This is one of the newest UU teams I have made and it has been surprisingly successful since I made this more on a whim than anything since in UU there are so many pokemon to try. The goal of the team is to make life easier on Swellow and Primeape by eliminating threats as the battle goes on. Out of 10 battles, this team has won 8, which isn't bad but there is always room to improve.
Without further adu, the Team!
At a Glance:
In depth look:
(Primal Fury) (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Ice Punch
- Earthquake
- U-turn
Even though I said above that this team is meant to make life easier on Primeape, I decided to lead with it to help set up my other pokemon. I usually do that by U-turning on the first turn and bring in the appropriate counter ot whatever my opponent does. Moveset wise, everything is standard issued, but I am having trouble between Punishment and Earthquake. Punish helps against stat-uppers and finishing off weak ghost should they not get KO'd by Drapion (For some reason). EQ helps with the numerous amounts of Poison types in UU. A little help there would be good.
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(Tadpole Slammah) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Substitute
- Waterfall
- Bulk Up
- Return
Ah, Tadpole Slammah, fitting name no? I love this damn pokemon. My favorite water type, so I had to include it on the team. Waterfall+Body Slam hits everything in UU for at least neutral and does wonders against the likes of Mantine/Meganium/Vileplume. Bulk up to makes attacks pack more punch. I will u-turn to this usually if a fire type not named Ninetales or Altaria comes in to resist u-turn in place of a weak grass starter like Shiftry. This beats physical Altaria 1-on-1 with bulk up + Body Slam/Return.
For Body Slam or Return, as of this moment, I have Body Slam on it. The paralysis is nice but so is the extra power boost. I am still working on this decision.
Counters Sharpedo (in tandem with Probopass in case of EQ), Relicanth, Crawdaunt, and Kingler (in tandem with Rotom and/or Probopass to stop Aerial Ace). Also makes a nice secondary Hitmontop counter.
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(Crimson Breaker) (M) @ Choice Band
Ability: Sniper
EVs: 32 HP/252 Atk/224 Spd
Jolly nature (+Spd, -SAtk)
- Night Slash
- Pursuit
- Cross Poison
- Earthquake
A pokemon after my own heart. CB Drapion does pretty good damage, but where it shines in CB Pursuit. I usually bring this team off U-turn on the ghost that switch into Primeape to resist the possible close combat. Pursuit 2hkos (ohko if they switch) every ghost in UU except maybe Sableye. Getting rid of my opponent's ghost helps Swellow later on dramatically.
For EVs, standard issue except that it has 310 spd to outspeed max speed Rotom. I may go ahead and max it to get into a speed tie with Leafeon incase I need to have Drapion take it on. Good or keep the little bit hp EVs?
On another note, it beats Grumpig :D
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(Genesis Specter) @ Leftovers
Ability: Levitate
EVs: 220 HP/252 Def/36 Spd
Bold nature (+Def, -Atk)
- Shadow Ball
- Thunderbolt
- Will-o-wisp
- Hidden Power [Grass]
Bulky Rotom. Yes, I know it sounds crazy, but Rotom is more defensive than people give it credit for. This Rotom shits on Techtop and can burn it back to render it useless. Does a great job at walling Claydol because ice beam is a 3hko at best where I can KO with Stab Shadow Ball faster. I can't think of anything significant I outspeed with the 36 speed EVs, so those may go to SpA pretty soon.
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(Gemini Feline) (F) @ Life Orb
Ability: Technician
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hypnosis
- Nasty Plot
- Swift
- Water Pulse
Persian is a new addition to the team. I replaced Swellow for it because my team was so offensive on the physical side that I needed something to help remedy that. It sports Swift + Water Pulse to hit everything for at least neutral damage in UU and they both get the Technician boost. On top of that, it isn't Stealth Rocks weak, but on the down side, I lose a ground resist.
Hypnosis is an all-around good move, when it hits, to help give me time to set up and stop a potentially threatening pokemon in one. So far, I have been pleased with its performance.
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(Renegade Bustah) (M) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP/100 Spd/156 SAtk
Calm nature (+SDef, -Atk)
- Earth Power
- Hidden Power [Rock]
- Magnet Rise
- Stealth Rock
Ah, Renegade Bustah (love the name btw =D), my special wall and Steelix/Aggron counter. This big fella gets U-turned in on Steelix or Aggron where I proceed from there. For Steelix I will usually Magnet Rise first than taunt in case of Roar. From there the Steelix player will either explode to end the misery or fall to Earth Power. For Aggron, I will usually Earth Power right off the bat since it is a guaranteed OHKO based on what I got from metalkid: 109.88% - 129.07%
It is EV'd to outspeed min. speed Aggron. If Aggron does outspeed Probopass, it is safe to assume it is CB'd or the opponent really fears Probopass. I can understand though, I mean, what's not to fear about a floating steel boulder with a great 'sache?
For the moveset, I dunno if I should use HP: Rock, TBolt, or SR. HP: Rock offers stab and hits fliers like Scyther. Tbolt is hits waters and Scyther, and Stealth Rocks because well...it Rocks...>.>'' Help there would be appreciated.
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There you have it. It is a relative new team, so help would be great. I would appreciate it if advice came from people with some experience with the UU metagame.
Props to pokemonelite2000 and Arkeis.com for the sprites and pics =D
Without further adu, the Team!
At a Glance:






