Hello guys. I played a lot of UU last gen and not really much else, and can I say that this gen has changed one hell of a lot, and I am enjoying the new UU meta, even if it has shot up to an entire new level, I guess that is just how this gen has panned out. I have played on Pokemon Showdown for quite a while now, so I guess I am not too new to competitive battling in itself, but this is my first RMT, so here I go!
The Making of the Team:
These were the first 2 starting Pokemon. Hydreigon was always a Pokemon who I liked the design of from the beginning, but as a UU player last gen who didn't like all the weather running around I never got the chance to use him. Doublade was another Pokemon that caught my eye as an excellent Eviolite abuser, and these 2 go together like bread and butter. Each of their weaknesses is covered by the other thanks to Hydreigon's Levitate giving immunity to Ground attacks, make every super effective to one, not very effective to the other or they have an immunity.
To tie it off nicely, I wanted a Fairy-type to round of the core, and there wasn't much of a better compliment than Florges. I now had a nice looking defensive core with type match-ups, a scarf sweeper, Physical tank and Special wall/cleric.
With the initial core done, I started experimenting with quite a few other Pokemon who I wanted to play around with, and quite a few just didn't suit the team and I was having trouble finding the last 3 members. I then decided that I needed a Stealth Rock user as it is a general staple and another Physical wall, as Doublade found a hard time surviving without recovery of its own, and so I started running Hippodown. Ambipom also caught my eye, running around in quite a few teams and with damage that I underestimated, and I could use another fast damage dealer.
Lastly, I wanted a nice counter to Knock Off which seemed to be running around the tier, and something to alleviate some pressure off of Florges. Mega-Blastoise in all his tankiness fitted the bill nicely.
The Individuals:
Handy (Ambipom) @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk
Jolly Nature
- Taunt
- Fake Out
- U-turn
- Knock Off
Handy has proven to be very handy, and with 4 hands to lend a hand, he is hands down one of the more valued members of the team for all the support and strength he adds to the team.
STAB technician LO Fake Out dealing over 70% of an opponents health without giving them a chance to do shit is quite scary to say the least, and helps Handy run as an excellent revenge killer. A fast Taunt from Ambipom also screws up a lot of Pokemon as well. Knock Off hits Ghost-types who think that I'm a "Fake Out whenever you can" kind of noob, smacking them for Super-effective damage and usually grabbing the OHKO, and besides Ghosts Knock Off is just such a game changing damage, support move, which I consider to almost be a staple in UU. U-Turn is in the final slot to maintain momentum and is pretty self-explanatory. I generally lead with Ambipom, as he can most of the time cause an early hassle for most teams in one way or another.
EVs and nature are standard.
[Replaceable] Handy's letdown is its lack of switch in opportunities. Its defences and typing suck, and so I can only ever really bring it in after something faints. And if it takes any hit it generally takes it down to around 30% health, meaning he will only really have only really one other play before it faints, and I would rather a bit more longevity in this spot.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
This is a rather average Hippowdon set, and is nothing really out of the ordinary. I need Hippowdon primarily for Stealth Rock, and that is the main reason why it made the team, it just helps so much and is awesome to have on the field, especially when I can count one of my opponents Pokemon as already gone because entry hazards will make it faint. Whirlwind is there to get rid of set-up sweepers and to rack up SR damage. Slack Off for recovery, and this is why it really secures its spot, because Doublade is my other Physical wall with no form of recovery, meaning that Hippodown is more likely to stick around to fulfil the role of Physical wall throughout the game. Earthquake is the last move so that it can still threaten Physical sweepers, though I find it rather annoying as the only attacking move, especially with Latias around how basically always gets a free switch in.
EVs and nature are standard.
[Replaceable] Hippowdon by no means isn't fulfilling his job really well, but there a couple of nitpicks that I have with him which I'd like fixed. Mainly, he doesn't offer any resistances that my team really needs, and so his typing tends to be a bit of a let down in UU. He is completely walled by Flying types which is a bloody pain in the ass. Its weakness to water is very annoying with Slowbro, Keldeo, Swampert, Vaporeon, Blastoises and more running around. And lastly his ability is a double edged sword, and Hydreigon out of all my Pokemon seems to hate it most noticeably.
Smaug (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn
I'd just like to take a second here to once again say that Hydreigon looks frecking beastly, and that it's typing is original and cool (although not the best viably). In 'The Hobbit' the great dragon Smaug came down and desolated the Dwarve's once great city chasing off or destroying everything.
Smaug the Hydreigon is here now to desolate the opponents Pokemon. It sends off ridiculously massive nukes, and with a scarf allows it to out speed and rip apart some faster targets like Latias, Mienshao and Keldeo who would otherwise be a scary threat. Draco Meteor is for the SHEER POWER, good late clear and if I really want something gone, as long as it isn't Fairy or Steel. Fire Blast for Steel-types and Bug-types like Heracross, though this may be open to change for something like Earth Power. Dark Pulse is the general STAB of choice. U-Turn helps if I'm expecting a switch or to just maintain momentum.
