Changes at the end of post 8.
Okay, so the premise of the team was to test out an unorthodox Sceptile set. Luring Water attacks is absolutely pivotal its success, hence the large amount of Water weak Pokémon. And that's basically how the team plays - hold your own until you can predict a Scald or Aqua Jet or something, then send in Sceptile and sweep. Pretty much everything else can clean up very efficiently if Sceptile goes down.
Too many RMTs are dolled up to the point of near-illegibility, I find, so I'll try to keep this short and simple without unnecessary embellishment. If you simply must have a fancy decorated RMT, I have provided snazzy pictures within this spoiler for your viewing pleasure - hopefully they will enhance the team-rating experience.
Empoleon @ Leftovers
Trait: Torrent
EVs: 152 Def / 104 SDef / 252 HP
IVs: 31/0/31/31/31/31
Bold Nature
- Scald
- Sing
- Roar
- Protect
The backbone of the team and my go-to switch in for most threats, mainly because of its Water/Steel typing. Scald deals direct damage and spreads burn. Protect keeps Empoleon alive by allowing for extra Leftovers recovery ands greatly aids prediction against anything choiced. Roar stops anything with Substitute or a boosting move and racks up Stealth Rock damage, which is both very easy to do and very important to the team.
Sing is just a bit of fun really - I originally played with Ice Beam over Sing, but I recently discovered the Sing Piplup event and I couldn't resist. Ice Beam doesn't really deal with anything that the other moves can't, but Sing definitely can. It's by no means something to be relied on since it's only 55% accurate, but if Empoleon gets a free move it's worth firing one off. Plus, thanks to Empoleon's survivability, it's not the end of the world if it misses.
The EV spread was just a fairly even splitting of the defences, with enough Def to reach the bonus point. Not much more to it than that, really.
Sceptile @ Absorb Bulb
Trait: Unburden
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 31/2/31/30/31/30
Modest Nature
- Giga Drain
- Focus Blast
- Dragon Pulse
- Hidden Power [Fire]
The centrepiece. Lure in a Water move (the majority of teams will carry at least one) with the four Pokémon below, send in Sceptile to take the water hit and instantly gain +1 SAtk and +2 Spd on the switch in. Giga Drain is reliable STAB and keeps Sceptile healthy. Everything else is for coverage. I'd rather not resort to Focus Miss, but those three moves are literally Sceptile's only options. Coverage-wise, they're perfect, though. After Unburden, Sceptile doesn't need any speed investment at all to outrun EVERYTHING in UU, so EVs have been invested in HP to make it harder to revenge kill with priority.
Arcanine @ Life Orb
Trait: Flash Fire
Shiny: Yes
EVs: 252 Atk / 72 HP / 8 SDef / 176 Spd
IVs: 31/31/31/31/31/31
Adamant Nature
- Flare Blitz
- Close Combat
- Crunch
- ExtremeSpeed
Water lure 1 of 4, heavy physical offence and priority. Flare Blitz hits hard, Close Combat hits Rock-types, Snorlax and various other things that Flare Blitz doesn't and ExtremeSpeed is sufficient to revenge kill pretty much anything under around 40% HP, as well as being a sort of 'last stand' move before getting picked off by a faster foe. While many would use Wild Charge over Crunch to hit Water-types, KOing them instead of bringing in Sceptile would defeat the object of the team, therefore Crunch is used instead to hit Chandelure as well as other Ghosts if I don't want to risk my life using the slightly more powerful Flare Blitz.
EVs are standard: max Atk, enough Spd to outrun neutral base 85s, HP ending in 9 to minimise Life Orb recoil and the rest in SDef.
Nidoking (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
IVs: 31/0/31/31/31/31
Timid Nature
- Earth Power
- Fire Blast
- Focus Blast
- Ice Beam
Nidoking does a couple of jobs for the team, such as absorbing Toxic Spikes, acting as another Water lure and laughing at Heracross, but the one job it does best is hurt things. As for the choice of moves, I decided to forego its non-attacking options and its powerful Poison STAB (lol) and focus on coverage, in order to hit as many potential Pokémon as possible on the switch. If this was a poor decision, by all means mention it, but it's been working fine for me.
