Now that my man King Ghidorah Hydreigon is on parole from BL, I decided to make a team around my favorite 3 Headed Monster and crush the UU ladder (with some helpful suggestions from the RMT committee of course). This is what I've got so far:
Back in Black :)
Hydreigon @ Choice Specs
Ability: Levitate
EV's: 252 SpAtk, 252 Spd, 4 Atk
Nature: Timid
Moveset
Draco Meteor
Dark Pulse
Fire Blast/Focus Blast
U-Turn
Description: I wanted to use Hydreigon and I wanted him to smash everything into atoms; so I gave him Choice Specs. If Hydreigon gets a free switch, it usually spells death for anything not named Florges. Its Draco Meteors smack everything that isn't a Steel or Fairy Type. Dark Pulse is the most spammable move at its disposal and maims pretty much everything in the tier. I haven't decided if I like Fire Blast or Focus Miss better yet, but neither of them has really hindered me this far into the team's laddering (aside from Focus Miss you know missing). U-Turn is just for momentum.
hai florges
Metagross @ Life Orb
Ability: Clear Body
EV's: 252 Atk, 252 Spd, 4 SpDef
Nature: Adamant
Moveset
Meteor Mash
Ice Punch
Earthquake
Agility
Description: The main physical sweeper of the team. Metagross can switch in on pretty much anything that gives Hydreigon problems and crush them. Meteor Mash is the STAB option I chose because it can also increase Metagross' Attack by one stage on occasion and it hits the Fairy-Types that Hydreigon has trouble with. Ice Punch is to nail bulky Ground-Types like Hippowdon, Lead Krookodile, and the occasional Gligar. Earthquake is used to smash the array of Fire-Types in the UU tier as well as other Steel-Types.
Agility is the boosting move of choice and allows Metagross to outspeed things that it cannot normally (Scarf Darmanitan and Victini namely).
Y'all mad as hell
Darmanitan @ Choice Scarf
Ability: Sheer Force
EV's: 252 Atk, 252 Spd, 4 SpDef
Nature: Jolly
Moveset
Flare Blitz
Superpower
Earthquake
U-Turn
Description: The obligatory Choiced Fire-Type that almost every team in the UU Tier has. Hits hard as hell without a Life Orb or Choice Band, so I decided to patch up his speed problem instead. Flare Blitz hits harder than Victini's V-Create (Believe it still does, but I think Flare Blitz got nerfed this gen; so it probably doesn't anymore). Superpower and Earthquake are kind of redundant, but I haven't decided on which one to get rid of. U-Turn is, again, for momentum.
i liek mudkipz
Swampert @ Leftovers
Ability: Torrent
EV's: 252 HP, 252 Def, 4 Atk
Nature: Relaxed
Moveset
Stealth Rock
Roar
Earthquake
Scald
Description: The team's Defensive wall and phazer. Swampert is pretty bulky and has Stealth Rock so I threw him on the team. He also conveniently resists Fire-Type attacks which is always nice. Stealth Rock and Roar are fairly self explanatory, Earthquake and Scald are obligatory STAB moves, and that's about it for Swampy.
Definitely not a Grass-Type
Florges @ Leftovers
Ability: Flower Veil (lol as if it matters)
EV's: 252 HP, 252 SpDef, 4 SpAtk
Nature: Calm
Moveset
Moonblast
Wish
Protect
Aromatherapy/Toxic
Description: The Cleric and the Special Wall. Standard Florges is standard, I don't think it needs much explaining. I haven't decided if I like Aromatherapy or Toxic yet; the team needs a status move, but Aromatherapy is too damn nice.
I am the night...
Crobat @ Black Sludge
Ability: Infiltrator
EV's: 176 HP, 192 Atk, 140 Spd
Nature: Jolly
Moveset
Brave Bird (Bat?)
Taunt
Defog
Roost
Description: The Stallbreaker and Hazard Clearer. Taunt is to shut down set up sweepers, Roost to heal up, and Defog to clear hazards. Brave Bat is to smack things around with a STAB move. The only thing that I don't like with Crobat as a hazard remover is that it is weak to Stealth Rock itself, but it's not that big of a deal.
EDIT: Fixed Swampert and Hydreigon's natures, will adjust Florges' EV's when I find a good # of EV's to put into Def.

