Hi guys, I'm a new poster and relatively new to comp. battling, but I've lurked for years and I've played since the very release of RBY. UU is easily my favorite niche, where you can see unconventional strategies on uncommon pokemon.
My thought process for building this team was as follows:
1. Get entry hazards, and be able to force switches to accumulate damage.
2. Once the opposing team is sufficiently weakened and frustrated, bring in a sweeper, either physical or special.
I'm sitting around 1250 with this team, so it's nothing special, which is why I created this RMT.
Roserade@Focus Sash
Natural Cure
Timid 252HP/4Def/252Spe
Toxic Spikes
Spikes
Synthesis
Energy Ball
I wanted a dual spiker. Whether I decide to go two layers of tox spikes or 1 and 1 depends on what I see in the preview (a poison type pushes me towards spikes, as does a cleric). It's relatively easy to predict a taunt since roserade is a well known spiker, so I act accordingly. Aerodactyl is the most common fast taunter, and energy ball smacks him. My fourth move slot, synthesis, is somewhat of a filler for me. I've won stall battles in the end game with it, but otherwise, roserade is pretty fragile and doesn't look to stick around long. Suggestions?
Milotic@Leftovers
Marvel Scale
Bold 252HP/252Def/4SpA
Scald
Recover
Haze
Dragon Tail
After first breaking into the competitive scene about a month ago, my biggest grievance was stat-boosters. Shell smash, quiver dance, and even cosmic power Sigilyph ruined my days. I like to use milotic as a hazer because she's quite bulky, and has fewer resistances than my previous hazer (Crobat, who ended up being too fragile). Dragon tail seems to be an unexpected move on her, and helps compound entry hazard damage. Recover is a must, to stall out against poisoned foes and increase her longevity in general, and scald is for burning/STAB.
Donphan@Leftovers
Sturdy
Impish 252HP/4Atk/252Def
Earthquake
Rapid Spin
Stealth Rock
Roar
My physical wall, as well as SR user, rapid spinner, and phazer. One point of contention is that donphan plays too many roles for my team, as if I lose him, I lose a sizeable portion of my strategy. Regardless, milotic and empoleon draw plenty of electric attacks, giving him easy chances to switch in, and either set up SR or spin, depending on what I want. Once he's in and (as I deem it) safe, I can roar to my hearts content and start racking up damage.
Cofagrigus@Leftovers
Mummy
Bold252HP/76Def/176SpDef
Protect
Rest
HP Fighting
Night Shade
This guy turned out to be a kind of sleeping giant when I first put the team together. He has defenses which seem to surprise everyone (he tanked a shadow ball from Alakazam and took ~60%) and it great for stalling and spinblocking. With the pervasiveness of Hitmontop, this guy is a great answer. Bring him in on a fake out or a suspected rapid spin, and all he can hit with is bullet punch (if he carries it) or pursuit (which does a laughable amount of damage). Spinblocking is crucial to this team, naturally, and once he's in, I typically protect to gain toxic damage and get leftovers. HP fighting covers against normal types as well as the occasional steel. Night shade works well for low-HP, high-defense pokes or stat boosters.
Empoleon@Life Orb
Torrent
Modest 4HP/252SpA/252Spe
Agility
Scald
Ice Beam
Grass Knot
The first half of my sweeping core. Come in on a suspected toxic/ice/dark/ghost/psychic/flying/rock move, agility up, and proceed to net a few KO's. I don't know what the optimal speed EV's would be for him, and if I could afford to get away with less, and add more bulk, that would be good. He suffers from life-shortening things like burn, and also doesn't like thunder wave, which happens occasionally. Grass knot will 2HKO most milotic builds I've seen, and scald teaches a lesson to those fire types who think empoleon is slow even after an agility. I've been debating running the SubPetaya version, and I think I'll try it out eventually.
Medicham@Choice Scarf
Pure Power
Jolly 4HP/252Atk/252Spe
Hi Jump Kick
Zen Headbutt
Ice Punch
Trick
The second half of my sweeping core. It's really important to make sure there are no ghosts left before I get going on a HJK rampage, but once that's assured, he becomes quite formidable, essentially vulnerable only to priority and the inevitable HJK-miss. He also fears status ailments. Again, I haven't done calculations yet, but I'd like to find a way to maximize his speed, and potentially add more damage (aka use an adamant nature, but I don't know if this would hamper his outspeeding abilities). Trick doesn't get used all that much, but it can be really handy, and again, unexpected, when it does.
Team Weaknesses
Status, status, status. The amount I seem to get burned, poisoned, t-waved, is a little bit ridiculous. A chansey with wish and aromatherapy/heal bell would help my team out greatly, but I don't know what to replace.
SubSeeders. Especially if they come out later, and my two phazers are hurt or gone, things like Sceptile make my team MAD.
Scarfers. This team is overall, pretty slow. This leaves me vulnerable to quick scarf users. Other than getting faster scarf users of my own or using priority (of which I have none) I don't know how to answer this threat.
Thanks for reading. This is a RMT, and my first competitive team, so bombard me with critiques and suggestions. :naughty:
My thought process for building this team was as follows:
1. Get entry hazards, and be able to force switches to accumulate damage.
2. Once the opposing team is sufficiently weakened and frustrated, bring in a sweeper, either physical or special.
I'm sitting around 1250 with this team, so it's nothing special, which is why I created this RMT.

