
As you can clearly see, UU has a couple holes in it.
Currently, the ones I am exploiting are:
1) UUStalls severe weakness to bulky setup sweepers, especially teams lacking Haze (of which Milotic is the only common UUStall user of that move) making sweeping through ANY UUStall team as easy as sticking one pokemon on your team.
2) The general UU metagames severe weakness to (especially special) fire type moves. There are only commonly used pokemon resistant/immune to fire in UU and can take a hit are, in order of precedence:
Milotic
Azumarill
Slowbro
Houndoom/Arcanine
Blastiose
If you can think of others, kudos, but they aren't going to be used at all very often. The relative lack of sturdy fire resists makes life easy for fire types, which I intend to exploit in the making of this team.
Taking this into account, I chose three pokemon to base my team around that exploit both of these holes in UU.
Clefable has access to Belly Drum, great defenses, a great neutral coverage type in UU, along with Softboiled for instant recovery.
Blaziken and Magmortar are absolute beasts, mostly because they both get STAB on fire moves in UU. Blaziken also gets ThunderPunch for those ever annoying waters, while Magmortar gets Thunderbolt. Even with the SR weakness (for Magmortar), the power of their moves is something to gawk at.
I needed a lead to support everybody, especially Clefable, to help scout what the opponent has to offer as far as bulky waters and ghosts. Thanks to Colin's new switching statistics, I was able to find that:
1) UUStalls severe weakness to bulky setup sweepers, especially teams lacking Haze (of which Milotic is the only common UUStall user of that move) making sweeping through ANY UUStall team as easy as sticking one pokemon on your team.
2) The general UU metagames severe weakness to (especially special) fire type moves. There are only commonly used pokemon resistant/immune to fire in UU and can take a hit are, in order of precedence:
Milotic
Azumarill
Slowbro
Houndoom/Arcanine
Blastiose
If you can think of others, kudos, but they aren't going to be used at all very often. The relative lack of sturdy fire resists makes life easy for fire types, which I intend to exploit in the making of this team.
Taking this into account, I chose three pokemon to base my team around that exploit both of these holes in UU.



Clefable has access to Belly Drum, great defenses, a great neutral coverage type in UU, along with Softboiled for instant recovery.
Blaziken and Magmortar are absolute beasts, mostly because they both get STAB on fire moves in UU. Blaziken also gets ThunderPunch for those ever annoying waters, while Magmortar gets Thunderbolt. Even with the SR weakness (for Magmortar), the power of their moves is something to gawk at.
I needed a lead to support everybody, especially Clefable, to help scout what the opponent has to offer as far as bulky waters and ghosts. Thanks to Colin's new switching statistics, I was able to find that:




Ambipom was by far the best ghost lure in the UU metagame. He gets Shadow Claw for those of you who didn't know, allowing him to effectively beat Rotom and Mismagius. Spiritomb causes problems, but my fire types easily deal with it.
All that was left was a solid defensive core to take random hits and still support the rest of the team, which I found:
All that was left was a solid defensive core to take random hits and still support the rest of the team, which I found:






Mismagius and Drapion work well together - they cover each others weaknesses well, have nice defensive stats on one end of the spectrum and can dish out damage well.
And thus I bring to you the team meant to get through the holes in UU.
Ambipom@Silk Scarf *Max Hall
252Att/252Spe/4Def - Jolly
~Fake Out
~Return
~U-Turn
~Payback
Ambipom is to UU as Metagross is to OU - a very solid lead beat by very few. Fake Out allows for a free turn against anything except ghosts, which Payback disposes of quite easily. Return makes for a great late-game sweeping move if Clefable and the duel-fire types can't finish everything off. U-Turn earns its keep as the best scouting move in the game, allowing for a quick switch vs. anything.
While this make look mostly standard, it serves a VERY important purpose - to lure the ghosts of UU and and weaken them to the point where they can't do any severe damage. Here are some examples of the ghosts that switch into Ambipom:
I can always just U-Turn on the other 4 common switch-ins and bring in Magmortar, who doesn't mind paralysis as much as Moltres and can KO each one of those pokes with Choice Specs Overheat, bar Regirock who eats Focus Blast.
Overall makes a great team killer and a great revenge killer. Thank goodness for Ambipom.
Clefable@Toxic Orb *Harvey Unga
252HP/252Def/4Spe - Impish
~Cosmic Power
~Belly Drum
~Softboiled
~Facade
Clefable - the ultimate stall breaker. Toxic Orb blocks hindering status (Thunder Wave and Will-o-Wisp) while Magic Guard prevents any damage from the Toxic AND entry hazards.
Amnesia works wonders. After one Amnesia, Clefable's stats are looking like this:
394HP/176Att/269Def/157Spe/432SpD
This patches up the loss of using both my EVs and nature to boost my defense, and adds a TON of bulk. Cosmic Power could work too I guess, I might need to test that. Afterwards, Belly Drum up to +6 Attack, changing that somewhat-pathetic 176 Attack into a monstrous 704 Attack. This combined with a 140 power STAB move with no drawbacks is absolutely a monster. 157 Speed is enough to outspeed 0 speed evs base 60s. (common stall pokes like Registeel and Regirock)
I have absolutely no idea why this thing isn't used more often.
Blaziken@Choice Band *Andrew George
252Att/252Spe/4SpD - Jolly
~Flare Blitz
~ThunderPunch
~SuperPower
~Stone Edge
At 120 base Attack, Blaziken is an absolute monster, especially with a Choice Band equipped. Its regular counters are all meant to take Fire Blasts, and are hit especially hard with Flare Blitzes and SuperPowers - ThunderPunch 2HKOs Milotic, while Stone Edge 2HKOs Altaria if it hits.
SuperPower adds a great secondary STAB. It's secondary effect of lowering attack by a stage makes me hesitate using it most of the time, but the sheer power is rediculous.
Magmortar and Blazikens combined efforts are easily able to handle most of the UU metagame together, even with their relatively low speed. The sheer number of things they can rip through is huge.
Magmortar@Life Orb *Dennis Pitta
252SpA/252Spe/4SpD - Hasty
~Fire Blast
~Thunderbolt
~Hidden Power [Grass]
~Cross Chop
Magmortar shares its 125 base special attack with Moltres, hitting a very impressive 348 SpA while keeping its decent 226 Attack to hit Chansey and getting to 291 speed with a hasty nature. It's Fire Blasts hurt most everything in OU, and whatever it doesn't, one of its other three moves will.
Again, an SR weakness hurts, but SR tends to be a lot more uncommon in UU than it is in OU.
Thunderbolt easily 2HKOs any bulky water switch-ins. Cross Chop can take care of Chansey and Houndoom, which would otherwise eat this set alive.
HPGrass allows for coverage against those nasty Water/Ground types who would also otherwise wall this set.
Between its moves, almost nothing comes out unscathed.
Mismagius@Leftovers *Coleby Clawson
252HP/60Spe/196SpD - Calm
~Will-o-Wisp
~Pain Split
~Calm Mind
~Shadow Ball
Mismagius, while often known for its sweeping capacity, also has an above average SpD. This allows it to effectively sponge most special assaults that aren't ghost or dark type and set up Calm Minds, lessening the damage from every hit and recovering when needed with Pain Split.
Any Physical attacks sent this way are almost always first hit, due to Missy's high speed, with a nasty Will-o-Wisp that lessons the impact. I considered Thunder Wave in this spot, but burns have proven more useful most of the time, allowing Clefable or Drapion a chance to easily set up.
Calm Mind + Shadow Ball makes for a great combo that really only is lacking vs. Normal types, of which all in UU are physical attackers and are therefore crippled by debilitating status and are made setup bait.
Coleby Clawson is a Linebacker on the BYU defense. He makes many great defensive plays - had a very good showing vs. Oklahoma this year.
Drapion@Scope Lens *Jan Jorgensen
240HP/28Def/16SpA/8SpD/216Spe - Bold
~Night Slash
~Acupressure
~Rest
~Sleep Talk
I used to run an Acupressure Shuckle on one of my old OU teams. As I was searching through Drapions movepool for ideas on ways I could wall while still doing damage, Acupressure came back up.
For those of you who don't know, Acupressure randomly sharply raises any stat. (Attack, Defense, Speed, SpA, SpD, Accuracy, and Evasion) The ability to get an evasion boost, while much hated, can be very, very helpful in many cases. In general, there is a 5/7 chance that I will get something that helps me. (Attack, Defense, Speed, SpD, Evasion) A Drapion sporting +2 in both defenses can be incredibly hard to take down.
The choice in abilities was somewhat difficult, but Sniper won out, as I needed a semi-reliable way to make this thing useful without any stat boosts, and getting a hit 3x as powerful as regular 25% of the time is hard to pass up.
The synergy with Missy is also definitely a plus, as both of Missy's weaknesses are covered by Drapion, while Drapions one weakness (ground) is 0x effective vs Missy.
Jan Jorgensen is the captain of the BYU defense, and plays in the defensive line.
Overall weaknesses I have noticed:
Slight threats in Hitmontop and Azumarill, although W-o-W can cripple either and Hitmontop can be dealt with through the fire types.
Thanks for reading!
And thus I bring to you the team meant to get through the holes in UU.

