This is my second Rmt ever so bare with me if its not the best. So im not the best teambuilder, but when i thought this team i built was pretty good and could use some advice. the team was climbing up the ladder until the pidgeot suspect test interrupted it. It got to the mid 1400s with ease (i know that is not that high but i could have gotten higher) and has won a few uu room tourneys, if those hold any merit lol.
when i started the team i began with doublade and hydreigon and it was designed to be more offensive. as i added pokemon thought the team began to become almost a semi stall team. the six member of the team are hydreigon, doublade, suicune, mega aggron, rotom-H, and salamence. Heres the team-
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Hydreigon has always been one of my favorite Pokemon to use in uu due to its ability to punch holes in teams with powerful dracos. usually i run a life orb mixed attacking set, and that is what this originally was. when the team became less offensive in noticed the team was weak to bulky waters and stall in general. so i switched it to stall breaker hydreigon. Draco meteor still does a ton of damage to anything not invested even with out a boost, and dark pulse is a more reliable stab as it has no negative effects. taunt is used to switch in to bulky pokemon and prevent recovery while whittling them with dark pulse. roost is obvious for recovery.
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword
Doublade was originally added the team for its offensive capabilities and because it has good synergy with hydreigon. I find Doublade to be really good because it has a ton of bulk with sweeping capabilities. It now has a place as a counter for the huge threats slurpuff and snorlax. it is your usually swords dance tank set with Swords dance which boosts your attack to impressive levels, shadow sneak for priority and stab, sacred sword to hit normal types like snorlax and blissey, and gyro for stab. i chose gyro over iron head because this thing is so slow gyro can do some major damage. I
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
A specially defensive Rotom-H was originally added while mega pidgeot was still around and was meant to be a switch in. now that it is most likely gonna get banned rotom-H has lost some of his luster on his team. Despite this i still keep on the team for a defensive pivot. He has your standard Rotom-H moveset but is specially defensive rather than the usual physical. I added enough speed Evs to outspeed Honchcrows and to out speed most mega blastoises, which cause the team some problems. Rotom-H is on the hot seat.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is where the team starts to become more stally. i added crocune because i wanted a physical wall with some form of recovery. Suicune gives me this alongside giving me a super valuable win condition that can bring unprepared teams to their knees. it is the plain old Crocune set.i have thought about switching out sleep talk for either ice beam or roar, but i havent brought myself to do it yet.
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Tail
- Flamethrower
- Defog
- Roost
Salamence was added as a means of hazard control and another physical wall. i chose fatmence as i feel it is the best mence in the uu meta at the moment. it provides me a counter to a lot of physical uu threats that crocune cannot handle. it also is has access to a phasing move in dragon tail. i chose a max HP max Def ev spread to maximize physical bulk. For the moves i obviously chose roost and defog. i run flamethrower to hit cobalion, heracross and doublade. finally dragon tail is used to phase pokemon out if they try to set up.
Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 20 Def / 240 SpD
Careful Nature
- Heavy Slam
- Earthquake
- Thunder Wave
- Stealth Rock
The final addition to the team was Mega Aggron. Mega Aggron fills a couple roles, but his main role is a lead and Stealth rock setter. He is also a great physical tank (as if i didn't have enough already lol). This thing can tank so many hits and either deal damage or Spread yellow magic (shout out to blunder). for the moves i obviously wanted Stealth rocks. i chose Heavy slam and EQ as the attacking moves because they have pretty broad coverage. finally i chose t-wave because everyone knows good players spread yellow magic everywhere.
Thats the team. I think it is my best to date and has done very well for me so far. I hope to continue climbing once the mega pidgeot suspect is over. Any advice or recommendations for the team are welcome.
Threats-
Importable-
when i started the team i began with doublade and hydreigon and it was designed to be more offensive. as i added pokemon thought the team began to become almost a semi stall team. the six member of the team are hydreigon, doublade, suicune, mega aggron, rotom-H, and salamence. Heres the team-

Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Hydreigon has always been one of my favorite Pokemon to use in uu due to its ability to punch holes in teams with powerful dracos. usually i run a life orb mixed attacking set, and that is what this originally was. when the team became less offensive in noticed the team was weak to bulky waters and stall in general. so i switched it to stall breaker hydreigon. Draco meteor still does a ton of damage to anything not invested even with out a boost, and dark pulse is a more reliable stab as it has no negative effects. taunt is used to switch in to bulky pokemon and prevent recovery while whittling them with dark pulse. roost is obvious for recovery.

