Electrode (Focus Sash)
Jolly Nature
Static
4 HP / 252 Atk / 252 Spd
Moves
-Taunt
-Explosion
-Mirror Coat
-Sucker Punch
This is quite a unique lead. If I predict right it could be golden. Taunt shuts down any set-up leads and forces them to attack. If I predict a special based attack I mirror coat back the damage double. Explosion does a lot of damage and faints itself so I can get in a new Pokemon in ASAP. Sucker Punch is the priority move that completes the set, with the highest speed of any non-boosted non-Uber not named Ninjask, which works well finishing off the sashes.
Rotom (Leftovers)
Timid Nature
Levitate
4 HP / 252 Sp Atk / 252 Spd
Moves
-Will-O-Wisp
-Thunder Wave
-Thunderbolt
-Shadow Ball
This guy is mainly a status inflictor. Will-O-Wisp stops physical sweepers without guts cold. Thunder Wave slows down loads of Pokes and can help prevent a sweep. Shadow Ball and Thunderbolt are just for coverage.
Registeel (Leftovers)
Careful Nature
Clear Body
252 HP / 100 Def / 156 Sp Def
Moves:
-Seismic Toss
-Stealth Rocks
-Ice Punch
-Rest
I edited most of this thing’s moveset from the regular Smogon set to fit my needs more. I don’t need T-Wave as much as Rotom can do that perfectly well. Seismic Toss provides consistent damage and Ice Punch hits the ghosts who are unaffected and adds coverage. As I didn’t get rocks from a lead I need this thing to set them up for me. Rest finishes of the set as the standard set lacked a healing move.
Moltres (Choice Scarf)
Rash Nature
Pressure
4 HP / 252 Spd /252 Sp Atk
Moves:
-Overheat
-Air Slash
-HP Grass
-U-Turn
How I love this thing… it’s worked so well in the past in my other UU teams and since I lacked a Special attacker/revenge killer this was the first thing that came to mind. It can outspeed any unboosted Poke in UU, even max speed Electrode (2 speed point difference) and deal some major damage. It’s basically meant to get in, deal some damage and get the heck out. Overheat deals massive damage, and with Air Slash it provides two strong STAB moves. HP Grass hits waters hard and U-Turn allows me to scout out my opponents team early game. Overheat also takes care of the steel types that wall Linoone’s whole set.
Clefable (Leftovers)
Careful Nature
Magic Guard
252 HP / 4 Def / 252 Sp Def
Moves:
-Cosmic Power
-Toxic
-Softboiled
-Flamethrower
If this thing gets set up, without a crit it could be gg. Toxic forces a slow and painful death upon my opponent. Cosmic Power boosts both defences 1 stage so with 2 up it has double defences. Softboiled heals off the damage and Flamethrower hits Steels and Poison types and ensures it’s not taunt bait.
Linoone (Salac Berry)
Adamant Nature
Gluttony
4 HP / 252 Atk / 252 Spd
Moves:
-Belly Drum
-Extreme Speed
-Seed Bomb
-Shadow Claw
The star of the team. Linoone comes in when a switch is expected or an ideal situation and sets up Belly Drum. Gluttony means the Salac Berry activates early, meaning Jolly nature/Substitute isn’t really needed. It would help a bit though… Extreme Speed is the obvious move of choice, running off stab and a base 80 power and being a priority move it does a heck of a lot of damage. Registeels rock support can really come in to play when using this as it turns several 2 KOs into OHKOs. Shadow Claw hits ghosts and Seed bomb is a filler really.