Hi, welcome to my UU team,
the Spiked Punchers! Now, let's get right to it. Here's how I planned this team:
First, I needed a lead. Not your typical Ambipom lead, people would be expecting that. I chose Drapion because of his 95 base speed and access to Taunt and Toxic Spikes.
Now, I need a special attacker. I would think Alakazam would fit the bill. With the moveset I created, I think its almost guaranteed to take down one opponent indirectly, and a few more by attacking.
Next, I needed a wall. With 150 in both SpD and Def, and with all the resistances that he has, Registeel being a wall is kinda a no-brainer.
It's time for my physical attacker! With high speed and decent attack, Sceptile makes a great Swords Dance sweeper.
Oh my. Already, both Drapion and Registeel are weak to ground moves like the ever common EQ, and Registeel and Sceptile are both weak to Flamethrower. I need a check/revenge killer for those types. Azumarill, anyone?
Entry hazards aren't too much of a problem for me, none of my pokes are weak to Stealth Rock, and Drapion sucks those Toxic Spikes right up. But I do need a spin blocker to protect my Toxic Spikes. So, here comes Spiritomb.
And now, under the microscope:
Nature: Jolly
Item: Black Sludge/Leftovers
Ability: Battle Armor
EV Spread: 252 Spe / 200 HP / 36 Atk/ 8 Sp Def / 12 Def
Toxic Spikes/Taunt/Crunch/Protect
I really think Drapion is an awesome lead. Taunt prevents any Entry Hazards or Status crippling from the opponent. Crunch is just for attacking, and Protect scouts for dangerous moves. Drapion has Leftovers if no Item Clause, Black Sludge if not. He doesn't have a Focus Sash because I think Drapion is bulky enough to survive many attacks not named Explosion for UU pokes, and that's what Protect is for. Here's what I do against the most common opposing leads:
Uxie: Taunt it to prevent it from Paralyzing me, then Crunch it
Roserade: Taunt it, then Crunch.
Ambipom: Just go among my usual business, its most threatening move will probably be either the resisted Payback or Low Kick.
Moltres: Taunt it before it gets the chance to stall everything out.
Yanmega: Just go about my usual business, if it has Hidden Power Ground, I'll probably switch, but I can't see it 1HKOing me.
Electrode: Crunch it while it Rain Dances and Taunts, then switch to Spiritomb to take the Explosion
Arcanine: Taunt it before it Poisons me, then go about my buisiness
Steelix: Yeah, I hate this guy. Crunch will do measly damage, and it can kill me with EQ. I'll just send in Sceptile and use it as set up bait.
Hippopotas: Protect to see if it has EQ, if it does, Azumarill kills it, if not, I just Taunt it so I won't get Toxic'd.
Typhlosion: Taunt it, then go about as usual.
Nature: Modest
Item: Choice Specs
Ability: Synchronize
EV Spread: 252 Spe/50 HP/ 36 SpA/70 Sp Def
