I am a complete and utter noob so I really need help with gathering up my team. For example I have no idea if you are allowed to mix Pokemon from different tiers so I have just piled together some of my favourites into my team and tweaked them as much as possible to support each other.
At a glance;
I thought I was being stupid when I added this guy in, but he has become so much more than a wall. He can reliably put down Stealth Rock at the begining of a match and usually pull of a Yawn to force a switch or face repeated Lava Plumes. He works well in front because he can pull a rapid spin as he knocks someone out to get rid of those rascally entry hazards. His defence is outragous but his Special defence leaves much to be desired and his speed is unsalvageable. Lava Plume does decent damage with STAB but I don't get much use out of the 30% burn chance as the opponent will most likely have been yawned by then (will probably replace with heat wave or overheat). Very happy as he can help bring down Pokemon much stronger than himself though he rarely does without his harder hitting teammates.
Not so much of a sweeper as you would think, Gallade will cover for his weak defence by hitting with Will-O-Wisp first then depending on damage taken, follow up with Bulk Up or Drain Punch. Stone Edge covers birds and insects and surprise the odd fire type. His Special Defence is fantastic so I usually throw him out against Special Attackers to allow for a set up and knocking out whats left. You would be surprised how often he gets hit with dark type attacks, so that boost to his attack is certainly welcome. The rage quits this man has mustered on the opposing team is to be somewhat expected as STAB from drain punch with a 80% regain from the Big Root is sure to make people rage.
Yanmega breaks the Hoenn based chain thus far in exchange for viscous Special Attacks. His speed generally allows him to move first and OHKO most unprepared enemies. My favourite thing about him is even though his Choice Specs limit his attacks, he can still knock out resisted types anyway easily due to his ability which makes all "not very effective" moves twice as powerful, cancelling it out as if nothing has changed. Air Slash and Shadow ball are mainly there for coverage and U-Turn is for bad decisions regarding order.
More of an annoyance to the opposing team than anything, Walrein tanks a huge amount of health and after a two turn set up gains 1/8th of it back every turn from Aqua Ring and Hail + Ice Body. As an added bonus; Hail makes Blizzard a guaranteed hit, a really hard hit. Walrein provides a chance to bring the fight back to the foe by tanking a lot of hits then blasting them with high damage moves.
Salamence dragged the team all the way to OU where it would not go over to well. I haven't decided yet but this Flygon will most likely fill the same role as an Attack sweeper.
Kecleon provides a much needed Special wall and expands upon the "Trick then Colour Change" technique to abuse ineffective attacks on the opponents team using a choice item, additionally he uses disable to force the foe to struggle itself to death. Recovering allows Kecleon watch his victim slowly commit suicide as the do more damage to themselves than their target. Kecleon is limited by his defence however and is largely used to "assassinate" a single special type target giving the rest of the team grief. Any physical move will usually leave him able to only plant the Choice Scarf and hope that it is enough to leave them open to the rest of the team. As such, I have found him most useful against things like Volcarona, especially when they are the last Pokemon left or have Stealth Rock behind them (Torkoal and Kecleon make an excellent duo). He is largely non negotiable as he is my favourite Pokemon and provides a crucial, if not specific, role to the team.
This is my first competitive build and I would really appreciate some input from anyone experienced in the games. I prefer UU as I am sick of seeing Cloyster, Dragonite and Volcanona and I would rather stay here. Thanks for reading.
At a glance;






Torkoal(M)
@Shell Armour
EVS: 252 De/252 HP/6 Special De
Relaxed Nature
Held Item: Leftovers
Lava Plume
Yawn
Rapid Spin
Stealth Rock

@Shell Armour
EVS: 252 De/252 HP/6 Special De
Relaxed Nature
Held Item: Leftovers
Lava Plume
Yawn
Rapid Spin
Stealth Rock
I thought I was being stupid when I added this guy in, but he has become so much more than a wall. He can reliably put down Stealth Rock at the begining of a match and usually pull of a Yawn to force a switch or face repeated Lava Plumes. He works well in front because he can pull a rapid spin as he knocks someone out to get rid of those rascally entry hazards. His defence is outragous but his Special defence leaves much to be desired and his speed is unsalvageable. Lava Plume does decent damage with STAB but I don't get much use out of the 30% burn chance as the opponent will most likely have been yawned by then (will probably replace with heat wave or overheat). Very happy as he can help bring down Pokemon much stronger than himself though he rarely does without his harder hitting teammates.
Gallade
@Justified
EVS: 252 Attack/252 Special De
Careful Nature
Held Item: Big Root
Bulk Up
Drain Punch
Will-O-Wisp
Stone Edge

