Honor, Respect and Justice
Hello Smogon forum drifters. You may or may not know me and I go by many names (Goose, Ming Dynasty, P2 and currently FREE HUGS). This RMT will be from a team that I took to 20th on the UU Ladder before the last reset. 20th on the UU Ladder is nothing to gloat about; considering 20-50th places have roughly a ~50 ladder point difference. There is, however, a reason why I'm posting this team for you today. The reason comes in the form of 2 particular class of moves I believe to be over the top in all tiers/formats.
#1- Sleep inducing moves
#2- Entry Hazards
Everyone that plays competitive Pokemon should know these types of moves are seen on a vast majority of teams. As well as they should be, because of the advantage they give to your team. A sleep inducing move is commonly the same as a 1hko and the accuracy of this class of move is outrageous (ranging from 55%-100% - 1hko). Then there are entry hazards, a class of move that never fails; a class of move that is always guaranteed. The amount of passive damage from switching in a single match is phenomenal (try keeping track how much damage a SR will do in a single match - again 100% guaranteed move). Entry hazards are so overwhelming that anyone who creates a new team is FORCED to build around them. Many teams have a rapid spinner just because entry hazards are out of hand. Now, I'm not pointing my finger at any of you and I realize that in a competitive environment, good players use what they are given to their advantage (I completely agree). Also, considering that these moves are available to everyone whom creates a team, I would normally not have a problem with them. However the problem really lies in the restrictions that these moves force upon the metagame and team building.
This is where my team makes it's entry on the stage. A team that I am proud of. A team that does not take advantage of the ridiculous advantage that entry hazards and sleep inducing moves bring to the field. This team has fought many hard battles and there have been many, very close games. In the end, this team has made me a better player. It opened my eyes to the little things that 'make' the difference in battles. Out thinking my opponent. The smart switching/predictions. Double switching. Knowing when to sac a poke that is no longer needed in order to preserve HP on another poke that will make the difference in the match. Keeping my sleeping poke alive so another can't be put asleep. Realizing what pokemon are keeping my opponent from sweeping and not being foolish with them. I had to utilize all of these things constantly to keep up with the handicap I have already given my team after building it.
After such a long introduction, I give you...
Honor, Respect and Justice

Azumarill
@ Choice Band
Jolly - Huge Power
6 HP / 252 Attack / 252 Speed
- Waterfall
- Aqua Jet
- Frustration
- Superpower
---
Ah yes, the coveted lead. The pokemon that is supposed to gain advantage and swing the match into your favor from the start. What can I say about Azumarill. He has forced quite a many switches at the beginning of a match. Water/Normal has great coverage and the 4th slot is open to anyone to play around with. Waterfall, STAB - you can expect this move to take chunks out of most any poke that doesn't have Water Absorb or Dry Skin (Even hits common Venusaur for ~35-40%). Aqua Jet, STAB - any player using Azumarill knows that this move is a staple, because it turns Azumarill into the ultimate revenge killer in UU. Frustration - here for coverage and because I like go be different (opposed to return). While Double-Edge can 2hko Milotic, I don't care for the recoil damage on a poke that is important to my team. Superpower - here for predicting Steel type switch-ins. The Ev's on my Azumarill are unique opposed to many. It gives Azumarill 218 speed, which is very important to outspeed quite a few pokes that would normally come in and counter. Also, 218 is commonly faster than Milotic and after hitting Milotic down to ~75%, you can expect Azumarill to outspeed and 2hko Milotic with Frustration on the switch-in. I haven't met many leads that beat Azumarill, but I can think of a couple. Most 'smart' Kabutops and any faster sleeper.