Claydol @ Choice Scarf
Trait: Levitate
EVs: 216 Spd / 252 HP / 40 Atk
IVs: 31/31/31/31/31/31
Jolly Nature
- Earthquake
- Rapid Spin
- Trick
- Stealth Rock
The lead. Using Trick on the first turn is usually the way to go, unless the opponent's lead is also obviously scarfed or they lead with Raikou, which is easy to get the jump on with an unexpectedly fast Earthquake. Once the Scarf is gone, Claydol works as any old hazard setter/spinner. Trick can also be used to steal an Eviolite (of which there are many in UU) or give something a useless item.
When it still has its Choice Scarf, Claydol is fast enough to outrunlevitate Crobat. The rest of the EVs understandably focus on HP and Attack, since after turn 1, its only real job is to manage the hazards on both sides of the field while being able to attack with Earthquake if necessary.
Chandelure @ Air Balloon
Trait: Flash Fire
EVs: 16 HP / 252 SAtk / 240 Spd
IVs: 31/31/31/31/31/31
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Flame Charge
Chandelure is mainly here for its typing, which fits perfectly - it lures Water moves and blocks Rapid Spin, while not adding to the growing Ice and Ground weaks as a result of using so many Pokémon with a weakness to Water. Air Balloon is being used for exactly that reason; also, it's easy to come in and out of play without popping the balloon by virtue of its four immunities. Due to the need for Air Balloon, a Flame Charge set seemed natural, since it can't use a choiced set and any set with Substitute would suffer from a lack of Leftovers recovery (SubSplit maybe?). Besides the two STABs, Energy Ball is mainly there for Rhyperior, but it could easily be replaced.
I'm using enough Speed to outspeed Weavile after a Flame Charge; any more than that seemed unnecessary so it's gone into HP.
Okay, so the premise of the team was to test out an unorthodox Sceptile set. Luring Water attacks is absolutely pivotal its success, hence the large amount of Water weak Pokémon. And that's basically how the team plays - hold your own until you can predict a Scald or Aqua Jet or something, then send in Sceptile and sweep. Pretty much everything else can clean up very efficiently if Sceptile goes down.
Too many RMTs are dolled up to the point of near-illegibility, I find, so I'll try to keep this short and simple without unnecessary embellishment. If you simply must have a fancy decorated RMT, I have provided snazzy pictures within this spoiler for your viewing pleasure - hopefully they will enhance the team-rating experience.

Empoleon @ Leftovers
Trait: Torrent
EVs: 152 Def / 104 SDef / 252 HP
IVs: 31/0/31/31/31/31
Bold Nature
- Scald
- Sing
- Roar
- Protect
The backbone of the team and my go-to switch in for most threats, mainly because of its Water/Steel typing. Scald deals direct damage and spreads burn. Protect keeps Empoleon alive by allowing for extra Leftovers recovery ands greatly aids prediction against anything choiced. Roar stops anything with Substitute or a boosting move and racks up Stealth Rock damage, which is both very easy to do and very important to the team.
Sing is just a bit of fun really - I originally played with Ice Beam over Sing, but I recently discovered the Sing Piplup event and I couldn't resist. Ice Beam doesn't really deal with anything that the other moves can't, but Sing definitely can. It's by no means something to be relied on since it's only 55% accurate, but if Empoleon gets a free move it's worth firing one off. Plus, thanks to Empoleon's survivability, it's not the end of the world if it misses.
The EV spread was just a fairly even splitting of the defences, with enough Def to reach the bonus point. Not much more to it than that, really.

Sceptile @ Absorb Bulb
Trait: Unburden
EVs: 252 HP / 4 Def / 252 SAtk
IVs: 31/2/31/30/31/30
Modest Nature
- Giga Drain
- Focus Blast
- Dragon Pulse
- Hidden Power [Fire]
The centrepiece. Lure in a Water move (the majority of teams will carry at least one) with the four Pokémon below, send in Sceptile to take the water hit and instantly gain +1 SAtk and +2 Spd on the switch in. Giga Drain is reliable STAB and keeps Sceptile healthy. Everything else is for coverage. I'd rather not resort to Focus Miss, but those three moves are literally Sceptile's only options. Coverage-wise, they're perfect, though. After Unburden, Sceptile doesn't need any speed investment at all to outrun EVERYTHING in UU, so EVs have been invested in HP to make it harder to revenge kill with priority.

