So as we come to the end of this generation I've decided to do a RMT on my uu/"ou" team. I've stuck with it for a very long time and am pretty proud of it, hitting 3rd or 4th on the UU ladder earlier this year. Because Umbreon has just barely bumped back up to OU however, and that I feel that I can't play without it, I've mostly been playing in OU as of late. While never hitting the top 50 I'm still pretty happy with how it's fared, defeating a decent amount of OU teams. As such I am calling them the Giant Killers, as just like the term that is used in soccer (or anime) suggests, they are able to create a giant killing, toppling the most popular of Pokemon with the humblest of appearances.
The team is a defensively balanced team, solid in its ability to cater to most threats and punish when given the chance. My general strategy lies entirely in the opponent, reading into what he or she is most likely to do and move from there.
Ambipom (M) @ Life Orb
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Payback
- Return
- Low Kick
The start and end of my team. This thing has saved me so many matches with its flexibility and unpredictability. As a starter, it KOs a significant amount of Pokemon with Fake Out + Return. Life Orb and Return are necessary over Silk Scarf, U-Turn or Aerial Ace for the power, and Payback and Low Kick for the type coverage. It is the end game where Ambipom truly shines though, with the threat of Fake Out creating some of the most thrilling mind games, scraping through with just a slither of health left to claim victory.
Moltres @ Choice Specs
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Overheat
- Air Slash
- Sleep Talk
- U-turn
With the greatest attacking stat on my team everything is done to reinforce this, including a modest over timid nature, a Choice Specs and Overheat. While seemingly overkill a simple Air Slash is able to 2 or 3HKO bulky waters. With residual damage, this can be deadly. Although some may also ask why a Hidden Power isn't used, it is so that Moltres becomes the perfect Breloom counter if it is switched into Spore (Venusaur in UU). Using Sleep Talk, it means that there is roughly a 2/3 chance that Breloom will be knocked out, and a 1/3 that I get out safely, rather than being locked into an ineffective Hidden Power as it 'punishes' me with Stone Edge or Substitute. This is immensely successful, with hardly anyone ever switching after sporing Moltres.
Torterra (M) @ Leftovers
Ability: Overgrow
EVs: 216 HP/20 Atk/252 Def/20 Spd
Impish nature (+Def, -SAtk)
- Wood Hammer
- Earthquake
- Stealth Rock
- Leech Seed
The defensive core of my team. While noticeably weak to the weakest of Ice Beams and to a bunch of other common attacks, its weaknesses are more than compensated by its ability to fearlessly go up against the standard Gyarados or Tyranitar, lay some rocks in their face, knock them out and live to see the light of day. It also has great synergy with Moltres and Umbreon, with each of their weaknesses throughly covered. Leech Seed is for passive healing and punishment for those cocky levitating steels or flying fires that come in for the switch in.
Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 216 HP/40 Atk/252 SDef
Sassy nature (+SDef, -Spd)
- Payback
- Wish
- Protect
- Baton Pass
The supportive heart and the ultimate troll. With Baton Pass, it turns those who seek to hunt on its two weaknesses, Bug and Fighting, into the hunted with a swift switch to Moltres. Payback is there to take out Gengar and represent some semblance of an attack. When the threats are cleared it can wish and heal the team, or Protect and preserve itself. The lifesaver, this has shows how there is a use to Umbreon outside of baton passing Mean Look (*cough* current Umbreon article *cough*).
Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Toxic
- Recover
The token bulky water beating Dragon, chosen as overall I felt it had the right defenses on both sides of the spectrum. Oh, and recover. Toxic is for other Waters, and I don't think I need to explain the other two.
Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Mach Punch
With every Moltres comes a Rapid Spinner. Not only does it work well with Moltres, it provides a desperately needed second bug resistance which I can fall back to if Stealth Rock is up and an opposing Scizor is out. It also can, with perfect prediction (unless a team runs two ghosts), get rid of the rocks in every situation as it can foresight upon an oncoming ghost, take a hit and then spin for the win. Two fighting type moves may seem silly, but when you're up against an Empoleon with Substitute or a rampaging Lucario you'll be glad Mach Punch was there.
As you may or may not see, for this team to be successful it requires a decent amount of predicting, and certain combinations of Pokemon to not be in play. Its strengths are in being able to handle so many things, whittling the opponents down until they're weak enough for Ambipom to clear past. The synergy between the team is very tight, with each Pokemon and every move serving a crucial role, hardly giving the opponent any openings to tear through.
Its weakness however, is that these few openings are game breaking. It is particularly threatened for example by Dragonite, Metagross, and Lucario, all capable of sweeping my team given the right conditions. It also becomes very unstable if a Pokemon gets knocked out, and lacks the pushing power to break dedicated stall teams.
Nevertheless it is a strong team that one should be wary of, unless of course they want to face a... GIANT KILLING (if you haven't watched it, watch it)!
The team is a defensively balanced team, solid in its ability to cater to most threats and punish when given the chance. My general strategy lies entirely in the opponent, reading into what he or she is most likely to do and move from there.

