Hello all. So I've decided to try to climb up the UU ladder, but have been stuck in the 1400s lately with this team. Hoping for some suggestions to fix this team up as I try to break through the 1500 rating. Any and all suggestions are very appreciated. :)
In Depth

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse
Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Water Pulse respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.

Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball
This thing is just awesome and always fun to pull out in the game. Usually I am able to get at least one or two KO's with this guy against people who don't seem to realize soon enough that it is an offensive set. Really a strong Pokemon with this team as Trick Room often has synergy with Mega Blastoise and Snorlax to remove Pokemon who otherwise would outspeed them and likely wall or break them without it. Favorite KO so far with Bronzong has been surviving a Drain Punch from Belly Drum boosted Slurpuff and OHKO'ing it with Gyro Ball.

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit
She's often my lead as this team definitely wants entry hazards to help chip some damage for the rest of the team to handle. I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team.

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power Fire
- Thunderbolt
With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types with Hidden Power Fire or Thunderbolt. Very standard set, though I've considered testing out replacing Magnet Rise with Sleep Talk in order to use this set as a status absorber, I've held off on testing this out since I have found Magnet Rise to be more useful than switching in some instances.

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.
Some teams I've had trouble with are Toxic Stall teams, teams with CroCune, and teams with CurseLax. There are probably some other giant holes in this team, but I have yet to run into any other major problems.
Version 2.0
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam
Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Hydro Pump respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.
Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball
Bronzong serves as a mixed defensive Pokemon for the team, taking hits that other members can't take. It also serves as a check against Fairies, a Stealth Rocker, and at times as a Pokemon to counter and take on other walls that want to stall out the team. Good defensive backbone to help out the team who can also check some opposing Pokemon.
Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit
I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team. Serves at times as a stallbreaker with Taunt.
Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.
Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.
Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch
With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types.
So this is what I have so far with the team after a few more days of testing. I still obviously have some major holes, but I'm trying to patch them up as well as improve as a player. :)
Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse
Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball
Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit
Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power
- Thunderbolt
Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse
Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball
Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit
Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power
- Thunderbolt
Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
In Depth

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Aura Sphere
- Dark Pulse
- Water Pulse
Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Water Pulse respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.

Bronzong @ Macho Brace
Ability: Levitate
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature
IVs: 0 Spd
- Trick Room
- Earthquake
- Explosion
- Gyro Ball
This thing is just awesome and always fun to pull out in the game. Usually I am able to get at least one or two KO's with this guy against people who don't seem to realize soon enough that it is an offensive set. Really a strong Pokemon with this team as Trick Room often has synergy with Mega Blastoise and Snorlax to remove Pokemon who otherwise would outspeed them and likely wall or break them without it. Favorite KO so far with Bronzong has been surviving a Drain Punch from Belly Drum boosted Slurpuff and OHKO'ing it with Gyro Ball.

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Stealth Rock
- Earthquake
- Knock Off
- Pursuit
She's often my lead as this team definitely wants entry hazards to help chip some damage for the rest of the team to handle. I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team.

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SAtk / 132 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Magnet Rise
- Flash Cannon
- Hidden Power Fire
- Thunderbolt
With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types with Hidden Power Fire or Thunderbolt. Very standard set, though I've considered testing out replacing Magnet Rise with Sleep Talk in order to use this set as a status absorber, I've held off on testing this out since I have found Magnet Rise to be more useful than switching in some instances.

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SDef
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.
Some teams I've had trouble with are Toxic Stall teams, teams with CroCune, and teams with CurseLax. There are probably some other giant holes in this team, but I have yet to run into any other major problems.
Version 2.0
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam
Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball
Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit
Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam
Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball
Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit
Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch

Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Dark Pulse
- Hydro Pump
- Ice Beam
Blastoise serves a few roles on this team. He checks my fire weaknesses as well as some Ghost and Psychic types that pop up every now and then with Dark Pulse and Hydro Pump respectively. Just as, if not more, importantly he serves as my Rapid Spinner. Often times when I need to finish a sweep with Salamence in the end to finish up a game, Blastoise will have to come in to blow away any rocks that could otherwise make walking away with the victory a difficult task. Aura Sphere is the most questionable move on the set as I can't really decide on Aura Sphere or Ice Beam at this point with their being instances where I wish I had one or the other. Good Pokemon, though also I question whether or not I should keep him on the team as I don't seem to get as much out of him as I would usually want out of my Mega.

Bronzong @ Leftovers
Ability: Heatproof
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball
Bronzong serves as a mixed defensive Pokemon for the team, taking hits that other members can't take. It also serves as a check against Fairies, a Stealth Rocker, and at times as a Pokemon to counter and take on other walls that want to stall out the team. Good defensive backbone to help out the team who can also check some opposing Pokemon.

Krookodile (F) @ Dread Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Earthquake
- Knock Off
- Pursuit
I enjoy using her though to a lesser extent than Blastoise, I get relatively less use out of her than I do with the rest of the team. Still, she does her job fairly well and can usually Knock Off something important or net up a KO for the team. Serves at times as a stallbreaker with Taunt.

Salamence (F) @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Iron Tail
- Outrage
I love Sally. Definitely a Pokemon I try to fit on most of my teams these days. Choice Scarf Adamant Salamence is nothing to scoff at and with the Moxie boost, this thing just is pretty ridiculous and is my cleaner to take out anything the rest of my team can't. Iron Tail is used over Fire Blast to check Fairies and this has definitely been needed to finish up a sweep.

Snorlax (M) @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 252 Def / 4 SpD
Adamant Nature
- Crunch
- Earthquake
- Fire Punch
- Return
Snorlax is another fun Pokemon in this team. These four moves all together allow for as much coverage as possible while hitting as hard as possible with each move rather than relying on secondary effects such as Body Slam or Pursuit. Always proves to be useful and is able to take a good amount of special hits.

Magneton @ Eviolite
Ability: Magnet Pull
EVs: 124 HP / 252 SpA / 132 Spe
Modest Nature
IVs: 0 Atk
- Magnet Rise
- Flash Cannon
- Thunderbolt
- Volt Switch
With Salamence being my cleaner at the end of the match, Magneton serves three purposes on this team. 1) Eliminating bulky water types with Thunderbolt. 2) Eliminating fairies with Flash Cannon. 3) Eliminating other steel types.
So this is what I have so far with the team after a few more days of testing. I still obviously have some major holes, but I'm trying to patch them up as well as improve as a player. :)
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