Introduction
Before my initial retirement from UU, there is one "Final Test", or in this case, RMT, that I just had to make. With this team, I made Golden Sun shit his pants (he's my nemesis, so it is important to me), and with this team, I have been able to reliably and consistently check most UU threats, as well as win in most cases, all this using only NUs, which dare I say, should be Suspect tested. Many people were using semi-stall teams, with either an anti-lead, or a setup lead such as Froslass, Screener Uxie, Cloyster, Omastar, etc. , and I was determined to create my own answer to this without constantly going: "Oh, I need a spinner", or "FUCK Raikou". Mind you, the team hasn't shot me to the leaderboard, but with both my main account and an alt, I got both to the 1400 range since the UU leaderboard had restarted, and recently I have had no time to do any Shoddy-ing at all. But besides my excuses (of which, I have more xD), there were things I wanted to try, and after trying them, and succeeding with them, I'm convinced that the team I have below is RMT material. Let me present a 'horror-themed' NU UU RMT, and "Oh Yes, There Will Be Blood" *5 points to whoever gets the reference and posts it on this thread lol*
At A Glance:
Sharpedo (M) @ Focus Sash
Ability: Rough Skin
EVs: 6 Atk/252 Spd/252 SAtk
Mild nature (+SAtk, -Def)
- Aqua Jet
- Dark Pulse
- Ice Beam
- Surf
You're gunna need a bigger boat
In my opinion, Sharpedo is the best antilead that can be used in UU. Every lead, dare I even say just the common ones except Ambipom falls to Sharpedo, and Sharpedo, although lacking Explosion or a setup move, is essentially designed to kill off every common lead and die with them. Rough Skin deals 12% to any foe who dares to deal physical damage to him, essentially guaranteeing a KO on any Sashed Poke using physical moves. Instead of using Sharpedo's larger Attack stat, I went with PowertothePika's approach, and used only special moves, as it deals more damage most of the time, even with only 317 Special Attack. Here is how Sharpedo deals with some of the more common leads:
The Evidence
Froslass: Dark Pulse is essentially a OHKO, and Sashed variants die to Aqua Jet, with only a maximum of one layer of Spikes allowed.
Ambipom: Fake Out deals too much, so I never let him stay in. Ambipom is perhaps the only lead Sharpedo cannot beat, and the most predictable one.
Uxie: Dark Pulse 2HKO's 252 HP / 0 SpD variants, as Uxie has to be running a reasonable amount of Special Defense to avoid it. Trick Scarf variants only make Sharpedo more predictable, not less dangerous.
Electrode: Unless they Thunderbolt, Sharpedo is guaranteed the win here, as Surf 2HKOs Electrode lacking Light Screen. If Electrode sets up Rain, Surf becomes a OHKO.
Regirock: Surf cleanly 2HKO's even Max HP / Max SpD variants:
317 Atk vs 328 Def & 364 HP (95 Base Power): 200 - 236 (54.95% - 64.84%)
Cloyster: Max HP Max SpD variants narrowly escape a 2HKO provided Dark Pulse only has minimum damage. I normally just switch to something to immediately threaten it.
317 Atk vs 207 Def & 304 HP (80 Base Power): 132 - 156 (43.42% - 51.32%)
Arcanine: Arcanine loses no matter what it does. ExtremeSpeed is a 2HKO, while it takes Rough Skin damage and Surf OHKOs. If it has Sash, and it uses HP Grass, Surf breaks the Sash, and Aqua Jet will KO if he doesn't attack, while Rough Skin will kill him if he uses ExtremeSpeed.
Alakazam: Seen only a couple of these. Dual Screeners are still 2-3HKO'd by Dark Pulse+Aqua Jet, while SubEncore variants have to switch or risk dying to Dark Pulse. Otherwise, Alazakam loses either way.
Omastar: Omastar has to be running a Max HP Max SpD, or at least the standard set plus a Calm nature to avoid a 2HKO from Surf. Otherwise, Omastar only gets one layer of Spikes or SR up.
Rhyperior: Seen a few of these. Most expect a physical Waterfall, so will Rock Blast hoping for the KO, or will SR. Smart ones will switch out, or risk being OHKO'd by Surf. Surf is a OHKO on Rhyperior even in Sandstorm.
Snover: Hail teams... bleh.. Dark Pulse is a 2HKO, and reduces their health to 1 if they have a Focus Sash. If they have a special Grass move, they will win due to Hai, but if they have Wood Hammer, they will die. Either way, they take massive damage beyond return if they decide to stay in.
Hippopotas: Dies to Surf, not much else to say.
Steelix: Forgot about these being common until just now =( Steelix, even Max HP and Max SpD and Passho Berry, is 2HKO'd by Surf:
317 Atk vs 251 Def & 354 HP (95 Base Power): 258 - 306 (72.88% - 86.44%) *normal damage*
317 Atk vs 251 Def & 354 HP (95 Base Power): 129 - 153 (36.44% - 43.22%) *type res. berry*
Nidoqueen: These have yet to become popular, but after seeing 3, I decided it was worth putting down. Nidoqueen, being that most invest in Defense instead of Special Defense, are either way 2HKO'd by Surf, taking Max HP into account.