Arcanine @ Life Orb
Trait: Flash Fire
Shiny: Yes
EVs: 252 Atk / 72 HP / 8 SDef / 176 Spd
IVs: 31/31/31/31/31/31
Adamant Nature
- Flare Blitz
- Close Combat
- Crunch
- ExtremeSpeed
Water lure 1 of 4, heavy physical offence and priority. Flare Blitz hits hard, Close Combat hits Rock-types, Snorlax and various other things that Flare Blitz doesn't and ExtremeSpeed is sufficient to revenge kill pretty much anything under around 40% HP, as well as being a sort of 'last stand' move before getting picked off by a faster foe. While many would use Wild Charge over Crunch to hit Water-types, KOing them instead of bringing in Sceptile would defeat the object of the team, therefore Crunch is used instead to hit Chandelure as well as other Ghosts if I don't want to risk my life using the slightly more powerful Flare Blitz.
EVs are standard: max Atk, enough Spd to outrun neutral base 85s, HP ending in 9 to minimise Life Orb recoil and the rest in SDef.

Nidoking (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
IVs: 31/0/31/31/31/31
Timid Nature
- Earth Power
- Fire Blast
- Focus Blast
- Ice Beam
Nidoking does a couple of jobs for the team, such as absorbing Toxic Spikes, acting as another Water lure and laughing at Heracross, but the one job it does best is hurt things. As for the choice of moves, I decided to forego its non-attacking options and its powerful Poison STAB (lol) and focus on coverage, in order to hit as many potential Pokémon as possible on the switch. If this was a poor decision, by all means mention it, but it's been working fine for me.

Claydol @ Choice Scarf
Trait: Levitate
EVs: 216 Spd / 252 HP / 40 Atk
IVs: 31/31/31/31/31/31
Jolly Nature
- Earthquake
- Rapid Spin
- Trick
- Stealth Rock
The lead. Using Trick on the first turn is usually the way to go, unless the opponent's lead is also obviously scarfed or they lead with Raikou, which is easy to get the jump on with an unexpectedly fast Earthquake. Once the Scarf is gone, Claydol works as any old hazard setter/spinner. Trick can also be used to steal an Eviolite (of which there are many in UU) or give something a useless item.
When it still has its Choice Scarf, Claydol is fast enough to out

Chandelure @ Air Balloon
Trait: Flash Fire
EVs: 16 HP / 252 SAtk / 240 Spd
IVs: 31/31/31/31/31/31
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Flame Charge
Chandelure is mainly here for its typing, which fits perfectly - it lures Water moves and blocks Rapid Spin, while not adding to the growing Ice and Ground weaks as a result of using so many Pokémon with a weakness to Water. Air Balloon is being used for exactly that reason; also, it's easy to come in and out of play without popping the balloon by virtue of its four immunities. Due to the need for Air Balloon, a Flame Charge set seemed natural, since it can't use a choiced set and any set with Substitute would suffer from a lack of Leftovers recovery (SubSplit maybe?). Besides the two STABs, Energy Ball is mainly there for Rhyperior, but it could easily be replaced.
I'm using enough Speed to outspeed Weavile after a Flame Charge; any more than that seemed unnecessary so it's gone into HP.
-Obviously, there's the long list of water lures.
-If Sceptile has fainted or it's not a good idea to bring it in for whatever reason, Empoleon can take Water hits like a champ.
-Chandelure and Arcanine can both get a Flash Fire boost from any Fire attacks aimed at Sceptile.
-Empoleon can use Protect against any Choiced Pokémon to scout, then whatever move the opponent has been locked into can easily be handled by either Empoleon, Chandelure or Claydol depending on the move.
-The Choice Scarf that Claydol Tricks away makes another of the opponent's Pokémon susceptible to the above.
-Many of the common causes of Sceptile's fainting are forced to switch out if Chandelure is brought in, providing a free Flame Charge and a continuation of the sweep the opponent thought they stopped.
