This is an UU team I built a little while back based on the idea that every pokemon on the team can absorb one type of attack or another. It ended up working surprisingly well. Feel free to rate/suggest.
Drifblim (M) @ Choice Scarf
Ability: Unburden
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Shadow Ball
- Thunderbolt
- Destiny Bond
Trick-blim is something I threw together that works suprisingly well. Trick activates unburden, which actually leaves him faster than he would normally be with just the choice scarf, and locks the opposing pokemon into a single move. Shadowball is for stab and Thunderbolt is for coverage. Destiny bond is to let him use his speed to kill something with his last breath. Can absorb normal (sans scrappy) and ground moves.
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Ninetales (M) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Nasty Plot
- Flamethrower
- Energy Ball
- Dark Pulse
Standard nasty-plot Ninetales that packs a few attacks to cover some common type problems. Also aborsbs fire attacks that are lured by Parasect. used to run hypnosis on him (as well as on Driblim in place of destiny bond) but the 60 percent accuracy just wasn't enough to get the job done.
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Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Toxic
- Surf
- Thunderbolt
My special wall. Surf for stab, Boltbeam for coverage, and Toxic to take down other troublesome walls. A good solid member of the team. Is capable of absorbing electric attacks that are lured by Drifblim.
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Parasect (M) @ Focus Sash
Ability: Dry Skin
EVs: 252 HP/252 Atk/6 Spd
Adamant nature (+Atk, -SAtk)
- Knock Off
- Spore
- X-Scissor
- Seed Bomb
My "bulky water buster". Comes in and absorbs water attacks used by bulky waters to sudue ninetales. Then procedes to spore them (or the incoming switch), and then knock off there leftovers, rendering them alot less capalbe. Seedbomb is a decent stab that kills alot of bulky waters (especially gastrodon and quagsire). X-scissor is to give him another stab move.
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Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Swords Dance
- Will-o-wisp
- X-Scissor
Shedinja is practically the star of the team, capalbe of absorbing a whole host of things my opponent is likely to throw out. Usually comes in late game when I know my opponents options are rather limited. Swords dance makes his attack power rather respectable. Sucker punch is a new trick that makes him nearly invincible. After a few swords dances, anything switching in trying to attack it has to be able to survive the sucker punch (after 3 swords dances this becomes nearly impossible). Will-o-wisp lets me shut down physical attackers and X-scissor provides another attacking option. Focus sash ensures I can get atleast one Wow or SD against something.
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Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Earth Power
- Shadow Ball
- Stealth Rock
With a team that relies so heavily on switching pokemon to absorb attackers, a rapid spinner was a necessity. Claydol was chosen because it has some decent resistances and is capable of switching in on ground attacks lured out by lanturn or electric attacks lured out by Drifblim. earthpower is there for decent stab, and Shadowball lets him take care of Rotom (and other spin blockers.
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So there you have it. The key problems are 3x ghost weak and 3x dark weak, which I don't have the pokemon to block. I've thought about putting a normal type pokemon in, but can't decide who to switch out. there's also a 3x Ice weak, but Lanturn and Ninetales both resist ice attacks and Shedinja is immune to them.
Drifblim (M) @ Choice Scarf
Ability: Unburden
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Trick
- Shadow Ball
- Thunderbolt
- Destiny Bond
Trick-blim is something I threw together that works suprisingly well. Trick activates unburden, which actually leaves him faster than he would normally be with just the choice scarf, and locks the opposing pokemon into a single move. Shadowball is for stab and Thunderbolt is for coverage. Destiny bond is to let him use his speed to kill something with his last breath. Can absorb normal (sans scrappy) and ground moves.
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Ninetales (M) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Nasty Plot
- Flamethrower
- Energy Ball
- Dark Pulse
Standard nasty-plot Ninetales that packs a few attacks to cover some common type problems. Also aborsbs fire attacks that are lured by Parasect. used to run hypnosis on him (as well as on Driblim in place of destiny bond) but the 60 percent accuracy just wasn't enough to get the job done.
---
Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Ice Beam
- Toxic
- Surf
- Thunderbolt
My special wall. Surf for stab, Boltbeam for coverage, and Toxic to take down other troublesome walls. A good solid member of the team. Is capable of absorbing electric attacks that are lured by Drifblim.
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Parasect (M) @ Focus Sash
Ability: Dry Skin
EVs: 252 HP/252 Atk/6 Spd
Adamant nature (+Atk, -SAtk)
- Knock Off
- Spore
- X-Scissor
- Seed Bomb
My "bulky water buster". Comes in and absorbs water attacks used by bulky waters to sudue ninetales. Then procedes to spore them (or the incoming switch), and then knock off there leftovers, rendering them alot less capalbe. Seedbomb is a decent stab that kills alot of bulky waters (especially gastrodon and quagsire). X-scissor is to give him another stab move.
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Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Swords Dance
- Will-o-wisp
- X-Scissor
Shedinja is practically the star of the team, capalbe of absorbing a whole host of things my opponent is likely to throw out. Usually comes in late game when I know my opponents options are rather limited. Swords dance makes his attack power rather respectable. Sucker punch is a new trick that makes him nearly invincible. After a few swords dances, anything switching in trying to attack it has to be able to survive the sucker punch (after 3 swords dances this becomes nearly impossible). Will-o-wisp lets me shut down physical attackers and X-scissor provides another attacking option. Focus sash ensures I can get atleast one Wow or SD against something.
---
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Rapid Spin
- Earth Power
- Shadow Ball
- Stealth Rock
With a team that relies so heavily on switching pokemon to absorb attackers, a rapid spinner was a necessity. Claydol was chosen because it has some decent resistances and is capable of switching in on ground attacks lured out by lanturn or electric attacks lured out by Drifblim. earthpower is there for decent stab, and Shadowball lets him take care of Rotom (and other spin blockers.
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So there you have it. The key problems are 3x ghost weak and 3x dark weak, which I don't have the pokemon to block. I've thought about putting a normal type pokemon in, but can't decide who to switch out. there's also a 3x Ice weak, but Lanturn and Ninetales both resist ice attacks and Shedinja is immune to them.