Hey guys,
After getting bored of all the Scizor and ScarfTar's in OU, I decided that I'd leave that tier and look elsewhere for fun. Ubers? Meh...same old Kyogre and Rayquaza. Then it hit me...literally, thanks to YouTube. UU battling! With UU, I entered a world of variety, freedom, and dare I say, much closer battles, as well as originality. Now, I come before you with a team, dusted and polished, ready for battle. Or so I hope :) To the team!
A First Glance
The Factory Comes to Life
Looking at the Details
Jumpluff@Leftovers
Ability: Chlorophyll
EVs: 188 Def/252 Spd/68 SDef
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- Substitute
- Leech Seed
- Encore
General Outline
Wow. Just Wow. Not your average lead, but I love it anyway. Jumpluff gets me an immediate advantage by (hopefully) sleeping their lead. Most leads are slower than Jumpluff, with the exception of Electrode, Ambipom and ScarfLeads, meaning I can sleep them before they can do their stuff. Jumpluff is amazing, and he brings the team together, rather than make it 6 individual pokemon.
Moves
-Sleep Powder Sleeping Pokemon? Yes. Tricky Pokemon to handle? Let's hope sleep clause isn't on! Sleep Powder is amazing, hampered only by accuracy.
-Substitute Helps to block status and then can work around it. Substitute is amazing, especially with Leech Seed.
-Leech Seed No doubt you will see, my sturdy pokemon have no way of healing outside of leftovers and abilities. Leech seed helps that, and also causes residual damage. Not to mention, can help healing my sweepers too.
-Encore Encore is one of the main reasons I chose Jumpluff out of the other Sub-Seeders and Sleepers. Encore screws up set-up, allowing for Pokemon to be more easily dealt with. Encore also stops Sleep Talkers - which I'm sure many of you are annoyed about. 25% damage on Sleep Talk Milotic and Registeel...yes please.
EV'S
Max Speed means I tie with other Base 110's. the Ev's were then split to give equal defences. I have no HP EV's, as this helps to regain more HP from Leech Seed.
Lanturn@Leftovers
Ability: Volt Absorb
EVs: 40 HP/76 Def/140 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Toxic
General Outline
Lanturn is the Special Tank of the team. He provides the only status and is my reliable answer to Bulky Waters, and can cause damage to Bulky Grass and Grounds, though I tend to avoid this. Lanturn is a staple member of the team, giving fantastic coverage, and checking many pokemon that lack super effective moves.
Moves
-Thunderbolt STAB. My attack against Bulky Waters. I chose this over Discharge as I already have Toxic for Status.
-Surf Moar STAB. My reliable attack against Fire Pokemon who could give this team problems. It's also great against Ground Pokemon switching in texpecting to take a Thunderbolt.
-Ice Beam For Grass Types and Altaria. Altaria may carries EQ, so I have to watch out for that, usually made safe by Jumpluff's encore.
-Toxic My sole status move, this cripples all would be walls and hampers sweeping abilities of, you know...sweepers.
EV'S
40 HP leaves me at a leftovers number and makes Seismic Toss a 5HKO at least. 252 Spec Def Ev's give Lanturn all the Spec Tanking it can get. 140 Spec Attack ev's were placed to give it's attacks a little extra 'Oomph' The rest were placed in def to take Arcanine's FlareBlitz a bit better.
Swellow@ Toxic Orb
Ability: Guts
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- U-turn
- Brave Bird
- Quick Attack
General Outline
I hear you...I see you...I smell you...I taste you...I kill you. Swellow is an amazing late game sweeper and helps to check a large portion of the UU metagame with it's blistering speed and decent attack power. Swellow gives the team some fire power once Toxic Orb activates, though this may be changed to Flame Orb, should I use Swellow more for late game sweeping. Swellow, again with Toxic Orb activated, acts as a Status Absorber for the team. Guts just...is awesome. Don't doubt the power of Swellow.
Moves
-Facade Powered up to 140 BP when poisened, and followed by Swellow's attack boost thanks to Guts, Swellow has a deadly weapon in it's arsenal.
-Brave Bird Swellows most powerful attack when it is without status. When status is activated, it's mainly used for Super Effective damage, seeing as Swellow despises recoil.
-U-turn The first move to use when Swellow is out, this gives me an idea of what their counter for Swellow is. Then it can be disposed of by the rest of the team.
-Quick Attack With the rising increase of Sucker Punches, I chose Quick Attack to bypass that problem. Of course, this doesn't help against Spiritomb.
EV'S
What did you expect? Some fancy Spread? Nah, plain ol' 252 in attack, 252 in speed with the leftover ev's thrown in defence to create an odd HP number.
Spiritomb@Choice Band
Ability: Pressure
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Shadow Sneak
- Pursuit
- Trick
General Outline
The first of two choice users, Spiritomb is on the team for one purpose, to counter Ghosts and Alakazam. Ghost pokemon could severly hamper a possible Swellow Sweep, so Spiritomb utilizes three moves to take down ghosts. Spiritomb while not as good as my previous Trapper, Honchkrow, still does the job well. Being able to cripple pokemon never hurts too. Choice Band was chosen to increase Spiritombs attacking potential.
Moves
-Sucker Punch Spiritombs most deadliest weapon, this is my usual response to Ghost Types, simply because of it's power. This also helps against Swellow, who poses a problem with Guts b
-Shadow Sneak The fail-safe against Ghost Types, this provides reliable priority for Spiritomb.
-Pursuit With Alakazam everywhere, Pursuit was placed on simply to OHKO this beast. Simples. Pursuit can also help against other Choiced Pokemon, like Hitmonlee, while the damage may not be great, every little helps.
-Trick Trick gives my Choice Band to the opponent, hopefully crippling them. It also stops me having to rely on Jumpluff's Encore too much for crippling.
EV'S
Max HP and Max Attack to give Spiritomb all the bulk and power it needs to do the job. The leftover ev's were placed in Defence. They had no place else to go.
Blaziken@Choice Specs
Ability: Blaze
EVs: 252 Spd/252 SAtk/4 SDef
Modest nature (+SAtk, -Atk)
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Rock]
General Outline
Blaziken replaces Hariyama, power exchanged for bulk. I havn't regretted it since. This used to be a Life Orb Blaziken, but the power provided by Choice Specs really helps to net some KO's. What's more, the rest of the team helps to avoid Choice issues, namely Jumpluff's Encore giving me control, and resistances and immunities to act on. If that made sense. Lol :)
Moves
-Focus Blast My strongest move against Milotic and other Bulky Waters. It's actually, albiet, a rather shaky one, 2HKO on Milotic.
-Fire Blast Ahh Fire Blast. How I love thee. STAB, amazing coverage, hits hard...what more could you want?
-Vacuum Wave Provides the priority that Hariyama couldn't. Well it could, but it wasn't powerful enough :) Vacuum wave also gives me Special Priority, meaning I van prey on both sides of thee spectrum.
-Hidden Power (ROCK) With all the Moltres running around, being able to nail switch ins was a god send. This may change if Moltres gets banished though.
EV'S
Yadda, yadda. Standard...blah blah blah. Max spec Attack and Max Speed to tie with base 80 neutrals and give Blaziken the most amount of power it can get. The rest thrown into some stat other than HP to create an odd number.
Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Earth Power
- Shadow Ball
- Stealth Rock
- Rapid Spin
General Outline
The glue. Well something like that. Claydol gives the team a Physical Tank to work with, and provides Stealth Rock and Rapid Spin support. Not much else to say. Except, that it's my usual switch in to Electric types and helps to counter Rock Types, seeing as it is my only resistance to Rock. Claydol helps to patch up any weaknesses, and can sometimes be used as a lure for Ghost Types. It's also my only safe switch in against Fighting Types, and even then I have to look out for Dark moves.
Moves
-Earth Power STAB, and gives Electric types a scare. It also helps against Rock and Steel Types, as well as provide another check against Fire and Poison, which are very common in UU.
-Shadow Ball On this set to counter Ghost Types who switch in, expecting Rapid Spin. Also provides good insurance against fellow Psychic pokemon.
-Stealth Rock Really every successful team has it. Stealth Rock could only fit on Claydol, and he does the job well. Stealth Rock is also useful for turning 3HKO's and 2HKO's in 2HKO's and OHKO's.
-Rapid Spin Stealth Rock hampers Jumpluff and Swellow switch ins. Toxic Spikes ruins Lanturn. Spikes is just annoying. Therefore, Rapid Spin was a must for this team.
EV's
252 Hp improves overall bulk. 144 Def gives me physical bulk, seeing as Lanturn takes many special attacks. The rest were thrown into Spec Attk to give Claydol a bit more power.
So that is my team, rate, comment, suggest. Please?
Thank you for taking the time to read this RMT :)
One Last Look before We go
After getting bored of all the Scizor and ScarfTar's in OU, I decided that I'd leave that tier and look elsewhere for fun. Ubers? Meh...same old Kyogre and Rayquaza. Then it hit me...literally, thanks to YouTube. UU battling! With UU, I entered a world of variety, freedom, and dare I say, much closer battles, as well as originality. Now, I come before you with a team, dusted and polished, ready for battle. Or so I hope :) To the team!
A First Glance






