Hello all! some of you may have battled me on Shoddy Battle under the nickname Acid_Muffin. I returned to UU in D/P after becoming bored with the OU metagame (which has more to due with my horrible OU team-makingskills than the variety of pokemon). The following team is what resulted after a week or so of testing, and it's giving me mostly favorable results. However, it has fallen into a bit of a lull as of late, leading me to come here for advice.
Team at a Glance
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Sloppy Banana (Primeape) (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 66 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- U-turn
- Ice Punch
- Earthquake
General Role
I knew when first creating this team that I wanted to start on the offensive, but I also didn't want to go all out balls-to-the-wall, and instead a I opted for something a bit more conservative, but that could pose an immeadiate threat. Primeape fits the bill, allowing me to play conservative with U-Turn but to also deal damage with it's above average attack.
Moveset Justification
I geared the speed EVs to outspeed ScarfLee, who was giving this team trouble in it's early stages. This also allowed me to invest in a bit more bulk, but now I think that max speed would be more beneficial in the long run. As for the moves themselves, U-Turn allows scouting in the early rounds, CC is for reliable STAB, Ice Punch is mainly for Altaria, and EQ is for the numurous UU poison types.
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Big Boss (Persian) (M) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Hypnosis
- U-turn
- Bite
General Role
This guy is named Big Boss for a reason (and it's not a clever MGS pun). Persian's main role is to orchastrate the offense for the team by sleeping major threats and U-Turning to corresponding counters. They sent in a Physical Threat? Hitmontop Bulks Up in their face. Special Threats run from Calm Mind Grumpig.
Moveset Justification
Fake Out is utilized as more of a scouting option, allowing free hits and general annoyance in tandem with Hypnosis. U-Turn allows me to make smart switches that give me the advantage at all times. Bite gets a Tech Boost and is mostly there for filler. I have been considering Adamant over Jolly for more power, as Persian isn't exactly fighting for speed ties in UU.
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Wilbur (Grumpig) (F) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/236 Spd/20 SDef
Timid nature (+Spd, -Atk)
- Calm Mind
- Substitute
- Psychic
- Hidden Power [Bug]
General Role
This set allows Grumpig to act as a sort of UU Raikou. Grumpig shows up after an opportunistic U-Turn from Persian against Specially-Oriented pokemon. Meganium is a particlar excellent pokemon to use as set-up fodder.
Moveset Justification
This is the standard CM Grumpig set suggested by Smogon. Sets up a sub, gets in a CM or two, then proceed to attempt a sweep. Phychic is a decent attacking type in UU, and Bug covers those pesky dark types (although I have been considering HP fighting for steels).
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Beyblade (Hitmontop) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/6 Atk/252 SDef
Adamant nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Stone Edge
- Hi Jump Kick
General Role
The opposite of Grumpig. Comes in against Physical Attackers as opposed to special ones. Other Hitmontop are great targets for set-up.
Moveset Justification
After an Intimidate and a Bulk Up, most physical attackers find it difficult to take this guy down. Mach Punch is for priority, and Hi Jump Kick is for STAB, although Close Combat is looking more and more favorable, despite it's defense drops. Stone Edge prevents Ghost walls, and overall good coverage.
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Bullet Bill (Sharpedo) (M) @ Choice Scarf
Ability: Rough Skin
EVs: 172 Atk/176 Spd/160 SAtk
Lonely nature (+Atk, -Def)
- Crunch
- Earthquake
- Ice Beam
- Surf
General Role
Revenge Killer. Scarf allows this to outspeed a lot of UU threats, and can put a dent into all of them with it's powerful attacks.
Moveset Justification
This is the standard Scarf Sharpedo from the Smogon analysis, with Surf over Hydro Pump for a more reliable attack, since Sharpedo can't afford a miss due to it's fragility. Crunch is for STAB, EQ is for poison types. Surf hits steels harder than EQ for the most part, and Ice Beam is general coverage.
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Milf (Kangaskhan) (F) @ Choice Band
Ability: Scrappy
EVs: 42 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Return
- Hammer Arm
- Sucker Punch
- Avalanche
General Role
Kanga likes to show up late game and clean up the rest of the opponent's team. Choice Band lets Kanga hit everything hard, and often OHKOs pokemon who don't resist her onslaught.
Moveset Justification
Return is an excellent move, which can hit even Ghosts thanks to Scrappy. Hammer Arm gives steel types a hard time, while Sucker Punch can stop a rampaging pokemon dead in it's tracks. I hardly ever use Avalanche, so it's mostly filler.
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Known Team Weaknesses
~Leafeon is a major pain. I don't have any fire moves, and Sharpedo's Ice Beam can be seen coming from a mile away. Leafeon's physical defense prevents Ice Punch and U-Turn from causing pain, and it can give Grumpig hell with X-Scissor.
~My team has trouble breaking through walls, unless Hitmontop or Grumpig have gotten a few boosts. Gastrodon is epecially troublesome, since I lack any grass attacks.
