I've been playing UU for a while and think I've finally come up with a master piece. A little something for every mon in UU.
Azelf @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Psyshock
- Energy Ball
- Dazzling Gleam
- Hidden Power [Ice]
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Rapid Spin
- Gyro Ball
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Sludge Bomb
- Thunderbolt
- Fire Blast
Toxicroak @ Choice Band
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Drain Punch
- Knock Off
- Earthquake
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Heat Wave
First up: Azelf. Azelf is there to counter any major fast threats. With the given EV spread and a Choice Scarf it outspeeds near everything and OHKO or 2HKOs it as needed. Psyshock is for STAB as well as taking out Mega Beedrill, CS Heracross, CS Mienshao, CS Nidoking. It also gives Azelf a way to deal with special walls such as Blissey, Goodra, and Florges. Energy Ball is for Shell Smash Cloyster, (Mega) Sharpedo, and Mega Swampert. Dazzling Gleam is for Dark and Dragon types like Haxorus, Hydreigon, and Krookadile. HP Ice is there solely for +1/Choice Scarf Salamence who avoids and OHKO from Dazzling Gleam. 252 EVs in SP Atk make Azelf as strong as possible while 212 EVs, a timid nature, and a choice scarf allow Azelf to outspeed near the whole metagame while the remaining EVs go into HP to make Azelf a little bit bulkier.
The Core: Forretress + Goodra
Forretress is pretty standard. Stealth Rocks for residual damage, Rapid Spin to keep my side clean, Toxic for residual damage and to help stall out Physical mons who can't touch it, and Gyro Ball is for dealing out damage and keeping it from becoming taunt bait. Leftovers is for recovery and the EV spread allows it to take physical attacks left and right. 0 speed EVs and a relaxed nature makes Gyro Ball as strong as possible.
Goodra is for special hits. Sap Sipper gives me a grass immunity so leech seeders like Roserade, Chesnaught, and Whimsicott: Take a hike. 248 HP IVs and an Assault Vest allow Goodra to take special hits like a champ. 252 Sp Atk EVs and a Modest Nature allow it to dish out a lot of damage. Draco Meteor is for strong STAB and hurts anything that's not a fairy. Sludge Bomb is for those fairies and is picked over Sludge Wave for higher poison chance for more residual damage. Fire Blast makes steel types less scary. And Thunderbolt gives Goodra an easier time with water and flying types. The 8 EVs in Speed allow Goodra to outspeed other Goodra, unboosted base 80s, and any Pokemon who runs enough speed to outspeed normal Goodras such as the Mega Blastoise below
Core Breakers: Toxicroak + Mega Blastoise
Between the two of them they cover every defensive Pokemon in UU. Toxicroak is to deal with special walls. A choice band, 252 Atk EVs and an Adamant nature make Toxicroak hit as hard as possible. SD is an option but a choice band allow Toxicroak to avoid a turn of setup and waste an opponent's turn who tries to taunt. Gunk Shot and Drain Punch for STAB and for a little bit of recovery. Knock Off to also help with Eviolite users such as Porygon2, Gligar, and Doublade. And Earthquake so electric types (what little there are) can't enjoy this team too well. Poison Touch gives a 30% for residual damage and is unexpected enough to bluff a water immunity. This also allows opponents to think fire type moves will do more damage and possibly allow to me live their attack and OHKO back.
Mega Blastoise takes on Physical walls very nicely. Scald is STAB and cripples Physical mons with a 30% chance to burn. Aura Sphere and Dark Pulse are standard as they are boosted by Mega Launcher and provide good coverage. With Forretress having rapid spin, Blastoise doesn't need it and instead can use Ice Beam for Dragons and Grass Types. 252 EVs and a Modest nature allow Blastoise to hit as hard as possible. 20 speed EVs allow Blastoise to outspeed uninested base 80s while the rest goes into HP for extra bulk. Blastoise's bulk also allows it to come in on fire type mons such as Arcanine, Entei, and Darmanitan who threaten the core. Rain Dish as the ability before Mega allow Blastiose to come in on rain teams and get recovery each turn.
Honchkrow is last. Honchkrow is a late game sweeper who can handle a lot of threats thanks to Priority Sucker Punch and Moxie. Sucker Punch for STAB priority and Pursuit for trapping combine to make mind games. Brave Bird is for a stronger STAB attack for slower Pokemon and Heat Wave is for Physical Walls (especially Forretress) who want to come in on Honchkrow. 252 Atk EVs and a Life Orb make Honchkrow hit like a truck while 252 Speed EVs and a Hasty nature allow it to outspeed Pokemon who build enough speed to outspeed the Adamant variant.
