Hello everyone! I've recently decided to jump feet-first into another breeding project, and this time, my goal was to create an actual cohesive UU team starring none other than Mega Pidgeot and Rock Head Tyrantrum. I did some testing last night and I'm actually quite happy with what I've come up with, but I'd like some people who actually know what they're doing to help spot any flaws I might've missed. That said, here's the team!
Changes in bold.
Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
Star #1 is one of my favorite megas, Mega Pidgeot. If I can get this thing in safely, something usually dies. It's been doing pretty well at late-game cleanup, and the threat of a safe switch generally provides enough offensive pressure early on to prevent much in the way of hazards. It's got some surprising bulk as well - on at least one occasion it's survived a Heavy Slam from a Mega Aggron. That said, it's one of my only real answers to Mega Aggron, and something usually has to die for it to come in safely.
Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Head Smash
- Earthquake
- Rock Polish
Star #2 comes in the form of Tyrantrum. I was intrigued by the discussion about how powerful this thing was with it's new ability, and boy, it hasn't disappointed! When Tyrantrum comes in, something dies, plain and simple. It pulls double duty as a cleanup sweeper or punching holes in the opponent's team so Pidgeot or Snorlax can come clean up.So far I haven't had much need for DD - it's almost always been a better option for me to just click an attacking move from the start, so I'm considering going with a Choice Band, but the flexibility to switch moves has saved my butt a couple times. Going with Rock Polish at the advice of Corinth26 to help with Scarfers.
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Stealth Rock
- Sludge Wave
- Earth Power
- Ice Beam
Offensive rocks are the best kind of rocks in my opinion, and from what I hear, Nidoqueen is one of the best at pulling that off. She tends to be one of my more reliable leads, since people usually predict Forretress, and she deals a surprising amount of damage. Unfortunately, my lack of investment in bulk and the fact that I'm still getting used to what she can and can't tank means that she tends to die early to mid-game and doesn't always get rocks up.
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
Curselax, the surprising star #3 of this team. If the opponent doesn't have a Ghost type, this thing can set up on just about anything I've run into, even surviving some Fighting type moves after only a Curse or two. It's become my third win condition and is definitely one of the most reliable members of the team.
Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
I wanted Rapid Spin instead of Defog since I wanted to be able to keep my own rocks on the field when I did get them up, and physically defensive spinners don't come more reliably than Forretress. It's great for scouting out what the opponent wants to do or finding out if an opponent is physical or special if I'm unsure. Tends to get sacked a lot, though, as it can't really do much in return. I chose Gyro Ball to help deal with Mega Aerodactyl, but I think I must still be too low on the ladder because I haven't run into one yet.
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost
I needed something to deal with Fighting types, and Crobat is an excellent answer to anything not named Scarf Mienshao's Stone Edge. Another of my more reliable leads, I can pretty easily scout what the opponent wants to lead with, then U-turn into a better matchup or Taunt if I suspect hazards or a status. The damage output is a little lacking and it usually dies before I can Roost up, but overall a solid member of the team.
Some quick notes:
- This team has a lot of problems with Scarfers, especially Mienshao. A well-played Scarf Mienshao completely wrecks this team, but a Scarf Krookodile with Knock Off took a big chunk out of it as well. Not too many things want to take unnecessary hits, which is a problem when dealing with Scarf.
- There's also a general weakness to Fighting types that Crobat and Nidoqueen can't always handle.
- I don't have much in the way of special attackers. While this team can and has dealt with Mega Aggron, it doesn't generally care to. Nidoqueen or Pidgeot are usually my best options, and Pidgeot can't OHKO with Heat Wave. Tyrantrum can do some good damage with EQ and Snorlax can set up in the face of non-phazing variants, but can't really do much in return. I predict this becoming a problem as I get higher up in the ladder.
Well, that's it! Thank you for taking the time to read, and I hope I did this mostly right. Any input would be greatly appreciated! I'm quite happy with this team, and I'd like to make it the best it can be. Cheers!
Changes in bold.

