I figured it's time for a little bump. I've changed my team up a bit from its previous iteration, and I've put in my own answer to Cress leaving, though I'm still looking for something potentially better. I've fiddled around with the team a bit (even replacing Typhlosion with Victreebell for a bit), and I've made changes to four of the six members. So, proving that Rain isn't the only weather condition in UU, it's...
At a Glance
In Depth
Ambipom (F) @ Heat Rock
Ability: Technician
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sunny Day
- Taunt
- Return
- Pursuit
My (anti)lead: Ambipom. She started as a Persian, until I realized that Ambipom has better stats across the board and a similar moveset. In fact, I was using the exact same moveset until I made a little tweak. More on that later. The number one priority of this pokémon is to prevent entry hazards. Number two is to make the sun shine and GTFO. You've doubtless noticed that I'm missing Fake Out. This is because it's a stupid, annoying move that does crappy damage and is incredibly predictable. I don't need to do 15% on Uxie when I can just Pursuit on the switch for 30%. Anyways, Sunny Day is there for obvious reasons. Heat Rock likewise. Taunt is probably the most important move on this set, as it blocks Stealth Rock, as well as pokes that switch in to try to set up on Ambipom (which is actually very common). On realizing that U-turn does little good with such a fast user, I've opted instead for Return. This makes Ambipom not totally helpless as far as offense goes. Finally, Pursuit was slotted in to take the place of Fake Out because it does a bit of damage to Uxie and puts a serious hurt on Froslass as it tries to switch out after being Taunted. Overall, Ambipom is wildly successful in accomplishing goals #1 and #2, setting up the sun consistently and stopping entry hazards almost every single time.
Exeggutor (F) @ Heat Rock
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Solarbeam
- Hidden Power [Fire]
- Psychic
Exeggutor was actually the inspiration for this team. Using my Hyper Offensive team, I got roundly swept (6-0 or 5-0) by one of this poke's kin. With this set, I hope to do the same to other teams - and have. A time or two. Exeggutor has fair bulk and incredible Special Attack. In the sun, it ties with +Speed Electrode and, sadly, misses Scarfed Base 90's by a measly two points. For now, though, I'm sticking with the more offensive nature, barring any persuasive argument to the contrary. Sunny day and Heat Rock let it keep the fun times rolling without having to switch to a dedicated sunsetter, which is nice because nothing on my team is really bulky since Cress left. Solarbeam is a no-brainer for its massive power and zero charge time. It can OHKO a pretty good portion of the metagame, and put almost everything else down into KO range from something else. HP Fire, previously my safeguard against enemy Venusaur and Registeel, has fallen down to pretty much only being useful against Registeel and Scyther since I introduced Psychic. Registeel is a bit of a nuisance if it comes in on Exeggutor, because Eggy can't OHKO, and it can spread Paralysis around, but is overall not too hard for the rest of my team to handle. I'm very happy, however, that HP Fire OHKO's Scyther. Psychic now takes the place of what was formerly Sleep Powder, laying waste to Poison-types and whatnot looking for a chance to set up, as well as providing a solid STAB move without too many resistances. And it ganks Venusaur, which is a plus in my book.
Moltres @ Heat Rock
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Morning Sun
- Sunny Day
- Fire Blast
- Solarbeam
Anyone who has trouble dealing with Moltres under normal circumstances should probably look away now. While the loss of Air Slash is lamentable, Fire Blast reaches the equivalent of 270 BP under the sun, coming from a Special Attack stat of 383. Simply put, Moltres will hurt you. Fire Blast even puts a respectable dent (about 1/3rd) into Milotic, and allows for a KO the next turn with Solarbeam. Not much can switch in safely while the sun's going strong. While Fire Blast is preferred for most uses (even a resisted FB is stronger than an unresisted Solarbeam), Solarbeam is nice for its greater stock of PP and the fact that it never misses. It also makes Moltres in the Sun a counter to Azumarill (seriously, I don't know why so many people switch Azumarill in, but they do). Taking less than half its HP from a weakened Aqua Jet, Moltres can OHKO in return. Without Aqua Jet, Moltres goes first and annihilates the little rodent. Morning Sun is on this set because just like death and taxes, sometimes Stealth Rock is unavoidable. With some prediction, it's not too hard to find a turn to heal off the damage, especially with the burning turkey's decent defenses and typing. I recently converted from Roost for more recovery and no chance of being KO'd by a well-timed Earthquake. This poke is yet another Sunny Day user, because you can never have too much sun. I've tried a couple iterations of this team with fewer sun setters, but I've found that unlike a Rain Dance team, I can't just use weather and mindlessly click whatever isn't resisted - I'll actually have to bring in the sun a few times, and using several throwaway setters is not a good solution. I can't run a Life Orb on this, of course, but who needs to hurt yourself for 30% more damage when you can protect yourself against water attacks, keep Solarbeam viable, and give a 50% boost to Fire Blast without being a masochist?
