Hey everybody, your acquaintance, Murk, here with another fun team that I put together for UU! If you're familiar with UU, you'd probably know that fire mons are pretty big threats, and having 2 of the best in the tier to break down each other's checks along with other support mons makes a pretty tough team to take on. I don't have an exact peak, but I've meandered around in the top 250 with this team, and won a couple room tours with it. It's a lot of fun to use, and I hope that you enjoy reading!
- listening to this soundtrack whilst I write this, so hope it relaxes you from your hard work and struggles from a tough day and enjoy the read once again :^)
So first, we have said fire spam core. Infernape is a fantastic mix attacker, and has a lovely little surprise for one of the more popular fire checks of right now, and banded Entei is just amazing at breaking walls and revenging/cleaning with banded extreme speeds + sacred fire is awesome.
Next I added Lisk because fat waters are obviously going to be an issue, and Lisk is far and away my favorite water check/counter. I also thoroughly enjoy the volt switching ability to get free drops to my other members, mainly ape and entei because they're easily worn down.
Next I noticed that my team gets fully shredded by ground mons, so I opted to add the lovely Shuca lure empoleon to help deal with those a little bit better. It also does obligatory emp things like taking hits from hydreigon, and being a very reliable rocker in the tier.
Next up, I wanted to add a wincon and a fighting check, so Doublade fit the bill perfectly.
Lastly, I added mence to the fray for defog support (Lure emp typically don't use defog) as well as another fighting and ground check.
Rotom-M replaces lisk to remedy ground weakness better
Le Squad
GOMD (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
-Extreme Speed
- Flare Blitz
- Stone Edge
Okay, so for starters, we have ye olde standard as shit banded entei, and why? Because this is fire spam, and entei is just an incredibly good pokemon in the UU tier. With the band, this thing has a fairly few switches, and can still hurt switchins with a good prediction, or just a mindless SF spam burn. ESpeed is such a great move for entei, and more often than not on this team, this guy will be the mon to clean up the game after everything has been thoroughly weakened. Overall just a fantastic revenger/wallbreaker, and I'd say is the best fire type in the tier for its sheer power (fuck you darm).
Fire Squad (Infernape) @ Life Orb
Ability: Blaze
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
IVs: 27 HP / 30 Atk / 30 Def
- Hidden Power [Ice]
- Fire Blast
- Close Combat
-Grass Knot Vacuum Wave
MixApe is yet another fantastic mon, and pairs up really well with Entei for wallbreaking purposes and such. This guy is really great at dealing with weakened threats, and takes care of almost every fire check with some prior damage minus Chandelure whom I cannot touch at all. I opted to forgo Vacuum Wave/Mach Punch for HP Ice, because the common Fat Mence/Special Defog mence, can get a little too comfortable switching in on ape, and when that happens they get a little present. Other moves are for fairly obvious reasons, GK for phat waters and stuff like rhyperior who don't mind a close combat too well, fire blast for powerful STAB, and close combat for another strong STAB. More often than not, ape is a mon I'll use to soften up the opponent so that Entei or Doublade can clean up the game. - Also, the hp ivs are to give ape a life orb number and get a few more hits out in theory.
Vac Wave > GK on behalf of Christo The Gr8 's suggestion, which does make quite a bit of sense, especially since Rotom is added for a serious grass nuke + VWave does let me handle mons like Hydra, Sharpedo and even Lisk late game where I had to rely on Entei to pick them off.
Hello (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Leaf Storm
Thanks to Christo The Gr8 for the suggestion. Rotom-M replaces Lisk to better remedy my ground weakness, while still having a very strong electric type. I decided Specs would be the way to go because I wanted more power out of Volt switches and other moves than Scarf could offer + there really isn't that much that Rotom needs to outspeed that Lisk did, the exception that comes to mind is Krook. While the water immunity is lost, no water in the tier especially appreciates taking a Specs Leaf Storm to the face. Trick is also a new toy that rotom has over Lisk which makes stall slightly more manageable if done right. Lastly, I opted for Timid Specs > Modest specs so that I can outspeed all variants of Gatr and Mamo (though shard still stings).
Wet Dreamz (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 168 SpA / 88 SpD
Calm Nature
- Scald
- Grass Knot
- Stealth Rock
- Ice Beam
Ahh... Lure emp, such a fun set... This gives me a way to 1v1 the spooky ground types in the tier like Nidoqing, Krook, Pert, and Mamo, as well as DD Mence even though I've noticed it not being as popular lately. It's just a fantastic rocker for offensive teams since it can deal serious damage/kill a lot of pokes that would usually prevent emp from staying in and laying rocks. It's ev's let it kill mamo and krook with torrent boosted scald, mence with ice beam, and non bulky perts with gk. Pretty good deal huh? For whatever reason, people don't really catch on to it being lure emp that often which is pretty nice since my team really doesn't appreciate eq's. Of course it can't switch in on an eq or earth power, so predictions are mandatory, but c'mon boys, on offense we make plays :^)
A Tale of 2 Citiez (Doublade) @ Eviolite
Ability: No Guard
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword/Shadow Claw
Nascar doublade because speed ties are worse than hitler So if you couldn't tell, I have absolutely no switchins to fighting attacks, as well as no clear win condition and a kinda shaky MAero check with emp. I thought Doublade was absolutely perfect for this role, and it really helps out with the fire spam as it can get rid of pesky things like chandies with +2 sneak, as well dealing with fat psychics which can be a little annoying.I haven't used SClaw > Sacred Sword because I'm only annoyed by cress really, and cress can't do shit to Doublade anyways, but it's whatever. Like I was joking about earlier, I went with 24 speed ev's to attempt to creep pretty much every other doublade in the tier, which I think can be handy. Doublade is absolutely perfect for this team like I was saying, since it gives me a solid thing to beat up fighters with, and can really clean up a game with support from Fire Spam + Lisk. Also the fact that it can set up on so much of the tier makes it that much more threatening.
St. Tropez (Salamence) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Fire Blast
For the last slot of the team, I wanted a way to remove hazards as well as another check to ground and fighting. I noticed that this mence set had been gaining in popularity around the time P2 Offense was getting more popular, so it was something I really wanted to try out. Draco + Fire blast ravages offensive pokes in the tier, and doublade handles most of the things that can chew those two attacks. The intimidate support makes defogging away hazards a little easier, and I just found that a really good offensive defogger like this one suits my team extremely well, and is off the charts synergy-wise with the rest of my team.
- Ground spam is very scary vs. my team because I have very limited switchins, but all of the offensive grounds in the tier can be revenged pretty easily, Empoleon can 1v1 all of them, and mence can switch in if predicted right, if not a mamo ofc.
- Enormous threat to my team, but gets worn down by rocks, Doublade is a fairly good switch and can 1v1 it, as well as emp can 1v1 it if my shuca isn't burned and emp is at good health
- Very annoying since they all pack Psyshock which hurts lisk, so I have to be careful. Doublade takes it on pretty well if they lack fire blast and I don't get burned.
- Can be extremely difficult to kill if Doublade is gone, but blade pretty much hard counters these since Reu seldomly run Shadow Ball in UU, but reu still doesn't appreciate recieving a nuke from Entei
- What team isn't threatened by this fucker? I just have to play smart around it, and go for damage and stuff. They carry aqua jet more these days, so ape is a little less reliable at taking on SD variants
- Not all too common, but shreds me pretty hard. I just gotta hit it really hard in order to deal with it.
- Ape lures in special/fat ones and does around 80% to max hp variants. Can be spooky if it gets up a DD, but I have emp to take an eq and kill in return.
- Can be problematic b/c emp lacks recovery, and ape doesn't have v-wave, so I just have to go for chip damage and finish it off with entei or catch it on a switch
- Annoying piece of shit as it walls a good part of my team. Lisk is my best option, but can be annoying if paired with a ground
(Mega) - Can sweep through me, I need prior damage, and Entei can kill with espeed, definitely have to be careful.
- Keep doublade alive
(Mega) - Hard to switch in on. Doublade can take on some variants. Best course of action is to get into entei range.
- get your 50/50's right with Doublade and Mence, and it's cool lmao
- Tough to deal with with entei, and is untouchable vs ape. Gotta play smart, and try to pick it off with doublade
So that's the team! If you noticed anything that could improve it, then I'd love to hear your critiques. If you're here to be a bum and just use it because you're too lazy to make your own damn teams, then go for it :^)






