Been awhile since I did one of these RMT's
They take a really long time ;P It's been a long time since I'd even thought about delving into UU. Ever since the new slight changes in the meta brought on by HG/SS and the banning of Raikou the UU tier has been the last tier on my mind (next to Ubers and NU and BL... and LC and NFE [which isn't a tier] of course!) Hard to believe that even in the midst of Aggrons massive upgrade (and an old favorite from Emerald) why I hadn't utalized Rock Polish - Head Smash Aggron yet I'm not sure of the answer.
So for some odd reason, with OU bumming me out and tired of Jirachi flinching me to loss every second match, figured to give UU a shot once more. This time with a wonderful Water/Fire/Grass core. Any reason why these work so well? In order for this type of team to be a real core, all three of the Water/Fire/Grass Pokemon would need bulk and a way of regenerating themselves. The purpose of this team is to allow Aggron to jump in and fill his glossy palate since after being locked away in the NU cardboard box, you'd be a hungry 800 lb 7 foot organic steel 'animal' aswell XD
So here is the first UU team that I've made in months. It is by far, one of my favorites as I have very much fun playing with it so far. It is very versatile, the attacks and types are very appropriated and even though it's not a stall team, it is defensive in an antagonizing, disarming way.
^The Mantle^
LEADER: I AM NOT A CROOK!!
Clefable (M) @ Flame Orb
Trait: Magic Guard
EVs: 248 HP / 64 Def / 8 Spd / 188 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Softboiled
- Seismic Toss
- Trick
Ahh, Clefable. How I hate you. You have the best ability in the game and you are ridiculously cheap. I especially hate it's Cosmic Power set. I hate how it's coming towards me with it's arms open like it wants me to hug it or something. It's not like that, I just needed something sturdy to set up SR. Clefable has very good defenses and Magic Gaurds imperviousness to Leech Seed is great for a tier overrun by Venusaur and Ludicolo. Flame orb to protect against status and trick to burn and cripple right off the bat. If the foe stays in, I usually try to get my Flame orb back and softboiled or get to work wittling them down with SToss. I've had little trouble in having this lead Clefable come out on top because there is just so much it can do as a utility Pokemon. It's Normal typing covers Gardevoir well.
GENTEL PERSUASION: DIMIR
Dimir (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Wish
- Shadow Ball
- Psychic
My favorite personal set on Gardevoir as a physical tank. Gardevoir passes Wish regularily to the other members of my bulky team aswell as administering Attack reducing burns via WoW. Even without protect, Gardy is more often then not, going to be able to get a burn in, wish, and attack while healing on the next turn. If the opposing is not using a strong-fast super-effective move on Gardy, it's regeneration is assured in almost every case (sans the odd hax). Trace is a great niche ability that can come in when you least expect it (volt absorb lanturn hitting you with a discharge on the switch comes to mind). Enough base SpD that I don't even need to invest any EVs into that stat and can concentrate on making Gardy as bulky as possible. Psychic for stab and the Hipmons, Shadowball for coverage I suppose. Wouldn't mind hearing if I should switch Shadowball for T-bolt or even Focus Blast. Why there is so much Hentai about this thing, I will never understand..
DETAIL FIXER CLEANER: MOPPY THE GLUTTONOUS FROG-TOAD-SAUR
Venusaur (M) @ Leftovers
Trait: Overgrow
EVs: 248 HP / 44 Def / 216 SDef
Calm Nature (+SDef, -Atk)
- Sleep Powder
- Leech Seed
- Substitute
- Protect
This may be a little different but I didn't want to split Venu's attacking and mopping abilities evenly. I'd rather go for a full on moppy spongy Venu taking a cue from heavy stall Shaymin-S. The only thing lacking is the speed although the absense of it allows venusaur to pull into a sub a'la'Stallrein. This thing can really mop up special attacks while still being able to take CC's directed at Clefable and Aggron. Sleeping and then Leeching or Subbing once this is pulled off, it may be very hard or even not possible to break this kind of defense if used properly. This thing can tank Ice-beams from a specially based Kingdra. Psychic attacks are directed to Gardevoir. Ice attacks are directed to Milotic.
MARINE LIGHTWHEEL: LOTUS
CraZyfish (Milotic) (F) @ Leftovers
Trait: Marvel Scale
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic
- Rest
- Surf
- Sleep Talk
Another excellent physical wall that may fuze it's ability with it's moveset in a tremendous way. 2 are weak and 2 are neutral to water type attacks, and once that feraligator SD's or that Kabutops RD's those neutrals become sitting ducks. Like gardevoir, I'm taking advantage of the generous base SpD. of Milotic and taking full advantage of it's Marvel Scale ability to boost it's defense a whole stage (1.5x) when afflicted with status condition. Toxic is one of the best moves in the game and comes in handy when you'd least expect it, since, once an opponents pokemon has been hit with the toxic, it's as good as out when facing this core. While under the healing effects of the sleep Milotic's base Defense is boosted to 420 with Sleep Talk allowing it to fend off foes while healing. In some cases, forcing the foe to make risky switches that have a coin flip of going in either of our favors.
RED VANGAURD: ARKAININE MUTT
Arkaine (Arcanine) (M) @ Leftovers
Trait: Intimidate
EVs: 248 HP / 80 Atk / 72 Def / 108 Spd
Impish Nature (+Def, -SAtk)
- Howl
- ExtremeSpeed
- Morning Sun
- Flare Blitz
My fire core that is able to replenish it's health. Just watch out for sandstorm! Since this is UU, Morning Sun is almost always garunteed to heal 50% of Ark's health. Combined with Intimidate to help keep the damage flowing, Ark is covered in it's weakness' of water by Milotic and Venusaur. Stone Edge can be dealt with by Aggron althought It's neve in the interest of the rest of the team to pull Aggron out to take hits. Howl can increase Ark's already decent priority and stab fire attack for it has enough bulk to stat up against the majority of physical threats. Enough speed to outspeed base 65 max speed pokemon... (Oh boy)
VIVA LA DUE VENGIANCE!!
Koach Karder (Aggron) (M) @ Wide Lens
Trait: Rock Head
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Head Smash
- Aqua Tail
- Earthquake
As of now my favorite pokemon ever! I'm so glad HG/SS allowed me to base a team around unleashing this guy's awsome fury! Enough speed to outspeed Jolly Swellow, which is really all you need unless I'm faced with a scarf EQ, which Gardevoir, Venusaur and Milotic can all take to some extent, Arcanine may take Close Combat aswell with Intimidate. Milotic can take virtually any Fire attacks and Clefable may take special attacks like water. Arcanine can take fire attacks and Houndoom's ability will may be unhelpful with Gardy's Trace. Water goes to Fable, Venusaur, Milotic. Aggron is virtually covered and supported in one way or another by every member on this team. Using Wide Lense may be controversial (a little) but.. comon... guy's I don't like to miss when I loose if I do. Wide Lense allows Aqua Tail to hit 99% accuracy. Head Smash 88% accuracy. Well worth it since we all know about the stigma of using Stone Edge, Head Smash will probably follow along in the tradition of being the worst accuracy move in the game, never hitting when it actually counts. After a single Rock Polish Aggron reaches 384 speed which is plenty. 32 HP evs are really unnecissary but I didn't know where else to put them!

