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UU Threat List

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Victreebel
80 HP / 105 Atk / 65 Def / 100 SpA / 60 SpD / 70 Spe

Victreebel may seem like just another Chlorophyll sweeper, but it is unique in the fact that it can pummel its foes from both sides of the attacking spectrum. With Sleep Powder and Growth, which now raises both offensive stats by 2 under the Sun, Victreebel can cause a lot of damage. The fun doesn't end there though--Victreebel reaches upwards of 478 Speed whilst Chlorophyll is active, making it very difficult to KO before getting put to Sleep or blasted by its powerful attacks. While Victreebel is an awesome sweeper with Sun support, it is far from hapless without it, being able to cause havoc with Swords Dance and Sucker Punch in tandem (might wanna mention Sleep Powder too). Despite its terrifying strength, Victreebel is not without its shortcomings. Victreebel's rather weak defenses leave it somewhat vulnerable to priority attacks; an Ice Shard from Mamoswine or Weavile in particular ruins it. Victreebel's reliance on the Sun to smash through teams also means that it can be stopped dead in its tracks if the opponent manages to neutralize the intense rays. (talk about other counters after this)
 
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Huntail
Water
55 HP / 104 Atk / 105 Def / 94 SpA / 75 SpD / 52 Spe

Huntail has a few solid stats, but it has never been able to escape from Gorebyss' shadow. Well, unfortunately, it still can't, but Huntail still gets a very good toy to play with this gen, in the form of Shell Smash. Not only that, but it actually has the right stats for the job. With a good Attack stat, passable Special Attack, too fragile to care about the defense drop and enough Speed to outspeed the majority of UU under rain, Huntail is a beast after just one Shell Smash.

It's HP is a big concern, however, and really stops it from sweeping, with priority being a big thing this generation. But if you can remove priority Pokemon beforehand, and hopefully have a Shell Smash under his belt, a Mixed Attacker set provides a very, VERY strong outlet for Huntail to show his true skills, really allowing you to strongly attack from both sides of the spectrum (but to note, to really shine, he must always have Rain support. He may have alright defenses, but his HP makes him way too fragile to take many hits). Also, as an afterthought, Huntail can Baton Pass Shell Smashes (same as Gorebyss), and with White Herb, you eliminate the defense drops from Shell Smash. This gives Huntail an almost-niche support role and can really turn your other Pokemon into sweeping machines. This move-set is currently quite popular in the SmashPass strategy.
 
Edited all my analyses in here.
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Snorlax
Normal
160/110/65/65/110/30

Snorlax has received a breath of fresh air with its relegation to the UU tier. With its fantastic HP and Special Defense, Snorlax is able to serve as an excellent sponge to strong special attackers in UU such as Raikou or Nidoking, while still being a physical force with its great Attack stat. While Snorlax can use a Choice Band to great effect, dealing out huge damage with its STAB Returns, it faces the unfortunate situation of being a grounded Pokémon; meaning it takes damage from all forms of hazards - making it loathe switching-in frequently. Snorlax's greatest utility in UU comes in the form of the traditional CurseLax set: By setting up Curses, Snorlax is able to boost its mediocre Defense to high levels; backed by its huge HP stat, while also giving it a very dangerous Attack stat. The Curselax set is supremely difficult to take down (without boosted fighting moves or a phazer of some sort).

While Snorlax has become a strong threat in UU, there are still some issues it must be careful of when attempting a sweep. First and foremost, among these counters is Cobalion. Cobalion is able to set up an SD on Snorlax, and either Close Combat or Sacred Sword - the former 2HKOing all Snorlax before it gets to about +3, and the latter cutting right through the boosts on its own. On that track, any strong Fighting-type Pokémon such as Hitmontop or Heracross can come in and immediately force Snorlax out. Furthermore, Snorlax is usually best dealt with by hard hitting physical-attacks. Due to its low Defense, strong threats such as Victini or Mixed Kyurem can KO Snorlax before it garners a few boosts, ending its sweep before it starts. This is further aided by Snorlax's susceptibility to hazards, although Toxic Spikes are mitigated through the use of either Rest or its ability, Immunity. Snorlax is also vulnerable to lesser-used strategies, such as Perish Song. A Murkrow can come in as Snorlax starts to boost, and use a combination of Substitute, Roost, Perish Song and Mean Look to immediately kill Snorlax. Finally, the CurseLax set suffers heavily from moveslot syndrome. it is forced to choose between a STAB or a coverage move, but regardless of what it chooses, it will be walled by something.

