Hey everyone.
I have been using this team for a little while now, but it's not doing as well as I hoped it would. I'm really hoping that some of you guys could give me some advice. I really need help with the EV Spreads, as most of them run the standard 252/252/4 which isn't particularly efficient.
Here it is;
So there you have it. It's not very good, I know, but that's why I'm posting it here. I didn't do a team-building process because I don't see why it helps, but I suppose I could make a threats list if someone wanted to tell me how. Sorry for spelling mistakes and etc.
Rate away!
I have been using this team for a little while now, but it's not doing as well as I hoped it would. I'm really hoping that some of you guys could give me some advice. I really need help with the EV Spreads, as most of them run the standard 252/252/4 which isn't particularly efficient.
Here it is;
~~~At A Glance~~~
~~~~~~
In-Depth:
• Absol @ Focus Sash
• Pressure
• Hasty Nature (+ Spe, - Def)
• 252 Atk / 252 Spe / 4 SpDef
~ Sucker Punch
~ Taunt
~ Pursuit
~ Counter
Moveset: This Absol is one beast of an Anti-Lead. It plays by coming in, Taunting if it needs to, countering if it can, and then finishing the opponent off with Sucker Punch. Pursuit is for anything that has been Taunted and is trying to switch out from it. Absol runs 0 Def IVs in order to maximise Counter's efficency, and Focus Sash means that Absol will almost never fail to cripple the opponent's Lead. Annoyingly, this Absol has a big weakness, and it is UU's Top Lead. Ambipom will come in first, break Absol's Sash with Fake Out, and then Low Kick or Return for the KO. In this situation, I will normally go to Ampharos because it can take both Fake Out and Return form Ambipom, and have a great chance of Paralyzing it with its Static Ability and Discharge, but I will get to that later.
EVs and Nature: The EVs allow Absol to outspeed most Leads and Taunt them before they can set up, and hit harder with 252 Atk. Hasty is used because it takes away from Absol's Def. and therefore makes Counter more efficient.
• Moltres @ Life Orb
• Pressure
• Timid Nature (+ Spe, - Atk)
• 252 SpAtk / 4 SpDef / 252 Spe
~ Fire Blast
~ Air Slash
~ HP [GRASS]
~ Roost
Moveset: This Moltres is my main Special Sweeper. It used to be a Gallade before it got moved up to BL and I decided that Physical Walls were giving me too much trouble. Its moveset is fairly straightforward. Fire Blast and Air Slash are for reliable double STAB. They are Moltres' two main moves, and can deal with most things on their own. HP [GRASS] is to get rid of Bulky Waters and Rock Types that would otherwise give me a lot of trouble. Finally, Roost is there to allow me to heal off Stealth Rock damage and Life Orb damage if I get the chance.
EVs and Nature: Pretty standard, really. A Timid Nature is used because, like any other Sweeper, it needs Speed. The EVs are standard Sweeper EVs, but 4 Def is used over 4 HP to let me switch into Stealth Rock 3 times if I need to.
• Ampharos @ Leftovers
• Static
• Modest Nature (+ SpAtk, - Atk)
• 252 HP / 80 SpAtk / 176 SpDef
~ Discharge
~ HP [ICE]
~ Toxic
~ Protect
Moveset: This is a lot of fun to use, and it's actually surprisingly good. Most physical attackers that aren't Ground-Type will fail to OHKO this, and therefore have a 30% chance of getting paralysed. I then hit them with Discharge. That's another 30%. Then, I will protect. With the health that Leftovers has restored, I have a chance of surviving the next hit too and getting another 30% chance of paralysis, followed by Discharge with another 30%. So, if the opponent is not yet dead, it will almost certainly be Paralysed the next turn. Toxic is to get Ground-Types, or some special attackers that need a Setup like Slowbro or Raikou. Finally, HP [ICE] gives me BoltBeam's coverage, and works well against Ground or Grass types.
EVs and Nature: The Nature allows me to keep some fair attacking power, and the 80 SpAtk EVs increase that. The 176 SpDef EVs allow me to take on Special Attackers that don't worry about Static a bit better, and the 252 HP is for the obvious bulk.
• Hitmontop @ Leftovers
• Technician
• Adamant Nature (+ Atk, - SpAtk)
• 252 HP / 252 Atk / 4 Spe
~ Mach Punch
~ Sucker Punch
~ Rapid Spin
~ Aerial Ace
Moveset: Right. Scizor abuses Technician. And now, so does Hitmontop. After STAB and Technician, I am hitting with a 90 BP Priority move in Mach Punch, making it my main attacking and also making this into a decent revenge killer. Sucker Punch mainly for Ghosts, which think they are safe from Hitmontop's Close Combat (although I don't run it), Rapid Spin, and Mach Punch, although it is also useful for psychic sweepers such as Espeon and Alakazam. Aerial Ace is an odd move, and I'm not sure about it, but it helps with Pokémon like Venasaur as it hits pretty hard with 90 Base Power after Technician. Rapid Spin is for the obvious; removal of hazards, especially for Moltres.
