Hello everyone my name is Eddie and this is my first RMT for the UU tier. I never played the UU tier till this generation because I used to be into the most overused pokemon out there and simply play OU, however with some of my favorite pokemon being in the UU tier this generation I decided to play it. So with the recent drop and suspect test of Staraptor being in the UU tier I decided to implement a team that would help him achieve what he does best which is wall break through teams by spamming choice banded reckless brave birds. So without wasting any time lets get onto the team.
Staraptor Male @ Choice Band
Jolly Nature
Ability:Reckless
EV:252 Attack/252 Speed/4 Def
Moves:Brave Bird,Close Combat,U-Turn,Quick Attack
This set is fairly standard being the devastating choice banded wall breaking set we have know to come and love since his debut back in 4th generation. Staraptor was blessed with the deadly yet suicidal dream world ability in Reckless during 5th generation. With that in mind Staraptor's Brave Bird hits an amazing 324 base power attack (includes choice band, reckless, and STAB boosts). Staraptor can easily 2HKO or OHKO some of the best walls and tanks in UU such as blissey, suicune, slowbro, hippowdon, florges, arcanine, mega Blastoise, Donphan, Entei, Swampert, Foretress, mew, milotic, umbreon, tentacruel, snorlax, porygon 2, the list goes on and on. So the gameplan with staraptor is to weakness most of the other opponents team through entry hazards and residual damage, make a switch on a slower pokemon and simply click brave bird. Very few pokemon can come and endanger Staraptor these include Rhyperior, physically defense jirachi, doublade and mega Aggron. However they can be can 2HKO with close combat with prior damage done to them. Also faster pokemon or scarfers can easily faze out Staraptor. Finally I chose to run quick attack over double edge or final gambit because if I know a pokemon is scarf I can sack off a pokemon get a switch into Staraptor and deal a nice amount of damage to the scarf pokemon and possibly OHKO since most scarf pokemon tend to be fragile.
Infernape Male @ Choice Scarf
Jolly Nature
Ability:Iron Fist
EV:252 Attack/252 Speed/4 Def
Moves:Flare Blitz/Close Combat/Mach Punch/U-Turn
Choice Scarf Infernape has become a popular choice for me in the current UU meta game as he out speeds every common scarfer in the tier (darmanitan,mienshao,victini,flygon,heracross,hydreigon, and jirachi). Infernape works well in combination with staraptor because of the u-turn core and becasue they both possess wall breaking ability. With the drop of blissey in UU it is important to keep Infernape healthy as staraptor will most likely die from recoil if it were to take blissey on 1v1. Infernape also helps handle the rock and steel type pokemon that give staraptor a problem as mentioned above. Overall he helps maintain the synergy between the two physical wall breakers in my team. His coverage may not be as good as Victini or Darmanitan when it comes to scarf fire types but the pure power from close combat puts dents in pokemon that don't resist it.
Blastoise Male @ Blastoisinite
Modest Nature
Ability:Rain Dish--->Mega Launcher
EV:252 Hit Points/252 Special Attack/4 Special Defense
Moves:Rapid Spin/Scald/Dark Pulse/Ice Beam
With my team centered around Staraptor and it being weak to stealth rocks I knew right away a rapid spinner would be mandatory for the team. I debated between Donphan and Blastoise but eventually decided that Blastoise would bring more offensive fire power and have better coverage moves. I decided to go with offensive rapid spinner as opposed to defensive rapid spinner for the fact it applies pressure on the opponent when they realize that the spinner on the team can hold its own with its offensive capabilities. Blastoise helps me with pokemon that give both infernape and staraptor trouble, one in particular know as mega Aerodactyl. Blastoise can handle it pretty well 1 on 1 and OHKO back with ice beam or scald. Blastoise also handles mega Aggron and Rhyperior amazing since both are fragile on the special defense side, which compliments my two physical wall breakers nicely.