Despite the above threats, Snorlax remains an incredibly threatening late-game sweeper that must be taken into account when building a team.
AnimatedNidoqueen-BW.gif

90/82/87/75/85/76

Nidoqueen returns to UU in a similar vein to where it was in the previous generation in comparison to her brother, Nidoking. Nidoqueen boasts an extremely diverse offensive and support movepool that allows her to run both offensive roles and defensive roles effectively.

Nidoqueens main appeal comes from her ability to easily set up Toxic Spikes, useful on both stall teams and teams requiring a defensive pivot. Her respectable defenses and excellent defensive typing provide her many oppurtunities to swicth in on common offensive pokemon and force them out. The most common threats she deals with are SD+Taunt Cobalion, Heracross and SubRoost Zapdos, all of whose main attacking options she resists. She is also capable of setting up Stealth Rocks or spreading status with her access to Thunder Wave and Toxic, should you choose to go that route.

Despite Nidoqueens penchant for defensive ability she is able to hit quite hard on the offensive side with her Dream World ability, Sheer Force. While an outright sweeper set is better left to Nidoking, Nidoqueen can sacrifice her recovery and abuse her diverse added-effect movepool and lack of Life Orb recoil to hit heavily against opposing pokemon that would otherwise force her to switch. Notable moves suited for this role include Earth Power, Sludge Wave, Thunder, and Fire Blast.

Despite her benefits Nidoqueen also suffers from a few drawbacks. Her poison typing gives her weaknesses to both ground and psychic typings. While the former is now more rarely seen, the latter is quite frequent with the numerous psychic types tunning around the tier. On the other side of her typing she suffers from Ice and Water weaknesses that can be crippling against the common Hail teams and bulky waters such as Suicune. This bulk is further compromised if she chooses to run Life Orb as she can no longer safely switch into Heracross as a Choice Band version will 2HKO her.

Despite these drawbacks, Nidoqueen remains an excellent addition to any UU team, particularly one which needs the benefit of Toxic Spikes.
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91/90/129/90/72/108

As the leader of the three musketeers Cobalion provided a thoroughly dissapointing performance in OU where it was overshadowed by its two brothers. Entering UU, Cobalion redemms itslef, becoming a firmly entrenched threat to many teams.

At first glance one notices Cobalion's excellent 108 base speed, allowing it to outpace most of the unScarfed tier, quite useful as many of its sets carry Taunt to stop stall pokemon. While its average 90 base offenses and paltry base 72 Special Defense may seem like weak points at first, Cobalion has ways to remove both of those problems in the form of Swords Dance and Calm Mind. With these moves, in conjunction with Taunt Cobalion is able to safely boost its chosen attack stat while avoiding potentially crippling status.

The Swords Dance set is the most common set run by Cobalion as it is able to set up quicker and defeat stall teams easier. Cobalion is able to easily set up on pokemon like Deoxys-D, Chansey and Mew, although in Mew's case it must be wary of Aura Sphere. The set provides excellent coverage between Close Combat and Stone Edge, forgoing Iron Head due to its redundant coverage with Close Combat. While this set is effective there are a couple of pokemon that do beat it. Both Nidoqueen and Nidoking resist its main attacking option, KOing in return with Earth Power, while the omni-present physical wall, Slowbro can comfortably take a Stone Edge, heal any damage and attack with one of its three main attacking moves. The main dilemma on Cobalion is the choice between LO and Leftovers. If one choose Life Orb the are vulnerable to being worn down by smart switching and being killed by something like Raikou, but if you dont you miss a kill on Wobbufett at +6.

The Calm Mind set is a much slower pokemon to set up but still effective. This set abuses its STAB options in Focus Blast and Flash Cannon with the last slot going to a selected hidden power type or Taunt. With Cobalions lack of recovery it can usually only get 2 or 3 boosts but is still useful in getting by usual Cobalion checks such as Slowbro and fast speacial attackers, although Chansey will now be able to wall you. In addition, one can choose to run Sacred Sword. As Sacred Sword is a special move, its power gets boosted by Calm Mind, however, Sacred Sword hits the opponent for physical damage, meaning that things like Chansey and Calm Mind Suicune no longer wall you.

