I have been learning UU these past few weeks, being tutored by the fabulous Estarossa, and through this time I have started to notice some trends for building in the UU tier. With major metagame shifts likely coming in the not so distant future with a Haxorus ban seeming inevitable, and the DLCs approaching I want to highlight one of my favorite building molds for the current metagame. I have always preferred bulky offense since I hate when a team cannot apply pressure, but love the safety net of some semblance of a bulkier core keeping the team together. The team structure I would like to highlight with this post is a cookie cutter bulky offense variant, with Incineroar glue. This formula gives some room for creativity, but makes it really easy for a newer player to start making teams that work decently well in the current metagame. I’m sure anyone who has built for this tier at all, will have several teams that fall into this structure. That being said as someone who has been in general building teams for a while now, sometimes having formulas such as this one pointed out to you in a new tier can really get the ball rolling when it comes to learning a new tier effectively. With that in mind I hope this post manages to help somebody get into building SS UU as it really is an interesting tier.
The first slot we have is a Stealth Rock user. Even in a metagame where Heavy Duty Boots seems to be everywhere I think teams still really benefit from having rocks, especially when all these teams will be making use of Incineroar who has STAB Knock Off to help with that. UU also benefits from having several viable Stealth Rock users who carry their weight outside of just setting up Stealth Rock such as Rhyperior, Cobalion, and Copperajah meaning you’re not stuck with something that repeatedly only gets up rocks and maybe tanks a hit or two before getting a bit of chip damage and dying. All of these have some benefits that I’ll go over in some detail down below. Before that though I want to make it clear that while I am covering this slot first I usually do not choose my rocker first. The Pokemon in this slot usually provides support and is not a true focal point of the team, meaning it is really dependent on what you choose with some of the other slots on your team. I’ll go over some of my favorite rockers in the tier currently, and what scenarios it makes sense to choose them in.
Rhyperior is a very solid rocker in the current metagame. It is a force offensively and provides a Ground typing for the team, being one of the best Toxtricity switch ins in the tier. The tier as a whole is really lacking when it comes to Ground types, so that helps Rhyperior stick out. Rhyperior also helps soft check a lot of potent mons in the metagame such as Sylveon and Darmanitan, which provides a lot of value. Honestly, as of late, I have found myself choosing Rhyperior as my rocker when I start a team, and then potentially diverging from that choice if the team needs that decision to be made. Overall an extremely solid mon, and is often a very safe pick as it's low on drawbacks in general.
Gigalith has definitely declined a good bit since the Venusaur ban, but it still has some use. Thanks to Sand Gigalith is a decent switch in to some top tier threats like Sylveon and Noivern. Aside from the SpDef boost it’s also worth noting that sand chip really does help, especially in a tier with a good amount of priority, anyway you can wear down the opposition usually pays dividends in the late game. Sun also is not extinct even after the Venusaur ban, so having a way to reset sun is still helpful, even if it’s more niche. If you end up running a team where your steel type is something like SD Cobalion that doesn't enjoy switching into Sylveon Gigalith can be extremely useful and help builders get away with a less than perfect back bone by just being tanky in general.
Cobalion is a solid Stealth Rock use. It provides a lot of offensive presence, and has an exceptional speed tier that helps with the team greatly. I find myself selecting Cobalion a lot when I have teams that otherwise feel a little slow. Compared to a lot of other options that are slower heavy hitters Cobalion really changes the pace and helps apply pressure. Cobalion also has some of the best utility options among rockers in the tier with Volt Switch and Thunder Wave. Forming a VoltTurn core with Incineroar is always a really nice engine to get a team rolling. If you find another slot to input a Ground type and structure your team to deal with Sylveon through other methods Cobalion is a great pick, I think it is one of the top 3 mons in the tier as it usually finds a way to do something positive every game.
