It had a good run (UU team)

I never post teams for rating and I rarely even post, as evidenced by my meager post count, but I liked this team more than most that I've made and it proved quite successful. The team topped out hovering around the top ten on the ShoddyBattle leaderboard with some limited laddering under the name Planet. I haven't played it in a month or so and it's sunk to around 30 now. My lack of laddering lately, Platinum changes, and the imminent banning of Aerodactyl has led me to retire this team.

I was actually surprised that the team had the success that it did. It was made as soon as I learned about the last and perhaps most controversial round of drop downs from BL to UU. I threw the bones of this team together to test a few of the threats that interested me the most without much more than an afterthought to the overall team synergy. Lucky for me, it's worked out.

The team works around some very hard hitters and an unbalanced team defense. It's skewed to be overly physically defensive because I haven't considered many UU special attackers to be good enough at their jobs to scheme around. Those that are good I can typically absorb their attacks with just general bulkiness or by utilizing resistances/immunities. I try to take advantage of the opposing teams walls with the strength of my attackers while their bulk and/or resistances can usually hold off all offensive teams long enough for me to turn the tide. Unfortunately I don't name my teams so I have nothing catchy to reveal but without further ado:

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Venusaur @Choice Specs
Ability: Overgrow
EVs: 198 HP/60 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Leaf Storm
- Sleep Powder
- Sludge Bomb
- Hidden Power [Rock]

Pokemon description: After just a few matches I realized this set was one of the most powerful in all of UU. Leaf Storm is an incredibly powerful attack and Sludge Bomb is a decently powered STAB back up. Sleep Powder is helpful when the only thing you're sure of is that an Insomnia or statused poke is not switching in as well as bluffing a support set in the early game. Hidden Power Rock is the only thing on this set that I don't see on every other choiced set and to be honest I'm not sure why. I tried a lot of things in that last slot: Leech Seed, Energy Ball, Synthesis, and Hidden Power (Psychic, Ice, Ground, and Fire.) The best by far was HP Rock. It hits Articuno, Venomoth, fire types, and random flier switch ins nicely. Sludge Bomb would do the trick on a good many of these, but HP Rock eases prediction and makes it so much easier to get by Articuno, who can be particularly annoying when played well. The beauty of Venusaur instead of any other grass type that can run a similar set (especially Victreebel who can run the exact same set) is the durability. Venusaur can switch in to many walls with impunity because it will survive their low powered attacks easily. It can also stay in on an offensive poke and survive if I need it to, getting the kill in return. I've maxed special attack for obvious reasons and given enough speed to outrun most walls, including opposing support Venusaurs, and stuck the rest in HP for that all important bulk.

How I use it: Usually I'll just spam Leaf Storm if I have a favorable match up on turn one. It takes a chunk out of almost anything, even pokes that resist, and lets me see how they plan to counter me. If the match up is not in my favor but I'm not in danger of the KO, I'll toss out a Sleep Powder and see how that is handled. After that I typically bring it back in at any opportunity to pick off their team one at a time. This set on this poke just overpowers almost everything in the tier.

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Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP/58 Atk/200 SDef
Impish nature (+Def, -SAtk)
- Gyro Ball
- Toxic
- Sleep Talk
- Rest

Pokemon description: Steelix is a dominant physical wall, period. The only drawback is the lack of recovery. It can be worn down by the smart player. I've attempted to remedy this problem by making my Steelix a sleep talker. This doesn't allow Steelix to use Stealth Rock, which is unfortunate. I've chosen Toxic so Steelix can actually do something while it's sitting there and walling (stalling?) and Gyro Ball is the best attack I've found to go with it to punish pokes that will try to ramp up and get past Steelix. I've loaded up on the hp and special defense to allow Steelix to absorb some special hits as his typing and Impish nature take care of his defense enough. The special defense evs also allow it to counter threats like Rotom in many situations.

How I use it: Sleep talking obviously allows Steelix to be a status absorber of any type. After bringing it in to absorb a blow, I'll often toss out a Toxic to see what I can get as it will often force a switch. Toxicing an opposing wall puts them on a clock to either get out or rest. This allows me to dictate the switch and to make that wall much less useful for a good portion of the match. When I don't lay down rocks people usually get suspicious but I try to refrain from resting until it's unavoidable. Often I've found that opponents are willing to sacrifice a poke to take down a wall such as Steelix and when I rest they're left in a poor position. This set is horrible against opposing Steelix but that's ok. It just gives me an opportunity to bring Venusaur back in and Leaf Storm OHKOs.

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Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP/200 Def/4 Spd/54 SDef
Calm nature (+SDef, -Atk)
- Psychic
- Toxic
- Reflect
- Wish

Pokemon description: Physically defensive Hypno. It counters most of the fighters so well I find myself using it on a good many of my teams. It survives a good deal and immediately threatens the fighting type with Psychic as well as threatening to nullify it with Reflect, hopefully forcing a switch. This allows me a good deal of flexibility in that I can try to Toxic something else, Reflect to support my team, or Wish to get another hard hitter in to do some damage. It's all around bulkiness makes it a good multi purpose switch in to support the team. Keeping a Calm nature still allows me to deal with special hits decently.