The Factory Comes to Life
I knew I wanted a Jumpluff on the team. Instantly. And since it's fast and carries sleep, why not make him lead?
Hmm, what goes well with Jumpluff? Stealth Rock could cause problems, so I put in a great rapid spinner, Claydol!!!
Yowzas! Two pokemon weak to Ice? Right, let's get some resitances in! Lanturn seemed to be a safe bet, taking on Bulky Waters, providing Ice and Water resists (as well as an Electric Immunity) and in turn, Grass and Ground are taken by the rest of the team.
Hmm. I needed Physical power, and Clefable barely took any damage from my team, with only Jumpluff shutting it down. Let's throw in some Fighting power! Hariyama! I choose you! Or something like that. He fitted well with the team, and provided another Ice Resist, as well as a Dark Resist.
Now, maybe a sweeper? I decided on Swellow. It's fast, hits hard and provides many checks to non-scarfed pokemon.
Now to round it all off, a Trapper. Drapion, Absol and Spiritomn were viable choices, with my previous trapper, Honchkrow rejected from the factory. I chose Spiritomb because it provides a Fighting Resist, can Pursuit or Sucker Punch, and Shadow Sneak if Alakazam tries to Calm Mind Stall Sucker Punch :/
However, after testing, this team didn't pack enough offense. And what's more, it did not have priority, making this team vulnerable to fast attackers if Swellow and Jumpluff were gone. Hariyama, whilst serving me well, could be replaced for Blaziken, a premier wall breaker with the moves for priority.