Copperajah is a Pokemon that I have grown to be okay with, but am still not completely sold on. That said in a tier with few Steel types that can switch into Sylveon with some consistency Rajah finds its niche in my eyes. Basically If I feel fairy/psychic weak I think of the elephant who fills this slot well. It’s also a very respectable Roserade switch in that gives it the opportunity to set up rocks or get off a big hit, which helps you make progress continuously. Even with Heavy Duty Boots abound in the tier people still love their Spikes, so being able to switch into the best Spike setter in the tier reliably is always helpful. I think Rajah can suffer from 4mss a bit since there are 5 moves I'd really like to have, but if you can manage to find a mix of Iron Head, EQ, Power Whip, Heat Crash, and Stealth Rock that supports your team well then Copperajah can be a great team member.
Will just make a little note here that there are many other rockers that could fill this role, these are just a few that I really enjoy using and feel like contribute to teams consistently.
The second slot I have is a bulky water. On teams like these the defensive support that some of the bulky waters provide cannot be understated. UU has some great defensive water types this gen that all pair really well with our glue Incineroar. Once again I will go over some of the premiere options down below, and explain when you would choose each of these for your team. The type synergy of Incineroar, a bulky water, and usually the rocker really starts to create our defensive core while keeping up pressure since we've yet to go over a really passive mon to this point while covering a lot of defensive options which is just spectacular. Also in a tier with a lack of really bulky grass types fat waters are usually the best water resists in my eyes, and with our glue being a fire type this is very helpful even in a tier without a ton of strong offensive waters. Also Darmanitan is still a massive threat and solely relying on Incineroar as a Fire resist is not a good plan.
Rotom-W is a solid water in the tier that provides Volt Switch, a ground immunity (aside from Haxorus), and provides the option of Defog. It gels with Incineroar really well creating a momentum core, and takes advantage of Intimidate well. Rotom-W is also nice as it beats a lot of the other common fat waters through its Electric type STAB, which can clear a path for Incineroar to apply pressure to the opposition. If you end up with a more offensively inclined Incineroar, Rotom-W is a great choice.
Golisopod is a ground resist, and comes with a variety of options. First Impression is a great form of speed control, Spikes are great and Golisopod has got them, and barring Stone Edge Golisopod provides one of the better Cobalion switch ins in the tier. In a tier where Choice Scarf users aren’t amazing/mandatory I find First Impression incredibly useful in the tier, often times something like Golisopod and Noivern is enough to manage speed control for a team without having to run a Choice Scarf user. Also with Heavy Duty Boots being introduced this generation it is easier to actually switch Golisopod into attacks throughout a match, and if you get comfortable with the mon you can find situations where you actually use emergency exit to your advantage allowing you to keep up momentum or cancel a Volt Switch halting your opponents.
Milotic is definitely the odd one out here, but still finds some usage in this formula. It’s a fat mon with Recover that helps take on some of the special attackers in the tier. The other options provide more in the way of momentum, but when you need some extra bulk Milotic is a really nice choice. I won’t spend a lot of time on Milotic since I rarely use it, but just want to point out that it can be a good pick. Basically if you find your team being worn down a little too fast, and just need some additional help defensively with something that can blanket check a solid proportion of the tier Milotic is your mon. Having a mon that can take pretty much one hit from anything can be extremely useful.
Third slot is our Incineroar. Estarossa has emphasized the importance of having a dark type to deal with the teapot/chandelier in all of our sessions, and Incineroar is the common answer. Other options such as Pangoro exist, but Incineroar is such a splashable utility mon that it often wins out unless I have the desire to use Pangoro from the start of the building process. I often find myself using a bulkier version of Incineroar as it helps teams function well with Knock Off, and momentum from Parting Shot / U-turn. That said SD sets also work well and can help apply some pressure. I often times feel it can stretch Incineroar pretty thin if you rely on it to be a force when it comes to breaking down the opposition, but it can certainly be useful. At the end of the game Incineroar always seems to have done something productive, which is really all you can ask for. It never seems like Incineroar is brought to a game just to be sacked. Even if your opponent has a team with a few solid Incineroar answers the usefulness of Knock Off, Intimidate, and a momentum grabbing move still seemingly finds a way to win out and allow Incineroar to help make progress in the game.
