Hi smogon, I'm ImSNT and I'm going to show you my latest UU team, which has been very successful in the UU ladder, peaking at 1# with a win/loss ratio of 64-10. I don't like introductions a lot, so let's go into it!
IN DEPTH
Noctur (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 188 HP / 104 SpD / 216 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Coil
- Substitute
Well, I started the team with Zygarde, because when I was in the teambuilder, I noticed the ORAS metagame was weak to it. Unless your opponent has bulky fairies or encore users, he will have problems if Zygarde sets up sub, which isn't very difficult because of his bulk and speed. The EV spread is quite simple: I run enough HP EVs to have 404 hp that allows me to have subs with 101 hp so they aren't broken by seismic-toss. 216+ speed evs allows me to outspeed base 90s with 252 evs and a boosted nature. The rest is put into spdef just to raise its bulk.
Basically, zygarde's function in the team is go through stall teams thanks to boosted dragon tails and the hazards roserade provides, and checking offensive threats like nidoking and infernape.
Axel (Roserade) @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spikes
- Hidden Power [Fire]
- Giga Drain
- Synthesis
SubCoil Zygarde needs hazards to perform its job, so I started thinking about what hazards setters could I use. I didn't want to use forretress because I wanted it to have some sort of offensive presence. Spikes cloyster sucks, so that left me with chesnaught and roserade. I went with roserade because it has more offensive presence, reliable recovery and can switch into fairies easily.
Spdef roserade is pretty strange, or at least unexpected, nowadays, but I think defensive fits better than offensive here. Defensive roserade allows me to set up spikes on nearly every defensive pokemon and I can switch more times into fairies. Spikes are mandatory in order to help zygarde, giga drain is my STAB and it allows roserade to recover some hp. Synthesis is there just for longevity, because spikes are so important to the team. Hidden power fire might seem a little bit weird on defensive roserade. Well, at first I used to have sludge bomb, but forretress was so annoying. Since near every forretress carry rapid spin + stealth rock and I don’t have a spinblocker or a spinner, it is so beneficial to remove forretress from the opponent team early in the game.
Hyoga (Swampert) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar
Swampert is my answer to fire types, and stealth rock setters. It forms a good defensive core with roserade, which allows me to set up hazards on more than half of the metagame. In adition, swampert is good because it is able to set up rocks on crobat, who can defog away my hazards. Also, it stops volt switch users unless they're carrying hp grass, which isn't bad at all, because that means they are the perfect pokemon for Zygarde to set up on. Also, it sucks to lose your stealth rock user, so scout for hp grass with florges is usually a good idea. The moveset is the standard one, scald and eq are my stabs, sr for obvius reasons and roar is there to phaze out zygarde or crocune (CM + Rest + Sleep Talk + Scald Suicune).
Alastor Loo (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Alastor Law, the flower, is a great answer to the dragon and fighting types in the tier. Zygarde and swampert are very important when dealing with fighting pokemon too. Also, it allows me to bring zygarde into scald, as I can heal him thanks to aromatherapy. Wish + protect grants me a reliable recovery. It creates a fairy steel dragon core with zygarde and jirachi. The spread is the standard one.
Madara prodigioso (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Superpower
Life orb hydreigon is the wallbreaker of the team. His work is to hit everything that doesn't resist it with dark pulse and draco meteor. I run fire blast over flash cannon to KO every forretress variant as well as keeping opposing fairies alive in order to set up hazards with roserade. Superpower hits blissey and lucario without having to rely on fire blast.
There are two ways I usually play hydreigon: You can use it early game in order to weak the opposing team, that way zygarde is having a better time sweeping the opposing team, or the other way round.
beri isi flinch (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
-Fire Punch Zen Headbutt
- Trick / Healing wish
Nearly every uu team need a scarfer, and this case isn't an exception. Jirachi is here for revenge killing mega gallade, and mega lopunny, as well as haxorus if it manages to set up. Iron head and u-turn don't need an explanation and fire punch hits lucario and cobalion. zen headbutt which gives jirachi better neutral coverage overall against Fire types, and It's another option to clean up with late-game (thanks to IronBullet93). In the last slot you can use trick or healing wish. I've tried both, they both work. Trick is useful in matchups vs curselax (Curse Snorlax) or crocune, when healing wish allows you to play more risky early in the game.
Nidoqueen and nidoking: Very hard to switch into. I must predict perfectly what are they going to do and switch into the correct mon.
Infernape: LO variants are more than just a threat. I've considered zen headbutt > Fire punch on jirachi that way I can beat it. If you see infernape, you must keep swampert and zygarde at 100%. Healing wish rachi helps here.
Machamp: Dynamic punch + Heavy Slam is able to hit everything in my team for nice damage. Usually, I go into florges to take the DynamicPunch and then double switch into swampert.
Mega Lopunny: Just not let it to set up a sub, use swampert to phaze it, florges can ohko after some damage, jirachi revenges kill.
Mega Gallade: Same as lopunny.
Peak Proof
THE TEAM AT A GLANCE