Typhlosion (F) @ Choice Specs
Ability: Blaze
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+SAtk, -Atk)
- Eruption
- Fire Blast
- Solarbeam
- Hidden Power [Rock]
I've only swapped the item around, but it turns Typhlosion into a whole different animal. No longer a mere revenge killer, Typhlosion can absolutely obliterate most of the metagame. 327 Speed still outruns pretty much everything but Raikou, +Speed Scyther and Mismagius, Scarfed Base 60's, Swellow, RP Rhyperior/Torterra, and Sceptile, plus a few other random pokes. For the small downside of being outsped by a deadly dozen, Typhlosion gains enormous power. Here are some calcs for the lulz. This assumes the sun's out and Typhlosion is at full health:
Eruption vs. RP Rhyperior: 105.4% - 124.3%
Eruption vs. ResTalk Milotic: 44.2% - 51.8%
Eruption vs. Standard Chansey: 52.9% - 62.2%
Solarbeam vs. ResTalk Milotic: 62.9% - 74.6%
Hidden Power [Rock] vs. Stalltres: 121.1% - 143.1%
I think the coolest calc is the one where it has a decent chance of 2HKO'ing freaking CHANSEY. Anyways, moveset: Eruption is there for obvious reasons. I normally save Typhlosion for later in the game, when priority users are gone. In an emergency, I can also switch it in against an entry hazard user and KO it or whatever it switches into. Even with SR damage, though, Eruption is a very powerful attack, acting like a 100% accurate Fire Blast. Fire Blast has been slotted in to replace Overheat as a more reliable late-game option. With Blaze activated, there's a very distinct chance that Typhlosion will be able to perform a late-game sweep now. In fact, a Blaze Fire Blast is slightly stronger than a full-health Eruption. The accuracy is iffy though, and it's only really of use at less than 70% HP. Solarbeam takes out bulky waters on a predicted switch or for a revenge kill, and gives a reliable finisher if I'm down to Typhlosion and the sun's still out. HP Rock is included pretty much specifically for Moltres, who otherwise hurts my team pretty badly. It always OHKO's, and Typhlosion always goes first, barring a rare Scarftres. Even in those situations, though, Typhlosion will survive whatever it uses (barring U-Turn) and KO's back with Hidden Power. And while slapping a move onto a poke to counter a single other poke may seem a bit extreme, what else am I going to use? Typhlosion would be decent even if its only move were Eruption. HP Rock also helps against enemy Flash Fire users.
Tangrowth (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Power Whip
- Earthquake
- Rock Slide
Tangrowth is my second dedicated sweeper without Sunny Day support, but if it does its job right, it can make victory a foregone conclusion before time runs out. With Chlorophyll, it reaches 398 Speed, which is still enough to outspeed unboosted anything (bar Electrode) and Scarfed Base 80's. Swords Dance turns some important 2HKO's into OHKO's (Venusaur, I'm looking at you). Power Whip is the no-brainer STAB attack which dominates anything that doesn't resist it, though I wouldn't mind a bit higher accuracy. It hits for 78.6% - 92.7% against Chansey unboosted, and a +2 Earthquake will OHKO the pink horror if it's taken any damage. Otherwise, Power Whip comes out for the definitive KO. Earthquake is a danged useful attack to have, especially with all the fire-types that would love to take a bite out of Tangrowth. Rock Slide rounds out its perfect coverage, and is invaluable for killing Moltres and Swellow, who otherwise cause some problems for me. Tangrowth is also physically bulky, and can generally eliminate most or all of a team's priority users to open up a sweep for Typhlosion. If I'm in the unenviable position of facing a Rain Dance team in their element, it can also take down the horror that is Kabutops. Or the horror that is whatever they switch out for Kabutops.