Hmm, what goes well with Jumpluff? Stealth Rock could cause problems, so I put in a great rapid spinner, Claydol!!!


Yowzas! Two pokemon weak to Ice? Right, let's get some resitances in! Lanturn seemed to be a safe bet, taking on Bulky Waters, providing Ice and Water resists (as well as an Electric Immunity) and in turn, Grass and Ground are taken by the rest of the team.



Hmm. I needed Physical power, and Clefable barely took any damage from my team, with only Jumpluff shutting it down. Let's throw in some Fighting power! Hariyama! I choose you! Or something like that. He fitted well with the team, and provided another Ice Resist, as well as a Dark Resist.




Now, maybe a sweeper? I decided on Swellow. It's fast, hits hard and provides many checks to non-scarfed pokemon.





Now to round it all off, a Trapper. Drapion, Absol and Spiritomn were viable choices, with my previous trapper, Honchkrow rejected from the factory. I chose Spiritomb because it provides a Fighting Resist, can Pursuit or Sucker Punch, and Shadow Sneak if Alakazam tries to Calm Mind Stall Sucker Punch :/






However, after testing, this team didn't pack enough offense. And what's more, it did not have priority, making this team vulnerable to fast attackers if Swellow and Jumpluff were gone. Hariyama, whilst serving me well, could be replaced for Blaziken, a premier wall breaker with the moves for priority.






