The Team
I'm rather new to playing the actual metagame but have been a follower for a year or two now. I only recently decided to try my hand at it. Loaded up Shoddy, figured I'd get owned in OU so I threw together a UU team and rolled right into it. Here is the Mons I threw together.
Ah, my naive days of two weeks ago. When these fellows got obliterated I rapidly made some haphazard changes to this team
I was promptly destroyed in many nasty and unpleasant ways. However I still wanted to stick with a mainly defensive team. Very many iterations of the above later I think I've reached the point where I'm now winning much more than I am losing. So, bolstered by my newfound confidence in my team-creating abilities I decided to ask what you guys thought of what I like to call "Team Too Much Toxic."
The Breakdown
Yes, their names are all call signs from Top Gun.
Viper (Kabutops) (M) @ Focus Sash
Ability: Swift Swim EVs: 74 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Aqua Jet
- Waterfall
---
For a long time I was struggling to figure out a good lead. Froslass, though usually able to set up a layer or two of spikes, simply wasn't cutting it as many team are prepared for its shenanigans. Setting up SR is his main job but I do love putting the hurt on any Froslass leads with Stone Edge. He also proves useful against most Rain Dance team as Swift Swim turn him into quite a speedy fellow.
Slider (Cresselia) (F) @ Leftovers
Ability: Levitate EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Moonlight
- Psychic
- Toxic
- Calm Mind
---
Usually I try to keep Slider under wraps until late in the game. Most teams are packing a counter for the moon wall and I love surprises. She is extremely useful for bailing the rest of the team out of trouble switching in to many attacks with impunity and either packing an unfriendly toxic or setting up some Calm Mind if her counters are gone.
Merlin (Venusaur) (M) @ Choice Scarf
Ability: Overgrow EVs: 56 HP/72 Atk/164 Def/216 Spd
Modest nature (+SAtk, -Atk)
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Earthquake
---
Choice Scarf Venusaur may be a few steps off the beaten path but I find that the surprise factor can put the hurt on a lot of people expecting to get in the first move. Besides being a necessary force to deal with bulky waters, Merlin is my backup answer to steel if Moltres has bit the dust, sleeping or EQing if enough residul damage has accumulated. He is also one of my main switch-ins to Raikou, who can often spoil my fun most of my team taking super effective damage from Thunderbolt of Shadow Ball.
Goose (Drapion) (F) @ Leftovers
Ability: Battle Armor EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Taunt
- Crunch
- Whirlwind
- Knock Off
---
Goose is my ultimate utility Mon as well as completely shutting down Mismagius he shuts down opposing Cresselias, Uxies, and basically any opposing psychic pokemon who doesn't want to experience a STAB Crunch. Scare them out then knock off any incoming pokemon's item is my usual strategy. He also functions as another check to Raikou able to whirlwind away sub varieties as they set up.
Many would find it strange that on my toxic stall team i don't have Toxic Spikes on one of the best toxic spikers in UU. Truth be told he was rock the Spikes in earlier versions, and I found myself heartbroken again and again as Venusaur or Toxicroak would simply switch in and spoil all my hard work. With three other pokemon with toxic Goose is simply best just knocking off leftovers for faster poison death.
Iceman (Blastoise) (M) @ Leftovers
Ability: Torrent EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Surf
- Protect
- Toxic
---
As much as I love setting up some stealth rocks, the opponent getting some up often ruins my day, or at least Moltres' day. As well as being a fair rapid spinner Iceman is the only pokemon on my team that can scare off fire types who, especially if Moltres is out of the picture make my life very unfun, they are basically best buds, Iceman clears away rocks and Moltres switches in to a clear field hopefully occupied by a nice flammable grass type. He also loves to tox a switch-in and then protect up and let the toxic do its magic for a bonus turn before switching to a counter of my own.
Maverick (Moltres) @ Leftovers
Ability: Pressure EVs: 248 HP/148 Def/112
Spd Bold nature (+Def, -Atk)
- Substitute - Roost
- Toxic
- Flamethrower
---
Maverick is probably my most hit and miss pokemon either tearing through unprepared teams or barely holding on to life trying to stall a poisoned pokemon. The effectiveness of the sub stalling Moltres is unquestionable he also acts a a handy check to Venusaur, who he hopefully has a sub up for lest he ruin his day with a Sleep Powder leaving me pretty helpless.
The Threats I See
Pokemon that often ruin my day are steel types, especially Registeel who are immune to toxic and wall the rest of my team quite effectively, with the exception of Moltres. Poison types like Qwilfish, Venusaur, and Toxicroak also pose some problems resisting toxic, if I lose a counter to one of them they can ruin my whole day. Also Dark types are quite unfriendly to this team, as I am packing no super effective attacks against them, this makes dealing with opposing Drapion difficult at best.
The Conclusion
Being new to the the battling component of the UU game certainly was a rough start moving from what I thought was a good team in thoery to something actually approaching legitimate. I'm sure there are some improvements that could still be made but I have reached the limits of my own abilities go as far as team creation. There are probably some gaping holes I'm not seeing. Any rates would be helpful.
I'm rather new to playing the actual metagame but have been a follower for a year or two now. I only recently decided to try my hand at it. Loaded up Shoddy, figured I'd get owned in OU so I threw together a UU team and rolled right into it. Here is the Mons I threw together.






Ah, my naive days of two weeks ago. When these fellows got obliterated I rapidly made some haphazard changes to this team






I was promptly destroyed in many nasty and unpleasant ways. However I still wanted to stick with a mainly defensive team. Very many iterations of the above later I think I've reached the point where I'm now winning much more than I am losing. So, bolstered by my newfound confidence in my team-creating abilities I decided to ask what you guys thought of what I like to call "Team Too Much Toxic."






The Breakdown
Yes, their names are all call signs from Top Gun.

Ability: Swift Swim EVs: 74 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Stealth Rock
- Stone Edge
- Aqua Jet
- Waterfall
---
For a long time I was struggling to figure out a good lead. Froslass, though usually able to set up a layer or two of spikes, simply wasn't cutting it as many team are prepared for its shenanigans. Setting up SR is his main job but I do love putting the hurt on any Froslass leads with Stone Edge. He also proves useful against most Rain Dance team as Swift Swim turn him into quite a speedy fellow.

Slider (Cresselia) (F) @ Leftovers
Ability: Levitate EVs: 252 HP/252 Def/4 SAtk
Bold nature (+Def, -Atk)
- Moonlight
- Psychic
- Toxic
- Calm Mind
---
Usually I try to keep Slider under wraps until late in the game. Most teams are packing a counter for the moon wall and I love surprises. She is extremely useful for bailing the rest of the team out of trouble switching in to many attacks with impunity and either packing an unfriendly toxic or setting up some Calm Mind if her counters are gone.

Merlin (Venusaur) (M) @ Choice Scarf
Ability: Overgrow EVs: 56 HP/72 Atk/164 Def/216 Spd
Modest nature (+SAtk, -Atk)
- Sleep Powder
- Energy Ball
- Sludge Bomb
- Earthquake
---
Choice Scarf Venusaur may be a few steps off the beaten path but I find that the surprise factor can put the hurt on a lot of people expecting to get in the first move. Besides being a necessary force to deal with bulky waters, Merlin is my backup answer to steel if Moltres has bit the dust, sleeping or EQing if enough residul damage has accumulated. He is also one of my main switch-ins to Raikou, who can often spoil my fun most of my team taking super effective damage from Thunderbolt of Shadow Ball.

Goose (Drapion) (F) @ Leftovers
Ability: Battle Armor EVs: 252 HP/4 Atk/252 Def
Impish nature (+Def, -SAtk)
- Taunt
- Crunch
- Whirlwind
- Knock Off
---
Goose is my ultimate utility Mon as well as completely shutting down Mismagius he shuts down opposing Cresselias, Uxies, and basically any opposing psychic pokemon who doesn't want to experience a STAB Crunch. Scare them out then knock off any incoming pokemon's item is my usual strategy. He also functions as another check to Raikou able to whirlwind away sub varieties as they set up.
Many would find it strange that on my toxic stall team i don't have Toxic Spikes on one of the best toxic spikers in UU. Truth be told he was rock the Spikes in earlier versions, and I found myself heartbroken again and again as Venusaur or Toxicroak would simply switch in and spoil all my hard work. With three other pokemon with toxic Goose is simply best just knocking off leftovers for faster poison death.

Iceman (Blastoise) (M) @ Leftovers
Ability: Torrent EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Surf
- Protect
- Toxic
---
As much as I love setting up some stealth rocks, the opponent getting some up often ruins my day, or at least Moltres' day. As well as being a fair rapid spinner Iceman is the only pokemon on my team that can scare off fire types who, especially if Moltres is out of the picture make my life very unfun, they are basically best buds, Iceman clears away rocks and Moltres switches in to a clear field hopefully occupied by a nice flammable grass type. He also loves to tox a switch-in and then protect up and let the toxic do its magic for a bonus turn before switching to a counter of my own.

Maverick (Moltres) @ Leftovers
Ability: Pressure EVs: 248 HP/148 Def/112
Spd Bold nature (+Def, -Atk)
- Substitute - Roost
- Toxic
- Flamethrower
---
Maverick is probably my most hit and miss pokemon either tearing through unprepared teams or barely holding on to life trying to stall a poisoned pokemon. The effectiveness of the sub stalling Moltres is unquestionable he also acts a a handy check to Venusaur, who he hopefully has a sub up for lest he ruin his day with a Sleep Powder leaving me pretty helpless.
The Threats I See
Pokemon that often ruin my day are steel types, especially Registeel who are immune to toxic and wall the rest of my team quite effectively, with the exception of Moltres. Poison types like Qwilfish, Venusaur, and Toxicroak also pose some problems resisting toxic, if I lose a counter to one of them they can ruin my whole day. Also Dark types are quite unfriendly to this team, as I am packing no super effective attacks against them, this makes dealing with opposing Drapion difficult at best.
The Conclusion
Being new to the the battling component of the UU game certainly was a rough start moving from what I thought was a good team in thoery to something actually approaching legitimate. I'm sure there are some improvements that could still be made but I have reached the limits of my own abilities go as far as team creation. There are probably some gaping holes I'm not seeing. Any rates would be helpful.