Gardevoir (F) @ Heat Rock
Ability: Trace
EVs: 56 HP/200 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Thunderbolt
- Hidden Power [Fire]
- Psychic
Gardevoir is a new addition to my team, replacing the recently-booted Cress. She (Gardevoir is a girl because otherwise it's just wrong. My other pokes are just Female to prevent a rare Attract or whatever.) takes up Cress' mantle as counter against Rain Dance teams. While not nearly as bulky as Cress (as nothing in UU should be), her ability lets her outspeed rain sweepers, with her EVs specifically tailored to outrun Adamant Kabutops, and either bring in the sun and then try to cripple the setter on the switch-in or just tear through the enemy team with T-Bolt. T-Bolt is mostly for use against Rain Teams, though it's a pretty solid attack and offers good coverage. HP Fire is debatable useful , though I'm not quite sure what else I'd use, Gardevoir being fairly new. She's been tested, but not rigorously so. Psychic can do pretty good damage to many pokes, and serves as a nice STAB. Altogether, she counters rain teams well but fails in other respects to fill Cress' shoes. Gardevoir can, though, counter many Flash Fire pokes, and makes Intimidate Arcanine unhappy.
Final Thoughts
You've noticed, no doubt, that this team is completely lacking in both entry hazards and spinners. The first is more justified, as with a HO team on a timer, I can't stop and screw around making rocks fly. Having them might help, but Ambipom can only do so much, and my pokes all benefit from Sunny Day. I guess it's my own version of Stealth Rock. The lack of spinners might seem pretty stupid on a team with HP-sensitive Typhlosion and the severly SR-weak Moltres, but the fact is that the opponent rarely gets a chance to set up hazards. Most of these opportunities come later in the match when it's not such a big deal, and if I know I can't stop it, I can always switch in Moltres or Typhlosion ahead of the rocker and do damage before I have to switch out. Threatwise, I'm not much of a fan of Chansey (though she's more manageable with Specs Typhlosion), and Moltres can rip my team a new one. Venusar can be annoying, and so can Ragisteel. Regi actually doesn't match up very well against any of my team, but it's a good enough poke that that doesn't matter so much.
Currently considered changes:
Giving Ambipom more defensive EV's
Making Exeggutor Timid
Replacing HP Fire with Sleep Powder on Exeggutor
Doing something with Gardevoir
At a Glance






In Depth

Ambipom (F) @ Heat Rock
Ability: Technician
EVs: 252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Sunny Day
- Taunt
- Return
- Pursuit
My (anti)lead: Ambipom. She started as a Persian, until I realized that Ambipom has better stats across the board and a similar moveset. In fact, I was using the exact same moveset until I made a little tweak. More on that later. The number one priority of this pokémon is to prevent entry hazards. Number two is to make the sun shine and GTFO. You've doubtless noticed that I'm missing Fake Out. This is because it's a stupid, annoying move that does crappy damage and is incredibly predictable. I don't need to do 15% on Uxie when I can just Pursuit on the switch for 30%. Anyways, Sunny Day is there for obvious reasons. Heat Rock likewise. Taunt is probably the most important move on this set, as it blocks Stealth Rock, as well as pokes that switch in to try to set up on Ambipom (which is actually very common). On realizing that U-turn does little good with such a fast user, I've opted instead for Return. This makes Ambipom not totally helpless as far as offense goes. Finally, Pursuit was slotted in to take the place of Fake Out because it does a bit of damage to Uxie and puts a serious hurt on Froslass as it tries to switch out after being Taunted. Overall, Ambipom is wildly successful in accomplishing goals #1 and #2, setting up the sun consistently and stopping entry hazards almost every single time.