Mesprit: With most investing in offensive stats, Dark Pulse + Aqua Jet is a 2HKO. If they somehow decided to have Max HP | Max SpD, they are still 2HKO'd by Dark Pulse (although barely).
Dugtrio: Being that I have seen some top players using these early game to rid themselves of SR leads, they exist. Dugtrio, unfortunately for it, dies to Sharpedo, simply because of Rough Skin. They often Sucker Punch before I Aqua Jet, but they die either way.
Venusaur: Heysup uses a Scarf one, which I'm sure you know, pwns! I usually don't suspect the Scarf unless I am against him, in which case I Ice Beam for some quick damage before he euthanizes me. Otherwise, I switch to my sleep blocker: Primeape.
Absol: Haven't seen one really, but heard they somehow work (probably due to Taunt and priority). I outspeed so I can safely Surf and then Aqua Jet for the 2HKO.
Hariyama: With Fake Out or Bullet Punch, they most likely will beat me, and the likelihood they carry these moves (possibly both) gives me reason to switch. My best switch is Pinsir, Muk is next in line, especially if they have Stone Edge for Pinsir. Either way, whatever happens, Hariyama isn't setting anything up, and its sole purpose is to eliminate or stop other leads from doing it, so he is no threat to me on the basis that if I can play around his attacks, he loses.
More Detail
To go into more detail on Sharpedo, he first and foremost, outspeeds positive Base 80's even with a neutral nature (which is quite useful). His nature, Mild (+SpA, -Def), often only seen on Electivire, is used primarily because he doesn't require any defenses, with his defenses being absolutely terrible anyway. Mild is neutral for Attack, making sure Aqua Jet deals optimal damage (although little). As you can see, Sharpedo beats the majority of UU leads, also thanks to his annoying ability, which makes sure no one leaves until he has done some damage. Sharpedo is one of those leads which are in fact not helpless against any sort of lead (bar Ambipom). For his prowess on both spectrums, and his function as an antilead, someone should consider giving him a boost to UU.
Considerations
I have considered giving Sharpedo Taunt over Ice Beam simply to ruin the plans of incoming Chansey, Clefable, Umbreon, and so forth, as most experience players smarten up and realize I am purely special. However, Ice Beam was chosen initially because Sceptile (who outspeeds me and isn't KO'd by Dark Pulse + Aqua Jet), Torterra (defensive versions not usually 2HKO'd by Surf), and Leafeon (who outspeeds and can use the combo of Leaf Blade + Quick Attack) are all viable switches to Sharpedo initially, and I particulary hate Torterra, as his attacks are hard to switch into.
Horror Icon
Sharpedo is much like the massive, grudgeholding shark of the film, "Jaws", as most people facing it don't give it a second look, and don't get a second chance when they have. Being a shark itself, Sharpedo best relates to something that kills the same way it does, excruciatingly AND quickly.
Primeape (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Ice Punch
- U-turn
- Punishment
Simply... Evil
No NU team should lack Primeape or Banette, with their useful antisleep ability, and in UU this counts just as much for the threat of Venusaur and the like. Jolly and Scarf allow Primeape to outspeed a great deal of the metagame, as well as outspeed some Rain sweepers, Scarf Porygon-Z, etc. U-Turn, the famous scouting move, is irreplaceable to make sure I get an ideal footing against certain threats. Punishment is used to deal massive damage to Mismagius, Rotom, etc., especially if they start boosting their stats. Ice Punch has replaced Stone Edge in the effort to give me a better chance against Rock Polish Torterra, or in any case, any kind of Torterra. Ice Punch still hits the Flying types (bar Moltres) pretty hard, and allows me to do more damage to Tangrowth, Leafeon, and company. Finally, Stone Edge isn't missed as much since Probopass takes on Flying types well with his STAB Rock attacks anyway. Even with Primeape's average stats, a Max 309 Attack with Jolly, his role as sleepless revenge killer is very important to the team.
Legendary Feats
First you will notice I didn't call this "The Evidence" as with Sharpedo. It's always nice for the raters not to notice a trend and get bored by continuity, so I'll humor you, the raters, in this way.
Primeape has proven his 'team slot' too many times to count... on two hands. Anyway, Primeape, though seen as a Scarfed threat in Ubers or just in general, somehow manages to get away with this fact and make numerous revenge kills per game. 475 Speed with the Scarf, impressive though beaten by some Rain sweepers and such, manages to outspeed and kill more than one would suspect. Primeape is often able to come in and instantly kill off several members after I have lost one of my own, or just provide a stealthy scout while protecting his Scarf by U-Turning. Raikou, Porygon-Z, Nasty Plot Mismagius, you name it, the threats able to scare most people shitless are crushed by an NU revenge killer, and its name isn't even Medicham.
Horror Icon
Primeape, because he does not sleep, does not stop, and is fast, stealthy and has more to threaten with than meets the eye, reminds me of Michael Myers. As you will notice of my avatar, and my signature, I'm a Halloween fan, and because of the brutality with which Primeape has been able to make comebacks for me, I am proud to consider him the equivalent of my favorite past-time serial killing psychopath.

Probopass (M) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP/88 Spd/168 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Thunder Wave
- Earth Power
- Power Gem
Why so serious?
