So I'm attempting to run multiple UU teams, since the tier offers a viable playground for many of my personal faves. The problem is that I've run into a bit of a wall with my Lucario team. I typically do much better with balanced/stall teams in this format, I've come to find. So I've gone through many iterations of the team posted below based upon Pokemon that supposedly work well with Luke on paper (I've taken a LO Roserade, a M-Amph, phys defensive Swampert, Scarfed Rotom-H, Banded Haxorus, and AV Lax off of this team to fill other purposes at some point or another). This is the farthest I've gotten, but now I've a problem with passive team members. So here I am.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
The glue to this team- and the only member I'm not willing to outright remove (changes, however...). I favor a physical SD set as I have Mienshao for backup in the event that one of them is crippled, and because Luc functions as a lategame sweeper on my team anyway. He isn't supposed to come out to be paralyzed or burned so long as my win condition is being met. I chose ES since I often find that at the end of a match, I need to use it to get rid of Pokemon like Crobat, Flygon, etc after a SD. I chose BP since I have a giant fairy (esp florges) problem.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Rock Slide
- Yawn
Used as a form of pivot. The sand is nice for helping to bring bulkier Pokemon into KO range for my fighters. But, Blastoise has been problematic in the past. HJK from Mien is extremely hard hitting to it, but I'm always at risk of losing her early in that event. Yawn has been great for killing momentum and forcing switches too, however I feel like my Hippowdon just sits there against Pokemon he walls, but doesn't have SE moves for (i.e. Flygon, Donphan, Aggron to an extent, etc).
Mienshao @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge
Placed on the team to add a small layer of typing redundancy and make Luke's job easier by breaking down any mutually problematic Pokemon (Crobat and Alakazam have proven to be a problem in meeting this goal, however).
HJK is the obvious choice for a heavy hitting STAB move w/ Reckless.
Knock Off is sort of a support option that allows it to threaten basically any non-mega (bar zam) Pokemon with a missing item and a hard hit.
U-Turn allows it to maintain momentum when used in conjunction with my other Pokemon to allow me to setup (Shuckle), or continue to threaten (Hydreigon).
Stone Edge- might get replaced since I almost never get the chance to use it -.-. Crobat is faster than me, and never seems to switch in.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- U-turn
- Fire Blast
- Dark Pulse
Is here to act with Mienshao as a switch core. Hydreigon also gives me a much needed fire/water/grass resist and fire back with STAB Draco/Dark Pulse. U-turn helps maintain momentum. I run FB since I have very few coverage options against grass types. This allows me to switch in safely AND threaten all at once.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Sticky Web
- Stealth Rock
- Toxic
- Encore
Sticky Web allows for Luc to get a much needed jump on several Pokemon due to his mediocre speed. Crobat is still a problem though. Stealth rock helps Luc and Mienshao get kills that are otherwise not guaranteed. Toxic is there for things like other Hippowdon, or other bulky Pokemon switching in to Shuckle- I don't frequently use it though... Encore is a necessity. Gives me free switches/forces double switches all the time- which is fine with my U-turners. The issue is that Shuckle is extremely passive in the grand scheme of things. Sometimes he doesn't get the opportunity to set up at all what with Defog Crobat, M-blastoise, etc stomping around and threatening to remove hazards. Stoise kills spin blockers too.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
My own rapid spinner. Keeps my Pokemon healthy throughout all of the switching, offers much needed coverage options too. Stops fire types from being a major problem, and threatens switch-ins with an analytic-LO-attack off the bat. Issue is that it can't exactly come in on everything. Do I need slower volt-turners?
Hydro Pump is the most powerful STAB option, and hits fire types.
Psyshock is also STAB, and hits Blissey and Florges switches hard. OHKOs Tentacruel, Roserade, and Machamp among other things (often things IB hits, admittedly...like the Nidos, but who switches those into a Starmie?).
Ice Beam is another coverage option for all the grass types.
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Pardon the rambling, but hope the extra description helps you help me ><.
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Extreme Speed
- Bullet Punch
The glue to this team- and the only member I'm not willing to outright remove (changes, however...). I favor a physical SD set as I have Mienshao for backup in the event that one of them is crippled, and because Luc functions as a lategame sweeper on my team anyway. He isn't supposed to come out to be paralyzed or burned so long as my win condition is being met. I chose ES since I often find that at the end of a match, I need to use it to get rid of Pokemon like Crobat, Flygon, etc after a SD. I chose BP since I have a giant fairy (esp florges) problem.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Earthquake
- Slack Off
- Rock Slide
- Yawn
Used as a form of pivot. The sand is nice for helping to bring bulkier Pokemon into KO range for my fighters. But, Blastoise has been problematic in the past. HJK from Mien is extremely hard hitting to it, but I'm always at risk of losing her early in that event. Yawn has been great for killing momentum and forcing switches too, however I feel like my Hippowdon just sits there against Pokemon he walls, but doesn't have SE moves for (i.e. Flygon, Donphan, Aggron to an extent, etc).
Mienshao @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Stone Edge
Placed on the team to add a small layer of typing redundancy and make Luke's job easier by breaking down any mutually problematic Pokemon (Crobat and Alakazam have proven to be a problem in meeting this goal, however).
HJK is the obvious choice for a heavy hitting STAB move w/ Reckless.
Knock Off is sort of a support option that allows it to threaten basically any non-mega (bar zam) Pokemon with a missing item and a hard hit.
U-Turn allows it to maintain momentum when used in conjunction with my other Pokemon to allow me to setup (Shuckle), or continue to threaten (Hydreigon).
Stone Edge- might get replaced since I almost never get the chance to use it -.-. Crobat is faster than me, and never seems to switch in.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- U-turn
- Fire Blast
- Dark Pulse
Is here to act with Mienshao as a switch core. Hydreigon also gives me a much needed fire/water/grass resist and fire back with STAB Draco/Dark Pulse. U-turn helps maintain momentum. I run FB since I have very few coverage options against grass types. This allows me to switch in safely AND threaten all at once.
Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Sticky Web
- Stealth Rock
- Toxic
- Encore
Sticky Web allows for Luc to get a much needed jump on several Pokemon due to his mediocre speed. Crobat is still a problem though. Stealth rock helps Luc and Mienshao get kills that are otherwise not guaranteed. Toxic is there for things like other Hippowdon, or other bulky Pokemon switching in to Shuckle- I don't frequently use it though... Encore is a necessity. Gives me free switches/forces double switches all the time- which is fine with my U-turners. The issue is that Shuckle is extremely passive in the grand scheme of things. Sometimes he doesn't get the opportunity to set up at all what with Defog Crobat, M-blastoise, etc stomping around and threatening to remove hazards. Stoise kills spin blockers too.
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Ice Beam
- Rapid Spin
My own rapid spinner. Keeps my Pokemon healthy throughout all of the switching, offers much needed coverage options too. Stops fire types from being a major problem, and threatens switch-ins with an analytic-LO-attack off the bat. Issue is that it can't exactly come in on everything. Do I need slower volt-turners?
Hydro Pump is the most powerful STAB option, and hits fire types.
Psyshock is also STAB, and hits Blissey and Florges switches hard. OHKOs Tentacruel, Roserade, and Machamp among other things (often things IB hits, admittedly...like the Nidos, but who switches those into a Starmie?).
Ice Beam is another coverage option for all the grass types.
_____________________
Pardon the rambling, but hope the extra description helps you help me ><.