So recently I decided to get back into UU now that Hydreigon was unbanned, and I have to say this is definitely a fresh pace from OU. I'm not the greatest at team building, nor am I an outstanding battler (although I wouldn't call myself bad either), which is why I'm posting this RMT; for help. I basically looked at the usage statistics and viability rankings to make this team, and it's been fairly successful for me. It's main goal is offense, as I'm not a huge fan of stall. Regardless, this team features a core that I used in the UU beta before the Hydreigon ban. So onto the team.
Mienshao @ Life Orb
Jolly Nature
Regenerator
EVs: 252 Atk / 4 SpDef / 252 Spe
-Fake Out
-High Jump Kick
-Knock Off
-U-Turn
The first thing I wanted on this team was an anti lead that maintains offensive pressure, as well as being able to keep momentum. Mienshao fit the bill perfectly, so I decided to use her. The set is pretty much standard from what I can tell, although I prefer Regenerator over Reckless so I can have multiple chances to switch in again. Knock Off is great to remove items and cripple opposing Pokémon, while Fake Out gets a free turn and chip damage.
Manectric @ Manectite
Timid Nature
Lightning rod/Intimidate
EVs: 4 HP / 252 SpAtk / 252 Spe
-Volt Switch
-Thunderbolt
-Flamethrower
-HP Ice
After learning that Mega Manectric was UU, I knew I had to try him out. Intimidate is amazing; being able to neuter physical attackers is always nice, especially when things like Mienshao and Tornadus-T run rampant. Serving as a check to Mega Blastoise and Slowbro, Manectric fills a hole on this team quite nicely. EVs are to at worst speed tie other Manectric, and all other moves are pretty much standard. Volt Switch gains momentum, and creates a little VoltTurn core with Mienshao.
Hydreigon @ Choice Specs
Modest Nature
Levitate
EVs: 4 HP / 252 SpAtk / 252 Spe
-Draco Meteor
-Dark Pulse
-Fire Blast
-Earth Power
Hydreigon being unbanned was the main reason why I started playing UU again, so naturally I have him on my team. Serving as an insane wallbreaker, this guy hurts anything not named Florges. I chose a Modest nature over timid for maximum power, but I'm not opposed to changing it if I need to. Dark Pulse and Draco Meteor are STABs, while Fire Blast gets past steels and Shaymin and other grasses. The last moves lot has Earth Power to hit Nidoking and Darmanitan Super Effectively, but it can change if needed.
Metagross @ Assault Vest
Adamant Nature
Clear Body
EVs: 252 HP / 252 Atk 4 SpDef
-Meteor Mash
-Bullet Punch
-Earthquake
-Thunder Punch/Zen Headbutt
Part 2 of the Metagon core. Metagross cover the fairies, ice types, opposing dragons, and fighting types that hurt Hydreigon, while Hydreigon covers fires, grounds, darks, and ghosts that hurts Metagross. The two work well together, covering each other's weaknesses almost flawlessly. With that being said, Metagross acts as a tank for the team, and can almost always hard counter Florges, which is nice given her usage. He also provides the only consistent priority on the team, since Fake Out only works once. EVs maximize bulk, and Ass Vest makes him tank neutral and resisted special hits. Meteor Mash is STAB, with a nifty chance of an attack boost. Earthquake hits electrics (most notably Mega Manectric) super effectively. The last moves lot I'm not so sure about. Zen Headbutt is STAB and allows me to hit Crobat and fighting types super effectively, but Thunder Punch allows me to hit flying types and waters. I'm not sure which one to use.
Crobat @ Black Sludge
Jolly Nature
Infiltrator
EVs: 130 HP / 252 Atk / 126 Spe
-Brave Bird
-Defog
-Roost
-Cross Poison
Since I don't like Hazards, I chose to go down the Defog route since the only relevant Defiant User is Braviary (as far as I know). Crobat fit the bill nicely, sporting a 4x resistance to fighting and Bug moves. Additionally, being able to get past screens and subs is always nice with Infiltrator. EVs are to outspeed base 115s, while maximizing attack and giving him bulk. Defog for Hazards, and Brave Bird for STAB, while also hitting Heracross for insane damage. Roost recovers, and I have Cross Poison in the last slot for an emergency check to Florges in case Metagross goes down, though it's isn't irreplaceable.
Azelf @ Focus Sash
Hasty Nature
Levitate
EVs: 4 Atk / 252 SpAtk / 252 Spe
-Stealth Rock
-Psyshock
-Fire Blast
-Explosion
No team is complete without Stealth Rock, so I decided to go with Azelf thanks to his speed. Suicide leads have fallen out of style, so having one around can give me an ergo over an unsuspecting opponent. EVs are for maximum speed and SpAtk, with the remainder in attack. Sash is so I can almost always guarantee rocks, as well as allow me to have an emergency check against a sweeper so long as the field is clear. Psyshock hits fighters and Nidoking Super Effectively, and Fire Blast is for Steels. The last move allows me to go out with a bang. With the Explosion nerf, not many people expect it, and it allows me to severely cripple/outright KO something that gives me problems. Protect on Florges and Swampert is annoying though.
