This team focuses on dealing massive damage from strong U-Turn and Volt Changes while maintaining pressure. The constant stream of scouting moves mean I will have the match-up advantage, so my opponent is either force to switch, in which case I regain the advantage with another scouting move while dealing significant damage, or risk staying in and attack but taking massive damage from a super effective attack.
Ambipom (M) @ Silk Scarf
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- Return
- U-turn
- Taunt
This Ampibom has won me many games. Opposing leads can pretty much do nothing against it as Silk Scarf STAB Technician Fake Out does surprisingly massive damage with its 108 BP while breaking Focus Sashes, thus putting them into KO range of Return. Opponents tend to switch in a Dusclop if they have it to take the Fake Out, but then I just use Taunt on whatever they do and they can't do anything to me while I U-Turn away to a better match-up.
Apart from screwing over leads, Ampibom is also a great revenge killer with Fake Out and its great speed. Once their ghost/normal resist goes down, Ampibom just does massive damage everything it comes in.
Crobat (M) @ Leftovers
Trait: Inner Focus
EVs: 76 HP / 252 Atk / 176 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Roost
- U-turn
- Taunt
It has just the Standard Stall breaker set, but it's just soooo good that it really deserves more use than it currently has. Brave Bird OHKOs or close to OHKOs a bunch of things in UU, forcing them to switch so I get free damage from U-Turning on the switch. It's also surprisingly bulky for a such a frail looking bat with limited defense investments, especially because it resists a lot of key types like Fighting and Grass as well as a switch-in for opposing Toxic. 176 speed EVs let me outspeed everything non-Scarfed except for Aerodactyls, Jolteon and Crobat, the former 2 which I shouldn't be staying in against anyway, and the latter I don't care if they outspeed me.
Jolteon (M) @ Wise Glasses
Trait: Volt Absorb
EVs: 80 HP / 252 SAtk / 176 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Grass]
Jolteon is my scounter that hits on the special side, and its electric typing helps me deal with bulky waters. Once opposing ground types or Volt Absorbers are eliminated Volt Switch can be spammed, dealing a lot of damage because unlike U-Turn, Volt Switch gets STAB as well as coming from high Sp. ATK base stats. Shadow Ball is standard on Jolteon an Hidden Power Grass hits stuff like Gastrodon really hard or just ground types in general. I use it over Hidden Power Ice because the Dragons in UU are not very
threatening to my team since Ambipom's Fake Out can revenge them if necessary and Registeel can tank hits.
The Wise Glasses lets me bluff a Choice item to get some surprise KOs and lets me use Volt Switch more safely even if they have a ground type with I predict that they won't switch it in. 176 speed EV is similar to Crobat -- I'm not staying against Aerodactyl, and opposing Crobats are switching out anyway. Against opposing Jolteons they lose the damage race if they switch into a Shadow Ball (which is likely be the case). If I switch it doesn't matter if I outspeed them or not because if I predict wrong and they hit me with a Shadow Ball I lose the race regardless and if I predict correctly and switch into an electric move, they are probably Choice'd and have to switch out anyway.
Mesprit @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Zen Headbutt
- Fire Punch
- U-turn
- Trick
EDIT: Azelf is BL on Pokemon Online server.
My fourth and final scouter, 252 speed EVs with Choice Scarf lets it outspeed almost anything in UU. Zen Headbutt is obligatory STAB while Fire Punch lets me hit Steel types (it's the only super effective move on my team for Steels). Trick is to render walls like Milotic and Registeel harmless as well as stealing Evolites if necessary.
Registeel @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Iron Head
- Seismic Toss
- Toxic
This guy is to set-up Stealth Rock, which it easily does because I can switch him in off a U-Turn/Volt Switch into something it walls, then Stealth Rock as they try to do try but fail to to something about it, or just switch out. Stealth Rocks is very beneficial to this team because my only Fire resist is very important so Stealth Rocks will help me wear it down and also because the constant scouting will force a lot of switches. Iron Head is for STAB, Seismic Toss for stuff that resist Iron Head or have high DEF and Toxic to kill walls or poison stuff on the switch. I use Toxic over Thunder Wave because I hate having Thunder Wave hit a switched-in Milotic and my team is very fast already so I don't need paralysis support.
Blastoise (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Rapid Spin
- Toxic
- Scald
- Roar
Blastoise is my fire resist, spinner and phazer. The fire resist lets me take opposing Flare Blitz that will bulldoze my team otherwise. Spinning away Stealth Rock is important so I don't kill myself from the scouting, especially because Crobat really needs Rocks off the field to be effective. Scald for STAB and burning stuff like Registeel while Roar is to get rid of any setups if I failed to Taunt them with Ambipom or Crobat.
![ambipom.png%3Fw%3D238](http://awschrick.files.wordpress.com/2008/10/ambipom.png%3Fw%3D238)
Ambipom (M) @ Silk Scarf
Trait: Technician
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Fake Out
- Return
- U-turn
- Taunt
This Ampibom has won me many games. Opposing leads can pretty much do nothing against it as Silk Scarf STAB Technician Fake Out does surprisingly massive damage with its 108 BP while breaking Focus Sashes, thus putting them into KO range of Return. Opponents tend to switch in a Dusclop if they have it to take the Fake Out, but then I just use Taunt on whatever they do and they can't do anything to me while I U-Turn away to a better match-up.
Apart from screwing over leads, Ampibom is also a great revenge killer with Fake Out and its great speed. Once their ghost/normal resist goes down, Ampibom just does massive damage everything it comes in.
![crobat.png](http://i336.photobucket.com/albums/n336/freakylocz14/crobat.png)
Crobat (M) @ Leftovers
Trait: Inner Focus
EVs: 76 HP / 252 Atk / 176 Spd
Jolly Nature (+Spd, -SAtk)
- Brave Bird
- Roost
- U-turn
- Taunt
It has just the Standard Stall breaker set, but it's just soooo good that it really deserves more use than it currently has. Brave Bird OHKOs or close to OHKOs a bunch of things in UU, forcing them to switch so I get free damage from U-Turning on the switch. It's also surprisingly bulky for a such a frail looking bat with limited defense investments, especially because it resists a lot of key types like Fighting and Grass as well as a switch-in for opposing Toxic. 176 speed EVs let me outspeed everything non-Scarfed except for Aerodactyls, Jolteon and Crobat, the former 2 which I shouldn't be staying in against anyway, and the latter I don't care if they outspeed me.
![jolteon.png](http://arkeis.com/images/pokemonfactory/jolteon.png)
Jolteon (M) @ Wise Glasses
Trait: Volt Absorb
EVs: 80 HP / 252 SAtk / 176 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Thunderbolt
- Shadow Ball
- Hidden Power [Grass]
Jolteon is my scounter that hits on the special side, and its electric typing helps me deal with bulky waters. Once opposing ground types or Volt Absorbers are eliminated Volt Switch can be spammed, dealing a lot of damage because unlike U-Turn, Volt Switch gets STAB as well as coming from high Sp. ATK base stats. Shadow Ball is standard on Jolteon an Hidden Power Grass hits stuff like Gastrodon really hard or just ground types in general. I use it over Hidden Power Ice because the Dragons in UU are not very
threatening to my team since Ambipom's Fake Out can revenge them if necessary and Registeel can tank hits.
The Wise Glasses lets me bluff a Choice item to get some surprise KOs and lets me use Volt Switch more safely even if they have a ground type with I predict that they won't switch it in. 176 speed EV is similar to Crobat -- I'm not staying against Aerodactyl, and opposing Crobats are switching out anyway. Against opposing Jolteons they lose the damage race if they switch into a Shadow Ball (which is likely be the case). If I switch it doesn't matter if I outspeed them or not because if I predict wrong and they hit me with a Shadow Ball I lose the race regardless and if I predict correctly and switch into an electric move, they are probably Choice'd and have to switch out anyway.
![mesprit.png](http://cartoonwar.files.wordpress.com/2009/03/mesprit.png)
Mesprit @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Zen Headbutt
- Fire Punch
- U-turn
- Trick
EDIT: Azelf is BL on Pokemon Online server.
My fourth and final scouter, 252 speed EVs with Choice Scarf lets it outspeed almost anything in UU. Zen Headbutt is obligatory STAB while Fire Punch lets me hit Steel types (it's the only super effective move on my team for Steels). Trick is to render walls like Milotic and Registeel harmless as well as stealing Evolites if necessary.
![registeel.png](http://i745.photobucket.com/albums/xx92/Shutterbee/registeel.png)
Registeel @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Iron Head
- Seismic Toss
- Toxic
This guy is to set-up Stealth Rock, which it easily does because I can switch him in off a U-Turn/Volt Switch into something it walls, then Stealth Rock as they try to do try but fail to to something about it, or just switch out. Stealth Rocks is very beneficial to this team because my only Fire resist is very important so Stealth Rocks will help me wear it down and also because the constant scouting will force a lot of switches. Iron Head is for STAB, Seismic Toss for stuff that resist Iron Head or have high DEF and Toxic to kill walls or poison stuff on the switch. I use Toxic over Thunder Wave because I hate having Thunder Wave hit a switched-in Milotic and my team is very fast already so I don't need paralysis support.
![blastoise.png](http://alicia420sblog.files.wordpress.com/2011/03/blastoise.png?w=191&h=196)
Blastoise (M) @ Leftovers
Trait: Torrent
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Rapid Spin
- Toxic
- Scald
- Roar
Blastoise is my fire resist, spinner and phazer. The fire resist lets me take opposing Flare Blitz that will bulldoze my team otherwise. Spinning away Stealth Rock is important so I don't kill myself from the scouting, especially because Crobat really needs Rocks off the field to be effective. Scald for STAB and burning stuff like Registeel while Roar is to get rid of any setups if I failed to Taunt them with Ambipom or Crobat.