-If Sceptile has fainted or it's not a good idea to bring it in for whatever reason, Empoleon can take Water hits like a champ.
-Chandelure and Arcanine can both get a Flash Fire boost from any Fire attacks aimed at Sceptile.
-Empoleon can use Protect against any Choiced Pokémon to scout, then whatever move the opponent has been locked into can easily be handled by either Empoleon, Chandelure or Claydol depending on the move.
-The Choice Scarf that Claydol Tricks away makes another of the opponent's Pokémon susceptible to the above.
-Many of the common causes of Sceptile's fainting are forced to switch out if Chandelure is brought in, providing a free Flame Charge and a continuation of the sweep the opponent thought they stopped.
Note: if Sceptile has successfully taken a Water hit, many of these can be outsped and OHKOed and only a very select few will survive two attacks. If any particular threat is difficult to counter, it's entirely possible that Sceptile will come into play before the opponent's threat inflicts too much damage and Sceptile will end up knocking it out or enabling me to revenge kill it.
Here's the threat list:
Abomasnow - Empoleon can take it in and Roar it out, making it take Stealth Rock damage. Arcanine and Chandelure are also good options.
Aerodactyl - Gets Tricked at the start of the match, then it finds it much more difficult to do its job.
Altaria - Never actually seen one, but I imagine that, being the weakest of the dragons, it can't do much to Empoleon and will succumb to Roar and repeated Stealth Rock damage.
Ambipom - Can be a pain, but not really a major threat. Empoleon is what I'd normally use.
Arcanine - Chandelure and my own Arcanine can come in on it. Failing that, Claydol/Empoleon will do alright.
Azelf - Tends to lead and get scarfed by Claydol. After that, it can be switched around fairly easily. If it has Nasty Plot and it doesn't get scarfed, I'm in trouble.
Azumarill - Sceptile bait. If I mispredict and lose Sceptile, Empoleon can take care of it.
Bisharp - Most team members have something to dent it and, failing some very bad play on my part, it won't get a chance to set up.
Blastoise - Easy bait for Sceptile, although it takes a litle more prediction than others because whenever it could use Scald, it could just as easily use the turn to spin away hazards. That said, Blastoise can be played around very easily until a Scald comes Sceptile's way.
Chandelure - Arcanine, or anything that can get a super-effective move in.
Charizard - http://24.media.tumblr.com/tumblr_mcmddmpOho1rjk6nfo1_1280.png
Cobalion - Nidoking and Claydol can come in on any of its moves except Iron Head or a Hidden Power and hit it with a Ground move.
Cresselia - This is difficult to get around if I can't get Arcanine in. Trick and Sing cripple it, but neither of those can be relied on.
Crobat - Empoleon walls it and wears it down.
Darmanitan - Choiced sets can be played around with, but I'd have to rely on Stealth Rock and a well-timed ExtremeSpeed to beat a non-choiced one.
Drapion - Nidoking and Claydol can both KO it and remove its hazards.
Durant - Empoleon can Roar it away or, given the chance, Arcanine or Chandelure can roast it.
Dusknoir - Arcanine can get the Flash Fire boost from Will-o-Wisp and 2HKO with either Fire Blast or Crunch.
Eelektross - Nidoking.
Electivire - Claydol fears only Ice Punch.
Empoleon - Sceptile can gain a sweep from a Scald, or Nidoking can take it on after some prior damage.
Emboar - Chandelure and Arcanine can easily come in and threaten the opponent after the Flash Fire boost.
Escavalier - Empoleon walls it and the Fire types outspeed and OHKO it.
Flygon - I can usually predict around this thanks to Empoleon's Protect and it often comes in on Sceptile when boosted, thinking it can outspeed.
Gligar - Claydol can take its Eviolite. Nidoking can OHKO it, Eviolite or not.
Gorebyss - Empoleon can Roar before it does anything useful.
Heracross - Chandelure can switch in on anything and force it out. So can Nidoking, apart from Earthquake.
Hitmontop - Nidoking 2HKOs cleanly, unthreatened by Hitmontop. Chandelure can spinblock.
