I have found out the new egg moves for pokes from HG and SS, and some of them are pretty decent anyhow this is a planned UU team
LEAD
Ambipom@Life Orb
Abil: Technician
Evs: 4 HP / 252 Atk / 252 Spe
Nature: Jolly
-Fake Out
-Return
-U-Turn
-Taunt
I have kinda grown attached to this lead. It's verry effective in many ways. I fake out on the first turn to take out a nice chunk of HP because its a 60 base power STAB move that will flinch and will hit first. Depending on what the lead is, I will return or taunt. If I am certain that the lead is carrying a stealth rock I will taunt to prevent the use of it. From what I can see, ambipom is faster than most other leads. Because of this, if that fake out took out more than half of the HP of the opponent, then I return to finish him off. U turn is there to hit and run if ambipom is in some danger.
Mespirit@Leftovers
Abil: Levitate
Evs:252 HP / 124 Def / 36 SpA / 96 SpD
Nature:Bold
-Thunder bolt
-Ice Beam
-Psychic
-U-Turn
Apparently mespirit is a really good anti sweeper when combating the major threats of the UU metgame. Thunderbolt can hit the flying and water types for decent damage while ice beam can hit those grass and ground types. Psychic is a good STAB move and U-Turn to scout and switch when things might get ugly
Aggron@Focus sash
Abil: Rock Head
Evs:252 HP / 252 Atk / 6 Def
Nature: Relaxed/ Brave
-Metal Burst
-Head Smash
-Protect/ Curse
-Iron Head/Ice Punch/ Aqua Tail
My little spin off the metal burst Aggron. Metal burst is pretty effective when coupled with a focus sash. If I do get hit by a 4x move, I can use the counter to KO him. Protect is on there as my prefered move so that I can save the focus sash for when I really need it such as facing a special sweeper that has any of my weaknesses. Now, with HG and SS Aggron can learn head smash. VERY VERY VERY effective when coupled with rock head. It has the same acuracy as stone edge but has 50 more power. Accounting for the STAB, that means its a 225 base power move on a decently powered physical attacker and has no recoil issues. The last move slot I was thinking about putting in some kind of ground counter ot putting in iron head for another STAB move that does some decent damage.
Spiritomb@Leftovers
Nature:Careful
Evs:252 HP / 140 Atk / 116 SpD
Abil:Pressure
-will-o-wisp
-Pain Split
-sucker punch
-Taunt
My physical wall in the game, burn the opponent and then force him to attack me. Pain split damage away from anny attacks and repeat. I didn't use pursuit in here because of one main thing. People will probaly expect spiritomb to be carrying sucker punch and will probably use stat boosting moves until my PP runs out. I might consider changing SP with pursuit and taunt with confuse ray. Confuse ray for a chance for the opponent not to attack and might force the person to switch so that I can hit with a pursuit.
Milotic@leftovers
Abil:marvel scale
Evs:252 HP / 252 Def / 6 SpD
Nature: calm
-Rest
-Sleep Talk
-Toxic
-Surf
Sleep Absorber and special wall with mixed potential. I like Milotic because of its ability. When it sleeps, it gets a boost for its defense. Toxic is there to cause some damage to the opponent while I am resting and surf for a great STAB move to hit for decent damage while asleep. Yaaaaa not much else to say about it.
Espeon@Life Orb
Abil: syncronize
Evs:252 SpA / 4 SpD / 252 Spe
Nature: Timid
-Calm Mind
-Psychic
-HP Figting
-Shadow Ball
I prefer Espeon over Alakazam due to its ability to take a hit better than alakazam. Timid nature to come close to other fast sweepers in the UU metgame. Plan is relativly simple. Switch in on something that would fear a psychic poke and calm mind on the next turn. Then use the moves respectivly to the pokes that might come out to counter espeon.
Anyhow rate away