How I use it: The first time Hypno makes an appearance I'll usually Reflect to make sure there isn't a powerful pursuiter switching in to take advantage. After that bit of scouting, it's fairly situational to what support move my team needs. Hypno is typically my first switch in to any fighter that's not Primeape as well as any expected sleep moves.

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Miltank @ Leftovers
Ability: Scrappy
EVs: 252 HP/58 Atk/200 SDef
Impish nature (+Def, -SAtk)
- Curse
- Body Slam
- Hammer Arm
- Milk Drink

Pokemon description
: Miltank is another pokemon I wanted to try out and this set has been very effective. I prefer Hammer Arm on this set to Heal Bell mainly because I find it much easier to avoid status than to play around all rock and steel types. This can be difficult to set up with so many fighters running around, Steelix packing Roar in most cases, and Toxic and WoW being tossed around so much but the reward is great when it's done properly. The evs aren't particarly specialized but they've worked for me so far. I especially like the extra defense from Impish instead of going Careful. Many times I've been able to Curse as my opponent switches to a fighter, I survive the Close Combat and KO back to their lowered defenses. Immensely satisfying.

How I use it: I try to save Miltank for mid to late game, the later the better. Initially I'll just Body Slam to see how they'll counter me and go from there. If I've seen status I'll try to get Miltank paralyzed to avoid Toxic or WoW when I attempt to set up later. After that it's a matter of picking my spot to try for the sweep.

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Hitmonlee @ Choice Band
Ability: Limber
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Stone Edge
- Mach Punch
- Rapid Spin

Pokemon description: My hardest hitter on the physical side. I decided on Choice Band over Choice Scarf and Adamant over Jolly because I use Close Combat on things slower than Hitmonlee anyway. Anything fast is typically frail and can usually be worn down enough with my bulkier pokes to be taken out with a well timed Mach Punch. Stone Edge is used for any fliers or ghosts. Rapid Spin might seem out of place on a CB set but it's there because honestly I never used that slot and Rapid Spin can be more useful than, well, nothing.

How I use it: I typically only use Rapid Spin against spiking teams and will leave Stealth Rock on the field in favor of throwing another Close Combat if I can. Otherwise it's just a matter of finding a time to switch in. I find myself often using Hitmonlee as a revenge killer of sorts with Mach Punch. I use it at least as much as I CC. Stone Edge is usually only used to show that I have it.

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Aerodactyl @ Life Orb
Ability: Rock Head
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Rock Slide
- Earthquake
- Double-edge
- Stealth Rock

Pokemon description: Probably the most controversial of the drop downs. I've found it useful as a revenge killer/cleaner and secondary normal resist, but that's about it and not tremendously so. I use Rock Slide because I don't like missing with Aero and the flinch can come in handy. Stealth Rock because I needed to fit it in and it can set it down effectively on a forced switch.

How I use it: Stealth Rock sounds so nice on Aero but it tends to draw Claydol as a counter, who will just spin away your rocks. This is another reason it's so nice to Toxic Claydol with Steelix or Hypno - it makes it so much easier to take out and get my rocks down for good. Other than getting rocks down I try to save Aero with at least half health so I can clean up late game if need be. This can sometimes be difficult because I also need to use Aero as a fire resist, which is a general weakness for the team. I'll also use Aero if I see a Trick coming, as I'm not too concerned with the Life Orb and Aero can handle a Scarf better than anyone on the team other than Venusaur.

Threats
Ninetails - Remember when I said at the beginning that I don't feel any special attacker is worth scheming around? I lied. Ninetails is the only one that makes me groan with this team. Typically I'll switch to Hypno to scout for the Hypnosis and then go straight to Aero to force it out. With any luck they'll stay in and I'll get the kill. That doesn't happen in most cases so I just lay down rocks to limit the times it can come in on me. Not good.
Rapidash - More fire problems. The CB version can be played around and the double status version I'm usually stuck leaving Steelix in on to Toxic stall. Double status with Life Orb and something on my team is most likely going down.
Rain Dance - Not as common as their effectiveness warrants, but they are a threat. I will try to get Venusaur in to take out the offensive rain pokes as it can withstand an attack and ko with Leaf Storm. That can work twice if I can work a Wish in from Hypno and after that I'm scrambling. It's time to start sacrificing and hopefully getting a hit in before I do so I can finish off with Mach Punch. Again, not good.
Driftblim - This is just a matter of identifying the set. The only set this team finds threatening is the CM-Rest/Chesto set. If I can identify that it doesn't carry WoW early I can bring in 'lee to SE. Otherwise I'm stuck trying to make it sleep again with Steelix or Miltank.
Glaceon - The Specs set is a threat to everyone, in my opinion. This team is no different. Worse off actually because I don't carry an ice resist. Again I need to get rocks down to limit it and predict its switch ins with either Aero or Hitmonlee.

**Disclaimer - I've come across these pictures at different times and I know who did some of them, some of them I do not. I haven't given credit for the pics for this reason. Thanks for reading.
 
With all your Fire and Ice weaknesses, I fail to see why you wouldn't just run Thick Fat Miltank instead of your current one and run another move over Hammer Arm so you aren't useless against ghosts. Earthquake keeps your ability to hit Rocks and Steels, but that is a free ghost switch-in.
 
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