My UU team

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I've recently been into playing UU and would like some opinions on my team. This team is kind of new, and I'm still testing it, but it's working out decently so far. I'm not really sure what a 'good' rating is, but the highest I got to on the UU ladder was 1232. This isn't the first UU team I've had, but it this is the first form of this team, and all of the teams before this were more randomly thrown together than this one.


Deoxys-D @ Leftovers Trait: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature (+Spd, -Atk)
- Stealth Rock
- Spikes
- Taunt
- Toxic


Straightforward. The goal is to get up SR and as many layers of spikes as possible, while preventing the opponent from setting up. Donphan and Blastoise are common switch-ins, and hitting them with toxic really limits their effectiveness. I use the max speed spread as opposed to the bulky spread because I want to be able to taunt as many things as possible. It speed-ties with Roserade, which can be risky if it carries sleep powder (which it often does...), however, taunting Roserade is really helpful. Faster taunt users are the main problem.



Snorlax (M) @ Choice Band
Trait: Immunity
EVs: 80 HP / 252 Atk / 176 SDef
Adamant Nature (+Atk, -SAtk)
- Return
- Earthquake
- Crunch
- Pursuit


I chose Snorlax because I wanted something that could take special hits well while still being able to hit hard. I've tried both the leftovers version of this set as well as curselax, but I like this one the most. Curselax takes too long to set up and requires too much support for me, and I don't mind being locked into one move very much on a pokemon this slow. Also, I'm usually using return anyway. Immunity versus thick fat was kind of a hard choice, but I decided on immunity for now. Toxic spikes are kind of common, and being poisoned really ruins this. Most ice moves are special, so I can take them pretty well. Special fire moves don't really bother this anyway, plus I have Chandelure to take them. It's kind of hard for me to decide if thick fat would be worth it for taking physical fire moves. The main ones are flare blitz from Arcanine and Darmanitan, but both of those have fighting moves anyway. The only big advantage I see is possibly being able to take Victini's V-creates, but I haven't run any calculations.





Heracross (M) @ Choice Scarf
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Close Combat
- Stone Edge
- Night Slash


Heracross has mediocre speed isn't that hard to kill when he's setting up. However, he has two very useful STAB attacks, so I decided he'd be easy to use effectively with a choice scarf. One reason I chose this was because Mew leads were giving me a problem before. They almost always try to will-o-wisp, so if I can get that to hit Heracross, I can threaten a lot of things. I think most people expect Heracross to use choice scarf, but it's still pretty easy to beat most things that aren't dedicated physical walls with it.


Chandelure (M) @ Choice Scarf
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Fire Blast
- Shadow Ball
- Hidden Power [Fighting]
- Energy Ball


It may seem strange to have another choice scarf user on the team, but I really like how Chandelure works with it. It's really easy to bring in with three immunities, and it hits very hard very quickly. It can revenge-kill Alakazam and Weavile, as well as opposing non-scarf Chandelure. Fire blast threatens anything that doesn't resist it or have flash fire, except for Chansey and Snorlax. Heracross can switch in on the common toxic Chansey to activate its guts. It doesn't last long after, but given the right circumstances, it can do a lot while it lasts. Snorlax is dangerous if it has pursuit. If it doesn't have it, or if it's locked into something else, then Heracross makes a good switch-in to it.



Alakazam (M) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Psychic
- Shadow Ball
- Focus Blast
- Substitute


I don't really have much to say about this one. Magic guard makes a set like this a lot more viable; my memories of Alakazam from last the generation involve dying from stealth rock and killing itself with life orb. Psychic's a decent attacking type considering how common fighting pokemon are, but it's mainly there becuase it's STAB, and the other two moves give great coverage. Subsitute is my last choice for a few reasons. The main reason is to deal with users of sucker punch. It's also helpful against status users that decide to stay in, and if I think something's going to switch out, having a substitute up might make it possible to beat whatever counter the opponent sends in.




Dusclops (M) @ Eviolite
Trait: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Disable
- Will-O-Wisp
- Pain Split
- Night Shade


I needed something to take physical hits, and I don't really mind having two spin-blockers either. Haviing a second fighting immunity in UU is kind of nice too. Disbable is able to force a lot of switches, and the other pokemon on my team all benefit a lot from having the opponent worn down by entry hazards. Choice users that can't kill me are easily to forced to switch, and pain splitting whatever comes in makes this thing really annoying. Will-o-wisp is nice because nothing else on my team can really take physical hits. I've also seen a lot of Machamps lately, and disabling their payback means I can switch in Chandelure for free, or get a free burn from dusclops.




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The biggest threat to this team is probably Stoutland. If Dusclops doesn't burn it, then it can easily beat the rest of my team. For this, I've considered changing Heracross to something that has mach punch.


Weavile (and other pursuit users like Snorlax) can give me some problems, although Chandelure can outspeed Weavile and kill it. Snorlax is easily beaten by Heracross, and it's not too hard to burn it with Dusclops.



Scarf pokemon that are faster than Heracross can also cause problems. Darmanitan and Victini are probably the biggest ones. Obviosly Chandelure can force them out if they're locked into a fire move, but if they aren't the last pokemon they can easily come in and kill it. I've seen a couple scarfed Nidokings, but Snorlax can genreally take care of that. Finally I should mention scarf Flygon. None of my pokemon resist outrage, and none of them have an ice move. Dusclops can take outrage and force it out, but that's about it. For this reason, I've been considering changing Dusclops to Dusknoir and giving it ice punch.


I'll leave it at this for now, I might add in more later. All suggestions and comments are appreciated.
 
1232 is a decent ranking...

what disturbs me is that you use 3 choice mons and not a single spinner... you can possibly consider swapping out Snorlax for Donphan, since Heracross can easily accomplish what Snorlax does anyway.
 
The main problems I see here are dusclops and snorlax.

Bandlax really isn't its best set, with your hazard support you should really run a bulky phazing tank set which is

Snorlax@Leftovers
Thick Fat

Adamant, 44 HP / 96 Atk / 252 Def / 116 SpDef

~ Body Slam
~ Whirlwind
~ Sleep Talk
~ Rest

Do you have 2 ghosts for a reason? Preventing foresight/an insurance against spinners if one goes down?

I would personally replace one of your ghosts with a Weavile and the other with a bulky stallbreaker Mismagius, as you said you have no insurance vs fast sweepers like Stoutland/Scarfgon/Alakazam and these should help to remedy that. Here are the sets;

Weavile@Life Orb
Pressure

Jolly, 40 HP / 252 Atk / 216 Spe

~ Pursuit
~ Ice Shard
~ Low Kick
~ Night Slash

Mismagius@Leftovers
Levitate

Timid, 252 HP / 4 SpAtk / 252 Spe

~ Shadow Ball
~ Will-O-Wisp
~ Taunt
~ Pain Split
 
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