Trick/Disable/Psychic/Focus Blast
Have you seen this before? I wouldn't think so. Basically, Alaka indirectly forces one troublesome poke to Struggle, possibly taking a few others in the process. Basically, Trick the Specs on, and then the opponent can only use one move. Then you Disable that move. After that switch to Registeel as they Stuggle. I used to run Scarf instead of Specs, but I usually got killed before I could Disable. So, I used the Specs since most things attack me Physically, and if I might wanna attack for a bit first.
Nature: Careful
Item: Leftovers
Ability: Clear Body
EV Spread: 252 HP / 100 Atk / 156 SpD
Stealth Rock/ Focus Punch/ Earthquake/ Explosion
Stealth Rock is another entry hazard to help take things down to 1HKO range. Many pokes see Registeel as set up bait, and when they do, they get a Focus Punch to the face. Earthquake helps the team defeat many threats, like Blaziken and Nidoking. Explosion is for things that Registeel couldn't usually take down otherwise. There's no Thunder Wave or Toxic here because I have Toxic Spikes. Here come the 'punchers' or the Spiked Punchers.
Nature: Adamant
Item: Life Orb
Ability: Overgrow
EV Spread: 4 HP / 252 Atk / 252 Spe
Swords Dance/ Leaf Blade/Rock Slide/X Scissor
Here comes my SD Sceptile, and he's all offense. Swords Dance boosts its Attack sky-high, Rock Slide is for coverage against all his weaknesses but poison (4/5), and X-Scissor kills opposing Alakazams, Uxies, Slowbros and Slowkings, etc. Life Orb is both for more power and getting to Overgrow range, where Leaf Blade is just that much deadlier.
Nature: Adamant
Item: Choice Band
Ability: Pure Power
EV Spread: 240 HP / 252 Atk / 16 Spe
Waterfall/Ice Punch/Aqua Jet/Return
Here's my revenge killer. Yes, its taken right out of the Strategy Dex. Waterfall is STAB, and combined with Return makes coverage only resisted by Shedinja in UU, and that gets killed by Toxic Spikes. Aqua Jet is for one last goodbye before it goes down, and Ice Punch kills pesky Altarias.
Nature: Calm
Item: Leftovers
Ability: Pressure
EV Spread: 252 HP / 140 Def / 116 SpD
Rest/Sleep Talk/Hidden Power Fighting/Dark Pulse.
Last but certainly not least (not sure who is, though) its Spiritomb! He's my Spin Blocker and Status absorber, and he's vital in my team. Fighting and Dark Pulse boast great coverage, hitting most notably Miltank, Clefable, and Claydol for SE damage. So, here's the formula behind this:
Rest + Sleep Talk + Leftovers + Pressure + Toxic Spikes = Stall Awesomeness.
Not too complicated.
And now, threat list!
Here are the most notable UU threats I can think of:
: Aqua Jet/Waterfall from Azumarill
: X Scissor from Sceptile
: Psychic from Alakazam, Registeel Explosion, I guess?
: Alakazam's Focus Blast, Spiritomb's HP Fighting
: Azumarill
Now can I have some CC?

