To preface this, I'm not really a UU player at heart so I could be making some scrub moves. This is also my first RMT of any type, so it may be a little unpolished. With that said, this team has given me great success on the UU ladder on PS, going 20-4 with it as of late. Lets get into the team. (No nicknames because i'm not quite that creative lol)
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Water Spout
- Water Pulse
- Dark Pulse
- Aura Sphere
Bulky Mega blastoise can take hits and dishes them back with huge power. Leading with it and getting a good lead allows for huge damage with water spout turn 1. Water pulse for stab because confusion chance is disgusting, dark pulse for slowbros and other blastoise, as well as just hitting well on most things, and aura sphere for the same reason. Pretty generic, except for the Spout. It can be good to try and keep this thing at high health, because even after 1 stealth rock switch in, Water Spout does way more than pulse.
Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Glaciate
- Energy Ball
- Focus Blast
A Mixtini bluffing a choice item with the expert belt. V-Create for sheer power, because even with slim investment it does a number to switch ins. Glaciate for dragons mostly, as this team has very little ice coverage for them. Energy ball mostly for bulky waters like swampert, quag, and gastrodon. Focus blast hits hard as well and hits darks and rocks hard.
Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Charge Beam
- Psyshock
- Dazzling Gleam
- Shadow Ball
Standard Alakazam set and spread, with a sash to ensure surviving a hit. This is mostly used on my team as a late game sweeper. It can easily come in on a weakened poke and kill with a charge beam, getting a SpAtk raise most of the time. That can be enough to finish anything else off on a team many times. Psyshock for STAB and hitting defenses, shadow ball and dazzling gleam for coverage (no focus blast because it misses too often).
Goodra @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Atk / 4 SpA
Lonely Nature
- Earthquake
- Fire Blast
- Dragon Tail
- Power Whip
For some reason, no one ever expects Sap Sipper Goodra. It allows it to hard counter a lot of grass types, including but not limited to Roserade. It can come in for free on a sleep powder or leech seed, et the +1 Atk boost, and fire back off of a very reasonable 100 base attack. Fire blast is necessary to hit those grass types you switch in on, EQ hits hard and consistently, Power Whip hits slowbro hard. Dragon tail to phase things out that you switch in on and force out. Even without SpDef investment, this thing can take hits on the special side all day, and acts as a pseudo-special wall.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Stealth Rock
- Gyro Ball
- Earthquake
Defensive Bronzong is a huge help to this team, absorbing bird spam and EdgeQuake which is prevalent (i think). Reliably gets up rocks almost every game, and toxic is always useful in getting residual damage on anything. Earthquake hits reasonably hard and hits common switch-ins like Darmanitan and Victini, Gyro Ball for powerful stab.
Cobalion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Iron Head
- Zen Headbutt
- Volt Switch
Cobalion is actually a very good counter to the current meta, as it absorbs knock off's like its no problem, gets a +1 boost off of it, and can fire back with some power behind his Life Orb hits. Close Combat and Iron Head are your STAB and will be primary for attacking. Zen Headbutt can hit Nidoking/queen on switches, and hits other pokes that resist both STABs like Tentacruel. Volt Switch is for keeping momentum. This thing can sponge physical hits fairly OK even though it is uninvested as well, even if bronzong dies.
That's the team. Let me know if you see anything dumb, any EV spreads that can be fine tuned, or any suggestions at all!
As far as a threat list goes, I havent really run into anything that just wrecks this team. This could be bad players, or me not playing enough. Let me know if there's a glaring weakness that I'm too blind to see.

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Water Spout
- Water Pulse
- Dark Pulse
- Aura Sphere
Bulky Mega blastoise can take hits and dishes them back with huge power. Leading with it and getting a good lead allows for huge damage with water spout turn 1. Water pulse for stab because confusion chance is disgusting, dark pulse for slowbros and other blastoise, as well as just hitting well on most things, and aura sphere for the same reason. Pretty generic, except for the Spout. It can be good to try and keep this thing at high health, because even after 1 stealth rock switch in, Water Spout does way more than pulse.
Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- V-create
- Glaciate
- Energy Ball
- Focus Blast
A Mixtini bluffing a choice item with the expert belt. V-Create for sheer power, because even with slim investment it does a number to switch ins. Glaciate for dragons mostly, as this team has very little ice coverage for them. Energy ball mostly for bulky waters like swampert, quag, and gastrodon. Focus blast hits hard as well and hits darks and rocks hard.

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Charge Beam
- Psyshock
- Dazzling Gleam
- Shadow Ball
Standard Alakazam set and spread, with a sash to ensure surviving a hit. This is mostly used on my team as a late game sweeper. It can easily come in on a weakened poke and kill with a charge beam, getting a SpAtk raise most of the time. That can be enough to finish anything else off on a team many times. Psyshock for STAB and hitting defenses, shadow ball and dazzling gleam for coverage (no focus blast because it misses too often).

Goodra @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Atk / 4 SpA
Lonely Nature
- Earthquake
- Fire Blast
- Dragon Tail
- Power Whip
For some reason, no one ever expects Sap Sipper Goodra. It allows it to hard counter a lot of grass types, including but not limited to Roserade. It can come in for free on a sleep powder or leech seed, et the +1 Atk boost, and fire back off of a very reasonable 100 base attack. Fire blast is necessary to hit those grass types you switch in on, EQ hits hard and consistently, Power Whip hits slowbro hard. Dragon tail to phase things out that you switch in on and force out. Even without SpDef investment, this thing can take hits on the special side all day, and acts as a pseudo-special wall.

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Toxic
- Stealth Rock
- Gyro Ball
- Earthquake
Defensive Bronzong is a huge help to this team, absorbing bird spam and EdgeQuake which is prevalent (i think). Reliably gets up rocks almost every game, and toxic is always useful in getting residual damage on anything. Earthquake hits reasonably hard and hits common switch-ins like Darmanitan and Victini, Gyro Ball for powerful stab.
Cobalion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Iron Head
- Zen Headbutt
- Volt Switch
Cobalion is actually a very good counter to the current meta, as it absorbs knock off's like its no problem, gets a +1 boost off of it, and can fire back with some power behind his Life Orb hits. Close Combat and Iron Head are your STAB and will be primary for attacking. Zen Headbutt can hit Nidoking/queen on switches, and hits other pokes that resist both STABs like Tentacruel. Volt Switch is for keeping momentum. This thing can sponge physical hits fairly OK even though it is uninvested as well, even if bronzong dies.
That's the team. Let me know if you see anything dumb, any EV spreads that can be fine tuned, or any suggestions at all!
As far as a threat list goes, I havent really run into anything that just wrecks this team. This could be bad players, or me not playing enough. Let me know if there's a glaring weakness that I'm too blind to see.