Azelf @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Psyshock
- Energy Ball
- Dazzling Gleam
- Hidden Power [Ice]
Forretress @ Leftovers
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Rapid Spin
- Gyro Ball
Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Draco Meteor
- Sludge Bomb
- Thunderbolt
- Fire Blast
Toxicroak @ Choice Band
Ability: Poison Touch
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Drain Punch
- Knock Off
- Earthquake
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Scald
- Ice Beam
- Dark Pulse
- Aura Sphere
Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Sucker Punch
- Pursuit
- Brave Bird
- Heat Wave
First up: Azelf. Azelf is there to counter any major fast threats. With the given EV spread and a Choice Scarf it outspeeds near everything and OHKO or 2HKOs it as needed. Psyshock is for STAB as well as taking out Mega Beedrill, CS Heracross, CS Mienshao, CS Nidoking. It also gives Azelf a way to deal with special walls such as Blissey, Goodra, and Florges. Energy Ball is for Shell Smash Cloyster, (Mega) Sharpedo, and Mega Swampert. Dazzling Gleam is for Dark and Dragon types like Haxorus, Hydreigon, and Krookadile. HP Ice is there solely for +1/Choice Scarf Salamence who avoids and OHKO from Dazzling Gleam. 252 EVs in SP Atk make Azelf as strong as possible while 212 EVs, a timid nature, and a choice scarf allow Azelf to outspeed near the whole metagame while the remaining EVs go into HP to make Azelf a little bit bulkier.
The Core: Forretress + Goodra
Forretress is pretty standard. Stealth Rocks for residual damage, Rapid Spin to keep my side clean, Toxic for residual damage and to help stall out Physical mons who can't touch it, and Gyro Ball is for dealing out damage and keeping it from becoming taunt bait. Leftovers is for recovery and the EV spread allows it to take physical attacks left and right. 0 speed EVs and a relaxed nature makes Gyro Ball as strong as possible.
Goodra is for special hits. Sap Sipper gives me a grass immunity so leech seeders like Roserade, Chesnaught, and Whimsicott: Take a hike. 248 HP IVs and an Assault Vest allow Goodra to take special hits like a champ. 252 Sp Atk EVs and a Modest Nature allow it to dish out a lot of damage. Draco Meteor is for strong STAB and hurts anything that's not a fairy. Sludge Bomb is for those fairies and is picked over Sludge Wave for higher poison chance for more residual damage. Fire Blast makes steel types less scary. And Thunderbolt gives Goodra an easier time with water and flying types. The 8 EVs in Speed allow Goodra to outspeed other Goodra, unboosted base 80s, and any Pokemon who runs enough speed to outspeed normal Goodras such as the Mega Blastoise below
Core Breakers: Toxicroak + Mega Blastoise
Between the two of them they cover every defensive Pokemon in UU. Toxicroak is to deal with special walls. A choice band, 252 Atk EVs and an Adamant nature make Toxicroak hit as hard as possible. SD is an option but a choice band allow Toxicroak to avoid a turn of setup and waste an opponent's turn who tries to taunt. Gunk Shot and Drain Punch for STAB and for a little bit of recovery. Knock Off to also help with Eviolite users such as Porygon2, Gligar, and Doublade. And Earthquake so electric types (what little there are) can't enjoy this team too well. Poison Touch gives a 30% for residual damage and is unexpected enough to bluff a water immunity. This also allows opponents to think fire type moves will do more damage and possibly allow to me live their attack and OHKO back.
Mega Blastoise takes on Physical walls very nicely. Scald is STAB and cripples Physical mons with a 30% chance to burn. Aura Sphere and Dark Pulse are standard as they are boosted by Mega Launcher and provide good coverage. With Forretress having rapid spin, Blastoise doesn't need it and instead can use Ice Beam for Dragons and Grass Types. 252 EVs and a Modest nature allow Blastoise to hit as hard as possible. 20 speed EVs allow Blastoise to outspeed uninested base 80s while the rest goes into HP for extra bulk. Blastoise's bulk also allows it to come in on fire type mons such as Arcanine, Entei, and Darmanitan who threaten the core. Rain Dish as the ability before Mega allow Blastiose to come in on rain teams and get recovery each turn.
Honchkrow is last. Honchkrow is a late game sweeper who can handle a lot of threats thanks to Priority Sucker Punch and Moxie. Sucker Punch for STAB priority and Pursuit for trapping combine to make mind games. Brave Bird is for a stronger STAB attack for slower Pokemon and Heat Wave is for Physical Walls (especially Forretress) who want to come in on Honchkrow. 252 Atk EVs and a Life Orb make Honchkrow hit like a truck while 252 Speed EVs and a Hasty nature allow it to outspeed Pokemon who build enough speed to outspeed the Adamant variant.