I recently wandered into the unknown territory of UU. I was quite bored of losing over and over in OU, but I did learn how to play better and I also learned that I play the game itself better than I piece together teams. This time, I come with a defensive team featuring one of, if not THE most defensive mega - Aggron!
Aggron @ Aggronite - Impish Nature (Filter)
EVs: 252 HP / 136 Defense / 116 Sp. Defense / 4 Speed
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Aggron, as the team's name suggests, is my mega. It gets the highest base defense stat in the whole game - in fact, it's tied with Shuckle. With said defense and high base 140 attack, it's hard to see how Mega Aggron is even beatable at all. However, its base 70 HP stat is somewhat low (but it's just enough for Aggron to work) and it has a low base 80 special defense, making it suspectible to common moves such as Fire Blast and Focus Miss.
Xatu @ Leftovers - Careful Nature (Magic Bounce)
EVs: 252 HP / 252 Sp. Defense / 4 Speed
- Night Shade
- Toxic
- U-turn
- Roost
Xatu is an odd case of a Pokémon. For one, it has terrible defenses and nothing really of note. When you take a closer look, you find Magic Bounce, one of the best and most rare abilities in the game. It is for Magic Bounce and Magic Bounce only that I use Xatu - to attempt to keep Stealth Rock off the field. Magic Bounce is especially handy when I anticipate Spikes or Toxic Spikes - and they go flying back to the other side of the field. Night Shade deals consistent damage, Toxic puts a timer on sweepers like Darmanitan, and U-turn is to gain a bit of momentum. Xatu is also the only Magic Bouncer with access to reliable recovery in Roost.
Rotom-H @ Leftovers - Bold Nature (Levitate)
EVs: 248 HP / 216 Defense / 44 Speed
- Overheat
- Volt Switch
- Thunder Wave
- Pain Split
Rotom-H is a handy pivot who is a great partner to Xatu due to the fact that they form a small VoltTurn core. Overheat is necessary on Rotom-H, because (I think) Rotom-H turns back to its regular form if it forgets the move. Volt Switch is, again, to create a small VoltTurn core, Thunder Wave is to half the speed of opposing Pokemon, and Pain Split is reliable-ish recovery that works great against high-HP foes like Snorlax and Blissey.
Florges @ Leftovers - Calm Nature (Flower Veil)
EVs: 252 HP / 232 Defense / 24 Sp. Defense
- Wish
- Protect
- Moonblast
- Aromatherapy
The premier special wall of UU, boasting a monstrous base 154 Special Defense stat. With access to Wish, Protect, and Aromatherapy, Florges becomes possibly the greatest cleric in UU besides maybe Umbreon (remember, I'm new to this tier :P). Moonblast is to prevent Florges from forcibly switching out when Taunted. It doesn't do much damage to fire and steels, though, so Jellicent and Aggron were chosen as teammates to help her get by.
Jellicent @ Leftovers - Calm Nature (Cursed Body)
EVs: 248 HP / 216 Sp. Defense / 44 Speed
- Scald
- Toxic
- Taunt
- Recover
Another special wall of UU, with unique typing! The Cursed Body ability was chosen over Water Absorb because no Pokemon on this team is water-weak (except Aggron, pre-mega, but he is usually mega evolved right away). Scald is a great STAB capable of burning the opponent, which cripples physical sweepers. Toxic, again, puts a timer on opponents, Taunt prevents Shell Smashers like Lord Helix from doing their thing, and Recover regain's Jellicent's HP in a pinch.
Trevenant @ Sitrus Berry - Careful Nature (Harvest)
EVs: 252 HP / 4 Attack / 252 Sp. Defense
- Substitute
- Leech Seed
- Phantom Force
- Will-O-Wisp
The ultimate spinblocker alongside Jellicent. Get a sub up, leech the opponent, and spam Phantom Force until they die. That's pretty much how I play Trev. Its handy ability, Harvest, allows it to revive a Sitrus Berry back from hammerspace for use again. It's not reliable recovery as much as it is handy recovery, and sinceDrought (?) are banned from UU, there is never a guarantee the berry will be regenerated.
