After trying out OU for a while, I have decided to try out UU. UU is much more fun that OU, in my opinion, because you get to see a wider variety of Pokemon. In OU, practically all you see is the top 20 most used Pokemon. However, this is not the case in UU. So, here is my new balanced UU team, which happens to have a pretty good record so far.
At a Glance:
In Depth:
The Psychic Doll
Claydol@Light Clay *Voodoo*
Ability: Levitate
EVs:252 HP, 80 Defense, 176 Sp. Defense
Nature: Careful
-Stealth Rock
-Reflect
-Light Screen
-Explosion
Description:
This is probably the least-used version of Claydol, and I like it that way, because it provides a nice surprise factor. Very few leads can OHKO, or even 2HKO Claydol, especially once it gets its screens up. Stealth Rock is very useful, and getting it up early in the game is a plus. Light Clay is to increase the duration of the screens and Explosion to go out with a bang.
A psychic doll is reminiscent of voodoo dolls, which are magical.
Pros:
-Adds nice surprise factor
-Very durable
-Gets support done early
-Can KO a Pokemon instantly w/ Explosion, or at least with low health.
Cons:
-Very susceptible to Taunt, as Explosion is the only attacking move.
The Defensive Scorpion
Drapion@Leftovers *NoCrits*
Ability: Battle Armor
EVs:252 HP, 12 Attack, 244 Sp. Defense
Nature: Careful
-Crunch
-Whirlwind
-Sleep Talk
-Rest
Description:
Drapion is cool, and it plays cool, too. Even though its Sp. Defense is the lower of its two defenses, it has some useful resistances that allow it to become a special wall. Crunch is an attacking move for STAB, Whirlwind for phazing, and Rest+Sleep Talk to increase its durability. Crunch still does decent damage even without much Attack investment to offensive Pokemon that don't invest in bulk. Its Defense is still okay, so, overall, this works pretty well, although it probably the weakest link on this team. It is a special wall because Miltank already fills physical wall, and Hariyama serves as a mixed wall.
Battle Armor prevents critical hits, hence, NoCrits.
Pros:
-good phazer
-very durable
-useful resistances
-critical hits are impossible
Cons:
-weak to the most common move: Earthquake
-probably the weakest link on this team
-also pretty susceptible to Taunt
The Cow...
Miltank@Leftovers *Moo*
Ability: Scrappy
EVs: 252 HP, 136 Defense, 120 Sp. Defense
Nature: Impish
-Body Slam
-Curse
-Heal Bell
-Milk Drink
Description:
I seriously have absolutely NO idea why this isn't used more. In fact, the only bad part I can see is the weakness to Fighting, making Close Combat pretty dangerous. Anyway, it isn't used that much, making it pretty good, considering not many people expect it. The idea with Miltank is to Curse up, healing when necessary with Milk Drink and Heal Bell, and Body Slam away. After enough Curses, this thing is almost unstoppable. I have even swept whole teams with this thing! Probably the most major threats to this are Rhyperior w/ Swords Dance, the Hitmons w/ Close Combat, and Gallade. All three can be played around. The EVs are for coverage on both physical and special, and Scrappy is more important that Thick Fat because it needs to hit Ghosts with Body Slam. The 30% paralysis rate doesn't hurt, either.
Cows moo. So Miltank is Moo.
Pros:
-very powerful once enough Curses are in
-provides invaluable support with Heal Bell
-Physical attacks do close to nil with enough Curses
Cons:
-a little susceptible to Taunt
-vulnerable to Roar & Whirlwind
The Ghostly Ballon
Drifblim@Petaya Berry *Umm..nickname suggestions are appreciated!*
Ability: Unburden
IVs: 30 HP
EVs:144 Defense, 252 Sp. Attack, 60 Sp. Defense, 52 Speed
Nature:Modest
-Calm Mind
-Substitute
-Thunderbolt
-Shadow Ball
Description:
This balloon has some serious sweeping potential. The plan is to just Substitute and Calm Mind, and when health gets below 25%, Unburden and Petaya Berry kick in, giving another Sp. Attack boost and a Speed boost of x2. That's nothing to laugh about. Also, with absolutely NO HP investment, the HP still hits 440. That's amazing, if you ask me. 30 IV is HP makes Unburden kick in sooner, leaving Drifblim with 110 HP left rather than less.
I don't have a nickname yet...
Pros
-amazing HP
-if played right, sweeps amazingly
Cons:
-vulnerable to priority attacks
-needs setting up to execute
-weak to Stealth Rock
The Fat Wrestler
Hariyama@Leftovers *Sumo*
Ability: Thick Fat
EVs:112 HP, 140 Defense, 252 Sp. Defense, 4 Speed
Nature: Careful
-Bulk Up
-Force Palm
-Rest
-Payback
Description:
This serves to wall both physical and special attacks, and works quite well, too. Maxing out Sp. Defense and giving it Thick Fat serve for the special, and 140 Defense EVs plus Bulk Up serve for the physical walling. Rest greatly increases Hariyama's longevity, Force Palm for STAB and 30% paralysis rate, and Payback for Ghosts, Psychics and the like. There's not much to say here, since this is pretty straightforward.
Hariyama is obviously a sumo wrestler, so it's named Sumo.
Pros:
-very good wall on both physical and special
-457 HP+Rest makes it a big pain to take down
Cons:
-needs setting up to work, so phazing will work against it
The Fiery Revenge Duck
Magmortar@Choice Scarf *Blaster*
Ability: Flame Body
EVs: 252 Sp. Attack, 4 Sp. Defense, 252 Speed
Nature:Modest
-Fire Blast
-Focus Blast
-Thunderbolt
-Overheat
Description:
This Magmortar functions very well as a revenge killer. Max Speed and Choice Scarf makes sure it outspeeds virtually everything in UU that isn't Choice Scarfed. It is, for some reason, in the NU tier, even though its stats are pretty good. That means not many expect it, much less expect it to be Choice Scarfed. The first three moves make very good super-effective coverage. Overheat is a sort of hit-and-run move because of the Sp. Attack drop, which Magmortar won't like if it's staying in. So, there you have it. A fire-breathing duck that is a revenge killer. Mmm-hmm. What else would it be? :)
Its arms are freaking cannons. It has two "blast" moves. Blaster fits quite nicely.
Pros:
-very good revenge killer
-good surprise factor
Cons:
-weak to SR
-Choiced, so if the opponent switches to something resistant to my locked move, I have to switch out.
So, there you have it. My new UU team. Rate away!