With its immunity to poison type status Cobalion is also capable of running a support set. Having a plethora of resistances and access to Thunder Wave and Taunt, Cobalion will find many occasions stop a set-up and spread status. However this set suffers from a distinct lack of power. As Iron Head is the STAB of choice, due to Close Combat's side effect negating the purpose of this set, Cobalion suffers from both coverage issues and an unboosted Iron Head coming off of an unboosted 90 base attack stat.

Despite Cobalion's shortcomings, it is an excellent member of the UU tier capable of causing huge damage to opposing team members.
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Raikou
90/85/75/115/100/115
A long-threatening special-sweeper, Raikou fins itself in a favourable position in the UU metagme. Raikou is capable of firing off boosted Thunderbolts from its impressive base 115 Special Attack score. Raikou is capable of boosting that with Calm Mind, allowing it to cause major damage with its adequate coverage, coming in the form of Shadow Ball and Hidden Power. Said coverage can be further increased with the additoin of Aura Sphere and Weather Ball, but at the expense of its notable speed stat.
Raikous main counters come in the form of bulky ground types. Donphan, Steelix and Mamoswine can all switch in on the standard set and threaten Raikou, though Steelix and Mamoswine must watch for Aura Sphere. Chansey is also capable of beating Raikou, however if it lacks Seismic Toss Raikou will beat it wil a Sub+CM set. Finally, Dugtrio is able to revenge kill Raikou with ease, naturally outspeed the tiger and OHKOing with Earthquake.
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Mamoswine
110/130/80/70/60/80
Mamoswine shows up in UU as a strong physical powerhouse. Boasting the famed QuakeEdge combo as well as its new 85 BP Ice STAB, mamoswine is able to hit the majority of UU for huge amounts of damage. It also gains Ice Shard, allowing it to pick off weakened mons, icicle Spear, of note of breaking through Substitutes, and Stealth Rock and Endeavour, allowing it to function in a lead set. Mamoswine can oft to hit hard with a Choice Band, function as a revenge killer with Choice Scarf, or make use of its respectable 110/80/60 defenses and take a bulky role wih a Max HP/Def spread, although this set generally functions better in OU.

Unfortunately, Mamoswine's great STAB options come at the expense of a terrible defensive typing. Bulky waters can come in on Mamos attacks with ease and threaten an SE Surf, Sun teams threaten Mamo with their high powered Grass and Fire STABs, and fighting and steel types can come in and KO Mamo with their STABS. Hitmontop and Cobalion stand out as notable pokemon that can potentially come in and force Mamoswine out, providing set up and spinning oppurtunities.
 
Emboar contribution

The following is my Emboar contribution. Being my favorite pokemon of this generation, hence my username, I may be a little biased. Feel free to grammar check it before usage as I may have messed up in someway.

If I missed anything that anyone thinks makes Emboar threatening compared to other Fire types, let me know.

I covered his good and interesting movepool, trick room, sun, and mixed wall-breaking ability. I also went over his slight bulk and ability to use Heat Crash, Heavy Slam, Gyro Ball and Curse which most people might have overlooked. I even covered his ability to instantly gain speed with the power of Flame Charge.

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Emboar

110 Hp/123 Atk/65 Def/100 SAtk/65 SDef/65 Spe

Yet another fire/fighting starter? Does he live up to Blaziken and Infernape? Yes and No. Infernape is a versatile sweeper with a wide move-pool. Blaziken is a mixed wall breaker, and a handy baton passer. Emboar can be a Trick Room sweeper, mixed wall breaker and even a gimmicky sweeper with Flame Charge or Curse.

Emboar is similar to Infernape in terms of movepool. His movepool isn’t as wide as Infernape’s, but it is still wide nontheless. Emboar is one of the only fire types to receive Scald, a water type special move that has a 30% chance of burn. He also receives Focus Blast, Earthquake, Hammer Arm, Superpower, Curse, Flame Charge, Flamethrower, Fire Blast, Grass Knot, Solarbeam, Wild Charge, Stone Edge, Head Smash, Heavy Slam, Gyro Ball and Heat Crash. Heat Crash and Heavy Slam are physical moves based on weight for base power, and Emboar being 150kg allows for a decent amount of base power. Gyro Ball and Curse can be used within a Trick Room team allowing Emboar to tank unsuspecting teams. Flame Charge allows Emboar to boost his speed to base 106-107 with a Jolly Nature after just one usage. Lastly, Emboar has a wide enough special and physical movepool to be a mixed wallbreaker, but outside of Trick Room or Sun that may be difficult to pull off due to his speed.