Exeggutor (F) @ Heat Rock
Ability: Chlorophyll
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Solarbeam
- Hidden Power [Fire]
- Psychic
Exeggutor was actually the inspiration for this team. Using my Hyper Offensive team, I got roundly swept (6-0 or 5-0) by one of this poke's kin. With this set, I hope to do the same to other teams - and have. A time or two. Exeggutor has fair bulk and incredible Special Attack. In the sun, it ties with +Speed Electrode and, sadly, misses Scarfed Base 90's by a measly two points. For now, though, I'm sticking with the more offensive nature, barring any persuasive argument to the contrary. Sunny day and Heat Rock let it keep the fun times rolling without having to switch to a dedicated sunsetter, which is nice because nothing on my team is really bulky since Cress left. Solarbeam is a no-brainer for its massive power and zero charge time. It can OHKO a pretty good portion of the metagame, and put almost everything else down into KO range from something else. HP Fire, previously my safeguard against enemy Venusaur and Registeel, has fallen down to pretty much only being useful against Registeel and Scyther since I introduced Psychic. Registeel is a bit of a nuisance if it comes in on Exeggutor, because Eggy can't OHKO, and it can spread Paralysis around, but is overall not too hard for the rest of my team to handle. I'm very happy, however, that HP Fire OHKO's Scyther. Psychic now takes the place of what was formerly Sleep Powder, laying waste to Poison-types and whatnot looking for a chance to set up, as well as providing a solid STAB move without too many resistances. And it ganks Venusaur, which is a plus in my book.

Moltres @ Heat Rock
Ability: Pressure
EVs: 4 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Morning Sun
- Sunny Day
- Fire Blast
- Solarbeam
Anyone who has trouble dealing with Moltres under normal circumstances should probably look away now. While the loss of Air Slash is lamentable, Fire Blast reaches the equivalent of 270 BP under the sun, coming from a Special Attack stat of 383. Simply put, Moltres will hurt you. Fire Blast even puts a respectable dent (about 1/3rd) into Milotic, and allows for a KO the next turn with Solarbeam. Not much can switch in safely while the sun's going strong. While Fire Blast is preferred for most uses (even a resisted FB is stronger than an unresisted Solarbeam), Solarbeam is nice for its greater stock of PP and the fact that it never misses. It also makes Moltres in the Sun a counter to Azumarill (seriously, I don't know why so many people switch Azumarill in, but they do). Taking less than half its HP from a weakened Aqua Jet, Moltres can OHKO in return. Without Aqua Jet, Moltres goes first and annihilates the little rodent. Morning Sun is on this set because just like death and taxes, sometimes Stealth Rock is unavoidable. With some prediction, it's not too hard to find a turn to heal off the damage, especially with the burning turkey's decent defenses and typing. I recently converted from Roost for more recovery and no chance of being KO'd by a well-timed Earthquake. This poke is yet another Sunny Day user, because you can never have too much sun. I've tried a couple iterations of this team with fewer sun setters, but I've found that unlike a Rain Dance team, I can't just use weather and mindlessly click whatever isn't resisted - I'll actually have to bring in the sun a few times, and using several throwaway setters is not a good solution. I can't run a Life Orb on this, of course, but who needs to hurt yourself for 30% more damage when you can protect yourself against water attacks, keep Solarbeam viable, and give a 50% boost to Fire Blast without being a masochist?

Typhlosion (F) @ Choice Specs
Ability: Blaze
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+SAtk, -Atk)
- Eruption
- Fire Blast
- Solarbeam
- Hidden Power [Rock]
I've only swapped the item around, but it turns Typhlosion into a whole different animal. No longer a mere revenge killer, Typhlosion can absolutely obliterate most of the metagame. 327 Speed still outruns pretty much everything but Raikou, +Speed Scyther and Mismagius, Scarfed Base 60's, Swellow, RP Rhyperior/Torterra, and Sceptile, plus a few other random pokes. For the small downside of being outsped by a deadly dozen, Typhlosion gains enormous power. Here are some calcs for the lulz. This assumes the sun's out and Typhlosion is at full health:
Eruption vs. RP Rhyperior: 105.4% - 124.3%
Eruption vs. ResTalk Milotic: 44.2% - 51.8%
Eruption vs. Standard Chansey: 52.9% - 62.2%
Solarbeam vs. ResTalk Milotic: 62.9% - 74.6%
Hidden Power [Rock] vs. Stalltres: 121.1% - 143.1%
I think the coolest calc is the one where it has a decent chance of 2HKO'ing freaking CHANSEY. Anyways, moveset: Eruption is there for obvious reasons. I normally save Typhlosion for later in the game, when priority users are gone. In an emergency, I can also switch it in against an entry hazard user and KO it or whatever it switches into. Even with SR damage, though, Eruption is a very powerful attack, acting like a 100% accurate Fire Blast. Fire Blast has been slotted in to replace Overheat as a more reliable late-game option. With Blaze activated, there's a very distinct chance that Typhlosion will be able to perform a late-game sweep now. In fact, a Blaze Fire Blast is slightly stronger than a full-health Eruption. The accuracy is iffy though, and it's only really of use at less than 70% HP. Solarbeam takes out bulky waters on a predicted switch or for a revenge kill, and gives a reliable finisher if I'm down to Typhlosion and the sun's still out. HP Rock is included pretty much specifically for Moltres, who otherwise hurts my team pretty badly. It always OHKO's, and Typhlosion always goes first, barring a rare Scarftres. Even in those situations, though, Typhlosion will survive whatever it uses (barring U-Turn) and KO's back with Hidden Power. And while slapping a move onto a poke to counter a single other poke may seem a bit extreme, what else am I going to use? Typhlosion would be decent even if its only move were Eruption. HP Rock also helps against enemy Flash Fire users.

Tangrowth (F) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk/4 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Power Whip
- Earthquake
- Rock Slide
Tangrowth is my second dedicated sweeper without Sunny Day support, but if it does its job right, it can make victory a foregone conclusion before time runs out. With Chlorophyll, it reaches 398 Speed, which is still enough to outspeed unboosted anything (bar Electrode) and Scarfed Base 80's. Swords Dance turns some important 2HKO's into OHKO's (Venusaur, I'm looking at you). Power Whip is the no-brainer STAB attack which dominates anything that doesn't resist it, though I wouldn't mind a bit higher accuracy. It hits for 78.6% - 92.7% against Chansey unboosted, and a +2 Earthquake will OHKO the pink horror if it's taken any damage. Otherwise, Power Whip comes out for the definitive KO. Earthquake is a danged useful attack to have, especially with all the fire-types that would love to take a bite out of Tangrowth. Rock Slide rounds out its perfect coverage, and is invaluable for killing Moltres and Swellow, who otherwise cause some problems for me. Tangrowth is also physically bulky, and can generally eliminate most or all of a team's priority users to open up a sweep for Typhlosion. If I'm in the unenviable position of facing a Rain Dance team in their element, it can also take down the horror that is Kabutops. Or the horror that is whatever they switch out for Kabutops.

Gardevoir (F) @ Heat Rock
Ability: Trace
EVs: 56 HP/200 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Sunny Day
- Thunderbolt
- Hidden Power [Fire]
- Psychic
Gardevoir is a new addition to my team, replacing the recently-booted Cress. She (Gardevoir is a girl because otherwise it's just wrong. My other pokes are just Female to prevent a rare Attract or whatever.) takes up Cress' mantle as counter against Rain Dance teams. While not nearly as bulky as Cress (as nothing in UU should be), her ability lets her outspeed rain sweepers, with her EVs specifically tailored to outrun Adamant Kabutops, and either bring in the sun and then try to cripple the setter on the switch-in or just tear through the enemy team with T-Bolt. T-Bolt is mostly for use against Rain Teams, though it's a pretty solid attack and offers good coverage. HP Fire is debatable useful , though I'm not quite sure what else I'd use, Gardevoir being fairly new. She's been tested, but not rigorously so. Psychic can do pretty good damage to many pokes, and serves as a nice STAB. Altogether, she counters rain teams well but fails in other respects to fill Cress' shoes. Gardevoir can, though, counter many Flash Fire pokes, and makes Intimidate Arcanine unhappy.
Final Thoughts
You've noticed, no doubt, that this team is completely lacking in both entry hazards and spinners. The first is more justified, as with a HO team on a timer, I can't stop and screw around making rocks fly. Having them might help, but Ambipom can only do so much, and my pokes all benefit from Sunny Day. I guess it's my own version of Stealth Rock. The lack of spinners might seem pretty stupid on a team with HP-sensitive Typhlosion and the severly SR-weak Moltres, but the fact is that the opponent rarely gets a chance to set up hazards. Most of these opportunities come later in the match when it's not such a big deal, and if I know I can't stop it, I can always switch in Moltres or Typhlosion ahead of the rocker and do damage before I have to switch out. Threatwise, I'm not much of a fan of Chansey (though she's more manageable with Specs Typhlosion), and Moltres can rip my team a new one. Venusar can be annoying, and so can Ragisteel. Regi actually doesn't match up very well against any of my team, but it's a good enough poke that that doesn't matter so much.
Currently considered changes:
Giving Ambipom more defensive EV's
Making Exeggutor Timid
Replacing HP Fire with Sleep Powder on Exeggutor
Doing something with Gardevoir