Ambipom@Silk Scarf *Max Hall
252Att/252Spe/4Def - Jolly
~Fake Out
~Return
~U-Turn
~Payback
Ambipom is to UU as Metagross is to OU - a very solid lead beat by very few. Fake Out allows for a free turn against anything except ghosts, which Payback disposes of quite easily. Return makes for a great late-game sweeping move if Clefable and the duel-fire types can't finish everything off. U-Turn earns its keep as the best scouting move in the game, allowing for a quick switch vs. anything.
While this make look mostly standard, it serves a VERY important purpose - to lure the ghosts of UU and and weaken them to the point where they can't do any severe damage. Here are some examples of the ghosts that switch into Ambipom:
As you can see, all three of the UU ghosts come in on this set and feel like they are coming in without risk. Think again, as Rotom and Mismagius get hit hard by Payback, knocking them to the point of uselessness.
I can always just U-Turn on the other 4 common switch-ins and bring in Magmortar, who doesn't mind paralysis as much as Moltres and can KO each one of those pokes with Choice Specs Overheat, bar Regirock who eats Focus Blast.
Overall makes a great team killer and a great revenge killer. Thank goodness for Ambipom.

Clefable@Toxic Orb *Harvey Unga
252HP/252Def/4Spe - Impish
~Cosmic Power
~Belly Drum
~Softboiled
~Facade
Clefable - the ultimate stall breaker. Toxic Orb blocks hindering status (Thunder Wave and Will-o-Wisp) while Magic Guard prevents any damage from the Toxic AND entry hazards.
Amnesia works wonders. After one Amnesia, Clefable's stats are looking like this:
394HP/176Att/269Def/157Spe/432SpD
This patches up the loss of using both my EVs and nature to boost my defense, and adds a TON of bulk. Cosmic Power could work too I guess, I might need to test that. Afterwards, Belly Drum up to +6 Attack, changing that somewhat-pathetic 176 Attack into a monstrous 704 Attack. This combined with a 140 power STAB move with no drawbacks is absolutely a monster. 157 Speed is enough to outspeed 0 speed evs base 60s. (common stall pokes like Registeel and Regirock)
I have absolutely no idea why this thing isn't used more often.

