my thoughts on metagame
grass-types rule - venusaur has been the favorite for a while now because of his durability, sleep powder, and good offensive options - however, tangrowth, torterra, leafeon, and sceptile are all seeing more use and finding unique niches as special defensive pokemon or all out attackers. where are the fire-types to shut them down?? well, to be honest, they are really not the best checks for these grass-types. stealth rock weakness will continue to keep them at bay, while proper prediction and play can keep your grass-types safe. yet another reason jumpluff sees almost no usage is that it swaps those 25% sr drops with fire-types, making it much less feasible. the real best checks for grass-types continue to be weezing and registeel, as there unqiue immunities and ability to function under the pressure of grass-types make them a common switch-in and defense unit.
fire-types aren't bad though! - despite milotic ruling supreme as well as that bad sr weakness, fire-types continue to be the second most dominant type - fire blast from many of the top threats will ohko or 2hko the entier tier except for milotic, chansey, and slowking (possibly clefable). even resisted pokemon take a ton from these 120 stab attacks. all fire-types fill a different role or niche as well, meaning that sometimes you just can't properly prepare for them except by keeping milotic alive - houndoom plays fast sweeper with 2 excellent stabs and nasty plot - as well as a quick way to beat chansey or zam. arcanine plays the role of bulky fire who can dish out punishment but will continue to play check to many of your threats with intimidate, toxic, and morning sun. moltres is playing clean up with fire blast, air slash, hp grass, and roost and enough bulk to survive an attack. even more horrifying than the special attacking fire-types are the physical ones - houndoom and blaziken are the prime examples, particulary the latter, who can make quick work of many of his "checks" with superpower/swords dance/flare blitz/tpunch.
DEFENSE !! DEFENSE !! - if you don't know how to make an offensive team effectively, then you need to stick with solid defensive cores. they provide universal protection except against very hardcore offensive teams (which have tons of problems of their own, and are very rarely used). a well timed attack, can mean the end of many offensive teams if you can predict correctly, and so having that backbone of protection is very good. defense doesn't mean stall, but just defensive pokemon who provide protection against top threats, such as weezing, milotic, torterra, etc.
spiking / blocking - probably the best thing you can do in uu is getting turns to spikes. i lead with omastar and it works everytime, but it can be defensive oma, it can be roselia, it can be any spiker - you just need to plan your double switches effectively. a tier filled with slow pokemon like tangrowth, weezing, chansey, and registeel is just ripe for spikers to shine. to go with every spiker should be a ghost, ready to handle spin blockers - nasty plot mismagius is my personal favorite as it can still set up and sweep, even if they foresight the switch. specs rotom is really an underrated threat rising in popularity - its unique typing and excellent stabs makes everything weary of switching in.
august is da champ