Hi people,
I was playing around with some different teams in UU, and earlier today I stumbled across a surprisingly potent combination of pokemon. I don't know if its the current metagame, or that these pokemon just hit like trucks, but this team's been on a bit of a streak, so I thought I'd share it.
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Endeavor
- Overheat
- Mach Punch
Lead Infernape. Smogon sugests taunt. And I kind of love taunt. But that would mean missing out OH or Mac Punch. Mach punch and endeavor go hand in hand and overheat is needed on the team, isn't walled by ghosts, and allows Infernape to OHKO quite a lot of leads before they even get the chance to set up. Aerodactyl has taunt (for now) for later game hazards. I've used a lot of infernape set ups, but this has got to be my favorite.
Strategy:
Slower foes: Turn 1) Overheat if you think you can get the OHKO. some will stay in trying to set up rocks or earthquake the ape. Even if the opponent switches, overheat is a monster and will take a chunk out of whatever they switch into. If Overheat's not gonna get the OHKO, stealth rocks immediately.
Due to its fatness, Mamoswine is rarely OHKO'd by overheat. Set up rocks instead and endeavor after it EQs you. Beedrills are interesting because they are slower than nape for one turn. Either use stealth rocks, assuming they plan on protecting the turn they ME, or use overheat on the chance that they attack expecting stealth rocks. Its a toss up, but I always go for overheat, and its worked out.
Faster foes: Turn 1) if it looks like the opponent could outspeed and ohko or severely damage nape, (scarf mons), use endeavor. Sash will prevent nape fainting, and mach punch can usually be depended on to finish the job. Infernape may now proceed to set up rocks.
Turn 2) Infernape may as well keep overheating/endeavoring and mach punching until it faints, but if the opponent failed to set up entry hazards, feel free to switch out, only to come back to endeavor walls or overheat steel and grass types further down the line.
Team synergy: Espeon and Aerodactyl prevent the opponent for assuming this is a lead set. If you haven't revealed the endeavor, many will switch in milotics and other walls - to their detriment. Because this set almost always ko's opposing leads, cripples or KOs walls and lures counters, its a momentum boost for this team.
Espeon @ Leftovers
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Yawn
- Calm Mind
- Psyshock
- Dazzling Gleam
Pretty simple set - switch in on predicted hazards or statuses, set up on walls or switches and attack stuff. Even with the spdef buff, Espeon is still revenge kill-able, but that's kind of ok on a team like this. The smogon set suggests baton pass over yawn, but only shaymin really would benefit from calm mind passes, and yawn tends to give espeon more time to set up.
Team synergy:
Checks poison and fighting types, hazard and status deterrent.
Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Psychic
- Rest
By far the least sure about this guy. I've been testing this team all day, and while the others have all had many chances to shine, shaymin seems to take a back seat.
Rest and natural cure is a great combination... With this and magic bounce espeon, I get very few statuses thrown my way.
Team synergy:
The theory was to cover water and electric (ie ampharos) pokemon with this Shaymin. Plus I needed another special sweeper. Its a decent check, but catches very few off guard.
Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Standard scarf set. A very effective revenge killer. Regenerator over reckless gives it a little more survival. And HJK still OHKOs a lot of the metagame especially after rocks.
U-turn for momentum, and knockoff is both useful for predicting in-coming psychic types, and generally knocking stuff... off.
Team Synergy:
The power of fighting type!! ...ok sounds kinda npcish of me, but fighting is a great offensive type and needed on my team for dark, rock, ice, steel andsnorlax normal coverage. Dark in particular would otherwise be a problem for espeon&duoblade.
Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Stone Edge
- Aqua Tail
No defog, I know, but EQ isn't seen on a lot of Aerodactyls these days and it provides great coverage. Was pursuit for a while but so far prefer the change. Considering running defog over taunt. Right now I have no means of entry hazard removal. But partly due to lead control and partly due to the fact that most of my pokemon are pretty frail anyway, I haven't been too suffocated by entry hazards so far.
Team Synergy
Crobat begone! (literally half my team is saved) (M)Aerodactyl is the fastest pokemon on the field in UU (I think right?) can scare out a lot of slower scarfed pokemon (which is why I had pursuit on it for some time).
Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword
Y' already know. Only remotely bulky pokemon on this team. Can take a lot of physical abuse, but not much in the special dept. 3 immunities are always nice. Another crobat check. An imposing presence on the field.
Final thoughts:
Hello! Thank you for reading this! I'd love some advice on my team, on how badly I screwed up on the presentation of this RMT...
I was playing around with some different teams in UU, and earlier today I stumbled across a surprisingly potent combination of pokemon. I don't know if its the current metagame, or that these pokemon just hit like trucks, but this team's been on a bit of a streak, so I thought I'd share it.