IN DEPTH

Noctur (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 188 HP / 104 SpD / 216 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Coil
- Substitute
Basically, zygarde's function in the team is go through stall teams thanks to boosted dragon tails and the hazards roserade provides, and checking offensive threats like nidoking and infernape.

Axel (Roserade) @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spikes
- Hidden Power [Fire]
- Giga Drain
- Synthesis
Spdef roserade is pretty strange, or at least unexpected, nowadays, but I think defensive fits better than offensive here. Defensive roserade allows me to set up spikes on nearly every defensive pokemon and I can switch more times into fairies. Spikes are mandatory in order to help zygarde, giga drain is my STAB and it allows roserade to recover some hp. Synthesis is there just for longevity, because spikes are so important to the team. Hidden power fire might seem a little bit weird on defensive roserade. Well, at first I used to have sludge bomb, but forretress was so annoying. Since near every forretress carry rapid spin + stealth rock and I don’t have a spinblocker or a spinner, it is so beneficial to remove forretress from the opponent team early in the game.

Hyoga (Swampert) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar

Alastor Loo (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy

Madara prodigioso (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Superpower
There are two ways I usually play hydreigon: You can use it early game in order to weak the opposing team, that way zygarde is having a better time sweeping the opposing team, or the other way round.

beri isi flinch (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
-
- Trick / Healing wish






Team Conclusion
When I was building the team, I couldn't find the way to fit hazard removal. However, I tried to build the team that way I could control hazard even without being able to remove them from my field. I can set up hazards in nearly every spiner/defoguer/hazard setter in the tier. As long as you have hazard control, the team is quite easy and funny to play. Have fun trying this out!
Shotouts
Alastor Law , Axel10 , Ecuacion , Sken , Shockblade Kongou , NocturOP , Chano , Viduf ^-^ , xJoelituh , trev , HaxBro.K and Astyanax You all are just great. (sorry if I forgot you, pm me)
Noctur (Zygarde) @ Leftovers
Ability: Aura Break
EVs: 188 HP / 104 SpD / 216 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Coil
- Substitute
Axel (Roserade) @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spikes
- Hidden Power [Fire]
- Giga Drain
- Synthesis
Hyoga (Swampert) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar
Alastor Law (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Madara prodigioso (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Superpower
beri isi flinch (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Healing Wish
Ability: Aura Break
EVs: 188 HP / 104 SpD / 216 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Coil
- Substitute
Axel (Roserade) @ Black Sludge
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Spikes
- Hidden Power [Fire]
- Giga Drain
- Synthesis
Hyoga (Swampert) @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Scald
- Stealth Rock
- Earthquake
- Roar
Alastor Law (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Madara prodigioso (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Superpower
beri isi flinch (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Zen Headbutt
- Healing Wish
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