Emboar is countered by most everything that is faster than him, so Trick Room is extremely important. He does have the power to be able to OHKO many threats, but his speed is what hinders him here.

All in all Emboar may be overlooked due to his odd defensive stats and by all of the other amazing fire types in UU, but he is just as, and possibly more, threatening than his fellow UU fire pokemon.
 
Since UU RMTs are popping up, I assembled this threat list, complete with pictures, to be copied and pasted into your RMT! All you need to add are the comments.
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Abomasnow:
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Aerodactyl:
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Altaria:

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Arcanine:

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Azelf:

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Azumarill:

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Bisharp:

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Celebi:

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Chansey:

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Charizard:

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Cobalion:

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Crobat:

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Deoxys-D:

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Donphan:

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Drapion:

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Dugtrio:

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Durant:

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Dusknoir:

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Eelektross:

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Emboar:

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Empoleon:

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Escavalier:

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Espeon:

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Flygon:

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Gorebyss:

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Heracross:
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Hitmontop:

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Honchkrow:

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Houndoom:

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Huntail:

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Jolteon:

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Kingdra:

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Kyurem:

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Lilligant:

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Mamoswine:

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Mew:

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Milotic:

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Mismagius:

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Nidoking:

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Nidoqueen:

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Quagsire:

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Raikou:

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Registeel:

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Roserade:

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Rotom-h:

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Sawsbuck:

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Shaymin:

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Sigilyph:

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Slowbro:

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Smeargle:

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Snorlax:

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Spiritomb:

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Staraptor:

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Suicune:

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Tangrowth:

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Togekiss:

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Uxie:

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Victini:

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Victreebel:

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Vulpix:

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Weavile:

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Wobbuffet:

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Xatu:

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Yanmega:

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Zapdos:

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Zoroark:

BUT WAIT, THERE'S MORE!

...no there isn't. Tell me if I missed any 'mons.

I think Moltres deserves a mention due to its power in sun teams. Also Absol and Aggron and Rhyperior
 
Emboar is one of the only fire types to receive Scald, a water type special move that has a 30% chance of burn.

Just want to point out that he isn't "one of the only fire types," but in fact THE only fire type to get it. Well unless you are counting Castform in the sun, which I don't.

Also, you should try to list some of its shortcomings and counters in the overview as well
 
Rotom H

479-heat.gif

(thanks for the sprite!)

Blessed with a shallow but substantial movepool, good stats, and a curious typing and ability combination, Rotom H is a fantastic pokemon. Thunderbolt and Hidden Power provide neutral coverage and Overheat can be used to hit hard. In addition, Rotom-H also has the ability to use Trick and Pain Split, both of which ruin bulky walls. With a Choice Scarf and maximum investment in Speed, it has just enough Speed to outspeed maximum Speed Tangrowth in the sun, making it a big threat to Sunny Day teams. Otherwise, Rotom-H also has a variety of support options, including Reflect, Rest, Sleep Talk, Discharge, and Will-o-Wisp, all of which are useful due to Rotom-H's near lack of weaknesses. Unfortunately, Rotom-H has issues with Stealth Rock and, at times, its akward HP, both of which tend to drag it down.
 
Rotom H

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(I apologize that I can't find a Rotom-H animation)

Blessed with a shallow but substantial movepool, good stats, and a curious typing and ability combination, Rotom H is a fantastic pokemon. Thunderbolt and Hidden Power provide neutral coverage and Overheat can be used to hit hard. In addition, Rotom-H also has the ability to use Trick and Pain Split, both of which ruin bulky walls. With a Choice Scarf and maximum investment in Speed, it has just enough Speed to outspeed maximum Speed Tangrowth in the sun, making it a big threat to Sunny Day teams. Otherwise, Rotom-H also has a variety of support options, including Reflect, Rest, Sleep Talk, Discharge, and Will-o-Wisp, all of which are useful due to Rotom-H's near lack of weaknesses.