So first, we have said fire spam core. Infernape is a fantastic mix attacker, and has a lovely little surprise for one of the more popular fire checks of right now, and banded Entei is just amazing at breaking walls and revenging/cleaning with banded extreme speeds + sacred fire is awesome.
Next I added Lisk because fat waters are obviously going to be an issue, and Lisk is far and away my favorite water check/counter. I also thoroughly enjoy the volt switching ability to get free drops to my other members, mainly ape and entei because they're easily worn down.
Next I noticed that my team gets fully shredded by ground mons, so I opted to add the lovely Shuca lure empoleon to help deal with those a little bit better. It also does obligatory emp things like taking hits from hydreigon, and being a very reliable rocker in the tier.
Next up, I wanted to add a wincon and a fighting check, so Doublade fit the bill perfectly.
Lastly, I added mence to the fray for defog support (Lure emp typically don't use defog) as well as another fighting and ground check.

Rotom-M replaces lisk to remedy ground weakness better

GOMD (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
-Extreme Speed
- Flare Blitz
- Stone Edge
Okay, so for starters, we have ye olde standard as shit banded entei, and why? Because this is fire spam, and entei is just an incredibly good pokemon in the UU tier. With the band, this thing has a fairly few switches, and can still hurt switchins with a good prediction, or just a mindless SF spam burn. ESpeed is such a great move for entei, and more often than not on this team, this guy will be the mon to clean up the game after everything has been thoroughly weakened. Overall just a fantastic revenger/wallbreaker, and I'd say is the best fire type in the tier for its sheer power (fuck you darm).