EVs and Nature: An Adamant Nature is used to really put some additional power into those priority moves, increasing Revenge Killing potential. 252 HP is or bulk, and 252 Atk is for power. Finally, the 4 Spe is used to allow me to outspeed similar Hitmontop that run 4 Def and hit hard with Aerial Ace.
• Slowbro @ Leftovers
• Own Tempo
• Bold Nature (+ Def, - Atk)
• 252 HP / 252 Def / 4 Spe
~ Surf
~ Psychic
~ Slack Off
~ Calm Mind
Moveset: I love this thing. It comes in on something that It can easily take hits from, and starts to set up. It also doubles nicely as my Moltres counter, taking a Scarfed or Choiced hit from it, and then either Slacking Off Fire Blast and Overheat or CMing Flamethrower. Surf and Psychic provide Double STAB and great coverage, so I chose them over moves like Ice Beam. Slowbro is surprisingly bulky, so it can take a beating from physical attackers and after a few CMs, it becomes a Tanking Monster that can soak up hits from both sides of the attacking spectrum and 2HKO most things at worst.
EVs and Nature: The given EVs get me maximum bulk after a few CMs, so that very little can pose a serious threat. Bold is used to enhance these defences. For those of you who think that I am mad running Spe on Slowbro, it is to allow me to outspeed any other Slowbro that run the same set but with the 4 Spe in SpDef.
• Steelix @ Leftovers
• Sturdy
• Sassy Nature (+ SpDef, - Spe)
• 252 HP / 252 SpDef / 4 Spe
~ Earthquake
~ Gyro Ball
~ Roar
~ Stealth Rock
Moveset: This thing is great. This is only my second serious team, but I have had many other teams, and this has been on pretty much all of them. I like it because it can soak up hits so well, while ruining key members of the opponents team. Earthquake is for STAB, Sassy Nature is used with 0 Spe IVs to give a very high-powered answer to Pokémon like Swellow and Mismagius. Stealth Rock is there for the obvious entry hazards, while Roar (which, IMO, is a very underrated move in UU) is there to ruin the opponent's set-up Sweepers, such as Raikou, Slowbro, or Feraligatr. Thanks to its ability to scout the opponent's team, spread Stealth Rock damage, end Sweeper setups, and hit fast and fragile opponents with a high-powered Gyro Ball, this beast has found its way to one of my top UU Pokémon.
EVs: Since its defence is so high already, I maximised HP and SpDef to allow Steelix to take hits more effectively. Sassy Nature powers up Gyro Ball well, while also boosting Defences. I'm sure that many of you are now screaming at your monitors because of my conflicting Spe EVs, but these are to outspeed identical Steelix, like with Slowbro and Hitmontop.






~~~~~~
In-Depth:

• Absol @ Focus Sash
• Pressure
• Hasty Nature (+ Spe, - Def)
• 252 Atk / 252 Spe / 4 SpDef
~ Sucker Punch
~ Taunt
~ Pursuit
~ Counter
Moveset: This Absol is one beast of an Anti-Lead. It plays by coming in, Taunting if it needs to, countering if it can, and then finishing the opponent off with Sucker Punch. Pursuit is for anything that has been Taunted and is trying to switch out from it. Absol runs 0 Def IVs in order to maximise Counter's efficency, and Focus Sash means that Absol will almost never fail to cripple the opponent's Lead. Annoyingly, this Absol has a big weakness, and it is UU's Top Lead. Ambipom will come in first, break Absol's Sash with Fake Out, and then Low Kick or Return for the KO. In this situation, I will normally go to Ampharos because it can take both Fake Out and Return form Ambipom, and have a great chance of Paralyzing it with its Static Ability and Discharge, but I will get to that later.
EVs and Nature: The EVs allow Absol to outspeed most Leads and Taunt them before they can set up, and hit harder with 252 Atk. Hasty is used because it takes away from Absol's Def. and therefore makes Counter more efficient.

• Moltres @ Life Orb
• Pressure
• Timid Nature (+ Spe, - Atk)
• 252 SpAtk / 4 SpDef / 252 Spe
~ Fire Blast
~ Air Slash
~ HP [GRASS]
~ Roost
Moveset: This Moltres is my main Special Sweeper. It used to be a Gallade before it got moved up to BL and I decided that Physical Walls were giving me too much trouble. Its moveset is fairly straightforward. Fire Blast and Air Slash are for reliable double STAB. They are Moltres' two main moves, and can deal with most things on their own. HP [GRASS] is to get rid of Bulky Waters and Rock Types that would otherwise give me a lot of trouble. Finally, Roost is there to allow me to heal off Stealth Rock damage and Life Orb damage if I get the chance.
EVs and Nature: Pretty standard, really. A Timid Nature is used because, like any other Sweeper, it needs Speed. The EVs are standard Sweeper EVs, but 4 Def is used over 4 HP to let me switch into Stealth Rock 3 times if I need to.