I believe sprites.kraftpaper.org is good for animated sprites.

And is it really that much better to use a CM Entei than a BlitzSpeed one? I know that BlitzSpeed works well for me, but CM kinda looks like it's outclassed (except for the Fire-typing).

Edit: Oh, sorry. I couldn't confirm because it lagged my Wii too much to load all the way.
 
I believe sprites.kraftpaper.org is good for animated sprites.

And is it really that much better to use a CM Entei than a BlitzSpeed one? I know that BlitzSpeed works well for me, but Blitzspeed kinda looks like it's outclassed (except for the Fire-typing).

Fixed. Ever so slightly nicer bases stats do not cancel out instant recovery and Intimidate that nine has. CM is not outclassed. However, I'm not sure how great it is. I admit it doesn't suffer last gen's issue of Rhyperior being around every other corner, but Suicune is arguably a bigger issue. However, if drought isn't banned, then it could have a pretty good chance. at +6, basically, it's a wait for crits.

On a side note, 4th gen Entei was pretty damn fun though. Lava Plume+cm+pressure is fun.

And thanks for the link.

EDIT: lol that site doesn't have it either xD
 
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Snorlax
Normal
160/110/65/65/110/30

Snorlax has received a breath of fresh air with its relegation to the UU tier. With its fantastic HP and Special Defense, Snorlax is able to serve as an excellent sponge to strong special attackers in UU such as Raikou or Nidoking, while still being a physical force with its great Attack stat. While Snorlax can use a Choice Band to great effect, dealing out huge damage with its STAB Returns, it faces the unfortunate situation of being a grounded Pokémon; meaning it takes damage from all forms of hazards - making it loathe switching-in frequently. Snorlax's greatest utility in UU comes in the form of the traditional CurseLax set: By setting up Curses, Snorlax is able to boost its mediocre Defense to high levels; backed by its huge HP stat, while also giving it a very dangerous Attack stat. The Curselax set is supremely difficult to take down (without boosted fighting moves or a phazer of some sort).

While Snorlax has become a strong threat in UU, there are still some issues it must be careful of when attempting a sweep. First and foremost, among these counters is Cobalion. Cobalion is able to set up an SD on Snorlax, and either Close Combat or Sacred Sword - the former 2HKOing all Snorlax before it gets to about +3, and the latter cutting right through the boosts on its own. On that track, any strong Fighting-type Pokémon such as Hitmontop or Heracross can come in and immediately force Snorlax out. Furthermore, Snorlax is usually best dealt with by hard hitting physical-attacks. Due to its low Defense, strong threats such as Victini or Mixed Kyurem can KO Snorlax before it garners a few boosts, ending its sweep before it starts. This is further aided by Snorlax's susceptibility to hazards, although Toxic Spikes are mitigated through the use of either Rest or its ability, Immunity. Snorlax is also vulnerable to lesser-used strategies, such as Perish Song. A Murkrow can come in as Snorlax starts to boost, and use a combination of Substitute, Roost, Perish Song and Mean Look to immediately kill Snorlax. Finally, the CurseLax set suffers heavily from moveslot syndrome. it is forced to choose between a STAB or a coverage move, but regardless of what it chooses, it will be walled by something.

Despite the above threats, Snorlax remains an incredibly threatening late-game sweeper that must be taken into account when building a team.

Pretty large analysis there, so a grammar check would be appreciated.

There you go. I didn't bold the corrections, but rest assured I did fix it up a bit.
 
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As far as other stuff Rotom-H going for it, bulkier sets benefit tremendously from resisting V-create and Fusion Bolt both. Although Rotom just misses out on 2HKOing Victini with Shadow Ball with neutral nature and 252 SpA EVs, If it can tank one V-create it will have no trouble 2HKOing. On the offensive side, 86 base Speed puts him trollishly above Heracross; Timid 252 Spe Scarf versions will always go before Heracross and get a chance to Overheat.
 
I suppose if you want something done you have to do it yourself.

I tried to follow in the foot steps of the other "analyses" as much as possible...