So, that's my team. I think I have a huge dark weakness but I don't know where to go from here - I do know that Honch utterly wrecks my team save for Aggron. Any help is appreciated~!
Aggron @ Aggronite - Impish Nature (Filter)
EVs: 252 HP / 136 Defense / 116 Sp. Defense / 4 Speed
- Heavy Slam
- Earthquake
- Stealth Rock
- Roar
Aggron, as the team's name suggests, is my mega. It gets the highest base defense stat in the whole game - in fact, it's tied with Shuckle. With said defense and high base 140 attack, it's hard to see how Mega Aggron is even beatable at all. However, its base 70 HP stat is somewhat low (but it's just enough for Aggron to work) and it has a low base 80 special defense, making it suspectible to common moves such as Fire Blast and Focus Miss.
Xatu @ Leftovers - Careful Nature (Magic Bounce)
EVs: 252 HP / 252 Sp. Defense / 4 Speed
- Night Shade
- Toxic
- U-turn
- Roost
Xatu is an odd case of a Pokémon. For one, it has terrible defenses and nothing really of note. When you take a closer look, you find Magic Bounce, one of the best and most rare abilities in the game. It is for Magic Bounce and Magic Bounce only that I use Xatu - to attempt to keep Stealth Rock off the field. Magic Bounce is especially handy when I anticipate Spikes or Toxic Spikes - and they go flying back to the other side of the field. Night Shade deals consistent damage, Toxic puts a timer on sweepers like Darmanitan, and U-turn is to gain a bit of momentum. Xatu is also the only Magic Bouncer with access to reliable recovery in Roost.
Rotom-H @ Leftovers - Bold Nature (Levitate)
EVs: 248 HP / 216 Defense / 44 Speed
- Overheat
- Volt Switch
- Thunder Wave
- Pain Split
Rotom-H is a handy pivot who is a great partner to Xatu due to the fact that they form a small VoltTurn core. Overheat is necessary on Rotom-H, because (I think) Rotom-H turns back to its regular form if it forgets the move. Volt Switch is, again, to create a small VoltTurn core, Thunder Wave is to half the speed of opposing Pokemon, and Pain Split is reliable-ish recovery that works great against high-HP foes like Snorlax and Blissey.
Florges @ Leftovers - Calm Nature (Flower Veil)
EVs: 252 HP / 232 Defense / 24 Sp. Defense
- Wish
- Protect
- Moonblast
- Aromatherapy
The premier special wall of UU, boasting a monstrous base 154 Special Defense stat. With access to Wish, Protect, and Aromatherapy, Florges becomes possibly the greatest cleric in UU besides maybe Umbreon (remember, I'm new to this tier :P). Moonblast is to prevent Florges from forcibly switching out when Taunted. It doesn't do much damage to fire and steels, though, so Jellicent and Aggron were chosen as teammates to help her get by.
Jellicent @ Leftovers - Calm Nature (Cursed Body)
EVs: 248 HP / 216 Sp. Defense / 44 Speed
- Scald
- Toxic
- Taunt
- Recover
Another special wall of UU, with unique typing! The Cursed Body ability was chosen over Water Absorb because no Pokemon on this team is water-weak (except Aggron, pre-mega, but he is usually mega evolved right away). Scald is a great STAB capable of burning the opponent, which cripples physical sweepers. Toxic, again, puts a timer on opponents, Taunt prevents Shell Smashers like Lord Helix from doing their thing, and Recover regain's Jellicent's HP in a pinch.
Trevenant @ Sitrus Berry - Careful Nature (Harvest)
EVs: 252 HP / 4 Attack / 252 Sp. Defense
- Substitute
- Leech Seed
- Phantom Force
- Will-O-Wisp
The ultimate spinblocker alongside Jellicent. Get a sub up, leech the opponent, and spam Phantom Force until they die. That's pretty much how I play Trev. Its handy ability, Harvest, allows it to revive a Sitrus Berry back from hammerspace for use again. It's not reliable recovery as much as it is handy recovery, and sinceDrought (?) are banned from UU, there is never a guarantee the berry will be regenerated.
So, that's my team. I think I have a huge dark weakness but I don't know where to go from here - I do know that Honch utterly wrecks my team save for Aggron. Any help is appreciated~!