Florges Female @ Leftovers
Bold Nature
Ability:Symbiosis
IV:O Attack(Minimize Foul Play Damage)
EV:252 Hit Points/252 Defense/4 Speed
Moves:Moonblast/Wish/Protect/Aromatherapy
This is the standard defensive set for Florges and without a doubt one of the most important members of my team. Florges helps maintain the health of both Infernape and Staraptor through wish passing because the recoil damage will rack up on both of them. Protect helps me scouting on the movesets of the opposing pokemon and making appropriate switches. 4 EV in speed are for outspeeding other Florges and getting off a moonblast or wish off first without risking a speed tie if I didnt invest. Aromatherapy and toxic were a tossup for me because I didn't know whether I wanted instant status recovery or a form of status to wear down pokemon that could give Florges trouble 1 on 1 or pokemon with set up moves. With Staraptor being the focus of the team I came to the conclusion it would best if I went the aromatherapy route to help Staraptor take care of any status that would come his way especially burn. Florges also takes bullets for the team especially a pokemon like Darmanitan that likes to flare blitz every thing in its pass it allows me to rack up enough recoil damage on it to the point where I can come with either Infernape or Staraptor and revenge kill with a form of priority (either mach punch or quick attack).
Mew @ Leftovers
Careful Nature
Ability:Synchronize
EV:252 Hit Points/232 Special Defense/24 Speed
Moveset:Stealth Rock/Will-O-Wisp/Soft-Boiled/Knock Off
Mew is generally the pokemon I lead with or if I notice a taunter on the opposing team I choose to lead with scarf infernape instead. So onto the reason why I chose Mew, with the ability to support the team in multiple ways I felt it would fit what I was looking to get out of a pokemon. Mew has the ability to set up stealth rocks which my team was lacking up to this moment, it is able to keep physical threats in check through Will-O-Wisp so I don't have to use defense investment to allow it take physical hits, it has self recovery through soft-boiled and does not have to rely on the wish passing of Florges which meant it can stall out a lot of pokemon 1v1. Finally for the last move slot having access to one of the best moves this generation in knock off was too good to pass off. Getting rid of the choice scarf pokemon that could pose a threat to Staraptor is crucial. Mew forms an amazing defensive core with Florges as both of them support each through resists. Florges resists dark and bug which are both super effective on Mew. In return Mew supports Florges by resisting steel which is super effective on Florges. If you choose to you can opt to make Florges solely a specially defensive wall, and make Mew an impish nature and switch the effort values to defense, however through laddering I feel this combination works much better since mew has access to Will-O-Wisp making already have a decent match up vs physical attackers. Lastly the 24 speed ev are for outspeeding adamant Honchkrow and getting off a Will-O-Wisp and crippling it severely.
Shaymin @ Life Orb
Modest Nature
Ability:Natural Cure
EV:40 Hit Points/252 Special Attack/216 Speed
Moveset:Seed Flare/Earth Power/Psychic/Hidden Power Ice
Shaymin is the second part of my special attacker aspect team alongside mega Blastoise. The synergy works well as Shaymin care take any electric attack with ease and retaliate back with an earth power. 40 Hit Point EV are invested so that Shaymin can last longer with life orb recoil. Earth power and psychic are coverage moves to hit pokemon that resist seed flare. Earth power is to hit all fire types in the tier and the rare poison dark hybrid types. Psychic allows me to hit Nidoqueen,Nidoking,and Roserade and either OHKO them or 2HKO them. Finally the last moveslot was either between rest or hidden power ice, for a time I was running rest so that when I forced a switch to a pokemon that shaymin couldn't handle I rest up and switch out. These pokemon included Hydreigon Aerodactyl and Honchkrow, however I realized they all share the same common weakness of ice and most of them are OHKO or 2HKO on the switch, and thats when i changed rest for hidden power ice. Shaymin also acts as a status absorber for mega Blastoise, Infernape, and Staraptor, and mew to a certain extent since Mew carries synchronize in which certain situations getting a toxic or paralysis passed to the foe can be beneficial.
This concludes my First Rate My Team thread for the UU tier. I hope you all enjoy all the hard work I went through to make this as informative as possible and visually appealing and I cannot wait to hear any suggestions you have for the team. Thank You

Staraptor Male @ Choice Band
Jolly Nature
Ability:Reckless
EV:252 Attack/252 Speed/4 Def
Moves:Brave Bird,Close Combat,U-Turn,Quick Attack
This set is fairly standard being the devastating choice banded wall breaking set we have know to come and love since his debut back in 4th generation. Staraptor was blessed with the deadly yet suicidal dream world ability in Reckless during 5th generation. With that in mind Staraptor's Brave Bird hits an amazing 324 base power attack (includes choice band, reckless, and STAB boosts). Staraptor can easily 2HKO or OHKO some of the best walls and tanks in UU such as blissey, suicune, slowbro, hippowdon, florges, arcanine, mega Blastoise, Donphan, Entei, Swampert, Foretress, mew, milotic, umbreon, tentacruel, snorlax, porygon 2, the list goes on and on. So the gameplan with staraptor is to weakness most of the other opponents team through entry hazards and residual damage, make a switch on a slower pokemon and simply click brave bird. Very few pokemon can come and endanger Staraptor these include Rhyperior, physically defense jirachi, doublade and mega Aggron. However they can be can 2HKO with close combat with prior damage done to them. Also faster pokemon or scarfers can easily faze out Staraptor. Finally I chose to run quick attack over double edge or final gambit because if I know a pokemon is scarf I can sack off a pokemon get a switch into Staraptor and deal a nice amount of damage to the scarf pokemon and possibly OHKO since most scarf pokemon tend to be fragile.

Infernape Male @ Choice Scarf
Jolly Nature
Ability:Iron Fist
EV:252 Attack/252 Speed/4 Def
Moves:Flare Blitz/Close Combat/Mach Punch/U-Turn
Choice Scarf Infernape has become a popular choice for me in the current UU meta game as he out speeds every common scarfer in the tier (darmanitan,mienshao,victini,flygon,heracross,hydreigon, and jirachi). Infernape works well in combination with staraptor because of the u-turn core and becasue they both possess wall breaking ability. With the drop of blissey in UU it is important to keep Infernape healthy as staraptor will most likely die from recoil if it were to take blissey on 1v1. Infernape also helps handle the rock and steel type pokemon that give staraptor a problem as mentioned above. Overall he helps maintain the synergy between the two physical wall breakers in my team. His coverage may not be as good as Victini or Darmanitan when it comes to scarf fire types but the pure power from close combat puts dents in pokemon that don't resist it.

Blastoise Male @ Blastoisinite
Modest Nature
Ability:Rain Dish--->Mega Launcher
EV:252 Hit Points/252 Special Attack/4 Special Defense
Moves:Rapid Spin/Scald/Dark Pulse/Ice Beam
With my team centered around Staraptor and it being weak to stealth rocks I knew right away a rapid spinner would be mandatory for the team. I debated between Donphan and Blastoise but eventually decided that Blastoise would bring more offensive fire power and have better coverage moves. I decided to go with offensive rapid spinner as opposed to defensive rapid spinner for the fact it applies pressure on the opponent when they realize that the spinner on the team can hold its own with its offensive capabilities. Blastoise helps me with pokemon that give both infernape and staraptor trouble, one in particular know as mega Aerodactyl. Blastoise can handle it pretty well 1 on 1 and OHKO back with ice beam or scald. Blastoise also handles mega Aggron and Rhyperior amazing since both are fragile on the special defense side, which compliments my two physical wall breakers nicely.

