After hearing my favourite Pokemon,
got dropped from OU to UU last month i had to build a team around him. The team focuses on clearing what Lucario has problems with allowing it to sweep with a swords dance under it's belt.
SO WHAT IS THE TEAM?
Ability: Justified
Nature: Adamant/Jolly
Item: Life Orb
EVs: 252Atk, 252 Spe, 4 Def
Moves:
1. Swords Dance
2. Close Combat
3. Crunch
4. Extreme Speed
Lucario is back with a vengeance people. With a very impressive base 110 Atk it's physical power is nothing to slouch at even when unboosted. Even though it has a higher Special Attack of base 115 i prefer the SD set as in my opinion it's better in UU. Close Combat is a perfect STAB move of choice, 120 base power coming off base 110 Atk is very scary. The option in the third moveslot is Crunch over Ice Punch, the reason for this is because slowbro completely walls Lucario without Crunch. Extreme Speed has +2 Priority which is superb, allowing Lucario to kill off weakened scarf users and weakened priority users. However because i do not run Ice Punch on my SD Lucario, Nidoqueen and Hippowdon prove to be problems for sweeping with Lucario. Justified is used so i can switch in on dark type moves and get a free attack boost aiding the sweep. I've gone for Adamant nature in order to give a boost to my Attack rather than the boost to Speed from jolly and LO is used to increase said damage. The EV's are pretty standard so no explanation is really needed.
Ability: Magic Guard
Nature: Timid/Modest
Item: Focus Sash/ Life Orb
EV's: 252 SpAtk, 252 Sped, 4 SpDef
Moves:
1. Psychic/ Psyshock
2. Energy Ball/ Focus Blast
3. Shadow Ball
4. Dazzling Gleam
In Order to help Lucario get around Nidoqueen and Hippowdon i added Alakazam to the team to specifically beat them. This is why i'm running Psychic rather than Psyshock, yes Psyshock will hit Blissey a lot harder however i already have Lucario to do that. I'd normally have Focus Blast slashed first instead of Energy ball HOWEVER i've had the worst luck with Focus Blast lately so i've replaced it with Energy Ball for the time being for testing purposes. Shadow Ball is the third move used, this can hit metagross super effectively as well as dealing a nice chunk to Slowbro, Mew, Jirachi and Trevenant. The final move is used is Dazzling Gleam, this hits Hydriegon for 4x damage and also will hit Goodra hard who could otherwise wall Alakazam. I've gone with Timid Nature as i really like the speed boost allowing me to outspeed many things. Focus Sash and Life Orb are both on this set as i can't decide which i like more, Focus Sash turns Alakazam into a phenominal revenge killer allowing it to defeat many powerful scarfers 1vs1 for example Heracross as it can live a Megahorn with the Focus Sash and OHKO back with Psychic/Psyshock. On the other hand Life Orb gives Alakazam that extra boost in damage so it always 2HKO's Hippowdon with Psychic which is really handy in helping Lucario sweep, it also turns Alakazam into a powerful wall breaker. Magic Guard is a fantastic ability allowing Alakazam to not get damaged by Stealth Rock therefore it's Sash is in tact still. Again standard EV's for a special attacker like Alakazam.
Ability: Infiltrator
Nature:Jolly
Item: Black Sludge
EV's: 248HP, 120Atk, 136Spd
Moves:
1. Brave Bird
2. Defog
3. Roost
4. U-Turn
If there is one thing that is prominent in UU it is entry hazards. With the newly buffed Defog Crobat comes into something of it's own being one of the better Defogers in the whole UU tier. Although it has a weakness to Stealth Rock it has counterbalancing immunities to both Spikes and Toxic Spikes. Brave Bird is the STAB move of choice allowing me to do solid super effective damage to the plethora of fighting types that are in the UU tier, most notably Mienshao. Roost is there to recover HP in order to take more hits with U-Turn there to switch out of a bad matchup without losing momentum. Infiltrator is amazing as it lets Crobats moves go through Substitute which is super handy when dealing with the SubPunching Fighting types like Machamp. 248HP EV's are used in order to make Crobats HP an odd number so it will take less damage from Stealth Rock when it switches in, with 120 Atk EV's giving Crobat the extra damage boost to gain 2HKO'S on Pokemon like SubSeed Shaymin who'll otherwise sit behind a sub all day. Crobat also gives the team a Ground immunity.
Ability: Synchronize
Item: Leftovers
Nature: Careful
EV's: 252HP, 232 SpDef, 24 Spe
Moves:
1. Roost
2. Taunt
3. Will-o-wisp
4. Psyshock
I never really liked mew before this team as i always looked at it and though 'What can it do different?'. By using it in this team i've discovered that it is the most annoying thing ever to brace UU in my opinion. With base 100 Defensive stats it's a very effective wall. It's also a fantastic Stall Breaker being able to out speed and taunt many of the much slower walls in UU rendering them useless, besides Umbreon who can foul play you, will-o-wisp is used to render any physical attack pretty much useless if it manages to hit and burn said opponent. Roost coupled with the burn and high special defense allows you to be even more of the pain in the backside healing off the damage making you very annoying to deal with. Leftovers gives me that extra recovering making 2HKO'S become 3HKO's and so on and so fourth. Psyshock is used as a STAB attack to deal nice damage to the Specially defensive walls in the tier bar Umbreon.
Ability: Static (when normal Ampharos).
Item: Ampharosite
Nature: Bold
EV's: 252Hp, 252Def, 4 SpAtk
Moves:
1. Volt Switch
2. Dragon Pulse
3. Rest
4. Sleep Talk
I never thought there'd be a time where I'd use MegaAmphy, however this thing is a superb mixed wall. MegaAmpharos has staggering Special Defense along with a very nice typing in Dragon Electric. With the defense EV's and maximum HP investment the dragon sheep turns into a very nice mixed wall. Volt switch allows me to create more momentum for my team along with Crobats U-Turn forming a small VoltTurn combo to keep me ahead in momentum. Dragon Pulse is the secondary Stab move of choice and allows me to hit anything that resists or is immune to Volt Switch. Rest is on the set so when Amphy has taken too much of a beating it can rest up and begin doing it again. Sleeptalk allows MegaAmpharos to do damage whilst it is sleeping so it still poses as a threat. I added MegaAmpharos in order to have multiple resists that the team was lacking and i didn't have a reliable physical wall that could take stuff like Mega Absols knock off for the team.
Item: Leftovers
Nature: Impish
Ability: Torrent
EV's: 252HP, 252Def, 4SpDef
Moves:
1. Scald
2. Earthquake
3. Roar
4. Stealth Rock
Entry hazards are staple on pretty much ever single team in existence. I've always found swampert to be a very reliable hazard setter as it can take on the majority of them like forretress. Scald is used with the Impish nature because it is primarily used for the burn rather than the damage and i don't like the speed drop with a relaxed nature. Earthquake is there to combat the multiple fire types there are in the tier as well as hit the Nido's harder on the switch. Roar is used to faze set up sweepers like Lucario and Suicune so they can't run rampant all over the team. Leftovers gives Swampert a little bit of recovery as it sadly has no reliable way of recovering HP.
So this is the team to help Lucario shine once more. I'm still in the testing phase right now so i haven't peaked at any rating yet. Any help would be appreciated however i'd like to keep to the idea of Lucario and Alakazam being beating buddies helping eliminate each others checks and counters.

SO WHAT IS THE TEAM?

Ability: Justified
Nature: Adamant/Jolly
Item: Life Orb
EVs: 252Atk, 252 Spe, 4 Def
Moves:
1. Swords Dance
2. Close Combat
3. Crunch
4. Extreme Speed
Lucario is back with a vengeance people. With a very impressive base 110 Atk it's physical power is nothing to slouch at even when unboosted. Even though it has a higher Special Attack of base 115 i prefer the SD set as in my opinion it's better in UU. Close Combat is a perfect STAB move of choice, 120 base power coming off base 110 Atk is very scary. The option in the third moveslot is Crunch over Ice Punch, the reason for this is because slowbro completely walls Lucario without Crunch. Extreme Speed has +2 Priority which is superb, allowing Lucario to kill off weakened scarf users and weakened priority users. However because i do not run Ice Punch on my SD Lucario, Nidoqueen and Hippowdon prove to be problems for sweeping with Lucario. Justified is used so i can switch in on dark type moves and get a free attack boost aiding the sweep. I've gone for Adamant nature in order to give a boost to my Attack rather than the boost to Speed from jolly and LO is used to increase said damage. The EV's are pretty standard so no explanation is really needed.

Ability: Magic Guard
Nature: Timid/Modest
Item: Focus Sash/ Life Orb
EV's: 252 SpAtk, 252 Sped, 4 SpDef
Moves:
1. Psychic/ Psyshock
2. Energy Ball/ Focus Blast
3. Shadow Ball
4. Dazzling Gleam
In Order to help Lucario get around Nidoqueen and Hippowdon i added Alakazam to the team to specifically beat them. This is why i'm running Psychic rather than Psyshock, yes Psyshock will hit Blissey a lot harder however i already have Lucario to do that. I'd normally have Focus Blast slashed first instead of Energy ball HOWEVER i've had the worst luck with Focus Blast lately so i've replaced it with Energy Ball for the time being for testing purposes. Shadow Ball is the third move used, this can hit metagross super effectively as well as dealing a nice chunk to Slowbro, Mew, Jirachi and Trevenant. The final move is used is Dazzling Gleam, this hits Hydriegon for 4x damage and also will hit Goodra hard who could otherwise wall Alakazam. I've gone with Timid Nature as i really like the speed boost allowing me to outspeed many things. Focus Sash and Life Orb are both on this set as i can't decide which i like more, Focus Sash turns Alakazam into a phenominal revenge killer allowing it to defeat many powerful scarfers 1vs1 for example Heracross as it can live a Megahorn with the Focus Sash and OHKO back with Psychic/Psyshock. On the other hand Life Orb gives Alakazam that extra boost in damage so it always 2HKO's Hippowdon with Psychic which is really handy in helping Lucario sweep, it also turns Alakazam into a powerful wall breaker. Magic Guard is a fantastic ability allowing Alakazam to not get damaged by Stealth Rock therefore it's Sash is in tact still. Again standard EV's for a special attacker like Alakazam.