Roserade@Focus Sash
Natural Cure
Timid 252HP/4Def/252Spe
Toxic Spikes
Spikes
Synthesis
Energy Ball
I wanted a dual spiker. Whether I decide to go two layers of tox spikes or 1 and 1 depends on what I see in the preview (a poison type pushes me towards spikes, as does a cleric). It's relatively easy to predict a taunt since roserade is a well known spiker, so I act accordingly. Aerodactyl is the most common fast taunter, and energy ball smacks him. My fourth move slot, synthesis, is somewhat of a filler for me. I've won stall battles in the end game with it, but otherwise, roserade is pretty fragile and doesn't look to stick around long. Suggestions?

Milotic@Leftovers
Marvel Scale
Bold 252HP/252Def/4SpA
Scald
Recover
Haze
Dragon Tail
After first breaking into the competitive scene about a month ago, my biggest grievance was stat-boosters. Shell smash, quiver dance, and even cosmic power Sigilyph ruined my days. I like to use milotic as a hazer because she's quite bulky, and has fewer resistances than my previous hazer (Crobat, who ended up being too fragile). Dragon tail seems to be an unexpected move on her, and helps compound entry hazard damage. Recover is a must, to stall out against poisoned foes and increase her longevity in general, and scald is for burning/STAB.

Donphan@Leftovers
Sturdy
Impish 252HP/4Atk/252Def
Earthquake
Rapid Spin
Stealth Rock
Roar
My physical wall, as well as SR user, rapid spinner, and phazer. One point of contention is that donphan plays too many roles for my team, as if I lose him, I lose a sizeable portion of my strategy. Regardless, milotic and empoleon draw plenty of electric attacks, giving him easy chances to switch in, and either set up SR or spin, depending on what I want. Once he's in and (as I deem it) safe, I can roar to my hearts content and start racking up damage.

Cofagrigus@Leftovers
Mummy
Bold252HP/76Def/176SpDef
Protect
Rest
HP Fighting
Night Shade
This guy turned out to be a kind of sleeping giant when I first put the team together. He has defenses which seem to surprise everyone (he tanked a shadow ball from Alakazam and took ~60%) and it great for stalling and spinblocking. With the pervasiveness of Hitmontop, this guy is a great answer. Bring him in on a fake out or a suspected rapid spin, and all he can hit with is bullet punch (if he carries it) or pursuit (which does a laughable amount of damage). Spinblocking is crucial to this team, naturally, and once he's in, I typically protect to gain toxic damage and get leftovers. HP fighting covers against normal types as well as the occasional steel. Night shade works well for low-HP, high-defense pokes or stat boosters.

Empoleon@Life Orb
Torrent
Modest 4HP/252SpA/252Spe
Agility
Scald
Ice Beam
Grass Knot
The first half of my sweeping core. Come in on a suspected toxic/ice/dark/ghost/psychic/flying/rock move, agility up, and proceed to net a few KO's. I don't know what the optimal speed EV's would be for him, and if I could afford to get away with less, and add more bulk, that would be good. He suffers from life-shortening things like burn, and also doesn't like thunder wave, which happens occasionally. Grass knot will 2HKO most milotic builds I've seen, and scald teaches a lesson to those fire types who think empoleon is slow even after an agility. I've been debating running the SubPetaya version, and I think I'll try it out eventually.

Medicham@Choice Scarf
Pure Power
Jolly 4HP/252Atk/252Spe
Hi Jump Kick
Zen Headbutt
Ice Punch
Trick
The second half of my sweeping core. It's really important to make sure there are no ghosts left before I get going on a HJK rampage, but once that's assured, he becomes quite formidable, essentially vulnerable only to priority and the inevitable HJK-miss. He also fears status ailments. Again, I haven't done calculations yet, but I'd like to find a way to maximize his speed, and potentially add more damage (aka use an adamant nature, but I don't know if this would hamper his outspeeding abilities). Trick doesn't get used all that much, but it can be really handy, and again, unexpected, when it does.
Team Weaknesses
Status, status, status. The amount I seem to get burned, poisoned, t-waved, is a little bit ridiculous. A chansey with wish and aromatherapy/heal bell would help my team out greatly, but I don't know what to replace.
SubSeeders. Especially if they come out later, and my two phazers are hurt or gone, things like Sceptile make my team MAD.
Scarfers. This team is overall, pretty slow. This leaves me vulnerable to quick scarf users. Other than getting faster scarf users of my own or using priority (of which I have none) I don't know how to answer this threat.
Thanks for reading. This is a RMT, and my first competitive team, so bombard me with critiques and suggestions. :naughty: