This is my first UU team. I figured I would post this here to get some feedback and advice on some of the sets. Don't be afraid to tear this team to shreds. This team is mostly focused around getting Mega Houndoom to function properly while mixing in a few different immunities to common types, including: fire, grass, water, psychic, fighting, ghost, normal, and poison.
Solitude (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Forretress is usually my lead for this team, as its 4x weakness to fire is great bait for switching Houndoom in to activate Flash Fire. If that's not enough, he can act as a bulky pivot with Volt Switch. EVs are to maximize its ability to tank physical hits while spitting out rocks and spikes. Rapid Spin for hazard control. Also, his various resistances make him valuable for tanking many hits aimed at other pokemon on my team, especially fairy type attacks.
Drusilla (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb/ Flame Charge (?)
I based most of this team around Houndoom. Trying to make Houndroom work in UU is admittedly difficult compared to some other fire types in the tier. The EVs and nature (Timid) are to maximize her ability to sweep and tap into her nice 115 speed tier. Flash Fire is for switching in on fire attacks aimed at Forretress. Nasty Plot is then used on forced switches to increase special attack. After 1 plot M. Houndoom becomes a true force to be reckoned with, capable of OHKO'ing several common threats and 2HKO'ing the others with Fire Blast. Dark Pulse is for the added STAB coverage and Sludge Bomb to hit fairies that think they can take advantage of Houndoom. I am torn between Sludge Bomb and Flame Charge, however, since Houndoom is easily checked by anything faster than her. Flame Charge alleviates this problem somewhat, but finding the opportunity to use this move is problematic since it is extremely weak even after a flash fire boost.
Pringles (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Shadow Ball/ Ice Beam (?)
- Will-O-Wisp
- Recover
Bao Bao (Pangoro) (F) @ Lum Berry
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Gunk Shot / Ice Punch (?)
- Parting Shot
I added Pangoro on a whim so I'm not really sure how effective she will be. EVs are to increase it's decent bulk and maximize attack. Being somewhat bulky, she's able to tank most hits then pivot out with Parting Shot. Since Parting Shot lowers the offenses of the opposing pokemon, I can then bring in Houndoom to potentially tank a hit and get a Nasty Plot off to perform a sweep. Iron Fist is used to boost Drain Punch, which becomes a reliable form of recovery so that she can continue to perform her job as a bulky stat-lowering pivot. Knock Off gets STAB and has great utility. Gunk Shot is for threatening fairy types that Pangoro hates going up against. Alternatively, I could switch Gunk Shot with Ice Punch for dragon coverage.
Defeatist (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost
Crobat is here to wall most fairy types, while also walling most grass types that threaten Jellicent if Goodra is taken out of the picture. He's also great at countering fighting type pokemon, which can be a real hindrance if Jellicent goes down. Taunt is used to prevent set up. Toxic is used for breaking down opposing walls. Roost is the obligatory recovery move of choice, while Brave Bird is for hitting fighting (and grass types) that would otherwise threaten most of my team. Black Sludge for recovery, and Infiltrator for hitting pokemon hiding behind a substitute.
Here's a video of the team in action.

Solitude (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch

Drusilla (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb/ Flame Charge (?)

Pringles (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Shadow Ball/ Ice Beam (?)
- Will-O-Wisp
- Recover
Jellicent is mainly here for his ability to tank physical and special hits, while also absorbing water attacks aimed at Houndoom. Its immunity to normal and fighting attacks is also a great boon for this team, as Pangoro and Houndoom are both weak to the latter. Scald is the obligatory STAB move of choice due to its burn chance, but Will-O-Wisp is also there for guaranteed burn on stronger physical mons. Shadow Ball is the secondary STAB move of choice, as it provides great coverage. Recover is for stalling for burn damage. I am considering dropping Shadow Ball for Ice Beam, mostly because I am scared of Salamence setting up on Jellicent.
Porunga (Goodra) (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Muddy Water
- Fire Blast
- Thunderbolt/ Sludge Bomb (?)

Porunga (Goodra) (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Muddy Water
- Fire Blast
- Thunderbolt/ Sludge Bomb (?)
Goodra's here as a special tank that can absorb grass moves aimed at Jellicent. EVs are to capitalize on Goodra's natural bulk, while also being able to dish out decent damage herself. Assault Vest is really a no-brainier, as it increases Goodra's already high special defense. Moves are chosen to maximize coverage, being able to hit a variety of different mons super effectively. Once again, I could opt for Sludge Bomb instead of one of the various coverage moves... but I'm unsure if it would be worthwhile in this tier.

Bao Bao (Pangoro) (F) @ Lum Berry
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Gunk Shot / Ice Punch (?)
- Parting Shot
I added Pangoro on a whim so I'm not really sure how effective she will be. EVs are to increase it's decent bulk and maximize attack. Being somewhat bulky, she's able to tank most hits then pivot out with Parting Shot. Since Parting Shot lowers the offenses of the opposing pokemon, I can then bring in Houndoom to potentially tank a hit and get a Nasty Plot off to perform a sweep. Iron Fist is used to boost Drain Punch, which becomes a reliable form of recovery so that she can continue to perform her job as a bulky stat-lowering pivot. Knock Off gets STAB and has great utility. Gunk Shot is for threatening fairy types that Pangoro hates going up against. Alternatively, I could switch Gunk Shot with Ice Punch for dragon coverage.

Defeatist (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost
Crobat is here to wall most fairy types, while also walling most grass types that threaten Jellicent if Goodra is taken out of the picture. He's also great at countering fighting type pokemon, which can be a real hindrance if Jellicent goes down. Taunt is used to prevent set up. Toxic is used for breaking down opposing walls. Roost is the obligatory recovery move of choice, while Brave Bird is for hitting fighting (and grass types) that would otherwise threaten most of my team. Black Sludge for recovery, and Infiltrator for hitting pokemon hiding behind a substitute.
Here's a video of the team in action.
Code:
Drusilla (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Sludge Bomb
Pringles (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Shadow Ball
- Will-O-Wisp
- Recover
Porunga (Goodra) (F) @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Dragon Pulse
- Muddy Water
- Fire Blast
- Thunderbolt
Solitude (Forretress) (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Rapid Spin
- Volt Switch
Defeatist (Crobat) (M) @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- Toxic
- Taunt
- Roost
Bao Bao (Pangoro) (F) @ Lum Berry
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Knock Off
- Gunk Shot
- Parting Shot
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