Combos in UU

Weezing and Zoroark could work. Weezing resists Zoroark's weaknesses and Zoroark is immune to Weezing's one weakness. A fun strategy I've tried in OU is having my lead Zoroark disguised as Weezing, which I suppose could work in UU as well.

Hasn't it been established already that Zoroark is offensive (meaning "not defensive") and should be used as such? It should be used to take out counters to something else on your team, just attacking mindlessly until you die/switch since he cannot take a hit worth.. well, anything.
 
For an offensive combo, SD Weavile + Subpunch Golurk work beautifully together. Golurk comes in on the fighting types (mostly hitmontop) that would give Weavile trouble and gets a sub, while weavile beats shitty annoying flying types (the ones who aren't neutral to focus punch and bulky enough to laugh at shadow punch) that wall golurk. I use Lum Berry on my Golurk, because for whatever reason I've been seeing Hitmontops running toxic. It also makes it a perfect counter to Chansey. I find the choice regrettable when facing a hail team, however.
 
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Hippopotas @ Eviolite
Nature: Relaxed (+Def, -Spe)
EVs: 252 HP | 252 Def | 4 SpD
Ability: Sand Stream
Stealth Rock
Toxic
Yawn / Earthquake
Roar​

Necessary for starting up a Sandstorm, and it's not like you can use Hippowdon or Tyranaitar in UU. With Eviolite, Hippopotas has just over 400 Defense (with Eviolite), and around 300 HP. Stealth Rock is helpful for racking up even more damage on top of Sandstorm, with Roar helping to shuffle through teams. Toxic ruins bulky Water-types that switch-in easily, which helps the next pair of Pokemon. Earthquake can hit frail Taunt-abusers like Ambipom, but coming off of an uninvested Attack stat, I wouldn't really recommend running it, as Yawn is just better for causing even MORE switches.

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Stoutland @ Choice Band
Nature: Adamant
EVs: 252 Atk | 4 Def | 252 Spe
Ability: Sand Rush
Frustration / Retaliate / Double-Edge
Fire Fang
Wild Charge
Crunch / Pursuit​

First move-slot is really more up to you. Double-Edge for massive power from STAB + Band, but a shitload of recoil, Retaliate if you want to go for a more Revenge Killer orientated-route, Frustration is just normal STAB. Fire Fang hits Steel-types since Stoutland doesn't get Earthquake. Wild Charge smacks Water-types, bar Quagsire / Gastrodon, Crunch finishes out the job by dealing with Ghost-types, though you can use Pursuit for easy trapping.

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Golurk @ Leftovers
Nature: Adamant
EVs: 252 HP | 252 Atk | 4 Spe
Ability: Iron Fist
Substitute
Focus Punch
Shadow Punch
Earthquake / Stone Edge​

Golurk abuses all the Intimidate Hitmontop that switch into Stoutland and all the TechnicianTops that rely on Sucker Punch to hit Ghost-types. Immunity to Normal, Fighting, and Electric, Ghost-type weakness that's covered by Stoutland. Standard SubPunch set to abuse Iron Fist, Earthquake can be used to deal with Nidoqueens and such, Stone Edge for Zapdos and co.
 
Roserade @ Life Orb
Timid
252 SpA / 252 Spe / 4 HP
-Leaf Storm
-Sleep Powder
-Sludge Bomb
-Synthesis

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Rhyperior @ Choice Band
Adamant
252 Atk / 168 HP / 88 Spe
-Earthquake
-Stone Edge
-Megahorn
-Rock Blast

two beast sets from last gen return to make a pretty good combo. Roserade is still dangerous as hell with her LO set, and only a select few Pokemon switch in against her safely with SR up. Luckily, she can just spam Sleep Powder and incapacitate them with a status that is far more powerful than last gen.

Rhyperior is one BAD mothafucka and his only real issue is not being able to safely get off an attack against many pokes because of his slow Speed and 4x weakness to water and grass attacks. Rade takes both of these attacks with ease and hits STAB users super effectively and can heal up with synthesis. with help from Rade's sleep and the ability to switch in multiple times vs. registeel, chansey, and arcanine even when they aren't asleep, you just have to pick the right STAB move to spam and you're gonna kill something with rhyperior.

Defensively, there isn't too much that can withstand both of these powerhouses, but stall teams can still work around it with spikes and smart switching. faster sweepers who get good coverage will also end this combo, so team support it gonna have to be able to beat stuff like azelf, fast celebi, alakazam, raikou, mamoswine, and some others. a solid combo for more balanced offensive teams.
 