There it is. I'm open to any constructive criticism, as well as any suggestions/changes you might have. I'm still fairly new to the tier, so if there's anything I'm missing, feel free to let me know. I'll put the importable in once I get home.
Mienshao @ Life Orb
Jolly Nature
Regenerator
EVs: 252 Atk / 4 SpDef / 252 Spe
-Fake Out
-High Jump Kick
-Knock Off
-U-Turn
The first thing I wanted on this team was an anti lead that maintains offensive pressure, as well as being able to keep momentum. Mienshao fit the bill perfectly, so I decided to use her. The set is pretty much standard from what I can tell, although I prefer Regenerator over Reckless so I can have multiple chances to switch in again. Knock Off is great to remove items and cripple opposing Pokémon, while Fake Out gets a free turn and chip damage.
Manectric @ Manectite
Timid Nature
Lightning rod/Intimidate
EVs: 4 HP / 252 SpAtk / 252 Spe
-Volt Switch
-Thunderbolt
-Flamethrower
-HP Ice
After learning that Mega Manectric was UU, I knew I had to try him out. Intimidate is amazing; being able to neuter physical attackers is always nice, especially when things like Mienshao and Tornadus-T run rampant. Serving as a check to Mega Blastoise and Slowbro, Manectric fills a hole on this team quite nicely. EVs are to at worst speed tie other Manectric, and all other moves are pretty much standard. Volt Switch gains momentum, and creates a little VoltTurn core with Mienshao.
Hydreigon @ Choice Specs
Modest Nature
Levitate
EVs: 4 HP / 252 SpAtk / 252 Spe
-Draco Meteor
-Dark Pulse
-Fire Blast
-Earth Power
Hydreigon being unbanned was the main reason why I started playing UU again, so naturally I have him on my team. Serving as an insane wallbreaker, this guy hurts anything not named Florges. I chose a Modest nature over timid for maximum power, but I'm not opposed to changing it if I need to. Dark Pulse and Draco Meteor are STABs, while Fire Blast gets past steels and Shaymin and other grasses. The last moves lot has Earth Power to hit Nidoking and Darmanitan Super Effectively, but it can change if needed.
Metagross @ Assault Vest
Adamant Nature
Clear Body
EVs: 252 HP / 252 Atk 4 SpDef
-Meteor Mash
-Bullet Punch
-Earthquake
-Thunder Punch/Zen Headbutt
Part 2 of the Metagon core. Metagross cover the fairies, ice types, opposing dragons, and fighting types that hurt Hydreigon, while Hydreigon covers fires, grounds, darks, and ghosts that hurts Metagross. The two work well together, covering each other's weaknesses almost flawlessly. With that being said, Metagross acts as a tank for the team, and can almost always hard counter Florges, which is nice given her usage. He also provides the only consistent priority on the team, since Fake Out only works once. EVs maximize bulk, and Ass Vest makes him tank neutral and resisted special hits. Meteor Mash is STAB, with a nifty chance of an attack boost. Earthquake hits electrics (most notably Mega Manectric) super effectively. The last moves lot I'm not so sure about. Zen Headbutt is STAB and allows me to hit Crobat and fighting types super effectively, but Thunder Punch allows me to hit flying types and waters. I'm not sure which one to use.
Crobat @ Black Sludge
Jolly Nature
Infiltrator
EVs: 130 HP / 252 Atk / 126 Spe
-Brave Bird
-Defog
-Roost
-Cross Poison
Since I don't like Hazards, I chose to go down the Defog route since the only relevant Defiant User is Braviary (as far as I know). Crobat fit the bill nicely, sporting a 4x resistance to fighting and Bug moves. Additionally, being able to get past screens and subs is always nice with Infiltrator. EVs are to outspeed base 115s, while maximizing attack and giving him bulk. Defog for Hazards, and Brave Bird for STAB, while also hitting Heracross for insane damage. Roost recovers, and I have Cross Poison in the last slot for an emergency check to Florges in case Metagross goes down, though it's isn't irreplaceable.
Azelf @ Focus Sash
Hasty Nature
Levitate
EVs: 4 Atk / 252 SpAtk / 252 Spe
-Stealth Rock
-Psyshock
-Fire Blast
-Explosion
No team is complete without Stealth Rock, so I decided to go with Azelf thanks to his speed. Suicide leads have fallen out of style, so having one around can give me an ergo over an unsuspecting opponent. EVs are for maximum speed and SpAtk, with the remainder in attack. Sash is so I can almost always guarantee rocks, as well as allow me to have an emergency check against a sweeper so long as the field is clear. Psyshock hits fighters and Nidoking Super Effectively, and Fire Blast is for Steels. The last move allows me to go out with a bang. With the Explosion nerf, not many people expect it, and it allows me to severely cripple/outright KO something that gives me problems. Protect on Florges and Swampert is annoying though.
There it is. I'm open to any constructive criticism, as well as any suggestions/changes you might have. I'm still fairly new to the tier, so if there's anything I'm missing, feel free to let me know. I'll put the importable in once I get home.






