UU team for the rateage!

I never played UU before, but now that the BLs have been moved down, I've become more interested and decided to scout the metagame a little, with a quickly put together offensive team. It's nowhere near perfect and I've only had about 10 battles to test, but I figured I'd RMT now and then check back after a few more tests.

As I'm new to this, I don't know who are the major threats and I probably still have an OU mindset regarding my movesets etc, so any help with this would be appreciated.

So here goes...

Overview

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In depth...

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Moltres @ Choice Scarf
Ability: Pressure
EVs - Def 42, SpAtk 252, Spd 216
Nature: Modest
~ Overheat
~ Air Slash
~ U-turn
~ Will-o-wisp

My lead. Hits hard straight away, with no worry about SR on the first turn. Scarf means it outspeeds a lot, he hits 405 Spd with it. Overheat hits everything hard and gets STAB. Air Slash is again for STAB, mainly for when I don't want to have to switch out next turn. U-turn is great on something this fast. Seeing what counter is sent in to Moltres, then switching in something to set up, while getting in a hit is amazing. Will-o-wisp is useful, though I haven't really used it yet. No HP Evs so I can switch into SR twice.


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Azumarill @ Choice Band
Ability: Pure Power
EVs - Hp 240, Atk 252, Spd 18
Nature: Adamant
~ Aqua Tail
~ Aqua Jet
~ Superpower
~ Ice Punch

Standard Choice Bander. Hits hard with 654 Attack. Aqua Tail gets STAB, so really hurts. The lowered Accuracy is a bit of a problem, but I end up using Aqua Jet more often anyway. Aqua Jet gets priority and STAB, ruining any setup attempts and OHKOing fragile sweepers. Superpower is to hit Steel types, the Attack and Defense drop are no matter, because 120 power + 654 Attack will hurt anything and I can switch out after. Ice Punch is to hit Grass-types and Dragons and rounds out the coverage nicely.


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Shaymin @ Choice Specs
Ability: Natural Cure
EVs - Hp 6, SpAtk 252, Spd 252
Nature: Modest
~ Seed Flare
~ Earth Power
~ Air Slash
~ HP [Ice]

Decided to go with the Choice Specs variety, as 3 Choice items isn't such a problem. Seed Flare is for STAB and the lovely -2 SpDef drop. Earth Power is for the grounded Steels in UU. Air Slash is for Grass-types and has a lovely flinch rate. HP [Ice] hits Flying-types. Makes a great status absorber thanks to Natural Cure. Much better than the last Shaymin set I had.


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Hitmontop @ Life Orb
Ability: Technician
EVs - Hp 240, Atk 252, Spd 18
Nature: Adamant
~ Fake Out
~ Mach Punch
~ Bullet Punch
~ Close Combat

My midgame sweeper. Switches in and hits hard with a Technician Fake Out, followed by Mach Punch or Bullet Punch. Most sweepers go down in these two shots. Also, Hitmontop has more than sufficient SpDef to survive a few hits, despite his low base Hp. Close Combat is a good move to hit walls, and with STAB and LO it hits very hard.


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Marowak @ Thick Club
Ability: Rock Head
EVs - Hp 34, Atk 252, Spd 224
Nature: Jolly
~ Earthquake
~ Stone Edge
~ Double Edge
~ Swords Dance

200 Spd to beat 252 Azumarill and Tangrowth, rather than max (207) which has no purpose outside of outspeeding other Marowak. Didn't go for Fire Punch, seeing as there aren't any floaty Steels in UU (To my knowledge, correct me if I'm wrong) so EQ can hit all Steels. EQ for STAB, SE for a great coverage combo and Double Edge to hit lots neutral and for the no recoil from Rock Head. I don't usually manage to use Swords Dance, but even without it Marowak can really hurt stuff. With an SD he has 1036 Attack (even with Jolly) an has a 100 base power move plus STAB to hurt a lot. I love this guy, though he could do with some more Speed quite often. However, I do have my next 'mon to provide him with some support there.


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Porygon2 @ Leftovers
Ability: Trace
EVs - Hp 252, Def 216, Spd 42
Nature: Bold
~ Thunderbolt
~ Ice Beam
~ Recover
~ Thunder Wave

This guy always performed great in OU and he's still doing it now. Trace is a godsend, especially for Intimidating Staraptor etc and then scaring them off with BoltBeam. BoltBeam provides a great combo to hit most neutral, only resisted by Shedinja and Lanturn in UU (I think). Recover is a great move to top up Hp with no side affects. Thunder Wave is good to slow the sweepers down, so Marowak can get in later and sweep. All this, and he's a Porygon evo :)



That's all at the moment, so yay.

Cheers. Xx
 
Nice team. You may want to consider something to Stop Gallade though, because all you have is Sacrificing Moltres to do a scarfed Willowisp. I guess Aqua Jet can help too along with leech seed....

You should probably consdier Aqua Tail on Azumarill, as its a Guaranteed OHKO on Raikou, so you dont have to switch out and let it set up, which it can and will on most of this team.
 
Been testing this, got a few minor changes to make and I'll edit them in the OP.

As HeYsUp suggested, I've put Aqua Tail on Azumarill over Waterfall. To be honest, all I seem to use with him is Aqua Jet anyway, it's such a great move.

I've been testing Shaymin with the Specs set and he's working out great. Didn't like the balanced set from the start, so I prefer the Specs.

Finally the biggest change, was replacing Mismagius with PrioriTop. I realised I had a few strong fast special attackers, but only 2 physical attackers which were rather slow (besides Aqua Jet on Azumarill), so I figured Hitmontop could replace him. I thought I should have used the spinner set, but thought that the Priority set could also be a decent check for Gallade, hitting him with Fake Out and then Bullet Punch, and if he's still not down, Azumarill can Aqua Jet.

So that's all.

I'll change these in the OP.

Keep rating :)
 
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