This is my UU team focused around a VoltTurn core.
Peaked @ 1595 rating Rank 32
Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 Spd /4 SpD
Timid Nature
- Trick
- Volt Switch
- Overheat
- Hidden Power [Grass]
I needed some ground immunity, so what better than Rotom-H? Overheat hits like a truck, volt switch is great for some switch priority in combination with my two u-turn pokemon and HP Grass is great for those pesky Quagsires & Swamperts you see quite a lot of in UU. Trick is great for walls that can sometime cause a problem for my team (Such as Cresselia.) Other than that, absorbs thunder-wave & will-o-wisp for my team.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4SpD
Bold Nature
- Stealth Rock
- Thunder Wave
- Roost
- Psyshock
Generally used as a lead. Thunder waves anything that has damage against it, uses rocks if not. Psyshock does decent damage with the not too shabby 100 base SpA. Really tanky on the physical side and stalls out a lot of pokemon.
Florges (F) @ Leftovers
Ability: Symbiosis
EVs: 252 HP / 40 Def / 216 SDef
Calm Nature
- Aromatherapy
- Wish
- Moonblast
- Protect
The queen of tanks. Takes just about any special move and stalls it with wish and protect, or hits pretty hard with Moonblast. Aromatherapy is there because Medicham, Diggersby & Jirachi have bad problems with status (especially when Rotom is down.) Wish passing is great too!
Medicham @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Psycho Cut
This guy is probably too strong for UU. Fake out is there for the obvious reason of avoiding medicham's pitiful original speed, ice punch and thunder punch for coverage, and HJK for insane damage. I'm sure everyone knows about how hard this wrecks, I don't think i have much more to say about it.
Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Return
- U-turn
- Quick Attack
Great switch in against slower pokemon and walls. Return generally hits anything for major damage, bar Steelix, Mega Aggron & Metagross, but Earthquake 2HK0s the first two and 0HKOs the last. U-Turn is there for obvious switch ins (mainly ghost types)Quick attack finishes off most pokemon around 35-40% HP, and Earthquake for the reason previous and the dual-stab.
Metagross @ Choice Scarf
Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 252 Spd
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Fire Punch
Having totally forgot about Jirachi, this is a much better steel type to use. Jirachi works great as a VoltTurner with Rotom-H, especially as Jirachi's main problem Rotom is immune to.
Okay, thanks for reading. Would like some criticism and opinion how I could make it better, this is the first team i've had any success with.
Thank you!
Peaked @ 1595 rating Rank 32

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 Spd /4 SpD
Timid Nature
- Trick
- Volt Switch
- Overheat
- Hidden Power [Grass]
I needed some ground immunity, so what better than Rotom-H? Overheat hits like a truck, volt switch is great for some switch priority in combination with my two u-turn pokemon and HP Grass is great for those pesky Quagsires & Swamperts you see quite a lot of in UU. Trick is great for walls that can sometime cause a problem for my team (Such as Cresselia.) Other than that, absorbs thunder-wave & will-o-wisp for my team.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 252 Def / 4SpD
Bold Nature
- Stealth Rock
- Thunder Wave
- Roost
- Psyshock
Generally used as a lead. Thunder waves anything that has damage against it, uses rocks if not. Psyshock does decent damage with the not too shabby 100 base SpA. Really tanky on the physical side and stalls out a lot of pokemon.

Florges (F) @ Leftovers
Ability: Symbiosis
EVs: 252 HP / 40 Def / 216 SDef
Calm Nature
- Aromatherapy
- Wish
- Moonblast
- Protect
The queen of tanks. Takes just about any special move and stalls it with wish and protect, or hits pretty hard with Moonblast. Aromatherapy is there because Medicham, Diggersby & Jirachi have bad problems with status (especially when Rotom is down.) Wish passing is great too!

Medicham @ Medichamite
Ability: Pure Power
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Fake Out
- Ice Punch
- High Jump Kick
- Psycho Cut
This guy is probably too strong for UU. Fake out is there for the obvious reason of avoiding medicham's pitiful original speed, ice punch and thunder punch for coverage, and HJK for insane damage. I'm sure everyone knows about how hard this wrecks, I don't think i have much more to say about it.

Diggersby @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 Spd
Jolly Nature
- Earthquake
- Return
- U-turn
- Quick Attack
Great switch in against slower pokemon and walls. Return generally hits anything for major damage, bar Steelix, Mega Aggron & Metagross, but Earthquake 2HK0s the first two and 0HKOs the last. U-Turn is there for obvious switch ins (mainly ghost types)Quick attack finishes off most pokemon around 35-40% HP, and Earthquake for the reason previous and the dual-stab.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 252 Spd
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Fire Punch
Having totally forgot about Jirachi, this is a much better steel type to use. Jirachi works great as a VoltTurner with Rotom-H, especially as Jirachi's main problem Rotom is immune to.
Okay, thanks for reading. Would like some criticism and opinion how I could make it better, this is the first team i've had any success with.
Thank you!
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