UU RMT
Hello and welcome to my first UU RMT. I started playing competitive pokemon roughly a month ago and after realising that OU really wasn't my forte, I decided to take up UU. This is the first UU team I have made and is currently peaked at around 1500 and still going. I'd greatly appreciate it if you could give me some ideas on how to improve this team. So here is the team..
The Team
In Depth
Uxie @ Choice Scarf
Ability: Levitate
EVs: 252 HP/104 Def/152 Spe
Impish Nature (+Def,-Spatk)
- Trick
- Stealth rock
- U-turn/ Heal Bell
- Thunder wave
When I first made this team, I wanted something reasonably bulky that could support my team as well as mess up the opposing lead. Scarf Uxie does that and more. I usually trick my scarf straight off the bat off onto some unsuspecting lead, usually locking them into stealth rock, taunt or rain dance. From there I can either set up Stealth rock, U-turn out to a suitable counter or just thunder wave the switch-ins. Lategame Uxie acts as a glue to take random hits, paralyze speedy foes and just scout the opposing team.
Milotic @ Leftovers
Ability: Marvel scale
EVs: 252 HP/4 Def/252 SpD
Calm Nature (+SpDef,-Atk)
- Surf
- Ice beam
- Toxic
- Recover
My dedicated special wall. With the given EVs, Milotic walls every single special attacker in the UU metagame and outstalls them with Toxic+ Recover. Rotom's STAB Thunderbolt does around ~43% and Super Effective hidden powers only do around 30%, effectively allowing me to stall them out. Surf is for STAB and Ice beam allows me to nail Venusaur switch-ins. Milotic has great synergy with Tangrowth as it can sponge the Fire and Ice type attacks aimed at Tangrowth and Tangrowth can in turn wall the physical attakers who plague Milotic.
Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/4 Atk/252 Def
Impish Nature (+Def,-Spatk)
- Sleep Powder
- Synthesis
- Power whip
- Earthquake
Tangrowth is my dedicated physical wall (100 Base HP, 125 Base Defense) and with the given EVs, walls the majority of the physical spectrum of UU, barring Scyther and Rhyperior, who 2HKO with aerial ace and megahorn respectively. A STAB Close Combat from Scarf Hitmonlee or a +2 Return from a SD Feraligatr only deal around ~35%, therefore allowing Tangrowth to easily kill them both with a combination of Power whip + Synthesis or just put them to sleep. Also, for a fact, Tangrowth boasts 10% more defense than the standard OU wall Skarmory.
Magmortar @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA/4 Def/252 Spe
Modest Nature (+SpA,-Atk)
- Overheat
- Thunderbolt
- Focus Blast
- Hidden Power (Ice)
Magmortar is a very underrated pokemon, it boasts the second-highest special attack (tied with Moltres), in UU, a great movepool and with its decent speed (Base 83), it can turn into a very powerful revenge killer given a Choice Scarf. Overheat destroys Pokemon who don't resist it, netting the OHKO on trouble-some Pokemon such as Hitmontop and Spiritomb after two switch-ins with Stealth Rock in play. A -2 Overheat deals a Minimum of 72% to Dugtrio, so i'm not too worried about it switching in after a kill (Magmortar outruns it with a Scarf). With Thunderbolt, Magmortar can 2HKO Milotic switch-ins after SR damage, paving the way for Houndoom to sweep. Focus Blast and Hidden Power are mainly used for coverage.
Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 SpA/252 Spe
Timid Nature (+Spe,-Atk)
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power (Flying)
Houndoom is generally my late-game sweeper, ploughing through teams once his counters have been weakened or eliminated. When I first thought about getting a Nasty Plot sweeper, it was a toss-up between Houndoom and Mismagius, but the lack of power and decent STAB from the latter was disheartening and so I opted for Houndoom. I usually find it quite easy to set-up with Houndoom as it can usually scare away the likes of Venusaur, Uxie and Mesprit. After nabbing a Nasty Plot boost, few would survive Houndoom's STAB attacks and it can generally sweep an entire team by itself. Hidden Power Flying is generally there to take down fighting types like Blaziken and Hariyama who resist Houndoom's dual STAB.
Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk/4 Def/252 Spd
Adamant Nature (+Atk,-Spatk)
- Earthquake
- Fire punch
- Giga Impact-->Return
- Pursuit
Slaking is my wallbreaker and trapper. It's incredibly bulky due to its 150 Base HP and with a Choice Band + 160 Base Attack, it destroys everything with a little prediction. It is a fantastic team player and usually gets at least 1 KO. It generally serves to destroy walls and also acts as a secondary revenge killer with its decent 100 Base speed if Magmortar has been incapacitated. Earthquake and Fire punch are for the Steels and Rock types that resist Giga Impact. I use Giga Impact over Return because it nets me the key OHKOs on Pokemon such as Milotic and Slowbro who try to stall Slaking out with Recover and Slack Off respectively. Pursuit is there to trap weakened foes and eliminate them even if they don't switch. It's also a great move as it is glitched to attack twice if an opponent switches out. Say for example, the opponent has a Chansey and I switch in Slaking. Chansey would obviously protect first turn to negate Slaking's attack (because of Truant) while Slaking uses pursuit, Chansey would then proceed to switch out during the free turn. However, Slaking can still attack with pursuit on the second turn if Chansey switches out, thus allowing Slaking to deal roughly ~60% to a fleeing Chansey (so that it is within the KO range for Houndoom) despite Truant letting it only attack every other turn. Most of the time though, Slaking just hits and run, to work around its Truant ability.
__________________________
Well, thanks for reading and if you've got any comments, criticisms or suggestions, feel free to voice them out.
Hello and welcome to my first UU RMT. I started playing competitive pokemon roughly a month ago and after realising that OU really wasn't my forte, I decided to take up UU. This is the first UU team I have made and is currently peaked at around 1500 and still going. I'd greatly appreciate it if you could give me some ideas on how to improve this team. So here is the team..
The Team






In Depth

Uxie @ Choice Scarf
Ability: Levitate
EVs: 252 HP/104 Def/152 Spe
Impish Nature (+Def,-Spatk)
- Trick
- Stealth rock
- U-turn/ Heal Bell
- Thunder wave
When I first made this team, I wanted something reasonably bulky that could support my team as well as mess up the opposing lead. Scarf Uxie does that and more. I usually trick my scarf straight off the bat off onto some unsuspecting lead, usually locking them into stealth rock, taunt or rain dance. From there I can either set up Stealth rock, U-turn out to a suitable counter or just thunder wave the switch-ins. Lategame Uxie acts as a glue to take random hits, paralyze speedy foes and just scout the opposing team.

Milotic @ Leftovers
Ability: Marvel scale
EVs: 252 HP/4 Def/252 SpD
Calm Nature (+SpDef,-Atk)
- Surf
- Ice beam
- Toxic
- Recover
My dedicated special wall. With the given EVs, Milotic walls every single special attacker in the UU metagame and outstalls them with Toxic+ Recover. Rotom's STAB Thunderbolt does around ~43% and Super Effective hidden powers only do around 30%, effectively allowing me to stall them out. Surf is for STAB and Ice beam allows me to nail Venusaur switch-ins. Milotic has great synergy with Tangrowth as it can sponge the Fire and Ice type attacks aimed at Tangrowth and Tangrowth can in turn wall the physical attakers who plague Milotic.

Tangrowth @ Leftovers
Ability: Chlorophyll
EVs: 252 HP/4 Atk/252 Def
Impish Nature (+Def,-Spatk)
- Sleep Powder
- Synthesis
- Power whip
- Earthquake
Tangrowth is my dedicated physical wall (100 Base HP, 125 Base Defense) and with the given EVs, walls the majority of the physical spectrum of UU, barring Scyther and Rhyperior, who 2HKO with aerial ace and megahorn respectively. A STAB Close Combat from Scarf Hitmonlee or a +2 Return from a SD Feraligatr only deal around ~35%, therefore allowing Tangrowth to easily kill them both with a combination of Power whip + Synthesis or just put them to sleep. Also, for a fact, Tangrowth boasts 10% more defense than the standard OU wall Skarmory.

Magmortar @ Choice Scarf
Ability: Flame Body
EVs: 252 SpA/4 Def/252 Spe
Modest Nature (+SpA,-Atk)
- Overheat
- Thunderbolt
- Focus Blast
- Hidden Power (Ice)
Magmortar is a very underrated pokemon, it boasts the second-highest special attack (tied with Moltres), in UU, a great movepool and with its decent speed (Base 83), it can turn into a very powerful revenge killer given a Choice Scarf. Overheat destroys Pokemon who don't resist it, netting the OHKO on trouble-some Pokemon such as Hitmontop and Spiritomb after two switch-ins with Stealth Rock in play. A -2 Overheat deals a Minimum of 72% to Dugtrio, so i'm not too worried about it switching in after a kill (Magmortar outruns it with a Scarf). With Thunderbolt, Magmortar can 2HKO Milotic switch-ins after SR damage, paving the way for Houndoom to sweep. Focus Blast and Hidden Power are mainly used for coverage.

Houndoom @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 SpA/252 Spe
Timid Nature (+Spe,-Atk)
- Nasty Plot
- Fire Blast
- Dark Pulse
- Hidden Power (Flying)
Houndoom is generally my late-game sweeper, ploughing through teams once his counters have been weakened or eliminated. When I first thought about getting a Nasty Plot sweeper, it was a toss-up between Houndoom and Mismagius, but the lack of power and decent STAB from the latter was disheartening and so I opted for Houndoom. I usually find it quite easy to set-up with Houndoom as it can usually scare away the likes of Venusaur, Uxie and Mesprit. After nabbing a Nasty Plot boost, few would survive Houndoom's STAB attacks and it can generally sweep an entire team by itself. Hidden Power Flying is generally there to take down fighting types like Blaziken and Hariyama who resist Houndoom's dual STAB.

Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk/4 Def/252 Spd
Adamant Nature (+Atk,-Spatk)
- Earthquake
- Fire punch
- Giga Impact-->Return
- Pursuit
Slaking is my wallbreaker and trapper. It's incredibly bulky due to its 150 Base HP and with a Choice Band + 160 Base Attack, it destroys everything with a little prediction. It is a fantastic team player and usually gets at least 1 KO. It generally serves to destroy walls and also acts as a secondary revenge killer with its decent 100 Base speed if Magmortar has been incapacitated. Earthquake and Fire punch are for the Steels and Rock types that resist Giga Impact. I use Giga Impact over Return because it nets me the key OHKOs on Pokemon such as Milotic and Slowbro who try to stall Slaking out with Recover and Slack Off respectively. Pursuit is there to trap weakened foes and eliminate them even if they don't switch. It's also a great move as it is glitched to attack twice if an opponent switches out. Say for example, the opponent has a Chansey and I switch in Slaking. Chansey would obviously protect first turn to negate Slaking's attack (because of Truant) while Slaking uses pursuit, Chansey would then proceed to switch out during the free turn. However, Slaking can still attack with pursuit on the second turn if Chansey switches out, thus allowing Slaking to deal roughly ~60% to a fleeing Chansey (so that it is within the KO range for Houndoom) despite Truant letting it only attack every other turn. Most of the time though, Slaking just hits and run, to work around its Truant ability.
__________________________
Well, thanks for reading and if you've got any comments, criticisms or suggestions, feel free to voice them out.