Meet The Gang
I created this team originally due to me having sucess with a parahax team in OU and wanted to see if it would work in UU and it does work fairly well, haven't played too many games but have had relatively decent sucess.
Uxie @ Choice Scarf
Nature: Impish (+Def,-SAtk)
Ability: Levitate
EVs:252 Hp/104 Def/152 Spe
-Trick
-Thunder Wave
-Stealth Rock
-U-Turn
I originally had Donphan in this spot but Uxie just works much better. Uxie help me get momentum early game and is one of the most reliable lead out there. It's natural bulk allow me to almost always get the important rocks up (because this kind of team force a lot of switch),and it is my first t-wave spammer. Trick allows me to cripple most leads,and sometimes prove important mid to late-game to help beat set-uppers. U-turn allow me to keep momentum and scout for opponent switch ins. EV are standard, 252 HP and 104 Def allow Uxie to tank some of the hardest physical hit out there and 152 speed Evs allows me to reach 396 speed, outspeeding every pokemon in the tier except opposing scarfers (bar Electrode).
Lanturn @ Leftovers
Nature: Calm (+SDef,-Atk)
Ability: Volt Absorb
EVs:40 Hp/216 Def/252 SDef
-Substitute
-Thunder Wave
-Thunderbolt
-Ice Beam/Surf
Lanturn provides my team an electric and water resist and is just annoying for teams to deal with unless they have a STAB earthquake user. I usually bring it in on something that it threatens, sub when they switch out and then I can t-wave what they bring out and get in an attack before I switch into something that can deal with it or scare it out. I was thinking of changing sub for confuse ray to create the annoying parafusion combo but sub provides a valuable wall to t-wave and attack before switching.
Mismagius @ Leftovers
Nature: Calm (+SDef,-Atk)
Ability: Levitate
EVs:252 Hp/60 Spe/196 SDef
-Substitute
-Thunder Wave
-Shadow Ball
-Hidden Power (Fighting)
Now I bet you're thinking another t-wave user! and yes it's another t-wave user, most people expect an offensive Mismagius so this one catches most people by surprise. I use it in sort of the same way I use lanturn but this hits harder and can take out a few threats. Sub for protection, t-wave just to paralyse and annoy and shadow ball and HP (Fighting) for coverage. It can punch holes in teams and can cause switches.
Clefable @ Leftovers
Nature: Calm (+SpD,-Atk)
Ability: Magic Guard
EVs:252 Hp/152 Def/100 SDef
-Thunder Wave
-Encore
-Seismic Toss
-Softboiled
Clefable is another pokemon that carries thunder wave, 4 t-wave users might seem overkill but it's worth it to spread it around and really cripple the opponent. Clefable is also my special tank in general. Seismic Toss is Clefable only means of attacking and does a solid damage to anything that is not a ghost. Encore means that I'm not helpless against NP mismagius or subchargerotom as I can encore them into a set up move causing a switch. The EVs are taken straight from the analysis, maximizing Clefable's ability to take hits.
Hitmontop @ Leftovers
Nature: Adamant (+Atk,-SAtk)
Ability: Intimidate
EVs:252 Hp/252 Atk/4 Def
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch
Hitmontop provides the team with a crucial rock resist that this team otherwise lack, it can also help me eliminate most of the annoying clerics (Chansey, Clefable, Miltank) that can destroy all my hardwork spreading para, Hitmontop also provides me with rapid spin support to help my Pinsir switch-in and out if need be and as an added bonus it has a cool ability (Intimidate) to check many physical threats that may cause trouble to my team. Close Combat is it's strong STAB attack, coupled with Sucker punch it's only resisted by a few (Toxicroak). Foresight helps me get a guaranteed spin against teams that lack double ghost and may help against stall. EVs are standard to give Top a nice amount of bulk and firepower.
Pinsir @ Life Orb
Nature: Adamant (+Atk,-SAtk)
Ability: Mold Breaker
EVs:4 Hp/252 Atk/252 Spe
-Swords Dance
-Earthquake
-X-Scissor
-Stone Edge
This team is build around a Pinsir sweep, with it's huge attack stat and awesome ability once Pinsir gets on a roll not much is stopping it. After the rest of the team spread paralysis to the opposing team, this guy comes out late-game, sets up a SD and it's basically good game from there on. Due to paralysis not much will be outspeeding Pinsir, X-Scissor is this guys STAB attack, OHKOing or 2HKOing everything that doesn't resist it, Earthquake is for coverage and pairs well with Pinsir's ability, Mold Breaker. Stone Edge round off the coverage, hitting fliers that resist or are immune to bug and ground. EVs are straightforward to give Pinsir the most of speed and attack. I chose adamant over jolly to give Pinsir a bigger sting and he doesn't really need the extra speed due to paralysis.
Just a few calcs on Pinsir's power.
+2 X-Scissor v 252/252 Bold Milotic = 77.2% - 90.9%
+2 X-Scissor v 252/152 Calm Clefable = 98.5% - 116%
+2 X-Scissor v 52/252 Adamant Donphan = 78.4% - 92.5%
+2 X-Scissor v 252/100 Careful Registeel = 116.5% - 137.4%
+2 Earthquake v 252/252 Bold Weezing = 115% - 135.3%
Thanks to ZapdosBlitz for writing most of this for me as I have trouble explaining why I made certain choices.
I created this team originally due to me having sucess with a parahax team in OU and wanted to see if it would work in UU and it does work fairly well, haven't played too many games but have had relatively decent sucess.
Uxie @ Choice Scarf
Nature: Impish (+Def,-SAtk)
Ability: Levitate
EVs:252 Hp/104 Def/152 Spe
-Trick
-Thunder Wave
-Stealth Rock
-U-Turn
I originally had Donphan in this spot but Uxie just works much better. Uxie help me get momentum early game and is one of the most reliable lead out there. It's natural bulk allow me to almost always get the important rocks up (because this kind of team force a lot of switch),and it is my first t-wave spammer. Trick allows me to cripple most leads,and sometimes prove important mid to late-game to help beat set-uppers. U-turn allow me to keep momentum and scout for opponent switch ins. EV are standard, 252 HP and 104 Def allow Uxie to tank some of the hardest physical hit out there and 152 speed Evs allows me to reach 396 speed, outspeeding every pokemon in the tier except opposing scarfers (bar Electrode).
Lanturn @ Leftovers
Nature: Calm (+SDef,-Atk)
Ability: Volt Absorb
EVs:40 Hp/216 Def/252 SDef
-Substitute
-Thunder Wave
-Thunderbolt
-Ice Beam/Surf
Lanturn provides my team an electric and water resist and is just annoying for teams to deal with unless they have a STAB earthquake user. I usually bring it in on something that it threatens, sub when they switch out and then I can t-wave what they bring out and get in an attack before I switch into something that can deal with it or scare it out. I was thinking of changing sub for confuse ray to create the annoying parafusion combo but sub provides a valuable wall to t-wave and attack before switching.
Mismagius @ Leftovers
Nature: Calm (+SDef,-Atk)
Ability: Levitate
EVs:252 Hp/60 Spe/196 SDef
-Substitute
-Thunder Wave
-Shadow Ball
-Hidden Power (Fighting)
Now I bet you're thinking another t-wave user! and yes it's another t-wave user, most people expect an offensive Mismagius so this one catches most people by surprise. I use it in sort of the same way I use lanturn but this hits harder and can take out a few threats. Sub for protection, t-wave just to paralyse and annoy and shadow ball and HP (Fighting) for coverage. It can punch holes in teams and can cause switches.
Clefable @ Leftovers
Nature: Calm (+SpD,-Atk)
Ability: Magic Guard
EVs:252 Hp/152 Def/100 SDef
-Thunder Wave
-Encore
-Seismic Toss
-Softboiled
Clefable is another pokemon that carries thunder wave, 4 t-wave users might seem overkill but it's worth it to spread it around and really cripple the opponent. Clefable is also my special tank in general. Seismic Toss is Clefable only means of attacking and does a solid damage to anything that is not a ghost. Encore means that I'm not helpless against NP mismagius or subchargerotom as I can encore them into a set up move causing a switch. The EVs are taken straight from the analysis, maximizing Clefable's ability to take hits.
Hitmontop @ Leftovers
Nature: Adamant (+Atk,-SAtk)
Ability: Intimidate
EVs:252 Hp/252 Atk/4 Def
-Foresight
-Rapid Spin
-Close Combat
-Sucker Punch
Hitmontop provides the team with a crucial rock resist that this team otherwise lack, it can also help me eliminate most of the annoying clerics (Chansey, Clefable, Miltank) that can destroy all my hardwork spreading para, Hitmontop also provides me with rapid spin support to help my Pinsir switch-in and out if need be and as an added bonus it has a cool ability (Intimidate) to check many physical threats that may cause trouble to my team. Close Combat is it's strong STAB attack, coupled with Sucker punch it's only resisted by a few (Toxicroak). Foresight helps me get a guaranteed spin against teams that lack double ghost and may help against stall. EVs are standard to give Top a nice amount of bulk and firepower.
Pinsir @ Life Orb
Nature: Adamant (+Atk,-SAtk)
Ability: Mold Breaker
EVs:4 Hp/252 Atk/252 Spe
-Swords Dance
-Earthquake
-X-Scissor
-Stone Edge
This team is build around a Pinsir sweep, with it's huge attack stat and awesome ability once Pinsir gets on a roll not much is stopping it. After the rest of the team spread paralysis to the opposing team, this guy comes out late-game, sets up a SD and it's basically good game from there on. Due to paralysis not much will be outspeeding Pinsir, X-Scissor is this guys STAB attack, OHKOing or 2HKOing everything that doesn't resist it, Earthquake is for coverage and pairs well with Pinsir's ability, Mold Breaker. Stone Edge round off the coverage, hitting fliers that resist or are immune to bug and ground. EVs are straightforward to give Pinsir the most of speed and attack. I chose adamant over jolly to give Pinsir a bigger sting and he doesn't really need the extra speed due to paralysis.
Just a few calcs on Pinsir's power.
+2 X-Scissor v 252/252 Bold Milotic = 77.2% - 90.9%
+2 X-Scissor v 252/152 Calm Clefable = 98.5% - 116%
+2 X-Scissor v 52/252 Adamant Donphan = 78.4% - 92.5%
+2 X-Scissor v 252/100 Careful Registeel = 116.5% - 137.4%
+2 Earthquake v 252/252 Bold Weezing = 115% - 135.3%
Thanks to ZapdosBlitz for writing most of this for me as I have trouble explaining why I made certain choices.