Probopass is essentially my answer to Fake Outs, Explosions, and attacks that the rest of my team simply can't take. Although he is a target of Dugtrio, and Earthquakes in general, he makes a solid SR user, as well as his ability to cripple fast special sweepers with ThunderWave. His set is relatively standard, but effective for what it has to do. Magnet Pull doesn't help as much as it could due to no Magnet Rise on the set, but his support is incontrovertible to the team. Rock/Ground over Rock/Steel STAB was chosen purely for coverage bar Torterra and Claydol, however I do end up using Power Gem 90% of the time. But the real question is, why Probopass? Well, first and foremost I'd like to pay credit to his massive base 145 Def and 150 SpD stats, and like the analysis points out, "something of an offense". Probopass provides an excellent overall wall, although coupled with unfortunate typing, and his defenses and Steel typing are an easy incentive to slap him on a team. Probopass normally won't make it to most NU teams, but in UU he has several more uses.
LOL Moments
I have had many of these with Probopass, and it isn't because he looks exactly like that ridiculous disguise consisting of the nose, glasses, moustache and nose on Mr. Potato. Probopass' ThunderWave has ended up with several parahax happenings, and multiple times I have paralyzed some of my more dangerous foes and Power Gem'd their face in while my opponent slams his keyboard wondering why the hell paralysis kicks in every turn. Probopass is my most reliable member for he has to do, and in most cases, most hilarious one because of the things that happens when he's around.
Considerations
I am considering simply another choice over Earth Power, simply because it often hits neutral more than it hits supereffectively, and doesn't deal enough to Registeel to 4HKO. Any other option, and a good description for why I should use it will be most appreciated.
Horror Icon
Because the only time something distinctly annoying or funny happens is around Probopass on the team, The Joker is my obvious candidate for Probopass' likeness. He and and the disguised magnet both wear their own sort of mask, and both enjoy annoying the shit out of people with their own inability to function. (Also, you might say the Joker isn't that 'horrific', but yeah sure, that explains why he impaled someone's neck with a quill pen *Nicholson* and surgically implanted some guy with a still-working phone *Ledger*)
Pinsir (M) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP/40 Def/220 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Earthquake
- X-Scissor
- Stone Edge
Tick Tock, Robin
I claim full responsibility for this set. Pinsir's amazing movepool, 125 Base Attack stat, and above average 100 Defense, allow him to provide me with the perfect offensive/defensive combination. Jolly and 220 Speed allow him to outrun positive Base 80's, plus everything running enough speed to outrun them themselves. With a defensive spread, he can even take Stone Edges and Rock Slides, twice (bar Rhyperior)! Pinsir completes my triumvirate of Pokemon dedicated to make sure Venusaur doesn't run right through my team. He easily takes on variants with only Power Whip and Earthquake, dealing an upwards of 40% with X-Scissor without any Attack investment or a boost. Sleep Powder is taken by Primeape, and Sludge Bomb by Muk. Pinsir, despite my lack of a Rapid Spinner, gets plenty of chances to switch in and attack, and is on the top of my "Make this Pokemon UU" list. His +2 boosted attacks still make huge dents in anything unfortunate to get hit by them, and he is also able to hit everything in the entire game for at least neutral damage with Bug/Rock/Ground, even without Mold Breaker. Speaking of which, Mold Breaker often finds its uses for hitting Mismagius, Rotom, and Weezing for the surprise 100% percent accurate move. But instead of rambling on about Pinsir's prowess, in the words of Jigsaw: "Here, I'll show you".
Keep in mind, that using a defensive spread, no Attack EVs, and not even an Adamant nature, Pinsir is dealing this damage, whilst taking next to nothing in return. He doesn't sacrifice bulk for power, or the other way around.
Mortal Combat
+2 Pinsir's Earthquake vs. Standard Registeel - 100% 2HKO
572 Atk vs 336 Def & 364 HP (100 Base Power): 246 - 290 (67.58% - 79.67%)
+2 Pinsir's X-Scissor vs. Max HP/0 Def Venusaur - 100% 2HKO
572 Atk vs 202 Def & 364 HP (80 Base Power): 244 - 288 (67.03% - 79.12%)
+2 Pinsir's X-Scissor vs. Max HP/Max Def Slowbro - 100% 2HKO
572 Atk vs 350 Def & 394 HP (80 Base Power): 282 - 332 (71.57% - 84.26%)
+2 Pinsir's X-Scissor vs. Max/Max Spiritomb - 74% 2HKO
572 Atk vs 346 Def & 304 HP (80 Base Power): 144 - 169 (47.37% - 55.59%)
+2 Pinsir's X-Scissor vs. Max/Max Cresselia - 100% 2HKO
572 Atk vs 372 Def & 444 HP (80 Base Power): 266 - 314 (59.91% - 70.72%)
+2 Pinsir's Earthquake/Stone Edge vs. 120 HP Morning Glory Arcanine w/ Intimidate
- 100% OHKO w/ Stealth Rock
