ok...

Sceptile
Ability: Overgrow
Base Stats: 70 HP / 85 Atk / 65 Def / 105 SpA / 85 SpD / 120 Spe

Sceptile is a fearsome threat in the UU metagame. Just as his fellow grass-type pokemon, he is extremely versatile. Being able to run a Physical, Special, and Mixed Attacker set effectively is not something that many pokemon can boast, couple this with the second highest speed in the UU tier, and you’ve got a beast on your hands! Whether it is sweeping with a Swords Dance set, plowing through teams with Choice Specs-powered Leaf Storms, breaking apart stall teams with his mixed attacks, or slowing down the pace with a SubSeeding set, Sceptile is usually in control of the game.

Jumpluff
Abilities: Chlorophyll / Leaf Guard
Base Stats: 75 HP / 55 Atk / 70 Def / 55 SpA / 85 SpD / 110 Spe


Due to being so defensively oriented, Jumpluff is often overshadowed when compared to the other grass-types of UU. While you’re thinking that she may seem less effective, remember, looks can be deceiving! With access to moves like Sleep Powder, Stun Spore, Encore, Aromatherapy, Memento and Leech Seed, Jumpluff becomes one of the best supporters in all of UU. She is often seen using the ever-annoying, but oh so effective Leech Seeding tactic, but also makes an effective weather starter for Sunny Day teams- and with Chlorophyll, its speed is doubled, effectively making it the fastest, non-scarfed pokemon in the game.

Why must the formatting go retarded at all the wrong times?! -.-
 
alright so the first "step" is pretty much done; the only Pokemon that aren't done are Miltank, Medicham, and Nidoqueen. someone should work on Nidoqueen because it's unreserved and I don't to do it (lol). the Pokemon that need to be redone are Jumpluff, Linoone, Lopunny, Magneton, Ninetales, Sceptile, Shedinja, Slowbro, Slowking. check this post and this post for tips on what we're looking for. if these aren't completed in three days by the original author (Friday night, North America), they're getting unreserved and anyone can step up and fix them.

this post will serve as the organizational post for this step (analogous to the original post for the first step). the focus is on content. after this step is finished, there should not be any false or silly information left in any entry. there also should not be any information missing. since we are not looking at grammar and prose in this step, and since those are intricately tied to the actual writing in an entry, we won't actually modify any entries in this step.

instead, the product here should be a list. for each pokemon, there should be a list of things to add, and a list of things to delete. this will let writers implement the changes in the next step without wasting any effort by writing content now when it all likely have to be rewritten later due to grammar and prose issues.

everyone is welcome to contribute to this step; you don't have to spot all the changes in a given pokemon, although it is obviously easier if you do them pokemon by pokemon. a few rules, however:
1. you must provide detailed reasoning for every change you suggest, based off two main criterion: (1) metagame experience (2) the ideal content type of the threat list (i.e. ete and my posts).
2. do not post if you do not have significant competitive experience with the uu metagame. do not post if you do not have significant competitive experience with the uu metagame. do not post if you do not have significant competitive experience with the uu metagame.
3. as before, don't edit your posts unless you are editing them right away.

so something like this would be a good submission:
sample said:
1. leafeon should have a mention of its roar / wish / protect / leaf blade set since it is popular and is an effective physical wall (azumarill, feraligatr, tangrowth, sd venusaur, etc)
2. the last line of pinsir should be deleted because it is pure fluff and doesn't provide any useful information about how pinsir works

every so often I'll go through the thread and make a post assembling all of the changes that have been suggested since the last such post, and sort them into an accepted and not accepted category. other uu mods (Eo, Heysup, Aldaron) are welcome to do this as well.

there will be no reservations for this part since redundancy is good; I guess this step will take however long until everything feels right.
 
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