Hello there... welcome to a RMT.
This is my first actually good and structured UU team. It revolves around heavily setting up and weakening the other team before I attempt to tear through the opponents team with my sweeper(s). It has a particular problem though. It doesnt really win (2-6 on shoddy before posting). So, the help is needed and aprreciated.
Rawrrr. (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Relaxed nature (+Def, -Spd)
- U-turn
- Stealth Rock
- Yawn
- Psychic
Stable opening act. It either sets SR or Yawns first turn. It works way better if i can SR then Yawn, because it almost always causes switches. U-Turn is good for the turn of the switch so i can switch to an appropriate counter. Psychic is there for STAB and to hit stuff when necessary.
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Selfish. (Cloyster) (M) @ Leftovers
Ability: Shell Armor
EVs: 252 HP/6 Def/252 SDef
Relaxed nature (+Def, -Spd)
- Spikes
- Rapid Spin
- Ice Beam
- Explosion
Rapid Spinner for the rather pesky spikes and ever annoying SR. also throws its own Spikes and disables grass/flying types with Ice Beam. Goes Boom when its job is finally done.
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ReDead. (Spiritomb) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/100 Def/156 SDef
Calm nature (+SDef, -Atk)
- Shadow Ball
- Hidden Power [Fighting]
- Rest
- Sleep Talk
Staus absorbing, spin blocking, pain in the *** tank that is Spiritomb. Like to come in on fighting/psychic types that destroy the rest of my team. Im sure you can understand why Rest and Sleep Talk are on the set. Shadow Ball and HP [Fighting] are for coverage on everything for at least neutral damage.
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Tubbo. (Hariyama) (F) @ Leftovers
Ability: Thick Fat
EVs: 76 HP/180 Atk/252 Def
Impish nature (+Def, -SAtk)
- Knock Off
- Force Palm
- Stone Edge
- Whirlwind
Normally I dont condone fat people, but this is the exception to the rule. Knock off is a huge asset, just like Whirlwind and Force Palm. Now you might think, "What the hell?" but really its a great move. It has 30% paralyze rate and compaired to Close Combat, a better option because of the loss of Def. drop. Stone Edge for the most reliable coverage.
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Dinner. (Muk) (M) @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP/80 Def/176 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Shadow Sneak
- Ice Punch
- Poison Jab
One of the reasons my team sets up. Curse is like Sun to superman in this case, boosting its lower defence stat and powering up its already phenominal attack. Jab is for STAB, Ice Punch for coverage, and Shadow Sneak for a priority kill on weakened foes. Muk is also useful for removing the rare Toxic Spikes.
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Silver. (Altaria) (F) @ Life Orb
Ability: Natural Cure
EVs: 72 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Outrage
- Roost
Ah, the highlight for this team. DD speaks for itself, and EQ is for killing stuff. Outrage from Platinum does wonders in UU, it kills most everything after one boost. Roost is for damage accumulated and such.
---
Well thats the team. I cant see any real flaws, which disappoints me. So really, it needs help. RMT.
This is my first actually good and structured UU team. It revolves around heavily setting up and weakening the other team before I attempt to tear through the opponents team with my sweeper(s). It has a particular problem though. It doesnt really win (2-6 on shoddy before posting). So, the help is needed and aprreciated.
At A Glance:
Rawrrr. (Uxie) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 SDef
Relaxed nature (+Def, -Spd)
- U-turn
- Stealth Rock
- Yawn
- Psychic
Stable opening act. It either sets SR or Yawns first turn. It works way better if i can SR then Yawn, because it almost always causes switches. U-Turn is good for the turn of the switch so i can switch to an appropriate counter. Psychic is there for STAB and to hit stuff when necessary.
---
Selfish. (Cloyster) (M) @ Leftovers
Ability: Shell Armor
EVs: 252 HP/6 Def/252 SDef
Relaxed nature (+Def, -Spd)
- Spikes
- Rapid Spin
- Ice Beam
- Explosion
Rapid Spinner for the rather pesky spikes and ever annoying SR. also throws its own Spikes and disables grass/flying types with Ice Beam. Goes Boom when its job is finally done.
---
ReDead. (Spiritomb) (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/100 Def/156 SDef
Calm nature (+SDef, -Atk)
- Shadow Ball
- Hidden Power [Fighting]
- Rest
- Sleep Talk
Staus absorbing, spin blocking, pain in the *** tank that is Spiritomb. Like to come in on fighting/psychic types that destroy the rest of my team. Im sure you can understand why Rest and Sleep Talk are on the set. Shadow Ball and HP [Fighting] are for coverage on everything for at least neutral damage.
---
Tubbo. (Hariyama) (F) @ Leftovers
Ability: Thick Fat
EVs: 76 HP/180 Atk/252 Def
Impish nature (+Def, -SAtk)
- Knock Off
- Force Palm
- Stone Edge
- Whirlwind
Normally I dont condone fat people, but this is the exception to the rule. Knock off is a huge asset, just like Whirlwind and Force Palm. Now you might think, "What the hell?" but really its a great move. It has 30% paralyze rate and compaired to Close Combat, a better option because of the loss of Def. drop. Stone Edge for the most reliable coverage.
---
Dinner. (Muk) (M) @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP/80 Def/176 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Shadow Sneak
- Ice Punch
- Poison Jab
One of the reasons my team sets up. Curse is like Sun to superman in this case, boosting its lower defence stat and powering up its already phenominal attack. Jab is for STAB, Ice Punch for coverage, and Shadow Sneak for a priority kill on weakened foes. Muk is also useful for removing the rare Toxic Spikes.
---
Silver. (Altaria) (F) @ Life Orb
Ability: Natural Cure
EVs: 72 HP/252 Atk/184 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Earthquake
- Outrage
- Roost
Ah, the highlight for this team. DD speaks for itself, and EQ is for killing stuff. Outrage from Platinum does wonders in UU, it kills most everything after one boost. Roost is for damage accumulated and such.
---
Well thats the team. I cant see any real flaws, which disappoints me. So really, it needs help. RMT.