Introduction
Hi, I'm mrb and you probably don't know me. I usually lurk, but post every so often and consider UU my favorite tier. I have been using this team for a couple weeks and grown quite attached to it. Now, with the tier changes, I think it's finally time to hang the team up and finally admit that I won't make it to #1. I never really considered this a "serious" team, because I created the first edition of it in about a few minutes. Hence, I never gave this team a name, and its name remained as Untitled 8. This team has had some moderate success. I've peaked in the top 20 on the PO Server, but ended leaving because I was frustrated with the different tiers (Hydreigon in UU?!?). I turned to Pokemon Showdown!, where I did most of my laddering and peaked at #3 (when the ladder was working). I have a screenshot of this, but I'm not sure how to post it. I think this team is pretty good, but I definitely think it can be better. So, feel free to shoot any advice you have at me!
The Team at a Glance






Teambuilding Process


I started off with the two most dangerous fighters in UU: Mienshao and Heracross. It is a tried and true strategy: soften up Heracross's counters with Mienshao and then have a Scarf Moxie sweep. However, this combination was predictable and lost to certain ghosts (I'm look at you, Cofagrigus). I ended switching their roles between wallbreaking and revenging/cleaning.



As I said the real problem that this core had was bulky ghosts: mainly Cofagrigus, Chandelure, and Dusclops. I needed something that could eat up Will-O-Wisps and still fire back hard. Houndoom came to mind with a mixed set using Dark Pulse and Sucker Punch. I liked the idea, mainly because Houndoom is often forgotten in UU and because mixed attackers can break apart teams.




I was lacking a good check to Scarf Heracross and fighters in general. In addition, Gligar could be a real problem if an opponent played it right. Plus, I was lacking a Stealth Rock user. It seemed like all these problems would be solved by adding a Nidoking (I'm not sure why I didn't opt for Nidoqueen). It maintained the offensive nature of the team and filled all the roles I needed.





This team definitely had trouble getting past bulky waters, so I needed both a good water resist as well as something that could threaten back. Rotom-C fit the glove absolutely perfectly. I remember reading about its Specs set from one of the first Research Weeks in BW1, and I decided to test it out. It's dual STAB was great for forcing out bulky waters and maintaining momentum. It formed a nice Volt-Turn core with Mienshao.






The team seemed to lack a good, reliable fire resist. I was looking for something fast and with a water STAB that could hurt things like Rhyperior, Victini, and Darmanitan hard. Rain Dance Kingdra seemed like a nice addition. Besides, Kingdra can do massive amounts of damage by itself, so I couldn't go wrong with it.






After playtesting for a few matches, I quickly realized that Kingdra was doing relatively no work at all. It didn't mesh with the team very well. Strong, fast, physical attackers like Mienshao, Heracross, and Ambipom were all tearing my team to shreds. Cofagrigius was a beautiful pick that could wall all these threats, set up, and pack a huge offensive presence. I never looked back.






I realized that now Electric types were taking huge dumps on my team. I really had no answer for Zapdos or Raikou, whose coverage and speed were impossible to play around. Fire types like Darmanitan could also puncture holes. I noticed Nidoking was not doing much for the team at all. It was an easy decision to replace Nidoking with Rhyperior as a Stealth Rock user. Its bulk was much, much better and typing was great offensively and defensively. And it wrecked Crobat, which this team definitely needed.






I noticed that my team still had troubles with Electrics and special attackers in general. HP Ice (don't even mention HP Grass) from Zapdos and Raikou was still doing enough to Rhyperior that it was very hard for me to handle them. But also, Chandelures (who could predict the Houndoom switch), Porygon-Zs, Azelfs, and offensive Roserades would demolish my team. I needed a dedicated special wall, but could not sacrifice my offensive presence. An offensive Snorlax worked absolute wonders over the mediocre Houndoom, and I now had a finished team.
In-Depth Analysis

Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SDef / 252 Spd
Nature: Jolly
- Hi Jump Kick
- Stone Edge
- U-Turn
- Aerial Ace
Set Explanation
Wow. This thing is an absolute monster. It will rip your brain out and eat it for breakfast. Honestly, I think Choice Scarf is Mienshao's best set and I should definitely see more than 19% of Mienshaos running it. With a Choice Scarf, Mienshao outruns every Pokemon in the tier, including all common Choice Scarfers (but speed ties with Scarf Zoroark). This lets it revenge kill easily while also getting pretty much free damage with U-Turn, an awesome scouting move. Stone Edge is mandatory for coverage, hitting resists and immunities like Zapdos, Chandelure, and Froslass. The suggested final move is HP Ice for Gligar and Flygon, but Mienshao rarely catches Gligar on a switch and Flygon is hit harder by Hi Jump Kick. Besides, I'd rather have an emergency button for Heracross. In the late game, Mienshao can easily clean up by spamming Hi Jump Kick. However, Mienshao's attacks are unfortunately unreliable. 90% accuracy is not bad, but it's frustrating for a Scarfer. Also, Mienshao is very frail, so you can almost always have to bring it in after a Volt Switch or a Pokemon has fainted. But overall, Mienshao does an amazing job as a Scarfer. I have been thinking about running Drain Punch over Aerial Ace for Protect users like Umbreon. But, Cofagrigus is a thin line of defense against Heracross, and I need some extra insurance.
Ability/Nature/EVs Explanation
All non-Life Orbed Mienshaos should pack Reckless. It's not like this thing is taking any hits, so why would you choose Regenerator? And believe me, the power difference is notable. Max speed, max attack, and Jolly nature are standard for a physical sweeper (no Naive nature because I'm not using HP Ice). Also here's some damage calcs to show you the power of Reckless Mienshao:
Hi Jump Kick vs. 252/252+ Bronzong: 47.33 - 56.21%
Hi Jump Kick vs. 252/252+ Swampert: 47.52 - 55.94%
Hi Jump Kick vs. 252/252+ Blastoise: 49.17 - 58.28%
Hi Jump Kick vs. 4/0 Nidoking: 50.32 - 59.53%
Hi Jump Kick vs. 252/120 Roserade: 50.92 - 60.18%
Hi Jump Kick vs. 4/0 Heracross: 51.82 - 61.12%
Hi Jump Kick vs. 4/0 Kingdra: 88.69 - 104.79%
Hi Jump Kick vs. 4/0 Raikou: 97.2 - 114.9%
Hi Jump Kick vs. 4/0 Flygon: 99.0 - 116.94%
Hi Jump Kick vs. 248/0 Cobalion: 103.37 - 122.07%
Hi Jump Kick vs. 4/0 Darmanitan: 113.96 - 134.47%
Hi Jump Kick vs. 0/0 Honchkrow: 122.28 - 144.28%
Hi Jump Kick vs. 252/252+ Swampert: 47.52 - 55.94%
Hi Jump Kick vs. 252/252+ Blastoise: 49.17 - 58.28%
Hi Jump Kick vs. 4/0 Nidoking: 50.32 - 59.53%
Hi Jump Kick vs. 252/120 Roserade: 50.92 - 60.18%
Hi Jump Kick vs. 4/0 Heracross: 51.82 - 61.12%
Hi Jump Kick vs. 4/0 Kingdra: 88.69 - 104.79%
Hi Jump Kick vs. 4/0 Raikou: 97.2 - 114.9%
Hi Jump Kick vs. 4/0 Flygon: 99.0 - 116.94%
Hi Jump Kick vs. 248/0 Cobalion: 103.37 - 122.07%
Hi Jump Kick vs. 4/0 Darmanitan: 113.96 - 134.47%
Hi Jump Kick vs. 0/0 Honchkrow: 122.28 - 144.28%

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Nature: Jolly
- Swords Dance
- Close Combat
- Night Slash
- Facade
Set Explanation
I remember reading a UU thread debating which Pokemon is the best in UU. Of course, people nominated Heracross, but some called it one-dimensional, thinking that its Scarf set was the only set it could run. However Heracross's wallbreaking set is not appreciated enough (only 8%!). It is capable of dismantling stall teams and defensive cores so that the other Pokemon on my team can run free. This set in particular is meant to eliminate all of the usual "counters" to Heracross so that Mienshao, who shares its counters, can clean up. Swords Dance is a must on wallbreaking Heracross, raising its already high attack to unthinkable power (1047 Attack after one SD!!). Close Combat is a mandatory STAB that has great coverage. Night Slash complements Close Combat well, but most notably smashes Chandelure, Cofagrigius, and Dusclops, who otherwise think they "wall" Heracross. Finally, I pack Facade as my last move for great neutral coverage on other Heracross, but mainly to 2HKO Gligar at +2. Otherwise, Gligar can be very annoying for my team. The lack of Megahorn isn't too big of a deal, but I do miss it sometimes. On really bulky Pokemon like Shaymin or Cresselia, I wish I had Megahorn, but all of the moves I have right now are, in my opinion, better.
Ability/Nature/EVs Explanation
Heracross has three really great abilities, but obviously it needs Guts for a wallbreaking set. The immunity to status is actually very useful as well. As much as I'd love to use an Adamant nature, Heracross really needs to outspeed Timid Chandelure and speed tie with Nidoking. The EVs are simple: max attack and max speed.