429 Atk vs 196 Def & 351 HP (100 Base Power): 314 - 370 (89.46% - 105.41%)
+2 Pinsir's Earthquake vs. Max HP/0 Def Regirock - 100% 2HKO
572 Atk vs 436 Def & 364 HP (100 Base Power): 190 - 224 (52.20% - 61.54%)
+2 Pinsir's Earthquake vs. Foresight Hitmontop 252/4 w/ Intimidate - 81% 2HKO w/ Leftovers and Stealth Rock
429 Atk vs 227 Def & 304 HP (100 Base Power): 136 - 160 (44.74% - 52.63%)
Unboosted Pinsir's X-Scissor vs. 0/0 Torterra
286 Atk vs 246 Def & 331 HP (80 Base Power): 204 - 240 (61.63% - 72.51%)
+2 Pinsir's Earthquake vs. 0/0 Rhyperior - 100% 2HKO
572 Atk vs 296 Def & 371 HP (100 Base Power): 208 - 246 (56.06% - 66.31%)
But enough of the offensive prowess, how about on the defensive>
Max Attack LO Torterra's Stone Edge vs. 248/40 Pinsir - Never OHKO's
348 Atk vs 246 Def & 333 HP (100 Base Power): 264 - 312 (79.28% - 93.69%)
36 Atk Careful Regirock's Stone Edge vs. 248/40 Pinsir - 8% OHKO w/ Stealth Rock
245 Atk vs 246 Def & 333 HP (100 Base Power): 216 - 254 (64.86% - 76.28%)
Max Attack Donphan's Stone Edge vs. 248/40 Pinsir - 21% OHKO w/ Stealth Rock
372 Atk vs 246 Def & 333 HP (100 Base Power): 218 - 258 (65.47% - 77.48%)
Rain Boosted LO Kabutops' Waterfall vs. 248/40 Pinsir
361 Atk vs 246 Def & 333 HP (75 Base Power): 231 - 273 (69.37% - 81.98%)
CB Max Attack Azumarill's Waterfall vs. 248/40 Pinsir - 8% OHKO w/ Stealth Rock
654 Atk vs 246 Def & 333 HP (75 Base Power): 214 - 253 (64.26% - 75.98%)
+2 Absol's Sucker Punch vs. 248/40 Pinsir
718 Atk vs 246 Def & 333 HP (80 Base Power): 252 - 297 (75.68% - 89.19%)
+1 Max Attack Altaria's Outrage vs. 248/40 Pinsir
393 Atk vs 246 Def & 333 HP (120 Base Power): 207 - 244 (62.16% - 73.27%)
LO Ambipom's Return vs. 248/40 Pinsir
299 Atk vs 246 Def & 333 HP (102 Base Power): 174 - 205 (52.25% - 61.56%)
Convincing enough? Pinsir vs. Absol = Absol does more immediate damage and boosted damage and has Sucker Punch, but is fragile, and hates the everpresent faster priority from the likes of Hitmontop and Azumarill. Pinsir does decent immediate damage and better than average boosted damage, and has the physical bulk to take several attacks, even boosted, with some defensive investment. Add the fact that Pinsir is using Leftovers and Absol using Life Orb, and you have a dangerous and hard-to-kill opponent in Pinsir. Pinsir only takes 25% from Stealth Rock, whereas Scyther takes 50%, and has basically the same resistances with less weaknesses, although the lack of Technician and better speed is a letdown.
Horror Icon
Although not exactly a horror icon so much as he is a villain, Pinsir reminds me of Slade from Teen Titans. Pinsir can not only dish it out, but take several beatings, on the way in and when he is going for the kill. Slade wears a signature mask and kevlar, making him an armored target in a way, same as Pinsir. Also, Pinsir can actually kill his nemesis, Absol, one on one, just as Slade beats the absolute shit out of Robin most of the time.
Quagsire (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/176 Def/80 SDef
Impish nature (+Def, -SAtk)
- Recover
- Encore
- Toxic
- Earthquake
Lake Placid
A pseudo-Poliwrath really, Quagsire is the most annoying member on my team. He completely walls Kabutops on Rain teams (bar the rare Return variant), as well as forces Qwilfish to explode (which is taken by Probopass). Encore + Toxic essentially shuts down any sort of set up, while Recover keeps me in good shape. Earthquake breaks the Subs of Pokemon like Raikou (who, without HP Grass, is also walled), and deals some good damage to certain things like Registeel who are immune to Toxic. Quagsire's spread is defensively based, with similarities to Swampert. Quagsire is my last ditch effort against a whole lot of threats in UU, and Encore is often never seen coming. Quagsire also completely walls Azumarill lacking a Normal move, with Encore forcing him to Substitute again instead of Focus Punch if he dares to try. Quagsire wasn't the one moved up from NU like Poliwrath, as his stats and movepool are seen as subpar in comparison, less defensive or offensive. However, he is effectively able to use his only one weakness, as well as numerous resistances and an immunity, to easily harass the opponent. Also, Poliwrath doesn't have immediate recovery, nor does Azumarill. Gastrodon lacks Encore, and is defensively inferior as well, as their movepools are near identical, although Gastrodon has Stick Hold, but lacks a water immunity.
Horror Icon
I can't imagine Quagsire even looks at all or reminds me of any monster or thing in any movie, but it would have to be a tie between "The Creature from the Black Lagoon" and the massive crocodile from Lake Placid. Otherwise, Quagsire is more annoying than scary for my opponent, but does often give me a ragequit or two when they realize they can't do a fucking thing because of Encore.
Muk (M) @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP/80 Def/4 Spd/172 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Poison Jab
- Shadow Sneak
- Rest
It's Sticky, what is it!?
