Zambie Threats (Reload HO)
If you want a long drawn out intro detailing the intricacies of the metagame man are you in for a disappointment. I did build a team that exploited the crap out of common toppers teamstyles, it had cool sets, it had nifty synergy, it assumed people knew how to play this game, so I laddered with it... for about 20 minutes. Then I realized that the meta in UU is effectively "Be ignorant garbage" all the way from low ladder to the tippity top turned off my brain and slapped up a 5 minute team with some oldfag technology and laddered with it, got to 5th before the ladder completely liquefied my brain into a wonderful bendy straw drinkable slurry of hate. Came back to the team a few months later and I've been using it ever since, it's reliably peaked in the top 5 with stints in that swaggy #1 slot though as a rule it's nowhere near consistent enough to hold that slot. Retiring the team now so may as well give it a good and proper sendoff by updating this thingy. Also finally giving it a name.
The Team
If you want a long drawn out intro detailing the intricacies of the metagame man are you in for a disappointment. I did build a team that exploited the crap out of common toppers teamstyles, it had cool sets, it had nifty synergy, it assumed people knew how to play this game, so I laddered with it... for about 20 minutes. Then I realized that the meta in UU is effectively "Be ignorant garbage" all the way from low ladder to the tippity top turned off my brain and slapped up a 5 minute team with some oldfag technology and laddered with it, got to 5th before the ladder completely liquefied my brain into a wonderful bendy straw drinkable slurry of hate. Came back to the team a few months later and I've been using it ever since, it's reliably peaked in the top 5 with stints in that swaggy #1 slot though as a rule it's nowhere near consistent enough to hold that slot. Retiring the team now so may as well give it a good and proper sendoff by updating this thingy. Also finally giving it a name.
The Team

Shaymin @ Choice Specs
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Healing Wish
- Seed Flare
- Earth Power
- Psychic
Good ole HW specsmin. Specs seed flare smashes through "resists" flat 2 hit koing everything bulky and not immune to grass or named roserade/crobat after a drop (ok blissy needs like 1 tick of prior damage, so sue me). You don't even need a drop to take out non fat resists. Healing wish lets min reload another poke on the team after it's blown all 8
Past that I just slapped specmin on the team because this is UU and starting off a team via scald switchin is generally a good plan. It also supports lucario, doublade, and tornadus as min is laughably good at smashing down birds/steels/fires, forcing switches, swapping in on the obvious waters, and luring in special walls on healing wish to force setup.

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Extreme Speed
- Stone Edge
- Close Combat
- Swords Dance
I have a shamin on the team so lets toss on a SD lucario! No really that was my thought process here. HW shamin both breaks down luke checks, offers setup, and lets me effectively run 2 lucarios with HW allowing good ole luke to break down his own checks and counters. As for the set itself, standard SD luke. I chose jolly to outrun base 80's, 86's, and entie. SD is SD if I need to explain why SD luke runs SD please go die. CC is stab and is the move that allows lucario to function as both a wallbreaker and a setup sweeper no reason not to run it here. Espeed allows luke to function as the teams main revenge killer hitting everything but ghosts, cobalion, and Maero for considerable damage. Stone edge is used as a nice neutral option, better power vs sabeley than crunch, similar MU vs colbur psychics, and it still smashes gyara, mence, and chandy. Sadly edge misses out on the nido's.

Tornadus @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 Spatk / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Taunt
- Tailwind
This was originally Robin Williams tonadus but with the recent shifts in the metagame hurricane is for all intents and purposes a 70% acc ohko move, so yeah I'll spam it. Superpower hits the big 3 mons in UU not ohkoed/2 hit koed by hurricane after rocks while taunt shuts down shenanigans and preserves my bebbles. Tailwind is just a crisp "I win" button in the HO mirror with edge luke and HW shaymin can reload torn to send stall through rng hell. It's not perfect but very few mon's in UU have a solid MU vs stall and HO so that 70% is worth it.

