I don't feel as close to UU teams as I do Uber or OU teams, but all the status being thrown around is fun to manuever with.
Yanmega (M) @ Choice Scarf
Ability: Tinted Lens
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Bug Buzz
- Air Slash
- Hidden Power [Ice]
- U-turn
I felt like trying something new, as Yanmega leads are very predictable. This particular one outspeeds Timid Scarf Moltres with Max Speed so he can U-Turn out (thinking about using HP Rock just for the sake of a surprise OHKO, since outspeeding Moltres doesn't mean much, it just means I have to switch either way). Yanmega makes an efficient revenge killer with his Tinted Lens making resisted hits do even more damage. Tips as to why this is a bad lead? I got tired of all the standard leads xD
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP/252 Spd/4 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Substitute
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Arguably my favorite ghost in UU besides Spiritomb, immunity to Ground made him superior for my team to cover Arcanine and Registeel. Rotom is also able to beat Registeel to an extent, unlike Mismagius (Iron Head hurts) Spiritomb (can't do sufficient damage, and WoW is Rested off) and Drifblim (Iron Head and Ice Punch). SubRotom is one of my favorite OU sets, so I figured his use in UU would be grand. More speed than appliance Rotoms means he is more unpredictable.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/78 Def/78 SDef
Impish nature (+Def, -SAtk)
- Thunder Wave
- Stealth Rock
- Iron Head
- Earthquake
Everyone's gotta have a good Mismagius counter, well Registeel is on nearly every team, and my second favorite Regi, so I decided on the set I used on my first UU team. Split EVs between Def and SpD and made it Impish instead of Relaxed. I perform the psuedo-Jirachi with T-Wave+Iron Head, he is also my SR user.
Arcanine (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Extremespeed
- Flare Blitz
- Iron Head
- Thunder Fang
I love this set so much, Intimidate is such a great ability, and the ability to do 64% or more to Max Def/Max HP Spiritomb with Flare Blitz is too impressive to ignore (I hit it when it WoW for nothing and I was like whoa! 64%!). Arguably able to revenge kill a lot, make other Arcanine's lives miserable, drill a hole in the opponent's team, Thunder Fang is too 2HKO standard Slowbro (although some have just enough after lefties to survive, so I switch). Iron Head is to occasionally hit whatever resists all my other moves (Regirock for example).
Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 6 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Seismic Toss
- Softboiled
- Heal Bell
A great special wall as the descendant of Blissey in UU, Heal Bell eliminates all status, as clerics enjoy being more used in UU. Thunder Wave makes two users as well as making it easier to deal with Rain teams. Softboiled takes advantage of T-Wave, Seismic Toss is for anything like Clefable trying to outstall me.
Claydol @ Leftovers
Ability: Levitate
EVs: 248 HP/144 Def/114 SAtk/4 SDef
Bold nature (+Def, -Atk)
- Earth Power
- Rapid Spin
- Shadow Ball
- Toxic
Arguably one of the best spinners, it complements my team again with Levitate, Shadow Ball is to do some damage on the Mismagius or Rotom switch, Earth Power makes it my effective stop to Registeel without Curse. Thinking about a switch to Hitmontop for extra Intimidate and a Fighting type (Clefable is hard to break).
No huge strategy or important EVs strung into the team, but it works nonetheless. Suggestions on how I can improve my team would be nice. Yes I know I lack important typical Pokemon like a bulky water (Slowbro, Milotic, Lanturn), a Fighting type, and whatever else. I didn't find it absolutely necessary, but if it is, tell me what to switch out.
Thanks for rates or feedback!
Yanmega (M) @ Choice Scarf
Ability: Tinted Lens
EVs: 4 Def/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Bug Buzz
- Air Slash
- Hidden Power [Ice]
- U-turn
I felt like trying something new, as Yanmega leads are very predictable. This particular one outspeeds Timid Scarf Moltres with Max Speed so he can U-Turn out (thinking about using HP Rock just for the sake of a surprise OHKO, since outspeeding Moltres doesn't mean much, it just means I have to switch either way). Yanmega makes an efficient revenge killer with his Tinted Lens making resisted hits do even more damage. Tips as to why this is a bad lead? I got tired of all the standard leads xD
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP/252 Spd/4 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Substitute
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Arguably my favorite ghost in UU besides Spiritomb, immunity to Ground made him superior for my team to cover Arcanine and Registeel. Rotom is also able to beat Registeel to an extent, unlike Mismagius (Iron Head hurts) Spiritomb (can't do sufficient damage, and WoW is Rested off) and Drifblim (Iron Head and Ice Punch). SubRotom is one of my favorite OU sets, so I figured his use in UU would be grand. More speed than appliance Rotoms means he is more unpredictable.
Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP/100 Atk/78 Def/78 SDef
Impish nature (+Def, -SAtk)
- Thunder Wave
- Stealth Rock
- Iron Head
- Earthquake
Everyone's gotta have a good Mismagius counter, well Registeel is on nearly every team, and my second favorite Regi, so I decided on the set I used on my first UU team. Split EVs between Def and SpD and made it Impish instead of Relaxed. I perform the psuedo-Jirachi with T-Wave+Iron Head, he is also my SR user.
Arcanine (M) @ Choice Band
Ability: Intimidate
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Extremespeed
- Flare Blitz
- Iron Head
- Thunder Fang
I love this set so much, Intimidate is such a great ability, and the ability to do 64% or more to Max Def/Max HP Spiritomb with Flare Blitz is too impressive to ignore (I hit it when it WoW for nothing and I was like whoa! 64%!). Arguably able to revenge kill a lot, make other Arcanine's lives miserable, drill a hole in the opponent's team, Thunder Fang is too 2HKO standard Slowbro (although some have just enough after lefties to survive, so I switch). Iron Head is to occasionally hit whatever resists all my other moves (Regirock for example).
Chansey (F) @ Leftovers
Ability: Natural Cure
EVs: 6 HP/252 Def/252 SDef
Calm nature (+SDef, -Atk)
- Thunder Wave
- Seismic Toss
- Softboiled
- Heal Bell
A great special wall as the descendant of Blissey in UU, Heal Bell eliminates all status, as clerics enjoy being more used in UU. Thunder Wave makes two users as well as making it easier to deal with Rain teams. Softboiled takes advantage of T-Wave, Seismic Toss is for anything like Clefable trying to outstall me.
Claydol @ Leftovers
Ability: Levitate
EVs: 248 HP/144 Def/114 SAtk/4 SDef
Bold nature (+Def, -Atk)
- Earth Power
- Rapid Spin
- Shadow Ball
- Toxic
Arguably one of the best spinners, it complements my team again with Levitate, Shadow Ball is to do some damage on the Mismagius or Rotom switch, Earth Power makes it my effective stop to Registeel without Curse. Thinking about a switch to Hitmontop for extra Intimidate and a Fighting type (Clefable is hard to break).
No huge strategy or important EVs strung into the team, but it works nonetheless. Suggestions on how I can improve my team would be nice. Yes I know I lack important typical Pokemon like a bulky water (Slowbro, Milotic, Lanturn), a Fighting type, and whatever else. I didn't find it absolutely necessary, but if it is, tell me what to switch out.
Thanks for rates or feedback!