Ability: Infiltrator
Nature:Jolly
Item: Black Sludge
EV's: 248HP, 120Atk, 136Spd
Moves:
1. Brave Bird
2. Defog
3. Roost
4. U-Turn
If there is one thing that is prominent in UU it is entry hazards. With the newly buffed Defog Crobat comes into something of it's own being one of the better Defogers in the whole UU tier. Although it has a weakness to Stealth Rock it has counterbalancing immunities to both Spikes and Toxic Spikes. Brave Bird is the STAB move of choice allowing me to do solid super effective damage to the plethora of fighting types that are in the UU tier, most notably Mienshao. Roost is there to recover HP in order to take more hits with U-Turn there to switch out of a bad matchup without losing momentum. Infiltrator is amazing as it lets Crobats moves go through Substitute which is super handy when dealing with the SubPunching Fighting types like Machamp. 248HP EV's are used in order to make Crobats HP an odd number so it will take less damage from Stealth Rock when it switches in, with 120 Atk EV's giving Crobat the extra damage boost to gain 2HKO'S on Pokemon like SubSeed Shaymin who'll otherwise sit behind a sub all day. Crobat also gives the team a Ground immunity.

Ability: Synchronize
Item: Leftovers
Nature: Careful
EV's: 252HP, 232 SpDef, 24 Spe
Moves:
1. Roost
2. Taunt
3. Will-o-wisp
4. Psyshock
I never really liked mew before this team as i always looked at it and though 'What can it do different?'. By using it in this team i've discovered that it is the most annoying thing ever to brace UU in my opinion. With base 100 Defensive stats it's a very effective wall. It's also a fantastic Stall Breaker being able to out speed and taunt many of the much slower walls in UU rendering them useless, besides Umbreon who can foul play you, will-o-wisp is used to render any physical attack pretty much useless if it manages to hit and burn said opponent. Roost coupled with the burn and high special defense allows you to be even more of the pain in the backside healing off the damage making you very annoying to deal with. Leftovers gives me that extra recovering making 2HKO'S become 3HKO's and so on and so fourth. Psyshock is used as a STAB attack to deal nice damage to the Specially defensive walls in the tier bar Umbreon.

Ability: Static (when normal Ampharos).
Item: Ampharosite
Nature: Bold
EV's: 252Hp, 252Def, 4 SpAtk
Moves:
1. Volt Switch
2. Dragon Pulse
3. Rest
4. Sleep Talk
I never thought there'd be a time where I'd use MegaAmphy, however this thing is a superb mixed wall. MegaAmpharos has staggering Special Defense along with a very nice typing in Dragon Electric. With the defense EV's and maximum HP investment the dragon sheep turns into a very nice mixed wall. Volt switch allows me to create more momentum for my team along with Crobats U-Turn forming a small VoltTurn combo to keep me ahead in momentum. Dragon Pulse is the secondary Stab move of choice and allows me to hit anything that resists or is immune to Volt Switch. Rest is on the set so when Amphy has taken too much of a beating it can rest up and begin doing it again. Sleeptalk allows MegaAmpharos to do damage whilst it is sleeping so it still poses as a threat. I added MegaAmpharos in order to have multiple resists that the team was lacking and i didn't have a reliable physical wall that could take stuff like Mega Absols knock off for the team.

Item: Leftovers
Nature: Impish
Ability: Torrent
EV's: 252HP, 252Def, 4SpDef
Moves:
1. Scald
2. Earthquake
3. Roar
4. Stealth Rock
Entry hazards are staple on pretty much ever single team in existence. I've always found swampert to be a very reliable hazard setter as it can take on the majority of them like forretress. Scald is used with the Impish nature because it is primarily used for the burn rather than the damage and i don't like the speed drop with a relaxed nature. Earthquake is there to combat the multiple fire types there are in the tier as well as hit the Nido's harder on the switch. Roar is used to faze set up sweepers like Lucario and Suicune so they can't run rampant all over the team. Leftovers gives Swampert a little bit of recovery as it sadly has no reliable way of recovering HP.
So this is the team to help Lucario shine once more. I'm still in the testing phase right now so i haven't peaked at any rating yet. Any help would be appreciated however i'd like to keep to the idea of Lucario and Alakazam being beating buddies helping eliminate each others checks and counters.