I made this team using what I know of UU and the fact that I love BO and volt-turn teams. These descriptions are slightly bare-bonesy, if only because of my minimal experience in UU as well as not having used this team enough.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
Hydreigon is one of the most popular scarfers in the tier, and for good reason. Powerful STAB moves, great coverage in fire blast, respectable bulk, and ability to gain momentum via U-turn make it a highly consistent lead, excellent revenge killer, and speed control. With manectric, it forms an incredibly fast volt-turn core that can gain incredible momentum and wear down many opponents.
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Manectric is an incredible offensive pivot and mixed-attacker, with it's pseudo bolt-beam coverage (the "bolt" part receiving STAB) and overheat providing it absolutely phenomenal coverage. Manectric is fast enough to serve as a secondary speed control next to scarf hydreigon, whom as stated previously forms an excellent speedy volt-turn core with, and intimidate allows it to cripple of physical threats that scizor might not be able to handle.
Scizor @ Leftovers
Ability: Swarm
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog
Scizor is a pivotal member of the team, being the physically defensive pivot and sole hazard control. It's slow U-turns ensure other team members can get in safely, particularly primarina. Bullet punch is also the team's sole priority, and still hits decently hard even without investment, but isn't exactly going to be busting through walls anytime soon.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 68 Atk / 188 Spe
Jolly Nature
- Earthquake
- Facade
- Roost
- Swords Dance
Many gliscors in UU run standard defensive sets, which are no doubt useful, but many defensive/stall teams absolutely despise going up against swords dance stallbreaker gliscor. After a swords dance, facade and earthquake do tremendous damage, with little that can reliably wall it. With great physdef, an immunity to status, 1/8th health recovery every turn, and reliable recovery, it's also very difficult to wear down and can't be crippled by burns. Gliscor can be fairly easily revenge-killed, however, by scarfed special attackers, and doesn't do too much work against more offensive teams.
Primarina @ Choice Specs
Ability: Torrent
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump
- Psychic
- Hidden Power [Electric]
Primarina is our second choiced pokemon and a powerful special wallbreaker that can threaten many cores with great coverage and excellent dual-stab. Hydro Pump and Moonblast are the obvious dual-STABs, whereas HP electric hits mantine and volcanion (common primarina switch-ins) hard and psychic takes care of tentacruel. All that said, it's slow speed is somewhat problematic, as though it's excellent defensive typing let it come in on many attacks, it will likely be hit before getting a chance to hit, making it fairly easy to wear down or revenge-kill, so getting it in safely via volt-turn is crucial.
Cobalion @ Steelium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stealth Rock
Cobalion is an excellent offensive rocker, able to set up rocks easily thanks to it's high speed and great defense. It can also break through a fair few mons after a swords dance thanks to Steelium-Z, which is used over Fightinium-Z due to the ability to threaten gliscor and azumarill. Unfortunately there's no room for volt switch on this set, but a fourth volt-turner would be a tad redundant.
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Draco Meteor
- Fire Blast
- U-turn
Hydreigon is one of the most popular scarfers in the tier, and for good reason. Powerful STAB moves, great coverage in fire blast, respectable bulk, and ability to gain momentum via U-turn make it a highly consistent lead, excellent revenge killer, and speed control. With manectric, it forms an incredibly fast volt-turn core that can gain incredible momentum and wear down many opponents.
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Manectric is an incredible offensive pivot and mixed-attacker, with it's pseudo bolt-beam coverage (the "bolt" part receiving STAB) and overheat providing it absolutely phenomenal coverage. Manectric is fast enough to serve as a secondary speed control next to scarf hydreigon, whom as stated previously forms an excellent speedy volt-turn core with, and intimidate allows it to cripple of physical threats that scizor might not be able to handle.
Scizor @ Leftovers
Ability: Swarm
EVs: 248 HP / 124 Def / 136 SpD
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog
Scizor is a pivotal member of the team, being the physically defensive pivot and sole hazard control. It's slow U-turns ensure other team members can get in safely, particularly primarina. Bullet punch is also the team's sole priority, and still hits decently hard even without investment, but isn't exactly going to be busting through walls anytime soon.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 68 Atk / 188 Spe
Jolly Nature
- Earthquake
- Facade
- Roost
- Swords Dance
Many gliscors in UU run standard defensive sets, which are no doubt useful, but many defensive/stall teams absolutely despise going up against swords dance stallbreaker gliscor. After a swords dance, facade and earthquake do tremendous damage, with little that can reliably wall it. With great physdef, an immunity to status, 1/8th health recovery every turn, and reliable recovery, it's also very difficult to wear down and can't be crippled by burns. Gliscor can be fairly easily revenge-killed, however, by scarfed special attackers, and doesn't do too much work against more offensive teams.
Primarina @ Choice Specs
Ability: Torrent
EVs: 92 HP / 252 SpA / 164 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Hydro Pump
- Psychic
- Hidden Power [Electric]
Primarina is our second choiced pokemon and a powerful special wallbreaker that can threaten many cores with great coverage and excellent dual-stab. Hydro Pump and Moonblast are the obvious dual-STABs, whereas HP electric hits mantine and volcanion (common primarina switch-ins) hard and psychic takes care of tentacruel. All that said, it's slow speed is somewhat problematic, as though it's excellent defensive typing let it come in on many attacks, it will likely be hit before getting a chance to hit, making it fairly easy to wear down or revenge-kill, so getting it in safely via volt-turn is crucial.
Cobalion @ Steelium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Swords Dance
- Stealth Rock
Cobalion is an excellent offensive rocker, able to set up rocks easily thanks to it's high speed and great defense. It can also break through a fair few mons after a swords dance thanks to Steelium-Z, which is used over Fightinium-Z due to the ability to threaten gliscor and azumarill. Unfortunately there's no room for volt switch on this set, but a fourth volt-turner would be a tad redundant.
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