Wi-Fi Team. This is a defensive UU team strictly for the UU tier. I plan on creating this team when I perfect the team.
Probopass@ Leftovers
Ability: Magnet Pull
Bold Nature
252 HP / 136 Def / 120 SpDef
- Earth Power
- Hidden Power Ice
- Rest
- Sleep Talk
This is my lead pokemon. Has an easy time switching in to most attacks that are not of the Fighting nor Ground types. Earth Power + HP Ice provide good coverage. Secondary status absorber with ResTalk.
Meganium@ Leftovers
Ability: Overgrow
Bold Nature
204 HP / 216 Def / 88 SpDef
- Energy Ball
- Aromatherapy
- Counter
- Leech Seed
Supporter. Counter to shove those physical attacks back in their face. Leech Seed to annoy and regain HP. Aromatherapy to heal status. Energy Ball to attack decently.
Sandslash@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 252 Def / 4 Atk
- Rapid Spin
- Stealth Rock
- Stone Edge
- Earthquake
Physical Wall and spinner. Night Slash is mainly filler. EQ for STAB, lays down SR, and spins stuff away. Stone Edge for flyers.
Grumpig@ Leftovers
Ability: Own Tempo
Calm Nature
204 HP / 176 Spd / 104 SDef / 24 SpAtk
- Calm Mind
- Hidden Power [Fighting]
- Psychic
- Shadow Ball
The speed EVs let it outrun base 70's. Calm Mind to boost the special attack and defense stats. Psychic for STAB and Shadow Ball for those psychic and ghost types. 204 HP EVs give him 352 HP for max leftovers recovery.
Muk@ Leftovers
Ability: Sticky Hold
Careful Nature
252 HP / 80 Def / 176 SpDef
- Curse
- Brick Break
- Gunk Shot
- Shadow Sneak
Curser. Sets up a few curses so he can take physical hits better. BB for steels and rock types, Gunk Shot for grass types, and Shadow Sneak hits faster foes. Also absorbs Toxic Spikes.
Gastrodon@ Leftovers
Ability: Sticky Hold
Relaxed Nature
212 HP / 252 Def / 44 SpDef
- Muddy Water
- Ice Beam
- Yawn
- Recover
The Swampert of UU. Muddy Water + Ice Beam give excellent coverage. Yawn to force switches and Recover to heal. Muddy Water also drops the opponent's accuracy.

Probopass@ Leftovers
Ability: Magnet Pull
Bold Nature
252 HP / 136 Def / 120 SpDef
- Earth Power
- Hidden Power Ice
- Rest
- Sleep Talk
This is my lead pokemon. Has an easy time switching in to most attacks that are not of the Fighting nor Ground types. Earth Power + HP Ice provide good coverage. Secondary status absorber with ResTalk.

Meganium@ Leftovers
Ability: Overgrow
Bold Nature
204 HP / 216 Def / 88 SpDef
- Energy Ball
- Aromatherapy
- Counter
- Leech Seed
Supporter. Counter to shove those physical attacks back in their face. Leech Seed to annoy and regain HP. Aromatherapy to heal status. Energy Ball to attack decently.

Sandslash@ Leftovers
Ability: Sand Veil
Impish Nature
252 HP / 252 Def / 4 Atk
- Rapid Spin
- Stealth Rock
- Stone Edge
- Earthquake
Physical Wall and spinner. Night Slash is mainly filler. EQ for STAB, lays down SR, and spins stuff away. Stone Edge for flyers.

Grumpig@ Leftovers
Ability: Own Tempo
Calm Nature
204 HP / 176 Spd / 104 SDef / 24 SpAtk
- Calm Mind
- Hidden Power [Fighting]
- Psychic
- Shadow Ball
The speed EVs let it outrun base 70's. Calm Mind to boost the special attack and defense stats. Psychic for STAB and Shadow Ball for those psychic and ghost types. 204 HP EVs give him 352 HP for max leftovers recovery.

Muk@ Leftovers
Ability: Sticky Hold
Careful Nature
252 HP / 80 Def / 176 SpDef
- Curse
- Brick Break
- Gunk Shot
- Shadow Sneak
Curser. Sets up a few curses so he can take physical hits better. BB for steels and rock types, Gunk Shot for grass types, and Shadow Sneak hits faster foes. Also absorbs Toxic Spikes.

Gastrodon@ Leftovers
Ability: Sticky Hold
Relaxed Nature
212 HP / 252 Def / 44 SpDef
- Muddy Water
- Ice Beam
- Yawn
- Recover
The Swampert of UU. Muddy Water + Ice Beam give excellent coverage. Yawn to force switches and Recover to heal. Muddy Water also drops the opponent's accuracy.