Uxie
@ Leftovers
Bold - Levitate
252 HP / 162 Defense / 96 Special Attack
(note having to change Attack IV's for this spread and set)
- Calm Mind
- Psychic
- Signal Beam
- Rest
---
Right away something should be jumping out at you. This isn't a common support/SR'r like 95% of the Uxie you see floating around. Oh no, this is my version of Cresselia's smaller and rather unknown sibling. Uxie is important on this team to take Fighting and Ground moves aimed at my Aggron. Calm Mind - her already stellar defense and above average sp.defense now turned into stellar defense and amazing sp.defense. This thing is so hard to take down, it gives many opponents a problem. I have swept countless times with its surprise factor. Psychic, STAB - what's to say, a STAB move with CM's behind it hits....hard. Signal Beam - mainly here for coverage as this move-slot was originally sleep talk, until I started seeing more Umbreon and Alakazam strutting about. I normally don't have to use it that often, but it does let me hit Dark's quite nicely, which is always a plus. Rest - with the defenses on this poke, rest fits very well. Uxie take hits like a champ and can come in on a plethora of the UU metagame. The IV's aren't calculated, but rather from long periods of playing with this team. You eventually get a feel for the things you need to min/max.
@ Leftovers
Bold - Levitate
252 HP / 162 Defense / 96 Special Attack
(note having to change Attack IV's for this spread and set)
- Calm Mind
- Psychic
- Signal Beam
- Rest
---
Right away something should be jumping out at you. This isn't a common support/SR'r like 95% of the Uxie you see floating around. Oh no, this is my version of Cresselia's smaller and rather unknown sibling. Uxie is important on this team to take Fighting and Ground moves aimed at my Aggron. Calm Mind - her already stellar defense and above average sp.defense now turned into stellar defense and amazing sp.defense. This thing is so hard to take down, it gives many opponents a problem. I have swept countless times with its surprise factor. Psychic, STAB - what's to say, a STAB move with CM's behind it hits....hard. Signal Beam - mainly here for coverage as this move-slot was originally sleep talk, until I started seeing more Umbreon and Alakazam strutting about. I normally don't have to use it that often, but it does let me hit Dark's quite nicely, which is always a plus. Rest - with the defenses on this poke, rest fits very well. Uxie take hits like a champ and can come in on a plethora of the UU metagame. The IV's aren't calculated, but rather from long periods of playing with this team. You eventually get a feel for the things you need to min/max.

Venusaur
@ Leftovers
Careful - Overgrow
252 HP / 40 Attack / 218 Special defense
- Power Whip
- Swords Dance
- Sludge Bomb
- Synthesis
---
Venusaur is probably the most versatile poke in UU hands down. There are so many sets and combinations of moves/ev's that you really have to be careful when you approach them. As you can see, I do not run the 'lol 1hko' sleep inducing Sleep Powder. As much as it would benefit my team greatly to have Sleep Powder; I consider it to be too powerful of a move and will stand by my decision to ban it from my teams. (Also make a note that I very much frown upon the combination of Sleep and Stat Uppers on 1 set - Just look at Venu and Jynx...ridiculous) Power Whip - combined with Swords Dance and STAB, it's going to eat through pokes pretty fast. Most pokes who think they can come in and W'o'W Venu into switching will quickly see that I will just pump another SD into her and continue causing terror. Synthesis - well I can't use sleep powder so I'm going to use a move that does benefit my sp. defensive Venusaur. It does it's job well and Venusaur always finds a way to continually annoy my opponents. Sludge Bomb - Well, here's a free move slot that I haven't played around with enough to really find out if I'm hurting my Venusar's move set or not. I noticed that I brought Venusaur in on many, many grass type pokemon, so I just threw Sludge Bomb on for surprise factor and to handle those annoying Grass type pokemon. I suppose I could also run Frustration/Earthquake on Venusaur, but I like to be different; and it's not like Sludge Bomb doesn't have a 30% chance to hax poison you Moltres lovers anyways. EV's again are not calculated, only tweaked through playing.
