Defensive Threats (Physical)
Sandslash: 75/110/55 – Ground
Stealth Rock, Rapid Spin lets Sandslash play the part of a utility pokemon extremely effectively. It also has the benefit of not being too phased by Grass Knot due to its lightness. However Sandslash specializes in the counter offensive, it is a fine Counter user, Swords Dance w/ STAB Earthquake, Stone Edge, X-Scissor and Night Slash are at its disposal.
Cloyster: 50/180/45 – Water/Ice
Cloyster was recently relegated from BL but is still formidable despite a major fighting/rock weakness due to massive defence. Rapin Spin is still an option despite SR weakness, Ice Shard, Avalanche, Poison Jab, Explosion and Skill Linked Icicle Spear work off its higher attack though it may use Surf sometimes. Barrier/Iron Defense are also available for further reinforcing its defence. Deals best with Scyther, Absol, Kingler and if you use Ice Shard even Jumpluff.
Pelipper: 60/100/70 – Flying/Water
Very rarely seen and almost NU but not to be underestimated. Its typing, sturdy stats and Roost will allow it to stall you for quite sometime. STAB Hydro Pump or Air Slash, Ice Beam, HP Electric are available for its attacks off an 85 base. Tailwind enables quick counterattacks and psuedo speed pass, Knock Off and Stockpile remain as solid support options.
Nidoqueen: 90/87/85 – Ground/Poison
Rock, Fighting and Bug resistance are incredibly rare to come by making Nidoqueen a goddess in this respect. Support options range from Taunt, Counter, Disable, Stealth Rock and Roar. Although having a superior special movepool its assaults will normally be physical with the likes of Avalanche, Stone Edge, STAB Earthquake, Poison Jab, Superpower and Focus Punch. Main threats it deals with are Pinsir, Toxicroak, Hitmonlee and Armaldo.
Torkoal: 70/140/70 – Fire
Torkoal is a near unbreakable fortress sometimes calling upon Will O’Wisp to further its unbreakable defense, Yawn, Stealth Rock, Amnesia and Curse. It won’t regularly pack Rapid Spin due to a Stealth Rock weakness and general better things to do. Its attacks can go either way with equal 85 offenses and options on both sides. Gyro Ball uses its low speed well, Earthquake, Stone Edge offer ever welcome coverage. Lava Plume/Overheat, Sludge Bomb, Hidden Power make up the special and in Trick Room teams even Eruption. However be most wary of its Explosion. Main threats it can deal with are Scyther, Kangaskhan, Cacturne, Hitmontop, Rapidash, Ninetales and Pinsir to an extent.
Claydol – 60/105/120 – Ground/Psychic
Despite stats that scream special wall, Claydol’s Levitate and unique typing has always orientated it towards a physical role. Its multiple weaknesses stop it from being a special wall however the high base will allow it to survive some strong hits. Normal options will be Rapid Spin, Reflect/Lightscreen, Stealth Rock, Trick Room. Offensively it gained new tricks in D/P with Calm Mind, Charge Beam, STAB Earth Power and Grass Knot. Ice Beam, Psychic, Shadowball and Explosion still remain as options. Claydol deals quite well with Hitmonlee, Hitmontop, Nidoking and Primeape.
Rotom – 50/77/77 – Electric/Ghost
Its bases are laughable, however its strength lies in Levitate and its unique typing allowing it to switch into a multitude of attacks and offer reinforcement to others with its support. Coupled with its speed, it can often strike easily or force a switch with Choice users. Being a ghost gives it access to many support options such as Will O’Wisp, Trick, Thunder Wave, Confuse Ray and Light Screen/Reflect. Attacks include STAB Charge Beam/Thunderbolt, STAB Shadowball, Dark Pulse and an occasional Hidden Power.
Defensive Threats (Special)
Hypno: 85/70/115 – Psychic
Most special attacks do relatively little to Hypno and Insomnia gives immunity to sleep, its massive and unpredictable support movepool ensures you will regret leaving it alive. Light Screen/Reflect, Hypnosis, Switcheroo, Nasty Plot, Disable, Thunder Wave, Taunt, Recycle, Resttalk, Skill Swap, Trick Room and the popular NYPC Wish or Baton Pass. Offensive options will be either STAB Psychic, Shadowball for opposing Psychics or Grass Knot.
Grumpig: 80/65/110 – Psychic
If you prefer your defensive to be more offensive than Grumpig is your choice. Thick Fat gives additional resistances to fire and ice. 80 speed, 90 special attack and Calm Mind ensures it can immediately strike back hard with anything from STAB Extrasensory, Energy Ball, Focus Blast, Shadowball and Power Gem. Being too trigger happy to attack it head on may result in a Mirror Coat and status isn’t much safer with its access to Magic Coat. Confuse Ray, Light Screen/Reflect, Thunder Wave, Trick, Recycle, Captivate, Amnesia, Trick Room round out its other support options.
