UU Team:
Sorry if this isn't very good. Im an ou player and new to uu, so I don't know the meta game very well. And Im using very standard unfancy movesets for this. Anyway, here it is.
Team:
Bisharp @ Leftovers
Ability: Inner Focus
EVs: 252 Atk, 252 HP, 4 Spe
Nature: Adamant [+Atk, -SpA]
-Iron Head
-Sucker Punch
-Swords Dance
-Substitute
To me, this is bread and butter Bisharp. With his excellent typing, he fits well on this team. If I can get an SD on a switch to something that doesn't resist sucker punch, I'm usually guaranteed at least 2 kills. Sucker Punch is what it's all about. The priority STAB with attack boost is just great. There's not really any speed EV's since he has priority and isn't very fast anyway. Iron Head is another STAB if needed. Sub is so he isn't so easily killed off due to his not so perfect defenses, and so he can maybe get a free SD. I have Leftovers on him so he can regain hp for more subs. Substitute was suggested by puregenius
Name: BIG MOTES
Synergy:
Fire- Arcanine
Fighting- Roserade
Ground- Eelektross
Alakazam @ Choice Specs
Ability: Synchronize
EVs: 252 SpA, 252 Spe, 6 HP
Nature: Timid [+Spe, -Atk]
-Psychic/Psyshock
-Shadow Ball
-Focus Blast
-Trick
This poke is to do some serious damage with his special attacks. Idk whether to use psychic or psyshock since they're both good. Shadow Ball is to hit other psychics and ghosts hard. Focus Blast hits dark and steel with a lot of power, along with normal types. This can put some dents in many walls. Finally, Trick is if I want to hinder a threatening wall on his team. Trick was suggested by CaseyL
Name: Mind Power
Synergy:
Dark- Bisharp
Bug- Arcanine
Ghost- Bisharp
Arcanine @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk, 252 Spe, 6 HP
Nature: Jolly [+Spe, -SpA]
-Flare Blitz
-Extremespeed
-Wild Charge
-Close Combat
This poke is for some serious speed, but I might change to a choice band instead of scarf. Flare Blitz is raw power and STAB. This does serious damage to almost anything. Despite the downside of recoil damage, it's so worth it. Extremespeed is priority, which I realize isn't very needed for arcanine, but you never know. Wild Charge is for those bulky waters filling uu, such as milotic or suicune. Finally, Close Combat just gives more coverage.
Name: Pepper
Synergy:
Water- Roserade
Ground- Eelektross
Rock- Donphan, Bisharp
Roserade @ Leftovers
Ability: Natural Cure
EVs: 252 SpD, 252 HP, 6 SpA
Nature: Calm [+SpD, -Atk]
-Giga Drain
-Sludge Bomb
-Rest
-Toxic Spikes
This was a strong suggestion from foxy grandpa. Giga Drain is for STAB and good recovery to get hp back. If things get too downhill on the hp side, I can simply rest up and get my health back. With Natural Cure, I won't be crippled by the sleep if I just switch out. Sludge Bomb is powerful STAB and good for grass types that otherwise wall me. Toxic Spikes are always AMAZING. These are probably the best hazards along with Stealth Rock. My gosh, the stalling opportunities are endless. BTW, this is basically my special wall, if you can't tell.
Name: Temptress
Synergy:
Fire- Arcanine
Ice- Arcanine, Bisharp
Poison- Bisharp, Donphan
Flying- Bisharp, Eelektross
Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 6 Atk
Nature: Impish [+Def, -SpA]
-Earthquake
-Rapid Spin
-Stone Edge
-Stealth Rock
This is my Spinner with defensive bulk. EQ is STAB and always good, especially for the few steels and fire types running around. Stone Edge is for Flying pokes like zapdos and such, which can really be hurt if I can actually get the good switch in. Stealth Rock is obviously just to get up easy entry hazards. The only bad thing about not having Ice Shard is that Flygon absolutely destroys this set. Honestly though, why would someone switch in Flygon to take on a defensive Donphan unless forced? Most have an ice move, so that just seems kind of silly.
Name: Dizzy
Synergy:
Water- Roserade
Ice- Bisharp, Arcanine
Grass- Arcanine, Bisharp, Roserade
Eelektross @ Life Orb
Ability: Levitate
EVs: 252 SpA, 252 HP, 6 SpD
Nature: Modest [+SpA, -Atk]
-Thunderbolt
-Acid Spray
-HP [Grass]
-Flamethrower
This poke was mainly to have a counter to ground. Thunderbolt is STAB and more accurate than thunder. That's why I picked it over it. Acid Spray is great for potential sweepers and grass types, and HP [ice] is for Flygon, who might otherwise be a problem. Suicune is my worst nightmare :/. Finally, Flamethrower is for extra coverage. Also, I don't know of a better thing to put in that spot. Life Orb is for extra damage since Eelektross is an all out attacker. The LO was suggested by HoiPolloi along with HP [ice]
Name: Chaotic
Synergy:
Lolz
Any criticism is appreciated. Thanks for reading.
Sorry if this isn't very good. Im an ou player and new to uu, so I don't know the meta game very well. And Im using very standard unfancy movesets for this. Anyway, here it is.
Team:








Bisharp @ Leftovers
Ability: Inner Focus
EVs: 252 Atk, 252 HP, 4 Spe
Nature: Adamant [+Atk, -SpA]
-Iron Head
-Sucker Punch
-Swords Dance
-Substitute
To me, this is bread and butter Bisharp. With his excellent typing, he fits well on this team. If I can get an SD on a switch to something that doesn't resist sucker punch, I'm usually guaranteed at least 2 kills. Sucker Punch is what it's all about. The priority STAB with attack boost is just great. There's not really any speed EV's since he has priority and isn't very fast anyway. Iron Head is another STAB if needed. Sub is so he isn't so easily killed off due to his not so perfect defenses, and so he can maybe get a free SD. I have Leftovers on him so he can regain hp for more subs. Substitute was suggested by puregenius
Name: BIG MOTES
Synergy:
Fire- Arcanine
Fighting- Roserade
Ground- Eelektross

Alakazam @ Choice Specs
Ability: Synchronize
EVs: 252 SpA, 252 Spe, 6 HP
Nature: Timid [+Spe, -Atk]
-Psychic/Psyshock
-Shadow Ball
-Focus Blast
-Trick
This poke is to do some serious damage with his special attacks. Idk whether to use psychic or psyshock since they're both good. Shadow Ball is to hit other psychics and ghosts hard. Focus Blast hits dark and steel with a lot of power, along with normal types. This can put some dents in many walls. Finally, Trick is if I want to hinder a threatening wall on his team. Trick was suggested by CaseyL
Name: Mind Power
Synergy:
Dark- Bisharp
Bug- Arcanine
Ghost- Bisharp

Arcanine @ Choice Scarf
Ability: Flash Fire
EVs: 252 Atk, 252 Spe, 6 HP
Nature: Jolly [+Spe, -SpA]
-Flare Blitz
-Extremespeed
-Wild Charge
-Close Combat
This poke is for some serious speed, but I might change to a choice band instead of scarf. Flare Blitz is raw power and STAB. This does serious damage to almost anything. Despite the downside of recoil damage, it's so worth it. Extremespeed is priority, which I realize isn't very needed for arcanine, but you never know. Wild Charge is for those bulky waters filling uu, such as milotic or suicune. Finally, Close Combat just gives more coverage.
Name: Pepper
Synergy:
Water- Roserade
Ground- Eelektross
Rock- Donphan, Bisharp

Roserade @ Leftovers
Ability: Natural Cure
EVs: 252 SpD, 252 HP, 6 SpA
Nature: Calm [+SpD, -Atk]
-Giga Drain
-Sludge Bomb
-Rest
-Toxic Spikes
This was a strong suggestion from foxy grandpa. Giga Drain is for STAB and good recovery to get hp back. If things get too downhill on the hp side, I can simply rest up and get my health back. With Natural Cure, I won't be crippled by the sleep if I just switch out. Sludge Bomb is powerful STAB and good for grass types that otherwise wall me. Toxic Spikes are always AMAZING. These are probably the best hazards along with Stealth Rock. My gosh, the stalling opportunities are endless. BTW, this is basically my special wall, if you can't tell.
Name: Temptress
Synergy:
Fire- Arcanine
Ice- Arcanine, Bisharp
Poison- Bisharp, Donphan
Flying- Bisharp, Eelektross

Donphan @ Leftovers
Ability: Sturdy
EVs: 252 HP, 252 Def, 6 Atk
Nature: Impish [+Def, -SpA]
-Earthquake
-Rapid Spin
-Stone Edge
-Stealth Rock
This is my Spinner with defensive bulk. EQ is STAB and always good, especially for the few steels and fire types running around. Stone Edge is for Flying pokes like zapdos and such, which can really be hurt if I can actually get the good switch in. Stealth Rock is obviously just to get up easy entry hazards. The only bad thing about not having Ice Shard is that Flygon absolutely destroys this set. Honestly though, why would someone switch in Flygon to take on a defensive Donphan unless forced? Most have an ice move, so that just seems kind of silly.
Name: Dizzy
Synergy:
Water- Roserade
Ice- Bisharp, Arcanine
Grass- Arcanine, Bisharp, Roserade

Eelektross @ Life Orb
Ability: Levitate
EVs: 252 SpA, 252 HP, 6 SpD
Nature: Modest [+SpA, -Atk]
-Thunderbolt
-Acid Spray
-HP [Grass]
-Flamethrower
This poke was mainly to have a counter to ground. Thunderbolt is STAB and more accurate than thunder. That's why I picked it over it. Acid Spray is great for potential sweepers and grass types, and HP [ice] is for Flygon, who might otherwise be a problem. Suicune is my worst nightmare :/. Finally, Flamethrower is for extra coverage. Also, I don't know of a better thing to put in that spot. Life Orb is for extra damage since Eelektross is an all out attacker. The LO was suggested by HoiPolloi along with HP [ice]
Name: Chaotic
Synergy:
Lolz
Any criticism is appreciated. Thanks for reading.