Hi! This is my first attempt at an UU team. It's a combination of some of my favorite Pokemon in the tier, but I think they work fine altogether. I found out it's a pretty aggressive team. So, without further ado, let's begin.
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Drill Run
The main Pokemon in the team, I'm pretty sure all of you know what Beedrill is and are familiar with it's capabilities. It's a true glass cannon that shouldn't be overlooked.
Protect is used so it can mega evolve safely. U-turn serves to keep momentum and also works as a STAB move, just like Poison Jab. Finally, I run Drill Run to knock out fire type Pokemon primarily, and I think that the only Pokemon that can outspeed it are Choice Scarf variants, so I believe it's worth the risk.
Tornadus
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Superpower
- U-turn
Tornadus works pretty well with Beedrill because they both have U-turn, so they can switch one another to keep momentum. Also, since Beedrill lures in Pokemon such as Arcanine, Tornadus can switch in and get an attack boost thanks to Defiant after Arcanine's Intimidate. Acrobatics serves as Tornadus' main attack and is STAB boosted. Knock Off and Superpower work as coverage moves.
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ice]
Magneton works well with both Tornadus and Beedrill thanks to Volt Switch, which helps to keep offensive pressure. It is also my go-to Pokemon against flying and water-types. Thunderbolt works as a STAB move with a greater base power than Volt Switch. Flash Cannon works against rock and fairy-type Pokemon, and is essential since my team doesn't have any resistance against fairy-types other than Beedrill, but it's very frail so I wouldn't like to switch in against any of those moves regardless. Finally, Hidden Power Ice deals with Pokemon such as Gligar. However, I'm still debating if I should have Hidden Power Grass over Ice because Quagsire and Swampert are more common, and I run Analytic over Magnet Pull because my team doesn't really have issues against steel-types.
Donphan @ Leftovers
Ability: Sturdy
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard
This is an offensive Rapid Spin and Stealth Rock variant. Stealth Rock makes wonders against flying and fire-types, which otherwise would cause Beedrill some trouble. Rapid Spin is necessary to keep hazards away and let my Volt-Turn combo Pokemon switch in without any trouble. Earthquake works as a STAB move, while Ice Shard can cause some chip damage and works well as a priority move if Donphan gets down to Sturdy.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Destiny Bond
- Spikes
- Icy Wind
Froslass is probably one of the best leads in the tier, because of it's amazing speed and access to Taunt, which works against opposing leads. Also, it's access to Spikes works very well in complement with Donphan's Stealth Rock, and because of it's speed and Focus Sash, Froslass is sure to put at least 1 layer of Spikes before going down. Destiny Bond is also a great move to pick off enemy attackers once Froslass is done with Spikes or taunting the opposing Pokemon. If however Froslass gets taunted first, Icy Wind makes sure it doesn't become a dead weight, and is an excellent supportive move with my team.
Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Stone Edge
Finally, Machamp is an amazing physical attacker, with No Guard, Choice Banded, STAB boosted Dynamic Punch, this thing hits way too hard. The rest of the moveset works as coverage, since Machamp lures in either, fairy, flying or psychic-types, and can get rid of them without much trouble.
Any suggestion is welcome!
Beedrill @ Beedrillite
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Protect
- Poison Jab
- Drill Run
The main Pokemon in the team, I'm pretty sure all of you know what Beedrill is and are familiar with it's capabilities. It's a true glass cannon that shouldn't be overlooked.
Protect is used so it can mega evolve safely. U-turn serves to keep momentum and also works as a STAB move, just like Poison Jab. Finally, I run Drill Run to knock out fire type Pokemon primarily, and I think that the only Pokemon that can outspeed it are Choice Scarf variants, so I believe it's worth the risk.
Tornadus
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Superpower
- U-turn
Tornadus works pretty well with Beedrill because they both have U-turn, so they can switch one another to keep momentum. Also, since Beedrill lures in Pokemon such as Arcanine, Tornadus can switch in and get an attack boost thanks to Defiant after Arcanine's Intimidate. Acrobatics serves as Tornadus' main attack and is STAB boosted. Knock Off and Superpower work as coverage moves.
Magneton @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Ice]
Magneton works well with both Tornadus and Beedrill thanks to Volt Switch, which helps to keep offensive pressure. It is also my go-to Pokemon against flying and water-types. Thunderbolt works as a STAB move with a greater base power than Volt Switch. Flash Cannon works against rock and fairy-type Pokemon, and is essential since my team doesn't have any resistance against fairy-types other than Beedrill, but it's very frail so I wouldn't like to switch in against any of those moves regardless. Finally, Hidden Power Ice deals with Pokemon such as Gligar. However, I'm still debating if I should have Hidden Power Grass over Ice because Quagsire and Swampert are more common, and I run Analytic over Magnet Pull because my team doesn't really have issues against steel-types.
Donphan @ Leftovers
Ability: Sturdy
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stealth Rock
- Ice Shard
This is an offensive Rapid Spin and Stealth Rock variant. Stealth Rock makes wonders against flying and fire-types, which otherwise would cause Beedrill some trouble. Rapid Spin is necessary to keep hazards away and let my Volt-Turn combo Pokemon switch in without any trouble. Earthquake works as a STAB move, while Ice Shard can cause some chip damage and works well as a priority move if Donphan gets down to Sturdy.
Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Destiny Bond
- Spikes
- Icy Wind
Froslass is probably one of the best leads in the tier, because of it's amazing speed and access to Taunt, which works against opposing leads. Also, it's access to Spikes works very well in complement with Donphan's Stealth Rock, and because of it's speed and Focus Sash, Froslass is sure to put at least 1 layer of Spikes before going down. Destiny Bond is also a great move to pick off enemy attackers once Froslass is done with Spikes or taunting the opposing Pokemon. If however Froslass gets taunted first, Icy Wind makes sure it doesn't become a dead weight, and is an excellent supportive move with my team.
Machamp @ Choice Band
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dynamic Punch
- Knock Off
- Bullet Punch
- Stone Edge
Finally, Machamp is an amazing physical attacker, with No Guard, Choice Banded, STAB boosted Dynamic Punch, this thing hits way too hard. The rest of the moveset works as coverage, since Machamp lures in either, fairy, flying or psychic-types, and can get rid of them without much trouble.
Any suggestion is welcome!