Florges Female @ Leftovers
Bold Nature
Ability:Symbiosis
IV:O Attack(Minimize Foul Play Damage)
EV:252 Hit Points/252 Defense/4 Speed
Moves:Moonblast/Wish/Protect/Aromatherapy
This is the standard defensive set for Florges and without a doubt one of the most important members of my team. Florges helps maintain the health of both Infernape and Staraptor through wish passing because the recoil damage will rack up on both of them. Protect helps me scouting on the movesets of the opposing pokemon and making appropriate switches. 4 EV in speed are for outspeeding other Florges and getting off a moonblast or wish off first without risking a speed tie if I didnt invest. Aromatherapy and toxic were a tossup for me because I didn't know whether I wanted instant status recovery or a form of status to wear down pokemon that could give Florges trouble 1 on 1 or pokemon with set up moves. With Staraptor being the focus of the team I came to the conclusion it would best if I went the aromatherapy route to help Staraptor take care of any status that would come his way especially burn. Florges also takes bullets for the team especially a pokemon like Darmanitan that likes to flare blitz every thing in its pass it allows me to rack up enough recoil damage on it to the point where I can come with either Infernape or Staraptor and revenge kill with a form of priority (either mach punch or quick attack).

Mew @ Leftovers
Careful Nature
Ability:Synchronize
EV:252 Hit Points/232 Special Defense/24 Speed
Moveset:Stealth Rock/Will-O-Wisp/Soft-Boiled/Knock Off
Mew is generally the pokemon I lead with or if I notice a taunter on the opposing team I choose to lead with scarf infernape instead. So onto the reason why I chose Mew, with the ability to support the team in multiple ways I felt it would fit what I was looking to get out of a pokemon. Mew has the ability to set up stealth rocks which my team was lacking up to this moment, it is able to keep physical threats in check through Will-O-Wisp so I don't have to use defense investment to allow it take physical hits, it has self recovery through soft-boiled and does not have to rely on the wish passing of Florges which meant it can stall out a lot of pokemon 1v1. Finally for the last move slot having access to one of the best moves this generation in knock off was too good to pass off. Getting rid of the choice scarf pokemon that could pose a threat to Staraptor is crucial. Mew forms an amazing defensive core with Florges as both of them support each through resists. Florges resists dark and bug which are both super effective on Mew. In return Mew supports Florges by resisting steel which is super effective on Florges. If you choose to you can opt to make Florges solely a specially defensive wall, and make Mew an impish nature and switch the effort values to defense, however through laddering I feel this combination works much better since mew has access to Will-O-Wisp making already have a decent match up vs physical attackers. Lastly the 24 speed ev are for outspeeding adamant Honchkrow and getting off a Will-O-Wisp and crippling it severely.

Shaymin @ Life Orb
Modest Nature
Ability:Natural Cure
EV:40 Hit Points/252 Special Attack/216 Speed
Moveset:Seed Flare/Earth Power/Psychic/Hidden Power Ice
Shaymin is the second part of my special attacker aspect team alongside mega Blastoise. The synergy works well as Shaymin care take any electric attack with ease and retaliate back with an earth power. 40 Hit Point EV are invested so that Shaymin can last longer with life orb recoil. Earth power and psychic are coverage moves to hit pokemon that resist seed flare. Earth power is to hit all fire types in the tier and the rare poison dark hybrid types. Psychic allows me to hit Nidoqueen,Nidoking,and Roserade and either OHKO them or 2HKO them. Finally the last moveslot was either between rest or hidden power ice, for a time I was running rest so that when I forced a switch to a pokemon that shaymin couldn't handle I rest up and switch out. These pokemon included Hydreigon Aerodactyl and Honchkrow, however I realized they all share the same common weakness of ice and most of them are OHKO or 2HKO on the switch, and thats when i changed rest for hidden power ice. Shaymin also acts as a status absorber for mega Blastoise, Infernape, and Staraptor, and mew to a certain extent since Mew carries synchronize in which certain situations getting a toxic or paralysis passed to the foe can be beneficial.
This concludes my First Rate My Team thread for the UU tier. I hope you all enjoy all the hard work I went through to make this as informative as possible and visually appealing and I cannot wait to hear any suggestions you have for the team. Thank You
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