This is the first UU team I have actually made, and, similarly, my first post on these forums. I kinda based it around having a Curse Registeel sweep at the end.
At a glance:
Nidoking @ Life Orb
Ability: Poison Point
Modest; 80 HP / 252 Sp.A / 176 Spe
- Earth Power
- Ice Beam
- Stealth Rock
- Taunt
I'm not quite sure with this lead, maybe something else could fit better, but it's job as been some what adequate so far. Earth Power and Ice Beam provide good coverage between the 2 moves, while I am able to Taunt opposing leads attempting to get their entry hazards up, or trying to Baton Pass, etc. Stealth Rock is obvious I think, allowing me to get my own entry hazards up. One of the reasons I picked it also, was that it provides an Electric Immunity for Slowking, incase I have nothing to take any Electric attacks which could be threatening. As an added bonus, it absorbs Toxic Spikes aswell.
Slowking @ Leftovers
Ability: Own Tempo
Calm; 252 HP / 146 Def / 112 Sp.D
- Psychic
- Slack Off
- Surf
- Thunder Wave
Slowking, the first part of the defensive core that I've tried to implement into my team. It's great resistances to Fire, Water and Fighting allow it to tank alot of hits that Registeel would much rather avoid having to take. Whilst, Registeel can take any Electric, Grass, Ghost or Dark moves aimed at the king. Thunder Wave provides a solid status moves, which cripples fast sweepers. If they switch out, I can deal with them later, if they stay in, I can play to that rhythm so. Psychic covers Fighting types such as Hitmonlee and Hariyama, while Surf is for STAB. Slack Off is an obvious recovery move, to keep Slowking nice and healthy. Slowking provides good partnership to the other half of my defensive core, being able to deal with Dark types that Slowking will want to steer clear of.
Weezing @ Black Sludge
Ability: Levitate
Bold; 252 HP / 252 Def / 6 Sp.A
- Fire Blast
- Pain Split
- Thunderbolt
- Will-o-wisp
Ah, Weezing, "numero duo" in the defense core. Weezing is one of the most dominant Physical Walls in the UU environment. It's typing and ability, Levitate, allow it to switch into 2 of the most commonly used attacking types: Ground and Fighting. Weezing can switch into the likes of Absol, Feraligatr, and Torterra and pose an immediate threat. Weezing takes any Fighting and Ground type attacks that Registeel would like to avoid also, just as Slowking does for Fighting and Fire attacks. Registeel thus, can take the majority of Special attacks that may threaten Weezing, in particular any Psychic attacks. Fire Blast allows Weezing to hit any Steel types and the likes of Torterra reasonably hard. Thunderbolt somewhat complements Fire Blast, hitting the physical sweepers which resist Fire, such as Azumarill and Feraligatr. Pain Split is a somewhat acceptable form of recovery, whilst Will-o-wisp can deal with anything, such as physical attackers, that may attempt to switch in on the poison blob.
Blaziken @ Life Orb
Ability: Blaze
Adamant; 252 Atk / 252 Spe / 6 Def
- Flare Blitz
- Superpower
- Swords Dance
- Thunderpunch
With Swords Dance, Blaziken can turn the tables on them by boosting its Attack stat to sky-high levels, which lets Blaziken bypass its usual counters. This allows it to run through unprepared stall teams. This Blaziken is very important in removing some particular threats that may cause Registeel some grief, in particular, Water Types. A Swords Danced Superpower allows me to OHKO the likes of Milotic, and even defensive Altaria. Thunderpunch has about an 8% chance to OHKO Slowbro if rocks are down ( with Swords Dance, of course ). Flare Blitz allows me to grab the OHKO on the likes of Spiritomb and Uxie. Weezing helps Blaziken somewhat, being able to lure in Chansey, giving Blaziken a good opportunity to setup Swords Dance and wreck havoc. It also can take any priority moves, like Aqua Jet in particular.
Rotom @ Choice Scarf
Ability: Levitate
Modest; 252 Sp.A / 252 Spe / 6 HP
- Hidden Power Fighting
- Shadow Ball
- Thunderbolt
- Trick
Rotom has decent Special Attack and Speed stats, and with all of those immunities and resistances Rotom can come in on, it’s a natural candidate for wielding a Choice item. Rotom is quite a threat with just Shadow Ball and Thunderbolt, since they achieve almost perfect coverage, only resisted by Steelix and Magneton. HP Fighting allows Rotom to hit both Steelix and Magneton, thus, giving it perfect coverage. Trick allows Rotom to cripple the likes of Chansey and opposing Registeel with a Choice Scarf - something of which Chansey nor Registeel can make no use of. Both Rotom and Slowking allow me to scout for any Pursuit users within their team, so I can then deal with them accordingly.
Registeel @ Leftovers
Ability: Clear Body
Careful; 252 HP / 40 Atk / 216 Sp.D
- Curse
- Iron Head
- Rest
- Sleep Talk
Registeel, the main objective of the team is to get this ball of mass to setup and cause big problems. Registeel already has massive Special Defense and excellent typing, with an excellent STAB move, so it is only fitting that a Curse set is made for it. Resisted by 4 types, which can be dealt with due to the balance in the team ( in my opinion anyway! ), this allows Registeel to be a threat if all of it's counters are out of play, or are non-existent in the opposing player's team. Curse allows Registeel to boost its mediocore Attack and already large Defense stat. This makes it tough to take down, as it can take quite a beating from both ends if it's setup with enough Curses. It's weakness are covered, Fighting can be taken by Weezing, Slowking, Rotom and to an extent, Nidoking. Fire is taken by Slowking and to an extent, Blaziken. Ground is taken care of by Rotom and Weezing.
Well that's the end of my team, rate or hate, do as you please.
Regards.
At a glance:







Nidoking @ Life Orb
Ability: Poison Point
Modest; 80 HP / 252 Sp.A / 176 Spe
- Earth Power
- Ice Beam
- Stealth Rock
- Taunt
I'm not quite sure with this lead, maybe something else could fit better, but it's job as been some what adequate so far. Earth Power and Ice Beam provide good coverage between the 2 moves, while I am able to Taunt opposing leads attempting to get their entry hazards up, or trying to Baton Pass, etc. Stealth Rock is obvious I think, allowing me to get my own entry hazards up. One of the reasons I picked it also, was that it provides an Electric Immunity for Slowking, incase I have nothing to take any Electric attacks which could be threatening. As an added bonus, it absorbs Toxic Spikes aswell.