Noctowl: 100/50/96 – Normal/Flying
Despite a weakness to boltbeam which even then struggles to 3HKO in most cases, Roost and great HP lets it shrug off most special attacks. Insomnia and Psycho Shift lets it switch into status any day of the week with impunity and shrug it all off. Whirlwind can break setups where Featherdance or Reflect is sometimes used to help the team and Hypnosis ensures it always has some way of hitting back. Night Shade or STAB Air Slash will be the only attacks you ever see it using.
Lanturn: 125/58/76 – Electric/Water
It is practically immune to Boltbeam due to Volt Absorb, resistant to water and fire with fantastic HP and Grass Knot is only 60 power on it. In an environment where Rain Dance is popular, Lanturn will stop everything in its tracks. It has a STAB on one half of its own BoltBeam and STAB Surf/Hydro Pump. Substitute, Aqua Ring are also popular support options as is the ever deadly parafusion combo of Confuse Ray and Thunder Wave.
Mantine: 65/70/140 – Water/Flying
Mantine is one of the few things in the entire game which can boast it solidly counters a Specsmence. Water Absorb gives it a means of recovery and Swift Swim with 80 base special attack allows Mantine to actually do significant damage in the weaker UU arena with Surf or Hydro Pump. Ice Beam or HP Flying are sometimes seen, Mirror Coat ensures you think twice about reckless HP Electric and Thunderbolts, Confuse Ray and Haze are all it has in the way of support. Mantine is not to be underestimated as although it comes off weak in OU it is a genuine special offensive and defensive threat in UU.
Politoed: 90/75/100 – Water
It is sometimes criticized as a mini-Milotic due to Hypnosis, similar but lower stats and no Recover in exchange for Water Absorb. However it has its own tricks in the form of Haze, Focus Punch, Focus Blast, Psychic, Refresh and Perish Song and sometimes packs Hidden Power. For the most part it is used very similarly to Milotic and struggles to differentiate itself from Poliwrath. Politoed is actually a rather uncommon sight but if you hate dealing with Milotic expect more of the same kind of threat.
Muk: 105/75/100 – Poison
Muk is single handedly one of the most dangerous special defensive threats in UU with its incredible bulk. 105 attack and STAB Gunk Shot/Poison Jab, SubPunch are its main methods of assault. If you’re slow to deal with Muk you risk letting it Curse, Stockpile or Acid Armour in your face. Answer too quick and your psychics may eat a Shadow Sneak and others may face Explosion. Taunt, Haze round out its other options and elemental punches keep you guessing.
Probopass: 60/145/150 – Rock/Steel
Although resembling a generic wall its typing orientates it towards the special side of things while being able to stop physical flying/normal threats. Support options consist of Magnet Rise, Thunder Wave, Taunt and Gravity. Attacks it’ll normally pack are STAB Flash Cannon, Thunder/Discharge, Earth Power and Explosion. It is notably able to sponge Manectric, Venomoth, Ninetales while hitting back with Earth Power. It also safely threatens Froslass and Glaceon if equipped with Flash Cannon, this is even taking the risk of HP Fighting into consideration. Overconfident water types often risk taking a Thunder or even being paralyzed while doing very little despite super effectiveness.
Defensive Threats (Generic)
Vileplume: 75/85/90 – Poison/Grass
It typing gives neutrality to poison, ground, bug and resistance to fighting. Sleep Powder and Stun Spore offer double status while Aromatherapy lets it play Cleric. Solid bases lets it go offensive with STAB Grass Knot, Sludge Bomb and Chlorophyll lets it benefit from the sun. Moonlight/Synthesis offer options for healing if need be. It is also able to use NYPC Leech Seed, however be warned this comes under the recently proposed event moves blanket ban
Meganium: 80/100/100 – Grass
Regularly seen making life hell with its Reflect/Light Screens and ability to Leech Seed and heal with Synthesis or Aromatherapy. STAB Grass Knot/Energy Ball is the main method of attack and Counter is sometimes used to punish heavily. Bulky stats and good speed (80 base) ensures it is no push over.
