Hey everyone, let me just introduce by saying that this team has been the most successful for me in probably my favorite tier, UU, my favorite tier because, contrary to OU and Ubers in both gen 4 and 5, everything is lot milder and there are much less (possibly none) uncounterable threats. It brought success for a long time, based on a strong (though not original) defensive duo and four diverse, powerful attackers each meant to pressure the opponent from a different angle. This team went through many stages, as I usually build a team by throwing together a few sets that look interesting and then testing and going from there, so, skipping a few steps, here is the final product:
The Strong Lead:
@ Toxic Orb
Guts
252 Att / 208 Def / 48 Speed
Adamant
-Fake Out
-Close Combat
-Payback
-Bullet Punch
So I wanted to start off my team strong, with an offensive lead who can also prevent lead qwilfish and every other spiking lead from getting more than one layer of entry hazards. Fake Out + CC + BP is a clean OHKO on 4/0 jolly qwilfish, while Close Combat is more than enough to KO any Omastar or Cloyster leads. Hariyama survives a psychic from most/all mesprit and uxie leads, if they choose to attack, and either significantly damages bulky versions or outright KO's the offensive Mesprit. Ambipom can't KO with Fake out + LO Double Hit, so I am free to use payback, incase they decide to be clever and U-turn out of there. Against the few leads who can scare Hariyama out with impunity, Alakazam notably and possibly the rarer Moltres, plus the recently more popular scyther lead, I will just switch out and wait for later in the game to bring Hariyama back in. The power of his Guts Close Combat is quite fearsome - nearly OHKO'ing all steelix with no hazard support.
The Defensive Duo Part 1:
@ Leftovers
Clear Body
252 Hp / 252 Sp. Def / 4 Speed
Careful
-Stealth Rock
-Thunder Wave
-Iron Head
-Explosion
When I elect to deploy Stealth Rock not from the lead position, Registeel is whom I (and many others) most often turn to. Though the EV's are listed in the current analysis due to the importance of surviving LO +2 Missy HP Fighting, the moves are from an old listing, and which I find to be the most useful. Stealth Rock and T-Wave for an offensive team are mandatory, and while many prefer Seismic Toss, I find Iron Head to be logically more useful. While Seismic Toss deals more damage to many common switch-ins, like Milotic, Claydol, Donphan, Arcanine, and Torterra, against most of these opponents all I will do with Registeel is set up SR, maybe T-wave if they get clever, and switch out - if I stay in to bash them with ST, they will swiftly OKHO or heavily damage Steel, except for Milotic, who can simply stall out ST and chip away at Registeel with Surf. Iron Head on the other hand can allow Registeel to reliably counter Missy, do more damage to Chansey, and can paraflinch many offensive pokemon whom I T-wave on the switch to death (Absol, for example). Explosion, on the other hand, I rarely use, but it can be useful in the endgame to take out an annoying threat (though its power is questionable... a few times I've lost games because explosion couldn't deal one more % to a milotic, for example). Registeel is always my primary switch in to Alakazam, Mismagius, and Scyther, who are usually choiced and use Aerial Ace on Hariyama.
The Defensive Duo Part 2:
@ Leftovers
Own Tempo
252 Hp / 240 Def / 16 Sp. Def
Bold
-Slack Off
-Thunder Wave
-Psychic
-Surf
Together with Registeel, Slowbro forms the incredibly potent yet not so original Milotic + Registeel combo, except with Slowbro instead of Milotic in this case. When I first came back to UU on PO's server, the first thing that struck me was the much higher number of strong fighting types, who, at first, would ravage all my teams, and without a resistance, Milotic wouldn't be able to handle the Hitmon's, Primeape, and physical Blaziken. However, meet the ultimate stop to all things fighting (and even non-SD absol has a hard time getting past this). Rest assured no purely physical fighting type will ever get through, with 394/347 defenses and STAB Psychic to keep them at bay. As Registeel and Hariyama attract fighting, poison, and ground types, Slowbro can switch in and deal with most of them (Venusaur and Torterra can cause troubles). Thunder Wave continues with the theme of paralysis, and can greatly help my slower sweepers destroy weakened teams.
The Offensive Core Part 1:
@ Life Orb
Magic Guard
212 Att / 216 Sp. Att / 80 Speed
Quiet
-Double-Edge
-Grass Knot
-Fire Blast
-Softboiled
"What," you say, "Clefable can be offensive?" Well, I reply "Yes" as I 2HKO almost all non-rock, steel, ghost, or intimidate switch-ins with Double-Edge, or take down your Donphan and Registeel with Grass Knot and Fire Blast, respectively. Though the lack of defensive EV’s means Milotic can 3HKO with surf, Clefable still does its job well and can survive most non-focus blast special attacks. When I first saw this set on the analysis, I knew I had to try it because though it might appear gimmicky at first, it can put a lot of pressure on any team, due to it being only really reliably countered by bulky fighting types, who in turn are countered by Slowbro.
The Offensive Core Part 2:
@ Life Orb
Synchronize
4 Hp / 252 Sp. Att / 252 Speed
Timid
-Substitute
-Psychic
-Shadow Ball
-Focus Blast
Substitute Alakazam has always been a tremendous sweeper because, well, there simply is no true counter. Balanced by the fact that Alakazam is sweeping on a ticking time bomb as substitute and LO take their toll, and that any hit will KO it, Alakazam can still force Spiritomb-less enemies who don't have a reliable scarfer into tough positions. The set itself is self-explanatory, and because I don't have wish or encore support, unfortunately Alakazam's switch-in opportunities are pretty much limited to weak psychic attacks and revenge killing. Still, Alakazam lures out Spiritomb/Chansey, who make great opportunites to switch in Blaziken/Clefable. Alakazam also hits the majority of specially-defensive weak UU on their weaker side, and these moves provide ultimate coverage.
The Offensive Core Part 3:
@ Life Orb
Blaze
4 Att / 252 Sp. Att / 252 Speed
Rash
-Fire Blast
-Superpower
-HP Grass
-Vacuum Wave
My final offensive member, Mixken, patches up the remaining holes on the team as Vacuum Wave revenges frail sweepers, and Superpower and Fireblast rip through Chansey and any physical defensive pokemon, respectively, other than bulky waters. He can switch in on a will-o-wisp, or a predicted Grass attack, and can survive a Thunderbolt from non-LO (possibly LO as well) Rotom, and extremespeed from Arcanine even after SR. HP Grass is used over Electric to safely OHKO Rhyperior and the various Water/Rocks of UU. To be honest, there isn't much to say about Blaziken other than that his job is important and he does it well. Often I keep him or Alakazam hidden until late-game (because they can't switch in well anyway) to potentially sweep once the opponent's team has been scouted enough.
Hope you like my team, it took a lot of playtesting until I finally found something that worked, and it's always been a fun team to play with. Some general troubles this team has include:
-Rain (though to be fair most teams are threatened by a good rain team; luckily most rain teams aren't very good)
-Numerous scarf users (UU in general is a slow game, so a team full of scarfers, like the Blizzspam team, can outspeed and threaten many of the slower heavy-hitters)
-Venusaur if it sleep powders Registeel or Clefable, Torterra, grass types in general.
Final Look:
The Strong Lead:

Guts
252 Att / 208 Def / 48 Speed
Adamant
-Fake Out
-Close Combat
-Payback
-Bullet Punch
So I wanted to start off my team strong, with an offensive lead who can also prevent lead qwilfish and every other spiking lead from getting more than one layer of entry hazards. Fake Out + CC + BP is a clean OHKO on 4/0 jolly qwilfish, while Close Combat is more than enough to KO any Omastar or Cloyster leads. Hariyama survives a psychic from most/all mesprit and uxie leads, if they choose to attack, and either significantly damages bulky versions or outright KO's the offensive Mesprit. Ambipom can't KO with Fake out + LO Double Hit, so I am free to use payback, incase they decide to be clever and U-turn out of there. Against the few leads who can scare Hariyama out with impunity, Alakazam notably and possibly the rarer Moltres, plus the recently more popular scyther lead, I will just switch out and wait for later in the game to bring Hariyama back in. The power of his Guts Close Combat is quite fearsome - nearly OHKO'ing all steelix with no hazard support.
The Defensive Duo Part 1:

Clear Body
252 Hp / 252 Sp. Def / 4 Speed
Careful
-Stealth Rock
-Thunder Wave
-Iron Head
-Explosion
When I elect to deploy Stealth Rock not from the lead position, Registeel is whom I (and many others) most often turn to. Though the EV's are listed in the current analysis due to the importance of surviving LO +2 Missy HP Fighting, the moves are from an old listing, and which I find to be the most useful. Stealth Rock and T-Wave for an offensive team are mandatory, and while many prefer Seismic Toss, I find Iron Head to be logically more useful. While Seismic Toss deals more damage to many common switch-ins, like Milotic, Claydol, Donphan, Arcanine, and Torterra, against most of these opponents all I will do with Registeel is set up SR, maybe T-wave if they get clever, and switch out - if I stay in to bash them with ST, they will swiftly OKHO or heavily damage Steel, except for Milotic, who can simply stall out ST and chip away at Registeel with Surf. Iron Head on the other hand can allow Registeel to reliably counter Missy, do more damage to Chansey, and can paraflinch many offensive pokemon whom I T-wave on the switch to death (Absol, for example). Explosion, on the other hand, I rarely use, but it can be useful in the endgame to take out an annoying threat (though its power is questionable... a few times I've lost games because explosion couldn't deal one more % to a milotic, for example). Registeel is always my primary switch in to Alakazam, Mismagius, and Scyther, who are usually choiced and use Aerial Ace on Hariyama.
The Defensive Duo Part 2:

Own Tempo
252 Hp / 240 Def / 16 Sp. Def
Bold
-Slack Off
-Thunder Wave
-Psychic
-Surf
Together with Registeel, Slowbro forms the incredibly potent yet not so original Milotic + Registeel combo, except with Slowbro instead of Milotic in this case. When I first came back to UU on PO's server, the first thing that struck me was the much higher number of strong fighting types, who, at first, would ravage all my teams, and without a resistance, Milotic wouldn't be able to handle the Hitmon's, Primeape, and physical Blaziken. However, meet the ultimate stop to all things fighting (and even non-SD absol has a hard time getting past this). Rest assured no purely physical fighting type will ever get through, with 394/347 defenses and STAB Psychic to keep them at bay. As Registeel and Hariyama attract fighting, poison, and ground types, Slowbro can switch in and deal with most of them (Venusaur and Torterra can cause troubles). Thunder Wave continues with the theme of paralysis, and can greatly help my slower sweepers destroy weakened teams.
The Offensive Core Part 1:

Magic Guard
212 Att / 216 Sp. Att / 80 Speed
Quiet
-Double-Edge
-Grass Knot
-Fire Blast
-Softboiled
"What," you say, "Clefable can be offensive?" Well, I reply "Yes" as I 2HKO almost all non-rock, steel, ghost, or intimidate switch-ins with Double-Edge, or take down your Donphan and Registeel with Grass Knot and Fire Blast, respectively. Though the lack of defensive EV’s means Milotic can 3HKO with surf, Clefable still does its job well and can survive most non-focus blast special attacks. When I first saw this set on the analysis, I knew I had to try it because though it might appear gimmicky at first, it can put a lot of pressure on any team, due to it being only really reliably countered by bulky fighting types, who in turn are countered by Slowbro.
The Offensive Core Part 2:

Synchronize
4 Hp / 252 Sp. Att / 252 Speed
Timid
-Substitute
-Psychic
-Shadow Ball
-Focus Blast
Substitute Alakazam has always been a tremendous sweeper because, well, there simply is no true counter. Balanced by the fact that Alakazam is sweeping on a ticking time bomb as substitute and LO take their toll, and that any hit will KO it, Alakazam can still force Spiritomb-less enemies who don't have a reliable scarfer into tough positions. The set itself is self-explanatory, and because I don't have wish or encore support, unfortunately Alakazam's switch-in opportunities are pretty much limited to weak psychic attacks and revenge killing. Still, Alakazam lures out Spiritomb/Chansey, who make great opportunites to switch in Blaziken/Clefable. Alakazam also hits the majority of specially-defensive weak UU on their weaker side, and these moves provide ultimate coverage.
The Offensive Core Part 3:

Blaze
4 Att / 252 Sp. Att / 252 Speed
Rash
-Fire Blast
-Superpower
-HP Grass
-Vacuum Wave
My final offensive member, Mixken, patches up the remaining holes on the team as Vacuum Wave revenges frail sweepers, and Superpower and Fireblast rip through Chansey and any physical defensive pokemon, respectively, other than bulky waters. He can switch in on a will-o-wisp, or a predicted Grass attack, and can survive a Thunderbolt from non-LO (possibly LO as well) Rotom, and extremespeed from Arcanine even after SR. HP Grass is used over Electric to safely OHKO Rhyperior and the various Water/Rocks of UU. To be honest, there isn't much to say about Blaziken other than that his job is important and he does it well. Often I keep him or Alakazam hidden until late-game (because they can't switch in well anyway) to potentially sweep once the opponent's team has been scouted enough.
Hope you like my team, it took a lot of playtesting until I finally found something that worked, and it's always been a fun team to play with. Some general troubles this team has include:
-Rain (though to be fair most teams are threatened by a good rain team; luckily most rain teams aren't very good)
-Numerous scarf users (UU in general is a slow game, so a team full of scarfers, like the Blizzspam team, can outspeed and threaten many of the slower heavy-hitters)
-Venusaur if it sleep powders Registeel or Clefable, Torterra, grass types in general.
Final Look:





