Well this team is the result of me deciding that I wanted to make a team that could effectively stall in UU, with a combination of resistances, walls, and status infliction, and this team is what I ended up coming up with (I am not very good at making teams, and I see this to be one of my better teams, and this is the reason for which I am posting it, to improve it). I will add changes in Bold and any constructive Criticism is greatly appreciated.
At a Glance:
Lead
Jolly Crobat @ Leftovers
Ability: Inner Focus
EV Spread: HP 104 / ATK 152 / SPE 252
- Brave Bird
- Roost
- Taunt
- U-Turn
Crobat is extremely useful as a lead, being able to outspeed basically every non-choice scarfed poke in UU (Besides those of which are using priority moves). He can hit hard with brave bird, force switches later in the game and roost for durability, and help to scout the opponents team some with U-Turn. He is also able to Taunt to help stop stall teams from setting up, and to keep Support Lead Roserade from using sleep powder on him.
Against Common Leads:
1. Roserade: Taunt, and then Brave Bird away.
2. Ambipom: Switch in Registeel or Spiritomb to absorb the Fake-out.
3. Crobat: I will generally either stick and try to brave bird it, or switch into Registeel to basically absorb the brave birds.
4. Uxie: I would just u-turn out to chansey in most cases.
5. Electrode: Just get out to either registeel or quagsire.
Stall
Impish Quagsire @ Leftovers
Ability: Water Absorb
EV Spread: HP 252 / DEF 4 / SpD 252 (Approximately evens out his Def / SpD stats)
- Stockpile
- Toxic
- Rest
- Water Pulse
Quagsire is also an extremely useful pokemon, I am able to switch him in to any water pokemon which is going to attempt to use a water move, he is 4x weak to grass, which can cause problems, but can be very useful once Roserades / Shaymins / HP Grass users are out of the game. When I switch him into a water poke, knowing that grasses in the game are gone, I attempt to force the water poke to switch, which will allow me to begin stockpiling, I generally look to stockpile twice, rest off any damage, and then poison, and stockpile for the third time once I get a chance, and it works very well, especially if he can get off all 3 stockpiles (Puts him up to around 567 Def / 572 SpD). Water Pulse is there for the STAB, the amount of PP, and also for the confusion support.
]Calm Spiritomb @ Leftovers
Ability: Pressure
EV Spread: HP 252 / DEF 98 / SpD 160
- Rest
- Sleep Talk
- WoW
- Shadow Ball
Spiritomb works effectively as a resttalker, allowing for a PP stall, or being able to stall out an opponents burn, he cripples physical attackers, and can take special hits well also. Shadow Ball is there for a strong STAB, and Rest / Sleep Talk are self explanatory.
Impish Registeel @ Leftovers
Ability: Clear Body
EV Spread: HP 252 / DEF 252 / SpD 4
- Earthquake
- Iron Head
- Rest
- Thunder Wave
Registeel has amazing DEF and SpD, which makes him very good at walling attacks. Iron Head is there for a strong STAB, Earthquake is on there for added coverage, Thunder Wave is there for support, and is very useful for crippling common switch ins. Rest is to increase lastability.
Calm Chansey @ Leftovers
Ability: Natural Cure
EV Spread: DEF 248 / SPE 8 / SpD 252
- Toxic
- Heal Bell
- Softboiled
- Seismic Toss
Chansey is amazing at taking special hits and can force a lot of switches, Seismic Toss effectively deals 25% on a lot of pokes, and softboiled allows for lastability, and allows Chansey to stall people out while toxic takes care of them. Heal Bell is for support, considering a lot of my pokemon rely on rest for recovery.
Rapid Spinner
Impish Hitmontop @ Leftovers
Ability: Intimidate
EV Spread: HP 252 / DEF 200 / SpD 56
- Brick Break
- Foresight
- Rest
- Rapid Spin
Well Hitmontop is to say the least, very effective. He is almost guaranteed to get his rapid spin off, unless he is killed, or the opponent has two ghosts on their team, but generally he will be able to get it off to remove any entry hazards. He is also able to switch in on many physical attack based pokemon, because of his ability and decent DEF. Close Combat is there for a strong STAB move.
Thanks for any rates / advice given beforehand.
At a Glance:






Lead

Ability: Inner Focus
EV Spread: HP 104 / ATK 152 / SPE 252
- Brave Bird
- Roost
- Taunt
- U-Turn
Crobat is extremely useful as a lead, being able to outspeed basically every non-choice scarfed poke in UU (Besides those of which are using priority moves). He can hit hard with brave bird, force switches later in the game and roost for durability, and help to scout the opponents team some with U-Turn. He is also able to Taunt to help stop stall teams from setting up, and to keep Support Lead Roserade from using sleep powder on him.
Against Common Leads:
1. Roserade: Taunt, and then Brave Bird away.
2. Ambipom: Switch in Registeel or Spiritomb to absorb the Fake-out.
3. Crobat: I will generally either stick and try to brave bird it, or switch into Registeel to basically absorb the brave birds.
4. Uxie: I would just u-turn out to chansey in most cases.
5. Electrode: Just get out to either registeel or quagsire.
Stall

Ability: Water Absorb
EV Spread: HP 252 / DEF 4 / SpD 252 (Approximately evens out his Def / SpD stats)
- Stockpile
- Toxic
- Rest
- Water Pulse
Quagsire is also an extremely useful pokemon, I am able to switch him in to any water pokemon which is going to attempt to use a water move, he is 4x weak to grass, which can cause problems, but can be very useful once Roserades / Shaymins / HP Grass users are out of the game. When I switch him into a water poke, knowing that grasses in the game are gone, I attempt to force the water poke to switch, which will allow me to begin stockpiling, I generally look to stockpile twice, rest off any damage, and then poison, and stockpile for the third time once I get a chance, and it works very well, especially if he can get off all 3 stockpiles (Puts him up to around 567 Def / 572 SpD). Water Pulse is there for the STAB, the amount of PP, and also for the confusion support.

Ability: Pressure
EV Spread: HP 252 / DEF 98 / SpD 160
- Rest
- Sleep Talk
- WoW
- Shadow Ball
Spiritomb works effectively as a resttalker, allowing for a PP stall, or being able to stall out an opponents burn, he cripples physical attackers, and can take special hits well also. Shadow Ball is there for a strong STAB, and Rest / Sleep Talk are self explanatory.

Ability: Clear Body
EV Spread: HP 252 / DEF 252 / SpD 4
- Earthquake
- Iron Head
- Rest
- Thunder Wave
Registeel has amazing DEF and SpD, which makes him very good at walling attacks. Iron Head is there for a strong STAB, Earthquake is on there for added coverage, Thunder Wave is there for support, and is very useful for crippling common switch ins. Rest is to increase lastability.

Ability: Natural Cure
EV Spread: DEF 248 / SPE 8 / SpD 252
- Toxic
- Heal Bell
- Softboiled
- Seismic Toss
Chansey is amazing at taking special hits and can force a lot of switches, Seismic Toss effectively deals 25% on a lot of pokes, and softboiled allows for lastability, and allows Chansey to stall people out while toxic takes care of them. Heal Bell is for support, considering a lot of my pokemon rely on rest for recovery.
Rapid Spinner

Ability: Intimidate
EV Spread: HP 252 / DEF 200 / SpD 56
- Brick Break
- Foresight
- Rest
- Rapid Spin
Well Hitmontop is to say the least, very effective. He is almost guaranteed to get his rapid spin off, unless he is killed, or the opponent has two ghosts on their team, but generally he will be able to get it off to remove any entry hazards. He is also able to switch in on many physical attack based pokemon, because of his ability and decent DEF. Close Combat is there for a strong STAB move.
Thanks for any rates / advice given beforehand.