My first UU team. I usually play NU but i just thought i'd try my luck in another tier. Im sure my team can use more than a few changes. I've been playing quite a bit of PS the past week with mixed results.
Im open to pretty much all suggestions but Forr/Scept are my 2 weakest links in my opinion as far as this team goes.
Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Focus Blast
- Earthquake
My mega and special sweeper. eq is for fire switch ins and leaf storm/dragon pulse are for stab although the latter is quite useless in my opinion. Focus blast is for coverage as fighting hits quite a few types for SE damage. The 4x ice weakness is kind of a bummer and Sceptile never really does much for me. Strongly considering a replacement for him. Sceptile is never a factor considering i attempted to build this team around him.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Forretress is pretty much just here for spin and rocks as well as a pivot. His high defense allows him to take a lot of hits but more often than not i find myself sacking him as rocks and spinning are literally all i use him for. Gyro Ball is for STAB and is pretty much his man offensive weapon when im forced to attack with him. His poison immunity and countless resists are pretty cool too.
Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- U-turn
- Superpower
My physical sweeper. Darm hits very fast and flare blitz hits everything resisted or not fairly well. Rock Slide is there for opposing fire type switch ins. U-turn is there for scouting and is one of the most useful moves in the game. Superpower is there because fighting coverage is always good to have. Darm will never last very long due to the flare blitz recoil so i make as much use of his short time alive as i can.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Scald
Suicune is a beast. Takes hits both physical and special after a few calm minds. scald burns are great. Doesnt mind being put to sleep at all thanks to sleep talk. Usually after 2-3 calm minds suicune becomes pretty much unstoppable. I can bring this in on a lot of things that dont have a STAB SE move and just get to setting up. I can see why its used so much.
Tornadus (M)
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Superpower
- U-turn
Tornadus is my most reliable offensive weapon. People really underestimate the power of an itemless boosted Acrobatics. It can also take opposing knock offs and hit bag with a pretty strong knock off of its own. Superpower is for steel and rock types that resist acrobatics. U-turn is for scouting and is probably the move used most by me as im constantly switching.
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Wish
- Protect
- Aromatherapy
- Moonblast
Florges can take pretty much any special attack very easily. That dragon immunity is pretty awesome too. Its place on my team is as a dragon check and cleric. It takes opposing dragon attacks aimed at sceptile and completely eats them. wish and aromatherapy are awesome as i dont need to worry about status and can pass wishes to heal some team members as well. protect is for scouting as well as getting wish recovery.
Im open to pretty much all suggestions but Forr/Scept are my 2 weakest links in my opinion as far as this team goes.







Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Leaf Storm
- Dragon Pulse
- Focus Blast
- Earthquake
My mega and special sweeper. eq is for fire switch ins and leaf storm/dragon pulse are for stab although the latter is quite useless in my opinion. Focus blast is for coverage as fighting hits quite a few types for SE damage. The 4x ice weakness is kind of a bummer and Sceptile never really does much for me. Strongly considering a replacement for him. Sceptile is never a factor considering i attempted to build this team around him.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Forretress is pretty much just here for spin and rocks as well as a pivot. His high defense allows him to take a lot of hits but more often than not i find myself sacking him as rocks and spinning are literally all i use him for. Gyro Ball is for STAB and is pretty much his man offensive weapon when im forced to attack with him. His poison immunity and countless resists are pretty cool too.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Rock Slide
- U-turn
- Superpower
My physical sweeper. Darm hits very fast and flare blitz hits everything resisted or not fairly well. Rock Slide is there for opposing fire type switch ins. U-turn is there for scouting and is one of the most useful moves in the game. Superpower is there because fighting coverage is always good to have. Darm will never last very long due to the flare blitz recoil so i make as much use of his short time alive as i can.

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Rest
- Sleep Talk
- Scald
Suicune is a beast. Takes hits both physical and special after a few calm minds. scald burns are great. Doesnt mind being put to sleep at all thanks to sleep talk. Usually after 2-3 calm minds suicune becomes pretty much unstoppable. I can bring this in on a lot of things that dont have a STAB SE move and just get to setting up. I can see why its used so much.

Tornadus (M)
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Superpower
- U-turn
Tornadus is my most reliable offensive weapon. People really underestimate the power of an itemless boosted Acrobatics. It can also take opposing knock offs and hit bag with a pretty strong knock off of its own. Superpower is for steel and rock types that resist acrobatics. U-turn is for scouting and is probably the move used most by me as im constantly switching.

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
- Wish
- Protect
- Aromatherapy
- Moonblast
Florges can take pretty much any special attack very easily. That dragon immunity is pretty awesome too. Its place on my team is as a dragon check and cleric. It takes opposing dragon attacks aimed at sceptile and completely eats them. wish and aromatherapy are awesome as i dont need to worry about status and can pass wishes to heal some team members as well. protect is for scouting as well as getting wish recovery.