Resource OldGens UU Team Bazaar

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Credit to Bummer for the stunning banner!
Approved by Kink and Pearl

Welcome to all battlers, new and old, to the OldGens UU Team Bazaar! This resource is going to function like an amalgamation of the USUM UU Team Bazaar, USUM UU Cores, and USUM Creative and Underrated Sets threads with a strict focus on OldGens metagames. This is a more casual place to bring teams, cores, and individual sets into the eye of the UnderUsed community in order to grow past metagames, assist those participating in the weekly #underused room tournaments, and capitalize on surging interest from UUPL. This thread will house teams, cores, and sets from all across the OldGens Board. GSC, ADV, DPP, BW, and ORAS submissions are all welcome!

However, not just any submission is to be accepted nor archived. There are a set of rules I'd like posters to follow in order to make my life easier when archiving:
  1. Identify which metagame you are submitting for (GSC/ADV/DPP/BW/ORAS).
  2. Post teams/cores/sets in hide tags with their original PS! export formatting.
  3. Limit excessive imagery - I'll be formatting all teams the same way (SM Icon Sprites). Don't make my life harder than it needs to be please!
  4. Supply a brief description of the team/core/set and identify what the goal of the team/core/set is.
  5. While not required, in a separate hide tag, supply 3-5 quality replays of your submission in action. These metagames all have dead ladders: more visual proof will be required to archive them than a CG format.
Happy Posting!
 
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Here's a stall team I built with Amaroq during the late stages of ORAS UU. At some point (maybe it was during and directly following UUPL IV?), many players started to favor Milotic on their fat balance and semistall teams. Milotic provides a ton of defensive benefits for bulkier teams; it checks Mega Aerodactyl as well as great number of setup sweepers in the tier, such as Gyarados and Reuniclus. The rest of the team features Pokemon that are commonplace on stall, however there are a couple of quirks that are unique to this team. Drain Punch Chesnaught is extremely helpful versus Cobalion and physically based Lucario, especially since Tentacruel would have to rely on a Scald burn to check both threats. Fast Tentacruel with Toxic may seem odd at first, but it's actually the only countermeasure the team has for Jellicent, which would otherwise run through the team quite easily. Hazard stacking also allows for the team to be navigated quickly if necessary, and double Wish from Sylveon and Blissey is an invaluable asset for the team, especially when it comes to keeping Mega Steelix healthy.
Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Spiky Shield
- Wood Hammer
- Drain Punch

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 232 HP / 176 Def / 100 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Toxic
- Scald

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 240 Def / 16 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Hyper Voice

Blissey @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Toxic
- Seismic Toss

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Toxic
- Recover
- Scald
Cores
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Sets
Nothing yet!
 
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Umbreon, Cofagrigus and Swampert are all three Pokemon that I love design-wise and make a pretty good defensive core. SubCM Raikou works very well if Swampert isn't on the opposite side, so does CB Snorlax, who can also trap Victini with Pursuit, if Sableye (aka the biggest pain for this team) is nowhere to be found. Pursuit support also helps Scarf Heracross quite a lot.
Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Foul Play
- Heal Bell

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Haze
- Pain Split
- Hex

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]

Snorlax @ Choice Band
Ability: Thick Fat
Happiness: 0
EVs: 252 Atk / 52 Def / 192 SpD / 12 Spe
Adamant Nature
- Frustration
- Earthquake
- Pursuit
- Crunch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Sleep Talk

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I love P-Z and its ability to threat offense and bulkier teams alike with one set. Mienshao is a threat to the bulkiest special walls in the tier and is a magnet to things like Cofagrigus and Slowbro, so U-turn, bring P-Z and enjoy your Download boost and the momentum gained. Cofagrigus has an easier time coming on Snorlax and non-Toxic Umbreon (Foul Play tickles it) and is very dangerous in general. Bulky Rotom-H is pretty splashable despite its Sr weakness since it checks a bunch of threats like Zapdos, Victini, Crobat, Togekiss... Ferroseed is a very good answer to Kingdra, does well against Raikou too and brings Spikes support which my Volturn combo loves. I just feel safer against Victini when I carry something with Pursuit, but you could put Druddigon instead of Krookodile.
Porygon-Z @ Life Orb
Ability: Download
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Agility
- Tri Attack
- Dark Pulse
- Hidden Power [Fighting]

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Aerial Ace
- Stone Edge

Rotom-Heat @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Overheat
- Will-O-Wisp

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Spikes
- Bullet Seed
- Thunder Wave

Krookodile @ Leftovers
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Pursuit
- Crunch

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

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When I had tested Metal Sound Zapdos in the past, it really struggled to make a noticeable impact during most of my test games. All it really took to nullify it was switching in order to reset Metal Sound's special defense drops, so pairing it up with the spikestack + spinblocker support core of Rhyperior, Qwilfish, and Cofagrigus seemed like a good way to make use of the switches Zapdos forces. Leech Seed Shaymin is a lot more deadly with hazards on the opposing side, and it also gave me a way to pressure Blastoise trying to spin instead of having to solely rely on Cofagrigus and therefore risk a great late game sweep opportunity. Scarf Mienshao also makes great use of the spikestack support, and being able to pivot into Zapdos and Shaymin to regain and even boost the team's momentum is always appreciated.
Zapdos @ Leftovers
Ability: Pressure
EVs: 80 HP / 184 SpA / 244 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Metal Sound

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 232 HP / 140 Def / 136 Spe
Impish Nature
- Taunt
- Spikes
- Waterfall
- Destiny Bond

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Protect

Shaymin @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Seed Flare
- Hidden Power [Ice]
- Protect
- Leech Seed