Looking at the Details

Jumpluff@Leftovers
Ability: Chlorophyll
EVs: 188 Def/252 Spd/68 SDef
Jolly nature (+Spd, -SAtk)
- Sleep Powder
- Substitute
- Leech Seed
- Encore
General Outline
Wow. Just Wow. Not your average lead, but I love it anyway. Jumpluff gets me an immediate advantage by (hopefully) sleeping their lead. Most leads are slower than Jumpluff, with the exception of Electrode, Ambipom and ScarfLeads, meaning I can sleep them before they can do their stuff. Jumpluff is amazing, and he brings the team together, rather than make it 6 individual pokemon.
Moves
-Sleep Powder Sleeping Pokemon? Yes. Tricky Pokemon to handle? Let's hope sleep clause isn't on! Sleep Powder is amazing, hampered only by accuracy.
-Substitute Helps to block status and then can work around it. Substitute is amazing, especially with Leech Seed.
-Leech Seed No doubt you will see, my sturdy pokemon have no way of healing outside of leftovers and abilities. Leech seed helps that, and also causes residual damage. Not to mention, can help healing my sweepers too.
-Encore Encore is one of the main reasons I chose Jumpluff out of the other Sub-Seeders and Sleepers. Encore screws up set-up, allowing for Pokemon to be more easily dealt with. Encore also stops Sleep Talkers - which I'm sure many of you are annoyed about. 25% damage on Sleep Talk Milotic and Registeel...yes please.
EV'S
Max Speed means I tie with other Base 110's. the Ev's were then split to give equal defences. I have no HP EV's, as this helps to regain more HP from Leech Seed.

Lanturn@Leftovers
Ability: Volt Absorb
EVs: 40 HP/76 Def/140 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Toxic
General Outline
Lanturn is the Special Tank of the team. He provides the only status and is my reliable answer to Bulky Waters, and can cause damage to Bulky Grass and Grounds, though I tend to avoid this. Lanturn is a staple member of the team, giving fantastic coverage, and checking many pokemon that lack super effective moves.
Moves
-Thunderbolt STAB. My attack against Bulky Waters. I chose this over Discharge as I already have Toxic for Status.
-Surf Moar STAB. My reliable attack against Fire Pokemon who could give this team problems. It's also great against Ground Pokemon switching in texpecting to take a Thunderbolt.
-Ice Beam For Grass Types and Altaria. Altaria may carries EQ, so I have to watch out for that, usually made safe by Jumpluff's encore.
-Toxic My sole status move, this cripples all would be walls and hampers sweeping abilities of, you know...sweepers.
EV'S
40 HP leaves me at a leftovers number and makes Seismic Toss a 5HKO at least. 252 Spec Def Ev's give Lanturn all the Spec Tanking it can get. 140 Spec Attack ev's were placed to give it's attacks a little extra 'Oomph' The rest were placed in def to take Arcanine's FlareBlitz a bit better.

Swellow@ Toxic Orb
Ability: Guts
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Facade
- U-turn
- Brave Bird
- Quick Attack
General Outline
I hear you...I see you...I smell you...I taste you...I kill you. Swellow is an amazing late game sweeper and helps to check a large portion of the UU metagame with it's blistering speed and decent attack power. Swellow gives the team some fire power once Toxic Orb activates, though this may be changed to Flame Orb, should I use Swellow more for late game sweeping. Swellow, again with Toxic Orb activated, acts as a Status Absorber for the team. Guts just...is awesome. Don't doubt the power of Swellow.
Moves
-Facade Powered up to 140 BP when poisened, and followed by Swellow's attack boost thanks to Guts, Swellow has a deadly weapon in it's arsenal.
-Brave Bird Swellows most powerful attack when it is without status. When status is activated, it's mainly used for Super Effective damage, seeing as Swellow despises recoil.
-U-turn The first move to use when Swellow is out, this gives me an idea of what their counter for Swellow is. Then it can be disposed of by the rest of the team.
-Quick Attack With the rising increase of Sucker Punches, I chose Quick Attack to bypass that problem. Of course, this doesn't help against Spiritomb.
EV'S
What did you expect? Some fancy Spread? Nah, plain ol' 252 in attack, 252 in speed with the leftover ev's thrown in defence to create an odd HP number.

Spiritomb@Choice Band
Ability: Pressure
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Sucker Punch
- Shadow Sneak
- Pursuit
- Trick
General Outline
The first of two choice users, Spiritomb is on the team for one purpose, to counter Ghosts and Alakazam. Ghost pokemon could severly hamper a possible Swellow Sweep, so Spiritomb utilizes three moves to take down ghosts. Spiritomb while not as good as my previous Trapper, Honchkrow, still does the job well. Being able to cripple pokemon never hurts too. Choice Band was chosen to increase Spiritombs attacking potential.
Moves
-Sucker Punch Spiritombs most deadliest weapon, this is my usual response to Ghost Types, simply because of it's power. This also helps against Swellow, who poses a problem with Guts b
-Shadow Sneak The fail-safe against Ghost Types, this provides reliable priority for Spiritomb.
-Pursuit With Alakazam everywhere, Pursuit was placed on simply to OHKO this beast. Simples. Pursuit can also help against other Choiced Pokemon, like Hitmonlee, while the damage may not be great, every little helps.
-Trick Trick gives my Choice Band to the opponent, hopefully crippling them. It also stops me having to rely on Jumpluff's Encore too much for crippling.
EV'S
Max HP and Max Attack to give Spiritomb all the bulk and power it needs to do the job. The leftover ev's were placed in Defence. They had no place else to go.

Blaziken@Choice Specs
Ability: Blaze
EVs: 252 Spd/252 SAtk/4 SDef
Modest nature (+SAtk, -Atk)
- Focus Blast
- Fire Blast
- Vacuum Wave
- Hidden Power [Rock]
General Outline
Blaziken replaces Hariyama, power exchanged for bulk. I havn't regretted it since. This used to be a Life Orb Blaziken, but the power provided by Choice Specs really helps to net some KO's. What's more, the rest of the team helps to avoid Choice issues, namely Jumpluff's Encore giving me control, and resistances and immunities to act on. If that made sense. Lol :)
Moves
-Focus Blast My strongest move against Milotic and other Bulky Waters. It's actually, albiet, a rather shaky one, 2HKO on Milotic.
-Fire Blast Ahh Fire Blast. How I love thee. STAB, amazing coverage, hits hard...what more could you want?
-Vacuum Wave Provides the priority that Hariyama couldn't. Well it could, but it wasn't powerful enough :) Vacuum wave also gives me Special Priority, meaning I van prey on both sides of thee spectrum.
-Hidden Power (ROCK) With all the Moltres running around, being able to nail switch ins was a god send. This may change if Moltres gets banished though.
EV'S
Yadda, yadda. Standard...blah blah blah. Max spec Attack and Max Speed to tie with base 80 neutrals and give Blaziken the most amount of power it can get. The rest thrown into some stat other than HP to create an odd number.

Claydol @ Leftovers
Ability: Levitate
EVs: 252 HP/144 Def/114 SAtk
Bold nature (+Def, -Atk)
- Earth Power
- Shadow Ball
- Stealth Rock
- Rapid Spin
General Outline
The glue. Well something like that. Claydol gives the team a Physical Tank to work with, and provides Stealth Rock and Rapid Spin support. Not much else to say. Except, that it's my usual switch in to Electric types and helps to counter Rock Types, seeing as it is my only resistance to Rock. Claydol helps to patch up any weaknesses, and can sometimes be used as a lure for Ghost Types. It's also my only safe switch in against Fighting Types, and even then I have to look out for Dark moves.
Moves
-Earth Power STAB, and gives Electric types a scare. It also helps against Rock and Steel Types, as well as provide another check against Fire and Poison, which are very common in UU.
-Shadow Ball On this set to counter Ghost Types who switch in, expecting Rapid Spin. Also provides good insurance against fellow Psychic pokemon.
-Stealth Rock Really every successful team has it. Stealth Rock could only fit on Claydol, and he does the job well. Stealth Rock is also useful for turning 3HKO's and 2HKO's in 2HKO's and OHKO's.
-Rapid Spin Stealth Rock hampers Jumpluff and Swellow switch ins. Toxic Spikes ruins Lanturn. Spikes is just annoying. Therefore, Rapid Spin was a must for this team.
EV's
252 Hp improves overall bulk. 144 Def gives me physical bulk, seeing as Lanturn takes many special attacks. The rest were thrown into Spec Attk to give Claydol a bit more power.
So that is my team, rate, comment, suggest. Please?
Thank you for taking the time to read this RMT :)
One Last Look before We go