• Ampharos @ Leftovers
• Static
• Modest Nature (+ SpAtk, - Atk)
• 252 HP / 80 SpAtk / 176 SpDef
~ Discharge
~ HP [ICE]
~ Toxic
~ Protect
Moveset: This is a lot of fun to use, and it's actually surprisingly good. Most physical attackers that aren't Ground-Type will fail to OHKO this, and therefore have a 30% chance of getting paralysed. I then hit them with Discharge. That's another 30%. Then, I will protect. With the health that Leftovers has restored, I have a chance of surviving the next hit too and getting another 30% chance of paralysis, followed by Discharge with another 30%. So, if the opponent is not yet dead, it will almost certainly be Paralysed the next turn. Toxic is to get Ground-Types, or some special attackers that need a Setup like Slowbro or Raikou. Finally, HP [ICE] gives me BoltBeam's coverage, and works well against Ground or Grass types.
EVs and Nature: The Nature allows me to keep some fair attacking power, and the 80 SpAtk EVs increase that. The 176 SpDef EVs allow me to take on Special Attackers that don't worry about Static a bit better, and the 252 HP is for the obvious bulk.

• Hitmontop @ Leftovers
• Technician
• Adamant Nature (+ Atk, - SpAtk)
• 252 HP / 252 Atk / 4 Spe
~ Mach Punch
~ Sucker Punch
~ Rapid Spin
~ Aerial Ace
Moveset: Right. Scizor abuses Technician. And now, so does Hitmontop. After STAB and Technician, I am hitting with a 90 BP Priority move in Mach Punch, making it my main attacking and also making this into a decent revenge killer. Sucker Punch mainly for Ghosts, which think they are safe from Hitmontop's Close Combat (although I don't run it), Rapid Spin, and Mach Punch, although it is also useful for psychic sweepers such as Espeon and Alakazam. Aerial Ace is an odd move, and I'm not sure about it, but it helps with Pokémon like Venasaur as it hits pretty hard with 90 Base Power after Technician. Rapid Spin is for the obvious; removal of hazards, especially for Moltres.
EVs and Nature: An Adamant Nature is used to really put some additional power into those priority moves, increasing Revenge Killing potential. 252 HP is or bulk, and 252 Atk is for power. Finally, the 4 Spe is used to allow me to outspeed similar Hitmontop that run 4 Def and hit hard with Aerial Ace.

• Slowbro @ Leftovers
• Own Tempo
• Bold Nature (+ Def, - Atk)
• 252 HP / 252 Def / 4 Spe
~ Surf
~ Psychic
~ Slack Off
~ Calm Mind
Moveset: I love this thing. It comes in on something that It can easily take hits from, and starts to set up. It also doubles nicely as my Moltres counter, taking a Scarfed or Choiced hit from it, and then either Slacking Off Fire Blast and Overheat or CMing Flamethrower. Surf and Psychic provide Double STAB and great coverage, so I chose them over moves like Ice Beam. Slowbro is surprisingly bulky, so it can take a beating from physical attackers and after a few CMs, it becomes a Tanking Monster that can soak up hits from both sides of the attacking spectrum and 2HKO most things at worst.
EVs and Nature: The given EVs get me maximum bulk after a few CMs, so that very little can pose a serious threat. Bold is used to enhance these defences. For those of you who think that I am mad running Spe on Slowbro, it is to allow me to outspeed any other Slowbro that run the same set but with the 4 Spe in SpDef.

• Steelix @ Leftovers
• Sturdy
• Sassy Nature (+ SpDef, - Spe)
• 252 HP / 252 SpDef / 4 Spe
~ Earthquake
~ Gyro Ball
~ Roar
~ Stealth Rock
Moveset: This thing is great. This is only my second serious team, but I have had many other teams, and this has been on pretty much all of them. I like it because it can soak up hits so well, while ruining key members of the opponents team. Earthquake is for STAB, Sassy Nature is used with 0 Spe IVs to give a very high-powered answer to Pokémon like Swellow and Mismagius. Stealth Rock is there for the obvious entry hazards, while Roar (which, IMO, is a very underrated move in UU) is there to ruin the opponent's set-up Sweepers, such as Raikou, Slowbro, or Feraligatr. Thanks to its ability to scout the opponent's team, spread Stealth Rock damage, end Sweeper setups, and hit fast and fragile opponents with a high-powered Gyro Ball, this beast has found its way to one of my top UU Pokémon.
EVs: Since its defence is so high already, I maximised HP and SpDef to allow Steelix to take hits more effectively. Sassy Nature powers up Gyro Ball well, while also boosting Defences. I'm sure that many of you are now screaming at your monitors because of my conflicting Spe EVs, but these are to outspeed identical Steelix, like with Slowbro and Hitmontop.
So there you have it. It's not very good, I know, but that's why I'm posting it here. I didn't do a team-building process because I don't see why it helps, but I suppose I could make a threats list if someone wanted to tell me how. Sorry for spelling mistakes and etc.
Rate away!