(Proof of Peak ^)





(Click for pokepaste)
Welcome to my first ever RMT. I've been using this Ubers UU team for quite a while now, and have wanted to share it with all of you. I've been refining and tinkering with team for just short of a month by now, and am very happy with how the team performs. The main strategy for this team is setting hazards with Clefable, Quagsire and Slowking-Galar and walling opposing 'mons and forcing switches. I've been playing Ubers UU since its inception, but this is the first time I've felt confident enough to share a team. I hope you enjoy!
Blissey
blobity blob @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Dark
EVs: 24 HP / 4 Def / 228 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Ice Beam
- Calm Mind
- Shadow Ball
- Soft-Boiled
Blissey has been a staple of stall since the dawn of time. Fantastic special bulk makes it a huge asset to stall in this tier, filled with scary special attackers like

and

. Calm Mind is mandatory to keep up with other boosting threats such as

,

and

. Shadow Ball is to hit the many Psychic-types that infest the tier like

and

. This Blissey is specifically EV'd to OHKO

with Ice Beam, as Landorus-Incarnate is a huge problem to stall with Nasty Plot. Tera Dark is to stifle Stored Power from

and

, while also preventing Psystrike from pesky

.
Quagsire
lil goober @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Spikes
- Recover
- Toxic
- Earthquake
Quagsire is an odd choice on stall in Generation 9. Many People think that it is outclassed by
, but I personally find that
can accomplish much more progress on stall than
. Spikes allows it to lay entry hazards and support the rest of its team by chipping opposing hazard-weak Pokemon, like

,

, and

. This lets it contribute to the game massively compared to the passivity of

. Toxic is another tool that

has over

, allowing him to status and cripple most Pokemon. He also successfully checks most of the same 'mons that

does, such as

,

and

. Unaware stifling setup threats is huge, as it means

can take a special hit in a pinch, from

or

and Toxic back.
Slowking-Galar
Slowking-Galar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Water
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Toxic Spikes
- Chilly Reception
- Sludge Bomb
- Slack Off

is the main Regenerator 'mon and Toxic Spiker for this Team. I found myself often leading this 'mon as it is usually riskless and extremely safe. Setting Toxic Spikes is huge for progress making on this team, as they ahve many important hazard-weak targets in the metagame, notably

,

,

and

. These 'mons are sometimes quite troublesome for stall, and Toxic Spikes help to completely shut these Pokemon down. Chilly Reception is very helpful for scouting a switch, and can also be used to get a mon that need to Recover desperately onto the field safely, notably your own

.

also helps to check

, a big problem for this team, as well as fishing for a poison on Taunt

with Sludge Bomb.
Arceus-Dark
Arceus-Dark @ Dread Plate
Ability: Multitype
Tera Type: Electric
EVs: 248 HP / 84 Def / 176 Spe
Jolly Nature
IVs: 0 Atk
- Will-O-Wisp
- Foul Play
- Taunt
- Recover

is a fantastic progress maker on stall and is near mandatory for its ability to stop

. Alongside stopping one of the biggest threats to stall,

's natural bulk is incredible, allowing it to naturally beat pokemon like

and spread burn across the opponents team. This Arceus is EV'd to outspeed

and Foul Play will OHKO it at +2. Foul Play is also an excellent move to hit the other Psychic-types that reside in the tier, as they often have naturally high Attack stats, like

and

. Taunt is crucial on this Arceus, as it shuts down special set up sweepers, notable opposing

, but also Nasty Plot

and even Calm Mind

in a pinch.
Giratina
Giratina @ Heavy-Duty Boots
Ability: Pressure
Tera Type: Fairy
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Dragon Tail
- Rest
- Sleep Talk
- Will-O-Wisp

is the another physically defensive wall for this team, but it also doubles up as an effective phazer with Dragon Tail.

is on the team as a bulkier

check, while also being a very effective spinblocker, aimed at keeping the Hazards

,

, and

lay down. Rest + Sleep Talk allows Giratina to have longevity while not being entirely useless while asleep, and making it a good sleep absorber in a pinch. Will-O-Wisp allows Giratina to spread status akin to

, and cripple

and

for the rest of the team, as it comfortably switches into both of these.
Clefable
Clefable @ Leftovers
Ability: Magic Guard
Tera Type: Ghost
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Knock Off
- Stealth Rock
- Moonblast
- Moonlight

is the last Pokemon on this team, but my no means is it the least valuable.

is a key Knock Off and status absorber for this stall, and Magic Guard

is greatly underrated in Ubers UU. This

helps to spread Knock Off, and constantly Knocks Off many Pokemon's

for the benefit of its team. Clefable does an excellent job of coming in on an harassing a large portion of the tier, including

,

,

,

and many others, and is the best progress maker on this team in my opinion.
Honourable Mentions
Dragapult
Dragapult @ Heavy-Duty Boots
Ability: Infiltrator
Tera Type: Dragon
EVs: 96 HP / 252 Def / 160 Spe
Jolly Nature
- Dragon Darts
- Will-O-Wisp
- Sleep Talk
- Rest
There is an
alternate version of the team which replaced

with

, to gain valuable speed tiers, like outspeeding

and is EV'd to otuspeed

. It does very similar things to

but is much faster and completely unbothered by Substitute, which is really nice. Losing a significant portion of your bulk, making it much harder to confortably take hits and almost impossible to take special hits felt like too much of an issue, and this I replaced it with Giratina.
Threats & Issues about the team
- Easily the biggest problem to this team. Your best shot at facing this down is going for a poison with
's Sludge Bomb, which also does considerable damage, and Knocking off
or
with
. Otherwise, this will destroy your entire team if you aren't careful, as it bouncing hazards is a huge problem for progress.
,
&
- All natural stallbreakers that can give you a hard time. For the most part
is handled by the Blissey, as it comfortably takes +2 Sheer Force
boosted Focus Blast.
is handled pretty safely by
, but you can always Tera
if things get too dicey.
&
- Not much to say about these two. In general, try to get
in on Ursaluna so it can phaze it out and force it to take extra chip, alongside the burn damage it takes. As for
, your best bet is probably Toxic Spikes from
or forcing
to tank one to Toxic. Foul Play from
also does considerable damage, so you have to be really careful when playing around these two. Thankfully, neither of these two are super common.
,
and
- Not too hard to play around, but still a fairly big trouble point for this team. Taunt makes it much harder to progress in the match, and
is, well,
and is immune the most of the passive damage you throw at it. Thankfully,
's Shadow Ball should handle it nicely
Replays and Thank You's.
Massive shoutout to R8 for teambuilding the majority of this team, and for explaining some of the finer details to me about it!
https://replay.pokemonshowdown.com/gen9ubersuu-2051022884 - versus Taunt

& Nasty Plot
https://replay.pokemonshowdown.com/gen9ubersuu-2050666353 - versus Swords Dance

& Nasty Plot
https://replay.pokemonshowdown.com/gen9ubersuu-2050662030 - versus Nasty Plot + Trick

and
https://replay.pokemonshowdown.com/gen9ubersuu-2037385561 versus

stall
https://replay.pokemonshowdown.com/gen9ubersuu-2050342343-p8s2cqa91yr3a0ead0b9ts1ih3xal2rpw versus Taunt

and Psychic Noise
(p.s sorry for my atrocious gameplay LOL)