Hello everyone! First RMT here for this tier, I'd like to start off with a team I've had a lot of success with lately, which is a hazards + specs analytics Magneton team.
The Team
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Roar
Donphan is a physically defensive babe that can take a lot of hits from a few big threats within the UU tier. It wall the likes of Arcanine, Metagross, Aggron, Forretress and either setup rocks or spin away the opponents hazards. The use of roar is also very helpful against Cresselia, Snorlax and Suicune as these pokemon tend to try and set up on Donphan. Leftovers gives it the recover that it unfortunately lacks. As a strategy I usually try to keep Donphan alive until I have dealt with the opponents spinner / defogger (discussed later) as I can then ensure that rocks are up for the entire game.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes
Roserade is a pokemon that I really haven't used much until this team, and what a mistake that was! Roserade is not only ridiculously specially bulky, it's special attack is 287 with only 4 EV's invested. It packs a punch and with the addition of synthesis and spikes it can recover and get entry hazards up. I find that I can switch Roserade into Pokes such as Blastoise, Umbreon, Heliolisk, basically all fairies and grasss types in the tier, empoleon, Nidoking and Queen. The list goes on but Roserade can take on a large amount of specially offensive threats in the tier and can use that to set up spikes.
Magneton @ Choice Specs
Ability: Analytic
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Magneton.... Where do I ever start with this? Specs + analytics Magneton is a threat to every pokemon ever. The main reason for having this on the team is to eliminate rapid spinner and defoggers. The most common ones in the tier are Blastoise, Empoleon, Crobat, Mandibuzz, Tentacruel. Notice something? All of these get OHKO'd by Magneton. General strategy would be to wait until the opponent switches in their spinner, and switch to Mag to take them out. Either, they stay in and take the massive amount of damage, or they switch out and another teammate will take the hit and the entry hazards stay in place. Common switch in's such as Crookodile get OHKO'd by flash cannon on switch in, and swampert the same by HP Grass. I have put just enough speed on this to outspeed Blastoise incase it decides to stay in to allow either a volt switch or T bolt out. (as a side note a T-bolt from this Mag also is a guaranteed OHKO on physically defensive Suicune and 2 hit KO's it at +2 calm minds)
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Iron Head
Entei is my wallbreaker of choice, as one of the issues that Magneton has is specially defensive walls such as Blissey. I tried to think of more but honestly it doesn't have problems with much. CB Entei is a pokemon that not many will want to switch in to, due to it spreading burns with sacred fire. This in combination to the entry hazards can really do a lot of chip damage to allow a late game sweep. Stone edge OHKO's and outspeeds a specs Rotom-H, and does 82-97% on a fully physically defensive variant. It also is a soft check for threats like Metagross which is one of Roserade's checks. Entei also can take care of some pokemon that Gyarados has issues with such as Heliolisk and Chesnaught, Forretress.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Lonely Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Ice Punch
Another one of my favorite UU pokes is Metagross and is a great check to psychic types that tend to switch in to hit Roserade. It also completely walls a lot of physical and special attackers due to its all round bulkiness. Specs Sylveon really struggles to hit through Metagross as it covers both Psyshock and Hypervoice, it's most commonly used moves. Bullet punch has been chosen to cover mega-aerodactyl as it is a solid 2 hit KO from full HP. Ice punch has been chosen over zen headbutt as Gligar is a very common switch in and can be threatening to this team.
Gyarados @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
Gyarados is my late game sweeper of choice as I really think it is one of the biggest threats in UU, and is an unstoppable force once it one DD has been setup. Most of the time I can easily get setup near the end of the game on a ground type such as Donphan or Krookodile. The Jolly nature has been chosen over adamant as it allows Gyarados to outspeed threats such as Mega-Sceptile, Jolteon and Mega-Beedril at +1. Ice fang has been chosen to take out grass and flying types which can cause problems for Gyarados. Originally I had thought of using the sub/DD/Waterfall/Bounce set but after putting this into action the coverage really wasn't enough for what Gyarados does on this team.
