Offense is the best defense, right? And what better way to hit as hard as possible than an all-choice band team? Yeah, screw you, Chansey.
Anyway, I was basically just like "I wonder how well an all-choice band team would do", and threw one together in a few minutes. I just wanted everyone to hit as hard and fast as possible, so I gave everyone 252 atk and speed, and everyone is adamant except one, who's jolly. Yet, it works pretty well. got up to #27 on the leaderboard ("Proximity") before getting bored. My aim was to break 1600 CRE with it, which I accomplished. Now it's only going up about 2 points per win, which is too slow. Anyway, the team...
I initially had Slaking on the team, but after a few test matches, I found that I didn't like him. Truant is just too terrible, despite how hard he hits. Anyone with instant recovery who isn't OHKOed walls him, and when he kills something, anyone gets a free turn to set up. So I scrapped him.
EVs:
252 atk
252 speed
for all
Nature:
Adamant, except Scyther
Azumarill (Lead)
With STAB priority and a monstrous atk stat, and the only water type to make effective use of a CB, this one was an obvious choice and one of the first to be added to the team. Why he was chosen for lead? Aqua jet 2HKOs the typical lead Froslass without any risk of being hit by Destiny Bond. Flinching Hippo with waterfall is also nice when it happens.
Ability: Huge Power
Moves:
-Aqua Jet
-Waterfall
-Superpower
-Double-Edge
Why Double-Edge instead of Return or Ice Punch? MORE POWER. I want to score as many OHKOs as possible. Coincidentally, Double-Edge always OHKOs Toxicroak, a VERY common switch in, while Return can fail to when SR isn't up, as it usually isn't. Return also fails to KO any Venusaur variant, while Double-Edge has a very high chance to KO ones that don't invest in defenses. And ones that do usually don't invest in speed, so they are outsped.
Superpower OHKOs Omastar, often OHKOs Cloyster, almost always OHKOs Registeel, etc.
Ice punch? Why bother? Double-Edge is almost as strong, and doesn't have the side effect of sucking when I predict wrong, unless the switch in is a ghost.
Arcanine
Another obvious choice, what with access to the 80 BP priority attack, Extremespeed, and a 120 BP STAB move. He was actually the first one considered.
Ability: Intimidate
Moves:
-Flare Blitz
-Extremespeed
-Thunder Fang
-Morning Sun
Intimidate makes it easy to switch him in. He's great for absorbing obvious u-turns and the like. It grants him far more opportunities to switch in than flash fire would. I have no one defensively EVed, so Intimidate makes a decent substitute.
Flare Blitz is amazing. 2HKOs even the most defensive physical walls if they don't resist it, and sometimes does even if they do. It's funny watching water types switch in and still get 2HKOed, despite resisting. Thunder Fang is good for dealing with said water types.
Now, why Morning Sun on a choice set? With intimidate, and his strong attack moves, I'll want to switch him in a lot, and Morning Sun helps him do just that. Come in, heal off SR damage and previous Flare Blitz recoil while his counter switches in, and then gtfo. And, as stated, Arcanine doesn't have very many other good moves. Iron Head? Weak. Doesn't 2HKO its intended targets, Rhyperior and Regirock.
Donphan
My source of stealth rock and rapid spin, despite wearing a choice band.
Moves:
-Rapid Spin
-Stealth Rock
-Earthquake
-Ice Shard
Very often, he doesn't use either support move the entire match, and instead scores suprise OHKOs with earthquake on Registeel, or 2HKOs on Milotic, Venusaur, etc who are surprised to find themselves outsped. Greatest Registeel switch in ever, since they use t-wave like 90% of the time.
Ice shard over Stone Edge because priority is awesome, and I also hate Stone Edge's accuracy. Though Stone Edge might be a better choice than stealth rock or spin. One time, a Dugtrio trapped me on stealth rock. It made me want to reach up and hit the X button right then. (I didn't, and went on to win the match anyway.) But I'd hate to be rid of either move, moreso Rapid Spin, as it can let Scyther come in more, and he's quite useful.
Scyther