Honchkrow - Arcanine is my best bet against it, followed by Empoleon and residual damage.
Houndoom - Arcanine feeds off its Fire moves and retaliates with Close Combat or ExtremeSpeed.
Huntail - See Gorebyss.
Kingdra - Empoleon walls it and Sceptile takes any Water moves.
Lilligant - Sleep Powder is problematic; I'd normally go to Claydol to take the hit. Post-Sleep Clause, it's simple to take out using Arcanine/Chandelure.
Machamp - Chandelure does well. So does Nidoking when it's not confused.
Medicham - Claydol can either Trick a non-choiced one or bring it into ExtremeSpeed range.
Mew - If it doesn't get Tricked, then Arcanine or Empoleon tends to do the trick, depending on the set.
Mienshao - It will either start off choiced or end up choiced, which makes it easier to deal with. Nidoking can take anything Mienshao throws at it, while Empoleon and Chandelure can make it take HJK damage. Most members of the team can OHKO it after some prior damage, but that means nothing when it has Regenerator.
Milotic - Sceptile bait.
Mismagius - As with the rest of the ghosts in UU, Arcanine is my first choice.
Nidoking - Chandelure can come in on anything bar the rare Sludge Wave and force it out.
Nidoqueen - Claydol Tricks it and spins away its hazards. Chandelure can deal with it too.
Ninjask - Roar.
Porygon2 - Claydol steals its Eviolite and Arcanine/Nidoking can dent it with Close Combat/Focus Blast.
Porygon-Z - Roar and residual damage until it gets into ExtremeSpeed KO range, as with many other frail sweepers.
Quagsire - Sceptile.
Raikou - Claydol and Nidoking, provided they haven't suffered enough beforehand.
Registeel - Claydol.
Rhyperior - Empoleon, or the oft-unexpected Energy Ball for those that come in on Chandelure.
Roserade - Fire-types tend to force it out, but it's quite difficult to grab the KO, which isn't great when it's not easy to repeatedly switch into.
Rotom-C - See Roserade. Also, the Choice Scarf must be taken into consideration, which has its ups and downs when trying to fight it.
Rotom-H - Arcanine.
Sableye - Arcanine can take the Will-o-Wisp and have its way with Sableye, but it can be a massive pain if it carries Confuse Ray.
Sawsbuck - Chandelure stops it cold.
Sceptile - Empoleon beats every variant I've seen. Also, Chandelure. Also, fire.
Scyther - See Charizard.
Sharpedo - Can be problematic because it outspeeds Sceptile after two turns of Speed Boost, which it will normally get. My best bet is Empoleon, but that's 2HKOed by Earthquake. This one's another residual damage/priority kill.
Shaymin - Probably the biggest threat to my team, in terms of lack of switch-ins. It outspeeds everything I have, has enough to take a Fire move and threaten back and can plough through Empoleon after a Seed Flare SDef drop. I have no answer to this.
Sigilyph - Arcanine doesn't fear the burn, but Sigilyph should definitely fear Crunch/Flare Blitz.
Slowbro - More Sceptile bait, although I have to be careful not to switch into a Thunder Wave or something.
Smeargle - This will get Tricked on the first turn, making it useless, but it does put my Claydol out of action for an indefinite period with Spore and therefore puts me on the back foot in terms of hazards.
Snorlax - This is the hardest thing for my team to muscle through. Claydol does a brilliant job if it can get a Choice Scarf on it, but that's not the best thing to rely on. Nidoking carries Focus Blast specifically for Snorlax, which still isn't that great since it's special. The only thing I have that can put a big dent in it is Arcanine's Close Combat and it's difficult to get Arcanine into play against a Snorlax without it getting KOed, either by Snorlax or by its own gradual recoil over the course of the battle.
Spiritomb - Ghost, therefore Arcanine.
Suicune - Fuels Sceptile or gets phazed by Empoleon.
Tangrowth - Really doesn't like fire.
Togekiss - Is there any team in the world that's fully prepared against this thing? Empoleon is what I'll normally go to when a Togekiss comes out, but it doesn't like boosted Aura Spheres and it definitely doesn't like being paraflinched. Theoretically, I have the means to take on Togekiss, but as you'll know from your own experience, that won't necessarily go to plan.
