TEAM OVERALL






Okei I decided to introduce my UU-team that have had great success so far. So it is now here so you can say your opinions about the team. and please: Tell me if there is something that you think needs editing :)

Golduck @ Choice Scarf
Ability: Cloud Nine
Nature: Modest
EVs: 252spd/252SpAtt/4hp
~ Hypnosis
~ Hydro Pump
~ Ice Beam
~ Psychic
Unexpected Scarf Lead. Outspeed all other nonscarfed leads and most typical UU-leads and hypnosises them. Works Well as Special Attacker and thanks to cloud nine can ruin Swift Swim/Chlorobyll teams those are typical at UU. And in OU also negates sandstorm boosted rockdudes and sweeps them with HYdro Pump. Hydro Pump may have low accurary but gives needed extrapower on sweeping. Has worked perfectly!

Swellow @ Flame Orb
Ability: Guts
Nature: Naive
EVs: 252att/252spd/4hp
~ Brave Bird
~ Facade
~ U-Turn
~ Protect
Pretty Standard Swellow with maxed Speed and Guts-boost. Facade hits hard and heavy U-turn for trade. Main Psysical attacker on the team. Naive Nature ain't the best but I get bored on breeding so and get good individual that happened to have naive as its nature but I think on Swellows situation. it doesn't matter is it naive or jolly as it's nature.

Clefable @ Leftovers
Ability: Magic Guard
Nature: Calm
EVs: 252Hp/128Def/128SpDef
~ Wish
~ Protect
~ Toxic
~ Fire Blast
Mixed stall/wall of the team. toxic-protect-wish stall may be annoying but it works. Also passes Wish to other members if needed. Fire Blast for Steels those don't mind about toxic. Needs the power of Fire Blast because there is no Sp.Attack EV:s at all.

Claydol @ Light Clay
Ability: Levitate
Nature: Relaxed
EVs: 252hp/180SpDef/78Def
~ Reflect
~ Stealth Rock
~ Rapid Spin
~ Explosion
Supporter/wall of the team. Resist stuff like spikes and stealth rock throwed on the field and spins them off. also sets up Reflect and Stealth rock. Explosion to finish things up. Nature might be better but I'm fine with relaxed. Reflect > Light Screen because my team needs more physical support than Specialsupport

Hitmontop @ Leftovers
Ability: Technician
Nature: Adamant
EVs: 252Att/252Hp/4SpDef
~ Fake out
~ Mach Punch
~ Bullet Punch
~ Rapid Spin
An other Spinner and Clefable-counter. Needed because my last member needs this support. Also takes all advanced out of priority and technician-ability. Maxed HP and pretty good SpDef base stat can also wall some Specialside attacks.

Shedinja @ Focus Sash
Ability: Wonder Guard
Nature: Jolly
EVs: 252att/252spd/4hp xD
~ Shadow Sneak
~ Will-O-Wisp
~ Toxic
~ Protect
The main"wall" of the team. resisting 12 different types it can be easy switch in many situations. Doublestatus allows to hit both fire and poison types also and stall opponent to death and harming their game play at overall. Shadow Sneak for priority and STAB and Protect to scout, that I won't get suprised by some unexpected SuperEffective Attacks. Many team that I've faced seemed to have pretty bad shedinja-weakness.
Thats all! Now you are free to give me shouts :)