UU has always been my second favourite tier right behind ou, and I find it relaxing and fun to play. I wanted to make a team with Mienshao, Goodra, and Slowbro (AKA Vaginal Warts), because they're three of my favourite mons and I felt I could build a pretty solid team around them. Usually my strategy is to whittle down the other team with my bulkier mons (Chesnaught, Goodra, Slowbro, and Empoleon to an extent) while using Darmanitan and Mienshao to U-turn for chip damage until late game where I flare Blitz/High Jump Kick the world. I am still getting accustomed to the UU meta, and any advice would be helpful and greatly appreciated.
Teambuilding
Now, onto the team:
Vaginal Warts (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind
I used to have Slowbro in this slot, but that got banned pretty much immediately after I posted this so I switched it out for CroCune. I never really liked CroCune much, but until I can think of something else that walls Darmanitan I guess it's here to stay. Suicune has great physical bulk, and only takes a max 39.6% from a CB superpower. If I get get a few Calm Minds up on something then Suicune can definitely do some work. There's not too much to say about this set, because it's extremely common and pretty straightforward.
Puff (Goodra) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 248 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Sludge Wave
- Thunderbolt
Puff the magic dragon aka Goodra is also one of my favourite pokemon. With an assault vest and it's insane 150 base Sp. Def, this thing is a fucking tank. Special attackers that aren't hitting me for super effective damage are pretty much forced to switch or to die. Draco Meteor is obviously the STAB of choice because of it's 130 base power. Fire Blast hits steel types that switch into me and also offers nice coverage for ice/grass types. Sludge Wave I don't find myself using too often, but I'm not really sure what else I could run in it's place that would offer me better coverage. I use Sludge Wave > Sludge Bomb so Chesnaught can't switch in, and it allows me to hit fairies (Although I'm not going to really stay in on them for the most part). Thunderbolt is a powerful coverage move that hits flying/water types. I run 12 speed to speed creep other Goodra's, and put the rest in HP/Sp. Atk with a modest nature to capitalize on bulk and it's offensive capabilities. Ivs are once again for foul play. I am using sap sipper because it allows me to switch in on spores from Amoongus. Chesnaught doesn't really do that job well since I can't touch Amoongus back and just get destroyed by poison moves.
Happy Feet (Empoleon) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Knock Off
Empoleon is my Defogger and Stealth Rock user. Other then that, It's a pretty reliable switch in to hydreigon unless it's running superpower, but can't really hurt it back which is an issue. Max Sp. Def/HP is once again, pretty self-explanatory, and even though i run knock off, I still run -atk 0 Ivs because I only use it to cripple mons by removing their item, and don't plan on getting any real damage out of it. Stealth Rocks and Defog are essential, since that's this things main purpose. Scald is for STAB and the 30% burn chance, and can get some nice damage if I'm in Torrent. Knock Off I am considering switching for a coverage move (Preferrably one that hits Hydreigon like Ice Beam) or Toxic. i don't have too much to say about Empoleon, since it's kind of just a fat sack of shit that's there because of hazards, and only for hazards.
Bukakke Queen (Mienshao) (F) @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- U-turn
- Stone Edge
- Knock Off
Mienshao is arguably the best scarfer in uu, with -powerful STAB High Jump Kick, Stone Edge for those flying types that resist it, Knock Off for ghost types trying to kill me with High jump Kick crash damage, and, of course, u-turn. Early Game I tend to just spam u-turn for chip damage unless I can assure a KO, and mostly use Mienshao to clean up with High jump Kick late game along with Darmanitan. An odd amount of HP allows me to survive to crashes from High Jump Kick if the game decides to fuck me in the ass (colloquially or literally) and max Speed/Attack with Adamant nature to hit hard and fast. I decided on Regenerator>Reckless because it allows me to spam U-turn more while not having to worry about priority attacks coming my way or entry hazards. It also seems more useful for me, since I go for U-turn 90% of the time and don't really go for High jump Kick until late game.
Crack Head (Darmanitan) @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Superpower
- Rock Slide
