The Sum of your Choices - introduction
Hi, so I'm a long time lurker, first time poster. I've always been tempted to post an RMT but have always chickened out because my teams were just poor semi-copies of other teams I'd seen more talented players post. But no longer! I've made a team which I feel is quite creative and has actually done OK - would've done better if I was a better battler but I digress... I'd appreciate any comments, criticisms or fixes.
The name is a reference to the number of choiced pokemon I have. I suppose that makes it pretty hyper offence compared to the stall/bulky offence more commonly seen in UU at the moment.

Darmanitan @ Choice Scarf
Ability: Sheer Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- U-turn
- Rock Slide
Darmanitan is my go-to lead. Pretty standard Scarf Darm. Scouting with U-turn is my standard opening ploy (no duh...) This is particularly useful against common defensively oriented opposing leads (e.g. Forretress, Swampert, Donphan) U-turning out to a counter and breaking sturdy/sashes in the process. Then Darmanitan waits in the wings to revenge kill like a boss. More fragile leads don't like taking a Flare Blitz to the face so it's pretty win-win. Earthquake over Superpower to give Pseudo-EdgeQuake combo and more of my pokes have fighting coverage than ground (plus I hate the exploitable stat drops of Superpower). Although mostly I just spam Flare Blitz or U-turn. Hit hard then leave. Repeat ad nauseum.

Durant @ Choice Band
Ability: Hustle
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- X-Scissor
- Superpower
- Rock Slide
My secret weapon. Since Durant isn't a staple of UU (in fact I haven't seen anyone use him in XY UU) most people forget his speed and power. Banded Durant hits like a truck and I can't believe he isn't more popular. Amazing dual stab and speed tier (outspeeding Cobalion, Infernape and Mienshao to name a few). He normally acts as my wallbreaker, blasting holes in opposing teams. Durant is also my answer to Florges who is omnipresent and a huge pain for my special teammates. The only issue I have is accuracy. Sometimes misses have been gamebreaking and I've almost been tempted to run Aerial Ace just so I have a 100% accurate move in a pinch!

Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
- Stealth Rock
- Psychic
- Giga Drain
- Recover
Celebi is my Stealth Rocker. She's a great answer to the bulky waters running rampant in UU as well as the grass/poisons which are usually teammates. I've tried out more of a bulky stallbreaker set with leech seed (mainly for Florges, did I mention how much I dislike Florges?) but I've returned to dual STABs and investing fully in SpAtk because I missed the punch she used to pack. Recover provides longevity and compliments the investment in HP. I find it's important to keep Celebi health because she's not only my Rocks setter, she's a valuable ground resist and status absorber. Celebi is frequently my MVP and despite her nasty quad weakness to U-Turn she's the poke I'd least like to get rid of. Again, Celebi has a bit of a surprise factor as she's relatively uncommon and has a variety of usable sets.

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Aura Sphere
- Dark Pulse
- Water Pulse
- Rapid Spin
Blastoise. Always the underrated threat. This was originally Starmie, but as much as I love the little starfish she couldn't reliably spin and maintain offensive pressure. Mega-blastoise replaced her and I've never looked back. I Know Hydro Pump is more powerful than Water Pulse but nothing is more rage-inducing than it missing at a crucial moment. For the slight drop in power I'd rather have a 100% accurate STAB move. Blastoise has great synergy with Celebi, who forms the other half of this support core, and with this double act I usually have hazard control over the match.

Raikou @ Choice Specs
Ability: Pressure
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Extrasensory
- Volt Switch
- Hidden Power [Ice]
Choice specs Raikou gives my team the raw power to muscle through the defensive behemoths that are problematic for my team. Volt Switch is great utility, pairing nicely with Darmanitan's U-Turn and keeping momentum on my side. Extrasensory is for Roserade and the NidoRoyals, also the flinch chance has come in useful. Although I'm considering replacing this with Shadow Ball to more effectively deal with Jirachi, who threatens the rest of my team with paralysis and a slow death by flinching. Thunderbolt deals a huge amount of damage and HP Ice is for coverage.

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aura Sphere
- Flash Cannon
- Nasty Plot
- Vacuum Wave
Luke is my late game sweeper. Most people expect a physical set and consequently go for the burn or switch to a physical wall. Cue Nasty Plot followed by devastation :) At +2, even special walls like Florges and Blissey are often OHKOd by Luke's powerful STAB attacks. I realise I'm sacrificing coverage by using Vacuum Wave but most of the time I appreciate the priority and not being revenge-killed. I'm just careful to make sure any potential threats have been taken care of, or at least suitably weakened beforehand (Hi Crobat and Tornadus-T). Inner Focus is used to give another turn of set up if my opponent tries to Fake Out.
PLAY STYLE
It's not a complicated play style. Normally it's keeping rocks off my side of the field and on the opponents. Keep momentum up and chip away at opponent's pokemon until you can attempt a sweep, usually with Lucario. I've had some problems with Stall (goddamn bulky wish passers). Having said that, I always have a problem with stall. I think it's more my attention span than anything else...So that's the team! I tried to use pokemon which aren't just the standard fallbacks of the tier, but which still synergise well together and play competitively. Not trying to be hipster, just keep things interesting. Rates, comments, criticisms are all welcomed.