Uxie - Claydol can cripple it, as with any support Pokémon, and spin away its rocks.
Venomoth - It absolutely hates Trick, but if that fails, Roar works. In the improbable situation that it's put Empoleon to sleep and it's not holding a Choice Scarf, I'm screwed.
Victini - This can be quite scary, but it can be predicted around thanks to Empoleon's Protect and the team's multiple immunities. Stealth Rock definitely helps.
Weavile - Empoleon can take any of its moves except for Low Kick. Arcanine can also hold its own against it.
Whimsicott - Quite difficult to break because of its priority and my general lack thereof. Arcanine's ExtremeSpeed is the best way to get rid of it.
Xatu - Empoleon walls it and doesn't really care about status.
Yanmega - Empoleon can switch in and force it to taste Stealth Rock.
Zapdos - Zapdos can definitely be beaten, but it doesn't go down easily. Scarfing it tends to help out a lot, as it does against most threats. Nidoking and Arcanine pack the raw power necessary to get rid of it and if they can get in, they can put pressure on it.
Zoroark - This is a pain to switch in on, especially since it could appear as anything. Arcanine can take a hit and do some damage to the frail Zoroark with ExtremeSpeed, but I don't really have any reliable way of beating it.
Here's the threat list:
Abomasnow - Empoleon can take it in and Roar it out, making it take Stealth Rock damage. Arcanine and Chandelure are also good options.
Aerodactyl - Gets Tricked at the start of the match, then it finds it much more difficult to do its job.
Altaria - Never actually seen one, but I imagine that, being the weakest of the dragons, it can't do much to Empoleon and will succumb to Roar and repeated Stealth Rock damage.
Ambipom - Can be a pain, but not really a major threat. Empoleon is what I'd normally use.
Arcanine - Chandelure and my own Arcanine can come in on it. Failing that, Claydol/Empoleon will do alright.
Azelf - Tends to lead and get scarfed by Claydol. After that, it can be switched around fairly easily. If it has Nasty Plot and it doesn't get scarfed, I'm in trouble.
Azumarill - Sceptile bait. If I mispredict and lose Sceptile, Empoleon can take care of it.
Bisharp - Most team members have something to dent it and, failing some very bad play on my part, it won't get a chance to set up.
Blastoise - Easy bait for Sceptile, although it takes a litle more prediction than others because whenever it could use Scald, it could just as easily use the turn to spin away hazards. That said, Blastoise can be played around very easily until a Scald comes Sceptile's way.
Chandelure - Arcanine, or anything that can get a super-effective move in.
Charizard - http://24.media.tumblr.com/tumblr_mcmddmpOho1rjk6nfo1_1280.png
Cobalion - Nidoking and Claydol can come in on any of its moves except Iron Head or a Hidden Power and hit it with a Ground move.
Cresselia - This is difficult to get around if I can't get Arcanine in. Trick and Sing cripple it, but neither of those can be relied on.
Crobat - Empoleon walls it and wears it down.
Darmanitan - Choiced sets can be played around with, but I'd have to rely on Stealth Rock and a well-timed ExtremeSpeed to beat a non-choiced one.
Drapion - Nidoking and Claydol can both KO it and remove its hazards.
Durant - Empoleon can Roar it away or, given the chance, Arcanine or Chandelure can roast it.
Dusknoir - Arcanine can get the Flash Fire boost from Will-o-Wisp and 2HKO with either Fire Blast or Crunch.
Eelektross - Nidoking.
Electivire - Claydol fears only Ice Punch.
Empoleon - Sceptile can gain a sweep from a Scald, or Nidoking can take it on after some prior damage.
Emboar - Chandelure and Arcanine can easily come in and threaten the opponent after the Flash Fire boost.
Escavalier - Empoleon walls it and the Fire types outspeed and OHKO it.
Flygon - I can usually predict around this thanks to Empoleon's Protect and it often comes in on Sceptile when boosted, thinking it can outspeed.
Gligar - Claydol can take its Eviolite. Nidoking can OHKO it, Eviolite or not.
Gorebyss - Empoleon can Roar before it does anything useful.
