After making a variety of UU teams I have come to the conclusion that the UU metagame is very physically focused, don't get me wrong there are a lot of special attackers roaming around, -I'm looking at you Hydreigon- but they are somewhat easier to deal with as opposed to the banded adaptability crawdaunts, that seem to be everywhere.
The team
Based on how physically orientated UU metagame is, I have decided to make a team based around the ability intimidate. So far my team has been largely successful however bulky water types are a pain to deal with, so any suggestions on how to improve my team will be greatly appreciated
Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Stealth Rock
- Earthquake
- Dragon Tail
I'm actually so surprised about how bulky this thing is, with max hp and def EVs it can survive a sheer forced life orbed flare blitz from Darmatian and proceed to ohko with earthquake. stealth rock is for the chip damage and knock off removes items, which can sometimes completely neuter an opponents Pokemon.
I'm considering switching dragon tail for either toxic or roar, toxic will really help against bulky waters that switch in against Krookodile and I kinda prefer roar as it can hit through subs and has perfect accuracy
Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
Blastoise happens to be my favourite Pokemon so you can imagine my disappointment when I use it competitively, Don't get me wrong when it mega evolves it does its job but nothing more. I chose Hydro pump because I prefer the extra power it provides, aura sphere and dark pulse together provide near perfect coverage and rapid spin gets rid off hazards.
I was considering switching Blastoise out for mega Manetric as the extra speed and reliable way to beat bulky waters is extremely appealing but mega Manetric is extremely frail and even with intimidate its not like it can take a particularly powerful hit.
Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Close Combat
- Sucker Punch
- Earthquake
- Mach Punch
Hitmontop is the teams dark horse, while it is easy to dismiss as a threat, with its EVs it is extremely sturdy. Even without any attack evs close combat can do some moderate damage especially to frailer threats that, tend to switch out due to intimidate I can then proceed to sucker punch the next Pokemon sent in and then hopefully finish it off with mach punch. Earthquake is just for coverage really.
I guess if swap Blastoise for Manectric I can change Hitmontop's set to its technician one and do more damage, what does everyone think?
Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect
Florges the cleric and special wall of the team, the support it provides cannot be understated. I like to save Arcanine and krookadile for stronger opponents so usually the combination of Florges and Hitmontop is enough to wear the opponents team down. Wish is for recovery since krookadile, Hitmontop and Blastoise lack any recovery options, aromatherapy heals status as the team overall is unacceptable to status. Protect is to guarantee wish and scout for choice items, finally moonblast is for stab and so I'm not complete taunt bait
Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Will-O-Wisp
- Flare Blitz
- ExtremeSpeed
- Morning Sun
Like Krookodile, Arcanine's bulk is usually paramount to my teams success with will-O-wisp and morning sun most physical attackers not named Crawdaunt can be suppressed. Like Hitmontop, Arcanine's flare blitz can still do decent damage and the fact that it causes a lot of switches does nothing but help. Extremespeed is for priority beating koing weakened foes
Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Roost
Last but not least is Latias the teams cleaner. As you have probably gathered by now my team focuses on wearing down the opponent, stealth rocks and high base powered hits on the switch. Latias is a Pokemon that due to it's natural special bulk can be brought in relatively easily and proceed to either apply pressure mid game or otherwise work in tandem with its team mates to clean up the opposing team.
Draco meteor is a high powered stab, psyshock helps break through special walls with low physical bulk and surf is or hitting steels neutrally, finally roost heals off the damage.
As I mentioned at the very beginning this team has a lot of trouble against bulky waters so any ideas and suggestions will be appreciated
The team
Based on how physically orientated UU metagame is, I have decided to make a team based around the ability intimidate. So far my team has been largely successful however bulky water types are a pain to deal with, so any suggestions on how to improve my team will be greatly appreciated

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Knock Off
- Stealth Rock
- Earthquake
- Dragon Tail
I'm actually so surprised about how bulky this thing is, with max hp and def EVs it can survive a sheer forced life orbed flare blitz from Darmatian and proceed to ohko with earthquake. stealth rock is for the chip damage and knock off removes items, which can sometimes completely neuter an opponents Pokemon.
I'm considering switching dragon tail for either toxic or roar, toxic will really help against bulky waters that switch in against Krookodile and I kinda prefer roar as it can hit through subs and has perfect accuracy

Blastoise @ Blastoisinite
Ability: Torrent
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Aura Sphere
- Dark Pulse
- Rapid Spin
Blastoise happens to be my favourite Pokemon so you can imagine my disappointment when I use it competitively, Don't get me wrong when it mega evolves it does its job but nothing more. I chose Hydro pump because I prefer the extra power it provides, aura sphere and dark pulse together provide near perfect coverage and rapid spin gets rid off hazards.
I was considering switching Blastoise out for mega Manetric as the extra speed and reliable way to beat bulky waters is extremely appealing but mega Manetric is extremely frail and even with intimidate its not like it can take a particularly powerful hit.

Hitmontop (M) @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 SDef
Impish Nature
- Close Combat
- Sucker Punch
- Earthquake
- Mach Punch
Hitmontop is the teams dark horse, while it is easy to dismiss as a threat, with its EVs it is extremely sturdy. Even without any attack evs close combat can do some moderate damage especially to frailer threats that, tend to switch out due to intimidate I can then proceed to sucker punch the next Pokemon sent in and then hopefully finish it off with mach punch. Earthquake is just for coverage really.
I guess if swap Blastoise for Manectric I can change Hitmontop's set to its technician one and do more damage, what does everyone think?

Florges (F) @ Leftovers
Ability: Flower Veil
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Wish
- Aromatherapy
- Moonblast
- Protect
Florges the cleric and special wall of the team, the support it provides cannot be understated. I like to save Arcanine and krookadile for stronger opponents so usually the combination of Florges and Hitmontop is enough to wear the opponents team down. Wish is for recovery since krookadile, Hitmontop and Blastoise lack any recovery options, aromatherapy heals status as the team overall is unacceptable to status. Protect is to guarantee wish and scout for choice items, finally moonblast is for stab and so I'm not complete taunt bait

Arcanine @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Atk
Impish Nature
- Will-O-Wisp
- Flare Blitz
- ExtremeSpeed
- Morning Sun
Like Krookodile, Arcanine's bulk is usually paramount to my teams success with will-O-wisp and morning sun most physical attackers not named Crawdaunt can be suppressed. Like Hitmontop, Arcanine's flare blitz can still do decent damage and the fact that it causes a lot of switches does nothing but help. Extremespeed is for priority beating koing weakened foes

Latias (F) @ Life Orb
Ability: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Roost
Last but not least is Latias the teams cleaner. As you have probably gathered by now my team focuses on wearing down the opponent, stealth rocks and high base powered hits on the switch. Latias is a Pokemon that due to it's natural special bulk can be brought in relatively easily and proceed to either apply pressure mid game or otherwise work in tandem with its team mates to clean up the opposing team.
Draco meteor is a high powered stab, psyshock helps break through special walls with low physical bulk and surf is or hitting steels neutrally, finally roost heals off the damage.
As I mentioned at the very beginning this team has a lot of trouble against bulky waters so any ideas and suggestions will be appreciated