So I had done OU for a while, and I was finally starting to not be quite as noobish, when I started seeing UU teams pop up everywhere. I wanted to see what all the craze was about, so I made one. It works out really well, and has even beaten several OU teams. But it has several weaknesses I can't quite put my finger on. (I'll be talking about this as an OU team, because that's where I use it. So my threats and match-ups will all be OU.). There is no team-building process (not yet, anyway), as I must go soon. Here they are:
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Ambipom@Life Orb
Jolly Nature
Technician Ability
252 speed EVs / 252 attack EVs / 4 HP EVs
Move-set:
Fake Out
Taunt
U-Turn
Double Hit
My lead is Ambipom. Azelf is the most used OU lead, and Ambi is probably that for UU. Other than Weavile, he has the fastest Fake Out in the game. U-Turn helps me scout, and is used against fighting types, from whom I must flee, but know I can outspeed. Taunt is for leads such as Skarmory and Forretress, who want to set up entry hazards. It's a good move on a lead. Double Hit is the ultimate Ambipom attack! I calculated, and with Technician, STAB, and LO, each hit has a power of 102.375. This gives the move a total power of 204.75, or 205. That === Selfdestruct! Anyway, I've been able to sweep 2 or 3 pokes with it. It's a good move. Now, most leads have a Focus Sash, but the only lead that I've met that even CAN OHKO Ambi is Metagross/Machamp. So for them I fake Out, then U-turn to safety. So no problem there. It's main flaw is that it can't set up SR for me. So that's a problem. Here are common lead match-ups:
Roserade- I Fake Out, then Double Hit. Usually OHKOes. If not, I get Sleep Powder-ed and switch to someone else to take the Leaf Storm. Usually not big trouble, unless it uses T-spikes. Those are troublesome.
Machamp- I fake out, then Double Hit. ^^^^^ I normally OHKO, but not doing so causes Ambi to faint. Other tam members bring it down with ease, though.
Aerodactyl- Fake Out, then U-Turn to someone else who can take it on. All other people have super effective moves, so I don't mind this guy.
Metagross- Exact same as above, but fewer counters. It usually ends up Exploding when I switch in the appropriate guy. I'll die, but he will too. Not a huge deal.
Azelf- Fake Out + Double Hit = OHKO. At least, every time so far. Nothing to worry about here.
Ambipom- Same as above. With them doing the same thing, however, it's a race to the OHKO. I tend to win, though. Something of a problem for me here.
Skarmory- Fake Out, Taunt, U-Turn to someone who can beat it. I laugh at this pathetic fellow.
Forretress- I do exatly the same thing as for Skarm.
Jirachi- Fake Out, then U-turn to a counter. However, Flinch hax will ruin this team. I've gotta watch these guys. TrickScarf is also hard to beat. Really tough to deal with, Jirachi leads. But I manage.
Uxie- Fake Out, then Taunt, then U-Turn. Despite the incredible Double Hit, it's defenses are just too high for Ambi. Besides, Taunt normally shuts it down anyway.
That's 10 leads, so on to the next guy.
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Aggron@Leftovers
Jolly Nature
Rock Head Ability
252 Attack EVs/252 Speed EVs/4 HP EVs
Move-set:
Substitute
Head Smash
Focus Punch
Rock Polish
I got the tip that the common Ground and Fighting weaknesses make Rock/Steel types poor tanks. It's true. So I made Bastiodon into a sweeper. Head Smash is an absurdly strong move with no backlash due to Rock Head. Unfortunately, it has exceedingly low accuracy. For the Steel types and such that will resist Head Smash, Aggy is capable of Sub-Punching. Subs also give him a free turn of Head Smash when they survive the next turn. Rock Polish is used when I anticipate a switch, as it makes Aggy an even more effective sweeper. That's the only reason I put EVs/nature into Speed rather than Defense/Attack. And that's my Aggron.
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Rotom@Choice Scarf
Timid Nature
Levitate Ability
252 Speed EVs/252 Sp Attack EVs/4 HP EVs
Move-set:
Trick
Will-O-Wisp
Shadow Ball
Thunderbolt
Rotom is the first of two support pokes. They share an almost identical move-set, so be prepared. Between TrickScarf and WoW, he can cripple tanks and sweepers alike. Shadow Ball and T-bolt provide reliable STAB coupled with the SP Attack EVs. Also, he has great type synergy with the rest of the team. I have 3 fighting weaknesses, and 2 ground weaknesses. Rotom resists both of those types. Many people wanted a Mismagius here, but Rotom works out pretty well for me.