Heracross - Chandelure can switch in on anything and force it out. So can Nidoking, apart from Earthquake.
Hitmontop - Nidoking 2HKOs cleanly, unthreatened by Hitmontop. Chandelure can spinblock.
Honchkrow - Arcanine is my best bet against it, followed by Empoleon and residual damage.
Houndoom - Arcanine feeds off its Fire moves and retaliates with Close Combat or ExtremeSpeed.
Huntail - See Gorebyss.
Kingdra - Empoleon walls it and Sceptile takes any Water moves.
Lilligant - Sleep Powder is problematic; I'd normally go to Claydol to take the hit. Post-Sleep Clause, it's simple to take out using Arcanine/Chandelure.
Machamp - Chandelure does well. So does Nidoking when it's not confused.
Medicham - Claydol can either Trick a non-choiced one or bring it into ExtremeSpeed range.
Mew - If it doesn't get Tricked, then Arcanine or Empoleon tends to do the trick, depending on the set.
Mienshao - It will either start off choiced or end up choiced, which makes it easier to deal with. Nidoking can take anything Mienshao throws at it, while Empoleon and Chandelure can make it take HJK damage. Most members of the team can OHKO it after some prior damage, but that means nothing when it has Regenerator.
Milotic - Sceptile bait.
Mismagius - As with the rest of the ghosts in UU, Arcanine is my first choice.
Nidoking - Chandelure can come in on anything bar the rare Sludge Wave and force it out.
Nidoqueen - Claydol Tricks it and spins away its hazards. Chandelure can deal with it too.
Ninjask - Roar.
Porygon2 - Claydol steals its Eviolite and Arcanine/Nidoking can dent it with Close Combat/Focus Blast.
Porygon-Z - Roar and residual damage until it gets into ExtremeSpeed KO range, as with many other frail sweepers.
Quagsire - Sceptile.
Raikou - Claydol and Nidoking, provided they haven't suffered enough beforehand.
Registeel - Claydol.
Rhyperior - Empoleon, or the oft-unexpected Energy Ball for those that come in on Chandelure.
Roserade - Fire-types tend to force it out, but it's quite difficult to grab the KO, which isn't great when it's not easy to repeatedly switch into.
Rotom-C - See Roserade. Also, the Choice Scarf must be taken into consideration, which has its ups and downs when trying to fight it.
Rotom-H - Arcanine.
Sableye - Arcanine can take the Will-o-Wisp and have its way with Sableye, but it can be a massive pain if it carries Confuse Ray.
Sawsbuck - Chandelure stops it cold.
Sceptile - Empoleon beats every variant I've seen. Also, Chandelure. Also, fire.
Scyther - See Charizard.
Sharpedo - Can be problematic because it outspeeds Sceptile after two turns of Speed Boost, which it will normally get. My best bet is Empoleon, but that's 2HKOed by Earthquake. This one's another residual damage/priority kill.
Shaymin - Probably the biggest threat to my team, in terms of lack of switch-ins. It outspeeds everything I have, has enough to take a Fire move and threaten back and can plough through Empoleon after a Seed Flare SDef drop. I have no answer to this.
Sigilyph - Arcanine doesn't fear the burn, but Sigilyph should definitely fear Crunch/Flare Blitz.
Slowbro - More Sceptile bait, although I have to be careful not to switch into a Thunder Wave or something.
Smeargle - This will get Tricked on the first turn, making it useless, but it does put my Claydol out of action for an indefinite period with Spore and therefore puts me on the back foot in terms of hazards.
Snorlax - This is the hardest thing for my team to muscle through. Claydol does a brilliant job if it can get a Choice Scarf on it, but that's not the best thing to rely on. Nidoking carries Focus Blast specifically for Snorlax, which still isn't that great since it's special. The only thing I have that can put a big dent in it is Arcanine's Close Combat and it's difficult to get Arcanine into play against a Snorlax without it getting KOed, either by Snorlax or by its own gradual recoil over the course of the battle.
Spiritomb - Ghost, therefore Arcanine.
Suicune - Fuels Sceptile or gets phazed by Empoleon.
Tangrowth - Really doesn't like fire.
