Hi, this is my first attempt at making my own team for laddering in SV UU, a team built around Scizor and Rotom (my favourite mons). Managed to make it up to 1380+ elo, but never quite able to break 1400. Here's the team: https://pokepast.es/5ccf4954f32176fc

Scizor @ Choice Band
Ability: Technician
Tera Type: Fire
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Close Combat
- Trailblaze
Max attack banded Scizor has been an absolute MVP so far, Bullet Punch cleans up so many frail offense teams once their steel resist is gone and helps revenge kill dangerous sweepers. 44 Speed EVs to outspeed uninvested Wo-Chien, rest into bulk to deliver a slow U-Turn and make Scizor physically tanky.

Sandy Shocks @ Focus Sash
Ability: Protosynthesis
Tera Type: Ice
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Stealth Rock
- Tera Blast
- Earth Power
The other MVP of the team. Sets up rocks, and ice tera blast grabs surprise KOs on stuff like Salamence, Cyclizar and grass types. Sash guarantees a win in the 1v1 Earth Power trade against other Sandy Shocks leads, even if you lose speed tie or they have Booster Energy. Also serves as an offensive pivot with Volt Switch.

Rotom-Mow @ Choice Scarf
Ability: Levitate
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Leaf Storm
- Nasty Plot
Rotom-Mow over Rotom-Heat for a water resist. This serves as my other offensive pivot with volt switch, and a check to Quaquaval and rain teams (before Pelipper rose). Leaf Storm deters ground types like Gastrodon and Quagsire who might want to switch in on Volt Switch, and Trick to neuter stall mons. Honestly not sure what Tera type to run, just went with Grass to power up Leaf Storm while maintaining water resist.

Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Steel
EVs: 176 HP / 104 SpA / 228 Spe
Hasty Nature
- Rapid Spin
- Knock Off
- U-turn
- Draco Meteor
Rapid spinner, knock-off user, budget special wall and fast pivot all in one. Cyclizar brings a lot of utility, and 228 Speed EVs to outrun other Cyclizar using the default Smogon set with 224 Speed. 104 SpA to guarantee an OHKO on Salamence.

Tyranitar @ Leftovers
Ability: Sand Stream
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Taunt
- Stone Edge
- Crunch
- Dragon Dance
My main special wall, tanks Electric/Fire moves under sandstorm, beats ghost and psychic mons like Gengar, Armarouge and many more. Tera Flying to dodge Fighting, Grass and Ground attacks. Dual STABs with Taunt and Dragon Dance to put some offensive pressure and beat stallmons.

Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Dragon Dance
- Earthquake
- Outrage
My second physically bulky mon other than Scizor thanks to Intimidate. My team's main switch in to Fighting moves, and scary dragon dance sweeper. Tera Dragon Outrage 2HKOs Unaware Quagsire, Earthquake for Tinkaton and other Steel types. Tera Fairy could also be used, I tried Tera Steel but found it made Salamence too weak to Ground and Fighting moves which I needed resists to on my team.
Thanks for reading! Would appreciate any feedback on optimisations e.g. swapping mons to fulfil the same role, EV spreads, moves, items etc.

Scizor @ Choice Band
Ability: Technician
Tera Type: Fire
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- U-turn
- Bullet Punch
- Close Combat
- Trailblaze
Max attack banded Scizor has been an absolute MVP so far, Bullet Punch cleans up so many frail offense teams once their steel resist is gone and helps revenge kill dangerous sweepers. 44 Speed EVs to outspeed uninvested Wo-Chien, rest into bulk to deliver a slow U-Turn and make Scizor physically tanky.

Sandy Shocks @ Focus Sash
Ability: Protosynthesis
Tera Type: Ice
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Stealth Rock
- Tera Blast
- Earth Power
The other MVP of the team. Sets up rocks, and ice tera blast grabs surprise KOs on stuff like Salamence, Cyclizar and grass types. Sash guarantees a win in the 1v1 Earth Power trade against other Sandy Shocks leads, even if you lose speed tie or they have Booster Energy. Also serves as an offensive pivot with Volt Switch.

Rotom-Mow @ Choice Scarf
Ability: Levitate
Tera Type: Grass
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Volt Switch
- Leaf Storm
- Nasty Plot
Rotom-Mow over Rotom-Heat for a water resist. This serves as my other offensive pivot with volt switch, and a check to Quaquaval and rain teams (before Pelipper rose). Leaf Storm deters ground types like Gastrodon and Quagsire who might want to switch in on Volt Switch, and Trick to neuter stall mons. Honestly not sure what Tera type to run, just went with Grass to power up Leaf Storm while maintaining water resist.

Cyclizar @ Assault Vest
Ability: Regenerator
Tera Type: Steel
EVs: 176 HP / 104 SpA / 228 Spe
Hasty Nature
- Rapid Spin
- Knock Off
- U-turn
- Draco Meteor
Rapid spinner, knock-off user, budget special wall and fast pivot all in one. Cyclizar brings a lot of utility, and 228 Speed EVs to outrun other Cyclizar using the default Smogon set with 224 Speed. 104 SpA to guarantee an OHKO on Salamence.

Tyranitar @ Leftovers
Ability: Sand Stream
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Taunt
- Stone Edge
- Crunch
- Dragon Dance
My main special wall, tanks Electric/Fire moves under sandstorm, beats ghost and psychic mons like Gengar, Armarouge and many more. Tera Flying to dodge Fighting, Grass and Ground attacks. Dual STABs with Taunt and Dragon Dance to put some offensive pressure and beat stallmons.

Salamence @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Dragon Dance
- Earthquake
- Outrage
My second physically bulky mon other than Scizor thanks to Intimidate. My team's main switch in to Fighting moves, and scary dragon dance sweeper. Tera Dragon Outrage 2HKOs Unaware Quagsire, Earthquake for Tinkaton and other Steel types. Tera Fairy could also be used, I tried Tera Steel but found it made Salamence too weak to Ground and Fighting moves which I needed resists to on my team.
Thanks for reading! Would appreciate any feedback on optimisations e.g. swapping mons to fulfil the same role, EV spreads, moves, items etc.