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Stone Edge
- Aerial Ace
- U-turn
None supplied

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I've followed a fairly linear building trend when building most of my BW UU teams, which is to first find a defensive backbone that has consistently worked for me. I would then add some primarily offensive Pokemon that would synchronize with the defensive core. This team followed the same process, as I began with a standard bulky tandem of Rhyperior, Togekiss, and Cofagrigus. Scarf Flygon is an amazing pivot for the team, and it also provides a secondary ground that may come in handy versus teams that may try and lure Rhyperior with a HP Grass. Rain Dance Kingdra helps to punch holes for Cofagrigus and Raikou to function with more ease. I've also made several variations of the team, and some of the changes have successfully worked out for me in the past. These variations involve switching up the sets of the latter 3 members of the team, utilizing Band Flygon, Specs Kingdra, and Scarf Raikou.
Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Dragon Tail

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 160 SpD / 100 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Heal Bell
- Roost
- Air Slash

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- U-turn

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Draco Meteor
- Surf

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
Cores
Nothing yet!
Sets
Nothing yet!
 
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Always liked the move Leech Seed since it has so many use (healing, chip damages, easing switches...). Band Blaziken is a very dangerous wallbreaker, Milotic checks half of the metagame (or more), Curse Registeel is a good wincon, Drapion sets Toxic Spikes which are hard to keep in UU due to the number of grounded poison types but are really effective in tandem with Leech Seed and Drapion defensive's presence against things like Absol is always welcome. Finally, Uxie sets rocks and checks fighting types. The team was built on feeling mostly but has worked pretty well nonetheless.
Drapion @ Lum Berry
Ability: Battle Armor
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Toxic Spikes
- Crunch
- Earthquake
- Taunt

Sceptile @ Leftovers
Ability: Overgrow
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Substitute
- Leech Seed
- Energy Ball
- Hidden Power [Ice]

Blaziken @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Low Kick
- Thunder Punch
- Stone Edge

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 2 Atk / 30 SpA
- Recover
- Surf
- Ice Beam
- Hidden Power [Grass]

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Curse
- Iron Head

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Thunder Wave

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Pretty similar to the above team. NP Mismagius can be deadly against some builds. Mesprit has a tendency to attract Dark types and Registeel which are threatening for Missy as well, that's why the CB acts as a good lure. Same for Low kick Ambipom which does a nice amount of damage to Registeel and Rhyperior, among other. Milo / Regi /Leafon (Tangrowth works too) is a pretty nice defensive combo, just be wary of Band Blaziken and Toxicroak.
Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Low Kick
- Pursuit

Mesprit @ Choice Band
Ability: Levitate
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- U-turn
- Zen Headbutt
- Fire Punch
- Thunder Punch

Mismagius @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Surf
- Toxic
- Haze

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Seismic Toss
- Thunder Wave
- Shadow Claw

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Protect
- Wish
- Heal Bell
- Leaf Blade

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My favorite DPP UU team. Altaria seems underrated in this tier, being the only Dragon type in a tier with this amount of Grass and Fire types is pretty neat, especially since Dragon + Ground offers perfect coverage. It dislikes rocks and Rhyperior, that's why Hitmontop is here. Band Spiritomb is deceptively strong and attracts physical walls and Trick them, including bulky Waters like Milotic. Rhyperior is just a splashable mon and I mostly put it there because I think that every team should have a solid Swellow answer. Sceptile serves as a revenge killer and as a strong special attackers that pressures bulky waters. Finally, Lanturn sets up on most of these annoyances and check Moltres, a scary threat.
Spiritomb @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick

Rhyperior @ Leftovers
Ability: Solid Rock
Shiny: Yes
EVs: 140 HP / 252 Atk / 32 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Roost

Sceptile @ Choice Specs
Ability: Overgrow
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Spe
- Leaf Storm
- Focus Blast
- Hidden Power [Psychic]
- Dragon Pulse

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Close Combat
- Foresight
- Stone Edge

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 24 Def / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Charge Beam
- Surf
- Ice Beam
None supplied

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I mostly wanted to play Clefable and the CM variant in particular, so I decided to use it alongside CM Alakazam and Spiritomb. All three are individually very tough for bulky oriented teams to handle, and are just excellent Pokemon on their own. The rest of the team aims to cover the remaining weaknesses of the team. Milotic and Weezing check a huge amount of things together.
Clefable @ Life Orb
Ability: Magic Guard
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Ice Beam
- Soft-Boiled

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Sludge Bomb
- Will-O-Wisp

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 132 HP / 252 Atk / 40 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Megahorn

Alakazam @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Signal Beam

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 2 Atk / 30 SpA
- Recover
- Surf
- Hidden Power [Grass]
- Ice Beam

Spiritomb @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Dark Pulse
None supplied
Cores
Nothing yet!
Sets
Nothing yet!
 
