
Introduction
Yes I like SupCom2. You can kill me now
Anywho, its been a long time since my last UU RMT. This could be due to the lack of a good UU team recently. But later on I found a nice new idea of a team that later became one of my finest UU teams I have ever created. I used it extensively during the previous UU period and it was responsible for getting my CRE up to high levels (well not so leaderboard breaking...).
This team was originally based on Spiritomb. Because it was the best Cresselia counter in UU that I could find. But with Cresselia now banned, This team now focuses on other major threats in the metagame (namely Rain Dance). And thus, has lost its original title as a Spiritomb-based team.
(Note that also, Unlike my last RMTs. This actually ISN'T an offensive team!)
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Uxie @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Nature:Bold
-Stealth Rock
-Protect
-Psychic
-U-turn
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Uxie was always my lead of choice simply because of its fantastic bulk. Uxie serves as a excellent Physical Wall and Supporter because of this. This Uxie, however, takes a different approach from the standard Support Uxie. Protect is the crux of this set and is very useful for several reasons. Firstly, Protect can come in handy to scout the Switch-in / What would the opponent do next. It also allows Uxie to gain free Leftovers recovery without taking any damage in the process, and pairs well with Clefable's Toxic Orb or even Arcanine's Will-O-Wisp. Lastly, It allows me to avoid Fake Out users (most notably Ambipom) and be in better condition. Although that is the least important of the three reasons due to the fact it takes Ambipom's Fake Outs well enough.
Otherwise, This set is fairly standard. Attack EVs were moved into Special Attack because U-turn would do nearly the same damage anyway.
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Uxie in Action:
That's Uxie on the lower right. See what I mean on "how it takes hits like a champ"?Anywho, its been a long time since my last UU RMT. This could be due to the lack of a good UU team recently. But later on I found a nice new idea of a team that later became one of my finest UU teams I have ever created. I used it extensively during the previous UU period and it was responsible for getting my CRE up to high levels (well not so leaderboard breaking...).
This team was originally based on Spiritomb. Because it was the best Cresselia counter in UU that I could find. But with Cresselia now banned, This team now focuses on other major threats in the metagame (namely Rain Dance). And thus, has lost its original title as a Spiritomb-based team.
(Note that also, Unlike my last RMTs. This actually ISN'T an offensive team!)






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Uxie @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Nature:Bold
-Stealth Rock
-Protect
-Psychic
-U-turn
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Uxie was always my lead of choice simply because of its fantastic bulk. Uxie serves as a excellent Physical Wall and Supporter because of this. This Uxie, however, takes a different approach from the standard Support Uxie. Protect is the crux of this set and is very useful for several reasons. Firstly, Protect can come in handy to scout the Switch-in / What would the opponent do next. It also allows Uxie to gain free Leftovers recovery without taking any damage in the process, and pairs well with Clefable's Toxic Orb or even Arcanine's Will-O-Wisp. Lastly, It allows me to avoid Fake Out users (most notably Ambipom) and be in better condition. Although that is the least important of the three reasons due to the fact it takes Ambipom's Fake Outs well enough.
Otherwise, This set is fairly standard. Attack EVs were moved into Special Attack because U-turn would do nearly the same damage anyway.
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Uxie in Action:

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Venusaur @ Life Orb
EVs:4 HP / 252 Atk / 252 Spe
Nature:Jolly
-Sleep Powder
-Sword Dance
-Power Whip
-Return
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Venusaur is the premier Physical Sweeper of the team. Venusaur has a wide variety of traits that make it unique over other fellow grass types. Namely Sword Dance and a 120 STAB Based move in Power Whip. Its the sheer power of Power Whip that makes it my best answer to special walls. Venusaur can also absorb Toxic spikes that can be a nuisance to Arcanine. However thats less important when you got 5 / 6 members of the team not minding Toxic Spikes at all. I mostly switch Venusaur in early after Uxie has set up its Rocks them sleep powder the switch-in / lead. If it is a taunter Power Whip will most likely 2HKO-OHKO them, Even if its unboosted. Return is chosen over Earthquake as its my best physical attack against other fliers (Particularly Moltres, who I would obviously not stay in on) while Doing the same damage to Pokemon like opposing Venusaur.
(However, I am considering Earthquake over Return because that would nail steel types hard. Especially after a boost)
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Venusaur in action:
Spiritomb @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Nature: Modest
-Calm Mind
-Dark Pulse
-Rest
-Sleep Talk
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Formerly the star of the team, Spiritomb's role is to act as a threatening mono attacker to the opposing team. In the past, This was the best Calm Mind Cresselia counter ever because it takes pity from any of Cresselia's attacks and can stall its weak attack's PP with pressure. But now with Cresselia gone its now just a counter to the other threatening Psychic force of the metagame , Alakazam, who can ravage my team without Spiritomb. Thus, it is my best Alakazam counter. Thanks to Spiritomb's bulk, It will have little trouble switching in and then set up Calm Minds to prepare for a potential sweep. Modest was chosen over Bold to aid in Spiritomb's rather good Special Attack while still retaining the ability to take hits from both the physical side and the special side (after a few Calm Minds).
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Spiritomb in action