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Gardevoir@Choice Scarf
Timid Nature
Trace Ability
252 Speed EVs / 252 SP attack EVs / 4 HP EVs
Move-set:
Psychic
Will-O-Wisp
Wish
Trick
This is my other supporter. Another TrickScarf user, as well as WoW. She can seriously cripple people. Garde is actually NU, and I don't see why. She's at least good enough for UU. Psychic provides an actual attack, as well as strong STAB. Trace can screw over so many people, though no examples come to mind. It's certainly better than Synchronize. I forgot what else I was gonna say, so that's all for now. Gardevoir is a good pokemon, and I'm proud of her work on the team.
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Hitmonlee@Life Orb
Jolly Nature
Limber Ability
252 Speed EVs / 252 Attack EVs / 4 HP EVs
Move-set:
Blaze Kick
Close Combat
Sucker Punch
Mach Punch
Hitmonlee is Gardevoir's counterpart. Blaze Kick is for Forretress/Skarmory/Scizor. It is my only Fire move, so it gets a lot of use. Close Combat is an amazing STAB move, but it lowers my defenses, making him more frail than he already is. An alternative here is requested. Sucker Punch is for Psychic types who think they have the upper hand. Or Ghost types. Lastly, I have Mach Punch. It's a great revenge kill move, but serves no other purpose whatsoever. It's not bad to have around though. This used to be Rapid Spin, but that NEVER got used. Limber is a useful Ability to have around. The rest of Hitmon seems to be apparent, so I'll move on.
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Tangrowth@Life Orb
Timid Nature
Chlorophyll Ability
252 Sp Attack EVs/ 252 Speed EVs/ 4 HP EVs
Move-set:
HP Fire
Sunny Day
Solarbeam
Sythesis
I decided to replace Rhyperior with Tangrowth for a few reasons. 1) I needed another special sweeper. 2) This is the more important reason. With Rhype, I had 3 Fighting weaknesses, as well as 2 Ground ones. Tangrowth resists Ground and Water, which Aggron is weak to, and can absorb one or two Close Combats due to his high base Defense. Tangrowth is a classic SunnyBeamer, but an effective one. However, if he can't get Sunny Day up, he's practically worthless. Anyway, Cholorphyll gives him the speed that a sweeper needs. HP Fire is powered up by the sun, and Solarbeam is there for the obvious one-turn move. Synthesis does well on Tangy, as it restores 66% of his health in the sun. Works well with a Life Orb. That's really all there is to Tangy.
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That's the whole team, so feel free to rate, comment, criticize, complain, etc. I'm doing this quickly, so let me know if I missed something. Thanks for reading. :)
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Ambipom@Life Orb
Jolly Nature
Technician Ability
252 speed EVs / 252 attack EVs / 4 HP EVs
Move-set:
Fake Out
Taunt
U-Turn
Double Hit
My lead is Ambipom. Azelf is the most used OU lead, and Ambi is probably that for UU. Other than Weavile, he has the fastest Fake Out in the game. U-Turn helps me scout, and is used against fighting types, from whom I must flee, but know I can outspeed. Taunt is for leads such as Skarmory and Forretress, who want to set up entry hazards. It's a good move on a lead. Double Hit is the ultimate Ambipom attack! I calculated, and with Technician, STAB, and LO, each hit has a power of 102.375. This gives the move a total power of 204.75, or 205. That === Selfdestruct! Anyway, I've been able to sweep 2 or 3 pokes with it. It's a good move. Now, most leads have a Focus Sash, but the only lead that I've met that even CAN OHKO Ambi is Metagross/Machamp. So for them I fake Out, then U-turn to safety. So no problem there. It's main flaw is that it can't set up SR for me. So that's a problem. Here are common lead match-ups:
Roserade- I Fake Out, then Double Hit. Usually OHKOes. If not, I get Sleep Powder-ed and switch to someone else to take the Leaf Storm. Usually not big trouble, unless it uses T-spikes. Those are troublesome.
Machamp- I fake out, then Double Hit. ^^^^^ I normally OHKO, but not doing so causes Ambi to faint. Other tam members bring it down with ease, though.
Aerodactyl- Fake Out, then U-Turn to someone else who can take it on. All other people have super effective moves, so I don't mind this guy.
Metagross- Exact same as above, but fewer counters. It usually ends up Exploding when I switch in the appropriate guy. I'll die, but he will too. Not a huge deal.
Azelf- Fake Out + Double Hit = OHKO. At least, every time so far. Nothing to worry about here.
Ambipom- Same as above. With them doing the same thing, however, it's a race to the OHKO. I tend to win, though. Something of a problem for me here.
Skarmory- Fake Out, Taunt, U-Turn to someone who can beat it. I laugh at this pathetic fellow.