Although he may be frail, Darmanitan is one of the best wallbreakers and the combination of STAB Flare Blitz, max attack evs, a Choice Band, 140 base attack, and Sheer Force is virtually unstoppable. U-turn allows me to scout early game and is nice for scaring out threats while giving me switch initiative, while Flare Blitz is the move of choice late game where Darmanitan and Mienshao clean up. Superpower is good coverage for rock-type switch ins, and Rock Slide just to hit fire types that try to switch in predicting the Flare Blitz. I a also considering running EQ. Max Speed/Attack and Jolly is a given with most choice band users, and Darmanitan's base 95 speed is far from terrible while it's 140 base attack is devastating. Darmanitan is also the perfect wallbreaker, as even physically defensive Hippowdon can`t switch in on a Flare Blitz or it gets easily 2HKOd (252 Atk Choice Band Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252+ Def Hippowdon: 259-306 (61.6 - 72.8%) -- guaranteed 2HKO after Leftovers recovery) I am considering running a life orb or even another scarf, because it`s damage output is already ridiculously high.
BDSM (Chesnaught) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Leech Seed
- Hammer Arm
- Wood Hammer/Seed Bomb
- Rock Tomb/Spiky Shield/Earthquake
Bulky Chesnaught is great for bulky water-ground types like Swampert, resisting the dual STABS and hitting hard with a 4x wood hammer. It can also be a Mega-Blastoise counter because of bulletproof if I run into a set without ice beam, although that's quite uncommon. Also sealing the f/w/g core and acting as a great physical wall. Leech Seed is nice for recovery other than leftovers, and can force switches. I run Wood Hammer for the damage, but am considering Seed Bomb because of the ridiculous recoil when using Wood Hammer, especially since Chesnaught doesn't get a recovery move other than leech seed. Hammer Arm is powerful STAB, and offers pretty solid coverage against steel switch-ins or the occasional dark type. Spiky Shield is nice, but I have never been a fan of moves like Protect or Spiky Shield because I tend to play rather aggressively, and only really need it right now because of Wood Hammer recoil. Rock Tomb could hit unsuspecting flying types, or simply cripple a switch in allowing me to outspeed it with anything I choose to bring in. EQ hits fire types that switch in harder than Rock Tomb, but can't hit flying types or lower speed.
Anyway, thanks for reading and I hope you comment with any suggestions or criticisms you might have.
Teambuilding
I started with Slowbro and Goodra because of their immense physical and special bulk respectively. Goodra is a viable switch in for Slowbro's electric/grass weaknesses, and Slowbro can take hits from physical attackers that Goodra can't handle.
I wanted a spinner as well as something that could take on fairies. I felt Tentacruel was the man/woman/tentacle-hentai-thingy for the job, and provided a switch into special fairies because of its amazing Sp. Def, good speed and typing.
I lacked any sort of physical sweeper or attacker, and wanted something that could hit hard and fast. I though scarfed Mienshao would be a perfect contender, since in my opinion it is one of the best scarfers in UU.
I felt fire coverage would be nice for things like Chesnaught, Jirachi, Roserade etc. and wanted something with decent wallbreaking potential. I decided on choice band Entei due to its pretty solid movepool and priority in Extremespeed.
Lastly, with Slowbro and Entei on the team, I felt a f/w/g core would be nice to have, so I introduced Celebi. This let me set stealth rocks, and formed a f/w/g core.
I realised that Entei sucks ass, and not being able to run a jolly nature started to bother me. It just wasn't putting out the damage I wanted, and though Victini would be better because I could run a jolly nature, and it has access to V-Create and U-turn.
I wasn't really liking Celebi, and decided to switch to Chesnaught because it maintains that f/w/g core and has really nice defense, which is great since 5/6 of my pokes do not take physical attacks very well. Its also a reliable switch in on EQ.
With Celebi gone, I decided to switch Tentacruel for Empoleon because it can set Stealth Rocks and remove hazards with Defog, while also being a pretty reliable switch in to any non-Superpower wielding Hydreigon.
Now, for the final change; Once again, I was disappointed with Vctini's mediocre base 100 attack, and decided to go with Darmanitan. This thing is a fucking monster. there are very few pokemon in the game switching into a choice band max attack STAB Sheer Force base 120 Flare Blitz and taking it nicely. This is the wallbreaker that I have been searching for, and it has not disappointed me yet.
The final product:


I wanted a spinner as well as something that could take on fairies. I felt Tentacruel was the man/woman/tentacle-hentai-thingy for the job, and provided a switch into special fairies because of its amazing Sp. Def, good speed and typing.



I lacked any sort of physical sweeper or attacker, and wanted something that could hit hard and fast. I though scarfed Mienshao would be a perfect contender, since in my opinion it is one of the best scarfers in UU.




I felt fire coverage would be nice for things like Chesnaught, Jirachi, Roserade etc. and wanted something with decent wallbreaking potential. I decided on choice band Entei due to its pretty solid movepool and priority in Extremespeed.





Lastly, with Slowbro and Entei on the team, I felt a f/w/g core would be nice to have, so I introduced Celebi. This let me set stealth rocks, and formed a f/w/g core.






I realised that Entei sucks ass, and not being able to run a jolly nature started to bother me. It just wasn't putting out the damage I wanted, and though Victini would be better because I could run a jolly nature, and it has access to V-Create and U-turn.






I wasn't really liking Celebi, and decided to switch to Chesnaught because it maintains that f/w/g core and has really nice defense, which is great since 5/6 of my pokes do not take physical attacks very well. Its also a reliable switch in on EQ.






With Celebi gone, I decided to switch Tentacruel for Empoleon because it can set Stealth Rocks and remove hazards with Defog, while also being a pretty reliable switch in to any non-Superpower wielding Hydreigon.






Now, for the final change; Once again, I was disappointed with Vctini's mediocre base 100 attack, and decided to go with Darmanitan. This thing is a fucking monster. there are very few pokemon in the game switching into a choice band max attack STAB Sheer Force base 120 Flare Blitz and taking it nicely. This is the wallbreaker that I have been searching for, and it has not disappointed me yet.
The final product:






Now, onto the team:

Vaginal Warts (Suicune) @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Scald
- Calm Mind
I used to have Slowbro in this slot, but that got banned pretty much immediately after I posted this so I switched it out for CroCune. I never really liked CroCune much, but until I can think of something else that walls Darmanitan I guess it's here to stay. Suicune has great physical bulk, and only takes a max 39.6% from a CB superpower. If I get get a few Calm Minds up on something then Suicune can definitely do some work. There's not too much to say about this set, because it's extremely common and pretty straightforward.

Puff (Goodra) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 248 SpA / 12 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Sludge Wave
- Thunderbolt
Puff the magic dragon aka Goodra is also one of my favourite pokemon. With an assault vest and it's insane 150 base Sp. Def, this thing is a fucking tank. Special attackers that aren't hitting me for super effective damage are pretty much forced to switch or to die. Draco Meteor is obviously the STAB of choice because of it's 130 base power. Fire Blast hits steel types that switch into me and also offers nice coverage for ice/grass types. Sludge Wave I don't find myself using too often, but I'm not really sure what else I could run in it's place that would offer me better coverage. I use Sludge Wave > Sludge Bomb so Chesnaught can't switch in, and it allows me to hit fairies (Although I'm not going to really stay in on them for the most part). Thunderbolt is a powerful coverage move that hits flying/water types. I run 12 speed to speed creep other Goodra's, and put the rest in HP/Sp. Atk with a modest nature to capitalize on bulk and it's offensive capabilities. Ivs are once again for foul play. I am using sap sipper because it allows me to switch in on spores from Amoongus. Chesnaught doesn't really do that job well since I can't touch Amoongus back and just get destroyed by poison moves.

