This was the first team I tried out in Shoddy Battle UU, and due to some success I'm continuing to use it, and refine it.
The optimal plan is to pass two Agilities to Cradily, so that he becomes reasonably fast. Then--after passing Barrier or a Sub, if necessary--Cradily sets up Swords Dance, recovers off any damage incurred during the set-up, and sweeps.
It's a long process which is aided by Cradily's ability: cannot be p.hazed.
The defensive part is a kind of contingency plan I built in; in many games where the set-up does not go as planned (e.g., Taunt or Choice-Trick leads) I use smart switches and sufficiently bulky pokes to hold off the threat and allow for either a later set-up, or a slow victory.
On with the Pokes!
Lopunny (Lead BP)
@ Starf Berry
Nature: Jolly
Ability: Cute Charm
EVs: 244 HP/8 Def/252 Spe (The HP EV lets Starf activate at 25%)Description: The first part of the strategy. Substitute helps activate Starf Berry. It also protects Lopunny from status and other dangers, like Mach Punch which would destroy the BP. I thought Starf was nice because this team could use any type of boost, and Lopunny's passes can go to anyone. Obviously, this Lopunny is weak to Taunt.
Huntail (Second BP)
@ Leftovers
Nature: Jolly
Ability: Swift Swim
EVs: 252 HP/20 Atk/236 Spe (This speed EV allows me to outspeed everything I would have with max EV except other Huntails and Gorebyss)Description: With the proliferation of physical attackers, this Huntail gives me enough defense to set up properly. Ice Fang is for Altaria, and possible freeze in desperate situations (it's already won a game for me that way :nerd:). Sometimes, the threat of p.hazers forces me to pass directly from Lopunny to Cradily. Nevertheless, Huntail gives my team stability that other BP teams seem to lack. He's useful as a switch-in to any physical threat, boasting high defense and the ability to keep making Barriers and eventually pass them.
Cradily (Main Receiver)
@ Leftovers
Nature: Adamant
Ability: Suction Cups
EVs: 20 HP/252 Atk/236 SpeDescription: Hopefully the last Pokemon I have to use. I explained the strategy above. Stone Edge and Earthquake give decent coverage.
Grumpig (Special Switch-in)
@ Leftovers
Nature: Timid
Ability: Thick Fat
EVs: 252 HP/22 Sp.Atk/236 SpeDescription: Copied from Smogon, except with Sp. Atk EVs instead of Sp. Def. He's supposed to switch in to special threats if the main strategy fails. Also, I've used him as a pretty reliable receiver of BP if Starf turns up Sp. Atk or I'm up against someone Cradily is weak to. A real defensive powerhouse with a few Barriers and a Sub.
Hitmontop (Rapid Spin)
@ Leftovers
Nature: Impish
Ability: Intimidate
EVs: 252 HP/72 Def/184 SpeDescription: Rapid Spin away entry hazards, and switch in on physical attackers with Intimidate. Also kills Clefable, one of the biggest threats to the team. Toxic/Protect combo to wear down the other team, which is useful because of the side effects of Close Combat.
Miltank (Heal Bell Support)
@ Leftovers
Nature: Impish
Ability: Scrappy
EVs: 252 HP/224 Atk/32 SpeDescription: I think it's pretty standard. I noticed that status was a big problem for me, even with all the substitutes. She also gives me a Stealth Rock and performs all these things nicely due to good defenses and a recovery move.
Before, I tried Poliwrath, Primeape, Hitmonchan, Jumpluff and Swellow, with varying degrees of success.
Thanks for taking your time on my team! I welcome any suggestions.
-Wyzra
Edits: Changed Stone Edge to Rock Slide on Cradily, readjusted his EVs to be faster than max EV Jolly Persian after an Agility.
Replaced Poliwrath and Weezing with Miltank and Hitmontop.
The optimal plan is to pass two Agilities to Cradily, so that he becomes reasonably fast. Then--after passing Barrier or a Sub, if necessary--Cradily sets up Swords Dance, recovers off any damage incurred during the set-up, and sweeps.
It's a long process which is aided by Cradily's ability: cannot be p.hazed.
The defensive part is a kind of contingency plan I built in; in many games where the set-up does not go as planned (e.g., Taunt or Choice-Trick leads) I use smart switches and sufficiently bulky pokes to hold off the threat and allow for either a later set-up, or a slow victory.
On with the Pokes!

Lopunny (Lead BP)
@ Starf Berry
Nature: Jolly
Ability: Cute Charm
EVs: 244 HP/8 Def/252 Spe (The HP EV lets Starf activate at 25%)
- Baton Pass
- Substitute
- Agility
- Encore

Huntail (Second BP)
@ Leftovers
Nature: Jolly
Ability: Swift Swim
EVs: 252 HP/20 Atk/236 Spe (This speed EV allows me to outspeed everything I would have with max EV except other Huntails and Gorebyss)
- Baton Pass
- Substitute
- Barrier
- Ice Fang

Cradily (Main Receiver)
@ Leftovers
Nature: Adamant
Ability: Suction Cups
EVs: 20 HP/252 Atk/236 Spe
- Swords Dance
- Recover
- Earthquake
- Rock Slide

Grumpig (Special Switch-in)
@ Leftovers
Nature: Timid
Ability: Thick Fat
EVs: 252 HP/22 Sp.Atk/236 Spe
- Calm Mind
- Psychic
- Signal Beam
- Substitute

Hitmontop (Rapid Spin)
@ Leftovers
Nature: Impish
Ability: Intimidate
EVs: 252 HP/72 Def/184 Spe
- Rapid Spin
- Close Combat
- Toxic
- Protect

Miltank (Heal Bell Support)
@ Leftovers
Nature: Impish
Ability: Scrappy
EVs: 252 HP/224 Atk/32 Spe
- Body Slam
- Heal Bell
- Stealth Rock
- Milk Drink
Before, I tried Poliwrath, Primeape, Hitmonchan, Jumpluff and Swellow, with varying degrees of success.
Thanks for taking your time on my team! I welcome any suggestions.
-Wyzra
Edits: Changed Stone Edge to Rock Slide on Cradily, readjusted his EVs to be faster than max EV Jolly Persian after an Agility.
Replaced Poliwrath and Weezing with Miltank and Hitmontop.