So for some odd reason, with OU bumming me out and tired of Jirachi flinching me to loss every second match, figured to give UU a shot once more. This time with a wonderful Water/Fire/Grass core. Any reason why these work so well? In order for this type of team to be a real core, all three of the Water/Fire/Grass Pokemon would need bulk and a way of regenerating themselves. The purpose of this team is to allow Aggron to jump in and fill his glossy palate since after being locked away in the NU cardboard box, you'd be a hungry 800 lb 7 foot organic steel 'animal' aswell XD
So here is the first UU team that I've made in months. It is by far, one of my favorites as I have very much fun playing with it so far. It is very versatile, the attacks and types are very appropriated and even though it's not a stall team, it is defensive in an antagonizing, disarming way.






^The Mantle^
LEADER: I AM NOT A CROOK!!

Clefable (M) @ Flame Orb
Trait: Magic Guard
EVs: 248 HP / 64 Def / 8 Spd / 188 SDef
Bold Nature (+Def, -Atk)
- Stealth Rock
- Softboiled
- Seismic Toss
- Trick
Ahh, Clefable. How I hate you. You have the best ability in the game and you are ridiculously cheap. I especially hate it's Cosmic Power set. I hate how it's coming towards me with it's arms open like it wants me to hug it or something. It's not like that, I just needed something sturdy to set up SR. Clefable has very good defenses and Magic Gaurds imperviousness to Leech Seed is great for a tier overrun by Venusaur and Ludicolo. Flame orb to protect against status and trick to burn and cripple right off the bat. If the foe stays in, I usually try to get my Flame orb back and softboiled or get to work wittling them down with SToss. I've had little trouble in having this lead Clefable come out on top because there is just so much it can do as a utility Pokemon. It's Normal typing covers Gardevoir well.
GENTEL PERSUASION: DIMIR