@ Leftovers
Careful - Overgrow
252 HP / 40 Attack / 218 Special defense
- Power Whip
- Swords Dance
- Sludge Bomb
- Synthesis
---
Venusaur is probably the most versatile poke in UU hands down. There are so many sets and combinations of moves/ev's that you really have to be careful when you approach them. As you can see, I do not run the 'lol 1hko' sleep inducing Sleep Powder. As much as it would benefit my team greatly to have Sleep Powder; I consider it to be too powerful of a move and will stand by my decision to ban it from my teams. (Also make a note that I very much frown upon the combination of Sleep and Stat Uppers on 1 set - Just look at Venu and Jynx...ridiculous) Power Whip - combined with Swords Dance and STAB, it's going to eat through pokes pretty fast. Most pokes who think they can come in and W'o'W Venu into switching will quickly see that I will just pump another SD into her and continue causing terror. Synthesis - well I can't use sleep powder so I'm going to use a move that does benefit my sp. defensive Venusaur. It does it's job well and Venusaur always finds a way to continually annoy my opponents. Sludge Bomb - Well, here's a free move slot that I haven't played around with enough to really find out if I'm hurting my Venusar's move set or not. I noticed that I brought Venusaur in on many, many grass type pokemon, so I just threw Sludge Bomb on for surprise factor and to handle those annoying Grass type pokemon. I suppose I could also run Frustration/Earthquake on Venusaur, but I like to be different; and it's not like Sludge Bomb doesn't have a 30% chance to hax poison you Moltres lovers anyways. EV's again are not calculated, only tweaked through playing.

Milotic
@ Leftovers
Calm - Marvel Scale
174 HP / 100 Defense / 84 Speed / 152 Special Defense
- Surf
- Haze
- Ice Beam
- Recover
---
Milotic is a whore. It's usage (like Venusaur's) is through the roof in UU, but for a different reason. It is so freaking impossible to kill it. DEAD...DIE...JUST GO AWAY. Show of hands - who would like to see Milotic and Venusaur go BL? Yeah that's what I thought. Oh well, beggars can't be choosers. So, Milotic has been a staple on many of my UU teams that didn't include a weather tactic. For good reason, you just can't make it go away. Her stats are so amazingly set up for a defensive poke. As you can see again though, my Milotic is abnormal. I have this thing, where I like to go against the grain in pokemon. I guess it makes me feel like I'm the actual one putting this team together and not Smogon with their damn presets. Anyways, Surf, STAB - yeah, pretty much a staple on any Milotic. Water just has great coverage as a type, nuff said. Haze - ok, so currently I'm struggling to find a use for this move on Milo at all. I mean, I use it against CM Mismagius, but then again I lose to CM Mismagius. I use it to stop Slowbrah/SlutKing from being a annoyance. But, with my EV's, and Milotic being a sp.defense pokemon, it really is hard to stop pokes that Milotic normally would with Haze. I guess I've just been to lazy to change it to toxic or something, meh. Then again, it does surprise me once in a blue moon and I'm reminded why I put it on her in the first place. Ice Beam - hits grass, hits altaria, hits toxicroak harder than that HP Grass shit people used to put on Milotic. Now that I think about it I just might toss HP grASS in place of Haze and see what wonderful things happen with a 3 attack Milotic. Recover - again, standard. The Ev's have been a constant change for Milotic, because she doesn't quite have the umph to do everything I want her to do. It's ok though, she's in a place right now that makes me happy. She outruns Max/Jolly Aggron, outpaces 99% of the Torterra. Has that surprise I'm faster then you factor that makes me so happy with the defensives to take some killer hits.