Importable
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Roar
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Iron Head
Magneton @ Choice Specs
Ability: Analytic
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Lonely Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Ice Punch
Gyarados @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
The Team
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Roar
Donphan is a physically defensive babe that can take a lot of hits from a few big threats within the UU tier. It wall the likes of Arcanine, Metagross, Aggron, Forretress and either setup rocks or spin away the opponents hazards. The use of roar is also very helpful against Cresselia, Snorlax and Suicune as these pokemon tend to try and set up on Donphan. Leftovers gives it the recover that it unfortunately lacks. As a strategy I usually try to keep Donphan alive until I have dealt with the opponents spinner / defogger (discussed later) as I can then ensure that rocks are up for the entire game.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes
Roserade is a pokemon that I really haven't used much until this team, and what a mistake that was! Roserade is not only ridiculously specially bulky, it's special attack is 287 with only 4 EV's invested. It packs a punch and with the addition of synthesis and spikes it can recover and get entry hazards up. I find that I can switch Roserade into Pokes such as Blastoise, Umbreon, Heliolisk, basically all fairies and grasss types in the tier, empoleon, Nidoking and Queen. The list goes on but Roserade can take on a large amount of specially offensive threats in the tier and can use that to set up spikes.
Magneton @ Choice Specs
Ability: Analytic
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Magneton.... Where do I ever start with this? Specs + analytics Magneton is a threat to every pokemon ever. The main reason for having this on the team is to eliminate rapid spinner and defoggers. The most common ones in the tier are Blastoise, Empoleon, Crobat, Mandibuzz, Tentacruel. Notice something? All of these get OHKO'd by Magneton. General strategy would be to wait until the opponent switches in their spinner, and switch to Mag to take them out. Either, they stay in and take the massive amount of damage, or they switch out and another teammate will take the hit and the entry hazards stay in place. Common switch in's such as Crookodile get OHKO'd by flash cannon on switch in, and swampert the same by HP Grass. I have put just enough speed on this to outspeed Blastoise incase it decides to stay in to allow either a volt switch or T bolt out. (as a side note a T-bolt from this Mag also is a guaranteed OHKO on physically defensive Suicune and 2 hit KO's it at +2 calm minds)
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Iron Head
Entei is my wallbreaker of choice, as one of the issues that Magneton has is specially defensive walls such as Blissey. I tried to think of more but honestly it doesn't have problems with much. CB Entei is a pokemon that not many will want to switch in to, due to it spreading burns with sacred fire. This in combination to the entry hazards can really do a lot of chip damage to allow a late game sweep. Stone edge OHKO's and outspeeds a specs Rotom-H, and does 82-97% on a fully physically defensive variant. It also is a soft check for threats like Metagross which is one of Roserade's checks. Entei also can take care of some pokemon that Gyarados has issues with such as Heliolisk and Chesnaught, Forretress.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Lonely Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Ice Punch
Another one of my favorite UU pokes is Metagross and is a great check to psychic types that tend to switch in to hit Roserade. It also completely walls a lot of physical and special attackers due to its all round bulkiness. Specs Sylveon really struggles to hit through Metagross as it covers both Psyshock and Hypervoice, it's most commonly used moves. Bullet punch has been chosen to cover mega-aerodactyl as it is a solid 2 hit KO from full HP. Ice punch has been chosen over zen headbutt as Gligar is a very common switch in and can be threatening to this team.
Gyarados @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
Gyarados is my late game sweeper of choice as I really think it is one of the biggest threats in UU, and is an unstoppable force once it one DD has been setup. Most of the time I can easily get setup near the end of the game on a ground type such as Donphan or Krookodile. The Jolly nature has been chosen over adamant as it allows Gyarados to outspeed threats such as Mega-Sceptile, Jolteon and Mega-Beedril at +1. Ice fang has been chosen to take out grass and flying types which can cause problems for Gyarados. Originally I had thought of using the sub/DD/Waterfall/Bounce set but after putting this into action the coverage really wasn't enough for what Gyarados does on this team.
Importable
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Rapid Spin
- Earthquake
- Roar
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Spikes
Entei @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Iron Head
Magneton @ Choice Specs
Ability: Analytic
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Grass]
Metagross @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Lonely Nature
- Bullet Punch
- Earthquake
- Meteor Mash
- Ice Punch
Gyarados @ Leftovers
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang
