UU Teambuilding

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Stolen from TRC
APPROVED BY kokoloko


Welcome to the Team Building for UU project. This project was originally hosted by Huntofthelion, Nova and Asek a while back, and then the BW2 version was hosted by Subject18. TRC brought it back to OU for XY, and now it finds its way in the newly-established XY UU.

The aim of this project is to help newer players know what is, and isn't, viable to use on their UU teams and finding niches for less than common Pokemon that you haven't thought of. For this I want you guys to post sets that work well, or not so well, in the current metagame and explain why they do or do not work. This project is all about discussing which Pokemon are good at all the "roles" there are in UU. From Physical Sweepers to Hazard setters, we're looking to find what Pokemon are good at doing the job. Considering the usage stats, new players maybe confused as to what is good to use in the tier.

That's where you guys come in! By posting your favorite sets with a quick little description you can help save new users everywhere from using some of that more terrible sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Also feel free to post sets that people should not be using, yet still do. Remember however this is not the place to post over specialized / gimmick sets.

Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged so don't worry about jumping in and offering your input on a posted set! If a pokemon fits under more than 1 category list the role it is geared towards the most first followed by the other roles it can perform with the same set. This is a great way for you people new to UU to see what are good additions to your teams so check in regularly to see which Pokemon work so you can improve your team building skills!

This project is also a great way to get noticed for that super cool Community Contributor badge that everyone wants, or if you already have it you can work towards keeping it, so don't feel like you need to be the winner to win!

This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someones team. If the pokemon/set you post falls under the "what not to use" section point out both the good and the bad as well as mentioning the issues that it has. Since a lot of Pokemon are somewhat niche and very underrated posting replays of these Pokemon in use can be great support to sell the set and to give players an idea of how they should be using the Pokemon. These replays can be put in the Additional Comments portion of your post.

Follow this format for your post:
get sprites from here)

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Lure, Mixed Attacker, Support (weather support...) etc.

What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.

Good Teammates: Obviously, Pokemon it works well with, and why. For "What Not To Use". leave this section blank.

What Counters It: Again, obvious, talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.

Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (maybe a replay proving its effectiveness from SPL possibly).


What to use:


Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 152 Spe / 104 HP
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Swords Dance
- Roost

Role: Physical Sweeper, Late-game Cleaner, Revenge Killer

What It Does: Mighty Fletchinder is great in this metagame for dismantling offense as it has the strongest reliable priority move in the tier (fuck sucker punch). Itemless acrobatics can threaten out a lot of offensive pokemon giving fletch the chance to set up a swords dance or burn a physical wall with will-o-wisp to make sweeping late-game easier. Roost is useful to help it set up on walls with little offensive pressure like florges that hope to wear it down. Will-o-wisp also gives it the opportunity to set up on weaker physical attackers.
(4 SpA Florges Moonblast vs. 104 HP / 0 SpD Fletchinder: 95-112 (32.6 - 38.4%) -- 98.9% chance to 3HKO)

Given evs outspeed adamant Honch by 1 point so you can freely acrobatics after sr and 1 round of lo recoil, and also lets fletchinder switch into SR twice before dying.

Good Teammates: Fletch really appreciates both hazard removal and a way to deal with the rock-, steel-, and electric-types that wall its main stab. Forretress is a great partner for it as it can both spin away the rocks that hamper fletchinder, as well as setting up spikes to wear down the pokemon that resist acrobatics. While any pokemon with a strong earthquake or fighting stab (e.g. krookodile, mienshao) can kill the pokemon that wall it, it's generally better to use something that the rock-, electric-, and steel-types like to switch in against so you can wear them down for fletch to sweep, like honchkrow or staraptor.

What Counters It: Mega-aggron and Mega-Aerodactyl are some of the better switch-ins to fletch, because even burnt they can take the bird out with a stone edge or set up rocks in its face. Alomomola can counter fletchinder multiple times during a match due to its great recovery options meaning it doesn't care too much about burn or chip damage from acrobatics. Fast electric types like Raikou or especially Scarf Rotom-H can come in on any move fletch has and force it out with volt switch while gaining momentum in the process. Rotom has the advantage of being unburnable because of its typing.

Any Additional Info: Overheat is an option on this set over will-o-wisp, but is generally inferior due to the set up opportunities and team support w-o-w provides.


Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Crunch / Ice Punch
- Extreme Speed /Bullet Punch

Role: Physical sweeper

What it does: Lucario is one of the best physical sweepers in UU because of its access to Swords Dance, Close Combat, and Extreme Speed. With its good coverage, Lucario can force a lot of switches, giving it a free turn to set up Swords Dance. After using Swords Dance, Lucario can decimate the metagame with its high attack and good moves. Close Combat is a very powerful and reliable STAB move, and is what you should be using most of the time. As a matter of fact, a resisted Close Combat deals more damage than a neutral Crunch or Extreme Speed. Crunch is a good coverage move that hits Psychic- and Ghost-types super effectively. Extreme Speed is arguably the biggest selling point for Lucario, as at +2, it can KO almost anything that outspeeds Lucario. For example, Choice Scarf Heracross is OHKOed by +2 Extreme Speed after Stealth Rock.

Good teammates: Lucario appreciates Pokemon that can remove opposing physical walls such as Hippowdon and Nidoqueen, so a Pokemon that can remove them is helpful. Offensive Water-types such as Starmie are good at completing this role, as Starmie always OHKOes Hippowdon and Nidoqueen after Stealth Rock. Also, faster threats that can survive Extreme Speed have an easy time against Lucario.

What counters it: Physically defensive Pokemon have an easy time dealing with Lucario. Defensive Nidoqueen can take anything Lucario can throw at it and OHKO back with Earth Power after one turn of Life Orb recoil. Also, faster Pokemon that can take Extreme Speed make good checks. For example, 0 HP / 0 Def Victini only has a 12.5% chance of being OHKOed by +2 Extreme Speed after Stealth Rock (guaranteed 2HKO without Stealth Rock) and can OHKO back with V-Create. Offensive Shaymin is 2HKOed by +2 Extreme Speed.


Absol-Mega @ Absolite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Superpower

Role: Physical Sweeper

What it does: Absol is one of the best physical sweepers in the tier, due to its massive 150 Base attack, as well as its good speed, tying with the likes of Starmie, Raikou, Azelf, and Ambipom. It can also deflect hazards and status thrown at it. This makes it a great answer to Froslass and Azelf, although forcing the latter to explode. Knock Off is a powerful and reliable STAB attack, crippling Pokemon dependent on their item. Sucker Punch is necessary on nearly any Absol set, as it prevents it from being revenged by scarfers while sweeping. Superpower hits opposing Dark types, as well as Steel types for super-effective damage, like Krookodile and Empoleon.

Good Teammates: Hazard setters support Absol immensely, like Forretress, who sets up on Absol's common switch-ins, such as Florges and Mega Aggron. Nidoking is a great partner, as it can switch in on Fairy-types and threaten them out, while it makes a good lure for Psychic types for Absol to KO.

What Counters it: Florges and Aromatisse are hard counters to non-Iron Tail variants, as they resist both Absol's STAB and its coverage move. Mega Aggron can tank all of Absol's attacks, and easily KO it with a STAB Heavy Slam. Pokemon that are scarfed and resist Sucker Punch can check Mega Absol, such as Heracross, Infernape, and Hydreigon.


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

Role: Physical Sweeper
What it does: With great bulk due to Eviolite, a good base attack, and great STAB options coupled with a boosting move, Doublade is one of the most underrated physical sweepers in the tier. It has many opportunities to set up a Swords Dance, due to the aformentioned bulk and great resistances / immunites. Sacred Sword provides great coverage to hit the Steel- and Dark-types that resist its STABs, such as Empoleon and Krookodile. Iron Head and Shadow Sneak are Doublade's main STAB moves, the former having good consistent power while the latter gives it priority that it might need in a pinch, finishing off weakened opponents and rounding off its coverage.

Good Teammates: Hydreigon makes a great partner for Doublade, as they cover each other's weaknesses and have great offensive synergy; Doublade can take care of Blissey and Florges, while Hydreigon mauls Hippowdon, Mega Houndoom, and can tank Knock Offs. Wish Passers, such as Blissey and Alomomola, make great partners, as they can prolong Doublade's time on the field.

What counters it: Offensive pressure from Special Attackers such as Mega Blastoise can easily kill it due to its low HP and Special Defense. Mega Houndoom and Hydreigon make good checks, threatening Doublade out with their powerful STAB moves; however, neither of them can switch into a Sacred Sword. Will-O-Wisp always hits due to No Guard, making it hard for Doublade to sweep effectively.


specs (Snorlax) @ Leftovers
Ability: Thick Fat
Happiness: 0
EVs: 144 HP / 188 Def / 176 SDef
Careful Nature
- Frustration
- Curse
- Sleep Talk
- Rest

Role: Physical Sweeper

What it does: When the enemy's hard hitting Physical Attackers and Ghost-types are dead, Curselax comes in, sets up a ton of boosts with Curse and Rest-Talks off all the damage it accumulates until it can sweep through the enemy team with Frustration. Frustration is there for STAB and generally great neutral coverage, as well as being the move you spam whenever the opponent still has a physical attacker that can break through Snorlax. It's also Frustration to mess with Ditto's Imposter shenanigans. Curse is what you use to gain many boosts with which you sweep, Sleep Talk lets you do things like boost and hit the opponent and roll rest twice in a row while you're asleep, and rest heals you of not just health but status too.

EVs are to maximise overall bulk to help you set up.
Good Teammates: Since Curselax functions best on Stall, something that helps you wear down strong Physical Attackers like Rocky Helmet Slowbro is appreciated, although you'll also need something to deal with Regenerator Mienshao - generally you'll hit it on at least one switch with a Frustration before you have to start setting up, but if you let it get in it can deal serious damage to you with High Jump Kick. A Pursuit user like Honchkrow to trap the opponent's Ghost-types or a Spinner that can kill them like Mega-Blastoise is also appreciated, as Ghost-types stop Curselax cold.

What counters it: Any and every Ghost-type in the tier stops this Curselax cold, although it's important to note that some run Crunch over Sleep Talk to deal with Ghosts easier. Fighting types that can take an unboosted Frustration like Heracross can also switch in on any move and OHKO it (2HKO if it Curses, but Heracross can also take a +1 Frustration).


Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Brave Bird
- Sucker Punch
- Superpower / Roost
- Pursuit

Role: Physical Sweeper, Wallbreaker

What It Does: Fedora bird comes in on weakened Pokemon, picks them off, gains a Moxie boost and Snowball effects it's way through the enemy team. Honchrow made a name for itself by being one of the most fearsome Physical threats in the BW UU metagame and even in XY, still manages to hold it's own in a tier riddled with ridiculously strong Physical attackers. Brave Bird is used as STAB to bust through shit that it probably shouldn't be able too, Sucker Punch is for faster Pokemon (granted there are a hell of a lot of faster Pokemon that don't enjoy taking a Sucker Punch at +1), Superpower to hit Steel- and Rock-types although they are rather limited in the XY UU metagame (and the ones that are get hit harder by Sucker Punch anyway), Roost can be used over Superpower to increase Krow's longevity and Pursuit is there to trap things like -1 Banded Victini (at least after SR) so it can get the Moxie boost.

Good Teammates: Wallbreakers and hazard setters. Nothing makes Honchkrow's job easier than the entire enemy team being below 50% Health and Wallbreakers + Hazards are exactly the things that will do it for Honch to clean up. Pokemon such as CB Victini, Heracross, Mienshao, Mixed LO Hydreigon, Mixed Nasty Plot Infernape and Spike setters all help out the main issue with Honch being getting that initial +1 Moxie boost. Removing of priority Pokemon is also fairly required as while Honchkrow does have priority, the increasing presence of Extremespeed from Lucario and Mach Punch/Vacuum Wave from Infernape does outprioritise Honch's Sucker Punch meaning that they can not only stop Honchkrow's sweep but also completely avoid taking any damage. Defoggers can also be beneficial since Honchkrow would much rather be at 100% and take Brave Bird recoil than at 75% and taking it since it greatly decreases the longevity of Honch.

What Counters It: Before Honchkrow gets the +1, most Steel-types can deal with it so long as they don't try to directly attack it rather statusing or Substituting in order to avoid being hit. Mega-Aggron is basically a hard stop to the Standard Honchkrow set and can easily OHKO Honch back with a Heavy Slam. Bulky Waters can also take 1 or 2 Brave Birds and either Rest/Slack Off/Recover the damage or kill with Scald, this however can be risky since Honchkrow does have the potential to 2HKO many Bulky Waters with hazard support. After the +1, you either 1)Wear it down with recoil or 2) Kill it with a Scarfer or naturally faster Pokemon that can take a Sucker Punch. This list includes Mega-Absol, Krookodile, Heracross, Infernape and Hydreigon. It can also be outprioritised by some of the Pokemon I mentioned earlier including Lucario, Infernape, Entei and Arcanine. Substitute Pokemon such as Chandelure can also mess with Honchkrow, basically forcing it to predict around the Substitute in order to kill it with Sucker Punch, however this strategy is risky since decent prediction is required.

Any Additional Info: Heat wave can be used but it doesn't really hit much outside of Mega-Aggron who isn't really used in the meta anyway (oh it also hits Doublade but only I use that so you don't need to worry about that).


Celebi @ Life Orb
Ability: Natural Cure
EVs: 252 Atk, 4 SpD, 252 Spe
Jolly Nature
-Seed Bomb
-Zen Headbutt
-Sucker Punch
-Swords Dance

Role: Physical Sweeper

What it does: Swords Dance Celebi is a pretty decent lure and it makes use of Celebi's Attack stat. Things that normally wreck the shit out of Celebi like Victini or Chandelure are now under fire as Celebi at +2 can proceed to OHKO both of them with Sucker Punch. This is certainly something that will surprise opponents, as this set is nowhere near typical for Celebi, but it is nevertheless an effective one.

Good teammates: Something that can successfully dispatch defensive Steel-types and/or Infernapes, such as Chandelure, will be necessary if Celebi wants to sweep or cause major havoc on the opponent as they put a hard stop to this Celebi set.

What counters it: Mega Aggron and Forretress both wall this Celebi set mercilessly and can proceed to respectively force it out and set hazards. Jirachi running Substitute along with extra bulk also counters Celebi as its STABs do not do very much to it and 'Rachi can proceed to either paralyze it or hurt it with Iron Head/Fire Punch while dashing out the fear of being Sucker Punched, and although Doublade is weak to Sucker Punch, it fails to OHKO it even at +2, it can easily absorb the other two attacks that Celebi uses, and it can set up a Swords Dance or two before tanking the Sucker Punch. Finally, a bulky Arcanine can switch into Celebi at up to +2, as Celebi at +1 will fail to 2HKO Arcanine, even with Stealth Rocks up, and Arcanine can proceed to heal off the damage done to it.

Any additional info: Baton Pass can be used over either Zen Headbutt or Sucker Punch, if you have teammates that really appreciate the Attack boost and can handle the coverage loss that comes with losing either one of the two moves.


Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Sleep Talk
- Calm Mind
- Scald
Role: Special Sweeper and Bulky Attacker

What it does: This Suicune set, called CroCune, is an excellent sweeper. Using its great bulk, it attempts to set up as many Calm Minds as possible to maximize its Special Attack and Special Defense. When you are worn down to low HP (which is difficult because of Suicune's good natural bulk, Defense investment, and Special Defense boosts) you use Rest to restore yourself to full HP and clear yourself of any status you may have acquired. While being asleep is usually a drag, Suicune can use Sleep Talk to continue boosting, attacking, and sometimes using Rest again. When enough boosts are acquired, use Scald to heavily damage your opponents, even OHKOing some. Again, when low on HP, you can use Rest for restoration.

Good teammates: Pokemon that can remove Water-immune Pokemon make great teammates. For example, Toxicroak and Cacturne, using their ability-granted immunity to Water, can switch in on Suicune and force him out as Suicune has no way of damaging them. Flying-types are good partners as they hit both super effectively.

What counters it: The aforementioned Cacturne and Toxicroak have no trouble coming on Suicune and setting up for a countersweep. Basically all Storm Drain/Dry Skin mons have no problem dealing with Suicune;this includes Gastrodon, Heliolisk etc. Also, bulky Grass-types such as Roserade, Shaymin, and Celebi have little trouble checking it as offensive Shaymin is 3HKOed by +5 Scald, Roserade is 3HKOed by +4 Scald, and specially defensive Celebi has a 99% chance to be 4HKOed by +6 Scald. Also, these all carry Natural Cure, so they can rid themselves of any burns by switching out.


Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD /252 Spe
IV:0 Atk (To Minimize Foul Play Damage)
- Nasty Plot
- Psyshock
- Fire Blast
- Dazzling Gleam

Role: Special Sweeper, Late-game Cleaner,

What It Does: It cleans up late game when either the counters that Azelf worries about are either weakened or gone. Max speed allows Azelf to outspeed as many pokemon as possible. Max special attack with Life Orb allows Azelf to hit as hard as possible without giving up speed. Since Azelf forces many switches Nasty Plot works well in getting a plus 2 boost and with coverage moves such as Psyshock for special walls like Blissey, Goodra and Florges, Fire Blast for steel types like Metagross, Forretress, Jirachi, and Empoleon. Finally Dazzling Gleam hits everything else in the tier for neutral damage.

Good Teammates: Choice Scarf Pokemon help Azelf deal with faster Pokemon. Some good options include Infernape, Victini, Darmanitan, Raikou, Flygon are all good teams that provide offensive momentum with either Volt Switch or U-Turn giving Azelf a free switch into a Pokemon which it either will force out or start setting up on. Also the fire types and Raikou list above work well in that they form a synergy making them immune to Ground-Type attacks thanks to Azelf's ability Levitate. Azelf appreciates hazard support so pokemon such as Chesnaught can provide not only spikes but leech seed to help aide Azelf when life orb recoil is starting to take wear it down a bit. Pokemon with Stealth Rock and spin support such as Donphan can help keep Azelf healthy from rocks damage and at the same time provide him with rocks support. Wish pass support can help Azelf recover valuable HP if it were weakened earlier in battle, Pokemon that do this job well include Blissey, Umbreon, and Florges.

What Counters It: Priorty Moves such as Sucker Punch from Honchkrow, Mew, Absol, Celebi, Toxicroak can easily disrupt the sweep and OHKO Azelf back. Also pokemon that are faster than you such as Alakazam, Aerodactyl, and Noivern, Crobat can outspeed and OHKO Azelf. Most Life Orb Extreme Speed from Pokemon in the tier such as Lucario, Arcanine, and Entei can also OHKO Azelf. Scarf Pokemon can also outspeed Azelf and OHKO it since Azelf is a fragile pokemon.


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 4 HP / 252 SpA / 252 Spd
Timid Nature
- Hydro Pump
- Shell Smash
- Baton Pass
- Substitute/Ice Beam

Role: Special Sweeper, Support

What it does: Gorebyss gives lots of scary boosts to offensive Pokemon that are better then it is maybe once a match, then you either win the game instantly or blow a huge hole in your opponent's team for the rest of your Pokemon to clean up. Hydro Pump is just in case you can't pass safely and you see the opportunity to kill something (e.g., a swampert switches in as you boost +2 252 SpA Gorebyss Hydro Pump vs. 252 HP / 0 SpD Swampert: 357-421 (88.3 - 104.2%) -- 62.5% chance to OHKO after Stealth Rock), Shell Smash gives you ridiculous boosts to pass, Baton Pass gives those boosts to something scary, Ice beam gives you a little bit of coverage against Grass- and Dragon-Types if none of your sweepers can deal with them at +2 +2 offensive stats (hint: they probably can) and substitute gives your sweepers a little protection against priority if your opponent gives your Gorebyss a free turn.

Good Teammates: Gorebyss really appreciates Screens support as well as Stealth Rock, so something like lead Dual Screens Azelf is a great partner for it, letting it set up much easier. It also appreciates having something to pass to, especially something with decent bulk or useful immunities. Hydreigon is a great fit, having an excellent mixed movepool (fuck blissey), 2 great immunities in Psychic and Ground, and several useful resistances due to its Dragon-Typing. Nidoking is also useful due to having a nice Electric immunity, and a good mixed movepool. Honestly it shouldn't be too hard to find something in the UU metagame that sweeps teams at +2 +2.

What Counters it: Pokemon with Haze and the bulk to live a hit from Gorebyss at +2 like Amoonguss can switch in for free and haze away its accumulated boosts when it passes. Bulky pokemon with roar or whirlwind can also stop it from passing like roar suicune, although the list of phasers that actually live a +2 hydro pump is depressingly small. Specs Noivern can KO it through screens if it's the Sub variant, although if it's ice beam Noivern dies if it switches in.

Mostly the best way to deal with Gorebyss is good ol' fashioned offensive pressure, which can stop it from getting a free turn in which to smash.


Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 2 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

Role: Special Sweeper

What it does: A classic set from BW2 UU, Cofagrigus makes use of its bulk and great resistances and immunities to take on several prominent Pokemon and proceed to use them as setup fodder. Once Cofagrigus has achieved its setup, it proceeds to sweep the opposing team with relative ease. Cofagrigus can use several Pokemon as setup fodder, such as Heracross, Mienshao, and Flygon by virtue of its incredible physical bulk. It can become incredibly fast under Trick Room, and Nasty Plot allows it to hit quite hard. It has great coverage in Shadow Ball and Hidden Power Fighting so it's not exactly an easy Pokemon to counter; that of course is unless your name is Goodra or Snorlax. Cofagrigus also provides extra bonuses in spinblocking, although it's slightly less effective at that since Mega Blastoise has Dark Pulse, as well as its bulk.

Good Teammates: Cofagrigus appreciates entry hazard support like any sweeper; Froslass, Roserade, and Chesnaught all do this quite nicely. Cofagrigus also appreciates Wish and Heal Bell support to be able to repeatedly switch into the Pokemon it aims to; Blissey, Florges, and Umbreon all do this quite nicely. Since Cofagrigus has a bit of trouble against walls, wallbreakers such as Heracross and Infernape are advised.

What counters it: Blissey and Umbreon are capable of countering Blissey quite nicely, although the former cannot do anything to Cofagrigus bar poisoning with Toxic. Goodra and Snorlax can tank repeated assaults from Cofagrigus and retaliate with their offensive moves, wearing down Cofagrigus in the process. Fast Dark-types such as Hydreigon and Mega Houndoom can defeat Cofagrigus relatively easily; physical Dark-types such as Krookodile and Mega Absol aren't too shabby either.

Any additional info: Will-O-Wisp or Destiny Bond could be used to cripple a counter or take something down when Cofagrigus is about to be KO'd, but it loses out on either power or coverage with it badly needs.


Mismagius @ Life Orb / Leftovers
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Shadow Ball
- Dazzling Gleam
- Taunt / Substitute

Role: Special Sweeper

What it does: Mismagius has always been a great special sweeper with NP since DPP UU, and it's still great in XY UU. Mismagius has good Speed and Special Attack as well as Nasty Plot to make it quite the threat. Mismagius can use its power and Speed to sweep with great coverage in just Shadow Ball and Dazzling Gleam; a Special Defense drop from Shadow Ball can come in handy too. Mismagius can also function as a decent stallbreaker with Taunt, preventing slower mons from using support moves, and Substitute also allows Mismagius to block status. Depending on what you'd like, the last moveslot is your pick. Mismagius can also spinblock so that's a nice bonus.

Good teammates: Froslass or Roserade are good for providing entry hazard support, which is nice since Mismagius is a sweeper, and it can also spinblock entry hazards as a bonus. A Fighting-type such as Heracross, Infernape, or Toxicroak is nice to bypass Umbreon and Mega Absol. Mismagius pairs up well with wallbreakers like Honchkrow and Infernape in general to get around bulkier Pokemon. A slow U-turn or Volt Switch user like Mega Ampharos is great as well in order to get Mismagius in safely, since Mismagius is rather frail and struggles to actually switch in.

What counters it: Umbreon and Snorlax counter Mismagius quite nicely, and can hit it hard with Foul Play and Crunch, respectively; the former can also use Pursuit to trap Mismagius. Goodra is good as well, being able to withstand a super effective Dazzling Gleam and either hit it hard or phaze it with Dragon Tail. Pursuit users like Mega Absol and Scarf Krookodile are capable of revenge killing Mismagius and keeping it in a tough position. Scarf Hydreigon isn't terrible at this either. Mega Houndoom only takes neutral damage from Dazzling Gleam and can revenge kill with Dark Pulse.

Any additional info: A Calm Mind set is very viable as well.


Porygon-Z @ Lum Berry / Silk Scarf
Ability: Adaptability
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
- Tri Attack
- Dark Pulse
- Nasty Plot
- Agility

Role: Special Sweeper

What it does: Having one of the best abilities in the game, great boosting moves, and good overall stats, Porygon-Z, albeit rarely seen, is one of the most dangerous sweepers in the tier. Tri Attack serves as a powerful STAB, which can deal loads of damage when coupled with Adaptability. Dark Pulse hits Ghost-types immune to Tri Attack, such as Chandelure and Jellicent for super effective damage. Nasty Plot and Agility are used for boosting; however, an Agility boost is usually not need against defensive teams. Lum Berry prevents Porygon-Z from being paralyzed or poisoned, and Silk Scarf buffs up Tri Attack's power. The EVs let it outspeed Scarf Infernape after an Agility boost, while the rest of the leftover EVs are invested into bulk.

Good teammates: Pokemon that can remove Special Walls, such as Florges and Blissey work well with Porygon-Z. Victini and Heracross can break these walls, allowing PZ to sweep late game. U-turn and Volt Switch users can let Porygon-Z switch in for free, giving it an opportunity to set up. Mienshao and Magneton make a nice VoltTurn core, wearing down the opponent until it's safe to switch into Porygon-Z.

What Counters it: Special walls, such as Florges and Blissey, while being set up on, can tank all of Porygon-Z's attacks with ease. Offensive pressure is also a good way to deal with PZ, as it can sweep many teams if you let it.


Vivillon @ Focus Sash / Life Orb
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
-Quiver Dance
-Sleep Powder
-Hurricane
-Bug Buzz

Role: Special Sweeper, Wallbreaker

What it does: With its subpar stats and shallow movepool, Vivillon seems dwarfed compared to the multitude of powerful special attackers in the tier but it finds its niche nonetheless as one of the few viable users of Quiver Dance. This set is fairly straightforward, using Quiver Dance to boost its mediocre offenses to threatening levels and punching holes on the opposing teams. Though lacking any hint of salvageable bulk, Vivillon can capitalize on the switches it makes with the threat of incapacitating a Pokemon with Sleep Powder. After successfully putting a foe to sleep, Vivillon can either set-up or smack the incoming Pokemon looking to revenge it with one of its STABs. Along with its reliable Sleep Powder, a powerful and accurate Hurricane is one of the few things that Vivillon can boast and makes up for its initially lacking Special Attack. Bug Buzz is then the choice for secondary STAB as it doesn't have any notable coverage to use.

Good Teammates: Pokemon who can provide Vivillon safer switch-ins are great partners for it. U-turn, Volt Switch, and Baton Pass are good ways to bring Vivillon on the field more comfortably. Coming in on Stealth Rock severely hampers Vivillon's set-up opportunities so a Spinner or a Defogger is necessary at most times. Mega-Blastoise and Mew are the best at these roles respectively. Pokemon who can ease Vivillon's sweep are also welcomed. Dugtrio can trap troubling Electric- and Steel-types. Hazards helps in weakening Pokemon and Swampert is a nice fit, tanking Fire- and Rock-types aimed at it while also drawing in Grass-types for Vivillon to feast on.

What counters it: Overcoat Pokemon such as Escavalier can check Vivillon and discourage it to attack or set up in fear of a strong STAB. Keeping rocks on the field also helps greatly in reducing its effectiveness and breaking Focus Sash if its wields it. Also, it's important to note that once Sleep Clause is activated, Vivillon is less threatening so be sure to capitalize on this. The likes of Victini and Darmanitan can outspeed Vivillon at +1 and KO with their STAB. Mega-Aerodactyl resists both of its STABs and can use Taunt to disable Vivillon's set-ups, or just outright OHKO with one of its STABs.

Any Additional Info: Both items have its own perks. Life Orb maximizes its overall power and lets it break through Special Walls harder. On the other hand, Focus Sash increases Vivillon's set-up opportunities by shielding it from strong priority and revenge-killers.



Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 252 Spe / 4 Atk
Naive Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot

(Just for formality, main credits to Bouffalant and Kitten Milk for this set)

Role: Mixed Sweeper, Late-game Cleaner

What it does: Great offensive stats [104/104/108] and access to a wide variety of coverage moves makes Infernape a potent wallbreaker. This in combination of Nasty Plot, it lends itself to be a formidable sweeper. The beauty of this set comes with the ability to get past through its usual counters in three moves alone. Fire Blast is there for obligatory STAB which is enough to 2HKO the unresisted metagame save for the likes of the resident special walls in Blissey, Snorlax, and Umbreon. This is where Close Combat comes in handy being an effective way to neuter these aforementioned counters. Now, Fire/Fighting alone offers good coverage hitting most of the tier for unresisted damage but of course, bulky Waters is still a vain for this set as boosted Fire Blasts and uninvested CC's aren't enough to break through them. So, a simple answer to that comes in Grass Knot.

Good Teammates: As always, hazards are great for ensuring OHKO's when boosted. Azelf is a good partner for its fast SR's and what's more is that it can offer Screens support which helps frail sweepers in general to set-up and sweep more comfortably. Also, Pokemon that can check common Scarfers is nice to ease its sweep once more. In the case that its sweep comes to a halt though, another cleaner of your own is great to take advantage of the holes that Infernape can make. Choice Scarf Staraptor is a quite stand-out as NP Infernape handles bulky Steel-, Water-, and Rock-types that otherwise hinder its BB spam shenanigans.

What Counters it: Although Infernape sits at an impressive Speed tier, as with most sweepers lacking priority or bulk, they are prone to being revenge-killed. And so, fast scarfers who can take two hits or more are enough to keep the fiery ape in check. Choice Scarf Chandelure and Victini are commendable for being able to switch into any of Infernape's attacks and threatening it with one of their STABs. Going into counters, there are few to none that can reliably take on the beast. Defensive Arcanine and Tentacruel comes to mind which is to say, an uncommon sight in the tier.



Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 220 HP / 252 SAtk / 36 Spe
Modest Nature
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam
- Rapid Spin

Role: Bulky Attacker, Hazard Cleaner

What it does: Blastoise is regarded as one of the best spinners in the tier, due to its great bulk and offensive presence. It gets to abuse its new ability, Mega Launcher, by turning moves like Dark Pulse and Aura Sphere into psuedo-STABs and turns Water Pulse into a move with the same BP as Surf with a 30% chance to confuse. Its main niche, however, is being able to beat common spinblockers, such as Sableye and Froslass.

The first moveslot is up to preference; Scald can cripple physical attackers and can generally be a nuisance to common switch-ins, such as Florges. Hydro Pump is Blastoise's most powerful attack, 2HKOing Pokemon such as Swampert. It has the cost of being able to miss, however, which can make it a liability in some situations. Water Pulse has the chance of being able to confuse the opponent while hitting as hard as Surf, making it a good choice for offensive teams. Dark Pulse is mandatory on Blastoise, since it hits spinblockers trying to avoid getting their hazards cleared, as well as hitting Pokemon such as Mew and Slowbro. Aura Sphere and Ice Beam are coverage, hitting mainly Steel and Grass-types respectively. Rapid Spin is to clear hazards, such as Stealth Rock and Spikes.

Good teammates: Pokemon that can take care of special walls such as Blissey and Florges work well with Mega Blastoise, such as Entei and Victini. Poison types, such as Amoonguss, Nidoking, Nidoqueen, and Roserade all work well with Blastoise, as they can absorb Toxic Spikes and threaten out Electric and Grass types.


Escavalier @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
-Megahorn
-Iron Head
-Drill Run
-Knock Off/Pursuit

Role: Bulky Attacker

What It Does: With a boost in its physical moveset through the addition of Drill Run and an enhanced Knock Off, Escavalier finds itself even more formidable in this generation's UU metagame. Its combination of an upgraded moveset that allows it to dent the entire tier for at least neutral damage and its good natural bulk makes it a nice Assault Vest user, allowing it to sponge special attacks more effectively, while its upgraded Overcoat ability now allows it to avoid Spores and Sleep Powders from the likes of Roserade and Amoonguss. This thing may not be a UU 'mon, but it can certainly pull its weight in this metagame better than many of the UU 'mons in this tier.

Good Teammates: Swampert is a fantastic teammate as it can take on the Fire-type attacks aimed at Escavalier while Escavalier can easily take care of the one weakness that Swampert has, while Aromatisse/Florges offers Wish support for it while creating fantastic defensive synergy with Escavalier.

What Counters It: Alomomola and Moltres are the best answer to Assault Vest Escavalier as none of its moves can significantly damage either of the two, while the former can wish/regen off the damage and the latter can easily roast the armored bug. Bulky Arcanine can easily sponge Escavalier's Drill Run and in turn, it can either Flare Blitz it or burn it/the switch-in.

Any Additional Info: Knock Off is for crippling opponents + more consistent damage while Pursuit is for trapping things like Alakazam. Running 84 Speed EVs/172 HP EVs over 252 HP/4 SpD is also an option if you want to outspeed the base 30s such as Slowbro and you don't mind the decrease in overall bulk.


Shaymin @ Leftovers / Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
- Substitute / Protect
- Leech Seed
- Seed Flare
- Psychic / Hidden Power Ice
Role: Bulky Attacker, Support (?)

What it does: This set focuses more on wearing down foes and supporting the team with Leech Seed recovery rather than being on the pure offensive. Shaymin's good bulk and offensive presence lets it run a SubSeed set to great effect. The basic strategy is to Substitute on something you check or counter, set-up a Leech Seed, and work from there. Protect can be used over Substitute for replenishing more health consistently as well as easing prediction against faster threats. Seed Flare is the STAB of choice for its power and chance to lower Special Defense. This proves useful for forcing more switches and enabling Shaymin to have a chance to break through special walls. So as not to be completely walled by Grass-types, Psychic is the best option for hitting common Grass Pokemon like Amoonguss and Roserade while also hitting checks like Crobat for super-effective damage. Hidden Power Ice is a weaker alternative but hits a larger portion of Grass- and Flying-types, as well as hitting Dragon-types hard.

Good Teammates: Leech seed helps in cushioning blows so bulky attackers with no reliable recovery benefit from this support greatly. Mega-Blastoise can tank Fire- and Ice-type moves for Shaymin and also spins away hazards that can wear them down. Mega-Ampharos also synergizes well with Shaymin which can handle common switch-ins to Shaymin like Victini and Crobat. Steel- and Grass-types still wall Shaymin so Pokemon who can take them out is appreciated; Chandelure and Arcanine are notable options. Wish support, while not necessary, is still a good way to keep Shaymin consistently healthy. Aromatisse and Florges are great it while also fixing Shaymin's problems with Heracross and Hydreigon. Finally, entry hazards are great with the switches Shaymin can induce wearing down foes much faster. Stealth Rocks are enough but there's also Toxic Spikes, helping Shaymin to stall more effectively.

What counters it: Directly countering Shaymin might prove to be annoying due to its SubSeed shenanigans. Nonetheless, Grass-types like Celebi and Roserade are generally good switch-ins to Shaymin. Hydreigon can come in on anything and threaten with a powerful Draco Meteor. (Volt)U-turn heavy teams gives Shaymin a lot of problems as they can spam these moves until a check comes in on Shaymin without a substitute.

Any Additional Info: An alternative EV spread in 252 HP / 4 SpD / 252 Spe can give Shaymin more bulk at the cost of much of its power. For the item, the choice between Leftovers depends on how you want to play Sub-Seed Shaymin. The former enables it to stall more effectively while the latter makes it take a more offensive approach.


Ampharos @ Ampharosite
Ability: Static
EVs: 132 HP / 252 SpA / 124 SpD
Modest Nature
- Thunderbolt
- Dragon Pulse
- Focus Blast
- Volt Switch

Role: Bulky Attacker

What it does: Using its sky-high base 165 Special Attack and good 90 / 105 / 110 defenses, Mega Ampharos makes for a great bulky attacker in UU. Its excellent Special Attack also allows it to deal heavy heavy damage to some prominent special walls such as Umbreon. Its STAB coverage, not shared with any Pokemon in UU, gets very good neutral coverage as the only viable Pokemon in UU it doesnt hit are Magneton and Whimsicott. Thunderbolt is Mega Ampharos' most powerful STAB move and will severely damage anything that doesn't resist it. Dragon Pulse is Mega Ampharo's secondary STAB move that most notably hits the Grass-, Ground-, and Water-types that resist Thunderbolt. Focus Blast is for coverage and hits Steel-, Rock-, and Dark-types harder than anything else Ampharos has. Volt Switch can actually deal some good damage to opponents, but is most notable for gaining momentum if the opponent switches. Also, Mega Ampharos has a low Speed stat so you could be gaining momentum anyways.

Good teammates: This Ampharos appreciates the support of a Wish passer as it has no method of recovering HP on its own when using this set. Alomomola has good synergy with Mega Ampharos and can heal it with its massive Wishes. Mega Ampharos actually appreciates the support of bulky Water-types anyways because they can remove Ground-types that trouble Mega Ampharos. Jirachi makes a good partner as it can heal Mega Ampharos with Wish and forms an effective VoltTurn core. Mega Ampharos hates status, so a teammate with Heal Bell or Aromatherapy is helpful.

What counters it: Mega Ampharos has a bit of trouble breaking past special walls such as Florges and Blissey. Also, this Mega Ampharos set hates status of all kind as it has no Leftovers and needs another teammate with Heal Bell or Aromatherapy to recover it. Mega Ampharos hates hard-hitting physical attackers because it has no method of recovering damage taken from them.


Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 220 SAtk / 232 Spd
Naive Nature
- Draco Meteor
- Dark Pulse
- Iron Tail
- Superpower

Role: Wallbreaker

What it does: One of the best wallbreakers in the tier at the moment. Draco Meteor is a nuke with good neutral coverage and high base power. Dark Pulse hits Steels and Psychics like Jirachi, Metagross and Slowbro, and is in general a reliable STAB move. Iron Tail is for Fairies like Aromatisse and Florges. Superpower hits Blissey and Lucario. Can be slapped on many teams to take a dump on stall and balance.

Good Teammates: Pokemon that can take advantage of the mess Hydreigon causes like SD Lucario or Toxicroak. Partners that can switch into Fairy and Fighting moves are nice as well like Jirachi and Slowbro. Jirachi and Celebi can bring a weakened Hydreigon back with Healing Wish.

What counters it: uuuuuhhhh......


Heracross @ Choice Band
Ability: Guts
EVs: 128 HP, 252 Atk, 128 Spe
Adamant Nature
-Close Combat
-Megahorn
-Knock Off
-Stone Edge/Sleep Talk

Role: Wallbreaker

What it does: Smashes through shit, basically. Even Hippowdon and Suicune are 2HKO'd by Heracross's STABs, and a very select few can actually switch into this thing without getting completely obliterated by it. If you can predict your opponent using Will-o-Wisp, Toxic, or Spore (assuming Sleep Talk), that will only elevate Heracross's wallbreaking potential to the point that it can 2HKO the entire tier and, heck, even OHKO itself lol.

252+ Atk Choice Band Guts Heracross Close Combat vs. 4 HP / 0 Def Heracross: 298-351 (98.6 - 116.2%) -- 93.8% chance to OHKO

Good teammates: A Steel type like Jirachi or Mega Aggron is a good option as it can take care of Fairies while taking on the Flying- and Psychic-type moves that scare Heracross away; Jirachi even has the added benefit of being able to hit Poison-types for decent damage, something that Heracross actually has some trouble doing. A bulky water type like Swampert or Slowbro can capably absorb the Fire-type moves aimed at Heracross.

What counters it: Max defense Aromatisse is arguably the best viable answer to this (unless I'm missing something). Unless Guts is activated, Heracross fails to 2HKO with Stone Edge and Aromatisse can easily heal off the damage with Wish + Protect. Crobat is also a great switch-in as it 4x resists both its STABs, but it should always watch out for the Stone Edge or Knock Off as the former OHKOs and the latter will severely dent it, although Crobat can Roost off the Knock Off damage capably. Other Poison-types with decent Physical defense such as Tentacruel, Weezing, and Nidoqueen can also take its attacks decently, but they are for the most part worn down heavily by Heracross's attacks.


Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab / Stone Edge / Fake Out

Role: Wallbreaker

What it does: While not being as effective due to the new drops, being outsped by the likes of Alakazam and Infernape, as well as the rising popularity of Mega Aerodactyl, Mienshao still does what it always has done in the meta, serving as one of the best hit-and-run attackers in the tier, with a powerful Base Attack of 125, dealing good damage to most of the unresisted meta. High Jump Kick, while having a huge risk, is a powerful STAB move that has good coverage in the meta. Knock Off can deal solid damage to Ghost- and Psychic-types, as well as crippling Pokemon switching into Mienshao that are dependent on their item, such as Gligar. U-turn provides good momentum, and can net Mienshao 1/3 of its HP back while switching into a proper check or counter. Poison Jab can be used to hit Florges and Aromatisse for good damage while having a chance to Poison, Stone Edge is to hit flying-types such as Crobat on the switch, and Fake Out can be used as priority to break sashes and provide a little extra damage.

Good Teammates: Pokemon that can complete the Volt-turn core, like Magneton or Raikou, are good partners, as they can keep up the mometum and slowly wear down each other's answers. Spikes support from Pokemon such as Forretress and Froslass help, as they let Mienshao get 2hkos against certain mons.

What Counters It: Physical walls that resist High Jump Kick such as Gligar and Nidoqueen, can tank all of Mienshao's attacks with ease, and can easily kill it, despite their attacks being neutral to it. Crobat can easily switch into non-Stone Edge Mienshao, outspeeding it and killing it with a STAB Brave Bird. Mega Aerodactyl serves as a good check, threatening it out with STAB Aerial Ace; it must be wary of High Jump Kick, however.


Victini @ Life Orb
Ability: Victory Star
EVs: 4 Atk / 252 SAtk / 252 Spd
Hasty Nature
- V-create
- Blue Flare
- Grass Knot
- Psyshock

Role: Wallbreaker

What it does: Victini can make a good lure, bluffing a Choice item that it usually carries; unlike its Choice Band and Scarf sets, it can still wallbreak a large amount of Pokemon, however it uses coverage rather than sheer power that the aformentioned sets bring. V-create hits the same Pokemon it hits with the other set, however it has the freedom to switch moves rather than spamming it until it's forced to switch. Blue Flare serves as main STAB that, while having less power than V-Create, can be used as a spammable move without V-Create's drawbacks. Grass Knot hits Pokemon trying to switch in on a V-Create, such as Swampert, Suicune, and Slowbro. Psyshock allows Victini to hit switch ins like Goodra and Snorlax on their weaker Defensive stat netting the 2HKO after some prior damage or coupled with entry hazards.

Good Teammates: Physical late-game sweepers such as Krookodile and Mienshao, have a much easier time cleaning without Pokemon like Florges on the field, as well as Hydreigon, who is completely walled by Florges unless carrying the somewhat unreliable Iron Tail. Defog and Rapid Spin support from Pokemon such as Mega Blastoise, Starmie, Mew, and Crobat. Pokemon that can tank Knock Offs, such as Florges and Aromatisse, also make good partners.

What Counters It: Uh... Mega Houndoom, Snorlax, and Goodra can take all of Victini's hits with ease, and threaten them out with their powerful attacks. Common scarfers, such as Chandelure and Hydreigon can all RK Victini with their STAB moves. Honchkrow and Mega Absol can all play mindgames with Victini, making it hard for it to both switch out and attack due to their access to Sucker Punch and Pursuit.


Magneton @ Choice Specs
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Grass]

Role: Wallbreaker

What it does: Having decent speed, outrunnning the likes of defensive Arcanine and uninvested Base 100s, Magneton forces a lot of switches due to its powerful STAB combination, high special attack, and access to Analytic. Thunderbolt and Flash Cannon serve as the main STAB moves, hitting a large portion of the tier for neutral coverage. Volt Switch provides momentum while dealing only a bit less damage then Thunderbolt. Hidden Power Grass is used to hit Water/Ground types, such as Swampert and Gastrodon.

Good Teammates: Pokemon that can form a Volt-turn core pair nicely with Magneton, such as Crobat, who checks most of the Fighting-types that trouble Magneton, as well as Mienshao and Hydreigon, who can wear down each others counters and threaten them out due to their amazing offensive synergy. Bulky Water types, such as Swampert, are good partners for Magneton, as they can switch into the Fire-types that trouble Magneton.

What counters it: Snorlax and Specially Defensive Hippowdon can switch into Magneton's attacks with little impunity, and can either set up on it or force it out with an Earthquake. Rotom-H is a hard answer to Magneton, resisting both STABs and HP Grass, and OHKOing it with a STAB OVerheat. Swampert and Gastrodon resist both STABs and threaten it with an Earthquake or Earth Power respectively, however they must be wary of HP Grass.


Gothorita @ Eviolite
Ability: Shadow Tag
Shiny: Yes
EVs: 248 HP / 244 Def / 16 Spd
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Psyshock
- Toxic

Role: Wallbreaker, Stallbreaker, Special Sweeper

What It Does: Gothitelle abuses it's fantastic ability, Shadow Tag in order to pick and choose the Pokemon it wants to eliminate. Against things like Blissey, Florges, Slowbro, Suicune, Goodra and even Umbreon, it can simply boost up and blow through them with Psyshock or proceed to Toxic Stall/PP Stall them to death. After setting up, unless the opponent has a Dark-type, taking down Gothorita could require the death of a couple of Pokemon (unless something like CB Heracross is on the opposing side of the field). Gothorita excels vs Stall where it can take down Pokemon like Blissey and Florges, paving the way for Pokemon like Hydreigon to have the freedom to spam STAB Draco Meteor and Dark Pulse respectively.

Good Teammates: Basically, Pokemon that appreciate walls being taken care of such as Hydreigon, Lucario and Alakazam. Though, pretty much every Special attacker in the tier benefits in one way or another from the removal of two of the premier Special walls in the tier in Blissey and Florges. Gothorita also acts as a good win condition on Stall teams so teammates like Alomomola, Blissey (essentially a pink core that can feed it monstrous wishes and Aromatherapy off sleep). Volt Switch/ U-Turn users are absolutely perfect especially stuff like U-Turn Hydreigon as it baits both Blissey and Florges in to be trapped basically putting severe pressure on the opponent not to go into these walls or if they do, double switch out of them straight away.

What Counters It: By definition, Gothorita doesn't have any counters since it is able to trap any it wants (barring Ghost-types), however there are Pokemon that have the potential to limit Gothorita's impact. Hard hitting Physical Dark- and Bug-Types can make short work of Gothorita regardless of it's Calm Mind boosts while Pokemon such as Doublade can easily set up a couple of Sword Dance boosts due to it's colossal Defense Stat and retaliate with a STAB Super Effective Ghost move. Dark-types in general limit Gothorita since they are immune to Gothorita's STAB and Toxic usually taking far too long to take effect before Gothorita bites the bullet. Also, a brief mention of Shed Shell on Pokemon like Blissey and Florges also reduce Gothorita's effectiveness (and in turn it's niche) since Shed Shell allows them to freely switch out even though Shadow Tag is in effect. However, I would advise against the use of items like these unless you specifically know people are going to be running it or you're trying to counterteam someone in a Tournament setting.

Any Additional Info: Don't use Gothorita, I don't want to have to deal with it n_n


Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt / Trick

Role: Wallbreaker

What It Does: It Creates the V and watches the entire tier melt. Seriously, unless the opposing team has a Bulky Water or a Flash Fire mon, there is no need to predict with this thing. Just come in, V-Create, switch out, rinse and repeat. Obviously if there is a Bulky Water on the oppositions team, you might wanna try and predict that or just make the safe play and U-Turn out. Otherwise, click the Red Button with 180 BP BEFORE STAB and laugh at their apparent 'switch ins'. It's also one of the few Pokemon in the tier that can stand up to a +2 Infernape so it's also got that going for it.

Good Teammates: Pokemon that enjoy half the tier being eliminated will enjoy Victini being on their side of the field. Clean up Sweepers like Lucario, Infernape, Krook love Physical walls being broken down for them to sweep late game. Defoggers/Spinners are also much appreciated since Victini is doing a lot of Hit and Run work so the field being clear of Entry Hazards is always beneficial to Victini seeing as it's susceptible to every form. Solid walls to fall back on once Victini has Created the V are also necessary since the Speed drop does seriously expose Victini to being revenge killed.
What Counters It: LOL. Not a lot. Bulky waters aren't safe because of Bolt Strike (well Slowbro can Regen but the others are fucked), Flash Fire mons at least force a prediction to be made and yeah, that's about it. pretty much everything else is 2HKO'd by V-Create. Basically, the best way to deal with CB Victini is 1) The Forfeit button 2) A Bulky Water + Ground Type or 3) Revenge Killing/Pursuit trapping.

Any Additional Info: Use it. It's really good, really easy to use and is a great Pokemon for newer players that aren't super confident with doing stuff other than spamming extremely strong moves :]


Krookodile @ Choice Band
Ability: Intimidate
EVs: 4 HP, 252 Atk, 252 Spe
Jolly Nature
-Earthquake
-Knock Off
-Superpower
-Pursuit/Stone Edge

Role: Wallbreaker

What it does: Sure, it doesn't have the wallbreaking power of, let's say, Banded Heracross. Sure, it is incapable of ever 2HKOing 'mons like Max Defense Hippowdon, Forretress, and Suicune. However, it has many qualities that differentiate itself from other wallbreakers; its unique Dark/Ground STAB (yay Knock Off), its speed tier, and its ability to effectively Pursuit trap threats are things it brings to the table. But why is Intimidate the preferred ability over Moxie? First off, an unboosted 92 Base Speed is not something conducive to cleaning teams, considering that there are a shitton of base 100+ speed 'mons that can easily murder the shit out of Krookodile. Not to mention, the -1 Attack grants Krookodile the ability to revenge kill +1 Lucarios given 80%+ health, and it allows it to more effectively Pursuit trap Victinis, Darmanitans, and Jirachis that really enjoy U-Turning out of Krookodile, although a lot of guts/prediction is required in order to truly pull the trap off.

Good Teammates: Roserade partners up very nicely with Krookodile as it will threaten the bulkier 'mons that Krookodile has a hard time dealing with and can provide convenient Spikes support for Krookodile to use at its own discretion. Or if you're real, pair it up with BandCross (the synergy is actually not bad) to make a Band core and proceed to lay the gauntlet down nice and hard on your opponents.

Counters: Suicune (the Crocune one) is hands-down the best counter to BandKrook as it very easily avoids the 2hko from Jolly Krookodile and will proceed to set up Calm Minds, directly Scald it, or use Rest to further PP stall Krookodile out of moves. Gligar can easily take on any of Krookodile's moves, although it will certainly not enjoy having its Eviolite knocked off.

Additional info: Krookodile can opt to run Adamant Nature in order to maximize its power and guarantee a OHKO on 252/252+ Blissey with Superpower among other things; however outspeeding Jolly/Timid Roserades, Lucarios, and Heracross is something Krookodile absolutely does not want to pass up on. And don't mention the LO > Band argument on Krook. That is all.



Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

Role: Stallbreaker

What it does: Sableye is excellent at breaking down stall teams. It can use Taunt to render defensive Pokemon useless for a few turns, Will-O-Wisp to wear down said Pokemon while also crippling physical attackers, Recover allows you to stall out opponents, and Knock Off is useful for removing items. Prankster is incredibly useful as it gives priority to all of Sableye's moves bar Knock Off, allowing it to "outspeed" all defensive Pokemon in the tier and take them down with utility moves of its own.

Good teammates: Pokemon that like walls removed. Many special attacker like wally such as Blissey removed; Sableye can hard stop Blissey because it usually carries three utility moves and Seismic Toss. Sableye also has an easy time taking down CroCune, as it can use Knock Off and Will-O-Wisp to wear it down until it needs to use Rest, in which case you can use Taunt to block Sleep Talk.

What counters it: Status is very good at wearing down Sableye, as it has not means of removing it. Hard-hitting physical attackers can also take down Sableye with ease, especially Fire-types as they are immune to burns. Guts users can also handle Sableye because instead of being crippled by burns, they actually benefit from them as it increases their attacks.


Sigilyph @ Life Orb / Flame Orb
Ability: Magic Guard
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind / Cosmic Power
- Stored Power
- Roost
- Dazzling Gleam / Air Slash / Psycho Shift

Role: Special Sweeper, Stallbreaker, Late game cleaner

What it does: Despite its NU status, Sigilyph is very strong in UU as it basically single handedly 6-0s stall, as nothing in a defensive team can KO it after a single boost, nor can they damage it with status/hazards. From there, it can rack up even more boosts, and procceed to OHKO everything. The player can choose to use Calm Mind and Life Orb for a more offensive approach, together with Dazzling Gleam to KO Dark types, or run Cosmic Power with Psycho Shift and Flame Orb for a more defensive approach. Heat Wave can also be used to beat off Steel-Types faster. EVs allow for the best physical bulk possible, while outspeeding 0 speed Mew and Adamant Honchkrow, along with other stuff.

Good teammates: Though it's very bulky, Sigilyph still has weakness to Rock, Electric, Ice, Dark and Ghost. Thus, teammate that can cover those weakness are good. Hippowdon can set Stealth Rock and counter most Rock and Electric types; Dark types like Absol or Krookodile resist Ghost and Dark and can use Knock Off to wear down the foe's team; Spikes and Toxic Spikes can also help Sigilyph KO stuff faster, while wearing down its counters, making Forretress and Tentacruel good options, since they also resist Ice.

What counters it: Powerful attackers whose STABs are super effective vs Sigilyph are a problem for the nazca bird. This means that Magneton, Mega Ampharos, Kyurem, Mega Aerodactyl, Mega Absol and etc can defeat Sigilyph, though physical ones must be careful because of the Psycho Shift burn threat, and Electric or Ice ones need to be careful because, if they're slower, Sigilyph can still boost then roost, avoiding take damage.



Ability: Speed Boost
EVs: 252 Atk / 104 SpA / 152 Spe
Naughty Nature
- Protect
- Waterfall
- Crunch
- Ice Beam

Role: Late-game cleaner

What it does: Sharpedo makes for a good finisher in UU. Its good mixed attacking stats and its access to the coveted Speed Boost make it a force to be reckoned with on Spikes-stacking offensive teams. Protect allows you to take a free Speed boost. Waterfall and Crunch are the obligatory STAB moves, and the flinch chance from Waterfall can come in handy in a pinch. Ice Beam is an excellent coverage move and is especially handy with handling Grass-types.

Good teammates: Sharpedo is at home on Spikes-stacking teams, so hazard support from Pokemon such as Froslass and Krookodile is much appreciated. Also, since Sharpedo is not too powerful on its own, it appreciates the support of wallbreakers to weaken the opponents. It also likes fast users of Taunt and Ghost-types to keep the hazards on the opponent's side of the field.

What counters it: Bulky Water-types have an easy time handling Sharpedo, as they can usually tank a hit and hit back hard. Also, Pokemon that resist Sharpedo's STAB moves such as Toxicroak and Chesnaught don't take much from Sharpedo, but physically defensive Chesnaught takes up to 71% from Ice Beam. From RU, Virizion only takes up to 53% from Ice Beam, making it a good counter.

Additional info: A fully physical set can be used with Earthquake over Ice Beam, but Ice Beam's coverage is generally more valuable.


Yanmega @ Life Orb
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Protect
- Bug Buzz
- Air Slash
- Giga Drain

Role: Late-game cleaner

What it does: Despite its RU status, Yanmega makes for an effective late-game cleaner in UU. Its access to Speed Boost and good Special Attack allow Yanmega to clean up weakened teams, especially when given hazard support. Protect is an obvious move for a Speed Boost cleaner as it lets it grab a free boost. Bug Buzz is Yanmega's most powerful STAB move. Air Slash is a cool secondary STAB move with a 30% chance to cause a flinch; which can come in handy sometimes. Giga Drain is used to hit opposing Water- and Rock-types, but the recovery granted by it can be helpful to recover Life Orb damage. A Life Orb is the chosen item as it grants a noticeable power boost and enables Yanmega to switch moves.

Good teammates: Yanmega appreciates the support of Pokemon that can break down opposing special walls as well as Pokemon that can set entry hazards. Likewise, a lead such as Froslass is appreciated. Also, as Yanmega likes special walls removed, a wallbreaker such as Choice Band Heracross is appreciated, though it cannot break through Florges without a bit of prior weakening. Also, as Yanmega is 4x weak to Stealth Rock, a Defogger or spinner is helpful.

What counters it: Bulky Electric- and Steel-types have little trouble handling Yanmega. Mega Ampharos OHKOes with Thunderbolt without any Special Attack investment and has enough bulk to take any attack Yanmega has. Hailing from RU, Magneton makes an excellent counter as it resists every move on this set and can OHKO back with a powerful STAB Thunderbolt.


4th gen classic imo js
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 80 Def / 252 HP / 176 Spd
Bold Nature
- Calm Mind
- Wish
- Psyshock
- Thunderbolt

Role: Support / Late game cleaner

What It Does: With great 100 stats all around Jirachi can take and dish damage really well. With a defensive EV spread, CM, and wish it has great survivability. Wish with maximum hp investment supports its teammates very well, healing over 50% most of the time. You can set up on quite a few pokemon like Forretress, Blissey, florges (any pokemon with weak damage output). Depending on the matchup, Jirachi can 6-0 Stall by itself.

This particular spread ensures you outspeed Adamant Lucario and 2HKO it with Psyshock. An alternate spread of 252 HP / 240 Def/ 16 Spd can be used to outspeed Neutral Base 70 Pokemon and increase your Physical Defense substantially.

What Counters It: Krookodile , healthy Fire-types, Dugtrio revenges it

Good Teammates: Bulky waters to absorb Fire moves, Mega-Pokemon that can take Knock Offs. Defensively orientated Mega Aerodactyl can do both of those!


Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Substitute
- Belly Drum
- Play Rough
- Return

Role: Late-Game Cleaner

What it does: Slurpuff is a surprisingly effective win condition in UU thanks to Unburden and Belly Drum. While it can be somewhat hard to get a Belly Drum off due to Slurpuff being rather frail, but once it gets both the Belly Drum and the Unburden boost off it can be quite hard to stop. Play Rough at maximum Attack hits like a truck full of bricks, and Return hits Fire-types bar Chandelure, which is rather easy to deal with in this metagame. Slurpuff outspeeds a lot of things with an Unburden boost, and with Steel-types removed it is quite the deadly force. Also, Slurpuff can take advantage of a choice locked Hydreigon thanks to that awesome Fairy-typing. It need support, but with it it can excel.

Good Teammates: Well firstly, a way to remove Steel-types is a necessity. There are a couple of Pokemon to do just that, such as Mixed or Nasty Plot Infernape, which removes Aggron. Other Fire-types such as Victini are useful as well. Entry hazard support is also advised, as this allows Slurpuff to sweep more easily. Heavy hazards also wears at Mega Aggron and other bulky walls, which is useful. Froslass, Roserade, and Chesnaught are all good at this. Use of Memento from Pokemon such as Dugtio might prove useful, although few Pokemon are good at that.

What counters it: Mega Aggron takes on Slurpuff like it's no ones business. It laughs at everything Slurpuff has to muster and can crush it with Heavy Slam. Roserade can also quickly dismantle Slurpuff with Sludge Bomb. Fast Taunt users such as Crobat and to an extent Mega Aerodactyl can be a nuisance as well. Forcing Slurpuff to nag an Unburden boost and then force it out is also decent if you can afford to do so.

Additional info: This is probably the EV spread to go since it gives enough Speed and provides a Substitute number, but there might be a better one out there to give Slurpuff a little more bulk, I'm not that good at making EV spreads so if there is one, feel free to find one.



Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch / Memento

Role: Revenge killer / Late-game cleaner

What it does: Arguably one of the best revenge killers in the tier because of its high Speed and access to Arena Trap. Choice Band boosts it mediocre base 80 Attack to decent levels, allowing it to do a good amount of damage. Earthquake is the go-to STAB move here as it is powerful and all grounded Pokemon that are not Ghost-type are locked in, easing prediction. Stone Edge offers good coverage alongside Earthquake, hitting Flying- and Bug-types super effectively. Aerial Ace is helpful for removing Pokemon such as Heracross and Virizion. Sucker Punch's priority can come in handy in a pinch, and Memento gives another sweeper a chance to set up. Also, Dugtrio's high Speed and decent Attack after Choice Band allow it to act as an effective late game cleaner.

Good teammates: Pokemon that like Electric-, Poison-, Steel-, and Rock-types removed. Fighting-types such as Lucario, Mienshao, and Heracross like the removal of Poison-types. Staraptor and Fletchinder like having Electric-, Steel-, and Rock-types gone. Even walls like Blissey appreciate offensive threats removed. For example, Dugtrio can take out Lucario to give Blissey a bit of breathing room.

What counters it: Not much can switch out of it due to Arena Trap, but bulky Water- and Grass-types have little trouble handling it.


Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge / Superpower
- Pursuit

Role: Revenge Killer / Late-Game Cleaner

What it does: Krookodile has always been a great revenge killer and late game cleaner in UU thanks to its great STAB combo and Moxie. Krookodile can use a Choice Scarf and its good power to revenge kill Pokemon such as Mega Absol, Mega Houndoom, and Raikou. Pursuit is also useful to make it a fast trapper. In addition, it can clean in the late-game thanks to Moxie, which has a snowball effect of making Krookodile stronger with every kill, which allows it to serve as an excellent win condition for an offensive team. Knock Off was a really nice buff Krook received in XY, as it's a stronger Dark STAB that also has the effect of removing items. In general excels as a win condition and has decent utility against offense.

Good teammates: Like with any late-game cleaner, Krookodile appreciates entry hazard support. Pokemon such as Froslass and Chesnaught are great at this, and SR support from the likes of things such as Mega Aggron is advised as well. Krookodile is a bit weak, so wallbreakers to aid it are also good; these include Heracross and Infernape. Pokemon such as Gligar and Cofagrigus are still good at taking Fighting-type attacks aimed at Krookodile this gen, seeing as how Mienshao and Heracross are still as relevant as ever.

What counters it: Choice Scarf Mienshao can revenge kill Krookodile and hit it hard. Since Krookodile is running a Choice Scarf, taking advantage of the move it is locked into can be useful. If Krookodile isn't running Superpower, Hydreigon can take on anything Krookodile has to offer and provide incredible offensive pressure against Krookodile's team. Other bulky Pokemon such as Chesnaught and Umbreon can also counter it.

Any additional info: Krookodile could run an Adamant Nature if you want a little more power but that Speed is too good to pass up.


Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Stone Edge
- U-Turn

Role: Revenge Killer, Wallbreaker, Late game sweeper

What It Does: Infernape acts as a fast revenge killer providing offensive momentum for the team with u-turn or outspeeding other known Scarfers on the opposing team and killiing them. Infernape can help wallbreak opposing pokemon that are keeping the sweepers of the team from doing their job, however be aware as this infernape set does not provide the same power as a the choice banded set and should not be the main wall breaker of the team. Don't let this discourage you as Infernape can still pack a punch a make dents in the opposing team. Jolly nature ensure that Scarf Infernape will outspeed the rest of the common scarfers in the tier. 252 atk and 252 speed maximizes the power and speed of Infernape, and the 4 leftover EV are put into Special Defense to give opposing Porygon the wrong Download Boost. Flare Blitz and Close Combat are the main moves of this set as these are the moves Infernape will be revenge killing with. Stone Edge is used to hit Pokemon like Mega-Aerodactyl for SE damage. Finally U-turn is used as mentioned above to provide offensive momentum for the team or to switch out while doing some chip damage on pokemon that Infernape has struggle taking on. U-Turn can also be used a revenge killer move to pick off weaken foes when you don't want Infernape to be the pokemon staying, switching to an appropriate pokemon for the situation.

Good Teammates: Choice Banded Staraptor loves to work with Scarf Infernape as Staraptor fears naturally faster pokemon in the tier or scarfed pokemon, Infernape can clear the way of that as he outspeeds all common scarfers in the tier (Flygon,Darmanitan,Mienshao,Victini,Staraptor,Hydreigon,Jirachi) and he is able to take care of the natural fast Pokemon that dont need a Choice Scarf such as Aerodactyl,Noivern,Crobat,Azelf, and Starmie to a certain extent. Infernape loves being part of of a u-turn core or volt switch core to keep the offensive momentum going. Some good teammates are Flygon to help with the ground weakness Infernape carries or for volt switchers forretress can help with the hazard support. Since infernape will be switching in and out a lot with u-turn or after a revenge kill rapid spin is necessary to keep Infernape healthy since flare blitz will be taking down its health quickly. As state above Forretress can help with providing the hazard support but also clearing them away, other option can be mega Blastoise to provide offensive presence and resistances but spin support as well.
What Counters It: Bulky water types in the tier resist flare blitz and most are not even 2HKO by close combat. These pokemon include Suicune, mega Blastoise, Tentacruel, Milotic, Slowbro, Swampert, and Kingdra. Physically defensive pokemon in the tier are also a counter to Infernape since he does lack the power when not running Life Orb or Choice Band. These pokemon include Mega Aggron, physically defensive Arcanine, physically defensive Mega Ampharos, Chandelure if not running stone edge, Donphan, physically defensive Florges, Hippowdon, and physically defensive Mew.

Any Additional Info: You can opt to run Hidden Power Ice to help better deal with Donphan, Flygon, and Noivern. However in that case you would change the nature to naive so it won't hinder the special attack stat. If recoil damage is something you don't like you can choose to run fire punch over flare blitz but be aware that the power difference is noticed significantly 135 BP with iron first and STAB compared to 180 for Flare Blitz. You can also run thunderpunch to help alleviate the the problem with bulky water types but most water types are not 2HKO'ed by it.


Noivern @ Choice Specs
Ability: Infiltrator
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Air Slash
- Switcheroo / U-turn
- Flamethrower / Focus Blast

Role: Revenge-Killer, Late-game cleaner, hit and run Draco Meteor abuser (wasn't too sure of the name of this but w/e). Pivot, Revenge killer

What It Does: Noivern's main use is to come in and hit something with a Specs Draco Meteor. With it's already decent 94 Special Attack, it can OHKO things like Nidoking with Draco. Of course, this all comes at a cost: Noivern is almost forced to switch out due to the Special Attack drop from Draco Meteor. It also has the ability to clean up late game. With Air Slash it can easily pick off the opponent's Pokemon, perhaps even get lucky with that flinch chance that can be abused with its high speed. But that isn't all Noivern's useful for. With its high Speed it has the ability to revenge kill, or it can Switcheroo its Specs away onto something that might not appreciate it as much, or even U-turn, acting as a pivot and providing momentum for your team. Being one of the fastest Pokemon in the tier without a Choice Scarf certainly has its advantages, and Noivern only proves this further with its damage-dealing capabilities, but also its talent at being a pivot - something that most Pokemon can pull off.

Good Teammates: General Defog / Rapid Spin support is appreciated for Noivern with its glaring weakness to Stealth Rock, but in particular Steel-types, such as Jirachi or Forretress, go well with Noivern as not only do they have excellent type synergy with Noivern, but the former can set up hazards, aiding Noivern, and the latter can not only set up hazards but can also provide Rapid Spin support. Both of these Pokemon, as well as Mienshao, Crobat and Raikou form a VoltTurn core with Noivern.

What Counters It: Special Walls in general can prevent Noivern from doing its job, but in particular Pokemon like Porygon2, Florges, Snorlax, and Umbreon pose a threat. Each respective Pokemon has access to recovery and can stall Noivern out. It is particularly problematic if they switch-in on Noivern's Draco Meteor, as Noivern will have to switch out, leaving a free turn for these Pokemon to heal as needed. Porygon2 and Florges can hit Noivern with Ice Beam and Moonblast respectively; Snorlax and Umbreon, however, do not have as many options, but they can still wear Noivern down with Toxic or their respective attacks. Bulky Steel-types (namely Specially Defensive Jirachi and Assault Vest Metagross) take neutral damage from Focus Blast, can take Flamethrower reasonable well, and hit Noivern with Ice Punch or Meteor Mash. Other Fairy-types, like Aromatisse, can be problematic for Noivern.

Any Additional Info: Noivern can be used as an Anti-lead of some sort with Taunt, (which is easily abused with its high Speed). Tailwind and Boomburst are usable too.


Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Nature: Jolly/Hasty
Outrage
Earthquake
U-Turn
Fire Blast/Defog

Role: Revenge Killer, Physical Sweeper, and Late-game Cleaner
What It Does: Outrage allows Flygon to fire off powerful STAB attacks at its opponents, inflicting more damage than Dragon Claw. Earthquake is a powerful, highly accurate STAB attack that can be used to hit the bulky Steel types of the tier, such as Mega Aggron. U-Turn gains/maintains momentum, can be used to scout for specific moves or sets on opposing pokemon, and allows easy switches into pokes better suited for the situation. Fire Blast helps deal with physically defensive or levitating Steel types. Defog is a good move to use in a pinch, a quick way to clear the field of entry hazards before biting the bullet. Flygon is meant to scout out the opponent’s moves, while revenge killing wounded pokes. Max speed and attack EV’s for the most speed and attack, respectively, and 4 SpD for it's special weaknesses. Jolly nature to outspeed Scarfed Hydreigon, or Hasty to outspeed Scarfed Hydreigon, if you run Fire Blast. One of the best revenge killers in the tier, with great spammable moves like Earthquake and Outrage, the latter of which you're locked into anyway. With a good 100 base Attack, you don't lose much by running a scarf.

Good Teammates: Heavy hitting pokemon like Arcanine, Mega Absol, and Hydreigon help weaken pokemon so Flygon can clean up. Hazard setters like Forretress can whittle down the opponent to the point of sweeping, and also covers Flygon's weaknesses. Pokemon with Volt Switch (Mega Ampharos, Rotom Heat, etc.), to create a VoltTurn core. Wallbreakers like Infernape and Mienshao help making Flygon's job easier of cleaning up by weakening the pokemon that give Flygon a problem in the tier.

What Counters It: Everything Ice-related (Shard, Beam, etc.) will hurt a lot and most likely KO you back. Physically defensive Fairy types such as Florges and Aromatisse, also Bronzong shuts Flygon down with immunities to Dragon and Ground, respectively. Bulky Water-types, like Slowbro, Swampert, and Suicune can bulk out Flygon's moves and possibly retaliate with a supereffective Ice move.

Any Additional Info: You can opt to run Fire Punch over Fire blast to make Flygon a pure physical revenge killer but the power is far less. Stone Edge can be run as well but its not necessary as it outclassed by Fire Blast in terms of coverage.


Chandelure @ Choice Scarf
Ability: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature / Modest Nature
- Fire Blast
- Shadow Ball
- Trick / Energy Ball
- Memento

Role: Revenge Killer

What it does: This thing serves as one of the best answers to Infernape and non-Crunch Lucario in the tier. While outsped by max speed Mega Aerodactyl, a somewhat common sight, Chandelure does large amounts of damage to the unresisted tier, having great coverage in Fire Blast and Shadow Ball. Trick can be used to cripple common switch-ins to Chandelure, such as Blissey and Swampert. Memento is a surprisingly good move, giving free switch-ins to Pokemon such as Lucario and Celebi, letting them set up with ease.

Good Teammates: Pokemon that appreciate having their hard checks weakened, such as the aformentioned Lucario and Celebi make good partners, letting them set up and clean. Hazard support and removal are appreciated as well; Forretress makes a great partner, setting up and removing hazards as well as luring in Fire attacks.

What counters it: Hydreigon and Mega Houndoom are great answers to Chandelure, resisting both STABs, and in Megadog's case, having an immunity to Trick as well as setting up on it freely. Mega Aerodactyl is a great check, outspeeding Chandelure and OHKOing it with Stone Edge and/or one of its various coverage moves.


Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 176 Spd / 252 Atk / 80 HP
Jolly Nature
- Taunt / Roost
- Stone Edge
- Aqua Tail
- Crunch

Role: Revenge Killer

What it does: Mega Aerodactyl outspeeds the entire tier with its amazing speed of 150. With Taunt, it can prevent status and hazards directed towards it; this lets it beat Pokemon such as Hippowdon and Mew. Stone Edge is Mega Aerodactyl's primary STAB, hitting Fire and opposing Flying types. Aqua Tail, boosted by Tough Claws, serves as coverage and can hit Pokemon such as Gligar and Hippowdon for super effective damage. Crunch can hit Psychic types such as Mew and Jirachi for super effective damage, and also has good coverage in the current meta.

Good Teammates: Pokemon that can thrash bulky waters, particularly Swampert, make good partners, such as Celebi and Shaymin, as they can tank a Scald and an Earthquake, and can threaten them out with a STAB grass move. Pokemon that can also beat Steel-types, such as Victini and Heracross, also make good partners.

What Counters it: Swampert is a great answer to this set, as it can burn Aerodactyl with a STAB Scald and tank any of its attacks with ease. Mega Aggron scoffs at Aerodactyl as well, thrashing it with a STAB Heavy Slam. Mega Aerodactyl can also be revenged by common scarfers, such as Jirachi and Hydreigon.


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Draco Meteor
- Dark Pulse
- U-turn
- Fire Blast

Role: Revenge Killer
What It Does: Hydreigon solidifies it's place in the UU metagame as one of the best Choice Scarf users in the tier. With access to fantastic STAB in Dark Pulse and Draco Meteor and every other coverage move in existence it could ever need, Hydreigon has the ability to revenge kill some of the deadliest sweepers in the game (besides NP + Vacuum Wave Infernape but fuck that mon). Mons like Honchkrow, Absol, Heracross, Krookodile, Chandelure, Jirachi and Victini all succumb to one of Hydreigon's STAB options and with it's fantastic defensive typing, it can take almost any priority (barring +2 Vacuum Wave) and retaliate back with more than likely an OHKO. U-turn is for scouting and for predicting pink blobs to come in so something else such as CB Victini can deal with them.

Good Teammates: Wallbreakers, Trappers, Hazards and Big booty bitches. Well, the first 3 at least are all great teammates for Hydreigon being able to muscle through a lot of the Special walls that rain on Hydreigon's parade. Gothorita gets a special mention (because I like her) and since she is able to trap both Blissey and Florges disposing of both of them with help from Calm Mind and Psyshock basically freeing up Hydreigon for the remainder of the battle. Strong Fire- and Fighting-Types also do a great job of disposing of the Special walls

What Counters It: The aforementioned Special walls do a decent job of countering but have to exercise extreme caution since Hydreigon has the potential to run Superpower and Iron Tail (something that makes Hydreigon have such limited counters in the first place). Faster scarfers can deal with Hydra, such as Victini, Jirachi and Mienshao can potentially revenge but basically that's all that can deal with Hydreigon.

Any Additional Info: Watch out for mixed sets and Specs sets since they have an entirely different set of counters n_n


Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch / Ice Punch
- Trick / Healing Wish

Role: Revenge killer / Late-game cleaner

What it does: When equipped with a Choice Scarf, Jirachi makes for an effective revenge killer and late-game cleaner. Its access to Serene Grace allows it to flinch opponents to death with Iron Head because of its 60% chance to flinch. Iron Head is the best STAB move Jirachi has and has a nifty 60% chance to flinch. U-turn is a valuable move that allows you to quickly gain momentum or just escape an opponent that would otherwise hurt Jirachi. Fire Punch is recommended in the third slot to hit the Steel-types that otherwise wall Jirachi, but Ice Punch allows you to beat Dragon-types such as Flygon and Noivern. Both hit Grass-types hard. Trick is recommended in the last slot to cripple any wall that may switch in, but Healing Wish can be used to give a sweeper another chance to sweep. Just remember that base 100 Attack , while good, is not far too great.

Good teammates: Good teammates for Jirachi are ones that appreciate what it can revenge KO. Jirachi can 2HKO Florges with Iron Head, so special attackers really appreciate Jirachi. Frail Pokemon that appreciate a free switch in from U-turn make good partners. Also, bulky sweepers that appreciate a restoration from Healing Wish make good teammates as it essentially lets them come back at full strength again. Mega Ampharos makes a good partner as they have decent type synergy and form an effective VoltTurn core. Also, Mega Ampharos appreciates a restoration from Healing Wish if it is not running a defensive set.

What counters it: Scarf Victini Speed ties with Jirachi and can hit it with a super effective STAB V-Create. Mega Houndoom can take any attack from this set and can hit it back hard with a super effective STAB move or set up Nasty Plot. Because of the defensive nerf to Steel in Generation Six, Dark-type moves hit it super effectively, which is an issue due to the surplus of Sucker Punch users in UU. Also, the Knock Off buff doesn't help Jirachi much either.


Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
-High Jump Kick
-Knock Off
-U-turn
-Stone Edge/Poison Jab

Role: Revenge Killer, Cleaner

What it Does: Like many of the other scarfers in the UU tier, ScarfShao causes a great deal of havoc against the opposing side. High Jump Kick and Knock Off are two fantastic moves on Mienshao as the former is Mienshao's way of nailing opponents hard while the latter can strip items away from opponents, while providing great coverage with HJK. Finally, opting for Reckless allows Mienshao to dish out some extra damage with High Jump Kick, creating extra 2hko/ohko opportunities on 'mons like Heracross and 4/0 Mega Aerodactyl (do people still use that?).

Good Teammates: Mienshao will always appreciate having Stealth Rock/Spikes support as those will open up even more opportunities for it to effectively revenge kill things on the opponent's team; Roserade is a great candidate as it can setup Spikes while being able to directly handle many of the bulky waters and Hippowdons that Mienshao cannot directly threaten. Jirachi is also a fantastic teammate as it effectively patches up all of Mienshao's weaknesses while being able to form a U-turn core with it.

What Counters it: The Fairy-types and Gligar are both fantastic answers to Mienshao (without Poison Jab) as all of them can handle its High Jump Kick while being able to threaten it back with Moonblast/Earthquake or recover off the damage with Wish/Roost, respectively. Bulkier Poison-types like Nidoqueen can also stomach Mienshao's moves, although the lack of reliable recovery will wear them down. Finally, although Slowbro hates being smacked with a Super-Effective Knock Off, it does not completely mind having its item lost as it has multiple forms of recovery and will avoid the 2hko from Mienshao, especially with Knock Off's power weakened significantly.

Additional Info: Beware of Protect users when using Mienshao, so you won't end up unnecessarily losing half of your health when High Jump Missing.


Stoutland @ Choice Band / Silk Scarf
Ability: Sand Rush
Happiness: 0
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
- Frustration
- Crunch
- Superpower
- Retaliate

Role: Revenge Killer, Late-game Cleaner

What it does: Due to its ability, Sand Rush, Stoutland manages to carve its niche in the UU metagame as one of the best late-game cleaners in the tier. It pretty much 2HKOs the entire offensive tier barring resists, due to its great base 110 attack and access to Choice Band or Silk Scarf without fear of being outsped. Frustration is the general STAB movem, hitting a good portion of the metagame for good chunks of damage. Crunch hits Ghost-types such as Chandelure, as well as bulky pokemon such as Jirachi, Metagross, and Mew. Superpower hits Pokemon such as Snorlax and Blissey for super-effective damage; however, be wary of the drop. Retaliate makes Stoutland a deadly revenge killer, hitting Pokemon harder than Frustration after letting another Pokemon get KOd.

Good Teammates: Hippowdon is mandatory, as it provides the Sandstorm that Stoutland needs to sweep. Status absorbers, such as Heracross and Shaymin also make good partners, luring in WoWs aimed at Stoutland. Pokemon that can take care of physical walls, such as the aformentioned Shaymin and Blastoise are also good partners.

What Counters it: Ironically, Stoutland's best partner is its best answer; Hippowdon, along with other physical walls such as Mega Aggron, who can tank any of its attacks and threatens it out with their powerful STAB moves. Choice Scarf Infernape can actually outspeed Stoutland in the sand, and thus makes a good check.


Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk

Role: Pivot

What it Does: It serves as a great switch in to mons such as Victini, Honchkrow, and Infernape. It should generally only use Dragon Pulse and Volt Switch before it has to use Rest, usually after tanking hits from the aforementioned Pokemon. Its attacking moves do a good amount of damage, due to Mega Ampharos's massive Special Attack stat. Ampharos can use Sleep Talk in conjunction with Rest to provide reliable recovery, giving Ampharos a chance to Volt Switch, pivoting into a check or counter.

Good Teammates: Mienshao and Ampharos form a great VoltTurn core, as they can take care of each others answers, such as Suicune, who is handled by Mega Ampharos. Mixtini is also a great partner, getting rid of common switch-ins to MAmph such as Swampert and Florges. Spin support is appreciated, since Mega Ampharos can be worn down with Spikes support. Forretress works well, as it can take Fairy and Dragon attacks, while Mega Ampharos tanks Fire attacks in return.

What Counters it: Mega Ampharos is forced to Volt Switch out into a check or counter when fighting Pokemon that are special walls, such as Blissey and Florges. This set is also set up bait for Curselax, who can eventually win, although it has to have a few boosts in order to do significant damage. Pokemon that can outspeed and OHKO it with a super effective STAB move are good checks, such as Krookodile, Nidoking, and Hydreigon.


Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 Sdef
Bold Nature
- Spore
- Giga Drain
- Clear Smog / Sludge Bomb
- Synthesis / Stun Spore

Role: Pivot

What it does: With its good defensive stats, typing, and access to Regenerator, Amoonguss makes for an effective pivot in the UU metagame. It commonly finds a place for itself in Fire / Water / Grass cores as it is one of the better defensive Grass-types in UU. Not only does it have a good defensive typing, stats, and Regenerator, it also has access to the coveted Spore; allowing it to instantly render an opponent useless for a multitude of turns. Giga Drain is the obligatory STAB move that has the added bonus of recovering damage. Clear Smog is recommended in the third slot as it can help it take on boosting sweepers, but Sludge Bomb can be used if extra power is desired. Synthesis can be used in the third slot for instant recovery, but Stun Spore can be used to cripple other switch-ins after an opponent has already been put to sleep.

Good teammates: Amoonguss likes Pokemon that have good defensive synergy. It works well in the aforementioned FWG cores as they synergize nicely. Alomomola makes a good partner as they resist most of each other's weaknesses and both have Regenerator, resulting in an effective Regenerator core. Rotom-H also makes an effective partner as it has good type synergy. Amoonguss also appreciates the support of Pokemon that can remove Flying- and Fire-types, which otherwise threaten Amoonguss.

What counters it: Powerful Flying- and Fire-types have little trouble handling Amoonguss, so a Pokemon that can remove them is much appreciated. Taunt users such as Crobat can completely shut down Amoonguss, especially because Crobat resists both of Amoonguss' moves and hits it super effectively with a STAB Brave Bird. Roserade, though it can do little to Amoonguss, can set up Spikes all over it.



Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
-Sludge Wave
-Earth Power
-Ice Beam
-Stealth Rock

Role: Tank

What it does: Nidoqueen can break a good portion of the offensive metagame due to its good offensive STAB typing, access to Sheer Force and Life Orb, as well as good natural bulk and defensive typing. Sludge Wave and Earth Power serve as Nidoqueen's main STAB moves, hitting Pokemon such as Victini, Mega Aggron, Florges, Aromatisse, and Shaymin for super effective damage. Ice Beam hits Pokemon that resist both STABs, such as Gligar, Flygon, and Crobat. Stealth Rock helps Nidoqueen provide offensive pressure for the rest of the match, as it can set it up with ease and forces a lot of switches.

Good teammates: Pokemon that can beat common special walls, such as Umbreon and Blissey make good partners for Nidoqueen, such as Heracross and Machamp. Hydreigon also makes a good partner, as it appreciates the removal of Florges, letting it form a nasty offensive core.

What counters it: Special walls, such as Blissey, Umbreon, and Cresselia ca switch into all of Nidoqueen's attacks, and can either wear it down or set up on it. Bulky water-types, such as Milotic and Suicune can also threaten it out with their STAB Water attacks.


Goodra @ Assault Vest
Ability: Gooey
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Draco Meteor
- Fire Blast
- Thunderbolt / Sludge Bomb
- Dragon Tail

Role: Tank / Bulky Attacker

What it does: Goodra isn't your typical Dragon-type Pokemon, and in a good way. Basically, with the set above, Goodra takes special hits like a champ and retaliates with its excellent coverage, backed up by a solid 110 Special Attack. It has four great resistances, allowing it to take on almost any special attacker; this includes Mega Houndoom, Roserade, Slowbro, Suicune, and Raikou. Goodra can then retaliate with its solid coverage to pack a decent punch, which makes it quite the tank. It also has phazing in the form of Dragon Tail which also prevents Goodra from being set up on, so that's a plus. Gooey is also a great ability to lower the Speed of physical attackers, giving them some decent punishment for hitting Goodra.

Good Teammates: While Goodra excels at its role as a tank, it unfortunately suffers from a lack of reliable recovery, so Wish support is definitely advised. Alomomola is a great partner for Goodra, being able to pass large Wishes to the goo monster and in general provide great type synergy; Alomomola also takes physical attacks very well for Goodra. Entry hazard support from the likes of Chesnaught and Mega Aggron is also appreciated for Goodra to more easily achieve KO's and also be able to make more liberal use of Dragon Tail. Goodra is also worn down by hazards, so Rapid Spin or Defog support is nice; Mega Blastoise is a useful teammate for this, and sports excellent synergy with Goodra. Gligar is a good Defog user that can also take on physical attackers for Goodra.

What counters it: Extremely powerful physical attackers such as Choice Band Heracross can heavily dent Goodra on its mediocre Defense stat, possibly OHKOing it. If Goodra isn't running Sludge Bomb, Florges completely laughs at Goodra and can wear it down with repeated Moonblasts. Very bulky Pokemon such as Hippowdon and Umbreon also laugh at Goodra due to their bulk, as Goodra isn't an especially powerful Pokemon.

Any additional info: Sap Sipper is a good alternative over Gooey if you don't need the Speed drops, and you prefer taking complete advantage of Shaymin and Roserade. It also gives extra power to Dragon Tail. In addition, Goodra apparently has the word "good" in its name but Goodra is in fact good so I guess that doesn't matter lol.



Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Role: Physical Wall

What it does: Has good defensive typing and stats, has larger wishes than Florges and better physical bulk, and has an immunity to Taunt and Encore. It serves as one of the best counters in the tier to CB Heracross along with Gligar, as well as being one of the best answers to fighting-types in the tier, barring Infernape and BP / Special Lucario. It's also serves as a great cleric on Stall teams. It also has some decent offensive qualities, having a base 99 Special Attack, meaning its not complete set-up bait.

Good Teammates: Pokemon that can get worn down relatively easy, such as Blastoise and Swampert all appreciate having their health back up, and can also beat common switch-ins to Aromatisse, such as Darmanitan, Mega Aggron, and Forretress. Mew and Blissey make great partners for Aromatisse, as they can take care of Nidoking and Nidoqueen, common switch-ins to Aromatisse. Mew can also provide Defog support, as Aromatisse can be worn down over the course of the match due to hazard damage.

What Counters it: Steel-types, such as Mega Aggron, can switch into Aromatisse with little cost, and can set up on it or just outright OHKO it. Nidoking, Nidoqueen, Darmanitan, and Victini can all switch into Aromatisse and threaten it out with its STABs.


Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Bold Nature
- Wish
- Protect
- Scald
- Toxic

Role: Physical wall, Pivot

What it does: Alomomola is a very physically bulky pivot and wall. Using its extremely high HP and decent Defense, Alomomola can take almost any physical hit thrown at it. Wish is an excellent move for supporting teammates and healing itself. Alomomola is also one of the two, and the only UU viable, Pokemon to have access to the Wish + Regenerator combination, allowing it to heal itself as it passes a wish to its teammate. Protect turns Wish into reliable recovery and also helps scout your opponent's moveset. Scald keeps Alomomola from becoming complete bait for Taunt users and also has a cool 30% chance to burn physical attackers. Toxic can cripple any switch-ins and is good for putting sweepers on a timer.

Good teammates: Bulky Grass-types make good partners as they have very good synergy with Alomomola. Amoonguss in particular has good synergy and has access to Regenerator, forming an effective Regenerator core with Alomomola. Pokemon that appreciate Alomomola's large wishes also make good teammates. For example, Mega Ampharos has no reliable recovery, so being able to receive large wishes is much appreciated. Even frail sweepers appreciate the power of Alomomola's wishes. Finally, Alomomola appreciates the support of Pokemon that can remove opposing Grass-types (as they annoy Alomomola), so Entei, Arcanine, Victini, Darmanitan, Honchkrow, and Crobat all make good teammates (they also resist Grass).

What counters it: Powerful special attackers can play off of Alomomola's low Special Defense despite its incredible HP. Electric-types are usually specially based and have super effective STAB moves, so they can handle Alomomola with ease. Heliolisk deserves a special mention as it is immune to Water due to Dry Skin. Grass-types can handle Alomomola as they resist Scald, can hit Alomomola super effectively, and many are immune to Toxic or have Natural Cure. Toxicroak is a hard counter as it is immune to Scald thanks to Dry Skin and is immune to Toxic.


Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

Role: Physical Wall, Tank, Late-game Cleaner

What it does: Calm Mind Slowbro is relatively more offensively inclined than its tanking set. However with the same Physically Defensive spread, it still has about the same effectiveness as a tank, even better because of the stat boosts that Calm Mind gives. Now despite what the stat increases in Special Attack suggest, it isn't necessarily built to flat-out sweep teams. The basic premise of this set gives more emphasis to its boosted Special Defense, in that it turns Slowbro into a hard-hitting, mixed tank. All these things considered though, it can easily be delegated to late-game cleaning duty once its counters are disposed. For the moves, Scald is there as a reliable STAB but more to it is for that nifty 30% burn chance. Psyshock is chosen as a secondary STAB which enables it to ensure a victory in Calm Mind wars. And to complete the set, Slack Off provides a great means of recovery to increase its survivability and staying power while it sets up.

Good Teammates: Roserade and Amoonguss are great partners for Slowbro. The former offers greater utility in Spikes and Aromatherapy and on the hand Amoonguss, forms a resilient Regenerator core with Slowbro. Going to a more offensive route of pairing, lures that can get rid off bulky waters like Swampert and Milotic are great support as well. Victini can take on the role with Grass Knot, Thunderbolt, and Bolt Strike at its disposal. It can also take out Slowbro's usual counters and checks in Shaymin and Heracross.

What Counters It: Hard-hitting special attackers packing SE moves are a general hindrance to Slowbro. Shaymin is a stand out, being able to shake off any stray Scald burns with Natural Cure and proceed to OHKO with Seed Flare. Hydreigon is also worth a mention, coming into its STABs with impunity and threating with either a Dark Pulse or a high powered Draco Meteor.


Aggron @ Aggronite
Ability: Sturdy --> Filter
EVs: 252 HP, 4 Def, 252 SpD
Impish Nature
-Heavy Slam
-Stealth Rock
-Thunder Wave/Earthquake
-Roar

Role: Physical Wall

What it does: Mega Aggron is a beast that can effectively set up rocks while taking on some of the strongest of physical moves with its unmatched Physical bulk. M-Aggron is not a slouch offensively either, as its STAB move, Heavy Slam, will squish most of the tier due to its heaviness in comparison to its opponents; it still does some major damage even with uninvested Attack. Lastly, it can phaze with Roar, especially against predicted switch-ins or spread paralysis, if it is still healthy enough to do that.

Good Teammates: Rotom-H is a nice option as it can hit the bulky waters that M-Aggron has a more difficult time dealing with while taking on the Fire/Ground moves, while M-Aggron can take on the rock moves for Rotom-H. Fairies like Aromatisse/Florges also have decent defensive synergy with M-Aggron and they can also provide Wish support for M-Aggron in order to increase its longevity in battle.

Counters: Bulky Water-types and Ground-types like Suicune, Slowbro, Hippowdon, and Swampert can handle M-Aggron as they all take little damage from Heavy Slam and can slowly wear it down with repeated Scalds. Forretress also takes very little damage from M-Aggron and can proceed to either spin away the hazards or stack them effortlessly.

Additional Comments: By applying the above EVs and nature, Aggron maintains a great deal of physical bulk while avoiding OHKOs from Super-Effective moves as strong as Nidoking's Earth Power or Scarf Chandelure's Fire Blast; all of the non-STAB Super-effective moves thrown at it will never OHKO it. Dragon Tail can be used over Roar if you want a phazing move that isn't affected by Taunt, but most of the time, Roar will be the superior option as it phazes through Protect and has 100% accuracy, unlike Dragon Tail.


Nidoqueen @ Black Sludge
Ability: Sheer Force
EVs: 248 HP / 240 Def / 20 Spe
Bold Nature
- Earth Power
- Sludge Wave
- Stealth Rock
- Roar

Role: Physical Wall

What it does: A combination of Nidoqueen's good defensive typing and defensive stats makes it a good physical wall in UU. Its Poison typing gives it an extremely useful resistance to Fighting as well as Bug and Fairy, and its Ground typing gives it an immunity to Electric as well as a useful resistance to Rock, and with it Stealth Rock. Earth Power is a decently powerful STAB move and even without Special Attack investment it hits fairly hard thanks to Sheer Force. It is even powerful enough to have a fairly high chance to OHKO Lucario, and a 100% chance to OHKO after one turn of Life Orb recoil. Sludge Wave is another STAB move and, like Earth Power, hits hard enough thanks to Sheer Force. Stealth Rock is chosen in the third slot as the residual damage it provides can turn the tide of a battle. Roar is useful if something you don't want to deal with switches in, removing stat changes, and racking up residual damage with Stealth Rock. The Speed EVs allow it to outspeed slow offensive threats such as uninvested Mega Blastoise as well as everything up to it. The rest of the EVs are invested in bulk.

Good teammates: As Nidoqueen is a good physical wall, special walls make good partners as they can take special attacks and Nidoqueen can take physical attacks. Also, Nidoqueen appreciates Wish support from Pokemon such as Blissey. Blissey is a good teammate as it provides the aforementioned Wish support and as most of Nidoqueen's are mostly specially based, it can take attacks aimed at it. In return, Nidoqueen resists Blissey's single weakness to Fighting. As bulky Steel-types pose an issue to Nidoqueen, hard-hitting Fire-types such as Victini, Darmanitan, and Chandelure make good partners as they can remove them.

What counters it: Strong special attackers can wear down Nidoqueen as its special bulk isn't far too great. Also, as Nidoqueen has no reliable recovery, it can be easy to wear down through hazards and residual damage in general. Though being immune to Toxic and resistant to Stealth Rock helps with this, Spikes and burns are still issues. Bulky Water-types can come in and KO with their super effective STAB moves, and the aforementioned Steel-types can often tank a hit and either KO back or set up hazards of their own.


Blissey @ Leftovers
Ability: Natural Cure
EVs: 4 HP, 252 Def, 252 SpD
Bold Nature
-Seismic Toss
-Softboiled/Wish
-Thunder Wave/Toxic/Protect
-Heal Bell/Protect

Roles: Special Wall, Support, Pivot?

What it does: Blissey can do many things to support the team, whether it'd be spreading status, curing status, or Wishpassing to teammates with its massive HP stat. However, it is very well known for being able to absorb literally any special attack aimed at it that's not called Psyshock (no Secret Swords in UU, phew), that absolutely nothing else in this tier can come close to comparing with its bulk.

Good Teammates: Things that are capable of taking strong physical hits for Blissey are good options as Blissey's teammate. Aromatisse is a great partner as it can tank Fighting-types with ease, while being immune to Taunt, which Blissey is also weak to. Slowbro is also a decent option that can be used with Blissey alone or with Blissey and Aromatisse, as they can form a solid stalling core with good typing synergy.

Counters: Taunt users like Sableye, Mew, (mega) Aerodactyl, etc. can effectively shut down Blissey as it has pretty much no offensive presence outside of . Strong Physical attackers, especially the Fighting-type ones can easily scare Blissey away and potentially nab a free set up if Blissey is switched out, although switching directly into Blissey is not always the best idea when Thunder Wave is imminent. Lastly, Trick is also a great option as it will cripple Blissey for the rest of the match.

Additional Comments: Flamethrower can be used as an attacking option so that Forretress cannot set up multiple hazards on it, although Seismic Toss is usually the superior option. Stealth Rocks can also be used if you have another medic on your team, such as Aromatisse, as it can free up certain moveslots on Blissey.



Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 232 Def / 24 SDef
Calm Nature
-Moonblast
-Wish
-Protect
-Aromatherapy / Toxic

Role: Physical Wall, Special Wall, Mixed Wall and Cleric Support

What It Does: Moonblast is Florges's STAB attack, which threaten many prominent threats in the tier such as Hydreigon, Mienshao, Honchkrow, Mega Absol, and Heracross. Moonblast prevents it from being total Taunt bait. Wish is Florges's only means of recovery, and it can be used to heal its teammates as well. Protect guarantees Wish recovery, as well as letting Florges scout the opponent's next move, and gain some recovery from Leftovers. Aromatherapy removes status from the team, and increases its longevity if it were to get burned or poisoned. However, Toxic can be used as it puts a timer on walls and deadly sweepers. The given EV spread maximizes bulk and allows Florges to check Honchkrow more efficiently by avoiding the OHKO from Brave Bird. Leftovers provide passive recovery, slightly increasing Florges's longevity. A Bold nature is preferred to further increase Florges's Defense; however, a Calm nature can be used to increase Florges's special bulk. Switch into things Florges can easily wall, such as Hydreigon, but use Protect to scout a Choice locked move or super effective move, in Hydreigon's case, Iron Tail. Use Wish and Aromatherapy sparingly, as against more defensive teams they can be very valuable. Using Toxic on predicted switches is nice as well. Finally 4 Speed EV are used to outspeed other Florges and get off a faster wish, moonblast, toxic, or aromatherapy.

Good Teammates: Florges very easily fits on defensive or balanced teams that are not weak to Poison- or Steel-types. Specially defensive Mew makes a good partner, checking Nidoqueen and Nidoking. In addition, Ground-types such as Krookodile make excellent partners as they can remove the Poison- and Steel-types that trouble Florges. Steel-types such as Jirachi and Forretress make good teammates as they too can take the Poison- and Steel-type moves aimed at Florges; the former can benefit from Aromatherapy, and can check Nidoking, while the latter can set up entry hazards on opposing Steel-types. Slowbro and Suicune can handle Fire-types such as Darmanitan and Entei that try to switch into Moonblast, while Mega Aerodactyl also makes a good partner, taking out the Fire-type Pokemon that threaten Florges. Pokemon that are also wore down by recoil moves such as Darmanitan and Infernape apperciate the wish support that Florges brings.

What Counters It: Poison-types such as Nidoking, Crobat, and Roserade resist Moonblast and can hit Florges hard with their super effective STAB moves. Crobat in particular can Taunt Florges and cripple it. Steel-type Pokemon such as Forretress and Jirachi resist Moonblast and are immune to Toxic. The former can set up entry hazards, while the latter can use Iron Head. Fire-types such as Victini, Darmanitan, and Entei resist Florges's STAB attack, and can force it out with their respective STAB moves. Bulky Water-types such as Suicune and Slowking can easily switch into Moonblast and set up Calm Mind alongside Florges, the former having the Pressure ability and Rest, while the latter fears Toxic but has Psyshock to hit Florges's poor Defense stat. Taunt users such as Azelf stop Florges in its tracks and render it setup bait. Phazing moves such as Whirlwind and Roar prevent Florges from healing with Wish, as they go through Protect in XY.

Any Additional Info: A 252 HP / 4 Def / 252 SpD with a Calm nature can be used to allow Florges to check and counter many special attackers in the tier, but leaves it vulnerable to dangerous physical threats in the tier such as Honchkrow, Infernape, Darmanitan, and Victini among the highly used.


Hippowdon @ Leftovers / Smooth Rock
Ability: Sand Stream / Sand Force
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Earthquake
- Slack Off
- Stealth Rock
- Toxic/Rock Slide/Whirlwind

Role: Mixed Wall

What it does: Sponges moderately powerful Physical and Special hits with its great bulk, repeatedly setting up Stealth Rock throughout a match. Earthquake is Primary STAB to hit opposing Pokemon that think they can set up on you coming off a great 112 base Attack, even uninvested. Slack Off is to keep Hippo healthy throughout the match, Stealth Rock is to help wear down the opposition in conjunction with Sandstorm (if using Sand Stream) while the last slot is fairly open. Toxic helps wear down opposing attackers further, while Rock Slide is good to hit Aerodactyl and Crobat who attempt to Defog your Rocks. Whirlwind is for chip damage in conjunction with Stealth Rock.

Smooth Rock should only be used if you're running Hippo with Stoutland, as it greatly appreciates the extra turns of sand to sweep in. Otherwise Leftovers is ideal. Sand Force should be used if your team is prone to being worn down, and especially if you're using Moonlight or Synthesis on another Pokemon.

Good Teammates: Stoutland greatly appreciates the Sand that Hippowdon sets, while Grass-types like Roserade or Celebi can switch into the stronger Water- and Ground-type moves aimed at Hippo as well as curing Status with Aromatherapy or Heal Bell. Pokemon like Suicune also appreciate Hippowdon's ability to switch into basically any electric type and wear them down.

What counters it: Roserade can come in on basically any set, take an Earthquake, and respond with a Leaf Storm that kills if Hippo has even a small amount of residual damage. Taunt Crobat beats all sets without Rock Slide, and most moderately powerful Water-types only fear a Toxic from Hippo and can scare him out with their STAB move of choice.



Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature / Hasty Nature
- Knock Off / Flamethrower
- Taunt
- Stealth Rock
- Explosion

Role: Lead

What it does: This thing is one of the best suicide leads in the tier, along with Froslass, and should be considered on p much every HO team. It has a great speed stat, outspeeding a majority of the unboosted metagame, letting it get rocks up and explode with relative ease. Knock Off is a great utility move, as it hits Ghost-types that would try to switch in on an Explosion, as well as crippling some Pokemon early-game. Flamethrower, however, can be used to beat Forretress, who laughs at this set otherwise. Taunt is to prevent opposing set-up from Pokemon like Froslass. Stealth Rock is the crux of this set, as it helps Pokemon such as Roserade and Mega Absol provide offensive pressure. Explosion prevents Pokemon like Donphan or Mega-Blastoise from clearing Azelf's hazards, and provides a safe switch in to a check, like Roserade.

Good Teammates: Pokemon that need Stealth Rock to get certain OHKO's on pokemon with decent bulk, such as Hydreigon, who can revenge kill Ghost types that switch in on an Explosion, Pokemon that beat common spinners and defoggers such as Roserade and Magneton, and pokemon with good wallbreaking capabilities such as Heracross.

What Counters It: Fast taunt users, such as Aerodactyl and Crobat, all can handle Azelf relatively well, forcing it to either Knock Off or Explode. Non-flamethrower variants of Azelf have trouble with Steel-types, such as Forretress and Mega Aggron. Azelfs that aren't carrying Knock Off get flat out walled by Chandelure.


Froslass @ Focus Sash
Ability: Cursed Body
EVs: 252 HP / 252 Spd / 4 Spa
Timid Nature
- Spikes
- Destiny Bond
- Taunt
- Icy Wind/Thunder Wave/Ice Beam

Role: Hazard Setter, Lead

What it does: Froslass sets up a shit ton of Spikes, then Destiny Bonds on something to kill it while blocking Defog with Taunt and Rapid Spin with its super neat Ghost-Typing. Spikes are there because they're a really good hazard and literally the entire point of the set, Destiny Bond makes it so you're playing 5-5 down with hazards only on their side of the field, Taunt stops hazards and Defog attempts as well as most opposing taunts because you're fast as fuck, while Ice Beam is useful just in case you misplay against an opposing pokemon that has Taunt and is also weak to Ice Beam like Crobat. Thunder Wave is for some speed control against the fast threats that will try and stop your spikes (that lack Taunt), while Icy Wind is to slow down things like Mega-Aero to let you get an extra layer of Spikes and some damage off.

Good Teammates: Pokemon that can stop Spinners or Defoggers once Froslass is gone like Sableye are greatly appreciated. Anything that takes advantage of the Spikes that Froslass sets also appreciates its support, like Sharpedo or Lucario. Froslass really fits best on Hyper -Offensive teams that enjoy the opponent's walls being worn down by Spikes and can offensively pressure the opponent's Rapid Spinners and Defoggers to prevent hazard removal.

What Counters it: Slow Pokemon with priority or a slow Volt Switch/U-turn into a faster Pokemon can prevent Froslass from getting more than 1 layer, and Pokemon that can break Froslass's sash in one turn and kill it like Cloyster can too. The only way to prevent it from getting even 1 layer is with an even faster Taunt user like Azelf or with bad Pokemon like Beat Up Ambipom or Cinccino.

If you can cancel out the opponent's momentum you can usually sneak in a Defog or a Rapid Spin, which negates the effect Froslass has on the battle. Also birds don't give a fuck about Spikes, so I guess you could just use a lot of birds.


Roserade @ Life Orb
Ability: Technician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain
- Spikes / Toxic Spikes
- Sludge Bomb
- Hidden Power [Fire]

Role: Hazard Setter

What it does: Stacks entry hazards to pressure the opponent while having good offensive presence. Giga Drain is a fairly powerful STAB move, and prevents Roserade from being worn down due to Life Orb recoil. The types of Spikes you use depend on the general playstyle of your team; offensive teams should be running Spikes to wear down checks and counters to Roserade and its partners, while Toxic Spikes should be used on a balance team. Sludge Bomb lets Roserade hit Florges, as well as opposing Grass-types trying to switch into a Giga Drain. Hidden Power Fire is solely for Forretress, who clears away Roserade's hazards.

Good Teammates: Ghost-types, such as Chandelure and Jellicent make good partners as they can spinblock Pokemon trying to clear their hazards. Pokemon that can take care of Defoggers, such as Mega Aerodactyl and Raikou also work, as they can beat Crobat 1 on 1. Pokemon that have trouble getting past bulky waters like Darmanitan and Mega Houndoom also make good partners, as they can also take care of Roserade's answers without having to worry about the Water-types.

What Counters it: Crobat is a hard counter to Roserade, as it can take all of its attacks with ease, clean its hazards, and threaten it out with a STAB Brave Bird. Mega Aggron can tank an HP Fire relatively well, and can threaten it out with its STAB Heavy Slam. Fire types such as Chandelure, Victini, and Darmanitan all threaten out Roserade, however they can get worn down fairly fast due to Spikes.


Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Volt Switch / Thunder Wave

Role: Hazard Setter

What it does: Having a great speed of 108, tying with the likes of Infernape, Galvantula provides a great amount of support to the rest of the team, being the best user of Sticky Web in the tier. It provides the utility of slowing down grounded opponents, letting other Pokemon on the team break them with immense power. Thunder is a fairly powerful move, and can hit more often than not due to Compound Eyes. Bug Buzz is a secondary STAB, hitting a good portion of Pokemon that resist / are immune to Thunder. Volt Switch lets Galvantula gain some momentum, and can possibly let it set up another Sticky Web need be. Thunder Wave can cripple Pokemon that are immune to Sticky Web, such as Hydreigon.

Good teammates: Pokemon that can abuse the Sticky Web effect work very well with Galvantula, such as Specs Exploud, Specs Kyurem, Band Kyurem, and Band Heracross. Ghost types, such as Chandelure, also work very well as they can block Rapid Spinners trying to clear the Sticky Web.

What counters it: Fast Taunt users, such as Azelf and Sableye, can ruin Galvantula's niche, and force it to be worn down and have its Sash removed. Hazard clearers, such as Mew and Crobat, while not being able to come in on Galvantula itself, can come in after Galvantula has been KO'd and have its Sticky Web removed.


Shuckle @ Mental Herb
Ability: Sturdy
EVs: 248 HP, 8 Def, 252 SpD
Calm Nature
-Sticky Web
-Stealth Rock
-Encore
-Toxic/Knock Off

Role: Hazard Setter

What it Does: It is one of the viable Sticky Web setters along with Galvantula (RIP Smeargle). However, unlike Galvantula, Shuckle is bulky enough that it can potentially lay the Sticky Web multiple times which can be important if you managed to kill the opponent's spinner/Defogger while keeping Shuckle alive. Encore is great for locking Finally, Mental Herb + Sturdy will ensure that Shuckle will at least get a hazard up, depending on which one will be of more importance during the battle.

Good Teammates: Sweepers, Wallbreakers, and Cleaners that especially appreciate the Sticky Web like Lucario, Hydreigon, and Nidoking, just to name a few, are 'mons that will really enjoy abusing the speed lowering effect of Sticky Web. A spinblocker like Chandelure may also be desirable in order to keep Sticky Web and Rocks on the field.

What Counters it: Xatu and Mega Absol are the best answers to Shuckle as they will deflect the hazards back at Shuckle, rendering Shuckle dead weight in the scenario. Mega Absol, however, needs a turn to Mega Evolve if it is not leading against Shuckle, but will nevertheless be able to set up a free Swords Dance while Shuckle switches out.

Additional Info: Leftovers can be used over Mental Herb in order to extend its longevity, however Shuckle will become complete Taunt bait if it decides to use it, something that it will definitely not appreciate since it has absolutely no offensive presence.


Forretress @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def/ 4 Atk
0 Spe IVs
Relaxed Nature
- Spikes
- Rapid Spin
- Gyro Ball
- Volt Switch

Role: Physical Wall, Spinner, Spiker,

What It Does: Forretress is an interesting Pokemon. It has access to three hazards: Stealth Rock, Spikes, and Toxic Spikes. In addition, Forretress learns Rapid Spin. What does this mean for you? If you only have 1 slot left on your team, if you lack hazards and a way to get rid of hazards, Forretress is a mon for you.

With many abundant Stealth Rockers in UU, such as Swampert, Donphan, and Hippowdon, Forretress has a niche as being able set up Spikes/Toxic Spikes while being able to rapid spin. The reason why Spikes are chosen over T-Spikes is due to the ease of removing Toxic Spikes via having a poison type pokemon enter the field (if it's grounded).

With the abundance of Defoggers in UU, namely Mew, many teams lack a spin blocker, which means spinning with Forretress isn't too difficult. Even if the enemy has a spin blocker, volt switching on the predicted switch is a great way to nab momentum for free. Gyro Ball is the STAB of choice since with a Relaxed Nature, 0 IV's in Speed, and having low speed in general, Gyro Ball will be able to hit mons such as Heracross, Florges, and Crobat for decent damage.

Forretress also has great typing and physical bulk. Quad resisting Grass, being neutral to flying and fighting is great. It is easily able to come in on Scarfed Hera's CC and things of that sort. Because of its low speed, one can easily volt switch to bring in another mon safely. This somewhat alleviates the issue of forretress being set up bait for things such as SD Lucario. If Lucario SD's on Forry, it can Volt Switch into a counter, such as Cobalion.

Forretress also has Sturdy and Overcoat. Sturdy is generally better, being able to have a pseudo-sash whenever it is at full. Overcoat is useful for walling most Roserade and such.

Good Teammates: A water type + special wall. Examples of good teammates would be Suicine + Umbreon. Forretress can set up hazards for Suicine, and Suicine can take on the 4x fire types that threaten Forry. Umbreon can take on special hitters, such as Hydrei.

What Counters It: Magnet Pull Magneton, Fire Types, Special Attackers, very strong physical attackers.

Any Additional Info: I run specially defensive Forry if paired up with something like Swampert, to 4x resist the Grass types that Swampert is weak to. Forry can't fit on every team. Hyper Offensive teams have a hard time utilizing Forry to its full potential since it is so slow. Stall Teams love Forry, and usually, for bulky offensive teams, Forry is the glue that holds it together. If 2 teams with Forry are at it, generally, the person to lose the first Forretress will lose.

Watch out for stray HP fires ;-;


Crobat @ Black Sludge
Ability: Infiltrator
EVs: 136 Spd / 248 HP / 120 Atk / 4 SDef
Jolly Nature
- Brave Bird
- U-turn / Taunt
- Defog / Taunt
- Roost

Role: Hazard Remover, Stallbreaker, Revenge Killer

What It Does: Crobat uses it's incredible Defensive Typing to come in on basically half the moves the metagame has to offer. It 4x Resists Bug-, Grass- and Fighting-Types, is completely immune to Ground (unless it gets caught Roosting by a slower Pokemon) and 2x Resists Fairy and Poison. Not a bad effort for a single Pokemon. It also has access to Flying STAB, one of the best STAB options available while also being one of the many Pokemon blessed with the Defog buff which now makes Crobat one of the top hazard removers in the tier. Taunt is an option to make Crobat play more of a Stallbreaker role but U-Turn can be extremely valuable to provide momentum on a predicted switch to something that walls Crobat. The EVs let Crobat outspeed Base 115s while still letting it fully invest in HP and have enough attack to do some pretty hefty damage with Brave Bird. 4 SDef just to give Porygon2 or Z the wrong Download Boost. Crobat also got a buff with it's ability, Infiltrator now allowing it to hit Pokemon through Substitute and also Toxic through subs on annoying Sub CM'ers like Cresselia.

Good Teammates: Pokemon that can are weak to any of the aforementioned types love having Crobat on the team. Pokemon such as Swampert who is 4x weak to Grass or Hydreigon who is 4x weak to Fairy greatly appreciate Crobat's ability to sponge those hits and retaliate with either a Super Effective hit or one that will do hefty damage to the main Fairy in the tier, Florges. Pokemon also crippled by Hazards such as Victini, Chandelure, Honchkrow etc appreciate Crobat's ability to come in on the plethora of resistances it has and remove hazards from the field.

What Counters It: Steel- and Rock-types. Crobat has always had the problem that it has never been able to break through Steel- and Rock-types. Mega-Aerodactyl has an absolute field day with Crobat, being able to come in on any of it's Attacks and retaliate back with Super Effective STAB. Status (particularly being Burnt) greatly reduces 1) Crobat's survivability 2) It's ability to come in and take hits and 3) It's Attack Stat. Pokemon bulky enough to take Crobat's hits and threaten back with a) Super Effective hits or b) Hits that can result in being burned (SCLAD). Other than that, Crobat does a fantastic job of neutralising a lot of threats in the tier but watch out for shit like Psychic Shaymin and Stone Edge Heracross etc.

Any Additional Info: Always ask user CoolStoryBrobat why there isn't a Crobat on his team. If his answer back is along the lines of 'Unfortunately, I don't have 7 team slots', tell him to git gud.


Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump / Scald
- Psyshock / Thunderbolt
- Ice Beam / Signal Beam
- Rapid Spin

Role: Hazard Remover / Wallbreaker

What it does: Starmie makes for an effective user of Rapid Spin as it can bash most switch-ins with an Analytic-boosted move of its choice. Also, Starmie's excellent coverage allows it to hit many switch-ins super effectively. Hydro Pump is recommended in the first slot as it is Starmie's most powerful move and hits opponents especially hard on the switch thanks to Analytic. If you dislike the 80% accuracy of Hydro Pump, Scald can be used for more reliability and a 30% chance to burn the opponent. Psyshock is a good secondary STAB move that hits the opponents Defense as opposed to their Special Defense, essentially turning it into a mixed attacker. Thunderbolt can be used over Psyshock for the better coverage it provides and allows you to hit bulky Water-types harder than Psyshock. Ice Beam has good coverage with Starmie's two other chosen moves, especially Thunderbolt as it forms the famous BoltBeam combo, but Signal Beam can be used to hit Dark- and Psychic-types harder. It should be the chosen move if Psyshock is chosen as without it, it has no way of hitting Hydreigon, Slowbro, and Celebi harder. It should be stressed how hard moves hit when boosted by Analytic and Life Orb, so it can actually make for an effective wallbreaker. Rapid Spin should always be used in the last spot as it allows you to clear away hazards.

Good teammates: Pokemon that have issues with entry hazards appreciate the support Starmie provides. Fire-type in particular appreciate Starmie as they are prone to all forms of entry hazards. Chesnaught has good type synergy with Starmie as they resist many of each other's weaknesses and Starmie can clear hazards for Chesnaught to make its defensive capabilities better. Also, late-game cleaners appreciate the wallbreaking support that Starmie can provide thanks to its ability Analytic.

What counters it: Special Walls can take anything Starmie can throw at it and heal off damage. Blissey doesn't even take much from Psyshock. Umbreon can switch in without any trouble and 2HKO with Foul Play. Mew can come in on any attack and 2HKO with Knock Off. Bulky Water- and Grass-types can take almost anything Starmie can throw at them bar a boosted Thunderbolt or Ice Beam / Signal Beam respectively. Also, as Starmie has a mediocre defensive typing and is sort of frail, faster attackers and users of Sucker Punch can revenge KO it easily.



Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Encore
- Stun Spore
- U-Turn / Memento
- Taunt / Moonblast / Leech Seed

Role: Support

What it does: Whimsicott has the makings of an excellent supporter for the team. It is one of the few viable users of Prankster bringing with it an abundant supply of support moves to take advantage of. Encore is great in giving free turns for Whimsicott and its teammates to set up, as well as disrupting dangerous boosting sweepers. Due to Whimsicott's ability to force switches, it makes for a great paralysis spreader which helps relatively slower offensive threats such as Nidoking to attack more efficiently. U-turn gives it the ability to scout and send in a Pokemon safely after the foe has been paralyzed successfully. On the other hand, Memento is another good option to bring in a set-up sweeper besides Encore. The last slot is dependent to your team's needs. Taunt prevents set-ups notably hazards, boosts, and cleric shenanigans. Moonblast provides a way to hit Pokemon that it could check. Lastly, Leech Seed can be used to increase Whimsicott's longevity as do to its teammates.

Looking at its stats, its defenses leave a lot to be desired for a supporter. But since it has Prankster, you can forgo investing to its speed and instead maximize its defenses making it deceptively bulky. And now going into XY, Whimsicott was granted the auspicious Fairy typing adding useful resistances to Fighting and Dark, as well as an immunity to Dragon. This in combination with its decent physical bulk, it can check a variety of Pokemon from the aforementioned types such as Mienshao, Krookodile, Flygon, and Hydreigon.

What counters it: Exploiting its common weaknesses and mediocre defenses are a basic way to discourage it to set-up. However, Pokemon looking to take on Whimsicott must be wary of Stun Spore as most of them would not appreciate it otherwise. Also, with Prankster and Whimsicott's somewhat hit-and-run nature, it is difficult to stop it from doing its job once it enters the field safely. As a general rule of thumb, any Pokemon that isn't hurt by its moves renders most of its plans fruitless. They can then either ultimately KO Whimsicott or force Whimsicott out. Grass-type Pokemon in particular, laugh off at almost anything Whimsicott throws at them due to their invulnerability to Stun Spore and Leech Seed. Roserade and Shaymin are great examples which besides being immune to any status it may have, they also pack an SE move that can KO it.

Good Teammates: Set-up sweepers such as Infernape, Kingdra and Lucario appreciates the support that Whimsicott gives -Encore, Stun Spore, Memento and Taunt- as they create opportunities for them to come in and attempt a sweep. Grass-types hinder Whimsicott's job so Pokemon who can dispose them are welcomed. Heracross and Victini come to mind, resisting Grass moves and hitting back hard with their respective STABs. Finally, Whimsicott can take advantage of the switches it can make much more if hazards are on the field. Empoleon is a great option for its access to Stealth Rock and type synergy with Whimsicott, being able to take Flying-, Ice-, Poison-, and Steel-type moves aimed at it. Forretress is another good option being able to set up and remove hazards itself.

Any additional info: From the amount of support moves that Whimsicott can run, Tailwind is worth a mention. Aside from giving slow, hard-hitting attackers a much needed boost in speed, it can also pave way for an end-game sweep. Other than that, a Weather Setter set with Sunny Day and Heat Rock seems considerable. Combined with Memento, it can bring in abusers such as Mega Houndoom and Chlorophyll sweepers more safely.


Mew @ Leftovers
Ability: Pressure
EVs: 252 HP / 232 SpD/ 24 Spe
0 Atk IVs
Careful Nature
- Roost
- Taunt
- Psyshock
- Will-o-Wisp

Role: Special Wall, Support, Tank

What It Does: Mew is pretty much one of the best 'Mons in the UU meta right now, mostly because it is the most reliable defogger in the tier; however, the Taunt set is often overlooked. With annoying FAT mons such as CM Slowbro, Florges, and Blissey, many teams will fail to have an answer. This is where Taunt Mew comes into play.

With great 100 stats across the board, Mew is able to sponge most neutral hits with ease, such as Scald's from Suicine, Earthquake's from Hippowndon, and Moonblast from Florges. The point of this Mew set is to beat most stall cores that rely on non-attacking moves, such as Toxic, Wish, and Softboiled. By preventing these fat asses from recovering, Mew can whittle away at the enemy with the combination of Taunt, Will-o-Wisp, and Psyshock. The Evs are pretty straight forward. Max HP for good overall bulk. Since it doesn't have a massive HP stat like Blissey, it would be unwise to split EVs between Defense and Special Defense, so HP investment is the best middle ground.

Psychic is a decent typing for special hits, being neutral to electric, water, and grass types, so specially defensive is usually the way to go. In addition, with WoW, Mew is able to beat most physical walls as well, such as Mega-Aero that lacks taunt, etc etc.

The Speed EVs are to outspeed Adamant Honk, meaning it won't get a free sub or powerful hit off on you. If the person is using Jolly Honk, you shouldn't have much issue since it lacks power, so it isn't worth sacrificing bulk for a few obscure spreads.

This Mew is also a tank, as it is able to OHK frail Mons, such as Mienshao and Roserade, while taking up any hit. For example, if SR is off the field, Timid LO Roserade's move always fail to 2HK, and Modest Nidoqueen needs SR in order to potentially 2HK Mew.

Good Teammates: A good physical wall that can take on Bug/Dark Types. Florges also works well, making a pink core, but only use that if you lack any real ethics :]]

Cobalion is a great offensive partner for Mew, seeing as Cob can 4x Bug types + get a boost from Dark Types. Mew can't offer too much besides beating almost every wall that beats Cobalion.

What Counters It: Umbreon to an extent, Hydreigon, Scarf Guts Heracross, hell, all Heracross with Megahorn.

Any Additional Info: The Defog set plays entirely differently, so if you want a Defog mew, you will lose to Mons like Blissey, and should probably run Psychic more power + SpD drops. I run this Mew only if I already have a Rapid Spinner, such as Forry or Tentacruel.


Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP, 4 Atk, 252 Spe
Jolly Nature
-Iron Head
-Close Combat
-Stealth Rock
-Thunder Wave/Taunt

Role: Support

What it does: Cobalion, although very uncommon, is capable of taking on a very effective support role. With its base 108 speed combined with very excellent Physical bulk, Cobalion not only has the ability to lay fast Rocks/spread fast Paralysis/Taunt/etc., but it can do so with a durability unmatched by 'mons like Froslass and Azelf. Its typing in turn allows it to threaten out 'mons such as Blissey, the Fairies, and even SD Lucario, granting Cobalion a unique list of things it can effectively check.

Good Teammates: Psychic-types like Mew or Slowbro complement Cobalion well as they can take on Fighting-type moves (Slowbro can also take on the Fire-type moves) while Cobalion in return can take on the Bug- and Dark-type moves, especially the pesky Knock Offs, while gaining an Attack boost from any Dark-type moves taken. Rotom-Heat is also a fine teammate as it absorbs the Fire-type moves and ignores Ground-type moves, while Cobalion eats up the Rock-type moves with ease.

Counters: Hippowdon and Swampert are both fantastic answers to Cobalion as its attack moves do not do much to them at all and both can proceed to threaten it back with Earthquake (or Scald w/Swampert) or freely set up Stealth Rocks. Slowbro in particular resists both of Cobalion's STABs and if Cobalion lacks taunt, it can freely set up Calm Minds.

Additional info: Speed EVs can be redistributed in order to further boost its Physical bulk or its offensive presence, depending on what you want to specifically outspeed, although Speed-tying with Infernapes can sometimes come in handy when the situation calls for it.

And something I've personally used and seen more people use ever since I've gotten on the upper ladder:



Feel free to VM me with questions or suggestions, I'll consider them all. Get posting!

Leaderboard
Bouffalant - 17 (Azelf, Mega-Blastoise, Mienshao, Aromatisse, Mega-Ampharos, Victini, Chandelure, Mega-Absol, Roserade, Magneton, Mega-Aerodactyl, Nidoqueen, Galvantula, Doublade, Porygon-Z, Mega-Houndoom, Stoutland) 2 Point
Billtodamax - 5 (Fletchinder, Gorebyss, Froslass, Snorlax, Hippowdon) 1 Point
Kushalos - 1 (Hydreigon)
Ununhexium - 12 (Sharpedo, Sableye, Lucario, Dugtrio, Suicune, Alomomola, Yanmega, Amoonguss, Jirachi, Mega-Ampharos, Starmie, Nidoqueen) 1 Point
dingbat - 9 (Heracross, Blissey, Mega-Aggron, Celebi, Escavalier, Mienshao, Shuckle, Krookodile, Cobalion) 1 Point
ScraftyIsTheBest - 1 (Krookodile, Goodra, Cofagrigus, Mismagius)
radianthero156 - 1 (Sigilyph)
Wobblebuns - 5 (Infernape, Slowbro, Whimsicott, Shaymin, Vivillon) 1 Point
Eddie2013 - 3 (Azelf, Infernape, Flygon)
Kangaaroo - 1 (Noivern)
chimpact - 1 (Jirachi)
UU ALL DAY - 2 (Forretress, Mew)
Calloflochie - 5 (Gothorita, Victini, Honchkrow, Crobat, Hydreigon) 1 Point
 
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Strong burd here to save the day.
What To Use:


Fletchinder
Ability: Gale Wings
EVs: 252 Atk / 152 Spd / 104 HP
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Swords Dance
- Roost


Role: Physical Sweeper, Late-game Cleaner, Revenge Killer

What It Does: Mighty Fletchinder is great in this metagame for dismantling offense as it has the strongest reliable priority move in the tier (fuck sucker punch). Itemless acrobatics can threaten out a lot of offensive pokemon giving fletch the chance to set up a swords dance or burn a physical wall with will-o-wisp to make sweeping late-game easier. Roost is useful to help it set up on walls with little offensive pressure like florges that hope to wear it down. Will-o-wisp also gives it the opportunity to set up on weaker physical attackers.
(4 SpA Florges Moonblast vs. 104 HP / 0 SpD Fletchinder: 95-112 (32.6 - 38.4%) -- 98.9% chance to 3HKO)

Given evs outspeed adamant Honch by 1 point so you can freely acrobatics after sr and 1 round of lo recoil, and also lets fletchinder switch into SR twice before dying.

Good Teammates: Fletch really appreciates both hazard removal and a way to deal with the rock-, steel-, and electric-types that wall its main stab. Forretress is a great partner for it as it can both spin away the rocks that hamper fletchinder, as well as setting up spikes to wear down the pokemon that resist acrobatics. While any pokemon with a strong earthquake or fighting stab (e.g. krookodile, mienshao) can kill the pokemon that wall it, it's generally better to use something that the rock-, electric-, and steel-types like to switch in against so you can wear them down for fletch to sweep, like honchkrow or staraptor.

What Counters It: Mega-aggron and Mega-Aerodactyl are some of the better switch-ins to fletch, because even burnt they can take the bird out with a stone edge or set up rocks in its face. Alomomola can counter fletchinder multiple times during a match due to its great recovery options meaning it doesn't care too much about burn or chip damage from acrobatics. Fast electric types like Raikou or especially Scarf Rotom-H can come in on any move fletch has and force it out with volt switch while gaining momentum in the process. Rotom has the advantage of being unburnable because of its typing.

Any Additional Info: Overheat is an option on this set over will-o-wisp, but is generally inferior due to the set up opportunities and team support w-o-w provides.
 
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fuck you Billtodamax stealing muh first


Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature / Hasty Nature
- Knock Off / Flamethrower
- Taunt
- Stealth Rock
- Explosion

Role: Lead
What it does:
This thing is one of the best suicide leads in the tier, along with Froslass, and should be considered on p much every HO team. It has a great speed stat, outspeeding a majority of the unboosted metagame, letting it get rocks up and explode with relative ease. Knock Off is a great utility move, as it hits Ghost-types that would try to switch in on an Explosion, as well as crippling some Pokemon early-game. Flamethrower, however, can be used to beat Forretress, who laughs at this set otherwise. Taunt is to prevent opposing set-up from Pokemon like Froslass. Stealth Rock is the crux of this set, as it helps Pokemon such as Roserade and Mega Absol provide offensive pressure. Explosion prevents Pokemon like Donphan or Mega-Blastoise from clearing Azelf's hazards, and provides a safe switch in to a check, like Roserade.



Good Teammates: Pokemon that need Stealth Rock to get certain OHKO's on pokemon with decent bulk, such as Hydreigon, who can revenge kill Ghost types that switch in on an Explosion, Pokemon that beat common spinners and defoggers such as Roserade and Magneton, and pokemon with good wallbreaking capabilities such as Heracross.


What Counters It: Fast taunt users, such as Aerodactyl and Crobat, all can handle Azelf relatively well, forcing it to either Knock Off or Explode. Non-flamethrower variants of Azelf have trouble with Steel-types, such as Forretress and Mega Aggron. Azelfs that aren't carrying Knock Off get flat out walled by Chandelure.

And uh I guess I'll do a few others.



Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 220 HP / 252 SAtk / 32 Spd
Modest Nature
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam
- Rapid Spin

Role: Bulky Attacker, Hazard Cleaner

What it does: Blastoise is regarded as one of the best spinners in the tier, due to its great bulk and offensive presence. It gets to abuse its new ability, Mega Launcher, by turning moves like Dark Pulse and Aura Sphere into psuedo-STABs and turns Water Pulse into a move with the same BP as Surf with a 30% chance to confuse. Its main niche, however, is being able to beat common spinblockers, such as Sableye and Froslass.

The first moveslot is up to preference; Scald can cripple physical attackers and can generally be a nuisance to common switch-ins, such as Florges. Hydro Pump is Blastoise's most powerful attack, 2HKOing Pokemon such as Swampert. It has the cost of being able to miss, however, which can make it a liability in some situations. Water Pulse has the chance of being able to confuse the opponent while hitting as hard as Surf, making it a good choice for offensive teams. Dark Pulse is mandatory on Blastoise, since it hits spinblockers trying to avoid getting their hazards cleared, as well as hitting Pokemon such as Mew and Slowbro. Aura Sphere and Ice Beam are coverage, hitting mainly Steel and Grass-types respectively. Rapid Spin is to clear hazards, such as Stealth Rock and Spikes.

Good teammates: Pokemon that can take care of special walls such as Blissey and Florges work well with Mega Blastoise, such as Entei and Victini. Poison types, such as Amoonguss, Nidoking, Nidoqueen, and Roserade all work well with Blastoise, as they can absorb Toxic Spikes and threaten out Electric and Grass types.

What Counters it: Special Walls, such as Florges and Blissey scoff at Blastoise's attacks and can hit it for relatively decent damage, although they hate being burned. Fast Electric and Grass types, like Raikou, Shaymin, and Roserade can all tank one hit and force Blastoise out with their STAB moves. Gastrodon is a complete stop to Mega Blastoise, being immune to its STAB, it can tank any other attack with ease and proceed to Toxic stall it. Toxicroak is a great offensive check to Stoise, as it is immune to Water Pulse and resistant to Aura Sphere and Dark Pulse, and can set up on it with ease.
 
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Kushalos

ÜN ÜN ÜN
is a Tiering Contributoris a Contributor to Smogon
OUPL Champion

Hydreigon @ Life Orb
Ability: Levitate
EVs: 56 Atk / 220 SAtk / 232 Spd
Naive Nature
- Draco Meteor
- Dark Pulse
- Iron Tail
- Superpower

Role: Wallbreaker

What it does: One of the best wallbreakers in the tier at the moment. Draco Meteor is a nuke with good neutral coverage and high base power. Dark Pulse hits Steels and Psychics like Jirachi, Metagross and Slowbro, and is in general a reliable STAB move. Iron Tail is for Fairies like Aromatisse and Florges. Superpower hits Blissey and Lucario. Can be slapped on many teams to take a dump on stall and balance.

Good Teammates: Pokemon that can take advantage of the mess Hydreigon causes like SD Lucario or Toxicroak. Partners that can switch into Fairy and Fighting moves are nice as well like Jirachi and Slowbro. Jirachi and Celebi can bring a weakened Hydreigon back with Healing Wish.

What counters it: uuuuuhhhh......
 

Ununhexium

I closed my eyes and I slipped away...
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What to use

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch / Memento

Role: Revenge killer / Late-game cleaner

What it does: Arguably one of the best revenge killers in the tier because of its high Speed and access to Arena Trap. Choice Band boosts it mediocre base 80 Attack to decent levels, allowing it to do a good amount of damage. Earthquake is the go-to STAB move here as it is powerful and all grounded Pokemon that are not Ghost-type are locked in, easing prediction. Stone Edge offers good coverage alongside Earthquake, hitting Flying- and Bug-types super effectively. Aerial Ace is helpful for removing Pokemon such as Heracross and Virizion. Sucker Punch's priority can come in handy in a pinch, and Memento gives another sweeper a chance to set up. Also, Dugtrio's high Speed and decent Attack after Choice Band allow it to act as an effective late game cleaner.

Good teammates: Pokemon that like Electric-, Poison-, Steel-, and Rock-types removed. Fighting-types such as Lucario, Mienshao, and Heracross like the removal of Poison-types. Staraptor and Fletchinder like having Electric-, Steel-, and Rock-types gone. Even walls like Blissey appreciate offensive threats removed. For example, Dugtrio can take out Lucario to give Blissey a bit of breathing room.

What counters it: Not much can switch out of it due to Arena Trap, but bulky Water- and Grass-types have little trouble handling it.
 

dingbat

snek
is a Top Tiering Contributor Alumnus

Heracross @ Choice Band
Ability: Guts
EVs: 128 HP, 252 Atk, 128 Spe
Adamant Nature
-Close Combat
-Megahorn
-Knock Off
-Stone Edge/Sleep Talk

Role: Wallbreaker

What it does: Smashes through shit, basically. Even Hippowdon and Suicune are 2HKO'd by Heracross's STABs, and a very select few can actually switch into this thing without getting completely obliterated by it. If you can predict your opponent using Will-o-Wisp, Toxic, or Spore (assuming Sleep Talk), that will only elevate Heracross's wallbreaking potential to the point that it can 2HKO the entire tier and, heck, even OHKO itself lol.

252+ Atk Choice Band Guts Heracross Close Combat vs. 4 HP / 0 Def Heracross: 298-351 (98.6 - 116.2%) -- 93.8% chance to OHKO

Good teammates: A Steel type like Jirachi or Mega Aggron is a good option as it can take care of Fairies while taking on the Flying- and Psychic-type moves that scare Heracross away; Jirachi even has the added benefit of being able to hit Poison-types for decent damage, something that Heracross actually has some trouble doing. A bulky water type like Swampert or Slowbro can capably absorb the Fire-type moves aimed at Heracross.

What counters it: Max defense Aromatisse is arguably the best viable answer to this (unless I'm missing something). Unless Guts is activated, Heracross fails to 2HKO with Stone Edge and Aromatisse can easily heal off the damage with Wish + Protect. Crobat is also a great switch-in as it 4x resists both its STABs, but it should always watch out for the Stone Edge or Knock Off as the former OHKOs and the latter will severely dent it, although Crobat can Roost off the Knock Off damage capably. Other Poison-types with decent Physical defense such as Tentacruel, Weezing, and Nidoqueen can also take its attacks decently, but they are for the most part worn down heavily by Heracross's attacks.
 
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Ununhexium

I closed my eyes and I slipped away...
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Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 SDef / 4 Atk
Careful Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

Role: Stallbreaker

What it does: Sableye is excellent at breaking down stall teams. It can use Taunt to render defensive Pokemon useless for a few turns, Will-O-Wisp to wear down said Pokemon while also crippling physical attackers, Recover allows you to stall out opponents, and Knock Off is useful for removing items. Prankster is incredibly useful as it gives priority to all of Sableye's moves bar Knock Off, allowing it to "outspeed" all defensive Pokemon in the tier and take them down with utility moves of its own.

Good teammates: Pokemon that like walls removed. Many special attacker like wally such as Blissey removed; Sableye can hard stop Blissey because it usually carries three utility moves and Seismic Toss. Sableye also has an easy time taking down CroCune, as it can use Knock Off and Will-O-Wisp to wear it down until it needs to use Rest, in which case you can use Taunt to block Sleep Talk.

What counters it: Status is very good at wearing down Sableye, as it has not means of removing it. Hard-hitting physical attackers can also take down Sableye with ease, especially Fire-types as they are immune to burns. Guts users can also handle Sableye because instead of being crippled by burns, they actually benefit from them as it increases their attacks.

Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 104 SpA / 152 Spe
Naughty Nature
- Protect
- Waterfall
- Crunch
- Ice Beam

Role: Late-game cleaner

What it does: Sharpedo makes for a good finisher in UU. Its good mixed attacking stats and its access to the coveted Speed Boost make it a force to be reckoned with on Spikes-stacking offensive teams. Protect allows you to take a free Speed boost. Waterfall and Crunch are the obligatory STAB moves, and the flinch chance from Waterfall can come in handy in a pinch. Ice Beam is an excellent coverage move and is especially handy with handling Grass-types.

Good teammates: Sharpedo is at home on Spikes-stacking teams, so hazard support from Pokemon such as Froslass and Krookodile is much appreciated. Also, since Sharpedo is not too powerful on its own, it appreciates the support of wallbreakers to weaken the opponents. It also likes fast users of Taunt and Ghost-types to keep the hazards on the opponent's side of the field.

What counters it: Bulky Water-types have an easy time handling Sharpedo, as they can usually tank a hit and hit back hard. Also, Pokemon that resist Sharpedo's STAB moves such as Toxicroak and Chesnaught don't take much from Sharpedo, but physically defensive Chesnaught takes up to 71% from Ice Beam. From RU, Virizion only takes up to 53% from Ice Beam, making it a good counter.

Additional info: A fully physical set can be used with Earthquake over Ice Beam, but Ice Beam's coverage is generally more valuable.

On another note, if you would like me to, I could do a quick GP look over these even though I am technically not qualified. Just trying to help out :)
 
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Ok, all the submissions have been added to the OP, I just need more of you to submit some now n_n This helps greatly towards CC and is a way for you to contribute to UU without writing out full analyses :]
 

ScraftyIsTheBest

On to new Horizons!
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Okay, here's something that's been a fave of mine since BW UU.

What to use:



Krookodile @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Stone Edge / Superpower
- Pursuit

Role: Revenge Killer / Late-Game Cleaner

What it does: Krookodile has always been a great revenge killer and late game cleaner in UU thanks to its great STAB combo and Moxie. Krookodile can use a Choice Scarf and its good power to revenge kill Pokemon such as Mega Absol, Mega Houndoom, and Raikou. Pursuit is also useful to make it a fast trapper. In addition, it can clean in the late-game thanks to Moxie, which has a snowball effect of making Krookodile stronger with every kill, which allows it to serve as an excellent win condition for an offensive team. Knock Off was a really nice buff Krook received in XY, as it's a stronger Dark STAB that also has the effect of removing items. In general excels as a win condition and has decent utility against offense.

Good teammates: Like with any late-game cleaner, Krookodile appreciates entry hazard support. Pokemon such as Froslass and Chesnaught are great at this, and SR support from the likes of things such as Mega Aggron is advised as well. Krookodile is a bit weak, so wallbreakers to aid it are also good; these include Heracross and Infernape. Pokemon such as Gligar and Cofagrigus are still good at taking Fighting-type attacks aimed at Krookodile this gen, seeing as how Mienshao and Heracross are still as relevant as ever.

What counters it: Choice Scarf Mienshao can revenge kill Krookodile and hit it hard. Since Krookodile is running a Choice Scarf, taking advantage of the move it is locked into can be useful. If Krookodile isn't running Superpower, Hydreigon can take on anything Krookodile has to offer and provide incredible offensive pressure against Krookodile's team. Other bulky Pokemon such as Chesnaught and Umbreon can also counter it.

Any additional info: Krookodile could run an Adamant Nature if you want a little more power but that Speed is too good to pass up.
 

Ununhexium

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Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Rest
- Sleep Talk
- Calm Mind
- Scald

Role:
Special Sweeper and Bulky Attacker

What it does: This Suicune set, called CroCune, is an excellent sweeper. Using its great bulk, it attempts to set up as many Calm Minds as possible to maximize its Special Attack and Special Defense. When you are worn down to low HP (which is difficult because of Suicune's good natural bulk, Defense investment, and Special Defense boosts) you use Rest to restore yourself to full HP and clear yourself of any status you may have acquired. While being asleep is usually a drag, Suicune can use Sleep Talk to continue boosting, attacking, and sometimes using Rest again. When enough boosts are acquired, use Scald to heavily damage your opponents, even OHKOing some. Again, when low on HP, you can use Rest for restoration.

Good teammates: Pokemon that can remove Water-immune Pokemon make great teammates. For example, Toxicroak and Cacturne, using their ability-granted immunity to Water, can switch in on Suicune and force him out as Suicune has no way of damaging them. Flying-types are good partners as they hit both super effectively.

What counters it: The aforementioned Cacturne and Toxicroak have no trouble coming on Suicune and setting up for a countersweep. Also, bulky Grass-types such as Roserade, Shaymin, and Celebi have little trouble checking it as offensive Shaymin is 3HKOed by +5 Scald, Roserade is 3HKOed by +4 Scald, and specially defensive Celebi has a 99% chance to be 4HKOed by +6 Scald. Also, these all carry Natural Cure, so they can rid themselves of any burns by switching out.
 
i think FLCL was the first one using this in high level play, so credits to him. here it goes:


Sigilyph @ Life Orb / Flame Orb
Ability: Magic Guard
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind / Cosmic Power
- Stored Power
- Roost
- Dazzling Gleam / Air Slash / Psycho Shift

Role: Special Sweeper, Stallbreaker, Late game cleaner

What it does: Despite its NU status, Sigilyph is very strong in UU as it basically single handedly 6-0s stall, as nothing in a defensive team can KO it after a single boost, nor can they damage it with status/hazards. From there, it can rack up even more boosts, and procceed to OHKO everything. The player can choose to use Calm Mind and Life Orb for a more offensive approach, together with Dazzling Gleam to KO Dark types, or run Cosmic Power with Psycho Shift and Flame Orb for a more defensive approach. Heat Wave can also be used to beat off Steel-Types faster. EVs allow for the best physical bulk possible, while outspeeding 0 speed Mew and Adamant Honchkrow, along with other stuff.

Good teammates: Though it's very bulky, Sigilyph still has weakness to Rock, Electric, Ice, Dark and Ghost. Thus, teammate that can cover those weakness are good. Hippowdon can set Stealth Rock and counter most Rock and Electric types; Dark types like Absol or Krookodile resist Ghost and Dark and can use Knock Off to wear down the foe's team; Spikes and Toxic Spikes can also help Sigilyph KO stuff faster, while wearing down its counters, making Forretress and Tentacruel good options, since they also resist Ice.

What counters it: Powerful attackers whose STABs are super effective vs Sigilyph are a problem for the nazca bird. This means that Magneton, Mega Ampharos, Kyurem, Mega Aerodactyl, Mega Absol and etc can defeat Sigilyph, though physical ones must be careful because of the Psycho Shift burn threat, and Electric or Ice ones need to be careful because, if they're slower, Sigilyph can still boost then roost, avoiding take damage.
 

Ununhexium

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Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- Crunch
- Extreme Speed

Role: Physical sweeper

What it does: Lucario is one of the best physical sweepers in UU because of its access to Swords Dance, Close Combat, and Extreme Speed. With its good coverage, Lucario can force a lot of switches, giving it a free turn to set up Swords Dance. After using Swords Dance, Lucario can decimate the metagame with its high attack and good moves. Close Combat is a very powerful and reliable STAB move, and is what you should be using most of the time. As a matter of fact, a resisted Close Combat deals more damage than a neutral Crunch or Extreme Speed. Crunch is a good coverage move that hits Psychic- and Ghost-types super effectively. Extreme Speed is arguably the biggest selling point for Lucario, as at +2, it can KO almost anything that outspeeds Lucario. For example, Choice Scarf Heracross is OHKOed by +2 Extreme Speed after Stealth Rock.

Good teammates: Lucario appreciates Pokemon that can remove opposing physical walls such as Hippowdon and Nidoqueen, so a Pokemon that can remove them is helpful. Offensive Water-types such as Starmie are good at completing this role, as Starmie always OHKOes Hippowdon and Nidoqueen after Stealth Rock. Also, faster threats that can survive Extreme Speed have an easy time against Lucario.

What counters it: Physically defensive Pokemon have an easy time dealing with Lucario. Defensive Nidoqueen can take anything Lucario can throw at it and OHKO back with Earth Power after one turn of Life Orb recoil. Also, faster Pokemon that can take Extreme Speed make good checks. For example, 0 HP / 0 Def Victini only has a 12.5% chance of being OHKOed by +2 Extreme Speed after Stealth Rock (guaranteed 2HKO without Stealth Rock) and can OHKO back with V-Create. Offensive Shaymin is 2HKOed by +2 Extreme Speed.
 
Alright, everything has been updated and the points system towards getting CC is going to go like this.

5 analyses = first point
Then after that
10 analyses = an additional point for each ten :]

That's how it will work for now, might update in the future but we'll see how it goes.
 

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 252 Spe / 4 Atk
Naive Nature
- Nasty Plot
- Fire Blast
- Close Combat
- Grass Knot

(Just for formality, main credits to Bouffalant and Kitten Milk for this set)

Role: Mixed Sweeper, Late-game Cleaner

What it does: Great offensive stats [104/104/108] and access to a wide variety of coverage moves make Infernape a potent wallbreaker. This in combination of Nasty Plot, it lends itself to be a formidable sweeper. The beauty of this set comes with the ability to get through its usual counters in three moves alone. Fire Blast is there for obligatory STAB which is enough to 2HKO the unresisted metagame save for the likes of the resident special walls in Blissey, Snorlax, and Umbreon. This is where Close Combat comes in handy being an effective way to neuter these aforementioned counters. Now, Fire/Fighting alone offers good coverage hitting most of the tier for unresisted damage but of course, bulky Waters is still a vain for this set as boosted Fire Blasts and uninvested CC's aren't enough to break through them. So, a simple answer to that comes in Grass Knot.

Good Teammates: As always, hazards are great for ensuring OHKO's. Azelf is a good partner for its fast SR's and what's more is that it can offer Screens support which helps frail sweepers in general to set-up and sweep more comfortably. Also, Pokemon that can check common Scarfers is nice to ease its sweep once more. In the case that its sweep comes to a halt, another cleaner of your own is great to take advantage of the holes that Infernape can make. Choice Scarf Staraptor is quite a stand-out pick as NP Infernape can handle bulky Steel-, Water-, and Rock-types that otherwise hinder its BB spam shenanigans.

What Counters it: Although Infernape sits at an impressive Speed tier, as with most sweepers lacking priority or bulk, they are prone to being revenge-killed. And so, fast scarfers who can take two hits or more are enough to keep the fiery ape in check. Choice Scarf Chandelure and Victini are commendable for being able to switch into any of Infernape's attacks and threatening it with one of their STABs. Going into counters, there are few to none that can take on the beast reliably. Arcanine and Tentacruel comes to mind albeit being a little shaky in performing the task.
 