Venusaur @ Life Orb
EVs:4 HP / 252 Atk / 252 Spe
Nature:Jolly
-Sleep Powder
-Sword Dance
-Power Whip
-Return
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Venusaur is the premier Physical Sweeper of the team. Venusaur has a wide variety of traits that make it unique over other fellow grass types. Namely Sword Dance and a 120 STAB Based move in Power Whip. Its the sheer power of Power Whip that makes it my best answer to special walls. Venusaur can also absorb Toxic spikes that can be a nuisance to Arcanine. However thats less important when you got 5 / 6 members of the team not minding Toxic Spikes at all. I mostly switch Venusaur in early after Uxie has set up its Rocks them sleep powder the switch-in / lead. If it is a taunter Power Whip will most likely 2HKO-OHKO them, Even if its unboosted. Return is chosen over Earthquake as its my best physical attack against other fliers (Particularly Moltres, who I would obviously not stay in on) while Doing the same damage to Pokemon like opposing Venusaur.
(However, I am considering Earthquake over Return because that would nail steel types hard. Especially after a boost)
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Venusaur in action:

Venusaur will shoot its sleepy powders at the enemy's base err..team!
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Spiritomb @ Leftovers
EVs: 252 HP / 252 Def / 4 SpA
Nature: Modest
-Calm Mind
-Dark Pulse
-Rest
-Sleep Talk
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Formerly the star of the team, Spiritomb's role is to act as a threatening mono attacker to the opposing team. In the past, This was the best Calm Mind Cresselia counter ever because it takes pity from any of Cresselia's attacks and can stall its weak attack's PP with pressure. But now with Cresselia gone its now just a counter to the other threatening Psychic force of the metagame , Alakazam, who can ravage my team without Spiritomb. Thus, it is my best Alakazam counter. Thanks to Spiritomb's bulk, It will have little trouble switching in and then set up Calm Minds to prepare for a potential sweep. Modest was chosen over Bold to aid in Spiritomb's rather good Special Attack while still retaining the ability to take hits from both the physical side and the special side (after a few Calm Minds).
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Spiritomb in action

Here is Spiritomb (Darkenoid) after a few Calm Minds.
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Toxicroak @ Life Orb
Ability: Dry Skin
EVs:4 HP / 252 SpA / 252 Spe
Nature: Timid
-Nasty Plot
-Sludge Bomb
-Vacuum Wave
-Shadow Ball
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I'm not running Spiritomb without Toxicroak! Due to the fact Spiritomb has excellent synergy together. Anyway Toxicroak is my premier Special Sweeper. And while it has a hard time switching in due to its frailly, Dry Skin allows Toxicroak to come in on Azumarill's Choice Banded Aqua Jets, Milotic's Surfs and the like and start wreaking havoc by using Nasty Plot and Potentially sweeping with the move of choice. I was originally running Modest, But after I found out Jolly Absol wreaks this team after a Sword Dance I started to run Timid. All I am considering is Dark Pulse over Shadow Ball, As the Flinch rate is beneficial for Toxicroak particularly because its running Timid. But the Special Defense drop from Shadow Ball can also be very useful at times when in a rough situation, Toxicroak needs some sort of boost in power or lower in a pokemon's Special Defense.
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Toxicroak in action:
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Toxicroak @ Life Orb
Ability: Dry Skin
EVs:4 HP / 252 SpA / 252 Spe
Nature: Timid
-Nasty Plot
-Sludge Bomb
-Vacuum Wave
-Shadow Ball
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I'm not running Spiritomb without Toxicroak! Due to the fact Spiritomb has excellent synergy together. Anyway Toxicroak is my premier Special Sweeper. And while it has a hard time switching in due to its frailly, Dry Skin allows Toxicroak to come in on Azumarill's Choice Banded Aqua Jets, Milotic's Surfs and the like and start wreaking havoc by using Nasty Plot and Potentially sweeping with the move of choice. I was originally running Modest, But after I found out Jolly Absol wreaks this team after a Sword Dance I started to run Timid. All I am considering is Dark Pulse over Shadow Ball, As the Flinch rate is beneficial for Toxicroak particularly because its running Timid. But the Special Defense drop from Shadow Ball can also be very useful at times when in a rough situation, Toxicroak needs some sort of boost in power or lower in a pokemon's Special Defense.
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Toxicroak in action:

Looky here! Toxicroak has iron fists and a shoulder with billions of missiles!
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Arcanine@Leftovers
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Arcanine@Leftovers
Ability: Flash Fire
EVs: 120 HP / 252 Atk / 136 Spe
Nature: Adamant
-Morning Sun
-Will-O-Wisp
-Flare Blitz
-Extremespeed
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Morning Glory Arcanine proved to be an excellent member in the later times of the team. Thanks to its rather decent bulk and a powerful STAB Flare Blitz coming from 110 base Atk (I think?) and with the Flash Fire boost, Arcanine can both support the team by easing blows from physical sweepers with Will-O-Wisp and hit very hard on the Physical side. Arcanine will usually come in on a Fire move and start spreading status with Will-O-Wisp or hit fires rather decently with a Neutral Extremespeed. After a Flash Fire boost, Not much can actually switch in on Arcanine's Flare Blitz without taking massive damage. Which is another reason why I chose Flash Fire over Intimidate, With Flash Fire Arcanine can also absorb Fire attacks aimed at Toxicroak or Venusaur. And Will-O-Wisp is enough of an Attack drop.
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Arcanine in action:
EVs: 120 HP / 252 Atk / 136 Spe
Nature: Adamant
-Morning Sun
-Will-O-Wisp
-Flare Blitz
-Extremespeed
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Morning Glory Arcanine proved to be an excellent member in the later times of the team. Thanks to its rather decent bulk and a powerful STAB Flare Blitz coming from 110 base Atk (I think?) and with the Flash Fire boost, Arcanine can both support the team by easing blows from physical sweepers with Will-O-Wisp and hit very hard on the Physical side. Arcanine will usually come in on a Fire move and start spreading status with Will-O-Wisp or hit fires rather decently with a Neutral Extremespeed. After a Flash Fire boost, Not much can actually switch in on Arcanine's Flare Blitz without taking massive damage. Which is another reason why I chose Flash Fire over Intimidate, With Flash Fire Arcanine can also absorb Fire attacks aimed at Toxicroak or Venusaur. And Will-O-Wisp is enough of an Attack drop.
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Arcanine in action:

Why is Arcanine a large hulking uber Dinosaur and not Venusaur? hmmmm....
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Clefable @ Toxic Orb
Ability : Magic Guard
EVs: 252 HP / 4 Spe / 252 SpD
Nature:Calm
-Trick
-Encore
-Seismic Toss
-Softboiled
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Rounding up the team is Clefable, The Special Wall / Annoyer of the team. Clefable was my back-up incase Spiritomb is gone, and did a spelndid job at handling Cresselia. Anywho the strategy here is to Trick the Toxic Orb to a wall and start stallin. Encore allows me to beat set-up sweepers and is one of the best ways it can separate itself from Chansey or the other Special Walls of the metagame. Toxic Orb can come in really handy because it can avoid any status aimed at her while taking nothing from Toxic Orb (I just love Magic Guard!). After tricking Clefable can use Softboiled in the process while having nothing to fear from status. It is also worth mentioning that Clefable is my best answer to Moltres, who would sweep my team with ease.
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Clefable in action:
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Clefable @ Toxic Orb
Ability : Magic Guard
EVs: 252 HP / 4 Spe / 252 SpD
Nature:Calm
-Trick
-Encore
-Seismic Toss
-Softboiled
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Rounding up the team is Clefable, The Special Wall / Annoyer of the team. Clefable was my back-up incase Spiritomb is gone, and did a spelndid job at handling Cresselia. Anywho the strategy here is to Trick the Toxic Orb to a wall and start stallin. Encore allows me to beat set-up sweepers and is one of the best ways it can separate itself from Chansey or the other Special Walls of the metagame. Toxic Orb can come in really handy because it can avoid any status aimed at her while taking nothing from Toxic Orb (I just love Magic Guard!). After tricking Clefable can use Softboiled in the process while having nothing to fear from status. It is also worth mentioning that Clefable is my best answer to Moltres, who would sweep my team with ease.
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Clefable in action:
Since theres no Fatgirl, We have to do with its counterpart, Fatboy!.
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Threat List
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Threat List
Rather than listing all my threats, Ill just list the ones that gives me the most trouble.
Froslass: I hate this thing, Because it outspeeds every member of the team and it being immune to my priority makes it all that annoying to stop. Even if I do manage to KO it, It will probably take my pokemon's life with it while laying atleast one layer of Spikes.
Moltres: If Clefable is gone, This can cause me major problems. Arcanine is really my best bet.
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Froslass: I hate this thing, Because it outspeeds every member of the team and it being immune to my priority makes it all that annoying to stop. Even if I do manage to KO it, It will probably take my pokemon's life with it while laying atleast one layer of Spikes.
Moltres: If Clefable is gone, This can cause me major problems. Arcanine is really my best bet.
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thanks for rating!