The only one who runs jolly. I needed someone with actual speed who can still pack a punch, and this guy fits the bill. He's a good lategame sweeper, and he's also a great switch in for grass and fighting moves. Being double weak to SR is unfortunate, but at least SR in UU is a bit less common than in OU, and double resists can let him take hits even at 50% hp.
Ability: Technician
Moves:
-Aerial Ace
-U-turn
-Brick Break
-Quick Attack
Brick Break not only provides type coverage, but it's also nice for breaking Reflect, as it cripples my whole team otherwise.
Quick Attack is the obligatory priority move, aided by Technician. The other two moves are obvious.
Kangaskhan
Scrappy is an amazing ability. Awesome enough to earn Kangaskhan a spot on my team. 95 base atk is rather unimpressive at first glance, but with just two moves, fighting and STAB normal, Kangaskhan can hit everything in UU for 100-BP super effective damage or unresisted 120 BP STAB. That's effectively 180-200 BP every time she attacks, meaning damage output is actually quite high. It is also the only pokemon other than the offensively weaker Miltank able to hit Spiritomb for super effective damage, and I hate Spiritomb. Hate hate.
Also, Kangaskhan has well above average defenses, being decently sturdy even without EV investment, making a good switch in when I have no reliable way to resist an attack, and I don't want to sacrifice anyone just yet.
Ability: Scrappy
Moves:
-Double-Edge
-Hammer Arm
-Return
-Sucker Punch
Return is mostly just filler. Good if I KNOW it's going to be strong enough to do the job, letting me keep more of Kangaskhan's bulkiness. Double-Edge's extra power scores a LOT of 2HKOs, however, so it gets used far more often. Double-Edge can 2HKO even the most physically defensive Blastoise, for instance, while Return fails to.
Sucker Punch is the obligatory Priority Move, and no other moves are useful anyway after Double-Edge and Hammer Arm.
Leafeon
Heal Bell. On an all-physical team, burns are devastating, and that's the primary reason I added this guy when I scrapped Slaking. His physical movepool is terrible, so running a support move instead of another attack move works out great. Grass also has many useful resistances and is one of the very few ways to hit water for super effective damage. I'm still baffled by how many times Milotics stay in on Leafeon only to get OHKOed.
Moves:
-Leaf Blade
-Heal Bell
-Quick Attack
-Return
Unresisted Leaf Blade packs quite a punch, and some of the frailer pokemon who resist it, such as Toxicroak, are frail enough to be 2HKOed by it anyway.
Quick Attack is the obligatory priority move. Return provides a little extra coverage.
Since everyone has a priority move, sweepers generally don't pose much of a threat. One exception to this is rain boosted Omastar, as it resists most of my priority attacks and is quite physically bulky, and OHKOs all my pokemon in rain except Azumarill, who will usually not be at full HP due to being the lead. Also Linoone, because it sweeps with priority.
And due to everyone having massive attack power, walls aren't much of a threat either, unless accompanied by entry hazards and lots of clever switching.
Also, curse Umbreon and Miltank can also cause problems when Azumarill is out of commission (Superpower) and the crit gods are not pleased.
--
Best use of Chansey:
stall in uu switched in STALLsey (lvl 100 Chansey ?).
Arcanine used Flare Blitz.
STALLsey lost 100% of its health.
stall in uu's STALLsey fainted.
Arcanine was hit by recoil!
Arcanine lost 65% of its health.
Proximity's Arcanine fainted.
Anyway, I was basically just like "I wonder how well an all-choice band team would do", and threw one together in a few minutes. I just wanted everyone to hit as hard and fast as possible, so I gave everyone 252 atk and speed, and everyone is adamant except one, who's jolly. Yet, it works pretty well. got up to #27 on the leaderboard ("Proximity") before getting bored. My aim was to break 1600 CRE with it, which I accomplished. Now it's only going up about 2 points per win, which is too slow. Anyway, the team...
I initially had Slaking on the team, but after a few test matches, I found that I didn't like him. Truant is just too terrible, despite how hard he hits. Anyone with instant recovery who isn't OHKOed walls him, and when he kills something, anyone gets a free turn to set up. So I scrapped him.
EVs:
252 atk
252 speed
for all
Nature:
Adamant, except Scyther

Azumarill (Lead)
With STAB priority and a monstrous atk stat, and the only water type to make effective use of a CB, this one was an obvious choice and one of the first to be added to the team. Why he was chosen for lead? Aqua jet 2HKOs the typical lead Froslass without any risk of being hit by Destiny Bond. Flinching Hippo with waterfall is also nice when it happens.
Ability: Huge Power
Moves:
-Aqua Jet
-Waterfall
-Superpower
-Double-Edge
Why Double-Edge instead of Return or Ice Punch? MORE POWER. I want to score as many OHKOs as possible. Coincidentally, Double-Edge always OHKOs Toxicroak, a VERY common switch in, while Return can fail to when SR isn't up, as it usually isn't. Return also fails to KO any Venusaur variant, while Double-Edge has a very high chance to KO ones that don't invest in defenses. And ones that do usually don't invest in speed, so they are outsped.
Superpower OHKOs Omastar, often OHKOs Cloyster, almost always OHKOs Registeel, etc.
Ice punch? Why bother? Double-Edge is almost as strong, and doesn't have the side effect of sucking when I predict wrong, unless the switch in is a ghost.

Arcanine
Another obvious choice, what with access to the 80 BP priority attack, Extremespeed, and a 120 BP STAB move. He was actually the first one considered.
Ability: Intimidate
Moves:
-Flare Blitz
-Extremespeed
-Thunder Fang
-Morning Sun
Intimidate makes it easy to switch him in. He's great for absorbing obvious u-turns and the like. It grants him far more opportunities to switch in than flash fire would. I have no one defensively EVed, so Intimidate makes a decent substitute.
Flare Blitz is amazing. 2HKOs even the most defensive physical walls if they don't resist it, and sometimes does even if they do. It's funny watching water types switch in and still get 2HKOed, despite resisting. Thunder Fang is good for dealing with said water types.
Now, why Morning Sun on a choice set? With intimidate, and his strong attack moves, I'll want to switch him in a lot, and Morning Sun helps him do just that. Come in, heal off SR damage and previous Flare Blitz recoil while his counter switches in, and then gtfo. And, as stated, Arcanine doesn't have very many other good moves. Iron Head? Weak. Doesn't 2HKO its intended targets, Rhyperior and Regirock.

Donphan
My source of stealth rock and rapid spin, despite wearing a choice band.
Moves:
-Rapid Spin
-Stealth Rock
-Earthquake
-Ice Shard
Very often, he doesn't use either support move the entire match, and instead scores suprise OHKOs with earthquake on Registeel, or 2HKOs on Milotic, Venusaur, etc who are surprised to find themselves outsped. Greatest Registeel switch in ever, since they use t-wave like 90% of the time.
Ice shard over Stone Edge because priority is awesome, and I also hate Stone Edge's accuracy. Though Stone Edge might be a better choice than stealth rock or spin. One time, a Dugtrio trapped me on stealth rock. It made me want to reach up and hit the X button right then. (I didn't, and went on to win the match anyway.) But I'd hate to be rid of either move, moreso Rapid Spin, as it can let Scyther come in more, and he's quite useful.

Scyther
The only one who runs jolly. I needed someone with actual speed who can still pack a punch, and this guy fits the bill. He's a good lategame sweeper, and he's also a great switch in for grass and fighting moves. Being double weak to SR is unfortunate, but at least SR in UU is a bit less common than in OU, and double resists can let him take hits even at 50% hp.
Ability: Technician
Moves:
-Aerial Ace
-U-turn
-Brick Break
-Quick Attack
Brick Break not only provides type coverage, but it's also nice for breaking Reflect, as it cripples my whole team otherwise.
Quick Attack is the obligatory priority move, aided by Technician. The other two moves are obvious.

Kangaskhan
Scrappy is an amazing ability. Awesome enough to earn Kangaskhan a spot on my team. 95 base atk is rather unimpressive at first glance, but with just two moves, fighting and STAB normal, Kangaskhan can hit everything in UU for 100-BP super effective damage or unresisted 120 BP STAB. That's effectively 180-200 BP every time she attacks, meaning damage output is actually quite high. It is also the only pokemon other than the offensively weaker Miltank able to hit Spiritomb for super effective damage, and I hate Spiritomb. Hate hate.
Also, Kangaskhan has well above average defenses, being decently sturdy even without EV investment, making a good switch in when I have no reliable way to resist an attack, and I don't want to sacrifice anyone just yet.
Ability: Scrappy
Moves:
-Double-Edge
-Hammer Arm
-Return
-Sucker Punch
Return is mostly just filler. Good if I KNOW it's going to be strong enough to do the job, letting me keep more of Kangaskhan's bulkiness. Double-Edge's extra power scores a LOT of 2HKOs, however, so it gets used far more often. Double-Edge can 2HKO even the most physically defensive Blastoise, for instance, while Return fails to.
Sucker Punch is the obligatory Priority Move, and no other moves are useful anyway after Double-Edge and Hammer Arm.

Leafeon
Heal Bell. On an all-physical team, burns are devastating, and that's the primary reason I added this guy when I scrapped Slaking. His physical movepool is terrible, so running a support move instead of another attack move works out great. Grass also has many useful resistances and is one of the very few ways to hit water for super effective damage. I'm still baffled by how many times Milotics stay in on Leafeon only to get OHKOed.
Moves:
-Leaf Blade
-Heal Bell
-Quick Attack
-Return
Unresisted Leaf Blade packs quite a punch, and some of the frailer pokemon who resist it, such as Toxicroak, are frail enough to be 2HKOed by it anyway.
Quick Attack is the obligatory priority move. Return provides a little extra coverage.
Since everyone has a priority move, sweepers generally don't pose much of a threat. One exception to this is rain boosted Omastar, as it resists most of my priority attacks and is quite physically bulky, and OHKOs all my pokemon in rain except Azumarill, who will usually not be at full HP due to being the lead. Also Linoone, because it sweeps with priority.
And due to everyone having massive attack power, walls aren't much of a threat either, unless accompanied by entry hazards and lots of clever switching.
Also, curse Umbreon and Miltank can also cause problems when Azumarill is out of commission (Superpower) and the crit gods are not pleased.
--
Best use of Chansey:
stall in uu switched in STALLsey (lvl 100 Chansey ?).
Arcanine used Flare Blitz.
STALLsey lost 100% of its health.
stall in uu's STALLsey fainted.
Arcanine was hit by recoil!
Arcanine lost 65% of its health.
Proximity's Arcanine fainted.