Doublade @ Eviolite
Ability: No Guard
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Sacred Sword
- Shadow Sneak
- Iron Head
- Swords Dance
Meet

Swampert @ Swampertite
Ability: Damp
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Waterfall
- Power-Up Punch/Ice Punch
- Earthquake
- Rain Dance
I've been wanting to try out PuP Mpert for a while and the team badly needed both an electric immunity to completely dump on volturn alongside the multiple hard U-turn resists, a fire resist in general, and a good way to force in and wither floaty dragon things. Jolly allows pert to function decently outside of rain and outspeed those pesky 108 scarfs in rain. PuP boosts perts power to silly levels and allows pert to punish the unholy hell out of the free turns. Past that stabs are obvious and rain dance activates swim.

Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Taunt
- Stealth Rock
- Fire Blast
- Double-Edge/Stone edge
Standard lead aero, stops hazards with taunt, sets up bebbles, fire blasts physdef steels puttig them into a range where they are immediately unable to deal with shamin, luke, and torn. Double edge lets Aero kill itself to stop spins.
The team had no defog, no spin, no taunt. I wanted a lead that beat every other lead so the rest of the team could make my opponent spend the rest of the game asking "ok I can get rocks, spin, defog, etc....but at what cost?" Maero fit the bill. I generally do not sac this right off the bat unless I'm facing down galv webs or I see an opening where aero can fire blast to give the rest of the team free turns all day. Having death fodder or backup rocks/taunt is way too useful to pass up.
General threatlist:
Shuckle: The mental herb webs lead is the friggin omega threat to this team. If you see this just go big from turn 1, it's not an unbeatable matchup thanks to torn-i + prio spam but it's pretty bad.
Floaty special dragons: The team aims to overload these hard but they're gonna dent you (unless your opponent is awful and feeds them to shaymin). Scarfdrie is a joke just hit it in the face, everything just lives from full. For LO variants force a draco or fodder aero and either RK or flat out set up on their faces. If you see both mence and hydra save aero for death fodder and set up a pup + RD on pert asap to wither them with waterfall.
Fire: Hit them hard, in the face. Is aero dead yet? No? Fodder it for the free switch. Do you need the mon to win the game? If not stay in and smash the hell out of that fire type. People also love to pretend fires threaten shamin, at all, ever. So spam flare they'll probably fodder it like an idiot.
Playing the team:
Fair warning: The team has strong points, namely that it's just plain fun to use, it has a lack of truly "unwinnable" match ups and can generate absolutely absurd amounts of offensive pressure, it was however not built for ease of use so buyer beware.
Unless you see a webs shuckle just lead aero, get rocks, stop hazards. Save Aero for fodder if you know you'll need it later. From there this team pivots around shamin and tornadus. Just double into min and nadus constantly until you run out of seed flares/nearly kill yourself with LO recoil, and then reload a threat to go for the win. Don't be afraid to go big for the mid to early game setup win, the team has enough redundancy that you can play completely balls to the wall in order to pressure out any and all free turns you're opponent offers up while flat out banking on rng by spamming 30% "I win" secondary effects.
It's worth noting that people just assume this squad runs lead aero so changing Dedge/stone edge and the Mpert/Maero swap is actually really useful in tournament/high ladder play strat as most teams that fare well against this setup are absolutely destroyed by 2 Hogg spread adamant hone claws Maeros.
Similarly NP celebi can be used over shaymin with the old spdef doublade and BU torn spreads spread for a better stall MU. While if zapdos ever drops down LO offensive zapdos with roost/volt/hp grass/heat wave is a very nice way of adding consistency to the team.
Importable (New version, recommended for ladder play)
Importable: (Old version)
Importable (Ruse M-Aero Version)
Importable (NP Celebi)
Importable (zapdos set)
Importable: (Old version)
Importable (Ruse M-Aero Version)
Importable (NP Celebi)
Importable (zapdos set)
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