Scyther @ Choice band, Jolly, Technician.
252 spe, 252 atk, 4 hp.
Aerial Ace, X-Scissor, Brick Break, Quick Attack.
This thing can hit pretty hard if it hits the right target, and I like using a lead that has the sole purpose of doing damage quickly. It has a big physical movepool, so I'm not sure which ones I should use.
Raichu @ Choice specs, Timid, Static.
252 spe, 252 spa, 4 hp.
Thunderbolt, Grass Knot, Surf, HP Ice.
A pokemon with decent speed, but lacking a bit in the special attack department makes a good choice specs user. It has a huge special movepool, and with good prediction, can hit things pretty hard.
Camerupt @ Life orb, Mild, Solid rock.
252 spa, 248 spe, 8 atk.
Earth Power, Flamethrower, Rock polish, Explosion.
Rock polish cures that awful speed, and lets it make a dent with a solid special attack and two good STAB moves. Explosion is always fun, and once life orb has taken it's toll...BOOM!
Muk @ Black sludge, Careful, Sticky hold.
252 hp, 80 def, 176 spd.
Curse, Ice punch, Poison jab, shadow sneak.
Can take special hits pretty well, assuming they're not a super string psychic. The goal is to come in on a special attacker, and start cursing. Curse makes him all around bulky, and lets him dish out some damage. Poison Jab is good for STAB, but thats about it, so I was thinking about giving him rest instead. Also considering replacing shadow sneak with thunderpunch, or maybe even having all three punches and curse.
Hitmonchan @ Choice scarf, Adamant, Iron fist.
252 atk, 252 spe, 4 hp.
Close Combat, Icepunch, Thunderpunch, Firepunch.
Revenge killer. It's very predictable, but close combat is extremely powerful, and the 3 elemental punches give good coverage. Relies a lot on prediction, which can be good or bad, depending on who you're playing.
Clefable @ Toxic orb, Adamant, Magic Guard.
252 hp, 252 atk, 4 spe.
Facade, Meteor Mash, Protect, Softboild.
A commonly seen Clefable in UU, but useful none the less. It doesn't die easily, and once toxic orb activates, it takes status like a man. Boosted facade isn't exactly week either. Protect is good to activate the toxic orb, but I don't seem to use it very often, so I might replace it with another physical move to help coverage. Facade hurts things that aren't ghost, rock, or steel, and meteor mash hits rocks and frosslass. Fire punch might help with steel, but brick break could make all the dual rock/steel pokemon a little more nervous.
Well that's my team. It has been decently successful, and is a fun team to use, but I know there's always room for improvement.
252 spe, 252 atk, 4 hp.
Aerial Ace, X-Scissor, Brick Break, Quick Attack.
This thing can hit pretty hard if it hits the right target, and I like using a lead that has the sole purpose of doing damage quickly. It has a big physical movepool, so I'm not sure which ones I should use.
Raichu @ Choice specs, Timid, Static.
252 spe, 252 spa, 4 hp.
Thunderbolt, Grass Knot, Surf, HP Ice.
A pokemon with decent speed, but lacking a bit in the special attack department makes a good choice specs user. It has a huge special movepool, and with good prediction, can hit things pretty hard.
Camerupt @ Life orb, Mild, Solid rock.
252 spa, 248 spe, 8 atk.
Earth Power, Flamethrower, Rock polish, Explosion.
Rock polish cures that awful speed, and lets it make a dent with a solid special attack and two good STAB moves. Explosion is always fun, and once life orb has taken it's toll...BOOM!
Muk @ Black sludge, Careful, Sticky hold.
252 hp, 80 def, 176 spd.
Curse, Ice punch, Poison jab, shadow sneak.
Can take special hits pretty well, assuming they're not a super string psychic. The goal is to come in on a special attacker, and start cursing. Curse makes him all around bulky, and lets him dish out some damage. Poison Jab is good for STAB, but thats about it, so I was thinking about giving him rest instead. Also considering replacing shadow sneak with thunderpunch, or maybe even having all three punches and curse.
Hitmonchan @ Choice scarf, Adamant, Iron fist.
252 atk, 252 spe, 4 hp.
Close Combat, Icepunch, Thunderpunch, Firepunch.
Revenge killer. It's very predictable, but close combat is extremely powerful, and the 3 elemental punches give good coverage. Relies a lot on prediction, which can be good or bad, depending on who you're playing.
Clefable @ Toxic orb, Adamant, Magic Guard.
252 hp, 252 atk, 4 spe.
Facade, Meteor Mash, Protect, Softboild.
A commonly seen Clefable in UU, but useful none the less. It doesn't die easily, and once toxic orb activates, it takes status like a man. Boosted facade isn't exactly week either. Protect is good to activate the toxic orb, but I don't seem to use it very often, so I might replace it with another physical move to help coverage. Facade hurts things that aren't ghost, rock, or steel, and meteor mash hits rocks and frosslass. Fire punch might help with steel, but brick break could make all the dual rock/steel pokemon a little more nervous.
Well that's my team. It has been decently successful, and is a fun team to use, but I know there's always room for improvement.