Introduction
I play a lot of UU, but usually using teams made by other people. I have tried to make teams but I can't seem to make teams that work well, and usually get smashed even though I consider myself a decent player. This is the first time in a while that I have made which seems to have potential, although there are some big weaknesses I've noticed, and that's where I hope you can help!
The Team
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Dragon Tail
I wanted to start my team with a nice defensive core, with some offensive capability too. Milotic is great for tanking a lot of big UU threats and keeping itself alive with recover. Scald/Ice Beam for some necessary coverage and Dragon Tail gives me the ability to stop sweepers, although I've struggled to deal with Sylveon/Florges.
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
A defensive Mega-Amp set seems to work really nicely with Milotic. It can take the Electric and Grass type attacks that Milotic can't. Volt Switch hits fairly hard and gives me some much needed momentum, and Dragon Pulse is just there for hard hitting STAB. Rest and Sleep Talk gives Amp some recovery to help it fill the defensive role alongside Milotic. I think they form a nice core.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Forretress is here for obligatory Spinner/Hazards. His Steel typing covers things that Amp and Milotic don't. Gyro Ball is pretty much there for Crobat, Mega-Aerodactyl and as a last-ditch attempt to kill fairies. Not much else to say.
Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Earthquake
This is a set I took from another UU team. I'm not sure exactly what the Speed EVs are for, but they really help in a lot of situations, especially since people never expect it. I've noticed that he isn't quite as tanky as a result. Mach Punch gives me some priority that my team really needs. Drain Punch keeps him alive especially when Guts boosted. Knock Off for obvious reasons and EQ for coverage.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Overheat
- Energy Ball
- Trick
Choice Scarf Chandy is a really well known set. Great for revenge kills and gives me some really good coverage. Trick is there to try and stop set-up sweepers (things like CroCune). Energy Ball is great for mainly Swampert. Also he's great for dealing with Fighting types as nothing else on my team can really take a Close Combat/Superpower. And spinblocking!
Snorlax @ Life Orb
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Facade
- Pursuit
- Earthquake
Snorlax was originally intended to be my set-up sweeper, as well as something that could ignore Ghost types. However, he was getting stopped way too often to be effective. Now I use him as a heavy hitter and Pursuit is great for dealing with Ghost/Psychic types. Facade helps him still remain offensive even when burned.
Conclusion
Overall this team is the best of a bad bunch that I've made, it is the only one that actually holds up. I've noticed it has a few main weaknesses. I don't have any set-up sweepers, which means that matches often drag along because I don't have anything that can take advantage, set-up and well... sweep. Also struggle a bit with hard hitting ground types (Krookodile often tears big holes in my team). It's also a pretty slow team in general, with my only fast man being Chandelure. Cress is a huge problem and I basically have to rely on tricking my Scarf onto it. I'd really appreciate some help in making this team decent!
I play a lot of UU, but usually using teams made by other people. I have tried to make teams but I can't seem to make teams that work well, and usually get smashed even though I consider myself a decent player. This is the first time in a while that I have made which seems to have potential, although there are some big weaknesses I've noticed, and that's where I hope you can help!
The Team
Milotic @ Leftovers
Ability: Marvel Scale
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Ice Beam
- Recover
- Dragon Tail
I wanted to start my team with a nice defensive core, with some offensive capability too. Milotic is great for tanking a lot of big UU threats and keeping itself alive with recover. Scald/Ice Beam for some necessary coverage and Dragon Tail gives me the ability to stop sweepers, although I've struggled to deal with Sylveon/Florges.
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
A defensive Mega-Amp set seems to work really nicely with Milotic. It can take the Electric and Grass type attacks that Milotic can't. Volt Switch hits fairly hard and gives me some much needed momentum, and Dragon Pulse is just there for hard hitting STAB. Rest and Sleep Talk gives Amp some recovery to help it fill the defensive role alongside Milotic. I think they form a nice core.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Stealth Rock
- Volt Switch
- Gyro Ball
Forretress is here for obligatory Spinner/Hazards. His Steel typing covers things that Amp and Milotic don't. Gyro Ball is pretty much there for Crobat, Mega-Aerodactyl and as a last-ditch attempt to kill fairies. Not much else to say.
Conkeldurr (M) @ Assault Vest
Ability: Guts
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Earthquake
This is a set I took from another UU team. I'm not sure exactly what the Speed EVs are for, but they really help in a lot of situations, especially since people never expect it. I've noticed that he isn't quite as tanky as a result. Mach Punch gives me some priority that my team really needs. Drain Punch keeps him alive especially when Guts boosted. Knock Off for obvious reasons and EQ for coverage.
Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Overheat
- Energy Ball
- Trick
Choice Scarf Chandy is a really well known set. Great for revenge kills and gives me some really good coverage. Trick is there to try and stop set-up sweepers (things like CroCune). Energy Ball is great for mainly Swampert. Also he's great for dealing with Fighting types as nothing else on my team can really take a Close Combat/Superpower. And spinblocking!
Snorlax @ Life Orb
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Return
- Facade
- Pursuit
- Earthquake
Snorlax was originally intended to be my set-up sweeper, as well as something that could ignore Ghost types. However, he was getting stopped way too often to be effective. Now I use him as a heavy hitter and Pursuit is great for dealing with Ghost/Psychic types. Facade helps him still remain offensive even when burned.
Conclusion
Overall this team is the best of a bad bunch that I've made, it is the only one that actually holds up. I've noticed it has a few main weaknesses. I don't have any set-up sweepers, which means that matches often drag along because I don't have anything that can take advantage, set-up and well... sweep. Also struggle a bit with hard hitting ground types (Krookodile often tears big holes in my team). It's also a pretty slow team in general, with my only fast man being Chandelure. Cress is a huge problem and I basically have to rely on tricking my Scarf onto it. I'd really appreciate some help in making this team decent!
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