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword
Doublade was originally added the team for its offensive capabilities and because it has good synergy with hydreigon. I find Doublade to be really good because it has a ton of bulk with sweeping capabilities. It now has a place as a counter for the huge threats slurpuff and snorlax. it is your usually swords dance tank set with Swords dance which boosts your attack to impressive levels, shadow sneak for priority and stab, sacred sword to hit normal types like snorlax and blissey, and gyro for stab. i chose gyro over iron head because this thing is so slow gyro can do some major damage. I

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
A specially defensive Rotom-H was originally added while mega pidgeot was still around and was meant to be a switch in. now that it is most likely gonna get banned rotom-H has lost some of his luster on his team. Despite this i still keep on the team for a defensive pivot. He has your standard Rotom-H moveset but is specially defensive rather than the usual physical. I added enough speed Evs to outspeed Honchcrows and to out speed most mega blastoises, which cause the team some problems. Rotom-H is on the hot seat.

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
This is where the team starts to become more stally. i added crocune because i wanted a physical wall with some form of recovery. Suicune gives me this alongside giving me a super valuable win condition that can bring unprepared teams to their knees. it is the plain old Crocune set.i have thought about switching out sleep talk for either ice beam or roar, but i havent brought myself to do it yet.

Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Tail
- Flamethrower
- Defog
- Roost
Salamence was added as a means of hazard control and another physical wall. i chose fatmence as i feel it is the best mence in the uu meta at the moment. it provides me a counter to a lot of physical uu threats that crocune cannot handle. it also is has access to a phasing move in dragon tail. i chose a max HP max Def ev spread to maximize physical bulk. For the moves i obviously chose roost and defog. i run flamethrower to hit cobalion, heracross and doublade. finally dragon tail is used to phase pokemon out if they try to set up.

Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 20 Def / 240 SpD
Careful Nature
- Heavy Slam
- Earthquake
- Thunder Wave
- Stealth Rock
The final addition to the team was Mega Aggron. Mega Aggron fills a couple roles, but his main role is a lead and Stealth rock setter. He is also a great physical tank (as if i didn't have enough already lol). This thing can tank so many hits and either deal damage or Spread yellow magic (shout out to blunder). for the moves i obviously wanted Stealth rocks. i chose Heavy slam and EQ as the attacking moves because they have pretty broad coverage. finally i chose t-wave because everyone knows good players spread yellow magic everywhere.
Thats the team. I think it is my best to date and has done very well for me so far. I hope to continue climbing once the mega pidgeot suspect is over. Any advice or recommendations for the team are welcome.
Threats-
Threats-
Mega blastoise- I have nothing that can actually hit this thing super hard, and it can hit most of my mons, i usually have to switch around and try and get rotom-h in a couple of times to get volt switches of
Nidoking and Nidoqueen- i have the same problem with both of these that i do with mega toise, i usually have to let something take big damage in order to kill them.
Mega blastoise- I have nothing that can actually hit this thing super hard, and it can hit most of my mons, i usually have to switch around and try and get rotom-h in a couple of times to get volt switches of
Nidoking and Nidoqueen- i have the same problem with both of these that i do with mega toise, i usually have to let something take big damage in order to kill them.
Importable-
Hydreigon @ Leftovers
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Tail
- Flamethrower
- Defog
- Roost
Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 20 Def / 240 SpD
Careful Nature
- Heavy Slam
- Earthquake
- Thunder Wave
- Stealth Rock
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Dark Pulse
- Taunt
- Roost
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword
Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 HP / 120 SpD / 136 Spe
Calm Nature
- Overheat
- Volt Switch
- Will-O-Wisp
- Pain Split
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk
Salamence @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Tail
- Flamethrower
- Defog
- Roost
Aggron @ Aggronite
Ability: Sturdy
EVs: 248 HP / 20 Def / 240 SpD
Careful Nature
- Heavy Slam
- Earthquake
- Thunder Wave
- Stealth Rock