@ Leftovers
Calm - Marvel Scale
174 HP / 100 Defense / 84 Speed / 152 Special Defense
- Surf
- Haze
- Ice Beam
- Recover
---
Milotic is a whore. It's usage (like Venusaur's) is through the roof in UU, but for a different reason. It is so freaking impossible to kill it. DEAD...DIE...JUST GO AWAY. Show of hands - who would like to see Milotic and Venusaur go BL? Yeah that's what I thought. Oh well, beggars can't be choosers. So, Milotic has been a staple on many of my UU teams that didn't include a weather tactic. For good reason, you just can't make it go away. Her stats are so amazingly set up for a defensive poke. As you can see again though, my Milotic is abnormal. I have this thing, where I like to go against the grain in pokemon. I guess it makes me feel like I'm the actual one putting this team together and not Smogon with their damn presets. Anyways, Surf, STAB - yeah, pretty much a staple on any Milotic. Water just has great coverage as a type, nuff said. Haze - ok, so currently I'm struggling to find a use for this move on Milo at all. I mean, I use it against CM Mismagius, but then again I lose to CM Mismagius. I use it to stop Slowbrah/SlutKing from being a annoyance. But, with my EV's, and Milotic being a sp.defense pokemon, it really is hard to stop pokes that Milotic normally would with Haze. I guess I've just been to lazy to change it to toxic or something, meh. Then again, it does surprise me once in a blue moon and I'm reminded why I put it on her in the first place. Ice Beam - hits grass, hits altaria, hits toxicroak harder than that HP Grass shit people used to put on Milotic. Now that I think about it I just might toss HP grASS in place of Haze and see what wonderful things happen with a 3 attack Milotic. Recover - again, standard. The Ev's have been a constant change for Milotic, because she doesn't quite have the umph to do everything I want her to do. It's ok though, she's in a place right now that makes me happy. She outruns Max/Jolly Aggron, outpaces 99% of the Torterra. Has that surprise I'm faster then you factor that makes me so happy with the defensives to take some killer hits.

Moltres
@ Life Orb
Timid - Pressure
6 HP / 252 Speed / 252 Special Attack
- Fire Blast
- Air Slash
- HP Grass
- Roost
---
Ok, so Moltres was not an original member of this team. Back when I created it, Raikou was running the joint. Dugtrio used to be my, 'I kill you annoying electric pokemon' staple. I can't even count the times I switched in Dugtrio on a Lanturn T-wave and made my opponent pull their hair out. Those were the days. However, pokemon evolves and constantly changes and now you have my new addition to the team. I was excited to get to use Moltres because it is like the 'F U' Venusaur poke. That's exactly what I make it do in many matches. The crappy thing is, well...I don't run a spinner, so my Moltres life is usually short lived. I might play around with this free pokemon slot with other pokes, but for right now Moltres has a good home. It also gives me another 'oops my Ground move missed' poke aside from Uxie and fortunately resists good ol' Fighting (as my Aggron silently enjoys). I won't go into detail, since this is basically a Copy'n'Paste Moltres straight from Smogon. I'll find a way to make it original I'm sure, but right now it works...so why change it?
@ Life Orb
Timid - Pressure
6 HP / 252 Speed / 252 Special Attack
- Fire Blast
- Air Slash
- HP Grass
- Roost
---
Ok, so Moltres was not an original member of this team. Back when I created it, Raikou was running the joint. Dugtrio used to be my, 'I kill you annoying electric pokemon' staple. I can't even count the times I switched in Dugtrio on a Lanturn T-wave and made my opponent pull their hair out. Those were the days. However, pokemon evolves and constantly changes and now you have my new addition to the team. I was excited to get to use Moltres because it is like the 'F U' Venusaur poke. That's exactly what I make it do in many matches. The crappy thing is, well...I don't run a spinner, so my Moltres life is usually short lived. I might play around with this free pokemon slot with other pokes, but for right now Moltres has a good home. It also gives me another 'oops my Ground move missed' poke aside from Uxie and fortunately resists good ol' Fighting (as my Aggron silently enjoys). I won't go into detail, since this is basically a Copy'n'Paste Moltres straight from Smogon. I'll find a way to make it original I'm sure, but right now it works...so why change it?