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The general idea behind this team was to lure and weaken opposing Pokemon like Omastar and Golem with HP Grass Muk to facilitate Kangaskhan and Scyther for the remainder of the game. Muk is a relatively uncommon lead, but it does succeed in immediately pressuring common Omastar leads as well as helping to reveal something like Gligar which stands in the way of a Scyther sweep. Kangaskhan's Rest set is highly appreciated for this team, as it helps to check otherwise problematic threats that may rely on status, such as Ninetales. Golem gives me a Kangaskhan and Scyther check of my own, and makes use of Toxic in conjunction with Protect to scout out any possible lures and also prolong Toxic damage. It also works decently alongside Substitute + Toxic Walrein, which is a set I've really come to love, as most teams aren't prepared for it and those that are struggle to take it down once it has a Substitute up. Endure + Reversal Scyther performs its usual duty and aims to clean up after the rest of the team has taken down or weakened its checks.
Muk @ Leftovers
Ability: Sticky Hold
EVs: 228 HP / 252 Atk / 28 Spe
Brave Nature
- Sludge Bomb
- Ice Punch
- Explosion
- Hidden Power [Grass]

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Shadow Ball
- Rest

Golem @ Leftovers
Ability: Rock Head
EVs: 252 HP / 236 Atk / 16 SpD / 4 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Toxic
- Protect

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Reflect
- Toxic
- Psychic

Walrein @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 132 Def / 96 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Substitute
- Protect

Scyther @ Salac Berry
Ability: Swarm
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Endure
- Hidden Power [Bug]
- Reversal

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This is definitely the ADV UU team I'm most content with, and one that I'd definitely recommend to use for those looking to get a feel for the tier. The team was originally based around the offensive core of Druidcruel and SD Gligar, since both wallbreakers complement each other very nicely (Tentacruel sets up on Pokemon like Walrein which halt Gligar's progress, while Gligar sets up on threats like Muk which check Druidcruel). Ninetales was chosen as the team's lead, as it can either throw off some early game burns to help whittle away at opposing threats or instantly pose a threat with its awesome fire + grass coverage, which also threatens common Omastar leads right off the bat. Since Gligar was the chosen ground type for the team, the matchup versus electric Pokemon like Electabuzz and Electrode was against my favor. Cradily is about the best electric check you can ask for, and it also checks most Kangaskhan sets as well. A Kangaskhan of my own was the next addition, as it could wallbreak to aid Gligar and Druidcruel while also acting as the team's de facto status absorber by virtue of Rest. Substitute + Toxic Walrein makes another appearance here, strengthening the team's defensive backbone even more while also giving me an option to control the pace of the game if necessary.
Ninetales (M) @ Leftovers
Ability: Flash Fire
EVs: 80 HP / 244 SpA / 184 Spe
Timid Nature
IVs: 30 HP / 30 SpA
- Flamethrower
- Hidden Power [Grass]
- Will-O-Wisp
- Quick Attack

Tentacruel (M) @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 72 SpA / 184 Spe
Hasty Nature
- Swords Dance
- Hydro Pump
- Sludge Bomb
- Substitute

Gligar (M) @ Leftovers
Ability: Hyper Cutter
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Earthquake
- Hidden Power [Flying]
- Iron Tail
- Swords Dance

Cradily (M) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 164 Atk / 92 SpD
Adamant Nature
- Toxic
- Recover
- Earthquake
- Rock Slide

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 216 Atk / 44 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Shadow Ball
- Rest

Walrein @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 132 Def / 96 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Substitute
- Protect
Cores
Nothing yet!
Sets
Nothing yet!
 
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Hi. I don't pretend to be an exceptionnal builder or player, but I had some success with the following teams in tournaments like RoA Olympics:

DPP:

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Drapion @ Lum Berry
Ability: Battle Armor
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Toxic Spikes
- Crunch
- Earthquake
- Taunt

Sceptile @ Leftovers
Ability: Overgrow
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Substitute
- Leech Seed
- Energy Ball
- Hidden Power [Ice]

Blaziken @ Choice Band
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Flare Blitz
- Low Kick
- Thunder Punch
- Stone Edge

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 2 Atk / 30 SpA
- Recover
- Surf
- Ice Beam
- Hidden Power [Grass]

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Rest
- Sleep Talk
- Curse
- Iron Head

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- U-turn
- Psychic
- Thunder Wave

Always liked the move Leech Seed since it has so many use (healing, chip damages, easing switches...). Band Blaziken is a very dangerous wallbreaker, Milotic checks half of the metagame (or more), Curse Registeel is a good wincon, Drapion sets Toxic Spikes which are hard to keep in UU due to the number of grounded poison types but are really effective in tandem with Leech Seed and Drapion defensive's presence against things like Absol is always welcome. Finally, Uxie sets rocks and checks fighting types. The team was built on feeling mostly but has worked pretty well nonetheless.


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Ambipom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Low Kick
- Pursuit

Mesprit @ Choice Band
Ability: Levitate
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- U-turn
- Zen Headbutt
- Fire Punch
- Thunder Punch

Mismagius @ Leftovers
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Substitute
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Recover
- Surf
- Toxic
- Haze

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Stealth Rock
- Seismic Toss
- Thunder Wave
- Shadow Claw

Leafeon @ Leftovers
Ability: Leaf Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Protect
- Wish
- Heal Bell
- Leaf Blade

Pretty similar to the above team. NP Mismagius can be deadly against some builds. Mesprit has a tendency to attract Dark types and Registeel which are threatening for Missy as well, that's why the CB acts as a good lure. Same for Low kick Ambipom which does a nice amount of damage to Registeel and Rhyperior, among other. Milo / Regi /Leafon (Tangrowth works too) is a pretty nice defensive combo, just be wary of Band Blaziken and Toxicroak.


