UU RMT (My first UU team I need a lot of help)

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
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Statistics
ambipom.png

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.png

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.png

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.png

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.png

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.png

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.
 
I think Knock-Off is a bit of a waste on Ambipom. Payback is going to help out more, or maybe a powerful fighting move to hit steel types that otherwise wall you, but I think Payback is the better option.
For Mageton, I kinda like the idea of Signal Beam. If you switch to HP Grass, Signal Beam provides coverage against the grass types that would resist you otherwise, so I'd say change HP.
I really don't see what Explosion is doing for you. Anything Magneton cannot handle, you have another teammate who would love to switch in. If you replace Explosion with Substitute, Magneton is going to last a lot longer, and be more effective for your team.
Hope I helped!
 
Hi,

I want to suggest something. You could try Low kick on Ambipom cause it really does an amount of damage, even 252 HP / 4 Def Steelix takes 33.33% - 39.55% damage. And change Leftovers > Choice Scarf(Magneton) so that you'll have a revenge killer. Also, you could try Nasty Plot on Mismagius. After 3 Turns. In Nasty Plot +4, while in Calm Mind +2 only but +2 in SpDef as well but still Nasty Plot on Mismagius is good.
 
1. Ambipom; Return > Knock Off, you have a Silk Scarf, yet you don't abuse it with Ambipom's best attack which comes with STAB. Knock Off does lousy damage anyway, and you'll probably Taunt Ghosts like Froslass.

Also, you might want to use Low Kick over U-Turn to hit Steels/Rocks with x2 damage.

2. Magneton; HP Ice > HP Fire. Neutral Thunderbolt does more damage than Supereffective HP Fire, and Electric is neutral against Steel.

Magnet Rise > Signal Beam, you don't want Registeel/Steelix to kill you with an Earthquake since your Thunderbolt/HP Ice won't OHKO them. Grass types are covered by HP Ice so you will appreciate the Ground Immunity.

3. Mismagius; Nasty Plot > Calm Mind, Life Orb > Leftovers. This is for a much more offensive Mismagius that does not boost it's Special Defense.
 
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