Aggron
@ Choice Band
Jolly - Rock Head
6 HP / 252 Attack / 252 Speed
- Head Smash
- Low Kick
- Ice Punch
- Aqua Tail (never use probably going to be changed)
---
Last and definitely not least, is Aggron. After figuring out what hits he can and can't take, I fell in love with this rock monster. 99% of the time I bring it in and slam Head Smash and watch things die. Head Smash, STAB - OH BABY, whoa this thing hits like a truc...<scratch that>...4 trucks. There are so many pokes that he blinks at and they just fall down dead. Low Kick - why hello there Registeel and Rhyperior, I'd tell you I hate you, but then..I'd rather just kill you instead. Ice Punch - more'so there for accuracy and a surefire way to hit Ground types like Donphan and Torterra hard. It's hard to really imagine using any move besides Head Smash or Low Kick/Superpower on Aggron, they both get the job done. I could put Stealth Rock on Aggron - oh but wait, right I don't use that ridiculously overpowered move. Possibly Toxic? Probably not, I don't want to wither things down, I want to kill them. Aggron is pretty much just a switch in, slam Head Smash and see counter. Once counter is dead, opponent is going to be on his knees real fast. I haven't played around with the EV's too much on Aggron. I like being 218 speed and 2hkoing all those Milotic that think they can switch in and Surf me to death. It doesn't always go my way since Head Smash has shaky accuracy. Aggron has been a key in so many of my victories that I dare not take him off my team, even if he misses every now'n'then.
@ Choice Band
Jolly - Rock Head
6 HP / 252 Attack / 252 Speed
- Head Smash
- Low Kick
- Ice Punch
- Aqua Tail (never use probably going to be changed)
---
Last and definitely not least, is Aggron. After figuring out what hits he can and can't take, I fell in love with this rock monster. 99% of the time I bring it in and slam Head Smash and watch things die. Head Smash, STAB - OH BABY, whoa this thing hits like a truc...<scratch that>...4 trucks. There are so many pokes that he blinks at and they just fall down dead. Low Kick - why hello there Registeel and Rhyperior, I'd tell you I hate you, but then..I'd rather just kill you instead. Ice Punch - more'so there for accuracy and a surefire way to hit Ground types like Donphan and Torterra hard. It's hard to really imagine using any move besides Head Smash or Low Kick/Superpower on Aggron, they both get the job done. I could put Stealth Rock on Aggron - oh but wait, right I don't use that ridiculously overpowered move. Possibly Toxic? Probably not, I don't want to wither things down, I want to kill them. Aggron is pretty much just a switch in, slam Head Smash and see counter. Once counter is dead, opponent is going to be on his knees real fast. I haven't played around with the EV's too much on Aggron. I like being 218 speed and 2hkoing all those Milotic that think they can switch in and Surf me to death. It doesn't always go my way since Head Smash has shaky accuracy. Aggron has been a key in so many of my victories that I dare not take him off my team, even if he misses every now'n'then.
Well there you have it. My team I've become so proud of. It has taught me so much about strategically playing pokemon that I'll always adore it. It also taught me that I don't have to use Entry Hazards and Sleep inducing moves to win. Please feel free to rate and hate. I'm very interested to hear any feedback you guys have. Thank you for taking the time to read this RMT as it took me a few hours to write it ^_^. G/L to you and I hope to see you on the Ladder.
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(I may make a list of possible threats for the RMT, but probably not - only because I know that I usually skip over the threat lists on other RMTs I've personally read.)
Anyways, I'd like to update this RMT a little bit. I started to Ladder again after about 2-3 months break from Pokemon and this team picked up right where it left off. When I originally posted this RMT, my new account FREE HUGS was sitting at ~48th place on the UU Ladder. Since then I have played a good ~80 matches on the UU Ladder and my record really shot up through the roof. I had quality wins over many opponents, such as blah23 and WhiteQueen (both really like Rain Dance, which my team dominates). My team has been pretty consistent on winning lately, it's starting to scare me. I don't have exact record or anything, but I'm definitely winning ~90%. I have now reached 13th on the UU Leaderboard with a rating of 1643 and look to advance it some more in the near future.