If Quagsire is the most annoying, Muk is the most dangerous. With Max HP, he reaches a massive 414 HP stat, and with 172 SpD EVs, reaches 306 Special Defense, allowing Pinsir and Muk to effectively provide each other with special and physical walling. With a couple Curses, the opponent can get seriously swept if they lack a Steel type. In fact, after +6, Poison Jab does an average of 34% to Standard Weezing, enough to consistently knock him out. Unboosted Shadow Sneak 2HKO's Alakazam, who cannot OHKO Muk even with Life Orb. Rest is there as a last resort to make sure Muk, one way or another, stays in the game. Often he has lived through numerous attacks, at the brink of death, only to heal it all off. Muk, immune to Toxic and Trick, can also outstall numerous Pokes not named Registeel, including Curse Umbreon, provided there are no crits. I honestly think Muk deserves more usage, as because he can create 101 HP Substitutes (making a great SubPuncher), as well as his access to a huge movepool including Explosion (uh... lawl), all on top of his more than average defenses and ability to suck up Toxic Spikes; in my opinion, that qualifies him to be yet another UU poison.
Horror Icon
Truthfully, Muk resembles The Blob or The Thing more than anything else, and since I've already used a John Carpenter monster, I'm going with The Blob. Muk is my one Pokemon that my opponent tries to kill, but simply can't do it before they lose something themselves, much like how they tried to kill The Blob with numerous ideas, but failed and it kept killing people.
Apology: Sorry for no monster/villain/creature pics, but I am inconvienced with Google images' working state at the moment!
Thanks for any rates, suggestions, yes, yes, everyone says this... lol
Before my initial retirement from UU, there is one "Final Test", or in this case, RMT, that I just had to make. With this team, I made Golden Sun shit his pants (he's my nemesis, so it is important to me), and with this team, I have been able to reliably and consistently check most UU threats, as well as win in most cases, all this using only NUs, which dare I say, should be Suspect tested. Many people were using semi-stall teams, with either an anti-lead, or a setup lead such as Froslass, Screener Uxie, Cloyster, Omastar, etc. , and I was determined to create my own answer to this without constantly going: "Oh, I need a spinner", or "FUCK Raikou". Mind you, the team hasn't shot me to the leaderboard, but with both my main account and an alt, I got both to the 1400 range since the UU leaderboard had restarted, and recently I have had no time to do any Shoddy-ing at all. But besides my excuses (of which, I have more xD), there were things I wanted to try, and after trying them, and succeeding with them, I'm convinced that the team I have below is RMT material. Let me present a 'horror-themed' NU UU RMT, and "Oh Yes, There Will Be Blood" *5 points to whoever gets the reference and posts it on this thread lol*
At A Glance:







Sharpedo (M) @ Focus Sash
Ability: Rough Skin
EVs: 6 Atk/252 Spd/252 SAtk
Mild nature (+SAtk, -Def)
- Aqua Jet
- Dark Pulse
- Ice Beam
- Surf
You're gunna need a bigger boat
In my opinion, Sharpedo is the best antilead that can be used in UU. Every lead, dare I even say just the common ones except Ambipom falls to Sharpedo, and Sharpedo, although lacking Explosion or a setup move, is essentially designed to kill off every common lead and die with them. Rough Skin deals 12% to any foe who dares to deal physical damage to him, essentially guaranteeing a KO on any Sashed Poke using physical moves. Instead of using Sharpedo's larger Attack stat, I went with PowertothePika's approach, and used only special moves, as it deals more damage most of the time, even with only 317 Special Attack. Here is how Sharpedo deals with some of the more common leads:
The Evidence
Froslass: Dark Pulse is essentially a OHKO, and Sashed variants die to Aqua Jet, with only a maximum of one layer of Spikes allowed.
Ambipom: Fake Out deals too much, so I never let him stay in. Ambipom is perhaps the only lead Sharpedo cannot beat, and the most predictable one.



317 Atk vs 328 Def & 364 HP (95 Base Power): 200 - 236 (54.95% - 64.84%)

317 Atk vs 207 Def & 304 HP (80 Base Power): 132 - 156 (43.42% - 51.32%)







317 Atk vs 251 Def & 354 HP (95 Base Power): 258 - 306 (72.88% - 86.44%) *normal damage*
317 Atk vs 251 Def & 354 HP (95 Base Power): 129 - 153 (36.44% - 43.22%) *type res. berry*






More Detail
To go into more detail on Sharpedo, he first and foremost, outspeeds positive Base 80's even with a neutral nature (which is quite useful). His nature, Mild (+SpA, -Def), often only seen on Electivire, is used primarily because he doesn't require any defenses, with his defenses being absolutely terrible anyway. Mild is neutral for Attack, making sure Aqua Jet deals optimal damage (although little). As you can see, Sharpedo beats the majority of UU leads, also thanks to his annoying ability, which makes sure no one leaves until he has done some damage. Sharpedo is one of those leads which are in fact not helpless against any sort of lead (bar Ambipom). For his prowess on both spectrums, and his function as an antilead, someone should consider giving him a boost to UU.