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Endeavor
- Overheat
- Mach Punch
Lead Infernape. Smogon sugests taunt. And I kind of love taunt. But that would mean missing out OH or Mac Punch. Mach punch and endeavor go hand in hand and overheat is needed on the team, isn't walled by ghosts, and allows Infernape to OHKO quite a lot of leads before they even get the chance to set up. Aerodactyl has taunt (for now) for later game hazards. I've used a lot of infernape set ups, but this has got to be my favorite.
Strategy:
Slower foes: Turn 1) Overheat if you think you can get the OHKO. some will stay in trying to set up rocks or earthquake the ape. Even if the opponent switches, overheat is a monster and will take a chunk out of whatever they switch into. If Overheat's not gonna get the OHKO, stealth rocks immediately.
Due to its fatness, Mamoswine is rarely OHKO'd by overheat. Set up rocks instead and endeavor after it EQs you. Beedrills are interesting because they are slower than nape for one turn. Either use stealth rocks, assuming they plan on protecting the turn they ME, or use overheat on the chance that they attack expecting stealth rocks. Its a toss up, but I always go for overheat, and its worked out.
Faster foes: Turn 1) if it looks like the opponent could outspeed and ohko or severely damage nape, (scarf mons), use endeavor. Sash will prevent nape fainting, and mach punch can usually be depended on to finish the job. Infernape may now proceed to set up rocks.
Turn 2) Infernape may as well keep overheating/endeavoring and mach punching until it faints, but if the opponent failed to set up entry hazards, feel free to switch out, only to come back to endeavor walls or overheat steel and grass types further down the line.
Team synergy: Espeon and Aerodactyl prevent the opponent for assuming this is a lead set. If you haven't revealed the endeavor, many will switch in milotics and other walls - to their detriment. Because this set almost always ko's opposing leads, cripples or KOs walls and lures counters, its a momentum boost for this team.

Espeon @ Leftovers
Ability: Magic Bounce
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Yawn
- Calm Mind
- Psyshock
- Dazzling Gleam
Pretty simple set - switch in on predicted hazards or statuses, set up on walls or switches and attack stuff. Even with the spdef buff, Espeon is still revenge kill-able, but that's kind of ok on a team like this. The smogon set suggests baton pass over yawn, but only shaymin really would benefit from calm mind passes, and yawn tends to give espeon more time to set up.
Team synergy:
Checks poison and fighting types, hazard and status deterrent.

Shaymin @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Seed Flare
- Dazzling Gleam
- Psychic
- Rest
By far the least sure about this guy. I've been testing this team all day, and while the others have all had many chances to shine, shaymin seems to take a back seat.
Rest and natural cure is a great combination... With this and magic bounce espeon, I get very few statuses thrown my way.
Team synergy:
The theory was to cover water and electric (ie ampharos) pokemon with this Shaymin. Plus I needed another special sweeper. Its a decent check, but catches very few off guard.

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- U-turn
- Knock Off
- Stone Edge
Standard scarf set. A very effective revenge killer. Regenerator over reckless gives it a little more survival. And HJK still OHKOs a lot of the metagame especially after rocks.
U-turn for momentum, and knockoff is both useful for predicting in-coming psychic types, and generally knocking stuff... off.
Team Synergy:
The power of fighting type!! ...ok sounds kinda npcish of me, but fighting is a great offensive type and needed on my team for dark, rock, ice, steel and

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Stone Edge
- Aqua Tail
No defog, I know, but EQ isn't seen on a lot of Aerodactyls these days and it provides great coverage. Was pursuit for a while but so far prefer the change. Considering running defog over taunt. Right now I have no means of entry hazard removal. But partly due to lead control and partly due to the fact that most of my pokemon are pretty frail anyway, I haven't been too suffocated by entry hazards so far.
Team Synergy
Crobat begone! (literally half my team is saved) (M)Aerodactyl is the fastest pokemon on the field in UU (I think right?) can scare out a lot of slower scarfed pokemon (which is why I had pursuit on it for some time).

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword
Y' already know. Only remotely bulky pokemon on this team. Can take a lot of physical abuse, but not much in the special dept. 3 immunities are always nice. Another crobat check. An imposing presence on the field.
Final thoughts:
Hello! Thank you for reading this! I'd love some advice on my team, on how badly I screwed up on the presentation of this RMT...