Team Name: Status-ticians
The idea for this team is to start slow with lots of crippling moves and support, with the ability to introduce fast, hard-hitting Pokemon and big boosters late-game. I am totally new to UU, and would like some opinions and suggestions to better my team.
Sableye @ Choice Scarf
Ability: Prankster
EVs: 252 HP / 252 Spd / 4 SpDef
Timid Nature
- Trick
- Will-O-Wisp
- Toxic
- Knock Off
This is more or less your standard Sableye. Usually my lead, his primary goal is to trick his Choice Scarf onto other, potentially dangerous leads or get out a quick Knock Off or status before switching to another Pokemon. He is built a little bulkier to endure status and a few unboosted attacks, allowing him to continue doing what he does best late into the match.
Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 252 Spd / 252 SpAtk / 4 Def
Modest Nature
- Shadow Ball
- Fire Blast
- Will-O-Wisp
- Clear Smog
With both Flash Fire and an Air Balloon, Chandelure finds itself two opportunities to switch in on slower, heavy-hitting boosters and cripple them with Will-O-Wisp or Clear Smog. The Special Attack and combination of Shadow Ball/Fire Blast is in place to take out frail Pokemon with Decent STAB coverage.
Sigilyph @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpDef / 4 SpAtk
Calm Nature
- Psycho Shift
- Stored Power
- Cosmic Power
- Roost
Look at those unfocused eyes (are they eyes?), pitchfork arms and vibrant colours. This guy is a stone-cold maniac to the core. His purpose is the same as it has always been: switch in on a weak or crippled opponent, pass around a few burns, and cosmic power until the cows come home. I have raged so many times after being swept away by this a-hole because of poor planning on my part, and now he's working for me. EVs are for maximum special bulk while Psycho Shift burn status covers Sigilyph's defense.
Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Knock Off
- Megahorn
- Close Combat
- Stone Edge
Choice Scarf on Heracross allows the beetle to carry out one simple objective: switch in on a slower, weakened opponent and take it out for a quick Moxie boost. Quickly firing a Knock Off on an opponent also allows Heracross to do some utility work of its own, potentially getting rid of a few enemies' items in a row. Stats are spread to maximise speed and ensure that after 1-2 Attack boosts, any resistances to Heracross' attacks can be easily overcome.
Lilligant Leftovers
Ability: Own Tempo
EVs: 252 SpAtk / 252 Spd / 4 SpDef
Timid Nature
- Quiver Dance
- Sleep Powder
- Hidden Power Rock
- Giga Drain
A personal favourite of mine, Lilligant is like Sigilyph in that it can be extremely rage-inducing if not stopped in time, but also quite rewarding when used properly. For this set I have gone with Giga Drain instead of Petal Dance to avoid being trapped on such Pokemon as Darmanitan and Houndoom. Hidden Power Rock nabs Fire-types, Bug-types, Ice-types and Flying-types that could otherwise deal a deadly blow to poor Lilligant. Sleep Powder is to take out potential checks and counters but can also act defensively, crippling sweepers that might have got a leg up on my team.
Mega Aggron @ Aggronite
Ability: Filter
EVs: 252 SpDef / 252 HP / 4 Def
Careful Nature
- Stealth Rock
- Dragon Tail
- Rest
- Sleep Talk
Easily my favourite Mega Pokemon, Aggron fills a few roles with its place in my Mega slot. Stealth Rock is for hazard support and Dragon Tail is for phazing. Rest is in place for the fact that it is essentially Meggron's only source of recovery. As for its EVs, I have gone for a specially defensive spread for two reasons: one, his base 230 defense is so huge that even barely invested it is still able to reach a hilarious 497, and two, without much bulk on the special side, Aggron would be vulnerable to the onslaught of common attackers such as Chandelure and Honchkrow. Mainly, Aggron is in place to offset the frailty of the other Pokemon on my team. I also just love his design--so much.
The idea for this team is to start slow with lots of crippling moves and support, with the ability to introduce fast, hard-hitting Pokemon and big boosters late-game. I am totally new to UU, and would like some opinions and suggestions to better my team.