Shuckle: 20/230/230 – Rock/Bug
Lack of Sandstorm doesn’t make this any less fragile. Shuckle will not be attacking anytime soon (Yes, Power Trick still sucks even in UU) nothing will come close to 2HKO’ing it in UU. Knock Off, Stealth Rock, Safeguard offers incredible support and will regularly Encore to set you up for a bigger following threat,
Blastoise: 79/100/105 – Water
Blastoise has long been regularly considered the premier bulky water of UU as long as even GSC. Even STAB super effective attacks will not OHKO and you also risk it Mirror Coating them all back at you. Yawn, Roar, Haze, Rapid Spin all ruin any attempt at a setup in most cases. Earthquake, Torrent + STAB Surf/Aqua Jet/Hydro Pump/Waterfall, Ice Beam, Avalanche are some of the attacks it may carry. It won't be hurting much anytime soon but its job is to stop setups, disrupt play and it does it perfectly.
Gastrodon: 111/68/82 – Ground/Water
Gastrodon is single handedly one of the bulkiest things around and it shines especially within UU where it has no Swampert to compete with. Recover, Stockpile, Stealth Rock, Yawn, Mirror Coat, Counter, Curse, Amnesia ensure it has no lack of defensive options. Ground/Water STAB and Ice Beam are all it needs to keep on fighting with Stone Edge as a possible option. Despite lacking Water Absorb this sheer bulk has been enough to cause it to be preferred over Quagsire. Most Gastrodon builds will usually be EV'd towards defense with enough HP to survive a Hidden Power Grass.
Hitmontop: 50/95/110 – Fighting
(See Hitmontop – Offensive threats physical)
Altaria: 75/90/105 – Dragon/Flying
Altaria has a monopoly being the only Dragon in the whole of UU. High defensive stats and a choice of Roost or Natural Cure Rest makes it sturdy. Ice attacks aren’t near as common in UU giving Altaria even more room to work with. Dragon Dance, Earthquake and STAB Dragon Claw/Rush let it threaten an impending sweep. Specs variations also love to hit and run with Fire Blast, Draco Meteor and Ice Beam but forfeit their excellent recovery.
Poliwrath: 90/95/90 – Fighting/Water
Poliwrath is considered an OU defensive threat which already makes it clear how dangerous it is. Water Absorb and lots of common resistances as well as a effective double STAB and Hypnosis make it very common and very dangerous. Some variations may even attempt to take advantage of its bulk and sleep move to attempt a Belly Drum sweep.
Clefable: 95/73/90 – Normal
(See Clefable - Offensive threats generic)
Drifblim: 150/44/54 – Ghost/Flying
Drifblim builds can either be special or physical with physical variations tending to be the most bulky. Unburden is more commonly seen than Aftermath and gives an incredible 2x speed boost to its already good 80 speed after using up a item. Common items you may see it using are Sitrus Berry for a healthy HP recovery and half health Unburden, or pinch berries to try sneak in a double stat boost. Non-offensive moves include Hypnosis, Will O’Wisp, Thunder Wave, Confuse Ray, Destiny Bond, Stockpile, Disable, Recycle, Calm Mind and Baton Pass. While its offensive options range from STAB HP Flying/Shadowball, Thunderbolt and Explosion, all in all making it very unpredictable.
Walrein: 110/90/90 – Ice/Water
Stallrein is not an option in UU due to the banning of Abomasnow and Snover. Due to this Walrein loses its massive HP recovery but what it doesn’t lose is the still naturally large bulk. Easily EV’d to defend on either side and able to use Roar, Yawn, Stockpile, Encore allows it to still assume an effective defensive role. STAB attacks and Earthquake hit noticeably harder in this environment. However the large majority of Walrein’s counters in the standard game are all from UU.
Jumpluff: 75/70/85 – Grass/Flying
Jumpluff is fragile but fast at 110 speed. However what makes it a defensive pest is Leech Seed + Substitute + Leftovers providing damage and unstoppable healing and sponging at the same time. Sleep Powder almost always ensures it’ll be pulling off the combo every time. U-Turn, Aerial Ace/HP Flying not only cover fellow grasses immune to Leech Seed but the former also lets it make quick escapes when in danger. Some Jumpluff will also be equipped with Encore and take advantage of its major resistances to make some dangerous setups.
Gorebyss: 55/105/75 – Water
Gorebyss is a mixed offering, 114 special attack and Swift Swim gives it the second highest non-Uber water offense in the entire game. However it is also truly unique as having access to an abundance of buff moves, Aqua Ring and Baton Pass. Its special attack lets it utilize Ice Beam, Psychic or its STAB effective in a defensive or offensive configuration. Gorebyss has a unique niche as either a sturdy Rain Dance starter or the only Iron Defense/Amnesia BP’er in the entire game and being able to still threaten with its excellent offense. It will be however one of the rare threats you meet.