This is a non FWG defensive core that allows you to sponge hits and spread status until your offensive pokes' counters and checks are weakened or crippled.
The core has strong type synergy, together resisting hits of all types except Fire and Water, and covering each others' weaknesses well.
The core is resistant/immune to entry hazards.
The core attacks with Psychic, Poison, Fire, Electric and Ice moves which provide good coverage in combination.

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Sigilyph @ Flame Orb
Magic Guard
Timid
252 HP / 172 Spe / 86 SpD
-Cosmic Power
-Stored Power
-Psycho Shift
-Roost

Anything this weird and ugly has to be damn useful to find its way onto teams. Immune to status after one turn, as well as capable of burning things left right and centre. Burned enemies with SE attacks are no longer scary (just be careful about Psycho Shifting burns when Heracross is around), and Sigilyph can Roost away 3 of its weaknesses with good speed. Once it has a chance, Sigilyph can start setting up Cosmic Powers that boost defences and the Stored Power that it has.

172 Speed EVs allow it to outspeed neutral natured base 100s like Zapdos and positive natured Rotom formes, allowing Sigilyph to Roost to remove its Electric weakness before they can hit it.

Defensive Synergy:
4x resistant to Fighting for Magneton
Immune to Ground for Magneton
Resistant to Psychic moves for Weezing
Burns Physical attackers
Absorbs status, can throw Para/Burn/Poison back at enemy

Note: if you want to use Xatu instead, it has the same typing but isn't as sturdy, and both pokemon can reflect/are immune to status. Therefore it is only recommended if you're very keen to reflect entry hazards.

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Weezing @ Black Sludge
Levitate
Bold
252 HP / 96 Def / 160 SpD
Clear Smog
Flamethrower
Pain Split
Toxic/Will-O-Wisp

Making up the second part of the core is everyone's favourite website mascot evolution, Weezing.

Weezing supports the team with physical bulk, stat elimination through use of Clear Smog (which is stopped by Steels but has ok coverage with Flamethrower) and by spreading status. Toxic is preferred as Sigilyph has a more accurate Burn move. Also, Weezing is already resistant to many physical sweepers, and Flamethrower is SE against the many Grass/Poison types in UU, as well as Toxicroak, so poison immune pokes better watch out! Pain Split for stalling while Toxic does its work.

Note: You could also use Stockpile but it doesn't go well with Clear Smog, so then Venoshock becomes an option.

Defensive Synergy
2x resistant to Fighting for Magneton
Immune to Ground for Magneton
Only weakness Psychic is covered by Sigilyph and Magneton.
Takes Fighting, Bug, Poison and Grass hits like 'a champ'.

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Magneton
Eviolite
Magnet Pull
Bold +Def/-Att
252HP / 252Def / 4SpD
Substitute/Thunder Wave
Metal Sound
HP Ice/Thunder Wave
Discharge/Thunderbolt

This is what happens when you leave magnets too close to one another, they get stuck together. If we were to leave them alone any longer, they might even turn into an alien!

Magneton is best known for trapping Steels, however they're not that common in UU. You'll most often find Steelix, who should not be dealt with by Magneton, or Registeel, who is a piece of cake after a Metal Sound or two. Substitute for protecting against status and incoming checks/counters.
Discharge for spreading paralysis, and it packs a punch with Metal Sound. If you need reliable paralysis use Thunder Wave. Metal Sound is great for forcing switches and turning special walls into paper.

Note: You could also go on the offence with 252Spa/252 Spe, Leftovers/Life Orb and Thunderbolt, but since this is a defensive core I am focusing on MagneTON.

Defensive Synergy
4x resists Electric for Sigilyph
2x resists Dark, Ice, Rock for Sigilyph
2x resists Psychic for Weezing
Its partners are immune to its 4x weakness, Ground
Its partners are resistant to its weakness to Fighting
Still has a Fire weakness that needs covering

Comments and criticisms are most welcome!
 
This ones pretty similar to uraggs

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Rotom-H @ Choice Scarf
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid nature (+Spd, -Atk)
- Overheat
- Thunderbolt
- Hidden Power [Ice]
- Trick

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Rhyperior (M) @ Choice Band
Ability: Solid Rock
EVs: 132 HP / 252 Atk / 40 Def / 84 Spe
Adamant nature (+Atk, -SAtk)
- Avalanche
- Earthquake
- Stone Edge
- Megahorn

I'm pretty new to UU and this combo has been working even for a noob like me. The goal of this combo is for Rotom-H to clear out or get damage on speedy Grass typed like Roserade, Celebi or Lilligant and bulky waters like Milotic and Suicune. These two things really are the only things stopping CB Rhyperior from running over any team. Rotom can also catch Flygon (who has a chance at stopping Rhyperior with HP Ice. It doesn't really matter, but these two also have decent synergy. To *get the most out of this combo I recommend Rapid Spin support for Rotom and Cleric/Wish support for Rhyperior.
 