In depth look:

Ability: Vital Spirit
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Ice Punch
- Earthquake
- U-turn
Even though I said above that this team is meant to make life easier on Primeape, I decided to lead with it to help set up my other pokemon. I usually do that by U-turning on the first turn and bring in the appropriate counter ot whatever my opponent does. Moveset wise, everything is standard issued, but I am having trouble between Punishment and Earthquake. Punish helps against stat-uppers and finishing off weak ghost should they not get KO'd by Drapion (For some reason). EQ helps with the numerous amounts of Poison types in UU. A little help there would be good.
---

Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Substitute
- Waterfall
- Bulk Up
- Return
Ah, Tadpole Slammah, fitting name no? I love this damn pokemon. My favorite water type, so I had to include it on the team. Waterfall+Body Slam hits everything in UU for at least neutral and does wonders against the likes of Mantine/Meganium/Vileplume. Bulk up to makes attacks pack more punch. I will u-turn to this usually if a fire type not named Ninetales or Altaria comes in to resist u-turn in place of a weak grass starter like Shiftry. This beats physical Altaria 1-on-1 with bulk up + Body Slam/Return.
For Body Slam or Return, as of this moment, I have Body Slam on it. The paralysis is nice but so is the extra power boost. I am still working on this decision.
Counters Sharpedo (in tandem with Probopass in case of EQ), Relicanth, Crawdaunt, and Kingler (in tandem with Rotom and/or Probopass to stop Aerial Ace). Also makes a nice secondary Hitmontop counter.
---

Ability: Sniper
EVs: 32 HP/252 Atk/224 Spd
Jolly nature (+Spd, -SAtk)
- Night Slash
- Pursuit
- Cross Poison
- Earthquake
A pokemon after my own heart. CB Drapion does pretty good damage, but where it shines in CB Pursuit. I usually bring this team off U-turn on the ghost that switch into Primeape to resist the possible close combat. Pursuit 2hkos (ohko if they switch) every ghost in UU except maybe Sableye. Getting rid of my opponent's ghost helps Swellow later on dramatically.
For EVs, standard issue except that it has 310 spd to outspeed max speed Rotom. I may go ahead and max it to get into a speed tie with Leafeon incase I need to have Drapion take it on. Good or keep the little bit hp EVs?
On another note, it beats Grumpig :D
---

Ability: Levitate
EVs: 220 HP/252 Def/36 Spd
Bold nature (+Def, -Atk)
- Shadow Ball
- Thunderbolt
- Will-o-wisp
- Hidden Power [Grass]
Bulky Rotom. Yes, I know it sounds crazy, but Rotom is more defensive than people give it credit for. This Rotom shits on Techtop and can burn it back to render it useless. Does a great job at walling Claydol because ice beam is a 3hko at best where I can KO with Stab Shadow Ball faster. I can't think of anything significant I outspeed with the 36 speed EVs, so those may go to SpA pretty soon.
---

Ability: Technician
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hypnosis
- Nasty Plot
- Swift
- Water Pulse
Persian is a new addition to the team. I replaced Swellow for it because my team was so offensive on the physical side that I needed something to help remedy that. It sports Swift + Water Pulse to hit everything for at least neutral damage in UU and they both get the Technician boost. On top of that, it isn't Stealth Rocks weak, but on the down side, I lose a ground resist.
Hypnosis is an all-around good move, when it hits, to help give me time to set up and stop a potentially threatening pokemon in one. So far, I have been pleased with its performance.
---

Ability: Magnet Pull
EVs: 252 HP/100 Spd/156 SAtk
Calm nature (+SDef, -Atk)
- Earth Power
- Hidden Power [Rock]
- Magnet Rise
- Stealth Rock
Ah, Renegade Bustah (love the name btw =D), my special wall and Steelix/Aggron counter. This big fella gets U-turned in on Steelix or Aggron where I proceed from there. For Steelix I will usually Magnet Rise first than taunt in case of Roar. From there the Steelix player will either explode to end the misery or fall to Earth Power. For Aggron, I will usually Earth Power right off the bat since it is a guaranteed OHKO based on what I got from metalkid: 109.88% - 129.07%
It is EV'd to outspeed min. speed Aggron. If Aggron does outspeed Probopass, it is safe to assume it is CB'd or the opponent really fears Probopass. I can understand though, I mean, what's not to fear about a floating steel boulder with a great 'sache?
For the moveset, I dunno if I should use HP: Rock, TBolt, or SR. HP: Rock offers stab and hits fliers like Scyther. Tbolt is hits waters and Scyther, and Stealth Rocks because well...it Rocks...>.>'' Help there would be appreciated.
---
There you have it. It is a relative new team, so help would be great. I would appreciate it if advice came from people with some experience with the UU metagame.
Props to pokemonelite2000 and Arkeis.com for the sprites and pics =D