I've gone for a Modest nature, because even though I am running U-Turn which loses power, I don't want to lose any bulk as I am using it as a defensive core still with Aegi, and I have been amazed at some of the things that Hydreigon has survived, including a Secret Sword from a Keldeo. Modest>Timid as well for the extra power as only other fully speed invested or naturally faster Scarfers tend to be problems for it (not many things at all).
Nitouryuu (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Toxic
In One Piece, the great swordsman Roronoa Zoro is able to wield up to 3 blades, and Nitouryuu means 2 sword style.
My Physical tank and boy oh boy does this thing pack defence, and a lot of it. It abuses the Eviolite so well, and it even means that it can tank even some Super-effective special attacks. Shadow Sneak makes up for its lack of speed and helps to finish off some weakened Pokemon as well as serving as Ghost STAB. Gyro Ball deals the a lot of damage to Fairies as well as to anything else fast, which also makes up for its low speed. Toxic is there to cripple Pokemon and I find it very important to have somewhere on the team, as I was initially running it on Florges but decided that I need Aromatherapy on the team, and since then I find that Doublade has made better use out of it anyway. Swords Dance is there for when I force something out, which can happen because Doublade seriously walls quite a few Physical sweepers, though I still find that even after a Swords Dance or sometimes even 2, its power is still somewhat lacking.
At the moment I have the EVs completely invested in defence, but if someone could offer me an alternative spread which hits some nice benchmarks when it comes to attack (without taking too much out of it defences), it would be greatly appreciated, but at the same time I might end up sticking with max defence.
Maid (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 SpA
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Maid I find to be a suiting nickname for Florges. She is a slave to the other Pokemon on the team pretty much. There to take a special hit for them, come bring them Wishes and Aromatherapy and dusts off all my Pokemon. A slave to the team.
There is a lot riding on Florges. With only Hippowdon and now (somewhat) Blastoise capable of self healing, it's Florges job to pass Wishes to team mates and cure status with Heal Bell. She is also my strongest Special wall and is generally the first to go in to take a Special hit. I need her to be able to be around throughout the game, because Doublade and Mega-Blastoise are really relying on her for recovery as they lack their own forms. Though in the end I wish that it delivered more, because Florges' HP isn't that great. If Toxic or Para slips past it can also wreck havoc for a lot of my Pokemon, and so I really need Aromatherapy there too. Protect helps stall out or safely heal herself. Moonblast is there to deal out the damage and prevent her from being complete set-up fodder. I also choose Florges over Chansey and other special walls/clerics because of her Fairy typing which comes in very helpful against Keldeos and their Secret Swords.
EVs are standard.
Supa Soaka (Blastoise) (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Def
Bold Nature
- Scald
- Aura Sphere
- Rapid Spin
-Dragon Pulse Rest
3 cannons of to leave everyone drenched is Supa Soaka, the team's mega.
Basically I wanted something that wasn't so susceptible to Knock Off, and more of a mixed wall. M-Blastoise's defences sold it for me, especially when it comes with that nasty Special attack as well as a very strong ability. Scald takes the first slot for strong Water STAB with that Burn chance, which helps it wall on both sides of the spectrum much easier. Aura Sphere makes for some nice coverage, especially considering this is my Knock Off switch-in it is aimed at taking out Dark-Types. Rapid Spin serves as a nice move that can help to minimise hazard damage on a team which can suffer from recovery problems, and gives some Pokemon a second chance at life.Dragon Pulse is in the last slot, which funnily enough ends up being the strongest move thanks to Mega Launcher, and has a lot of nice coverage whilst hitting things like Latias which would otherwise wall it. I'm seriously thinking of dropping it for Rest though and getting Florges to Aromatherapy the sleepy eyes away, which would be much easier than Wish passing I think, but I'd like your guys thoughts on what could be a good move for the last slot. Dragon Pulse was swapped out for Rest as it needed that recovery and staying power.
EVs are all in Special defence and nature in defence for it to function as a mixed wall but I honestly had no idea with what I was doing here or what to use it for in the end, so if anyone has a good EV spread for Mega-Blastoise to function as a tank please tell me.
[Replaceable] Although it does an alright job of tanking, it really can't switch in to some of the stronger hits, and I might want it to be more invested in Defence to help it out with its function of being able to switch into Knock Off, or perhaps there is a better user.
Problems so far:
These are the fixes that I'd like to have amongst the Pokemon who have been marked as [Replaceable]. Note that more than one can be carried in any given role and can be switched up from how they are now.
Feel free to try it out
The Making of the Team:


These were the first 2 starting Pokemon. Hydreigon was always a Pokemon who I liked the design of from the beginning, but as a UU player last gen who didn't like all the weather running around I never got the chance to use him. Doublade was another Pokemon that caught my eye as an excellent Eviolite abuser, and these 2 go together like bread and butter. Each of their weaknesses is covered by the other thanks to Hydreigon's Levitate giving immunity to Ground attacks, make every super effective to one, not very effective to the other or they have an immunity.



To tie it off nicely, I wanted a Fairy-type to round of the core, and there wasn't much of a better compliment than Florges. I now had a nice looking defensive core with type match-ups, a scarf sweeper, Physical tank and Special wall/cleric.





With the initial core done, I started experimenting with quite a few other Pokemon who I wanted to play around with, and quite a few just didn't suit the team and I was having trouble finding the last 3 members. I then decided that I needed a Stealth Rock user as it is a general staple and another Physical wall, as Doublade found a hard time surviving without recovery of its own, and so I started running Hippodown. Ambipom also caught my eye, running around in quite a few teams and with damage that I underestimated, and I could use another fast damage dealer.






And so it was the, and the team began to climb the UU ladder

Handy (Ambipom) @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk
Jolly Nature
- Taunt
- Fake Out
- U-turn
- Knock Off
Handy has proven to be very handy, and with 4 hands to lend a hand, he is hands down one of the more valued members of the team for all the support and strength he adds to the team.
STAB technician LO Fake Out dealing over 70% of an opponents health without giving them a chance to do shit is quite scary to say the least, and helps Handy run as an excellent revenge killer. A fast Taunt from Ambipom also screws up a lot of Pokemon as well. Knock Off hits Ghost-types who think that I'm a "Fake Out whenever you can" kind of noob, smacking them for Super-effective damage and usually grabbing the OHKO, and besides Ghosts Knock Off is just such a game changing damage, support move, which I consider to almost be a staple in UU. U-Turn is in the final slot to maintain momentum and is pretty self-explanatory. I generally lead with Ambipom, as he can most of the time cause an early hassle for most teams in one way or another.
EVs and nature are standard.
[Replaceable] Handy's letdown is its lack of switch in opportunities. Its defences and typing suck, and so I can only ever really bring it in after something faints. And if it takes any hit it generally takes it down to around 30% health, meaning he will only really have only really one other play before it faints, and I would rather a bit more longevity in this spot.

