I haven't been around the competitive battling scene since the good old Advance SkarmBliss, Dusclops, Snorlax, Milotic, Suicune era, where Tauros, Raichu, and Lunatone were fairly common in UU teams. I randomly decided to jump back into competitive battling yesterday, looked up some Smogon articles on updated strategies and threw in some of my favorite Pokemon to use in UU teams way back when. (I was quite surprised to see Milotic, Sceptile, and Umbreon in the UU tier!) My team might seem kinda outdated and random, but it's doing surprisingly well in the UU battles I've been in so far. I've been winning around 85% of the battles I fight. That, or the people I've been playing just aren't good.
Zangoose (M) @ Silk Scarf
Ability: Immunity
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Swords Dance
- Quick Attack
- Return
I've loved this guy since the Advance generation and I still do. He's my opener since he rarely has a chance to switch into any Pokemon, so I might as well throw him in the front. One Swords Dance and I'm ready to go. Bad thing is that he can't hit ghosts, but I really don't want to give up Close Combat.
Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Stealth Rock
- Reflect
- Psychic
- Toxic
Uxie isn't really doing much as much as my other Pokemon so far in my test battles, but he's my only solid defense against strong Physical attackers and supports my team's physical defense weakness with Reflect.
Jynx (F) @ Leftovers
Ability: Forewarn
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Lovely Kiss
- Ice Beam
- Calm Mind
This has the ability to turn around entire battles, assuming Lovely Kiss hits, that is..
Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Lonely nature (+Atk, -Def)
- X-Scissor
- Swords Dance
- Sucker Punch
- Toxic
Another one of my favorites from Advance. It's so useful and can screw over a lot of Pokemon. The only bad thing is that I have no Rapid Spinner (I really need one), so if the other team lays down Stealth Rock then it's pretty much screwed.
Lanturn (M) @ Nothing
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Toxic
Special wall. Lanturn has saved my ass some times but he otherwise doesn't really do much else and dies too quickly. :(
Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 240 HP/252 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Fake Out
- Close Combat
- Earthquake
Him and Zangoose on the same team might be a little redundant, but he's just so damn useful. He's pretty sturdy and easy to switch in. Fake Out and Mach Punch pretty much secure a free kill a lot of the time. One bad thing (again) is that I can't hit ghosts.
Some things I've noticed about my team:
- Humongous ghost weakness. My best bet is to switch in Shedinja when they're using a move that's not Shadow Ball, and Sucker Punching them the next term.
- No spinner, which I need for Sheddy.
- I know that in the end I will need to give up either Zangoose or Hitmontop but I really can't decide which one. ;_;
- No recovering HP moves. My team is mostly offense and dies pretty quickly. Most of my battles are pretty short.
Soooo, any ideas?

Zangoose (M) @ Silk Scarf
Ability: Immunity
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Swords Dance
- Quick Attack
- Return
I've loved this guy since the Advance generation and I still do. He's my opener since he rarely has a chance to switch into any Pokemon, so I might as well throw him in the front. One Swords Dance and I'm ready to go. Bad thing is that he can't hit ghosts, but I really don't want to give up Close Combat.

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Stealth Rock
- Reflect
- Psychic
- Toxic
Uxie isn't really doing much as much as my other Pokemon so far in my test battles, but he's my only solid defense against strong Physical attackers and supports my team's physical defense weakness with Reflect.

Jynx (F) @ Leftovers
Ability: Forewarn
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Substitute
- Lovely Kiss
- Ice Beam
- Calm Mind
This has the ability to turn around entire battles, assuming Lovely Kiss hits, that is..

Shedinja @ Focus Sash
Ability: Wonder Guard
EVs: 252 Atk/4 Def/252 Spd
Lonely nature (+Atk, -Def)
- X-Scissor
- Swords Dance
- Sucker Punch
- Toxic
Another one of my favorites from Advance. It's so useful and can screw over a lot of Pokemon. The only bad thing is that I have no Rapid Spinner (I really need one), so if the other team lays down Stealth Rock then it's pretty much screwed.

Lanturn (M) @ Nothing
Ability: Volt Absorb
EVs: 40 HP/80 Spd/136 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Thunderbolt
- Surf
- Ice Beam
- Toxic
Special wall. Lanturn has saved my ass some times but he otherwise doesn't really do much else and dies too quickly. :(

Hitmontop (M) @ Life Orb
Ability: Technician
EVs: 240 HP/252 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Mach Punch
- Fake Out
- Close Combat
- Earthquake
Him and Zangoose on the same team might be a little redundant, but he's just so damn useful. He's pretty sturdy and easy to switch in. Fake Out and Mach Punch pretty much secure a free kill a lot of the time. One bad thing (again) is that I can't hit ghosts.
Some things I've noticed about my team:
- Humongous ghost weakness. My best bet is to switch in Shedinja when they're using a move that's not Shadow Ball, and Sucker Punching them the next term.
- No spinner, which I need for Sheddy.
- I know that in the end I will need to give up either Zangoose or Hitmontop but I really can't decide which one. ;_;
- No recovering HP moves. My team is mostly offense and dies pretty quickly. Most of my battles are pretty short.
Soooo, any ideas?