Introduction:
Hello everyone, this is my 2nd RMT ever, 1st time with a uu team. This team is a somewhat offensive with some bulky pokemon:
Sets:
Crocs (Krookodile) (M) @ Choice Band
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Banded krook is a staple of the uu metagame. It traps psychics and ghosts with pursuit and generally does a lot of damage. I chose band over scarf and an adamant nature because I want krook to do as much damage as possible. Here are important calculations to prove why adamant nature is important. I only used 240 speed evs to just outspeed neutral natures base 90s. The rest is put into hp for some bulk.
252+ Atk Choice Band Krookodile Earthquake vs. 252 HP / 16+ Def Filter Mega Aggron: 162-190 (47 - 55.2%) -- 68% chance to 2HKO
252+ Atk Choice Band Krookodile Earthquake vs. 252 HP / 252+ Def Suicune: 163-193 (40.3 - 47.7%) -- 3.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Krookodile Stone Edge vs. 248 HP / 48 Def Crobat: 378-446 (101.3 - 119.5%) -- guaranteed OHKO
Lampera (Chandelure) (F) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Specs chand is a massive wallbreaker. It also provides 3 useful immunities to the team as well as many resists. With modest nature, it has a chance to ohko suicune after sr with energy ball. I chose flash fire as the ability to provide a fire immunity for my team. I chose trick in the last moveslot to cripple walls.
252+ SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 4 SpD Suicune: 310-366 (76.7 - 90.5%) -- 25% chance to OHKO after Stealth Rock
Petallia (Roserade) (F) @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Giga Drain
- Sludge Bomb
- Shadow Ball
So far my team has a massive weakness to water, so a grass type is needed. Roserade seems like the perfect choice as it is fast and provides toxic spikes support. I chose timid nature to be as fast as possible. I also have shadow ball for coverage on ghosts and psychics just in case krook is down. I chose life orb as the item to provide a damage boost since I can heal off the recoil with giga drain.
Deerp (Swampert) (M) @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Defensive swampert is a great stealth rock setter thanks to its great physical bulk. It provides a key resistance to fire. Scald is great for fishing for burns and roar is used to phaze set up sweepers that trouble this team. I chose a relaxed nature to boost my defense while not reducing scald's or earthquake's power. For evs I put maximum defense and 16 evs into attack for a slight power boost. The rest is put into hp to maximize mixed bulk.
Cave man (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Conkeldurr is my main dark resist and my priority user. I chose guts for my ability to punish status and scald users. Bulk up is there to boost up against mons that can't do much back such as umbreon and mega aggron. Drain punch provides much needed recovery and knock off removes items as well as cover ghost and psychic types. I put 252 evs into special defense because conkeldurr's base spdef is low. 16 attack evs and an adamant allows me to get a jump point. The rest is put into hp.
Rock metal (Aggron) (M) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Curse
- Heavy Slam
- Rest
- Sleep Talk
My win condition for this team. Mega aggron can set up on many threats due to its steel typing as well as massive physical bulk and solid rock ability. I chose heavy slam for my stab move because mega aggron is so heavy. Rest and sleep talk is needed because it has no other forms of recovery. 16 def evs and an impish nature allow me to hit a jump point. The rest of the evs are put into hp and spdef because I won't be boosting special defense.
Thanks for reading my RMT and please leave suggestions for improvement.
Hello everyone, this is my 2nd RMT ever, 1st time with a uu team. This team is a somewhat offensive with some bulky pokemon:
Sets:

Crocs (Krookodile) (M) @ Choice Band
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Banded krook is a staple of the uu metagame. It traps psychics and ghosts with pursuit and generally does a lot of damage. I chose band over scarf and an adamant nature because I want krook to do as much damage as possible. Here are important calculations to prove why adamant nature is important. I only used 240 speed evs to just outspeed neutral natures base 90s. The rest is put into hp for some bulk.
252+ Atk Choice Band Krookodile Earthquake vs. 252 HP / 16+ Def Filter Mega Aggron: 162-190 (47 - 55.2%) -- 68% chance to 2HKO
252+ Atk Choice Band Krookodile Earthquake vs. 252 HP / 252+ Def Suicune: 163-193 (40.3 - 47.7%) -- 3.9% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ Atk Choice Band Krookodile Stone Edge vs. 248 HP / 48 Def Crobat: 378-446 (101.3 - 119.5%) -- guaranteed OHKO

Lampera (Chandelure) (F) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Specs chand is a massive wallbreaker. It also provides 3 useful immunities to the team as well as many resists. With modest nature, it has a chance to ohko suicune after sr with energy ball. I chose flash fire as the ability to provide a fire immunity for my team. I chose trick in the last moveslot to cripple walls.
252+ SpA Choice Specs Chandelure Energy Ball vs. 252 HP / 4 SpD Suicune: 310-366 (76.7 - 90.5%) -- 25% chance to OHKO after Stealth Rock

Petallia (Roserade) (F) @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Giga Drain
- Sludge Bomb
- Shadow Ball
So far my team has a massive weakness to water, so a grass type is needed. Roserade seems like the perfect choice as it is fast and provides toxic spikes support. I chose timid nature to be as fast as possible. I also have shadow ball for coverage on ghosts and psychics just in case krook is down. I chose life orb as the item to provide a damage boost since I can heal off the recoil with giga drain.

Deerp (Swampert) (M) @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Defensive swampert is a great stealth rock setter thanks to its great physical bulk. It provides a key resistance to fire. Scald is great for fishing for burns and roar is used to phaze set up sweepers that trouble this team. I chose a relaxed nature to boost my defense while not reducing scald's or earthquake's power. For evs I put maximum defense and 16 evs into attack for a slight power boost. The rest is put into hp to maximize mixed bulk.

Cave man (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Conkeldurr is my main dark resist and my priority user. I chose guts for my ability to punish status and scald users. Bulk up is there to boost up against mons that can't do much back such as umbreon and mega aggron. Drain punch provides much needed recovery and knock off removes items as well as cover ghost and psychic types. I put 252 evs into special defense because conkeldurr's base spdef is low. 16 attack evs and an adamant allows me to get a jump point. The rest is put into hp.

Rock metal (Aggron) (M) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Curse
- Heavy Slam
- Rest
- Sleep Talk
My win condition for this team. Mega aggron can set up on many threats due to its steel typing as well as massive physical bulk and solid rock ability. I chose heavy slam for my stab move because mega aggron is so heavy. Rest and sleep talk is needed because it has no other forms of recovery. 16 def evs and an impish nature allow me to hit a jump point. The rest of the evs are put into hp and spdef because I won't be boosting special defense.
Thanks for reading my RMT and please leave suggestions for improvement.
Crocs (Krookodile) (M) @ Choice Band
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Lampera (Chandelure) (F) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Petallia (Roserade) (F) @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Giga Drain
- Sludge Bomb
- Shadow Ball
Deerp (Swampert) (M) @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Cave man (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Rock metal (Aggron) (M) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Curse
- Heavy Slam
- Rest
- Sleep Talk
Ability: Intimidate
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stone Edge
- Pursuit
Lampera (Chandelure) (F) @ Choice Specs
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick
Petallia (Roserade) (F) @ Life Orb
Ability: Natural Cure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Toxic Spikes
- Giga Drain
- Sludge Bomb
- Shadow Ball
Deerp (Swampert) (M) @ Leftovers
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Roar
Cave man (Conkeldurr) (M) @ Leftovers
Ability: Guts
EVs: 240 HP / 16 Atk / 252 SpD
Adamant Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch
Rock metal (Aggron) (M) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
- Curse
- Heavy Slam
- Rest
- Sleep Talk