Blaziken@Choice Band *Andrew George
252Att/252Spe/4SpD - Jolly
~Flare Blitz
~ThunderPunch
~SuperPower
~Stone Edge
At 120 base Attack, Blaziken is an absolute monster, especially with a Choice Band equipped. Its regular counters are all meant to take Fire Blasts, and are hit especially hard with Flare Blitzes and SuperPowers - ThunderPunch 2HKOs Milotic, while Stone Edge 2HKOs Altaria if it hits.
SuperPower adds a great secondary STAB. It's secondary effect of lowering attack by a stage makes me hesitate using it most of the time, but the sheer power is rediculous.
Magmortar and Blazikens combined efforts are easily able to handle most of the UU metagame together, even with their relatively low speed. The sheer number of things they can rip through is huge.

Magmortar@Life Orb *Dennis Pitta
252SpA/252Spe/4SpD - Hasty
~Fire Blast
~Thunderbolt
~Hidden Power [Grass]
~Cross Chop
Magmortar shares its 125 base special attack with Moltres, hitting a very impressive 348 SpA while keeping its decent 226 Attack to hit Chansey and getting to 291 speed with a hasty nature. It's Fire Blasts hurt most everything in OU, and whatever it doesn't, one of its other three moves will.
Again, an SR weakness hurts, but SR tends to be a lot more uncommon in UU than it is in OU.
Thunderbolt easily 2HKOs any bulky water switch-ins. Cross Chop can take care of Chansey and Houndoom, which would otherwise eat this set alive.
HPGrass allows for coverage against those nasty Water/Ground types who would also otherwise wall this set.
Between its moves, almost nothing comes out unscathed.

Mismagius@Leftovers *Coleby Clawson
252HP/60Spe/196SpD - Calm
~Will-o-Wisp
~Pain Split
~Calm Mind
~Shadow Ball
Mismagius, while often known for its sweeping capacity, also has an above average SpD. This allows it to effectively sponge most special assaults that aren't ghost or dark type and set up Calm Minds, lessening the damage from every hit and recovering when needed with Pain Split.
Any Physical attacks sent this way are almost always first hit, due to Missy's high speed, with a nasty Will-o-Wisp that lessons the impact. I considered Thunder Wave in this spot, but burns have proven more useful most of the time, allowing Clefable or Drapion a chance to easily set up.
Calm Mind + Shadow Ball makes for a great combo that really only is lacking vs. Normal types, of which all in UU are physical attackers and are therefore crippled by debilitating status and are made setup bait.
Coleby Clawson is a Linebacker on the BYU defense. He makes many great defensive plays - had a very good showing vs. Oklahoma this year.

Drapion@Scope Lens *Jan Jorgensen
240HP/28Def/16SpA/8SpD/216Spe - Bold
~Night Slash
~Acupressure
~Rest
~Sleep Talk
I used to run an Acupressure Shuckle on one of my old OU teams. As I was searching through Drapions movepool for ideas on ways I could wall while still doing damage, Acupressure came back up.
For those of you who don't know, Acupressure randomly sharply raises any stat. (Attack, Defense, Speed, SpA, SpD, Accuracy, and Evasion) The ability to get an evasion boost, while much hated, can be very, very helpful in many cases. In general, there is a 5/7 chance that I will get something that helps me. (Attack, Defense, Speed, SpD, Evasion) A Drapion sporting +2 in both defenses can be incredibly hard to take down.
The choice in abilities was somewhat difficult, but Sniper won out, as I needed a semi-reliable way to make this thing useful without any stat boosts, and getting a hit 3x as powerful as regular 25% of the time is hard to pass up.
The synergy with Missy is also definitely a plus, as both of Missy's weaknesses are covered by Drapion, while Drapions one weakness (ground) is 0x effective vs Missy.
Jan Jorgensen is the captain of the BYU defense, and plays in the defensive line.
Overall weaknesses I have noticed:
Slight threats in Hitmontop and Azumarill, although W-o-W can cripple either and Hitmontop can be dealt with through the fire types.
Thanks for reading!