Togekiss - Is there any team in the world that's fully prepared against this thing? Empoleon is what I'll normally go to when a Togekiss comes out, but it doesn't like boosted Aura Spheres and it definitely doesn't like being paraflinched. Theoretically, I have the means to take on Togekiss, but as you'll know from your own experience, that won't necessarily go to plan.
Uxie - Claydol can cripple it, as with any support Pokémon, and spin away its rocks.
Venomoth - It absolutely hates Trick, but if that fails, Roar works. In the improbable situation that it's put Empoleon to sleep and it's not holding a Choice Scarf, I'm screwed.
Victini - This can be quite scary, but it can be predicted around thanks to Empoleon's Protect and the team's multiple immunities. Stealth Rock definitely helps.
Weavile - Empoleon can take any of its moves except for Low Kick. Arcanine can also hold its own against it.
Whimsicott - Quite difficult to break because of its priority and my general lack thereof. Arcanine's ExtremeSpeed is the best way to get rid of it.
Xatu - Empoleon walls it and doesn't really care about status.
Yanmega - Empoleon can switch in and force it to taste Stealth Rock.
Zapdos - Zapdos can definitely be beaten, but it doesn't go down easily. Scarfing it tends to help out a lot, as it does against most threats. Nidoking and Arcanine pack the raw power necessary to get rid of it and if they can get in, they can put pressure on it.
Zoroark - This is a pain to switch in on, especially since it could appear as anything. Arcanine can take a hit and do some damage to the frail Zoroark with ExtremeSpeed, but I don't really have any reliable way of beating it.
http://pokemonshowdown.com/replay/uu-19448543
http://pokemonshowdown.com/replay/uu-20109968
http://pokemonshowdown.com/replay/uu-20109968
Empoleon @ Leftovers
Trait: Torrent
EVs: 152 Def / 104 SDef / 252 HP
Bold Nature
IVs: 0 Atk
- Scald
- Sing
- Roar
- Protect
Sceptile @ Absorb Bulb
Trait: Unburden
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Giga Drain
- Focus Blast
- Dragon Pulse
- Hidden Power [Fire]
Arcanine @ Life Orb
Trait: Flash Fire
Shiny: Yes
EVs: 252 Atk / 72 HP / 8 SDef / 176 Spd
Adamant Nature
- Flare Blitz
- Close Combat
- Crunch
- ExtremeSpeed
Nidoking (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Earth Power
- Fire Blast
- Focus Blast
- Ice Beam
Claydol @ Choice Scarf
Trait: Levitate
EVs: 216 Spd / 252 HP / 40 Atk
Jolly Nature
- Earthquake
- Rapid Spin
- Trick
- Stealth Rock
Chandelure @ Air Balloon
Trait: Flash Fire
EVs: 16 HP / 252 SAtk / 240 Spd
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Flame Charge
Trait: Torrent
EVs: 152 Def / 104 SDef / 252 HP
Bold Nature
IVs: 0 Atk
- Scald
- Sing
- Roar
- Protect
Sceptile @ Absorb Bulb
Trait: Unburden
EVs: 252 HP / 4 Def / 252 SAtk
Modest Nature
IVs: 2 Atk / 30 SAtk / 30 Spd
- Giga Drain
- Focus Blast
- Dragon Pulse
- Hidden Power [Fire]
Arcanine @ Life Orb
Trait: Flash Fire
Shiny: Yes
EVs: 252 Atk / 72 HP / 8 SDef / 176 Spd
Adamant Nature
- Flare Blitz
- Close Combat
- Crunch
- ExtremeSpeed
Nidoking (M) @ Life Orb
Trait: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Earth Power
- Fire Blast
- Focus Blast
- Ice Beam
Claydol @ Choice Scarf
Trait: Levitate
EVs: 216 Spd / 252 HP / 40 Atk
Jolly Nature
- Earthquake
- Rapid Spin
- Trick
- Stealth Rock
Chandelure @ Air Balloon
Trait: Flash Fire
EVs: 16 HP / 252 SAtk / 240 Spd
Modest Nature
- Fire Blast
- Shadow Ball
- Energy Ball
- Flame Charge