@Justified
EVS: 252 Attack/252 Special De
Careful Nature
Held Item: Big Root
Bulk Up
Drain Punch
Will-O-Wisp
Stone Edge
Not so much of a sweeper as you would think, Gallade will cover for his weak defence by hitting with Will-O-Wisp first then depending on damage taken, follow up with Bulk Up or Drain Punch. Stone Edge covers birds and insects and surprise the odd fire type. His Special Defence is fantastic so I usually throw him out against Special Attackers to allow for a set up and knocking out whats left. You would be surprised how often he gets hit with dark type attacks, so that boost to his attack is certainly welcome. The rage quits this man has mustered on the opposing team is to be somewhat expected as STAB from drain punch with a 80% regain from the Big Root is sure to make people rage.
Yanmega(M)
@Tinted Lens
EVS: 252 SP ATTK/252 Speed
Modest Nature
Held Item: Choice Specs
Bug Buzz
Air Slash
U-Turn
Shadow Ball

@Tinted Lens
EVS: 252 SP ATTK/252 Speed
Modest Nature
Held Item: Choice Specs
Bug Buzz
Air Slash
U-Turn
Shadow Ball
Yanmega breaks the Hoenn based chain thus far in exchange for viscous Special Attacks. His speed generally allows him to move first and OHKO most unprepared enemies. My favourite thing about him is even though his Choice Specs limit his attacks, he can still knock out resisted types anyway easily due to his ability which makes all "not very effective" moves twice as powerful, cancelling it out as if nothing has changed. Air Slash and Shadow ball are mainly there for coverage and U-Turn is for bad decisions regarding order.
Walrein(M)
@Ice Body
EVS: 252 HP/252 Special ATK
Modest Nature
Held Item: Icy Rock
Aqua Ring
Surf
Hail
Blizzard

@Ice Body
EVS: 252 HP/252 Special ATK
Modest Nature
Held Item: Icy Rock
Aqua Ring
Surf
Hail
Blizzard
More of an annoyance to the opposing team than anything, Walrein tanks a huge amount of health and after a two turn set up gains 1/8th of it back every turn from Aqua Ring and Hail + Ice Body. As an added bonus; Hail makes Blizzard a guaranteed hit, a really hard hit. Walrein provides a chance to bring the fight back to the foe by tanking a lot of hits then blasting them with high damage moves.
Flygon(F)(Formerly Salamence)
Salamence dragged the team all the way to OU where it would not go over to well. I haven't decided yet but this Flygon will most likely fill the same role as an Attack sweeper.
Kecleon(M)
@Colour Change
EVS: 252 Special De/252 HP
Careful Nature
Held Item: Choice Scarf
Trick
Disable
Return
Recover

@Colour Change
EVS: 252 Special De/252 HP
Careful Nature
Held Item: Choice Scarf
Trick
Disable
Return
Recover
Kecleon provides a much needed Special wall and expands upon the "Trick then Colour Change" technique to abuse ineffective attacks on the opponents team using a choice item, additionally he uses disable to force the foe to struggle itself to death. Recovering allows Kecleon watch his victim slowly commit suicide as the do more damage to themselves than their target. Kecleon is limited by his defence however and is largely used to "assassinate" a single special type target giving the rest of the team grief. Any physical move will usually leave him able to only plant the Choice Scarf and hope that it is enough to leave them open to the rest of the team. As such, I have found him most useful against things like Volcarona, especially when they are the last Pokemon left or have Stealth Rock behind them (Torkoal and Kecleon make an excellent duo). He is largely non negotiable as he is my favourite Pokemon and provides a crucial, if not specific, role to the team.
This is my first competitive build and I would really appreciate some input from anyone experienced in the games. I prefer UU as I am sick of seeing Cloyster, Dragonite and Volcanona and I would rather stay here. Thanks for reading.