the Spiked Punchers! Now, let's get right to it. Here's how I planned this team:

First, I needed a lead. Not your typical Ambipom lead, people would be expecting that. I chose Drapion because of his 95 base speed and access to Taunt and Toxic Spikes.


Now, I need a special attacker. I would think Alakazam would fit the bill. With the moveset I created, I think its almost guaranteed to take down one opponent indirectly, and a few more by attacking.



Next, I needed a wall. With 150 in both SpD and Def, and with all the resistances that he has, Registeel being a wall is kinda a no-brainer.




It's time for my physical attacker! With high speed and decent attack, Sceptile makes a great Swords Dance sweeper.





Oh my. Already, both Drapion and Registeel are weak to ground moves like the ever common EQ, and Registeel and Sceptile are both weak to Flamethrower. I need a check/revenge killer for those types. Azumarill, anyone?






Entry hazards aren't too much of a problem for me, none of my pokes are weak to Stealth Rock, and Drapion sucks those Toxic Spikes right up. But I do need a spin blocker to protect my Toxic Spikes. So, here comes Spiritomb.
And now, under the microscope:

Nature: Jolly
Item: Black Sludge/Leftovers
Ability: Battle Armor
EV Spread: 252 Spe / 200 HP / 36 Atk/ 8 Sp Def / 12 Def
Toxic Spikes/Taunt/Crunch/Protect
I really think Drapion is an awesome lead. Taunt prevents any Entry Hazards or Status crippling from the opponent. Crunch is just for attacking, and Protect scouts for dangerous moves. Drapion has Leftovers if no Item Clause, Black Sludge if not. He doesn't have a Focus Sash because I think Drapion is bulky enough to survive many attacks not named Explosion for UU pokes, and that's what Protect is for. Here's what I do against the most common opposing leads:
Uxie: Taunt it to prevent it from Paralyzing me, then Crunch it
Roserade: Taunt it, then Crunch.
Ambipom: Just go among my usual business, its most threatening move will probably be either the resisted Payback or Low Kick.
Moltres: Taunt it before it gets the chance to stall everything out.
Yanmega: Just go about my usual business, if it has Hidden Power Ground, I'll probably switch, but I can't see it 1HKOing me.
Electrode: Crunch it while it Rain Dances and Taunts, then switch to Spiritomb to take the Explosion
Arcanine: Taunt it before it Poisons me, then go about my buisiness
Steelix: Yeah, I hate this guy. Crunch will do measly damage, and it can kill me with EQ. I'll just send in Sceptile and use it as set up bait.
Hippopotas: Protect to see if it has EQ, if it does, Azumarill kills it, if not, I just Taunt it so I won't get Toxic'd.
Typhlosion: Taunt it, then go about as usual.

Nature: Modest
Item: Choice Specs
Ability: Synchronize
EV Spread: 252 Spe/50 HP/ 36 SpA/70 Sp Def
Trick/Disable/Psychic/Focus Blast
Have you seen this before? I wouldn't think so. Basically, Alaka indirectly forces one troublesome poke to Struggle, possibly taking a few others in the process. Basically, Trick the Specs on, and then the opponent can only use one move. Then you Disable that move. After that switch to Registeel as they Stuggle. I used to run Scarf instead of Specs, but I usually got killed before I could Disable. So, I used the Specs since most things attack me Physically, and if I might wanna attack for a bit first.

Nature: Careful
Item: Leftovers
Ability: Clear Body
EV Spread: 252 HP / 100 Atk / 156 SpD
Stealth Rock/ Focus Punch/ Earthquake/ Explosion
Stealth Rock is another entry hazard to help take things down to 1HKO range. Many pokes see Registeel as set up bait, and when they do, they get a Focus Punch to the face. Earthquake helps the team defeat many threats, like Blaziken and Nidoking. Explosion is for things that Registeel couldn't usually take down otherwise. There's no Thunder Wave or Toxic here because I have Toxic Spikes. Here come the 'punchers' or the Spiked Punchers.

Nature: Adamant
Item: Life Orb
Ability: Overgrow
EV Spread: 4 HP / 252 Atk / 252 Spe
Swords Dance/ Leaf Blade/Rock Slide/X Scissor
Here comes my SD Sceptile, and he's all offense. Swords Dance boosts its Attack sky-high, Rock Slide is for coverage against all his weaknesses but poison (4/5), and X-Scissor kills opposing Alakazams, Uxies, Slowbros and Slowkings, etc. Life Orb is both for more power and getting to Overgrow range, where Leaf Blade is just that much deadlier.

Nature: Adamant
Item: Choice Band
Ability: Pure Power
EV Spread: 240 HP / 252 Atk / 16 Spe
Waterfall/Ice Punch/Aqua Jet/Return
Here's my revenge killer. Yes, its taken right out of the Strategy Dex. Waterfall is STAB, and combined with Return makes coverage only resisted by Shedinja in UU, and that gets killed by Toxic Spikes. Aqua Jet is for one last goodbye before it goes down, and Ice Punch kills pesky Altarias.

Nature: Calm
Item: Leftovers
Ability: Pressure
EV Spread: 252 HP / 140 Def / 116 SpD
Rest/Sleep Talk/Hidden Power Fighting/Dark Pulse.
Last but certainly not least (not sure who is, though) its Spiritomb! He's my Spin Blocker and Status absorber, and he's vital in my team. Fighting and Dark Pulse boast great coverage, hitting most notably Miltank, Clefable, and Claydol for SE damage. So, here's the formula behind this:
Rest + Sleep Talk + Leftovers + Pressure + Toxic Spikes = Stall Awesomeness.
Not too complicated.
And now, threat list!
Here are the most notable UU threats I can think of:






Now can I have some CC?