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 172 SDef / 4 Spd
Nature: Adamant
- Return
- Earthquake
- Pursuit
- Crunch
Set Explanation
I almost never encounter this set on the ladder. Essentially, this is Choice Band Snorlax with Leftovers and it's a standard set, but people never seem to use it. For some reason, people always go fully defensive with Snorlax and ignore its beautiful base 110 Attack stat and its amazing coverage. Return coming off of this thing dents anything that doesn't resist it (57.94 - 68.22% to offensive Zapdos). Earthquake is very, very nice to hit Rhyperior and Cobalion on the switch, which both can be MAJOR problems to my team. Finally, the Pursuit+Crunch combo is trap Ghosts and Psychics that I hate like Chandelure, Mismagius, Cofagrigus, Slowbro, Slowking, Cresselia, Azelf, and more. I have considered Fire Punch over Crunch, but it doesn't seem that useful. Return usually does more apart from Bronzong, who isn't that much of a threat. I don't really want to run Body Slam over Return on this set because of the drop in power and because I'm running Trick Room on Cofagrigus, which would reduce its effectiveness because paralyzed Pokemon would be "outslowing" it.
Ability/Nature/EVs Explanation
Of course, Thick Fat is usually the best ability to run on Snorlax. It helps be deal with Chandelure and Houndoom. Immunity would be nice to help against my team's Toxic Spikes weakness and increase Snorlax's survivability, but it is outclassed by Thick Fat. An Adamant nature is used to maximize Snorlax's attack and hit as hard as possible. I have already said how hard this thing hits, but it can also wall so many powerful special attackers like Raikou, Zapdos, Azelf (w/o Psyshock), Roserade, Porygon-Z, and Shaymin. The four Speed EVs are to outspeed other Snorlaxes if the situation arises.

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 244 HP / 252 Atk / 12 Spd
Nature: Adamant
- Stealth Rock
- Earthquake
- Rock Blast
- Fire Punch
Set Explanation
Although its physical appearance might not show it, Rhyperior is the glue for this team. It not only helps to wear the other team down with Stealth Rock, it also is a fantastic check to threats that this team would otherwise have trouble with. Fire-types like Darmanitan, Victini, and Rotom-H are all checked by Rhyperior, who can OHKO each one. Flying Pokemon (which has extraordinary coverage in UU) like Honchkrow, Crobat, and Togekiss are all checked by Rhyperior. Checking these flying pokemon is the biggest perk of using Rhyperior over Swampert. Rhyperior can also act as a defensive pivot to anything physical, like Flygon. Stealth Rock is there because Rhyperior is the only one on my team that learns it, and every good team must have Stealth Rock. Xatu almost never switches into Rhyperior, so Rhyperior can usually Stealth Rock freely. Earthquake is a powerful STAB as is Rock Blast. Rock Blast is used over Stone Edge so that it hits through Subs, more PP can be used, and to hit defensive Zapdos, which Snorlax can't 2HKO. Fire Punch is in the last slot to nail both Bronzong and Shaymin, who can be annoying. I have never really found the right move for this slot, but Fire Punch seems to work best. I used to have Smack Down to hit Bronzong and Flygon but the strategy doesn't really work. Megahorn could be a possibility, but I don't really like it unreliability, plus Bronzong could be a lot of trouble.
Ability/Nature/EVs Explanation
Obviously, Solid Rock is used because there is no other ability on Rhyperior worth using. It's a great ability, though, to semi-check Zapdos and Raikou. An Adamant nature is used to hit as hard as possible. As for the EVs, I get scared trying to find a good EV spread for Rhyperior. So, I just took the standard 252 HP / 252 Atk spread, and poured a little into speed to speed creep the speed creepers who try to speed creep the speed creepers.

