

Aerodactyl @ Aerodactylite
Ability: Unnerve
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Aerial Ace
- Ice Fang
- Stone Edge
- Iron Head
This is my Mega of choice for UU, and has been for even XY's metagame. Tremendous speed and very good offenses make this the core of my team and I generally save it for specific threats. I send it out whenever I am confident I can outspeed and knock out the opposing pokemon. If Aerodactyl doesn't outspeed (Besides opposing Mega Aerodactyls, what Pokemon without a scarf do outspeed...?), I generally don't send it out as a rule of thumb since it can't take hits very well.
It's moveset is entirely based on the widest coverage I can get for my team. Aerial Ace and Stone Edge are the prime STAB moves and will do serious damage to most neutral targets and completely decimate opponents weak to his STAB. Ice Fang is to cover mostly Salamence, another highly used pokemon (Ice Fang has a 50% chance to OHKO offensive sets even at -1 attack due to Intimidate, and it's guaranteed with Stealth Rock damage), although it can reliably OHKO pokemon that would otherwise only be knocked out by Stone Edge, and then some: Crobat (87% chance to OHKO after rocks), Gligar (2HKO'd with or without rocks, Gligar normally checks Mega Aero otherwise), Mega Sceptile (guaranteed OHKO regardless of rocks), and does good damage to the other dragons in the tier as well. Iron Head keeps Whimsicott, Florges, other Mega Aerodactyls, and other Rock/Fairy type mons that would normally pose a threat to my team at bay.
I considered using Earthquake over Iron Head, but ultimately decided it wasn't needed due to the already good coverage of Rock and Steel type pokemon, and despite not having much Poison type coverage, most, if not, all Poison-type pokemon used in UU have a secondary type which I can cover, so I wasn't too worried about it. I desperately needed more Fairy coverage and chose Iron Head over it.
I use a Jolly nature over Adamant solely to get the advantage in speed if the situation comes where Mega Aerodactyl pits itself against another Mega Aerodactyl, as both are extremely common Mega Evolutions in this tier. The spread helps maximize damage and speed, as you see.

Suicune @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Rest
- Sleep Talk
- Calm Mind
Classic CroCune. Do I even need to cover this timeless classic? Immense bulk lets it check most offensive Pokemon, notably Mega Swampert and a few others which would check my team otherwise. Scald burns and EV's/nature invested in Defense on top of Calm Mind boosts to the Special Attack and Special Defense Stats make CroCune ridiculously bulky on both sides and lets it hit hard. On top of that, it has a fantastic defensive typing and Pressure with Lefties help it stall out most mons who attempt to stall it themselves. The only downsides of it are it's unreliable recovery, which isn't that bad to begin with, and it's incredibly vulnerable to Roar/Dragon Tail/Whirlwind.
Because of it's fantastic ability to wall many, many pokemon, it remains a staple on my team and I'd recommend it to anyone.

Mienshao @ Choice Scarf
Ability: Reckless
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- Stone Edge
- U-turn
Scarfed Mienshao helps outspeed most, if not, practically all of the pokemon in the UU tier without boosts/scarves, and with it's Jolly nature, I wouldn't be surprised if it outspeed most pokemon in the tier who regularly do run Choice Scarves. Reckless is chosen over Regenerator as I prefer fully offensive Mienshao builds and High Jump Kick gets far more OHKO's with High Jump Kick than with Regenerator. The first three moves are for coverage, but I do tend to switch in Mienshao on certain pokemon like I do with Mega Aerodactyl and pivot on occasion with U-Turn if and only if I have trouble predicting my opponent or predict a switch. If I predict my opponent well, however, I may use HJK/Knock Off/Stone Edge on pokemon weak to their respective types (or eviolite mons with Knock Off).

Forretress @ Red Card
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Gyro Ball
- Volt Switch
- Rapid Spin
A reliable, trusty pokemon known for setting up and clearing hazards. With Gyro Ball, it can decently damage faster threats, and with Volt Switch, it can function as a pivot just like Mienshao can. It's best known niche is setting up (Toxic) Spikes and/or Rocks, and with Rapid Spin it can clear up hazards in a pinch. Although it can't switch in on Spikes/Rocks (it can switch in on ToxSpikes and Webs if it wants with no repercussions) and keep Sturdy, it's great bulk lets it survive at LEAST 2-3 turns so that it can clear hazards later in the match. It's spread helps it survive special attacks easier while increasing the damage of Gyro Ball.
One thing I love is running the Red Card on Forretress. It has such a high amount of versatility with said Red Card that I'd be glad to run it over any other item. It can switch in on setup sweepers like CroCune and 'mence and force a switch, preventing a sweep in the making... it can catch the opponent off guard if another Rapid Spinner tries to hit it with Rapid Spin.... it can force specific threats to switch to give another mon on the team the chance to set up (or Mega Evolve, if Aerodactyl)... the possibilities are nearly endless and the best part about this is that it's nearly impossible to predict.

Blissey @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Soft-Boiled
- Toxic
- Stealth Rock
- Heal Bell
Your average UU cleric. I chose to run a hazard move on Blissey rather than running two hazards on Forretress. Soft-Boiled and Toxic are standard moves on Blissey, the former being incredibly reliable recovery and the latter being a way to whittle down bulkier threats. Heal Bell lets it cure status from any team member, allowing for my mons to get past Burns and Paralyzation, making them useful again. Natural Cure is the standard ability as well, as it can switch out if it's poisoned instead of wasting a turn/PP with Heal Bell.

Hydreigon @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Flash Cannon
- Draco Meteor
- Dark Pulse
- Superpower
I desperately needed a good Wallbreaker, and Hydreigon stood out as one of the better ones in the tier. An amazing movepool lets it get wide coverage and it's offenses are great, too. Life Orb makes it's moves brutally powerful, and one of it's main goals is similar to Mega Aerodactyls': Coverage. Flash Cannon obliterates most Fairy and Rock type Pokemon with the sole exception of Florges, which is threatened by Mega Aerodactyl as it is. Dark Pulse is the main STAB move though, being capable of tremendous damage and even knocking out many neutral targets. Flinch chance also adds insult to injury. One of my favorite things about Hydreigon is the fact that it isn't always drove out after a Draco Meteor, it's strongest STAB move, but since it's a Wallbreaker, it can stay in and deal a surprisingly large amount of damage with Superpower prior to switching. It can also go the other way around, too, but it's not as reliable with the lowered defense stat.