Happy Feet (Empoleon) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Knock Off
Empoleon is my Defogger and Stealth Rock user. Other then that, It's a pretty reliable switch in to hydreigon unless it's running superpower, but can't really hurt it back which is an issue. Max Sp. Def/HP is once again, pretty self-explanatory, and even though i run knock off, I still run -atk 0 Ivs because I only use it to cripple mons by removing their item, and don't plan on getting any real damage out of it. Stealth Rocks and Defog are essential, since that's this things main purpose. Scald is for STAB and the 30% burn chance, and can get some nice damage if I'm in Torrent. Knock Off I am considering switching for a coverage move (Preferrably one that hits Hydreigon like Ice Beam) or Toxic. i don't have too much to say about Empoleon, since it's kind of just a fat sack of shit that's there because of hazards, and only for hazards.

Bukakke Queen (Mienshao) (F) @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- U-turn
- Stone Edge
- Knock Off
Mienshao is arguably the best scarfer in uu, with -powerful STAB High Jump Kick, Stone Edge for those flying types that resist it, Knock Off for ghost types trying to kill me with High jump Kick crash damage, and, of course, u-turn. Early Game I tend to just spam u-turn for chip damage unless I can assure a KO, and mostly use Mienshao to clean up with High jump Kick late game along with Darmanitan. An odd amount of HP allows me to survive to crashes from High Jump Kick if the game decides to fuck me in the ass (colloquially or literally) and max Speed/Attack with Adamant nature to hit hard and fast. I decided on Regenerator>Reckless because it allows me to spam U-turn more while not having to worry about priority attacks coming my way or entry hazards. It also seems more useful for me, since I go for U-turn 90% of the time and don't really go for High jump Kick until late game.

Crack Head (Darmanitan) @ Choice Band
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- Superpower
- Rock Slide
Although he may be frail, Darmanitan is one of the best wallbreakers and the combination of STAB Flare Blitz, max attack evs, a Choice Band, 140 base attack, and Sheer Force is virtually unstoppable. U-turn allows me to scout early game and is nice for scaring out threats while giving me switch initiative, while Flare Blitz is the move of choice late game where Darmanitan and Mienshao clean up. Superpower is good coverage for rock-type switch ins, and Rock Slide just to hit fire types that try to switch in predicting the Flare Blitz. I a also considering running EQ. Max Speed/Attack and Jolly is a given with most choice band users, and Darmanitan's base 95 speed is far from terrible while it's 140 base attack is devastating. Darmanitan is also the perfect wallbreaker, as even physically defensive Hippowdon can`t switch in on a Flare Blitz or it gets easily 2HKOd (252 Atk Choice Band Sheer Force Darmanitan Flare Blitz vs. 252 HP / 252+ Def Hippowdon: 259-306 (61.6 - 72.8%) -- guaranteed 2HKO after Leftovers recovery) I am considering running a life orb or even another scarf, because it`s damage output is already ridiculously high.

BDSM (Chesnaught) @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Leech Seed
- Hammer Arm
- Wood Hammer/Seed Bomb
- Rock Tomb/Spiky Shield/Earthquake
Bulky Chesnaught is great for bulky water-ground types like Swampert, resisting the dual STABS and hitting hard with a 4x wood hammer. It can also be a Mega-Blastoise counter because of bulletproof if I run into a set without ice beam, although that's quite uncommon. Also sealing the f/w/g core and acting as a great physical wall. Leech Seed is nice for recovery other than leftovers, and can force switches. I run Wood Hammer for the damage, but am considering Seed Bomb because of the ridiculous recoil when using Wood Hammer, especially since Chesnaught doesn't get a recovery move other than leech seed. Hammer Arm is powerful STAB, and offers pretty solid coverage against steel switch-ins or the occasional dark type. Spiky Shield is nice, but I have never been a fan of moves like Protect or Spiky Shield because I tend to play rather aggressively, and only really need it right now because of Wood Hammer recoil. Rock Tomb could hit unsuspecting flying types, or simply cripple a switch in allowing me to outspeed it with anything I choose to bring in. EQ hits fire types that switch in harder than Rock Tomb, but can't hit flying types or lower speed.
Anyway, thanks for reading and I hope you comment with any suggestions or criticisms you might have.
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