Revival! So this is a combo that I'd thought I'd share with all the weather talk happening. Its not a hard you-will-always-beat-weather combo, but it fairs well against most weather teams.

Alakazam @ Life Orb
Evs: 4 HP/252 Sp Atk/252 Spe
Timid
-Psyshock
-Shadow Ball
-Grass Knot
-HP Fire

Cobalion @ Choice Scarf
Evs: 4 HP/252 Atk/252 Spe
Jolly
-Close Combat
-Iron head
-Stone Edge
-X-Scissor

I don't know what "standard" LO zam looks like, but I really like this one, especially versus weather. It misses perfect coverage, and can't do anything but get pursuit'ed or used as set up fodder by Houndoom, but I've found Grass Knot and HP Fire to be invaluable. Grass Knot really hurts bulky waters and grounds, and allows Alakazam to O/2HKO many members of a standard sand team, while Magic Guard keeps him safe from the storm. Many sand teams also carry a bulky grass (as well as many other teams) which are generally O/2HKO'd by HP Fire. Cradily is an obvious exception, however Cobalion can hit it hard with Close Combat, providing it hasn't set up too many curses. As far other parts of sand teams, Stoutland provides obvious trouble to Alakazam, outspeeding him, and threatening him with either a Return or Pursuit. This comes down to luck and prediction, as switching to Scarf Cobalion on the Return gives you a KO or momentum, and Alakazam isn't KO'd by a non-switching LO pursuit, and is KO'd by CB less than 50% if the time. In return, Alakazam can ko Stoutland with Psyshock, providing a little bit of passive damage has already been dealt. The offensive members of rain teams are surprise KO'd by Scarf Cobalion, providing the don't have a speedy nature. Alakazam 2HKO's many bulky waters used to set up Rain Dance with Grass Knot, and just generally threatens anything slower that him on a rain team. Sun teams are similar, as Cobalion can surprise frailer Chlorophyll pokemon with X-Scissor or a STAB, surprises Scarf Darmantian and Chandelure, and Alakazam takes care of slower members. Hail is taken care of by alternating between Cobalions STABS to KO various ice pokemon, while Alakazam takes cares of walls such as Nidoqueen, Hitmontop, and Suicune. This combo is also strong in general, by using the same system as it does with weather: Alakazam dishes out damage, Cobalion catches anything faster. As a final note, Cobalion loves to switch into dark moves and predicted sucker punches for the attack boost (or just momentum in a sucker punches case), which makes him even more of a threat.
 
This is a very good thread which needs to be revived so I guess I'll do that.

Krookodile @ Choice Scarf
4 HP / 252 Atk / 252 Spe
Adamant
Moxie
- Earthquake
- Crunch
- Pursuit
- Stone Edge

Heracross @ Leftovers
4 HP / 252 Atk / 252 Spe
Jolly
Guts
- Swords Dance
- Close Combat
- Megahorn
- Stone Edge / Night Slash

Pretty basic synergy. Krookodile pursuits fast ghost/psychic pokemon like Alakazam and Mismagius that some teams would normally use to check SD Heracross, and Heracross lures in and does major damage to physical walls that would stop a moxie krook sweep like Hippowdon and Suicune.
 
Heres a combo I have used in 2 of my most succesful UU teams. Both got within the top 50 on the Pokemon Online using:
The LaxBro core.
The duo is excellent. Slowbro can come in on the many fighting type attacks aimed at Snorlax in UU.
Snorlax can come in on the many special attacks like T Bolts and Leaf Storms aimed at Slowbro as well.
I used it in a more bulky offensive way using a Calm Mind Slowbro and a CurseLax but I imagine it could be used more defensively as well.
Team LaxBro does have some problems. Grass Knot and subbing ghost can give it trouble but it is very effective and(very importantly) has a good name.
Depending on the game you could use either one to sweep while the other one can punch some holes in the opposing team for its partner.
 
Flygon + Celebi

Flygon fears steels but he can U-Turn out and the steels run away fearing an Earth Power but this gives time for SD/NP. Celebi also removes some of the Premier physical walls (Slowbro and Hippowdon) so Flygon can clean up late-game

This is well supported by Magneton which can remove steels some more and put a nice dent in Slowbro but fears Hippowdon.
 
My very successful team uses a Hippowdon and Specially Defensive Clefable as a defensive core. It also has a Cobalion, with a defense stat of 299.
 
Nidoking, gains lots of free switch ins. He takes t bolts and hits the steal and water types that wall krow. He also lure ground and psychic attacks so krow can get a free sub, nasty plot whatever other set you wanna run. And alternative is rotom H, he takes bolt beam but you need a spinner with them.
 
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