Slots 4 and 5 are my favorite in this shell. This is where the builder gets the chance to choose whatever offensive core they want to utilize. I would strongly recommend picking something with synergy/are relatively viable mons. In terms of simplicity I usually like to go with something that hits hard right away like a Specs Toxtricity, and then something that sets up helping serve as an immediate wincon helping set forth an immediate focal point for a gameplan such as DD Haxorus or Necrozma. Obviously it wont always be the case, but for newer players I have found it extremely helpful to pinpoint something in the builder that has a chance to sweep/clean on a regular basis since it helps simplify the process of forming a decent game plan. I won’t go over all the options that could work here, but find an enjoyable core that works for you and run with it. These two will essentially determine what all your other slots will be. At this point there have been fairly limited options when it came to what mons we’ve had the option to select, but you now have control. Not much to say here since it is the most free. I could give a long list of cores, but I feel that takes away the fun a bit.
This final spot is our most restricted choice, aside from Incineroar. This final slot is usually either Noivern or Flygon. This slot can help with removal if it hasn't been taken care of already, and helps by providing aid with speed control as Noivern is one of the naturally fastest mons in the tier and Flygons in this structure are usually scarfed. Selecting one of these two also guarantees the team a ground immunity, which is very nice to have as building a team and realizing you do not have one is annoying to say the least. Though it’s worth noting that one of the best Earthquakes in the tier currently comes from Haxorus, who can hit Flygon.
The sole S rank mon in the tier is definitely a great pick in this final slot. It has a great speed tier, has a Flying typing that provides a Ground immunity safe from Haxorus, and removal in the form of Defog. It also is a softer Fighting type resist that can help out in a pinch. Honestly I don’t think I need to go over why Noivern is a great pick for any team in the current meta. I usually go with Noivern here whenever I can, but sometimes the role compression Flygon provides can be to much to pass up on.
Flygon is honestly something I only use if I have to, but it’s worth a mention. Whenever I use it I continuously find myself underwhelmed with its damage output as a supposed revenge killer (Dragon Claw his like a wet noodle), but it has some great role compression that is worth using from time to time. Scarf U-turn will always be solid, and Outrage can help in the endgame. Flygon also provides a ground typing which is nice if you do not have one at this point, since while VoltTurn isn’t spectacular right now in terms of options that can use it well it would really suck to get stuck in the Vacuum with mons like Rotom-W, Heliolisk, and Toxtricity in the tier. Also I will note that Flygon benefits a lot from being a scarfer faster than +1 Haxorus, which is a niche that is extremely useful now but may be nonexistent in a week or so.
That is pretty much it when it comes to this team structure. It's overall pretty simple and repetitive, but if you're struggling to make relatively solid teams I would give this a try. To simplify Rocker / Fat Water / Incineroar / 2 Offensive mons / Fast Dragon. Also since I think it would be rude to make this long post without an example, I will provide one for you.

I started out wanting to use Swords Dance Cobalion as I feel it's a strong breaker with a great speed tier. I wasn't exactly sure what I wanted to use as my other breaker, but I knew I wanted to use Rhyperior as my rocker. With this in mind knowing I was removing options like Copperajah and Gigalith from the table, and using a Steel type that didn't love Switching into Sylveon Toxtricity came to mind. It is an incredibly strong breaker that can switch into Hyper Voice fairly well left me feeling comfortable in that match up. At this point I am really struggling against Ground types and feeling a tad bit slow with Toxtricity being one of my two offensive slots, so I went with Golisopod. A Ground resist and priority with First Impression helps with both of those issues. Next is Incineroar who helps check ghosts, forms a VoltTurn core with Toxtricity, and in general just compliments the team really well. The final selection for the team was Noivern who adds some speed, removal, and in general just ties the team together really well as Noivern usually seems to do. The team isn't without issue, but I feel it is a pretty good start. Rotom-W can be annoying, though Roost Noivern can be extremely helpful with this match up. The team also lacks a fairy which I think is not the biggest issue in the world, but their defensive utility will be missed. Also Rhyperior is probably the biggest threat to the team, but thanks to everything on the team being a bit faster thanks to the speed EVs on Rhyperior you can pressure it fairly well.
Anyways that's gonna wrap up this long post. I hope it helps someone who is getting into the tier, as SS UU has really reinvigorated my passion for mons, so making posts like this is really cool for me.