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Spiritomb @ Choice Band
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Shadow Sneak
- Trick

Rhyperior @ Leftovers
Ability: Solid Rock
Shiny: Yes
EVs: 140 HP / 252 Atk / 32 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Megahorn

Altaria @ Life Orb
Ability: Natural Cure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Roost

Sceptile @ Choice Specs
Ability: Overgrow
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Spe
- Leaf Storm
- Focus Blast
- Hidden Power [Psychic]
- Dragon Pulse

Hitmontop @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Rapid Spin
- Close Combat
- Foresight
- Stone Edge

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 104 HP / 24 Def / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Charge Beam
- Surf
- Ice Beam

My favorite DPP UU team. Altaria seems underrated in this tier, being the only Dragon type in a tier with this amount of Grass and Fire types is pretty neat, especially since Dragon + Ground offers perfect coverage. It dislikes rocks and Rhyperior, that's why Hitmontop is here. Band Spiritomb is deceptively strong and attracts physical walls and Trick them, including bulky Waters like Milotic. Rhyperior is just a splashable mon and I mostly put it there because I think that every team should have a solid Swellow answer. Sceptile serves as a revenge killer and as a strong special attackers that pressures bulky waters. Finally, Lanturn sets up on most of these annoyances and check Moltres, a scary threat.

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Clefable @ Life Orb
Ability: Magic Guard
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Thunderbolt
- Ice Beam
- Soft-Boiled

Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Sludge Bomb
- Will-O-Wisp

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 132 HP / 252 Atk / 40 Def / 84 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Megahorn

Alakazam @ Life Orb
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Signal Beam

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 2 Atk / 30 SpA
- Recover
- Surf
- Hidden Power [Grass]
- Ice Beam

Spiritomb @ Leftovers
Ability: Pressure
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Calm Mind
- Dark Pulse

I mostly wanted to play Clefable and the CM variant in particular, so I decided to use it alongside CM Alakazam and Spiritomb. All three are individually very tough for bulky oriented teams to handle, and are just excellent Pokemon on their own. The rest of the team aims to cover the remaining weaknesses of the team. Milotic and Weezing check a huge amount of things together.

BW:

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Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Wish
- Foul Play
- Heal Bell

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Haze
- Pain Split
- Hex

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]

Snorlax @ Choice Band
Ability: Thick Fat
Happiness: 0
EVs: 252 Atk / 52 Def / 192 SpD / 12 Spe
Adamant Nature
- Frustration
- Earthquake
- Pursuit
- Crunch

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Sleep Talk

Umbreon, Cofagrigus and Swampert are all three Pokemon that I love design-wise and make a pretty good defensive core. SubCM Raikou works very well if Swampert isn't on the opposite side, so does CB Snorlax, who can also trap Victini with Pursuit, if Sableye (aka the biggest pain for this team) is nowhere to be found. Pursuit support also helps Scarf Heracross quite a lot.


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Porygon-Z @ Life Orb
Ability: Download
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Agility
- Tri Attack
- Dark Pulse
- Hidden Power [Fighting]

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Aerial Ace
- Stone Edge

Rotom-Heat @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 124 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Pain Split
- Volt Switch
- Overheat
- Will-O-Wisp

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Spikes
- Bullet Seed
- Thunder Wave

Krookodile @ Leftovers
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Pursuit
- Crunch

Cofagrigus @ Leftovers
Ability: Mummy
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 3 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

I love P-Z and its ability to threat offense and bulkier teams alike with one set. Mienshao is a threat to the bulkiest special walls in the tier and is a magnet to things like Cofagrigus and Slowbro, so U-turn, bring P-Z and enjoy your Download boost and the momentum gained. Cofagrigus has an easier time coming on Snorlax and non-Toxic Umbreon (Foul Play tickles it) and is very dangerous in general. Bulky Rotom-H is pretty splashable despite its Sr weakness since it checks a bunch of threats like Zapdos, Victini, Crobat, Togekiss... Ferroseed is a very good answer to Kingdra, does well against Raikou too and brings Spikes support which my Volturn combo loves. I just feel safer against Victini when I carry something with Pursuit, but you could put Druddigon instead of Krookodile.


I have a few more teams in both formats as well as many other in ADV and ORAS, but I don't have enough experience with them currently, so I'll deliver them later, maybe. I hope these teams will help the ones who want to try these tiers which are really enjoyable in my opinion.
 
I've recently built a lot of UU old gen teams from around the time when the UU Classic was ongoing up until the end of this year's UUPL. With the exception of one team, I'll mainly be focusing on those of my BW UU and ADV UU teams that I feel the most confident in sharing with the community.

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ORAS UU
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Steelix-Mega @ Steelixite
Ability: Sturdy
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Spiky Shield
- Wood Hammer
- Drain Punch

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 232 HP / 176 Def / 100 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Toxic Spikes
- Toxic
- Scald

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 240 Def / 16 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Hyper Voice

Blissey @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Soft-Boiled
- Toxic
- Seismic Toss

Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Haze
- Toxic
- Recover
- Scald
Here's a stall team I built with Amaroq during the late stages of ORAS UU. At some point (maybe it was during and directly following UUPL IV?), many players started to favor Milotic on their fat balance and semistall teams. Milotic provides a ton of defensive benefits for bulkier teams; it checks Mega Aerodactyl as well as great number of setup sweepers in the tier, such as Gyarados and Reuniclus. The rest of the team features Pokemon that are commonplace on stall, however there are a couple of quirks that are unique to this team. Drain Punch Chesnaught is extremely helpful versus Cobalion and physically based Lucario, especially since Tentacruel would have to rely on a Scald burn to check both threats. Fast Tentacruel with Toxic may seem odd at first, but it's actually the only countermeasure the team has for Jellicent, which would otherwise run through the team quite easily. Hazard stacking also allows for the team to be navigated quickly if necessary, and double Wish from Sylveon and Blissey is an invaluable asset for the team, especially when it comes to keeping Mega Steelix healthy.