Dimir (Gardevoir) (F) @ Leftovers
Trait: Trace
EVs: 248 HP / 252 Def / 8 Spd
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Wish
- Shadow Ball
- Psychic
My favorite personal set on Gardevoir as a physical tank. Gardevoir passes Wish regularily to the other members of my bulky team aswell as administering Attack reducing burns via WoW. Even without protect, Gardy is more often then not, going to be able to get a burn in, wish, and attack while healing on the next turn. If the opposing is not using a strong-fast super-effective move on Gardy, it's regeneration is assured in almost every case (sans the odd hax). Trace is a great niche ability that can come in when you least expect it (volt absorb lanturn hitting you with a discharge on the switch comes to mind). Enough base SpD that I don't even need to invest any EVs into that stat and can concentrate on making Gardy as bulky as possible. Psychic for stab and the Hipmons, Shadowball for coverage I suppose. Wouldn't mind hearing if I should switch Shadowball for T-bolt or even Focus Blast. Why there is so much Hentai about this thing, I will never understand..
DETAIL FIXER CLEANER: MOPPY THE GLUTTONOUS FROG-TOAD-SAUR

Venusaur (M) @ Leftovers
Trait: Overgrow
EVs: 248 HP / 44 Def / 216 SDef
Calm Nature (+SDef, -Atk)
- Sleep Powder
- Leech Seed
- Substitute
- Protect
This may be a little different but I didn't want to split Venu's attacking and mopping abilities evenly. I'd rather go for a full on moppy spongy Venu taking a cue from heavy stall Shaymin-S. The only thing lacking is the speed although the absense of it allows venusaur to pull into a sub a'la'Stallrein. This thing can really mop up special attacks while still being able to take CC's directed at Clefable and Aggron. Sleeping and then Leeching or Subbing once this is pulled off, it may be very hard or even not possible to break this kind of defense if used properly. This thing can tank Ice-beams from a specially based Kingdra. Psychic attacks are directed to Gardevoir. Ice attacks are directed to Milotic.
MARINE LIGHTWHEEL: LOTUS

CraZyfish (Milotic) (F) @ Leftovers
Trait: Marvel Scale
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature (+Def, -Atk)
- Toxic
- Rest
- Surf
- Sleep Talk
Another excellent physical wall that may fuze it's ability with it's moveset in a tremendous way. 2 are weak and 2 are neutral to water type attacks, and once that feraligator SD's or that Kabutops RD's those neutrals become sitting ducks. Like gardevoir, I'm taking advantage of the generous base SpD. of Milotic and taking full advantage of it's Marvel Scale ability to boost it's defense a whole stage (1.5x) when afflicted with status condition. Toxic is one of the best moves in the game and comes in handy when you'd least expect it, since, once an opponents pokemon has been hit with the toxic, it's as good as out when facing this core. While under the healing effects of the sleep Milotic's base Defense is boosted to 420 with Sleep Talk allowing it to fend off foes while healing. In some cases, forcing the foe to make risky switches that have a coin flip of going in either of our favors.
RED VANGAURD: ARKAININE MUTT

Arkaine (Arcanine) (M) @ Leftovers
Trait: Intimidate
EVs: 248 HP / 80 Atk / 72 Def / 108 Spd
Impish Nature (+Def, -SAtk)
- Howl
- ExtremeSpeed
- Morning Sun
- Flare Blitz
My fire core that is able to replenish it's health. Just watch out for sandstorm! Since this is UU, Morning Sun is almost always garunteed to heal 50% of Ark's health. Combined with Intimidate to help keep the damage flowing, Ark is covered in it's weakness' of water by Milotic and Venusaur. Stone Edge can be dealt with by Aggron althought It's neve in the interest of the rest of the team to pull Aggron out to take hits. Howl can increase Ark's already decent priority and stab fire attack for it has enough bulk to stat up against the majority of physical threats. Enough speed to outspeed base 65 max speed pokemon... (Oh boy)
VIVA LA DUE VENGIANCE!!

Koach Karder (Aggron) (M) @ Wide Lens
Trait: Rock Head
EVs: 32 HP / 252 Atk / 224 Spd
Adamant Nature (+Atk, -SAtk)
- Rock Polish
- Head Smash
- Aqua Tail
- Earthquake
As of now my favorite pokemon ever! I'm so glad HG/SS allowed me to base a team around unleashing this guy's awsome fury! Enough speed to outspeed Jolly Swellow, which is really all you need unless I'm faced with a scarf EQ, which Gardevoir, Venusaur and Milotic can all take to some extent, Arcanine may take Close Combat aswell with Intimidate. Milotic can take virtually any Fire attacks and Clefable may take special attacks like water. Arcanine can take fire attacks and Houndoom's ability will may be unhelpful with Gardy's Trace. Water goes to Fable, Venusaur, Milotic. Aggron is virtually covered and supported in one way or another by every member on this team. Using Wide Lense may be controversial (a little) but.. comon... guy's I don't like to miss when I loose if I do. Wide Lense allows Aqua Tail to hit 99% accuracy. Head Smash 88% accuracy. Well worth it since we all know about the stigma of using Stone Edge, Head Smash will probably follow along in the tradition of being the worst accuracy move in the game, never hitting when it actually counts. After a single Rock Polish Aggron reaches 384 speed which is plenty. 32 HP evs are really unnecissary but I didn't know where else to put them!