Sableye @ Choice Scarf
Ability: Prankster
EVs: 252 HP / 252 Spd / 4 SpDef
Timid Nature
- Trick
- Will-O-Wisp
- Toxic
- Knock Off
This is more or less your standard Sableye. Usually my lead, his primary goal is to trick his Choice Scarf onto other, potentially dangerous leads or get out a quick Knock Off or status before switching to another Pokemon. He is built a little bulkier to endure status and a few unboosted attacks, allowing him to continue doing what he does best late into the match.

Chandelure @ Air Balloon
Ability: Flash Fire
EVs: 252 Spd / 252 SpAtk / 4 Def
Modest Nature
- Shadow Ball
- Fire Blast
- Will-O-Wisp
- Clear Smog
With both Flash Fire and an Air Balloon, Chandelure finds itself two opportunities to switch in on slower, heavy-hitting boosters and cripple them with Will-O-Wisp or Clear Smog. The Special Attack and combination of Shadow Ball/Fire Blast is in place to take out frail Pokemon with Decent STAB coverage.

Sigilyph @ Flame Orb
Ability: Magic Guard
EVs: 252 HP / 252 SpDef / 4 SpAtk
Calm Nature
- Psycho Shift
- Stored Power
- Cosmic Power
- Roost
Look at those unfocused eyes (are they eyes?), pitchfork arms and vibrant colours. This guy is a stone-cold maniac to the core. His purpose is the same as it has always been: switch in on a weak or crippled opponent, pass around a few burns, and cosmic power until the cows come home. I have raged so many times after being swept away by this a-hole because of poor planning on my part, and now he's working for me. EVs are for maximum special bulk while Psycho Shift burn status covers Sigilyph's defense.

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Knock Off
- Megahorn
- Close Combat
- Stone Edge
Choice Scarf on Heracross allows the beetle to carry out one simple objective: switch in on a slower, weakened opponent and take it out for a quick Moxie boost. Quickly firing a Knock Off on an opponent also allows Heracross to do some utility work of its own, potentially getting rid of a few enemies' items in a row. Stats are spread to maximise speed and ensure that after 1-2 Attack boosts, any resistances to Heracross' attacks can be easily overcome.

Lilligant Leftovers
Ability: Own Tempo
EVs: 252 SpAtk / 252 Spd / 4 SpDef
Timid Nature
- Quiver Dance
- Sleep Powder
- Hidden Power Rock
- Giga Drain
A personal favourite of mine, Lilligant is like Sigilyph in that it can be extremely rage-inducing if not stopped in time, but also quite rewarding when used properly. For this set I have gone with Giga Drain instead of Petal Dance to avoid being trapped on such Pokemon as Darmanitan and Houndoom. Hidden Power Rock nabs Fire-types, Bug-types, Ice-types and Flying-types that could otherwise deal a deadly blow to poor Lilligant. Sleep Powder is to take out potential checks and counters but can also act defensively, crippling sweepers that might have got a leg up on my team.

Mega Aggron @ Aggronite
Ability: Filter
EVs: 252 SpDef / 252 HP / 4 Def
Careful Nature
- Stealth Rock
- Dragon Tail
- Rest
- Sleep Talk
Easily my favourite Mega Pokemon, Aggron fills a few roles with its place in my Mega slot. Stealth Rock is for hazard support and Dragon Tail is for phazing. Rest is in place for the fact that it is essentially Meggron's only source of recovery. As for its EVs, I have gone for a specially defensive spread for two reasons: one, his base 230 defense is so huge that even barely invested it is still able to reach a hilarious 497, and two, without much bulk on the special side, Aggron would be vulnerable to the onslaught of common attackers such as Chandelure and Honchkrow. Mainly, Aggron is in place to offset the frailty of the other Pokemon on my team. I also just love his design--so much.
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