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BW UU
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Zapdos @ Leftovers
Ability: Pressure
EVs: 80 HP / 184 SpA / 244 Spe
Modest Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Roost
- Metal Sound

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot

Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 232 HP / 140 Def / 136 Spe
Impish Nature
- Taunt
- Spikes
- Waterfall
- Destiny Bond

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 216 SpD / 44 Spe
Careful Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Protect

Shaymin @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Seed Flare
- Hidden Power [Ice]
- Protect
- Leech Seed

Mienshao @ Choice Scarf
Ability: Regenerator
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Stone Edge
- Aerial Ace
- U-turn
When I had tested Metal Sound Zapdos in the past, it really struggled to make a noticeable impact during most of my test games. All it really took to nullify it was switching in order to reset Metal Sound's special defense drops, so pairing it up with the spikestack + spinblocker support core of Rhyperior, Qwilfish, and Cofagrigus seemed like a good way to make use of the switches Zapdos forces. Leech Seed Shaymin is a lot more deadly with hazards on the opposing side, and it also gave me a way to pressure Blastoise trying to spin instead of having to solely rely on Cofagrigus and therefore risk a great late game sweep opportunity. Scarf Mienshao also makes great use of the spikestack support, and being able to pivot into Zapdos and Shaymin to regain and even boost the team's momentum is always appreciated.


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Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Focus Blast
- Ice Beam

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 16 HP / 220 Atk / 120 Def / 152 SpD
Adamant Nature
- Protect
- Body Slam
- Earthquake
- Pursuit

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 4 Def / 60 SpD / 196 Spe
Calm Nature
IVs: 2 Atk / 30 Def
- Toxic
- Roost
- Thunderbolt
- Hidden Power [Ice]

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Stone Edge
- Sleep Talk

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Blastoise (F) @ Leftovers
Ability: Torrent
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Toxic
- Roar
- Scald
I've always been high on Focus Blast Nidoqueen and Nidoking, as it allows for the both of them to tear through opposing teams that rely on tanks like Snorlax and Umbreon to check the two. It also opens up opportunities for Toxic Zapdos to shine, which can really prove to be an annoyance for the opposition once Nidoqueen has made an impact. The rest of the team is pretty simplistic, with Snorlax to complete a decent offensive and defensive core with Nidoqueen and BW UU mainstays in Victini and Heracross to overload the opponent's physical walls. Blastoise is a must to provide spin support for Victini and Zapdos so that hazards have less of a chance to disrupt the team's flow.



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Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 16 Def / 244 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Dragon Tail

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 160 SpD / 100 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Heal Bell
- Roost
- Air Slash

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 2 Atk / 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- U-turn

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Draco Meteor
- Surf

Raikou @ Leftovers
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Substitute
- Thunderbolt
- Hidden Power [Ice]
I've followed a fairly linear building trend when building most of my BW UU teams, which is to first find a defensive backbone that has consistently worked for me. I would then add some primarily offensive Pokemon that would synchronize with the defensive core. This team followed the same process, as I began with a standard bulky tandem of Rhyperior, Togekiss, and Cofagrigus. Scarf Flygon is an amazing pivot for the team, and it also provides a secondary ground that may come in handy versus teams that may try and lure Rhyperior with a HP Grass. Rain Dance Kingdra helps to punch holes for Cofagrigus and Raikou to function with more ease. I've also made several variations of the team, and some of the changes have successfully worked out for me in the past. These variations involve switching up the sets of the latter 3 members of the team, utilizing Band Flygon, Specs Kingdra, and Scarf Raikou.



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Qwilfish @ Black Sludge
Ability: Intimidate
EVs: 248 HP / 200 Def / 60 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Taunt
- Waterfall

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Protect
- Calm Mind
- Scald

Bronzong @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Careful Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Toxic
- Earthquake

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 4 Def / 120 SpD / 136 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Toxic
- Roost
- Thunderbolt
- Hidden Power [Ice]

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- U-turn

Umbreon @ Leftovers
Ability: Synchronize
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Heal Bell
- Wish
- Protect
- Foul Play
This team also followed a similar process to the one that was outlined in the explanation of the last team. I started with a defensive core of Bronzong, Qwilfish, and Umbreon, and within these first 3 slots I have covered hazards, a cleric, and wish-passing (which is instrumental in ensuring the longevity of both Bronzong and Qwilfish). Although Vincune was cooked up in ORAS, the set has found its way to BW UU where it is just as devastating. Pairing Vincune up with Toxic Spikes, as well as healing support from Umbreon, is an awesome way to make full use of the sweeper. Toxic Zapdos makes another appearance, and it thrives on this team, offering it even more defensive maneuverability. Lastly, Scarf Flygon gives the team a ground type to help dissuade electric types from clicking their STABs, which is useful as the team mainly relies on Bronzong to take on opposing Raikou.



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ADV UU
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Muk @ Leftovers
Ability: Sticky Hold
EVs: 228 HP / 252 Atk / 28 Spe
Brave Nature
- Sludge Bomb
- Ice Punch
- Explosion
- Hidden Power [Grass]

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Shadow Ball
- Rest

Golem @ Leftovers
Ability: Rock Head
EVs: 252 HP / 236 Atk / 16 SpD / 4 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Toxic
- Protect

Hypno @ Leftovers
Ability: Insomnia
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Reflect
- Toxic
- Psychic

Walrein @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 132 Def / 96 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Substitute
- Protect

Scyther @ Salac Berry
Ability: Swarm
EVs: 128 HP / 252 Atk / 128 Spe
Adamant Nature
- Swords Dance
- Endure
- Hidden Power [Bug]
- Reversal
The general idea behind this team was to lure and weaken opposing Pokemon like Omastar and Golem with HP Grass Muk to facilitate Kangaskhan and Scyther for the remainder of the game. Muk is a relatively uncommon lead, but it does succeed in immediately pressuring common Omastar leads as well as helping to reveal something like Gligar which stands in the way of a Scyther sweep. Kangaskhan's Rest set is highly appreciated for this team, as it helps to check otherwise problematic threats that may rely on status, such as Ninetales. Golem gives me a Kangaskhan and Scyther check of my own, and makes use of Toxic in conjunction with Protect to scout out any possible lures and also prolong Toxic damage. It also works decently alongside Substitute + Toxic Walrein, which is a set I've really come to love, as most teams aren't prepared for it and those that are struggle to take it down once it has a Substitute up. Endure + Reversal Scyther performs its usual duty and aims to clean up after the rest of the team has taken down or weakened its checks.

Although the team didn't work out as well as I'd hoped for the matchup it was built for, I'm still happy with it from a teambuilding standpoint.



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Ninetales (M) @ Leftovers
Ability: Flash Fire
EVs: 80 HP / 244 SpA / 184 Spe
Timid Nature
IVs: 30 HP / 30 SpA
- Flamethrower
- Hidden Power [Grass]
- Will-O-Wisp
- Quick Attack

Tentacruel (M) @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 72 SpA / 184 Spe
Hasty Nature
- Swords Dance
- Hydro Pump
- Sludge Bomb
- Substitute

Gligar (M) @ Leftovers
Ability: Hyper Cutter
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Earthquake
- Hidden Power [Flying]
- Iron Tail
- Swords Dance

Cradily (M) @ Leftovers
Ability: Suction Cups
EVs: 252 HP / 164 Atk / 92 SpD
Adamant Nature
- Toxic
- Recover
- Earthquake
- Rock Slide

Kangaskhan @ Leftovers
Ability: Early Bird
EVs: 248 HP / 216 Atk / 44 Spe
Adamant Nature
- Double-Edge
- Earthquake
- Shadow Ball
- Rest

Walrein @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 132 Def / 96 SpD / 28 Spe
Bold Nature
IVs: 0 Atk
- Ice Beam
- Toxic
- Substitute
- Protect
This is definitely the ADV UU team I'm most content with, and one that I'd definitely recommend to use for those looking to get a feel for the tier. The team was originally based around the offensive core of Druidcruel and SD Gligar, since both wallbreakers complement each other very nicely (Tentacruel sets up on Pokemon like Walrein which halt Gligar's progress, while Gligar sets up on threats like Muk which check Druidcruel). Ninetales was chosen as the team's lead, as it can either throw off some early game burns to help whittle away at opposing threats or instantly pose a threat with its awesome fire + grass coverage, which also threatens common Omastar leads right off the bat. Since Gligar was the chosen ground type for the team, the matchup versus electric Pokemon like Electabuzz and Electrode was against my favor. Cradily is about the best electric check you can ask for, and it also checks most Kangaskhan sets as well. A Kangaskhan of my own was the next addition, as it could wallbreak to aid Gligar and Druidcruel while also acting as the team's de facto status absorber by virtue of Rest. Substitute + Toxic Walrein makes another appearance here, strengthening the team's defensive backbone even more while also giving me an option to control the pace of the game if necessary.


Thank you for taking the time to read this post, and I hope that I was able to offer further insight into some of the old gen UU metagames for those who are interested in learning the tiers.
 
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BW UU
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Hey! Wanted to contribute a team I built with TonyFlygon some years ago for UUPL finals vs sniper.
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 100 HP / 252 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Stealth Rock
- Earth Power
- Ice Beam

Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Crunch
- Waterfall
- Protect

Gligar @ Eviolite
Ability: Immunity
EVs: 252 HP / 172 SpD / 84 Spe
Careful Nature
- Swords Dance
- Baton Pass
- Roost
- Earthquake

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 164 SpD / 12 Spe
Careful Nature
- Rest
- Body Slam
- Curse
- Crunch

Raikou @ Life Orb
Ability: Pressure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Hidden Power [Grass]
- Volt Switch
- Extrasensory

Shaymin @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 Def / 36 Spe
Bold Nature
IVs: 0 Atk
- Leech Seed
- Seed Flare
- Protect
- Air Slash
The idea of the team was to use SD Pass Gligar into Sharpedo for late game sweeps. Gligar had enough speed for certain builds of qwilfish which were running up to 226 speed at the time, it also outsped Banded Victini at -1. The spdef let it take unboosted hp ice from raikou as well as a +1 if above 88%. Nidoqueen was the stealth rocker which was also hit a jump point against certain gligars/qwilfish as well as one of the teams raikou checks. Sharpedo was the main sweeper, eq for raikou/qwilfish/cobalion/registeel and dual stabs. Not much in the tier could take a +2 hit from Sharpedo. Snorlax is a beast, Tony and I when building would always start with "so what Snorlax set are we using today." Honestly, this Pokemon can easily sweep. We decided on Normal/Dark coverage as we felt weak to Nasty Plot trick room cofagrigus and ghosts in general. The Ev spread lets you take 2 banded v-creates from full, capping out at 48% damage. Snorlax could also take on bulky waters if necessary and was the general status sponge of the team. Raikou was our next Pokemon. We wanted to give Sharpedo an easier time at sweeping so we gave Raikou HP Grass to smack Swampert and Rhyperior. Extrasensory was nice as a way of still hitting Virizion/Roserade for solid damage. We originally had specs and then ebelt but we liked the power of life orb as it allowed sharpedo an easier time at breaking. Volt switch for momentum. The final member of our team was another bulky water check, Shaymin. We made this shaymin incredibly defensive to check virizion as it easily tanks +2 CC and does up to 95% with air slash after the drops. Leech seed + protect meant being able to break through fat Pokemon like Snorlax with some luck and also checking opposing Sharpedo with our defense evs. Shaymin could tank almost any physical hit and protect + seeds always forced switches.
As I said this game was for uupl finals vs sniper who was undefeated at this point. The team ended up performing well and leech seed + tect shaymin went in. Thanks for reading :]
 
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Alrighty, next update should happen a lot sooner after this one. Sorry for the huge delays.