Considerations
I have considered giving Sharpedo Taunt over Ice Beam simply to ruin the plans of incoming Chansey, Clefable, Umbreon, and so forth, as most experience players smarten up and realize I am purely special. However, Ice Beam was chosen initially because Sceptile (who outspeeds me and isn't KO'd by Dark Pulse + Aqua Jet), Torterra (defensive versions not usually 2HKO'd by Surf), and Leafeon (who outspeeds and can use the combo of Leaf Blade + Quick Attack) are all viable switches to Sharpedo initially, and I particulary hate Torterra, as his attacks are hard to switch into.
Horror Icon
Sharpedo is much like the massive, grudgeholding shark of the film, "Jaws", as most people facing it don't give it a second look, and don't get a second chance when they have. Being a shark itself, Sharpedo best relates to something that kills the same way it does, excruciatingly AND quickly.

Primeape (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Ice Punch
- U-turn
- Punishment
Simply... Evil
No NU team should lack Primeape or Banette, with their useful antisleep ability, and in UU this counts just as much for the threat of Venusaur and the like. Jolly and Scarf allow Primeape to outspeed a great deal of the metagame, as well as outspeed some Rain sweepers, Scarf Porygon-Z, etc. U-Turn, the famous scouting move, is irreplaceable to make sure I get an ideal footing against certain threats. Punishment is used to deal massive damage to Mismagius, Rotom, etc., especially if they start boosting their stats. Ice Punch has replaced Stone Edge in the effort to give me a better chance against Rock Polish Torterra, or in any case, any kind of Torterra. Ice Punch still hits the Flying types (bar Moltres) pretty hard, and allows me to do more damage to Tangrowth, Leafeon, and company. Finally, Stone Edge isn't missed as much since Probopass takes on Flying types well with his STAB Rock attacks anyway. Even with Primeape's average stats, a Max 309 Attack with Jolly, his role as sleepless revenge killer is very important to the team.
Legendary Feats
First you will notice I didn't call this "The Evidence" as with Sharpedo. It's always nice for the raters not to notice a trend and get bored by continuity, so I'll humor you, the raters, in this way.
Primeape has proven his 'team slot' too many times to count... on two hands. Anyway, Primeape, though seen as a Scarfed threat in Ubers or just in general, somehow manages to get away with this fact and make numerous revenge kills per game. 475 Speed with the Scarf, impressive though beaten by some Rain sweepers and such, manages to outspeed and kill more than one would suspect. Primeape is often able to come in and instantly kill off several members after I have lost one of my own, or just provide a stealthy scout while protecting his Scarf by U-Turning. Raikou, Porygon-Z, Nasty Plot Mismagius, you name it, the threats able to scare most people shitless are crushed by an NU revenge killer, and its name isn't even Medicham.
Horror Icon
Primeape, because he does not sleep, does not stop, and is fast, stealthy and has more to threaten with than meets the eye, reminds me of Michael Myers. As you will notice of my avatar, and my signature, I'm a Halloween fan, and because of the brutality with which Primeape has been able to make comebacks for me, I am proud to consider him the equivalent of my favorite past-time serial killing psychopath.

Probopass (M) @ Leftovers
Ability: Magnet Pull
EVs: 252 HP/88 Spd/168 SDef
Bold nature (+Def, -Atk)
- Stealth Rock
- Thunder Wave
- Earth Power
- Power Gem
Why so serious?
Probopass is essentially my answer to Fake Outs, Explosions, and attacks that the rest of my team simply can't take. Although he is a target of Dugtrio, and Earthquakes in general, he makes a solid SR user, as well as his ability to cripple fast special sweepers with ThunderWave. His set is relatively standard, but effective for what it has to do. Magnet Pull doesn't help as much as it could due to no Magnet Rise on the set, but his support is incontrovertible to the team. Rock/Ground over Rock/Steel STAB was chosen purely for coverage bar Torterra and Claydol, however I do end up using Power Gem 90% of the time. But the real question is, why Probopass? Well, first and foremost I'd like to pay credit to his massive base 145 Def and 150 SpD stats, and like the analysis points out, "something of an offense". Probopass provides an excellent overall wall, although coupled with unfortunate typing, and his defenses and Steel typing are an easy incentive to slap him on a team. Probopass normally won't make it to most NU teams, but in UU he has several more uses.
LOL Moments
I have had many of these with Probopass, and it isn't because he looks exactly like that ridiculous disguise consisting of the nose, glasses, moustache and nose on Mr. Potato. Probopass' ThunderWave has ended up with several parahax happenings, and multiple times I have paralyzed some of my more dangerous foes and Power Gem'd their face in while my opponent slams his keyboard wondering why the hell paralysis kicks in every turn. Probopass is my most reliable member for he has to do, and in most cases, most hilarious one because of the things that happens when he's around.
Considerations
I am considering simply another choice over Earth Power, simply because it often hits neutral more than it hits supereffectively, and doesn't deal enough to Registeel to 4HKO. Any other option, and a good description for why I should use it will be most appreciated.
