Blastoise/ Swampert is not that bad but Milotics are a huge pain. I can only take out Milotics if I do an epic outpredict or I receive a blessing from the hax gods.
Double Screen Uxie
Hold Item: Light Clay
Nature Bold
Ability: Levitate
EV spread 252 HP 180 Sp Def 78 Speed
Reflect
Light Screen
Stealth Rock
Psychic
Uxie has always been my lead and there is little reason to change that. The beauty of this set is that any of these four moves could be my turn 1 choice. If I see Electrode or Crobat I am going to psychic because of the oncoming taunt. If I see their opener may be a physical/special threat to my team I use reflect/light screen. If I predict no harm then stealth rock. The beautiful thing is I can use the moves in succession without any conflict. Just an amazing UU lead choice.
Articuno
Hold Item: Leftovers
Nature: Bold
Ability: Pressure
Ev spread 252 Hp 96 Def 66 SpA 96 Spd
Ice Beam
Roost
Haze
Toxic
Its an original set as far as I know and it is probably my favorite poke. Its bulky and deadly. An ice beam can OHKO sweepers like Yanmega and Shaymin as well as walls like Altaria and Claydol. Toxic is because its bulky and can stall. Roost for longevity. Plus its 230 speed is quite good (Sorry I have no specific examples). It is just simply all purpose. Stealth Rock is a problem but it can take a 50% stealth rock loss and stab neutral hit handily and just roost itself back to full health.
Standard Encore Azumarill
Hold Item: Leftovers
Nature: Adamant
Ability: Huge Power
EV Spread 252 HP 216 Attack 16 Def 10 Spd 16 Spe Def
Aqua Jet
Encore
Superpower
Ice Punch
This set breaks no norms. Aqua Jet is priority stab madness. Ice punch has great type coverage and Focus Punch is great to OHKO Chansey/Clefable who are softboiling or thunder waving. Encore is for people using exploitable moves that my pokes are immune to. Nothing too unusual here.
Special Sweeper Houndoom
Hold Item: Life Orb
Nature Modest
Ability: Flash Fire
Ev spread 6 HP 252 Spd 252 Sp Atk
Dark Pulse
Flamethrower
Nasty Plot
Hidden Power Fighting
Sweep? Houndoom absorbs fire attacks or Will O wisps, Nasty Plots on the switch and Flamethrowers everything. Or in a switch in situation can still dish serious unboosted damage with dark pulse and HP Fighting. Life Orb makes Houndoom more fragile but gives that extra damage to kill damaged waters.
Sub Mismagius
Hold Item: Leftovers
Nature: Timid
Ability: Levitate
Ev spread 108 HP 220 Spd 182 Sp Atk
Calm Mind
Shadow Ball
Substitute
Thunderbolt
This is a pretty standard set as well. Sub then Calm Mind and get to sweeping. Energy Ball I chose to get rid of those bulky waters which give me so much problem. It helps but Milotic etc. is still a problem. However it works very well to check rapid spinning blastoises. Switch in on the spin. Then energy ball or start sub-minding.
Spinner Hitmontop
Hold Item: Leftovers
Nature: Timid
Ability: Intimidate
Close Combat
Rapid Spin
Sucker Punch
Stone Edge
Rapid Spinning! Stealth Rock is a Huge problem for houndoom and my beloved Articuno. So Hitmontop sees a lot of early play. Sucker Punch is for ghosts who switch in on the rapid spin. Earthquake and Close Combat are for damage.
I believe the team has been doing really well but Rain Dance teams and Bulky waters have been giving me enough trouble that I decided to post this and ask for assistance.
Thanks in Advance
Double Screen Uxie
Hold Item: Light Clay
Nature Bold
Ability: Levitate
EV spread 252 HP 180 Sp Def 78 Speed
Reflect
Light Screen
Stealth Rock
Psychic
Uxie has always been my lead and there is little reason to change that. The beauty of this set is that any of these four moves could be my turn 1 choice. If I see Electrode or Crobat I am going to psychic because of the oncoming taunt. If I see their opener may be a physical/special threat to my team I use reflect/light screen. If I predict no harm then stealth rock. The beautiful thing is I can use the moves in succession without any conflict. Just an amazing UU lead choice.
Articuno
Hold Item: Leftovers
Nature: Bold
Ability: Pressure
Ev spread 252 Hp 96 Def 66 SpA 96 Spd
Ice Beam
Roost
Haze
Toxic
Its an original set as far as I know and it is probably my favorite poke. Its bulky and deadly. An ice beam can OHKO sweepers like Yanmega and Shaymin as well as walls like Altaria and Claydol. Toxic is because its bulky and can stall. Roost for longevity. Plus its 230 speed is quite good (Sorry I have no specific examples). It is just simply all purpose. Stealth Rock is a problem but it can take a 50% stealth rock loss and stab neutral hit handily and just roost itself back to full health.
Standard Encore Azumarill
Hold Item: Leftovers
Nature: Adamant
Ability: Huge Power
EV Spread 252 HP 216 Attack 16 Def 10 Spd 16 Spe Def
Aqua Jet
Encore
Superpower
Ice Punch
This set breaks no norms. Aqua Jet is priority stab madness. Ice punch has great type coverage and Focus Punch is great to OHKO Chansey/Clefable who are softboiling or thunder waving. Encore is for people using exploitable moves that my pokes are immune to. Nothing too unusual here.
Special Sweeper Houndoom
Hold Item: Life Orb
Nature Modest
Ability: Flash Fire
Ev spread 6 HP 252 Spd 252 Sp Atk
Dark Pulse
Flamethrower
Nasty Plot
Hidden Power Fighting
Sweep? Houndoom absorbs fire attacks or Will O wisps, Nasty Plots on the switch and Flamethrowers everything. Or in a switch in situation can still dish serious unboosted damage with dark pulse and HP Fighting. Life Orb makes Houndoom more fragile but gives that extra damage to kill damaged waters.
Sub Mismagius
Hold Item: Leftovers
Nature: Timid
Ability: Levitate
Ev spread 108 HP 220 Spd 182 Sp Atk
Calm Mind
Shadow Ball
Substitute
Thunderbolt
This is a pretty standard set as well. Sub then Calm Mind and get to sweeping. Energy Ball I chose to get rid of those bulky waters which give me so much problem. It helps but Milotic etc. is still a problem. However it works very well to check rapid spinning blastoises. Switch in on the spin. Then energy ball or start sub-minding.
Spinner Hitmontop
Hold Item: Leftovers
Nature: Timid
Ability: Intimidate
Close Combat
Rapid Spin
Sucker Punch
Stone Edge
Rapid Spinning! Stealth Rock is a Huge problem for houndoom and my beloved Articuno. So Hitmontop sees a lot of early play. Sucker Punch is for ghosts who switch in on the rapid spin. Earthquake and Close Combat are for damage.
I believe the team has been doing really well but Rain Dance teams and Bulky waters have been giving me enough trouble that I decided to post this and ask for assistance.
Thanks in Advance