Forretress- I do exatly the same thing as for Skarm.
Jirachi- Fake Out, then U-turn to a counter. However, Flinch hax will ruin this team. I've gotta watch these guys. TrickScarf is also hard to beat. Really tough to deal with, Jirachi leads. But I manage.
Uxie- Fake Out, then Taunt, then U-Turn. Despite the incredible Double Hit, it's defenses are just too high for Ambi. Besides, Taunt normally shuts it down anyway.
That's 10 leads, so on to the next guy.
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Aggron@Leftovers
Jolly Nature
Rock Head Ability
252 Attack EVs/252 Speed EVs/4 HP EVs
Move-set:
Substitute
Head Smash
Focus Punch
Rock Polish
I got the tip that the common Ground and Fighting weaknesses make Rock/Steel types poor tanks. It's true. So I made Bastiodon into a sweeper. Head Smash is an absurdly strong move with no backlash due to Rock Head. Unfortunately, it has exceedingly low accuracy. For the Steel types and such that will resist Head Smash, Aggy is capable of Sub-Punching. Subs also give him a free turn of Head Smash when they survive the next turn. Rock Polish is used when I anticipate a switch, as it makes Aggy an even more effective sweeper. That's the only reason I put EVs/nature into Speed rather than Defense/Attack. And that's my Aggron.
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Rotom@Choice Scarf
Timid Nature
Levitate Ability
252 Speed EVs/252 Sp Attack EVs/4 HP EVs
Move-set:
Trick
Will-O-Wisp
Shadow Ball
Thunderbolt
Rotom is the first of two support pokes. They share an almost identical move-set, so be prepared. Between TrickScarf and WoW, he can cripple tanks and sweepers alike. Shadow Ball and T-bolt provide reliable STAB coupled with the SP Attack EVs. Also, he has great type synergy with the rest of the team. I have 3 fighting weaknesses, and 2 ground weaknesses. Rotom resists both of those types. Many people wanted a Mismagius here, but Rotom works out pretty well for me.
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Gardevoir@Choice Scarf
Timid Nature
Trace Ability
252 Speed EVs / 252 SP attack EVs / 4 HP EVs
Move-set:
Psychic
Will-O-Wisp
Wish
Trick
This is my other supporter. Another TrickScarf user, as well as WoW. She can seriously cripple people. Garde is actually NU, and I don't see why. She's at least good enough for UU. Psychic provides an actual attack, as well as strong STAB. Trace can screw over so many people, though no examples come to mind. It's certainly better than Synchronize. I forgot what else I was gonna say, so that's all for now. Gardevoir is a good pokemon, and I'm proud of her work on the team.
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Hitmonlee@Life Orb
Jolly Nature
Limber Ability
252 Speed EVs / 252 Attack EVs / 4 HP EVs
Move-set:
Blaze Kick
Close Combat
Sucker Punch
Mach Punch
Hitmonlee is Gardevoir's counterpart. Blaze Kick is for Forretress/Skarmory/Scizor. It is my only Fire move, so it gets a lot of use. Close Combat is an amazing STAB move, but it lowers my defenses, making him more frail than he already is. An alternative here is requested. Sucker Punch is for Psychic types who think they have the upper hand. Or Ghost types. Lastly, I have Mach Punch. It's a great revenge kill move, but serves no other purpose whatsoever. It's not bad to have around though. This used to be Rapid Spin, but that NEVER got used. Limber is a useful Ability to have around. The rest of Hitmon seems to be apparent, so I'll move on.
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Tangrowth@Life Orb
Timid Nature
Chlorophyll Ability
252 Sp Attack EVs/ 252 Speed EVs/ 4 HP EVs
Move-set:
HP Fire
Sunny Day
Solarbeam
Sythesis
I decided to replace Rhyperior with Tangrowth for a few reasons. 1) I needed another special sweeper. 2) This is the more important reason. With Rhype, I had 3 Fighting weaknesses, as well as 2 Ground ones. Tangrowth resists Ground and Water, which Aggron is weak to, and can absorb one or two Close Combats due to his high base Defense. Tangrowth is a classic SunnyBeamer, but an effective one. However, if he can't get Sunny Day up, he's practically worthless. Anyway, Cholorphyll gives him the speed that a sweeper needs. HP Fire is powered up by the sun, and Solarbeam is there for the obvious one-turn move. Synthesis does well on Tangy, as it restores 66% of his health in the sun. Works well with a Life Orb. That's really all there is to Tangy.
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That's the whole team, so feel free to rate, comment, criticize, complain, etc. I'm doing this quickly, so let me know if I missed something. Thanks for reading. :)