Horror Icon
Because the only time something distinctly annoying or funny happens is around Probopass on the team, The Joker is my obvious candidate for Probopass' likeness. He and and the disguised magnet both wear their own sort of mask, and both enjoy annoying the shit out of people with their own inability to function. (Also, you might say the Joker isn't that 'horrific', but yeah sure, that explains why he impaled someone's neck with a quill pen *Nicholson* and surgically implanted some guy with a still-working phone *Ledger*)

Pinsir (M) @ Leftovers
Ability: Mold Breaker
EVs: 248 HP/40 Def/220 Spd
Jolly nature (+Spd, -SAtk)
- Swords Dance
- Earthquake
- X-Scissor
- Stone Edge
Tick Tock, Robin
I claim full responsibility for this set. Pinsir's amazing movepool, 125 Base Attack stat, and above average 100 Defense, allow him to provide me with the perfect offensive/defensive combination. Jolly and 220 Speed allow him to outrun positive Base 80's, plus everything running enough speed to outrun them themselves. With a defensive spread, he can even take Stone Edges and Rock Slides, twice (bar Rhyperior)! Pinsir completes my triumvirate of Pokemon dedicated to make sure Venusaur doesn't run right through my team. He easily takes on variants with only Power Whip and Earthquake, dealing an upwards of 40% with X-Scissor without any Attack investment or a boost. Sleep Powder is taken by Primeape, and Sludge Bomb by Muk. Pinsir, despite my lack of a Rapid Spinner, gets plenty of chances to switch in and attack, and is on the top of my "Make this Pokemon UU" list. His +2 boosted attacks still make huge dents in anything unfortunate to get hit by them, and he is also able to hit everything in the entire game for at least neutral damage with Bug/Rock/Ground, even without Mold Breaker. Speaking of which, Mold Breaker often finds its uses for hitting Mismagius, Rotom, and Weezing for the surprise 100% percent accurate move. But instead of rambling on about Pinsir's prowess, in the words of Jigsaw: "Here, I'll show you".
Keep in mind, that using a defensive spread, no Attack EVs, and not even an Adamant nature, Pinsir is dealing this damage, whilst taking next to nothing in return. He doesn't sacrifice bulk for power, or the other way around.
Mortal Combat
+2 Pinsir's Earthquake vs. Standard Registeel - 100% 2HKO
572 Atk vs 336 Def & 364 HP (100 Base Power): 246 - 290 (67.58% - 79.67%)
+2 Pinsir's X-Scissor vs. Max HP/0 Def Venusaur - 100% 2HKO
572 Atk vs 202 Def & 364 HP (80 Base Power): 244 - 288 (67.03% - 79.12%)
+2 Pinsir's X-Scissor vs. Max HP/Max Def Slowbro - 100% 2HKO
572 Atk vs 350 Def & 394 HP (80 Base Power): 282 - 332 (71.57% - 84.26%)
+2 Pinsir's X-Scissor vs. Max/Max Spiritomb - 74% 2HKO
572 Atk vs 346 Def & 304 HP (80 Base Power): 144 - 169 (47.37% - 55.59%)
+2 Pinsir's X-Scissor vs. Max/Max Cresselia - 100% 2HKO
572 Atk vs 372 Def & 444 HP (80 Base Power): 266 - 314 (59.91% - 70.72%)
+2 Pinsir's Earthquake/Stone Edge vs. 120 HP Morning Glory Arcanine w/ Intimidate
- 100% OHKO w/ Stealth Rock
429 Atk vs 196 Def & 351 HP (100 Base Power): 314 - 370 (89.46% - 105.41%)
+2 Pinsir's Earthquake vs. Max HP/0 Def Regirock - 100% 2HKO
572 Atk vs 436 Def & 364 HP (100 Base Power): 190 - 224 (52.20% - 61.54%)
+2 Pinsir's Earthquake vs. Foresight Hitmontop 252/4 w/ Intimidate - 81% 2HKO w/ Leftovers and Stealth Rock
429 Atk vs 227 Def & 304 HP (100 Base Power): 136 - 160 (44.74% - 52.63%)
Unboosted Pinsir's X-Scissor vs. 0/0 Torterra
286 Atk vs 246 Def & 331 HP (80 Base Power): 204 - 240 (61.63% - 72.51%)
+2 Pinsir's Earthquake vs. 0/0 Rhyperior - 100% 2HKO
572 Atk vs 296 Def & 371 HP (100 Base Power): 208 - 246 (56.06% - 66.31%)
But enough of the offensive prowess, how about on the defensive>
Max Attack LO Torterra's Stone Edge vs. 248/40 Pinsir - Never OHKO's
348 Atk vs 246 Def & 333 HP (100 Base Power): 264 - 312 (79.28% - 93.69%)
36 Atk Careful Regirock's Stone Edge vs. 248/40 Pinsir - 8% OHKO w/ Stealth Rock
245 Atk vs 246 Def & 333 HP (100 Base Power): 216 - 254 (64.86% - 76.28%)
Max Attack Donphan's Stone Edge vs. 248/40 Pinsir - 21% OHKO w/ Stealth Rock
372 Atk vs 246 Def & 333 HP (100 Base Power): 218 - 258 (65.47% - 77.48%)
Rain Boosted LO Kabutops' Waterfall vs. 248/40 Pinsir
361 Atk vs 246 Def & 333 HP (75 Base Power): 231 - 273 (69.37% - 81.98%)
CB Max Attack Azumarill's Waterfall vs. 248/40 Pinsir - 8% OHKO w/ Stealth Rock
654 Atk vs 246 Def & 333 HP (75 Base Power): 214 - 253 (64.26% - 75.98%)
+2 Absol's Sucker Punch vs. 248/40 Pinsir
718 Atk vs 246 Def & 333 HP (80 Base Power): 252 - 297 (75.68% - 89.19%)
+1 Max Attack Altaria's Outrage vs. 248/40 Pinsir
393 Atk vs 246 Def & 333 HP (120 Base Power): 207 - 244 (62.16% - 73.27%)
LO Ambipom's Return vs. 248/40 Pinsir
299 Atk vs 246 Def & 333 HP (102 Base Power): 174 - 205 (52.25% - 61.56%)
Convincing enough? Pinsir vs. Absol = Absol does more immediate damage and boosted damage and has Sucker Punch, but is fragile, and hates the everpresent faster priority from the likes of Hitmontop and Azumarill. Pinsir does decent immediate damage and better than average boosted damage, and has the physical bulk to take several attacks, even boosted, with some defensive investment. Add the fact that Pinsir is using Leftovers and Absol using Life Orb, and you have a dangerous and hard-to-kill opponent in Pinsir. Pinsir only takes 25% from Stealth Rock, whereas Scyther takes 50%, and has basically the same resistances with less weaknesses, although the lack of Technician and better speed is a letdown.
