Hello,
After performing mediocrely in OU, I figured I'd try my hand at a different tier, see if I do better elsewhere. So of course I dropped down one tier and am trying my luck with UU. Since I'm still pretty new to the tier, I'm still kinda feeling my way around the team.
Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost
I started with Life Orb Hydreigon to punch giant holes in teams. Draco Meteor and Dark Pulse are mandatory STAB. Superpower is to surprise switch-ins that think it's safe to try setting up after a Draco Meteor, and might be the most useful move on Hydreigon's moveset. Roost is obvious recovery, although I never really find myself using it. Hasty nature so I can hurt with Superpower, and the EVs are obvious. The only thing I'd consider changing is Roost, but I also don't really need Iron Tail or Flash Cannon to hit Fairies, they've never been a problem for me.
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Sludge Bomb
- Leaf Storm
- Extrasensory
I knew Hydreigon wanted entry hazards, and something to scare out Fairies. In enter Roserade, who can deal with Fairies, set up Spikes, and absorb T-Spikes. I went with an offensive build because Roserade's defenses don't really seem worth investing in, and Grass has enough weaknesses that I doubt I'd be walling much anyway. Natural Cure makes Roserade a decent status absorber, and Extrasensory is fun when you know Crobat is coming in to Defog.
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Volt Switch
- Dragon Pulse
Next I decided to go with Mega-Ampharos to help build a Volt-Turn core to wear targets down as much as possible. Ampharos' slow Volt Switch is really nice to bring in whatever I want on a target, usually at no risk to my switch-in. I went with this physically defensive spread in order to tank the physical hits that enjoy making their way towards my team. Even STAB EQs don't worry me unless I'm well under half-health. Rest and Sleep Talk allow me to keep Ampharos healthy and still (hopefully) deal damage so Ampharos isn't set-up bait.
Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Stone Edge
My team was feeling kinda slow, so I brought in Infernape to fill a number of voids. His STAB moves help put a lot of pokemon under pressure, I get a revenge killer, and I get a mon to complete my Volt-Turn combo. Stone Edge is to catch flying types when I don't want to U-Turn out, like against a +1 Salamence, who would run rampant through my team otherwise. Definitely happy with Infernape here, I can't imagine changing much.
Suicune @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Calm Mind
- Scald
- Ice Beam
- Hidden Power [Grass]
Suicune also fills a number of roles in the team, like forming a water-grass-fire core (not that the other two are terribly defensive) and gives me a possible win condition. I picked offensive Cune over something like CroCune because I wanted the attacking variety so something like Vaporeon doesn't wall me completely. Hidden Power Grass allows me to catch water types by surprise, thinking my only answer is Ampharos (who otherwise has a hard time landing a hit on them). This set does have a difficult time finding an opening to Calm Mind, so I do wonder if running a different moveset would be easier.
Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Crunch
- Earthquake
-Fire Punch
I admit this feels a bit random, but with Ampharos tanking random physical attacks, I wanted something that could tank random special attacks. So I picked this fat fuck and gave him an assault vest. I picked Crunch over Return because there's so few threats I want to trap, since Ghosts and Psychics are usually a free switch in for Hydreigon, but I still wanted to be able to threaten things like Cress. If there were a spot that I'm expecting needs changing, its this guy, but he still puts in work. Thanks to Thick Fat, he's a decent answer to things like Entei and Mamoswine, and can threaten them or KO them with a bit of prior damage.
So that's the team. I haven't encountered many different consistent threats to this team, so I'm not sure what threatens it. The only thing I can think of right away is that Stealth Rock would be nice to have somewhere, and maybe a way to remove opposing hazards. I appreciate any feedback, and thank you for your time!
After performing mediocrely in OU, I figured I'd try my hand at a different tier, see if I do better elsewhere. So of course I dropped down one tier and am trying my luck with UU. Since I'm still pretty new to the tier, I'm still kinda feeling my way around the team.

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Roost
I started with Life Orb Hydreigon to punch giant holes in teams. Draco Meteor and Dark Pulse are mandatory STAB. Superpower is to surprise switch-ins that think it's safe to try setting up after a Draco Meteor, and might be the most useful move on Hydreigon's moveset. Roost is obvious recovery, although I never really find myself using it. Hasty nature so I can hurt with Superpower, and the EVs are obvious. The only thing I'd consider changing is Roost, but I also don't really need Iron Tail or Flash Cannon to hit Fairies, they've never been a problem for me.

Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Spikes
- Sludge Bomb
- Leaf Storm
- Extrasensory
I knew Hydreigon wanted entry hazards, and something to scare out Fairies. In enter Roserade, who can deal with Fairies, set up Spikes, and absorb T-Spikes. I went with an offensive build because Roserade's defenses don't really seem worth investing in, and Grass has enough weaknesses that I doubt I'd be walling much anyway. Natural Cure makes Roserade a decent status absorber, and Extrasensory is fun when you know Crobat is coming in to Defog.

Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Rest
- Sleep Talk
- Volt Switch
- Dragon Pulse
Next I decided to go with Mega-Ampharos to help build a Volt-Turn core to wear targets down as much as possible. Ampharos' slow Volt Switch is really nice to bring in whatever I want on a target, usually at no risk to my switch-in. I went with this physically defensive spread in order to tank the physical hits that enjoy making their way towards my team. Even STAB EQs don't worry me unless I'm well under half-health. Rest and Sleep Talk allow me to keep Ampharos healthy and still (hopefully) deal damage so Ampharos isn't set-up bait.

Infernape @ Choice Scarf
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- U-turn
- Stone Edge
My team was feeling kinda slow, so I brought in Infernape to fill a number of voids. His STAB moves help put a lot of pokemon under pressure, I get a revenge killer, and I get a mon to complete my Volt-Turn combo. Stone Edge is to catch flying types when I don't want to U-Turn out, like against a +1 Salamence, who would run rampant through my team otherwise. Definitely happy with Infernape here, I can't imagine changing much.

Suicune @ Leftovers
Ability: Pressure
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
- Calm Mind
- Scald
- Ice Beam
- Hidden Power [Grass]
Suicune also fills a number of roles in the team, like forming a water-grass-fire core (not that the other two are terribly defensive) and gives me a possible win condition. I picked offensive Cune over something like CroCune because I wanted the attacking variety so something like Vaporeon doesn't wall me completely. Hidden Power Grass allows me to catch water types by surprise, thinking my only answer is Ampharos (who otherwise has a hard time landing a hit on them). This set does have a difficult time finding an opening to Calm Mind, so I do wonder if running a different moveset would be easier.

Snorlax @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Return
- Crunch
- Earthquake
-Fire Punch
I admit this feels a bit random, but with Ampharos tanking random physical attacks, I wanted something that could tank random special attacks. So I picked this fat fuck and gave him an assault vest. I picked Crunch over Return because there's so few threats I want to trap, since Ghosts and Psychics are usually a free switch in for Hydreigon, but I still wanted to be able to threaten things like Cress. If there were a spot that I'm expecting needs changing, its this guy, but he still puts in work. Thanks to Thick Fat, he's a decent answer to things like Entei and Mamoswine, and can threaten them or KO them with a bit of prior damage.
So that's the team. I haven't encountered many different consistent threats to this team, so I'm not sure what threatens it. The only thing I can think of right away is that Stealth Rock would be nice to have somewhere, and maybe a way to remove opposing hazards. I appreciate any feedback, and thank you for your time!