As stated in the title this is my first UU team ever and I have almost no idea what I doing here. I need this team for a tournament so any and all help is very much appreciated. I have been testing with this team for a while now and I haven't had too much luck with it and I don't quite know what I am doing wrong because I am not too familiar with the UU metagame.
The Overview
Statistics
Ambipom
EVs: 6 HP/252 Atk/252 Spe
Nature: Jolly (+Spe/-SpA)
Ability: Technician
Item: Silk Scarf
Moves:
- Fake Out
- Taunt
- Knock Off
- U-Turn
Down Deeper:
Ambipom is a very generic lead, but it gives this team a bit more acceleration. This set is pretty standard. I chose Silk Scarf over Life Orb because he is my main switch in after one of my pokes goes down so I can get free decent damage on whatever is in and I don't like the recoil coming off of Life Orb. I chose Knock Off over everything in the analysis because Knock Off lets me hit Bulky Ghosts and take their item off of them.
Donphan
EVs: 52 HP/252 Atk/204 Def
Nature: Adamant (+Atk/-SpA)
Ability: Sturdy
Item: Leftovers
Moves:
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
Down Deeper:
Donphan is here to spin away any entry hazards and makes a very good physical attacker with STAB Earthquake and a priority move. I bring him in right after Ambipom has done his thing, if Ambipom did not prevent the hazards from coming up already. This is pretty standard. I chose Stealth Rock because I don't have any other pokes who set up Stealth Rock and I chose Ice Shard for priority and it can kill of Altaria with relative ease.
Altaria
EVs: 72 HP/252 Atk/184 Spe
Nature: Adamant (+Atk/-SpA)
Ability: Natural Cure
Item: Life Orb
Moves:
- Dragon Dance
- Roost
- Outrage
- Earthquake
Down Deeper:
Altaria is here because it has good synergy with my previous 2 pokes. It resists all of Ambipom and Donphan's weaknesses, except Ice of course. It also takes after its much bigger brother Salamence. This is Altaria's standard Dragon Dance set. Nothing too special here to comment on.
Magneton
EVs: 60 HP/252 SpA/196 Spe
Nature: Naive (+Spe/-SpD)
Ability: Magnet Pull
Item: Leftovers
Moves:
- Explosion
- Thunderbolt
- Hidden Power (Fire)
- Signal Beam
Down Deeper:
Magneton allows for resistances to Ice and Dragon, which covers Donphan and Altaria now, and makes a decent special attacker. It also boasts the ability to trap Steel types, such as Registeel. Everything here is basically standard. Hidden Power Fire is to aid in killing Steel types, but I may toss that for Hidden Power Grass to deal with Quaqsire who tries to switch in on Thunderbolt and expects to wall Magneton. Signal Beam is just for the extra tid bit of coverage because I don't like Substitute or Metal Sound.
Mismagius
EVs: 48 HP/208 SpA/252 Spe
Nature: Timid (+Spe/-Atk)
Ability: Levitate
Item: Leftovers
Moves:
- Calm Mind
- Substitute
- Shadow Ball
- Thunderbolt
Down Deeper:
Mismagius gives me immunities to Ground and Fighting, thus covering Magneton now. It also acts as good spin blocker when needed so that my Stealth Rocks don't leave the game. Nothing too interesting here just the standard Calm Mind + Substitute set. I chose Thunderbolt over Hidden Power Fighting because I can hit things that I would need a Fighting attack for.
Sceptile
EVs: 4 HP/252 Spe/252 SpA
Nature: Timid (+Spe/-Atk)
Ability: Overgrow
Item: Choice Specs
Moves:
- Leaf Storm
- Energy Ball
- Focus Blast
- Hidden Power (Ice)
Down Deeper:
Sceptile doesn't help too much with the synergy of the team really, but its an amazing revenge killer and keeps the team going. Its a standard Choice Specs set with Hidden Power Ice over Dragon Pulse because it can hit more than just Altaria really hard. Though about the synergy with Sceptile it does give resistances to Water and Electric which are hard to come by and very welcome here.
The Overview