Ambipom (M) @ Life Orb
Ability: Technician
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Payback
- Return
- Low Kick
The start and end of my team. This thing has saved me so many matches with its flexibility and unpredictability. As a starter, it KOs a significant amount of Pokemon with Fake Out + Return. Life Orb and Return are necessary over Silk Scarf, U-Turn or Aerial Ace for the power, and Payback and Low Kick for the type coverage. It is the end game where Ambipom truly shines though, with the threat of Fake Out creating some of the most thrilling mind games, scraping through with just a slither of health left to claim victory.

Moltres @ Choice Specs
Ability: Pressure
EVs: 4 Atk/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Overheat
- Air Slash
- Sleep Talk
- U-turn
With the greatest attacking stat on my team everything is done to reinforce this, including a modest over timid nature, a Choice Specs and Overheat. While seemingly overkill a simple Air Slash is able to 2 or 3HKO bulky waters. With residual damage, this can be deadly. Although some may also ask why a Hidden Power isn't used, it is so that Moltres becomes the perfect Breloom counter if it is switched into Spore (Venusaur in UU). Using Sleep Talk, it means that there is roughly a 2/3 chance that Breloom will be knocked out, and a 1/3 that I get out safely, rather than being locked into an ineffective Hidden Power as it 'punishes' me with Stone Edge or Substitute. This is immensely successful, with hardly anyone ever switching after sporing Moltres.

Torterra (M) @ Leftovers
Ability: Overgrow
EVs: 216 HP/20 Atk/252 Def/20 Spd
Impish nature (+Def, -SAtk)
- Wood Hammer
- Earthquake
- Stealth Rock
- Leech Seed
The defensive core of my team. While noticeably weak to the weakest of Ice Beams and to a bunch of other common attacks, its weaknesses are more than compensated by its ability to fearlessly go up against the standard Gyarados or Tyranitar, lay some rocks in their face, knock them out and live to see the light of day. It also has great synergy with Moltres and Umbreon, with each of their weaknesses throughly covered. Leech Seed is for passive healing and punishment for those cocky levitating steels or flying fires that come in for the switch in.

Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 216 HP/40 Atk/252 SDef
Sassy nature (+SDef, -Spd)
- Payback
- Wish
- Protect
- Baton Pass
The supportive heart and the ultimate troll. With Baton Pass, it turns those who seek to hunt on its two weaknesses, Bug and Fighting, into the hunted with a swift switch to Moltres. Payback is there to take out Gengar and represent some semblance of an attack. When the threats are cleared it can wish and heal the team, or Protect and preserve itself. The lifesaver, this has shows how there is a use to Umbreon outside of baton passing Mean Look (*cough* current Umbreon article *cough*).

Milotic (F) @ Leftovers
Ability: Marvel Scale
EVs: 248 HP/252 Def/8 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Toxic
- Recover
The token bulky water beating Dragon, chosen as overall I felt it had the right defenses on both sides of the spectrum. Oh, and recover. Toxic is for other Waters, and I don't think I need to explain the other two.

Hitmontop (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Foresight
- Rapid Spin
- Close Combat
- Mach Punch
With every Moltres comes a Rapid Spinner. Not only does it work well with Moltres, it provides a desperately needed second bug resistance which I can fall back to if Stealth Rock is up and an opposing Scizor is out. It also can, with perfect prediction (unless a team runs two ghosts), get rid of the rocks in every situation as it can foresight upon an oncoming ghost, take a hit and then spin for the win. Two fighting type moves may seem silly, but when you're up against an Empoleon with Substitute or a rampaging Lucario you'll be glad Mach Punch was there.
As you may or may not see, for this team to be successful it requires a decent amount of predicting, and certain combinations of Pokemon to not be in play. Its strengths are in being able to handle so many things, whittling the opponents down until they're weak enough for Ambipom to clear past. The synergy between the team is very tight, with each Pokemon and every move serving a crucial role, hardly giving the opponent any openings to tear through.
Its weakness however, is that these few openings are game breaking. It is particularly threatened for example by Dragonite, Metagross, and Lucario, all capable of sweeping my team given the right conditions. It also becomes very unstable if a Pokemon gets knocked out, and lacks the pushing power to break dedicated stall teams.
Nevertheless it is a strong team that one should be wary of, unless of course they want to face a... GIANT KILLING (if you haven't watched it, watch it)!