Slowking @ Leftovers
Ability: Own Tempo
Calm; 252 HP / 146 Def / 112 Sp.D
- Psychic
- Slack Off
- Surf
- Thunder Wave
Slowking, the first part of the defensive core that I've tried to implement into my team. It's great resistances to Fire, Water and Fighting allow it to tank alot of hits that Registeel would much rather avoid having to take. Whilst, Registeel can take any Electric, Grass, Ghost or Dark moves aimed at the king. Thunder Wave provides a solid status moves, which cripples fast sweepers. If they switch out, I can deal with them later, if they stay in, I can play to that rhythm so. Psychic covers Fighting types such as Hitmonlee and Hariyama, while Surf is for STAB. Slack Off is an obvious recovery move, to keep Slowking nice and healthy. Slowking provides good partnership to the other half of my defensive core, being able to deal with Dark types that Slowking will want to steer clear of.

Weezing @ Black Sludge
Ability: Levitate
Bold; 252 HP / 252 Def / 6 Sp.A
- Fire Blast
- Pain Split
- Thunderbolt
- Will-o-wisp
Ah, Weezing, "numero duo" in the defense core. Weezing is one of the most dominant Physical Walls in the UU environment. It's typing and ability, Levitate, allow it to switch into 2 of the most commonly used attacking types: Ground and Fighting. Weezing can switch into the likes of Absol, Feraligatr, and Torterra and pose an immediate threat. Weezing takes any Fighting and Ground type attacks that Registeel would like to avoid also, just as Slowking does for Fighting and Fire attacks. Registeel thus, can take the majority of Special attacks that may threaten Weezing, in particular any Psychic attacks. Fire Blast allows Weezing to hit any Steel types and the likes of Torterra reasonably hard. Thunderbolt somewhat complements Fire Blast, hitting the physical sweepers which resist Fire, such as Azumarill and Feraligatr. Pain Split is a somewhat acceptable form of recovery, whilst Will-o-wisp can deal with anything, such as physical attackers, that may attempt to switch in on the poison blob.

Blaziken @ Life Orb
Ability: Blaze
Adamant; 252 Atk / 252 Spe / 6 Def
- Flare Blitz
- Superpower
- Swords Dance
- Thunderpunch
With Swords Dance, Blaziken can turn the tables on them by boosting its Attack stat to sky-high levels, which lets Blaziken bypass its usual counters. This allows it to run through unprepared stall teams. This Blaziken is very important in removing some particular threats that may cause Registeel some grief, in particular, Water Types. A Swords Danced Superpower allows me to OHKO the likes of Milotic, and even defensive Altaria. Thunderpunch has about an 8% chance to OHKO Slowbro if rocks are down ( with Swords Dance, of course ). Flare Blitz allows me to grab the OHKO on the likes of Spiritomb and Uxie. Weezing helps Blaziken somewhat, being able to lure in Chansey, giving Blaziken a good opportunity to setup Swords Dance and wreck havoc. It also can take any priority moves, like Aqua Jet in particular.

Rotom @ Choice Scarf
Ability: Levitate
Modest; 252 Sp.A / 252 Spe / 6 HP
- Hidden Power Fighting
- Shadow Ball
- Thunderbolt
- Trick
Rotom has decent Special Attack and Speed stats, and with all of those immunities and resistances Rotom can come in on, it’s a natural candidate for wielding a Choice item. Rotom is quite a threat with just Shadow Ball and Thunderbolt, since they achieve almost perfect coverage, only resisted by Steelix and Magneton. HP Fighting allows Rotom to hit both Steelix and Magneton, thus, giving it perfect coverage. Trick allows Rotom to cripple the likes of Chansey and opposing Registeel with a Choice Scarf - something of which Chansey nor Registeel can make no use of. Both Rotom and Slowking allow me to scout for any Pursuit users within their team, so I can then deal with them accordingly.

Registeel @ Leftovers
Ability: Clear Body
Careful; 252 HP / 40 Atk / 216 Sp.D
- Curse
- Iron Head
- Rest
- Sleep Talk
Registeel, the main objective of the team is to get this ball of mass to setup and cause big problems. Registeel already has massive Special Defense and excellent typing, with an excellent STAB move, so it is only fitting that a Curse set is made for it. Resisted by 4 types, which can be dealt with due to the balance in the team ( in my opinion anyway! ), this allows Registeel to be a threat if all of it's counters are out of play, or are non-existent in the opposing player's team. Curse allows Registeel to boost its mediocore Attack and already large Defense stat. This makes it tough to take down, as it can take quite a beating from both ends if it's setup with enough Curses. It's weakness are covered, Fighting can be taken by Weezing, Slowking, Rotom and to an extent, Nidoking. Fire is taken by Slowking and to an extent, Blaziken. Ground is taken care of by Rotom and Weezing.
Well that's the end of my team, rate or hate, do as you please.
Regards.