Whats up guys I got a team here that I made the other day for the new UU meta. It deals pretty well with chansey though it is still a huge pain in the ass. Balanced with a little tilt towards offense it has done fairly well on PS, I just wanted to get a few different opinions about before I go on Wi-Fi with it The Team Cobalion @Expert Belt Ability: Justified EVs: 44 Atk / 232 SpA / 252 Spe Naive Nature - Close Combat - Stealth Rocks - Volt Switch - Hidden Power (Ice) Call it the glue, the pivot or team player. this set works beautifully as a anti- meta lead as it counters a ton of main threats. Also it can sponge some resisted hits and packs a ton of power when the opponent expects SD or full support.The Expert Belt could change but the added power is a huge benifet and the damage from Life orb really hinders this sets helpfulness Amoonguss@ Black Sludge Ability: Regenerator Evs 252 Hp / 252 Def / 4 Spe Bold Nature - Spore - Giga Drain - Stun Spore - Hidden Power (Fire)/(Ice) This little fungal tank is a beast in UU with its great ability and moveset. Roserade is the normal grass tank, but the turns to set up spikes are not worth it with the abundance of solid spinners in UU at the moment. Plus the 100% accurate spore and better ability are just too convincing. Arcanine @ Leftovers Ability: Intimidate EVs 252 Def / 248 HP / 8 Spe Impish Nature - Flare Blitz - ExtremeSpeed - Morning Sun - Will-O-Wisp Defensive Arcanine with spinner support is an absolute monster. Without rock on the field it can come in on scarf Darmanitan, live two earthquakes and heal up with Morning Sun. Even with hail's detrimental effect on it's recovery, Arcanine powers through hail teams. Also the strong priority is often enough to K.O frail Life orb and Scarf sweepers Blastoise@ Leftovers Ability: Torrent Evs 252 HP / 252 SpD / 4 Spe Calm Nature - Scald - Rapid Spin - Roar - Ice Beam / Toxic This thing is honestly my least favorite, but you need a spinner and Hitmontop doesn't really fit this team. This thing is super standard and is fairly effective when played correctly. One of my favorite things to do is the roar out the opponent's spin blocker when they switch it in and get the spin of when they predict it next turn. Heracross @ Leftovers Ability: Guts EVs 252 HP / 252 Atk / 4 Spe Adamant Nature - Swords Dance - Megahorn - Close Combat - Stone Edge/Night Slash It wouldn't be a UU team without Heracross because this thing is easily the best of the best in this tier. I know ScarfMoxieCross is the best thing since sliced bread, but I have reason for this special set. This thing counters all Chanseys, except maybe ones with psychic, beautifully. The HP lets it sponge seismic tosses and the guts lets me get huge power instantly when they try to cripple me. Here's a great situation, Chansey against my Heracross, I go for SD. If he t-waves something is dying to close combat, if he switches to something like Gligar that thing is wrecked, if he seismic tosses next turn I can OHKO. Mismagius @ Life Orb Ability: Levitate EVs 252 Spe / 252 SpA / 4 HP Timid Nature - Nasty Plot - Shadow Ball - Thunderbolt - Hidden Power (Fighting) This thing provides the much needed power from the special side that my team was lacking, as well as another set up sweeper. To be honest this is another that I am not really infested in as I find it to be to frail alot of the time. However it does it's job when used correctly. Summary This team has been fairly successful for me but I feel that little changes could be made to help it. ScarfMoxieCross is still a huge threat if I don't predict correctly, and Victini is always a pain in the ass. Also bulky waters are often able to wall alot of my team if Mismagius dies early and Heracross can't set up. However what I like best about this team is that it handles Chansey very well and breaks through Gligars well enough to take down that core.