In Depth:
The Psychic Doll

Claydol@Light Clay *Voodoo*
Ability: Levitate
EVs:252 HP, 80 Defense, 176 Sp. Defense
Nature: Careful
-Stealth Rock
-Reflect
-Light Screen
-Explosion
Description:
This is probably the least-used version of Claydol, and I like it that way, because it provides a nice surprise factor. Very few leads can OHKO, or even 2HKO Claydol, especially once it gets its screens up. Stealth Rock is very useful, and getting it up early in the game is a plus. Light Clay is to increase the duration of the screens and Explosion to go out with a bang.
A psychic doll is reminiscent of voodoo dolls, which are magical.
Pros:
-Adds nice surprise factor
-Very durable
-Gets support done early
-Can KO a Pokemon instantly w/ Explosion, or at least with low health.
Cons:
-Very susceptible to Taunt, as Explosion is the only attacking move.
The Defensive Scorpion

Drapion@Leftovers *NoCrits*
Ability: Battle Armor
EVs:252 HP, 12 Attack, 244 Sp. Defense
Nature: Careful
-Crunch
-Whirlwind
-Sleep Talk
-Rest
Description:
Drapion is cool, and it plays cool, too. Even though its Sp. Defense is the lower of its two defenses, it has some useful resistances that allow it to become a special wall. Crunch is an attacking move for STAB, Whirlwind for phazing, and Rest+Sleep Talk to increase its durability. Crunch still does decent damage even without much Attack investment to offensive Pokemon that don't invest in bulk. Its Defense is still okay, so, overall, this works pretty well, although it probably the weakest link on this team. It is a special wall because Miltank already fills physical wall, and Hariyama serves as a mixed wall.
Battle Armor prevents critical hits, hence, NoCrits.
Pros:
-good phazer
-very durable
-useful resistances
-critical hits are impossible
Cons:
-weak to the most common move: Earthquake
-probably the weakest link on this team
-also pretty susceptible to Taunt
The Cow...