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
This is a rather average Hippowdon set, and is nothing really out of the ordinary. I need Hippowdon primarily for Stealth Rock, and that is the main reason why it made the team, it just helps so much and is awesome to have on the field, especially when I can count one of my opponents Pokemon as already gone because entry hazards will make it faint. Whirlwind is there to get rid of set-up sweepers and to rack up SR damage. Slack Off for recovery, and this is why it really secures its spot, because Doublade is my other Physical wall with no form of recovery, meaning that Hippodown is more likely to stick around to fulfil the role of Physical wall throughout the game. Earthquake is the last move so that it can still threaten Physical sweepers, though I find it rather annoying as the only attacking move, especially with Latias around how basically always gets a free switch in.
EVs and nature are standard.
[Replaceable] Hippowdon by no means isn't fulfilling his job really well, but there a couple of nitpicks that I have with him which I'd like fixed. Mainly, he doesn't offer any resistances that my team really needs, and so his typing tends to be a bit of a let down in UU. He is completely walled by Flying types which is a bloody pain in the ass. Its weakness to water is very annoying with Slowbro, Keldeo, Swampert, Vaporeon, Blastoises and more running around. And lastly his ability is a double edged sword, and Hydreigon out of all my Pokemon seems to hate it most noticeably.

Smaug (Hydreigon) @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn
I'd just like to take a second here to once again say that Hydreigon looks frecking beastly, and that it's typing is original and cool (although not the best viably). In 'The Hobbit' the great dragon Smaug came down and desolated the Dwarve's once great city chasing off or destroying everything.
Smaug the Hydreigon is here now to desolate the opponents Pokemon. It sends off ridiculously massive nukes, and with a scarf allows it to out speed and rip apart some faster targets like Latias, Mienshao and Keldeo who would otherwise be a scary threat. Draco Meteor is for the SHEER POWER, good late clear and if I really want something gone, as long as it isn't Fairy or Steel. Fire Blast for Steel-types and Bug-types like Heracross, though this may be open to change for something like Earth Power. Dark Pulse is the general STAB of choice. U-Turn helps if I'm expecting a switch or to just maintain momentum.
I've gone for a Modest nature, because even though I am running U-Turn which loses power, I don't want to lose any bulk as I am using it as a defensive core still with Aegi, and I have been amazed at some of the things that Hydreigon has survived, including a Secret Sword from a Keldeo. Modest>Timid as well for the extra power as only other fully speed invested or naturally faster Scarfers tend to be problems for it (not many things at all).

Nitouryuu (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Toxic
In One Piece, the great swordsman Roronoa Zoro is able to wield up to 3 blades, and Nitouryuu means 2 sword style.
My Physical tank and boy oh boy does this thing pack defence, and a lot of it. It abuses the Eviolite so well, and it even means that it can tank even some Super-effective special attacks. Shadow Sneak makes up for its lack of speed and helps to finish off some weakened Pokemon as well as serving as Ghost STAB. Gyro Ball deals the a lot of damage to Fairies as well as to anything else fast, which also makes up for its low speed. Toxic is there to cripple Pokemon and I find it very important to have somewhere on the team, as I was initially running it on Florges but decided that I need Aromatherapy on the team, and since then I find that Doublade has made better use out of it anyway. Swords Dance is there for when I force something out, which can happen because Doublade seriously walls quite a few Physical sweepers, though I still find that even after a Swords Dance or sometimes even 2, its power is still somewhat lacking.
At the moment I have the EVs completely invested in defence, but if someone could offer me an alternative spread which hits some nice benchmarks when it comes to attack (without taking too much out of it defences), it would be greatly appreciated, but at the same time I might end up sticking with max defence.

