





This is a team only for UU, and it needs a bit of work. I had to start somewhere, didn't I?

Persian @ Wide Lens
Ability: Technician
Nature: Jolly
EVs: 252 Att, 252 Speed, 6 HP
- Fake Out
- Hypnosis
- U-Turn
- Bite
Persian will be the lead, screwing up the opponent's lead by using Fake Out first, then Hypnosis to lull it to sleep. Bite is powered up by Technician, and U-Turn is available for fast switches, especially to Poliwrath if expecting a water move or Lanturn if expecting an electric move.

Poliwrath @ Leftovers
Ability: Water Absorb
Nature: Jolly
EVs: 252 Att, 252 Speed, 6 HPAbility: Water Absorb
Nature: Jolly
- Bulk Up
- Brick Break
- Waterfall
- Earthquake/Rock Slide?
Bulk Up a few times and Poliwrath'll sweep through. If things don't go too well, I'll switch out to Claydol or Altaria, and switch back in when a water move seems predictable.
Hitmontop @ Life Orb
Ability: Technician
Nature: Adamant
Evs: 252 Hp, 252 Attack, 6 Speed- Brick Break
- Waterfall
- Earthquake/Rock Slide?
Bulk Up a few times and Poliwrath'll sweep through. If things don't go too well, I'll switch out to Claydol or Altaria, and switch back in when a water move seems predictable.

Hitmontop @ Life Orb
Ability: Technician
Nature: Adamant
- Fake Out
- Mach Punch
- Rock Slide
- Close Combat
This Hitmontop is supposed to switch in, and do as much damage as possible before the foe can hit it. Good revenge killer.
Claydol @ Leftovers
Nature: Bold
EVs: 252 HP, 252 Def, 6 Sp-Att- Mach Punch
- Rock Slide
- Close Combat
This Hitmontop is supposed to switch in, and do as much damage as possible before the foe can hit it. Good revenge killer.

Claydol @ Leftovers
Nature: Bold
- Rapid Spin
- Stealth Rock
- Ice Beam
- Earth Power
Rapid Spin stops the enemy's spikes and rocks, and I get to lay my own as well.
- Stealth Rock
- Ice Beam
- Earth Power
Rapid Spin stops the enemy's spikes and rocks, and I get to lay my own as well.

Altaria @ Leftovers
Nature: Careful
Evs: 252 HP, 200 Def, 56 Sp-DefNature: Careful
- Roost
- Dragon Dance
- Earthquake
- Aerial Ace
DD once or twice for setting up, and Earthquake to take care of the rock/steel tanks in UU. Aerial Ace is nice for STAB, and Roost not only heals, but makes Altaria resistant to electric moves and removes half of her weakness to ice moves.
Lanturn @ Leftovers
Ability: Volt Absorb
Nature: Calm
EVs: 240 Sp-Def, 192 Sp-Att, 40 HP, 36 Speed
- Discharge
- Confuse Ray
- Surf
- Ice Beam
Switch in on an electric attack, paralyze hopefully with Discharge, follow up with Confuse Ray, and either sweep or switch out to a more suited pokemon.
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I know this team has some very serious flaws, and that's why I'm putting it up here. The problems I notice are:
* Lack of good type coverage, with fighting, ice, rock moves dominating almost every pokemon's moveset
* Too common weaknesses such as ghost, fighting, grass, water, psychic types (More like "unable to take down efficiently" than weaknesses)
There may be a few more. I think that these flaws will make the team fail, but I hope that there's a way around them. If that means replacing a few members or revamping an entire moveset, I am prepared for it.
Thanks for rating my team and taking the time to look over it. ^_^
- Dragon Dance
- Earthquake
- Aerial Ace
DD once or twice for setting up, and Earthquake to take care of the rock/steel tanks in UU. Aerial Ace is nice for STAB, and Roost not only heals, but makes Altaria resistant to electric moves and removes half of her weakness to ice moves.

Lanturn @ Leftovers
Ability: Volt Absorb
Nature: Calm
EVs: 240 Sp-Def, 192 Sp-Att, 40 HP, 36 Speed
- Discharge
- Confuse Ray
- Surf
- Ice Beam
Switch in on an electric attack, paralyze hopefully with Discharge, follow up with Confuse Ray, and either sweep or switch out to a more suited pokemon.
-------
I know this team has some very serious flaws, and that's why I'm putting it up here. The problems I notice are:
* Lack of good type coverage, with fighting, ice, rock moves dominating almost every pokemon's moveset
* Too common weaknesses such as ghost, fighting, grass, water, psychic types (More like "unable to take down efficiently" than weaknesses)
There may be a few more. I think that these flaws will make the team fail, but I hope that there's a way around them. If that means replacing a few members or revamping an entire moveset, I am prepared for it.
Thanks for rating my team and taking the time to look over it. ^_^