Wenderz, thank you for your submissions. I have thoroughly tested the majority of your teams and found that they play incredibly well. The LO Clefable lead catches a lot of standard DPP UU teams off guard. All of your submissions have been added to their respective categories!

Accelgor your submissions are most greatly appreciated! I had issues during testing with two of your BW UU teams however: the FB Nidoqueen and TSpikes+Vincune teams I feel are somewhat incomplete. The former struggles with physical Victini variants more than I'm comfortable with and Blastoise is notorious for being both a poor bulky water and spinner. I found finding opportunities to clear hazards with it incredibly difficult and it cannot perform well against threats you'd expect to be able to willingly throw such a Pokemon at (things like Darmanitan for example). The latter folds like a cheap suit when playing against non-Scarf variants of Heracross. Are there some easy changes you feel you could make, or was I misplaying the teams and more replays are necessary to convince me? Besides those two issues, the rest of your teams played effectively and have been added to the OldGens Bazaar!

aim thanks for the submission! I'm not sure I can archive this without more replays however: SDPass Gligar, while on paper is incredibly effective, is absurdly difficult to pull off. While testing, I think I only managed a successful pass twice. Because Gligar lacked the bulk of its standard set, it couldn't be thrown at the opposition as easily, but still made use of drypassing and coming in on predicted Earthquakes. I'd like to see more replays of the set being used successfully before archiving it.
 
Hi. It's been a while since RoA Olympics has ended, so I'm back with more teams to share. Of course I've used a lot more teams than the few I'm about to show, but I didn't have very good results or replays to back them up, so here are the ones that made it :

BW:

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Yanmega @ Life Orb
Ability: Speed Boost
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 3 Atk / 30 Def / 30 SpD / 30 Spe
- Protect
- Bug Buzz
- Air Slash
- Hidden Power [Rock]

Cobalion @ Shuca Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Stone Edge
- Zen Headbutt

Zoroark @ Choice Specs
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Dark Pulse
- Focus Blast
- Flamethrower

Blastoise @ Leftovers
Ability: Rain Dish
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Foresight

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 100 HP / 252 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Stealth Rock
- Focus Blast

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Thunderbolt
- Overheat

I love Yanmega in every aspect and its Speed Boost variant is my favorite set. Obviously it needs Rapid Spin support, and Blastoise is known as the best spinner in UU although it's otherwise completely outclassed by other Water-types. Cobalion is there to break through Special walls like Snorlax and P2 that give Yanmega trouble. I'm considering changing Shuca Berry in favor of Lum Berry so I wouldn't have as much problem switching into Body Slam and Thunder Wave on these mon, but luring a Scarf Flygon and having an additinal check to physical Sharpedo is always cool in this team. Zoroark is the most immediatly dangerous in this team with its raw power and its ability to potentially lure out, remove or Trick Ghost-types, Psychic-types, Gligar, P2 and Snorlax, which makes spinning with Blastoise and sweepiong with either Yanmega and Cobalion a lot easier. Nidoqueen is there to set-up SR and check Fighting and Electric-types to an extent while remaining dangerous offensively and threatening Special walls with Focus Blast. Finally, Rotom-H is a nice gluemon that helps against Togekiss, Shaymin, Zapdos, Tornadus and Fire-types and has Trick to cripple Special walls once again, but I'm thinking about using the defensive variant instead since Yanmega already brings a good RK support.


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Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Waterfall
- Earthquake
- Protect

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Toxic

Shaymin @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Seed Flare
- Earth Power
- Psychic
- Healing Wish

Zapdos @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Thunderbolt
- Heat Wave
- Hidden Power [Grass]
- Roost

Arcanine @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Morning Sun
- Flare Blitz
- Extreme Speed
- Will-O-Wisp

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 152 SpA / 104 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Psychic
- Thunderbolt

Probably a bit less consistent than the above team since it has some glaring problems against Umbreon and Virizion, among others. Still, it worked pretty well in my case. Once again the base of the team is a Speed Boost sweeper, Sharpedo. Shaymin (that I decided to turn to Scarf later since DD Kingdra scarces me and the fast Healing Wish proves to be very beneficial) switches into bulky Water-types and doesn't mind the Scald burn nearly as much as Sharpedo. I'm considering it using a Scarf Heracross or Mienshao instead since it would patch up some weaknesses. Offensive Zapdos was added due to its ability to take advantage of Mons like Bronzong, Hitmontop and Water-types that need to be weaken for Sharpedo to sweep, and is just a very thretening Mon in general. Bronzong helps against a lot of Zapdos trouble like Flygon, Snorlax, Porygon2, non-Fire Blast Nidoqueen and Druddigon (watch out for Mold Breker EQ though), most of which should better be weakened before trying to sweep with Sharpedo too. Arcanine checks Fire-Types like Victini as well as just about any physical attackers thanks to Intimidate and Will-O-Wisp, and makes things like Weavile and Heracross a lot less bothersome. In the last slot, Meloetta pressures bulky teams, brings some specially defensive presence and eases my match-up against OTR Cofagrigus.