Back in Black :)
Hydreigon @ Choice Specs
Ability: Levitate
EV's: 252 SpAtk, 252 Spd, 4 Atk
Nature: Timid
Moveset
Draco Meteor
Dark Pulse
Fire Blast/Focus Blast
U-Turn
Description: I wanted to use Hydreigon and I wanted him to smash everything into atoms; so I gave him Choice Specs. If Hydreigon gets a free switch, it usually spells death for anything not named Florges. Its Draco Meteors smack everything that isn't a Steel or Fairy Type. Dark Pulse is the most spammable move at its disposal and maims pretty much everything in the tier. I haven't decided if I like Fire Blast or Focus Miss better yet, but neither of them has really hindered me this far into the team's laddering (aside from Focus Miss you know missing). U-Turn is just for momentum.

hai florges
Metagross @ Life Orb
Ability: Clear Body
EV's: 252 Atk, 252 Spd, 4 SpDef
Nature: Adamant
Moveset
Meteor Mash
Ice Punch
Earthquake
Agility
Description: The main physical sweeper of the team. Metagross can switch in on pretty much anything that gives Hydreigon problems and crush them. Meteor Mash is the STAB option I chose because it can also increase Metagross' Attack by one stage on occasion and it hits the Fairy-Types that Hydreigon has trouble with. Ice Punch is to nail bulky Ground-Types like Hippowdon, Lead Krookodile, and the occasional Gligar. Earthquake is used to smash the array of Fire-Types in the UU tier as well as other Steel-Types.
Agility is the boosting move of choice and allows Metagross to outspeed things that it cannot normally (Scarf Darmanitan and Victini namely).

Y'all mad as hell
Darmanitan @ Choice Scarf
Ability: Sheer Force
EV's: 252 Atk, 252 Spd, 4 SpDef
Nature: Jolly
Moveset
Flare Blitz
Superpower
Earthquake
U-Turn
Description: The obligatory Choiced Fire-Type that almost every team in the UU Tier has. Hits hard as hell without a Life Orb or Choice Band, so I decided to patch up his speed problem instead. Flare Blitz hits harder than Victini's V-Create (Believe it still does, but I think Flare Blitz got nerfed this gen; so it probably doesn't anymore). Superpower and Earthquake are kind of redundant, but I haven't decided on which one to get rid of. U-Turn is, again, for momentum.

i liek mudkipz
Swampert @ Leftovers
Ability: Torrent
EV's: 252 HP, 252 Def, 4 Atk
Nature: Relaxed
Moveset
Stealth Rock
Roar
Earthquake
Scald
Description: The team's Defensive wall and phazer. Swampert is pretty bulky and has Stealth Rock so I threw him on the team. He also conveniently resists Fire-Type attacks which is always nice. Stealth Rock and Roar are fairly self explanatory, Earthquake and Scald are obligatory STAB moves, and that's about it for Swampy.

Definitely not a Grass-Type
Florges @ Leftovers
Ability: Flower Veil (lol as if it matters)
EV's: 252 HP, 252 SpDef, 4 SpAtk
Nature: Calm
Moveset
Moonblast
Wish
Protect
Aromatherapy/Toxic
Description: The Cleric and the Special Wall. Standard Florges is standard, I don't think it needs much explaining. I haven't decided if I like Aromatherapy or Toxic yet; the team needs a status move, but Aromatherapy is too damn nice.
I am the night...
Crobat @ Black Sludge
Ability: Infiltrator
EV's: 176 HP, 192 Atk, 140 Spd
Nature: Jolly
Moveset
Brave Bird (Bat?)
Taunt
Defog
Roost
Description: The Stallbreaker and Hazard Clearer. Taunt is to shut down set up sweepers, Roost to heal up, and Defog to clear hazards. Brave Bat is to smack things around with a STAB move. The only thing that I don't like with Crobat as a hazard remover is that it is weak to Stealth Rock itself, but it's not that big of a deal.
EDIT: Fixed Swampert and Hydreigon's natures, will adjust Florges' EV's when I find a good # of EV's to put into Def.
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