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Froslass
Ice / Ghost
70 HP / 80 Atk / 70 Def / 80 SpA / 70 SpD / 110 Spe
With the advent of the 5th Generation Froslass was once again given a chance to wreak havoc on the UU lead-metagame... Only to find that the lead-metagame no longer exists? No matter, Froslass's support abilities are just as desirable as ever. At 110 base speed Froslass is one of the fastest, most effective Taunt-users in the tier. Many support Pokémon will be doomed to sit and watch the infamous Taunt+Disable combination leave them utterly useless as Froslass proceeds to set up Spikes. Disable has a place on sets outside of Spike support, though. Anyone that's used Substitute-Disable Gengar in OU knows how effective it can be in crippling stall.

On the subject of stall, Froslass serves the role of Spin-Blocker well, and after being united with long-time-friend Abomasnow in UnderUsed she can stall by her lonesome abusing Hail damage and Snow Cloak. What's more annoying than a Ghost-type with increased evasion? Unfortunately, it's not all coming up roses for Froslass. Her multiple weaknesses to common offensive-types, frailty, and redundant dual-STAB don't give her very many options outside of support. Nevertheless, in conclusion she can provide fantastic aid to hail teams allowing power houses such as Kyurem and Mamoswine to finish off the opposing team.
 
Is Nidoking covered? If not, I'd like to give it a try.

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Nidoking
Poison / Ground
81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpDef / 85 Spd
With rather mediocre stats and weaknesses to common types like Ground, Ice and Water, Nidoking doesn’t exactly look like a very potent Pokémon in UU this time. Its power, however, lies in its fantastic ability Sheer Force and offensive stats that enable it to go both physical, special, or mixed. With access to moves like Ice Beam, Thunderbolt and Earthquake, coupled with Sheer Force’s boost, a Life Orb (of which the damage loss gets negated by Sheer Force) and good offensive stats, Nidoking is an unpredictable and hard-hitting force to be reckoned with.
Its defences aren’t anything to write home about and its speed is a bit of a let-down at times, but they aren’t bad either, and Nidoking packs useful resistances to types like Fighting, Rock and Bug.

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Zapdos
Electric / Flying
90 HP / 90 Atk / 85 Def / 125 SpA / 90 SpD / 100 Spd
One of the more useful Pokémon of Gen IV OU, Zapdos returns in Gen V as a UU competitor. Sporting a fantastic typing with only 2 weaknesses and great bulk, Zapdos can be an annoying Pokémon to take down. Stealth Rock may sting, but is not as present as in Gen IV anymore. On the other hand it also has a fantastic 125 SpA, competing with powerhouses as Azelf and Kyorem.
Zapdos can opt for stalling with its Pressure ability and the infamous ToxicRoost combo, or go for a more offensive approach with its great offensive stats. Its offensive movepool might not be big, but Thunderbolt, Heat Wave and a Hidden Power of choice are often enough. Zapdos can also make use of its new ability Lightning Rod, allowing it to absorb Electric attacks and raise its Special Attack stat at the same time.
Whether you use Zapdos as an addition to your stall team, a Choice Specs powerhouse or a bulky attacker, you have a great and versatile Pokémon on your hands.
 
add an ='message' inside your initial hide tag. as for your analysis, it's rather concise but I can't see any glaring flaws.

edit: for zapdos mention that heat wave / baton pass are incompatible with lightning rod, which sucks.
 
um, just want to note on the Wobbufett issue, that it really isnt as much Taunt bait as it appears. For example, standard Jolly SD+Taunt Cobalion does about 95% damage to Wobb which kills with Counter in return. Sure it gets decimated but it still killed a huge mon. Obviously Adamant versions beat it but then it gets outsped by a host of things.

N.B. iirc I dont use Life Orb so it may kill with LO. w/e
 
um, just want to note on the Wobbufett issue, that it really isnt as much Taunt bait as it appears. For example, standard Jolly SD+Taunt Cobalion does about 95% damage to Wobb which kills with Counter in return. Sure it gets decimated but it still killed a huge mon. Obviously Adamant versions beat it but then it gets outsped by a host of things.

N.B. iirc I dont use Life Orb so it may kill with LO. w/e

Is that with 3 SDs? Because for Cobalion Wobb might just be setup fodder.
 
Ahh, Ok. There are also other pokemon stronger than Cobalion and faster than Wobb that can pull off Taunts and set up all over it.
 
the fact that you don't use LO pretty much makes the whole point irrelevant, furthermore the wobbuffet still has to predict around your attack because you can continue to SD at + 6.
 
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