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Azelf @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD /252 Spe
IV:0 Atk (To Minimize Foul Play Damage)
- Nasty Plot
- Psyshock
- Fire Blast
- Dazzling Gleam

Role: Special Sweeper, Late-game Cleaner,

What It Does: It cleans up late game when either the counters that Azelf worries about are either weakened or gone. Max speed allows Azelf to outspeed as many pokemon as possible. Max special attack with life orb allows Azelf to hit as hard as possible without giving up speed. Since Azelf forces many switches Nasty Plot works well in getting a plus 2 boost and with coverage moves such as psyshock for special walls like blissey, goodra and florges, fire blast for steel types like metagross, foretress, jirachi, and empoleon. Finally dazzling gleam hits everything else in the tier for neutral damage.

Good Teammates: Choice Scarf Pokemon help Azelf deal with faster pokemon. Some good options include Infernape, Victini, Darmanitan, Raikou, Flygon are all good teams that provide offensive momentum with either volt switch or u-turn giving Azelf a free switch into a pokemon which it either will force out or start setting up on. Also the fire types and raikou list above work well in that they form a synergy making them immune to ground type attacks thanks to Azelf's ability Levitate. Azelf appreciates hazard support so pokemon such as Chesnaught can provide not only spikes but leech seed to help aide Azelf when life orb recoil is starting to take wear it down a bit. Pokemon with stealth rock and spin support such as donphan can help keep azelf healthy from rocks damage and at the same time provide him with rocks support. Wish pass support can help Azelf recover valuable HP if it were weakened earlier in battle, pokemon that do this job well include Blissey, Umbreon, and Florges.

What Counters It: Priorty Moves such as Sucker Punch from Honchkrow, Mew, Absol, Celebi, Toxicroak can easily disrupt the sweep and OHKO Azelf back. Also pokemon that are faster than you such as Alakazam, Aerodactyl, and Noivern, Crobat can outspeed and OHKO Azelf. Most Life Orb Extreme Speed from Pokemon in the tier such as Lucario, Arcanine, and Entei can also OHKO Azelf. Scarf Pokemon can also outspeed Azelf and OHKO it since Azelf is a fragile pokemon.
 

Ditto @ Choice Scarf
Ability: Imposter
EVs: 252 HP / 4 Def / 252 Spd
Hasty Nature
- Transform

Role: Revenge Killer

What It Does: It makes a silly putty copy of the enemy. Imposter copies their stats, attacks, stat boosts and you get to keep the Choice Scarf to always outspeed them.

Good Teammates: Can be put on any team because what it turns into depends on the enemy team. As long as someone can die, Ditto has a job to check any non scarfed sweeper with their own moves.

What Counters It: Again, depends on what it copies. If NP Lucario gets duplicated you could sweep for a while with a Scarf if they don't have their own Lucario counters. If you come in on Scarf Darmanitan things are going to get interesting as you both have the same speed, same item and same attacks so the RNG is left to decide the game. If you waste Imposter on a wall or someone who relies on support moves like Sableye you're not going to do well. Also it's helpful to note Imposter doesn't go through Substitute.

Any Additional Info: Ditto has some special items that boost defense or speed but choice scarf is the best choice. He really only has one move and one strategy.
 
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You don't need any EVs on Ditto except HP and perhaps Defenses, and in the case of a Ditto stalemate, you will want 0 spe and a -spe nature so you will struggle last in a double ditto situation and win that way. The 0IVs and -Spe nature won't matter when you transformed into something esle as you copy their speed stat.
 
Question: is there a limit to how many pokemon we can spam for those CC points?

You don't need any EVs on Ditto except HP and perhaps Defenses, and in the case of a Ditto stalemate, you will want 0 spe and a -spe nature so you will struggle last in a double ditto situation and win that way. The 0IVs and -Spe nature won't matter when you transformed into something esle as you copy their speed stat.
If it doesn't matter why do I need to change it?
 
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I will be picking and choosing the analyses that I think deserve to be in the thread. You can post as many mons as you want but that doesn't guarantee that all of them are going to be accepted, I want these analyses to be of a high quality and reflect well on the UU tier. So to answer your question, you can spam as many as you like but like what happens with C&C if your analyses aren't up to scratch, you aren't going to be rewarded with points toward CC.
 
fuck you Billtodamax stealing muh first


Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Spd / 252 Atk / 4 SAtk
Jolly Nature / Hasty Nature
- Knock Off / Flamethrower
- Taunt
- Stealth Rock
- Explosion

Role: Lead
What it does:
This thing is one of the best suicide leads in the tier, along with Froslass, and should be considered on p much every HO team. It has a great speed stat, outspeeding a majority of the unboosted metagame, letting it get rocks up and explode with relative ease. Knock Off is a great utility move, as it hits Ghost-types that would try to switch in on an Explosion, as well as crippling some Pokemon early-game. Flamethrower, however, can be used to beat Forretress, who laughs at this set otherwise. Taunt is to prevent opposing set-up from Pokemon like Froslass. Stealth Rock is the crux of this set, as it helps Pokemon such as Roserade and Mega Absol provide offensive pressure. Explosion prevents Pokemon like Donphan or Mega-Blastoise from clearing Azelf's hazards, and provides a safe switch in to a check, like Roserade.



Good Teammates: Pokemon that need Stealth Rock to get certain OHKO's on pokemon with decent bulk, such as Hydreigon, who can revenge kill Ghost types that switch in on an Explosion, Pokemon that beat common spinners and defoggers such as Roserade and Magneton, and pokemon with good wallbreaking capabilities such as Heracross.


What Counters It: Fast taunt users, such as Aerodactyl and Crobat, all can handle Azelf relatively well, forcing it to either Knock Off or Explode. Non-flamethrower variants of Azelf have trouble with Steel-types, such as Forretress and Mega Aggron. Azelfs that aren't carrying Knock Off get flat out walled by Chandelure.

And uh I guess I'll do a few others.



Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 220 HP / 252 SAtk / 32 Spd
Modest Nature
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam
- Rapid Spin

Role: Bulky Attacker, Hazard Cleaner

What it does: Blastoise is regarded as one of the best spinners in the tier, due to its great bulk and offensive presence. It gets to abuse its new ability, Mega Launcher, by turning moves like Dark Pulse and Aura Sphere into psuedo-STABs and turns Water Pulse into a move with the same BP as Surf with a 30% chance to confuse. Its main niche, however, is being able to beat common spinblockers, such as Sableye and Froslass.

The first moveslot is up to preference; Scald can cripple physical attackers and can generally be a nuisance to common switch-ins, such as Florges. Hydro Pump is Blastoise's most powerful attack, 2HKOing Pokemon such as Swampert. It has the cost of being able to miss, however, which can make it a liability in some situations. Water Pulse has the chance of being able to confuse the opponent while hitting as hard as Surf, making it a good choice for offensive teams. Dark Pulse is mandatory on Blastoise, since it hits spinblockers trying to avoid getting their hazards cleared, as well as hitting Pokemon such as Mew and Slowbro. Aura Sphere and Ice Beam are coverage, hitting mainly Steel and Grass-types respectively. Rapid Spin is to clear hazards, such as Stealth Rock and Spikes.

Good teammates: Pokemon that can take care of special walls such as Blissey and Florges work well with Mega Blastoise, such as Entei and Victini. Poison types, such as Amoonguss, Nidoking, Nidoqueen, and Roserade all work well with Blastoise, as they can absorb Toxic Spikes and threaten out Electric and Grass types.

What Counters it: Special Walls, such as Florges and Blissey scoff at Blastoise's attacks and can hit it for relatively decent damage, although they hate being burned. Fast Electric and Grass types, like Raikou, Shaymin, and Roserade can all tank one hit and force Blastoise out with their STAB moves. Gastrodon is a complete stop to Mega Blastoise, being immune to its STAB, it can tank any other attack with ease and proceed to Toxic stall it. Toxicroak is a great offensive check to Stoise, as it is immune to Water Pulse and resistant to Aura Sphere and Dark Pulse, and can set up on it with ease.
For azelf wouldn't naive nature be better than hasty to take physical priority moves a bit better?
 
Petrico94 how the fuck is that even a response rofl you're not even taking anything he said into account and coming with some bullshit excuse. you literally act condescending and like a complete retard at the same time. i also like how you just choose literally the most laziest teambuilding and not even use the right fucking spread for ditto rofl


Aromatisse @ Leftovers
Ability: Aroma Veil
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
- Wish
- Protect
- Moonblast
- Aromatherapy

Role: Physical Wall

What it does: Has good defensive typing and stats, has larger wishes than Florges and better physical bulk, and has an immunity to Taunt and Encore. It serves as one of the best counters in the tier to CB Heracross along with Gligar, as well as being one of the best answers to fighting-types in the tier, barring Infernape and BP / Special Lucario. It's also serves as a great cleric on Stall teams. It also has some decent offensive qualities, having a base 99 Special Attack, meaning its not complete set-up bait.

Good Teammates: Pokemon that can get worn down relatively easy, such as Blastoise and Swampert all appreciate having their health back up, and can also beat common switch-ins to Aromatisse, such as Darmanitan, Mega Aggron, and Forretress. Mew and Blissey make great partners for Aromatisse, as they can take care of Nidoking and Nidoqueen, common switch-ins to Aromatisse. Mew can also provide Defog support, as Aromatisse can be worn down over the course of the match due to hazard damage.

What Counters it: Steel-types, such as Mega Aggron, can switch into Aromatisse with little cost, and can set up on it or just outright OHKO it. Nidoking, Nidoqueen, Darmanitan, and Victini can all switch into Aromatisse and threaten it out with its STABs.



Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- High Jump Kick
- Knock Off
- U-turn
- Poison Jab / Stone Edge / Fake Out

Role: Wallbreaker

What it does: While not being as effective due to the new drops, being outsped by the likes of Alakazam and Infernape, as well as the rising popularity of Mega Aerodactyl, Mienshao still does what it always has done in the meta, serving as one of the best hit-and-run attackers in the tier, with a powerful Base Attack of 125, dealing good damage to most of the unresisted meta. High Jump Kick, while having a huge risk, is a powerful STAB move that has good coverage in the meta. Knock Off can deal solid damage to Ghost- and Psychic-types, as well as crippling Pokemon switching into Mienshao that are dependent on their item, such as Gligar. U-turn provides good momentum, and can net Mienshao 1/3 of its HP back while switching into a proper check or counter. Poison Jab can be used to hit Florges and Aromatisse for good damage while having a chance to Poison, Stone Edge is to hit flying-types such as Crobat on the switch, and Fake Out can be used as priority to break sashes and provide a little extra damage.

Good Teammates: Pokemon that can complete the Volt-turn core, like Magneton or Raikou, are good partners, as they can keep up the mometum and slowly wear down each other's answers. Spikes support from Pokemon such as Forretress and Froslass help, as they let Mienshao get 2hkos against certain mons.

What Counters It: Physical walls that resist High Jump Kick such as Gligar and Nidoqueen, can tank all of Mienshao's attacks with ease, and can easily kill it, despite their attacks being neutral to it. Crobat can easily switch into non-Stone Edge Mienshao, outspeeding it and killing it with a STAB Brave Bird. Mega Aerodactyl serves as a good check, threatening it out with STAB Aerial Ace; it must be wary of High Jump Kick, however.
 
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You can post as many mons as you want but that doesn't guarantee that all of them are going to be accepted,
ok thanks


Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Foul Play
- Wish/Moonlight
- Protect/Toxic
- Heal Bell

Role: Special Wall, Support (Wish+Heal Bell)

What It Does: Umbreon is the definition of a Cleric in Pokemon. It can pass Wish heals and cure a teams statuses with Heal Bell, Synchronize punishes counter stalls who would use Toxic on it and Foul Play helps it keep an offensive against physical attackers by doing more damage to them than the special attackers who it normally walls.

Good Teammates: Umbreon can handle all psychic attacks for poison types like Roserade, Toxicroak and Nidoking, some of which can threaten Florges if it decides to wall Umbreon. However it needs a pivot for fighting attacks such as Crobat to x0.25 resist the attacks or Sableye to negate them and threaten to burn the physical attacker.

What Counters It: Any pokemon with a strong physical attack and any speed such as Mienshao, Heracross and Darmanitan will always be there to break special walls weak to fighting attacks and the best Umbreon can do is use Protect to scout them. Pokemon with stat boosting moves who resist Foul Play such as Infernape and Lucario also threaten Umbreons place on the field by forcing it to move out quickly.

Any Additional Info: Payback + Curse is another strategy to build Umbreon up as a bulky sweeper but his low speed and fighting weakness are just begging to be High Jump Kicked and 2 moves for an attack takes a lot more space than simply using Foul Play. Umbreon also gets Baton Pass to carry boosts as it pivots or possibly adds a Substitute to the chain.
 

Arcanine @ Leftovers
Ability: Intimidate/Flash Fire
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Will-O-Wisp/Toxic
- Morning Sun
- Extreme Speed
- Flamethrower

Role: Physical Wall, Pivot, Lure

What It Does: Arcanine has two sets, the offensive set that uses max attack EVs and this one which uses Will-O-Wisp and Intimidate to ruin physical attackers. It can take hits from other fire attackers such as Victini and Darmanitan, both of which well known for choice items, and has a resistance to grass, bug, steel and fairy type attacks. Extreme Speed also gives him the power to finish weakened opponents despite no speed investment.

Good Teammates: Because Arcanine can absorb fire attacks with or without Flash Fire's immunity he makes a good partner with Doublade, Forretress and various grass types. Special walls like Florges would also appreciate someone with Intimidate to scare off wall breakers and strong physical attackers and heal off the damage later in the game. Arcanine with his defensive build also has a obvious weakness to water types such as Suicune and Slowbro, both of which are big threats and once lured out have their own counters like Cacturne and Shaymin.

What Counters It: Bulky water types like Slowbro, Milotic and Suicune not only wall this restricted set but also threaten it with Scald. If Arcanine doesn't carry Toxic for these switch ins it gives up a turn. The focus towards defense also gives the impression that Arcanine isn't at its strongest and can be walled back by Chandelure or Blissey. The mono fire type also gives him a Stealth Rock weakness that can build up easily if left unchecked.

Any Additional Info: Like I said, Arcanine also has a physical sweeper set to use but is very different from this set. If you want a sweeper with Wild Charge, Close Combat and Extreme Speed check that one out. Justified is another ability offered to Arcanine giving it to pivot different physical attacks and gain Extreme Speed power.
 
thanks for taking my opinion into account you autist. you know you cant solve your problems by running away from them.

Ampharos @ Ampharosite
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk

Role: Pivot

What it Does: It serves as a great switch in to mons such as Victini, Honchkrow, and Infernape. It should generally only use Dragon Pulse and Volt Switch before it has to use Rest, usually after tanking hits from the aforementioned Pokemon. Its attacking moves do a good amount of damage, due to Mega Ampharos's massive Special Attack stat. Ampharos can use Sleep Talk in conjunction with Rest to provide reliable recovery, giving Ampharos a chance to Volt Switch, pivoting into a check or counter.

Good Teammates: Mienshao and Ampharos form a great VoltTurn core, as they can take care of each others answers, such as Suicune, who is handled by Mega Ampharos. Mixtini is also a great partner, getting rid of common switch-ins to MAmph such as Swampert and Florges. Spin support is appreciated, since Mega Ampharos can be worn down with Spikes support. Forretress works well, as it can take Fairy and Dragon attacks, while Mega Ampharos tanks Fire attacks in return.

What Counters it: Mega Ampharos is forced to Volt Switch out into a check or counter when fighting Pokemon that are special walls, such as Blissey and Florges. This set is also set up bait for Curselax, who can eventually win, although it has to have a few boosts in order to do significant damage. Pokemon that can outspeed and OHKO it with a super effective STAB move are good checks, such as Krookodile, Nidoking, and Hydreigon.
 

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Close Combat
- Mach Punch
- U-Turn

Role: Revenge Killer, Wallbreaker, Late game sweeper

What It Does: Infernape acts as a fast revenge killer providing offensive momentum for the team with u-turn or outspeeding other known scafers on the opposing team and killiing them. Infernape can help wallbreak opposing pokemon that are keeping the sweepers of the team from doing their job, however be aware as this infernape set does not provide the same power as a the choice banded set and should not be the main wall breaker of the team. Don't let this discourage you as Infernape can still pack a punch a make dents in the opposing team. Onto the ability Iron Fist is chosen over Blaze to help with bringing more power to Infernape in the form of boost priority mach punch and close combat. Jolly nature ensure that with scarf Infernape will outspeed the rest of the common scarfers in the tier. 252 atk and 252 speed maximizes the power and speed of Infernape, and the 4 leftover EV are put into defensive to help Infernape take physical priority moves a little better. Flare Blitz and Close Combat are the main moves of this set as these are the moves Infernape will be revenge killing with. Mach Punch is used for pokemon that have priority moves up their sleeve in which case since you are likely the faster pokemon with scarf the priority mach punch will go before their move. Finally U-turn is used as mentioned above to provide offensive momentum for the team or to switch out while doing some chip damage on pokemon that Infernape has struggle taking on. U-Turn can also be used a revenge killer move to pick off weaken foes when you don't want Infernape to be the pokemon staying, switching to an appropriate pokemon for the situation.

Good Teammates:
Choice Banded Staraptor loves to work with Scarf Infernape as Staraptor fears naturally faster pokemon in the tier or scarfed pokemon, Infernape can clear the way of that as he outspeeds all common scarfers in the tier (flygon,darmanitan,mienshao,victini,staraptor,hydreigon,jirachi,) and he is able to take care of the natural fast pokemon that dont need a choice scarf such as aerodactyl,noivern,crobat,azelf, and starmie to a certain extent. Infernape loves being part of of a u-turn core or volt switch core to keep the offensive momentum going, some good teammates are flygon to help with the ground weakness Infernape carries or for volt switchers forretress can help with the hazard support. Since infernape will be switching in and out a lot with u-turn or after a revenge kill rapid spin is necessary to keep Infernape healthy since flare blitz will be taking down its health quickly. As state above Forretress can help with providing the hazard support but also clearing them away, other option can be mega Blastoise to provide offensive presence and resistances but spin support as well.

What Counters It:
Bulky water types in the tier resist flare blitz and most are not even 2HKO by close combat. These pokemon include Suicune, mega Blastoise, Tentacruel, Milotic, Slowbro, Swampert, and Kingdra. Physically defensive pokemon in the tier are also a counter to Infernape since he does lack the power when not running life orb or choice band. These pokemon include mega Aggron, physically defensive Arcanine, physically defensive mega Ampharos, Chandelure if not running stone edge, Donphan, physically defensive Florges, Hippowdon, and physically defensive Mew.

Any Additional Info: You can opt to run hidden power ice to help better deal with mega Aerodactyl, Donphan, Flygon, and Noivern. However in that case you would change the nature to naive so it won't hinder the special attack stat. If recoil damage is something you don't like you can choose to run fire punch over flare blitz but be aware that the power difference is noticed significantly 135 BP with iron first and STAB compared to 180 for Flare Blitz. Stone Edge can be used in place to help deal with Victini as it resists both of Infernapes stab moves however be weary of the accuracy of stone edge. You can also run thunderpunch to help alieve the the problem with bulky water types but most water types are not 2HKO by it.
 


Uxie @ Light Clay
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SDef OR 252 HP / 4 Def / 252 SDef
Bold/Careful Nature
- Light Screen
- Reflect
- Yawn/Psychic
- U-turn
Role: Mixed Wall, Support (Dual Screens/Trick Room)

What It Does: Very few walls have Uxies 95 speed and 75/130/130 bulk. With this speed Uxie can set up Dual Screens making the team much bulkier. U-turn makes sure you don't miss the opponents switch out as you pick your next pokemon while doing some minor damage. Yawn can also be very annoying forcing switches or disabling a pokemon for a few turns.

Good Teammates: Teams with a lot of offense but mediocre bulk will have a field day with the dual screens protecting them from 50% of any attack, especially if they can take their time and boost their stats further with Calm Mind, Bulk Up, Nasty Plot or Sword Dance. Factoring in the clay the screens last 7 and 6 turns, the first one that was cast will run out first. Lucario comes to mind as a stat boosting sweeper with average defense stats and very specific weaknesses.

What Counters It: While Azelfs brother can be hard to break through (and if it plans its screens right only gets harder), it has very few recovery methods. Hydreigon can hit very hard if Uxie isn't set up for special attackers or doesn't have Light Screen up for the faster pokemon and Wall Breaker are not the kind of pokemon to pass to someone else to handle. The ability Infiltrator held by Chandelure, Crobat and Noivern goes through screens maintaining their damage and in Chandelures case can hit for super effective damage on Uxie. Taunt is also a problem for any Uxie set as his main strength is his support library. Psychic can help with this disability a little but Uxie really shouldn't be aiming for massive damage. At the very least, Uxie isn't especially weak to rocks and is immune to spikes.

Any Additional Info: Uxie has many more support moves including Thunder Wave, Stealth Rocks, Heal Bell and Trick to create more sets with, just replace Light Clay with Leftovers if you're not going to use screens. Uxie can replace U-Turn with a Memento to throw away what's left of its life to ruin the current offensive threat but who honestly wants to build in a suicide button? Trick Room can also be used if you can design a team around it making your enemies fast sweepers slow and squishy while your bulky attackers travel at mach speed.
Ok, when I said you can submit as many mons as you want, I didn't mean I wanted you to shit up the thread posting shitmons that aren't even viable in UU just for the sake of trying to get points for CC. What I meant was, i'm more than happy for you to contribute but this is UU not RU or NU or mons that are hardly viable in the meta thread so can you please refrain from just spamming this thread with crap mons.

Thanks.
 
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