Statistics

Ambipom
EVs: 6 HP/252 Atk/252 Spe
Nature: Jolly (+Spe/-SpA)
Ability: Technician
Item: Silk Scarf
Moves:
- Fake Out
- Taunt
- Knock Off
- U-Turn
Down Deeper:
Ambipom is a very generic lead, but it gives this team a bit more acceleration. This set is pretty standard. I chose Silk Scarf over Life Orb because he is my main switch in after one of my pokes goes down so I can get free decent damage on whatever is in and I don't like the recoil coming off of Life Orb. I chose Knock Off over everything in the analysis because Knock Off lets me hit Bulky Ghosts and take their item off of them.

Donphan
EVs: 52 HP/252 Atk/204 Def
Nature: Adamant (+Atk/-SpA)
Ability: Sturdy
Item: Leftovers
Moves:
- Stealth Rock
- Rapid Spin
- Earthquake
- Ice Shard
Down Deeper:
Donphan is here to spin away any entry hazards and makes a very good physical attacker with STAB Earthquake and a priority move. I bring him in right after Ambipom has done his thing, if Ambipom did not prevent the hazards from coming up already. This is pretty standard. I chose Stealth Rock because I don't have any other pokes who set up Stealth Rock and I chose Ice Shard for priority and it can kill of Altaria with relative ease.

Altaria
EVs: 72 HP/252 Atk/184 Spe
Nature: Adamant (+Atk/-SpA)
Ability: Natural Cure
Item: Life Orb
Moves:
- Dragon Dance
- Roost
- Outrage
- Earthquake
Down Deeper:
Altaria is here because it has good synergy with my previous 2 pokes. It resists all of Ambipom and Donphan's weaknesses, except Ice of course. It also takes after its much bigger brother Salamence. This is Altaria's standard Dragon Dance set. Nothing too special here to comment on.

Magneton
EVs: 60 HP/252 SpA/196 Spe
Nature: Naive (+Spe/-SpD)
Ability: Magnet Pull
Item: Leftovers
Moves:
- Explosion
- Thunderbolt
- Hidden Power (Fire)
- Signal Beam
Down Deeper:
Magneton allows for resistances to Ice and Dragon, which covers Donphan and Altaria now, and makes a decent special attacker. It also boasts the ability to trap Steel types, such as Registeel. Everything here is basically standard. Hidden Power Fire is to aid in killing Steel types, but I may toss that for Hidden Power Grass to deal with Quaqsire who tries to switch in on Thunderbolt and expects to wall Magneton. Signal Beam is just for the extra tid bit of coverage because I don't like Substitute or Metal Sound.

Mismagius
EVs: 48 HP/208 SpA/252 Spe
Nature: Timid (+Spe/-Atk)
Ability: Levitate
Item: Leftovers
Moves:
- Calm Mind
- Substitute
- Shadow Ball
- Thunderbolt
Down Deeper:
Mismagius gives me immunities to Ground and Fighting, thus covering Magneton now. It also acts as good spin blocker when needed so that my Stealth Rocks don't leave the game. Nothing too interesting here just the standard Calm Mind + Substitute set. I chose Thunderbolt over Hidden Power Fighting because I can hit things that I would need a Fighting attack for.

Sceptile
EVs: 4 HP/252 Spe/252 SpA
Nature: Timid (+Spe/-Atk)
Ability: Overgrow
Item: Choice Specs
Moves:
- Leaf Storm
- Energy Ball
- Focus Blast
- Hidden Power (Ice)
Down Deeper:
Sceptile doesn't help too much with the synergy of the team really, but its an amazing revenge killer and keeps the team going. Its a standard Choice Specs set with Hidden Power Ice over Dragon Pulse because it can hit more than just Altaria really hard. Though about the synergy with Sceptile it does give resistances to Water and Electric which are hard to come by and very welcome here.