Thanks for reading, I hope you'll have some success if you ever use these teams.
 
I know this is dead but since there's only one ORAS team in the whole thread, I felt like I could drop some more.

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Heracross @ Toxic Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Facade
- Swords Dance
- Close Combat
- Megahorn

Swampert @ Leftovers
Ability: Torrent
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Roar

Crobat
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Roost
- U-turn
- Defog

Absol-Mega @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Knock Off
- Pursuit
- Sucker Punch
- Play Rough

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Giga Drain
- Psychic
- Dazzling Gleam

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Toxic
- Dazzling Gleam
- Spikes
This is the team Tricking used in the UU Championships Finals. I built it around SD Toxic Orb Heracross because it was very underrated at the time and its ability to break common balance cores on the switch, such as Mandibuzz + Nidoqueen and Tentacruel + Bronzong is unique. I didn't feel like I needed Knock Off mostly because Facade pretty much hits everything that Knock does but Ghost-types, which were already trapped by Absol anyway. Swampert and Crobat make a decent and aggressive hazard control core that supports Heracross very well since they stop most of the Pokemon that threaten Heracross (opposing Crobat, Mega Aerodactyl, Sylveon, Florges, Mega Beedrill, Whimsicott etc.). Mega Absol is another very underrated Pokemon that fit this team very well, providing a strong Knock Off and Pursuit support, which Heracross really appreciates. Celebi punishes Ground- and Water-types while also being able to punish the opponent in the late game with Nasty Plot. Double status Klefki applies pressure on more defensive builds and provides the team a great Spikes setter and Dragon-type switch-in.

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Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Earthquake / Crunch
- Wing Attack / Aqua Tail
- Stone Edge

Conkeldurr @ Choice Band
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hammer Arm
- Knock Off
- Mach Punch
- Poison Jab

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 Def / 88 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Toxic
- Psywave
- Stealth Rock

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 156 Def / 8 SpA / 96 Spe
Timid Nature
- Toxic Spikes
- Scald
- Knock Off
- Rapid Spin

Whimsicott @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Encore
- U-turn
- Moonblast
- Energy Ball

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Draco Meteor
- U-turn
Another bulky offense, but this one is built around HC Mega Aero and CB Conk. I always wanted to use this core because of how Conkeldurr could just click Hammer Arm and open some holes for Mega Aero to punch. Wing Attack + Earthquake provides me a safer matchup against Cobalion offense, but Aqua Tail + Crunch can be used to punish the Slowking/Bronzong balance builds. Bronzong and Tentacruel make another solid hazard control partnership that allows me to pressure bulkier builds with Toxic Spikes + Stealth Rock. Yache Whimsicott is a nice emergency button against Mamoswine, Suicune, and Gyarados and also provides U-turn support. Scarf Hydreigon is surely one of the best revenge killers in the tier and in this team it is a must since I'm kinda weak to Crunch Mega Aero, Entei and SD Cobalion.

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Celebi @ Leftovers
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Giga Drain
- Shadow Ball
- Psychic

Swampert-Mega @ Swampertite
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Hidden Power [Electric]
- Stealth Rock
- Earthquake

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 240 HP / 216 SpD / 52 Spe
Careful Nature
- Roost
- Knock Off
- U-turn
- Defog

Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Pursuit
- Stone Edge

Doublade @ Eviolite
Ability: No Guard
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Sacred Sword

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Wish
- Synthesis
- Heal Bell
A very fat balance I built to play against Eternal Spirit for UUPL (aka Highways disasterclass) and that Hydreigon Specs used against Pak for some tour. I always wanted to build a balance around defensive Mega Pert, as it is very solid against physical wallbreakers, and I knew it would need some offensive support from Celebi to beat opposing Water-types. Mandibuzz was a must since the initial core was very exposed to Signal Beam Celebi and Scarf Hydreigon and I needed a Pokemon to pivot into special attackers and retain my momentum. I was a bit against Scarf Heracross at first, but being capable of Pursuit trapping weakened Mega Aerodactyl and Celebi while also revenge killing half of the tier is actually pretty good for just one slot. Doublade was also a must at this point since I was very weak to SD Lucario and Curse Lax. Florges allows me to keep Specs Hydreigon and Kyurem in check while also healing the other Pokemon with Wish and Heal Bell. Overall, this is probably one of the most solid ORAS teams I've built yet.

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Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Rapid Spin
- Aura Sphere
- Dark Pulse

Krookodile @ Choice Band
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Superpower
- Pursuit

Celebi @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Leaf Storm
- Psychic
- Healing Wish

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Magnet Rise
- Dazzling Gleam

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 52 HP / 252 SpA / 204 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Sludge Wave
- Stealth Rock
- Earth Power

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Extreme Speed
- Close Combat
A very solid offense I built for Lycans back in 2016 when he won the first UU Masters, but I don't think he ever used it. Hydro Mega Blastoise + CB Krook gives me the upper hand against balance and bulky offense builds. Choice Scarf Celebi retains momentum, pressures Water-types and supports the team with Healing Wish. Klefki provides Spikes support and a solid Hydreigon check, also giving me some sort of advantage against fast builds thanks to TW. Nidoqueen is the perfect fit for this team as the SR setter, mostly because it acts as a Fairy-resist and pressures Bronzong + Tentacruel cores. Lucario, when at +2, is incredibly strong and punishes pretty much anyone that lets it SD. Bullet Punch + ESpeed allows me to clean the late game, and thanks to the Healing Wish support from Celebi, I can play with Lucario recklessly against passive builds.

My English is not the sharpest but I hope this was legible. Thanks for reading.
 
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