Rotom-C @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Nature: Timid
IVs: 2 Atk / 30 SAtk / 30 Spd
- Volt Switch
- Thunderbolt
- Leaf Storm
- Hidden Power [Fire]
Set Explanation
People usually underestimate the power of Specs Rotom-C. It is an essential member of my team that performs its roles: counter bulky waters, maintain momentum, and break walls. Its Grass typing is great defensively to be able to switch into most waters, while its Electric typing is equally as good offensively. Volt Switch is there to maintain momentum and is used when there is a clear counter for Rotom-C like Snorlax or Roserade (although Leaf Storm does ~40% to Snorlax). Thunderbolt is awesome for the extra power, but mainly there not to force Rotom-C out against setup Pokemon like Calm Mind Suicune or Substitute Cobalion. Also, it's useful if the opposing team doesn't have an answer to Rotom-C because Volt Switch and Leaf Storm both make you switch out. Leaf Storm is an astounding wall breaker, OHKOing Raikou (after rocks), Sableye, Nidoking, Flygon, and more. It also makes huge dents into anything that doesn't resist it, doing 89% min to OTR Cofagrigus and doing 84% min to Gligar. Finally, HP Fire is used in the last slot to hit Grass types like Shaymin or Roserade, but usually Volt Switching on them is the better option. I have considered using Trick over HP Fire, but I have never really liked using Trick. Besides, Choice Specs is usually better against stall teams than crippling one Pokemon.
Ability/Nature/EVs Explanation
While I would love to run a Modest Rotom-C for that extra power, it is really is better off with a Timid nature. Otherwise, it would be outpaced by Nidoking, offensive Suicune, Chandelure, and Togekiss (!!). Offensive Togekiss could be really threatening to my team if I didn't have Timid Rotom-C. The EVs are simple: maximize speed and power. The IVs are to have max power on HP Fire, while minimizing Attack for confusion or Foul Play damage.

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 252 SAtk / 4 Def
Nature: Quiet
IVs: 2 Atk / 30 SAtk / 30 Def / 30 SDef / 2 Spd
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]
Set Explanation
Offensive Trick Room Cofagrigus is a Pokemon that can function by itself. It doesn't really need team support and will usually punch holes are at least disrupt the opponent's team. However, Cofagrigus not only works on my team as a setup sweeper, it also provides great utility. Its ability to counter the top Fighting Pokemon in the tier in addition to being just physically bulky makes Cofagrigus a great pivot or tank. The Trick Room it can set up not only benefits itself in outspeeding and ripping apart offensive teams, but is useful for other slow but powerful threats on my team: Rhyperior and Snorlax. Nasty Plot is there to boost its initially okay Special Attack to awesome levels where Cofagrigus can potentially sweep. Shadow Ball + HP Fighting provide perfect coverage and it makes me smile. :)
Ability/Nature/EVs Explanation
Mummy is a fantastic, underrated ability. Life Orb Mienshao are worn down if they choose to U-Turn on Cofagrigus. Azumarill are weakened if they touch me. Although, sometimes the spreading of Mummy can be detrimental, taking my Mienshao's Reckless or my Heracross's Guts in some way or the other. A Quiet nature is used to minimize speed and be as slow as possible under Trick Room. The EVs are to maximize Special Attack to hit as hard as possible and to max out HP to take advantage of Cofagrigus's really good bulk. The IVs are to have a 70 BP HP Fighting while minimizing speed and attack. Reducing its attack actually allows Cofagrigus to set up a lot more easily on Foul Play Umbreon, who can be suprisingly problematic to my team.
Threat List
Coming soon...
Please feel free to tell me what you think! Leave comments, criticism, or advice! Feel free to try it out, although I'm not sure how well it'll hold up in this new metagame.
Importable
Mienshao (M) @ Choice Scarf
Trait: Reckless
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Hi Jump Kick
- U-turn
- Stone Edge
- Aerial Ace
Heracross (M) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Close Combat
- Night Slash
- Facade
Snorlax (M) @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 252 Atk / 172 SDef / 4 Spd
Adamant Nature
- Return
- Earthquake
- Pursuit
- Crunch
Rhyperior (F) @ Leftovers
Trait: Solid Rock
EVs: 244 HP / 252 Atk / 12 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Fire Punch
Rotom-Mow @ Choice Specs
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Volt Switch
- Thunderbolt
- Leaf Storm
- Hidden Power [Fire]
Cofagrigus (M) @ Leftovers
Trait: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 2 Spd / 2 Atk
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power
Trait: Reckless
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Hi Jump Kick
- U-turn
- Stone Edge
- Aerial Ace
Heracross (M) @ Flame Orb
Trait: Guts
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Close Combat
- Night Slash
- Facade
Snorlax (M) @ Leftovers
Trait: Thick Fat
EVs: 80 HP / 252 Atk / 172 SDef / 4 Spd
Adamant Nature
- Return
- Earthquake
- Pursuit
- Crunch
Rhyperior (F) @ Leftovers
Trait: Solid Rock
EVs: 244 HP / 252 Atk / 12 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Fire Punch
Rotom-Mow @ Choice Specs
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Volt Switch
- Thunderbolt
- Leaf Storm
- Hidden Power [Fire]
Cofagrigus (M) @ Leftovers
Trait: Mummy
EVs: 252 HP / 4 Def / 252 SAtk
Quiet Nature
IVs: 30 Def / 30 SAtk / 30 SDef / 2 Spd / 2 Atk
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power