Pidgeot @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Roost
- U-turn
Star #1 is one of my favorite megas, Mega Pidgeot. If I can get this thing in safely, something usually dies. It's been doing pretty well at late-game cleanup, and the threat of a safe switch generally provides enough offensive pressure early on to prevent much in the way of hazards. It's got some surprising bulk as well - on at least one occasion it's survived a Heavy Slam from a Mega Aggron. That said, it's one of my only real answers to Mega Aggron, and something usually has to die for it to come in safely.

Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Head Smash
- Earthquake
- Rock Polish
Star #2 comes in the form of Tyrantrum. I was intrigued by the discussion about how powerful this thing was with it's new ability, and boy, it hasn't disappointed! When Tyrantrum comes in, something dies, plain and simple. It pulls double duty as a cleanup sweeper or punching holes in the opponent's team so Pidgeot or Snorlax can come clean up.

Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Stealth Rock
- Sludge Wave
- Earth Power
- Ice Beam
Offensive rocks are the best kind of rocks in my opinion, and from what I hear, Nidoqueen is one of the best at pulling that off. She tends to be one of my more reliable leads, since people usually predict Forretress, and she deals a surprising amount of damage. Unfortunately, my lack of investment in bulk and the fact that I'm still getting used to what she can and can't tank means that she tends to die early to mid-game and doesn't always get rocks up.

Snorlax @ Leftovers
Ability: Thick Fat
EVs: 144 HP / 188 Def / 176 SpD
Careful Nature
- Curse
- Body Slam
- Rest
- Sleep Talk
Curselax, the surprising star #3 of this team. If the opponent doesn't have a Ghost type, this thing can set up on just about anything I've run into, even surviving some Fighting type moves after only a Curse or two. It's become my third win condition and is definitely one of the most reliable members of the team.

Forretress @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Rapid Spin
- Spikes
- Volt Switch
- Gyro Ball
I wanted Rapid Spin instead of Defog since I wanted to be able to keep my own rocks on the field when I did get them up, and physically defensive spinners don't come more reliably than Forretress. It's great for scouting out what the opponent wants to do or finding out if an opponent is physical or special if I'm unsure. Tends to get sacked a lot, though, as it can't really do much in return. I chose Gyro Ball to help deal with Mega Aerodactyl, but I think I must still be too low on the ladder because I haven't run into one yet.

Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 60 Def / 200 Spe
Jolly Nature
- Brave Bird
- U-turn
- Taunt
- Roost
I needed something to deal with Fighting types, and Crobat is an excellent answer to anything not named Scarf Mienshao's Stone Edge. Another of my more reliable leads, I can pretty easily scout what the opponent wants to lead with, then U-turn into a better matchup or Taunt if I suspect hazards or a status. The damage output is a little lacking and it usually dies before I can Roost up, but overall a solid member of the team.
Some quick notes:
- This team has a lot of problems with Scarfers, especially Mienshao. A well-played Scarf Mienshao completely wrecks this team, but a Scarf Krookodile with Knock Off took a big chunk out of it as well. Not too many things want to take unnecessary hits, which is a problem when dealing with Scarf.
- There's also a general weakness to Fighting types that Crobat and Nidoqueen can't always handle.
- I don't have much in the way of special attackers. While this team can and has dealt with Mega Aggron, it doesn't generally care to. Nidoqueen or Pidgeot are usually my best options, and Pidgeot can't OHKO with Heat Wave. Tyrantrum can do some good damage with EQ and Snorlax can set up in the face of non-phazing variants, but can't really do much in return. I predict this becoming a problem as I get higher up in the ladder.
Well, that's it! Thank you for taking the time to read, and I hope I did this mostly right. Any input would be greatly appreciated! I'm quite happy with this team, and I'd like to make it the best it can be. Cheers!
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