Maid (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 SpA
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Maid I find to be a suiting nickname for Florges. She is a slave to the other Pokemon on the team pretty much. There to take a special hit for them, come bring them Wishes and Aromatherapy and dusts off all my Pokemon. A slave to the team.
There is a lot riding on Florges. With only Hippowdon and now (somewhat) Blastoise capable of self healing, it's Florges job to pass Wishes to team mates and cure status with Heal Bell. She is also my strongest Special wall and is generally the first to go in to take a Special hit. I need her to be able to be around throughout the game, because Doublade and Mega-Blastoise are really relying on her for recovery as they lack their own forms. Though in the end I wish that it delivered more, because Florges' HP isn't that great. If Toxic or Para slips past it can also wreck havoc for a lot of my Pokemon, and so I really need Aromatherapy there too. Protect helps stall out or safely heal herself. Moonblast is there to deal out the damage and prevent her from being complete set-up fodder. I also choose Florges over Chansey and other special walls/clerics because of her Fairy typing which comes in very helpful against Keldeos and their Secret Swords.
EVs are standard.
Supa Soaka (Blastoise) (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SpD / 4 Def
Bold Nature
- Scald
- Aura Sphere
- Rapid Spin
-
3 cannons of to leave everyone drenched is Supa Soaka, the team's mega.
Basically I wanted something that wasn't so susceptible to Knock Off, and more of a mixed wall. M-Blastoise's defences sold it for me, especially when it comes with that nasty Special attack as well as a very strong ability. Scald takes the first slot for strong Water STAB with that Burn chance, which helps it wall on both sides of the spectrum much easier. Aura Sphere makes for some nice coverage, especially considering this is my Knock Off switch-in it is aimed at taking out Dark-Types. Rapid Spin serves as a nice move that can help to minimise hazard damage on a team which can suffer from recovery problems, and gives some Pokemon a second chance at life.
EVs are all in Special defence and nature in defence for it to function as a mixed wall but I honestly had no idea with what I was doing here or what to use it for in the end, so if anyone has a good EV spread for Mega-Blastoise to function as a tank please tell me.
[Replaceable] Although it does an alright job of tanking, it really can't switch in to some of the stronger hits, and I might want it to be more invested in Defence to help it out with its function of being able to switch into Knock Off, or perhaps there is a better user.
Problems so far:
- Crawdaunt gives this team some major problems. It's dual STABs can hit both my Physical walls Super-effectively and boy does it hit strong.
- Bulky Water-types are a major pain in the ass, as I have nothing to hit them Super-effectively.
- Grass-types are also a pain, with only Hydreigon being able to hit them Super-effectively and can't always just switch in to them, especially as I am using him as a revenge-killer/sweeper I kinda need him in ship-shape. And then nothing really wants to switch in to grass status.
- Mega-Gardevoir is a major ass pain thanks to Psyshock hitting Florges on its defence, and nothing really wants to switch into it unless I can predict right.
These are the fixes that I'd like to have amongst the Pokemon who have been marked as [Replaceable]. Note that more than one can be carried in any given role and can be switched up from how they are now.
- A fast/priority Physical sweeper and/or revenge killer with good switch-in capabilities or bulk to replace Ambipom.
- A strong mixed wall to replace Mega-Blastoise OR alternatively switch up Mega-Blastoise so that it can fulfil its role better.
- A strong physical wall to replace Hippowdon with a resistance to Ground (to help Doublade with its EQ weakness) and no weakness to Water OR something that would help Hippowdon rule out at least some of the flaws which I have mentioned.
- More bulk/recovery(which kinda translates to more bulk) and a way of countering common POWERFUL UU Knock Off threats (Crawdaunt, Bisharp) for more Blastoise's position.
- A good Grass-type on the team would be much appreciated along with a Grass-type move somewhere to check Water-types (especially Water/Ground types).
- Taunt or Encore is very very very appreciated to stop setup and other major status using Pokemon.
- Stealth Rock is necessary to have somewhere on the team.
- Burn is nice to have in some form somewhere on the team (whether it be Scald or Will-O-Wisp) but not necessary.
Feel free to try it out
Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn
Nitouryuu (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Toxic
Maid (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 4 Spd / 252 Def
Bold Nature
- Scald
- Aura Sphere
- Rapid Spin
- Rest
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
Handy (Ambipom) @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk
Jolly Nature
- Taunt
- Fake Out
- U-turn
- Knock Off
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Draco Meteor
- Fire Blast
- Dark Pulse
- U-turn
Nitouryuu (Doublade) @ Eviolite
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
IVs: 0 Spd
- Swords Dance
- Shadow Sneak
- Gyro Ball
- Toxic
Maid (Florges) (F) @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Moonblast
- Wish
- Protect
- Aromatherapy
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 4 Spd / 252 Def
Bold Nature
- Scald
- Aura Sphere
- Rapid Spin
- Rest
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
Handy (Ambipom) @ Life Orb
Ability: Technician
EVs: 252 Spd / 252 Atk
Jolly Nature
- Taunt
- Fake Out
- U-turn
- Knock Off
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