Fire Squad (Infernape) @ Life Orb
Ability: Blaze
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
IVs: 27 HP / 30 Atk / 30 Def
- Hidden Power [Ice]
- Fire Blast
- Close Combat
-
MixApe is yet another fantastic mon, and pairs up really well with Entei for wallbreaking purposes and such. This guy is really great at dealing with weakened threats, and takes care of almost every fire check with some prior damage minus Chandelure whom I cannot touch at all. I opted to forgo Vacuum Wave/Mach Punch for HP Ice, because the common Fat Mence/Special Defog mence, can get a little too comfortable switching in on ape, and when that happens they get a little present. Other moves are for fairly obvious reasons, GK for phat waters and stuff like rhyperior who don't mind a close combat too well, fire blast for powerful STAB, and close combat for another strong STAB. More often than not, ape is a mon I'll use to soften up the opponent so that Entei or Doublade can clean up the game. - Also, the hp ivs are to give ape a life orb number and get a few more hits out in theory.
Vac Wave > GK on behalf of Christo The Gr8 's suggestion, which does make quite a bit of sense, especially since Rotom is added for a serious grass nuke + VWave does let me handle mons like Hydra, Sharpedo and even Lisk late game where I had to rely on Entei to pick them off.

Hello (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Leaf Storm
Thanks to Christo The Gr8 for the suggestion. Rotom-M replaces Lisk to better remedy my ground weakness, while still having a very strong electric type. I decided Specs would be the way to go because I wanted more power out of Volt switches and other moves than Scarf could offer + there really isn't that much that Rotom needs to outspeed that Lisk did, the exception that comes to mind is Krook. While the water immunity is lost, no water in the tier especially appreciates taking a Specs Leaf Storm to the face. Trick is also a new toy that rotom has over Lisk which makes stall slightly more manageable if done right. Lastly, I opted for Timid Specs > Modest specs so that I can outspeed all variants of Gatr and Mamo (though shard still stings).

Wet Dreamz (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 168 SpA / 88 SpD
Calm Nature
- Scald
- Grass Knot
- Stealth Rock
- Ice Beam
Ahh... Lure emp, such a fun set... This gives me a way to 1v1 the spooky ground types in the tier like Nidoqing, Krook, Pert, and Mamo, as well as DD Mence even though I've noticed it not being as popular lately. It's just a fantastic rocker for offensive teams since it can deal serious damage/kill a lot of pokes that would usually prevent emp from staying in and laying rocks. It's ev's let it kill mamo and krook with torrent boosted scald, mence with ice beam, and non bulky perts with gk. Pretty good deal huh? For whatever reason, people don't really catch on to it being lure emp that often which is pretty nice since my team really doesn't appreciate eq's. Of course it can't switch in on an eq or earth power, so predictions are mandatory, but c'mon boys, on offense we make plays :^)

A Tale of 2 Citiez (Doublade) @ Eviolite
Ability: No Guard
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword/Shadow Claw

St. Tropez (Salamence) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Fire Blast
For the last slot of the team, I wanted a way to remove hazards as well as another check to ground and fighting. I noticed that this mence set had been gaining in popularity around the time P2 Offense was getting more popular, so it was something I really wanted to try out. Draco + Fire blast ravages offensive pokes in the tier, and doublade handles most of the things that can chew those two attacks. The intimidate support makes defogging away hazards a little easier, and I just found that a really good offensive defogger like this one suits my team extremely well, and is off the charts synergy-wise with the rest of my team.


















http://replay.pokemonshowdown.com/uu-256948070 - vs. Stall using Christo's Changes - Best shows off how Entei can heavily damage walls
http://replay.pokemonshowdown.com/uu-256962808 - Entei runs the show
http://replay.pokemonshowdown.com/uu-256962808 - Entei runs the show
GOMD (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Flare Blitz
- Extreme Speed
Fire Squad (Infernape) @ Life Orb
Ability: Blaze
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
IVs: 27 HP / 30 Atk / 30 Def
- Hidden Power [Ice]
- Grass Knot
- Fire Blast
- Close Combat
Hello (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Leaf Storm
Wet Dreamz (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 168 SpA / 88 SpD
Calm Nature
- Scald
- Grass Knot
- Stealth Rock
- Ice Beam
A Tale of 2 Citiez (Doublade) @ Eviolite
Ability: No Guard
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword
St. Tropez (Salamence) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Fire Blast
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Flare Blitz
- Extreme Speed
Fire Squad (Infernape) @ Life Orb
Ability: Blaze
EVs: 24 Atk / 232 SpA / 252 Spe
Hasty Nature
IVs: 27 HP / 30 Atk / 30 Def
- Hidden Power [Ice]
- Grass Knot
- Fire Blast
- Close Combat
Hello (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Leaf Storm
Wet Dreamz (Empoleon) @ Shuca Berry
Ability: Torrent
EVs: 252 HP / 168 SpA / 88 SpD
Calm Nature
- Scald
- Grass Knot
- Stealth Rock
- Ice Beam
A Tale of 2 Citiez (Doublade) @ Eviolite
Ability: No Guard
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Swords Dance
- Shadow Sneak
- Iron Head
- Sacred Sword
St. Tropez (Salamence) @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Roost
- Fire Blast
Thanks for reading!
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