Horror Icon
Although not exactly a horror icon so much as he is a villain, Pinsir reminds me of Slade from Teen Titans. Pinsir can not only dish it out, but take several beatings, on the way in and when he is going for the kill. Slade wears a signature mask and kevlar, making him an armored target in a way, same as Pinsir. Also, Pinsir can actually kill his nemesis, Absol, one on one, just as Slade beats the absolute shit out of Robin most of the time.

Quagsire (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/176 Def/80 SDef
Impish nature (+Def, -SAtk)
- Recover
- Encore
- Toxic
- Earthquake
Lake Placid
A pseudo-Poliwrath really, Quagsire is the most annoying member on my team. He completely walls Kabutops on Rain teams (bar the rare Return variant), as well as forces Qwilfish to explode (which is taken by Probopass). Encore + Toxic essentially shuts down any sort of set up, while Recover keeps me in good shape. Earthquake breaks the Subs of Pokemon like Raikou (who, without HP Grass, is also walled), and deals some good damage to certain things like Registeel who are immune to Toxic. Quagsire's spread is defensively based, with similarities to Swampert. Quagsire is my last ditch effort against a whole lot of threats in UU, and Encore is often never seen coming. Quagsire also completely walls Azumarill lacking a Normal move, with Encore forcing him to Substitute again instead of Focus Punch if he dares to try. Quagsire wasn't the one moved up from NU like Poliwrath, as his stats and movepool are seen as subpar in comparison, less defensive or offensive. However, he is effectively able to use his only one weakness, as well as numerous resistances and an immunity, to easily harass the opponent. Also, Poliwrath doesn't have immediate recovery, nor does Azumarill. Gastrodon lacks Encore, and is defensively inferior as well, as their movepools are near identical, although Gastrodon has Stick Hold, but lacks a water immunity.
Horror Icon
I can't imagine Quagsire even looks at all or reminds me of any monster or thing in any movie, but it would have to be a tie between "The Creature from the Black Lagoon" and the massive crocodile from Lake Placid. Otherwise, Quagsire is more annoying than scary for my opponent, but does often give me a ragequit or two when they realize they can't do a fucking thing because of Encore.

Muk (M) @ Black Sludge
Ability: Sticky Hold
EVs: 252 HP/80 Def/4 Spd/172 SDef
Careful nature (+SDef, -SAtk)
- Curse
- Poison Jab
- Shadow Sneak
- Rest
It's Sticky, what is it!?
If Quagsire is the most annoying, Muk is the most dangerous. With Max HP, he reaches a massive 414 HP stat, and with 172 SpD EVs, reaches 306 Special Defense, allowing Pinsir and Muk to effectively provide each other with special and physical walling. With a couple Curses, the opponent can get seriously swept if they lack a Steel type. In fact, after +6, Poison Jab does an average of 34% to Standard Weezing, enough to consistently knock him out. Unboosted Shadow Sneak 2HKO's Alakazam, who cannot OHKO Muk even with Life Orb. Rest is there as a last resort to make sure Muk, one way or another, stays in the game. Often he has lived through numerous attacks, at the brink of death, only to heal it all off. Muk, immune to Toxic and Trick, can also outstall numerous Pokes not named Registeel, including Curse Umbreon, provided there are no crits. I honestly think Muk deserves more usage, as because he can create 101 HP Substitutes (making a great SubPuncher), as well as his access to a huge movepool including Explosion (uh... lawl), all on top of his more than average defenses and ability to suck up Toxic Spikes; in my opinion, that qualifies him to be yet another UU poison.
Horror Icon
Truthfully, Muk resembles The Blob or The Thing more than anything else, and since I've already used a John Carpenter monster, I'm going with The Blob. Muk is my one Pokemon that my opponent tries to kill, but simply can't do it before they lose something themselves, much like how they tried to kill The Blob with numerous ideas, but failed and it kept killing people.
Apology: Sorry for no monster/villain/creature pics, but I am inconvienced with Google images' working state at the moment!
Thanks for any rates, suggestions, yes, yes, everyone says this... lol