One of my newer teams I've been working on, based around Trick Room Hoopa. The team is more balanced than anything and hasn't peaked that high (so far late 1300s).






Teambuilding Process:

Since it's drop to UU I've been wanting to build a team around Hoopa. I went with Focus Sash + Trick Room as his poor physical bulk and low speed leave much to be desirable. Hoopa can function as a late game cleaner once priority users are gone or even early or mid-game to punch holes in teams.


I wanted a Dark type to go with Hoopa to form a nice offensive core. I picked M-Absol. He's fast, has priority and is pretty okay to take a dark type move thanks to Justified.



At this point I was lacking bulk and hazards so I wanted something defensive and to start a FWG core. So I picked Tentacruel.




As I was looking for the second part of my FWG core I wanted something with natural bulk, hits hard, and has support potential: Healing Wish Shaymin fits that bill





For the final part I wanted something with initative, strong physical presence, that works well Scarfed. In comes Darmanitan.






For the last spot I needed rocks, more initiative, and another wall to make the team more balanced, that's where Forretress comes in.
Now with that done, on to the in depth analysis of the team:
Copperfield (Hoopa) @ Focus Sash
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyperspace Hole
- Shadow Ball
- Focus Blast
Hoopa is the star of the team usually used as a late game cleaner but can be used early or mid game to punch holes in some teams. The EVs maximize offensive presence while making Hoopa as bulky as possible. A Quiet nature and 0 Spe IVs make Hoopa as slow as possible thus as fast as possible under Trick Room. Focus Sash ensures Trick Room gets set up versus non priority using pokes. This also helps as it allows Hoopa to steal the item off the opponent once the sash is used. Hyperspace Hole is used over Psychic as stall Pokemon that rely on Protect to help stall/scout. Shadow Ball is a secondary STAB move that hits the Psychic types that resist HH. Focus Blast in the last slot as it provides perfect neutral coverage.
CritWings (Absol-Mega) @ Absolite
Ability: Justified
EVs: 192 Atk / 64 SpA / 252 Spe
Naive Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Ice Beam
Don't knock this set, it works. When I wanted a Dark type I had originally wanted Hydreigon but switched to M-Absol since Absol has STAB Knock and Sucker Punch. This set originally comes from MegaMogwai but was used for OU (I tweaked for UU). 64 SpA to OHKO Gligar after rocks while also OHKOing Forretress and Salamence while also picking up the 2HKO on many UU Pokemon that take Knock Off/Sucker Punch well. The rest of the EVs maximize Speed and the rest goes into Attack. Justified is the preferred ability of choice as it allows Absol to switch into a Knock Off and get an Attack boost.
MyLover (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Sludge Bomb
- Ice Beam
- Toxic Spikes
Tentacruel is the first wall and member of my FWG core. Scald and Sludge Bomb are Tentacruel's STAB moves with Ice Beam rounding it out for Salamence, Hydreigon, and Roserade. Toxic Spikes is a nice hazard that pressures the opponent. The EVs allow Tentacruel to outspeed Adamant Honchkrow while the rest maximizes physical bulk. Liquid Ooze punishes users of Leech Seed and Giga Drain and Black Sludge provides a form of recovery while punishing Trick users. Originally I had planned an Assault Vest set with Toxic Spikes being swapped out for either Dazzling Gleam, Giga Drain, or Knock Off but left me with no recovery.
Sonic (Shaymin) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish
Shaymin's natural bulk is nice for the second part of my core. Choice Specs and standard offensive EVs allow Shaymin to have a strong offensive presence. Seed Flare is a fairly spammable STAB move barring it's low PP (although the SpD drops don't occur when I want them). The next two moves can be multiple coverage moves: I chose Dazzling Gleam for Dark, Dragon and Fighting type, and Earth Power hits Steel types. Healing Wish provides nice team support and as it brings back a near fainted team member.
ZenModeOP (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
What is there to say about this set that hasn't already? It's Choice Scarf Darmanitan. We've all seen it, we all know what it does. The only difference is I don't have Superpower. Moving on.
Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
Again, pretty standard. Forretress acts as the second wall and as my hazard setter and remover with Stealth Rock and Rapid Spin. Gyro Ball is the STAB move as it hits a lot of fast foes. Sturdy is used over Overcoat as threats like Salamence who have set up take a lot of damage from it and can usually stop a sweep. Volt Switch gives me added momentum and allows me a free switch into frailer pokes such as Hoopa and Absol.
I'm not too sure of the weakness of this team as I haven't found many specific things I'm very weak too barring Shell Smash Cloyster. Any help is appreciated!
Importable:
Copperfield (Hoopa) @ Focus Sash
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyperspace Hole
- Shadow Ball
- Focus Blast
CritWings (Absol-Mega) @ Absolite
Ability: Justified
EVs: 192 Atk / 64 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Ice Beam
MyLover (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Sludge Bomb
- Ice Beam
- Toxic Spikes
Sonic (Shaymin) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish
ZenModeOP (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin
Ability: Magician
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Hyperspace Hole
- Shadow Ball
- Focus Blast
CritWings (Absol-Mega) @ Absolite
Ability: Justified
EVs: 192 Atk / 64 SpA / 252 Spe
Hasty Nature
- Sucker Punch
- Knock Off
- Fire Blast
- Ice Beam
MyLover (Tentacruel) (F) @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
- Scald
- Sludge Bomb
- Ice Beam
- Toxic Spikes
Sonic (Shaymin) @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Earth Power
- Healing Wish
ZenModeOP (Darmanitan) @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- Earthquake
- U-turn
Walnut (Forretress) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Volt Switch
- Rapid Spin