Team at a Glance






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Sloppy Banana (Primeape) (M) @ Choice Scarf
Ability: Vital Spirit
EVs: 66 HP/252 Atk/192 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- U-turn
- Ice Punch
- Earthquake
General Role
I knew when first creating this team that I wanted to start on the offensive, but I also didn't want to go all out balls-to-the-wall, and instead a I opted for something a bit more conservative, but that could pose an immeadiate threat. Primeape fits the bill, allowing me to play conservative with U-Turn but to also deal damage with it's above average attack.
Moveset Justification
I geared the speed EVs to outspeed ScarfLee, who was giving this team trouble in it's early stages. This also allowed me to invest in a bit more bulk, but now I think that max speed would be more beneficial in the long run. As for the moves themselves, U-Turn allows scouting in the early rounds, CC is for reliable STAB, Ice Punch is mainly for Altaria, and EQ is for the numurous UU poison types.
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Big Boss (Persian) (M) @ Life Orb
Ability: Technician
EVs: 6 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Fake Out
- Hypnosis
- U-turn
- Bite
General Role
This guy is named Big Boss for a reason (and it's not a clever MGS pun). Persian's main role is to orchastrate the offense for the team by sleeping major threats and U-Turning to corresponding counters. They sent in a Physical Threat? Hitmontop Bulks Up in their face. Special Threats run from Calm Mind Grumpig.
Moveset Justification
Fake Out is utilized as more of a scouting option, allowing free hits and general annoyance in tandem with Hypnosis. U-Turn allows me to make smart switches that give me the advantage at all times. Bite gets a Tech Boost and is mostly there for filler. I have been considering Adamant over Jolly for more power, as Persian isn't exactly fighting for speed ties in UU.
---

Wilbur (Grumpig) (F) @ Leftovers
Ability: Thick Fat
EVs: 252 HP/236 Spd/20 SDef
Timid nature (+Spd, -Atk)
- Calm Mind
- Substitute
- Psychic
- Hidden Power [Bug]
General Role
This set allows Grumpig to act as a sort of UU Raikou. Grumpig shows up after an opportunistic U-Turn from Persian against Specially-Oriented pokemon. Meganium is a particlar excellent pokemon to use as set-up fodder.
Moveset Justification
This is the standard CM Grumpig set suggested by Smogon. Sets up a sub, gets in a CM or two, then proceed to attempt a sweep. Phychic is a decent attacking type in UU, and Bug covers those pesky dark types (although I have been considering HP fighting for steels).
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Beyblade (Hitmontop) (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/6 Atk/252 SDef
Adamant nature (+Atk, -SAtk)
- Bulk Up
- Mach Punch
- Stone Edge
- Hi Jump Kick
General Role
The opposite of Grumpig. Comes in against Physical Attackers as opposed to special ones. Other Hitmontop are great targets for set-up.
Moveset Justification
After an Intimidate and a Bulk Up, most physical attackers find it difficult to take this guy down. Mach Punch is for priority, and Hi Jump Kick is for STAB, although Close Combat is looking more and more favorable, despite it's defense drops. Stone Edge prevents Ghost walls, and overall good coverage.
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Bullet Bill (Sharpedo) (M) @ Choice Scarf
Ability: Rough Skin
EVs: 172 Atk/176 Spd/160 SAtk
Lonely nature (+Atk, -Def)
- Crunch
- Earthquake
- Ice Beam
- Surf
General Role
Revenge Killer. Scarf allows this to outspeed a lot of UU threats, and can put a dent into all of them with it's powerful attacks.
Moveset Justification
This is the standard Scarf Sharpedo from the Smogon analysis, with Surf over Hydro Pump for a more reliable attack, since Sharpedo can't afford a miss due to it's fragility. Crunch is for STAB, EQ is for poison types. Surf hits steels harder than EQ for the most part, and Ice Beam is general coverage.
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Milf (Kangaskhan) (F) @ Choice Band
Ability: Scrappy
EVs: 42 HP/252 Atk/216 Spd
Adamant nature (+Atk, -SAtk)
- Return
- Hammer Arm
- Sucker Punch
- Avalanche
General Role
Kanga likes to show up late game and clean up the rest of the opponent's team. Choice Band lets Kanga hit everything hard, and often OHKOs pokemon who don't resist her onslaught.
Moveset Justification
Return is an excellent move, which can hit even Ghosts thanks to Scrappy. Hammer Arm gives steel types a hard time, while Sucker Punch can stop a rampaging pokemon dead in it's tracks. I hardly ever use Avalanche, so it's mostly filler.
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Known Team Weaknesses
~Leafeon is a major pain. I don't have any fire moves, and Sharpedo's Ice Beam can be seen coming from a mile away. Leafeon's physical defense prevents Ice Punch and U-Turn from causing pain, and it can give Grumpig hell with X-Scissor.
~My team has trouble breaking through walls, unless Hitmontop or Grumpig have gotten a few boosts. Gastrodon is epecially troublesome, since I lack any grass attacks.