Miltank@Leftovers *Moo*
Ability: Scrappy
EVs: 252 HP, 136 Defense, 120 Sp. Defense
Nature: Impish
-Body Slam
-Curse
-Heal Bell
-Milk Drink
Description:
I seriously have absolutely NO idea why this isn't used more. In fact, the only bad part I can see is the weakness to Fighting, making Close Combat pretty dangerous. Anyway, it isn't used that much, making it pretty good, considering not many people expect it. The idea with Miltank is to Curse up, healing when necessary with Milk Drink and Heal Bell, and Body Slam away. After enough Curses, this thing is almost unstoppable. I have even swept whole teams with this thing! Probably the most major threats to this are Rhyperior w/ Swords Dance, the Hitmons w/ Close Combat, and Gallade. All three can be played around. The EVs are for coverage on both physical and special, and Scrappy is more important that Thick Fat because it needs to hit Ghosts with Body Slam. The 30% paralysis rate doesn't hurt, either.
Cows moo. So Miltank is Moo.
Pros:
-very powerful once enough Curses are in
-provides invaluable support with Heal Bell
-Physical attacks do close to nil with enough Curses
Cons:
-a little susceptible to Taunt
-vulnerable to Roar & Whirlwind
The Ghostly Ballon

Drifblim@Petaya Berry *Umm..nickname suggestions are appreciated!*
Ability: Unburden
IVs: 30 HP
EVs:144 Defense, 252 Sp. Attack, 60 Sp. Defense, 52 Speed
Nature:Modest
-Calm Mind
-Substitute
-Thunderbolt
-Shadow Ball
Description:
This balloon has some serious sweeping potential. The plan is to just Substitute and Calm Mind, and when health gets below 25%, Unburden and Petaya Berry kick in, giving another Sp. Attack boost and a Speed boost of x2. That's nothing to laugh about. Also, with absolutely NO HP investment, the HP still hits 440. That's amazing, if you ask me. 30 IV is HP makes Unburden kick in sooner, leaving Drifblim with 110 HP left rather than less.
I don't have a nickname yet...
Pros
-amazing HP
-if played right, sweeps amazingly
Cons:
-vulnerable to priority attacks
-needs setting up to execute
-weak to Stealth Rock
The Fat Wrestler

Hariyama@Leftovers *Sumo*
Ability: Thick Fat
EVs:112 HP, 140 Defense, 252 Sp. Defense, 4 Speed
Nature: Careful
-Bulk Up
-Force Palm
-Rest
-Payback
Description:
This serves to wall both physical and special attacks, and works quite well, too. Maxing out Sp. Defense and giving it Thick Fat serve for the special, and 140 Defense EVs plus Bulk Up serve for the physical walling. Rest greatly increases Hariyama's longevity, Force Palm for STAB and 30% paralysis rate, and Payback for Ghosts, Psychics and the like. There's not much to say here, since this is pretty straightforward.
Hariyama is obviously a sumo wrestler, so it's named Sumo.
Pros:
-very good wall on both physical and special
-457 HP+Rest makes it a big pain to take down
Cons:
-needs setting up to work, so phazing will work against it
The Fiery Revenge Duck

Magmortar@Choice Scarf *Blaster*
Ability: Flame Body
EVs: 252 Sp. Attack, 4 Sp. Defense, 252 Speed
Nature:Modest
-Fire Blast
-Focus Blast
-Thunderbolt
-Overheat
Description:
This Magmortar functions very well as a revenge killer. Max Speed and Choice Scarf makes sure it outspeeds virtually everything in UU that isn't Choice Scarfed. It is, for some reason, in the NU tier, even though its stats are pretty good. That means not many expect it, much less expect it to be Choice Scarfed. The first three moves make very good super-effective coverage. Overheat is a sort of hit-and-run move because of the Sp. Attack drop, which Magmortar won't like if it's staying in. So, there you have it. A fire-breathing duck that is a revenge killer. Mmm-hmm. What else would it be? :)
Its arms are freaking cannons. It has two "blast" moves. Blaster fits quite nicely.
Pros:
-very good revenge killer
-good surprise factor
Cons:
-weak to SR
-Choiced, so if the opponent switches to something resistant to my locked move, I have to switch out.
So, there you have it. My new UU team. Rate away!
Final Glance:





