Background
For a long, long time, I built teams with three walls and three sweepers. After discovering that teams with two walls are much more fun to use, I started building teams with this layout: Wall Breaker, Revenge Killer, Physical Sweeper, Special Sweeper, Physical Wall, Special Wall. Now that worked out fine for a while, but the beginning of the battle proved to be the pivotal point more often than not, and since I had to pick the best of those to be my lead, I decided it was time for another change in team blueprints. So, I came up with this format: Lead, Revenge Killer, Set-Up, Trapper, Physical Wall, Special Wall. I questioned not having a sure-fire wall breaker, but so far the combination of Set-Up and Trapper has worked well enough for me, and this team has done very well, but there are some holes I'm seeking patches for.
Now let's take a look at it under the microscope...
Team
1. The Lead
Machamp, @Lum Berry
Adamant Nature (Atk +, SpAtk -)
236 HP, 248 Atk, 16 SpDef, 8 Spd
-Dynamic Punch
-Ice Punch
-Bullet Punch
-Payback
You can't spell vexatious without OU, either. Machamp is probably the best way to help us all remember that. This is the Attacking Lead set from the strategy Pokedex, and man, it kicks ass. Nobody likes it when their suicide lead is picked off, or when their sleep-inducing lead is nullified completely. Bulky leads such as Swampert are greatly annoyed at the bite of Dynamic Punch and the confusion occasionally keeping them from laying Stealth Rock on the field. You may notice that I have 236 HP EVs and 8 Spd EVs as opposed to 240 HP EVs and 4 Spd EVs suggested on the strategy Pokedex. The extra 4 Spd EVs allow me to outpace opposing Machamp, and 2HKO them with Dynamic Punch. Machamp is also nice to have late in the game, as his power and ability to take a good hit always comes in handy when I accidentally boost an Electivire or something like that. Payback is to smack incoming Ghosts and Psychics for super-effective damage, and to bring Azelf down to its Sash. Bullet Punch to finish off Aerodactyl and Azelf, and it's always nice to have a priority somewhere in the team. I've given some thought to the Ice Punch vs. Stone Edge issue, and decided on Ice Punch for lead Dragonite and Gliscor. Stone Edge wouldn't see much use outside of Gyarados, but I'd still consider it.
2. The Revenge Killer
Starmie, @Choice Scarf
Timid Nature (Spd +, Atk -)
4 HP, 252 SpAtk, 252 Spd
-Hydro Pump
-Ice Beam
-Thunderbolt
-Trick
Two leads that give Machamp trouble are Jirachi and Metagross. Jirachi will either try to flinch Machamp to death or Trick it a Scarf. Starmie's faster than Jirachi and resists Iron Head and Zen Headbutt, so it doesn't have to worry about flinching, and Jirachi won't get very far if it Tricks a Scarf onto Starmie. Metagross will either go for the 2HKO with Meteor Mash or Trick a Scarf onto Machamp. If it Tricks, I bring in Starmie; if it attacks, I have something even better. Aside from helping Machamp in the beginning, this Starmie makes a fine revenge killer. The base stat of 115 allows me to reach 329 Spd with a neutral Nature, which is perfect because outspeeding +1 Salamence is my number one requirement for a revenge killer. Even with Modest, however, Starmie's SpAtk is somewhat lacking, so I elected Hydro Pump over Surf because the extra kick causes a lot of hesitation for Tyranitar and Scizor. Ice Beam for Dragons, Thunderbolt for Gyarados and opposing Waters, and Trick to cripple walls, Calm Minders in particular (more on that later).
3. The Set-Up
Salamence, @Life Orb
Jolly Nature (Spd +, SpAtk -)
4 HP, 252 Atk, 252 Spd
-Outrage
-Dragon Dance
-Roost
-Earthquake
Easily the most effective sweeper in OU (and one of the most effective in Ubers), Salamence fits this team well with its ability to boost stats and restore its own HP. It also provides valuable support with Intimidate and resistances to Fighting and Fire, in particular. I originally had the mixed Dragon Dancer, but decided on this set because I have Magnezone to handle Steels and Roost could be important when it comes to handling Breloom and Lucario.
A tiny little side-thought: I've given some thought to a bulky EV spread to complement Roost and Dragon Dance, but I stuck with this one because its instant power is great, as Earthquake will break Breloom's and leave it open to the OHKO from Outrage, while I can easily Roost off the damage from a -1 Stone Edge.
4. The Trapper
Magnezone, @Leftovers
Timid Nature (Spd +, Atk -)
4 HP, 252 SpAtk, 252 Spd
-Thunderbolt
-Magnet Rise
-Hidden Power Fire
-Substitute
Magnezone is simply great. The strongest Thunderbolt in the game paired with the ability to remove almost all obstacles obstructing Salamence's sweep is a great asset to this team. This is what I bring out if Machamp is faced with an attacking Metagross. 252 Spd EVs and a Timid Nature would bring me to 240 Spd, just enough to outspeed 252 Adamant Metagross, but unfortunately Hidden Power Fire forces me to use a 30 Spd IV, meaning I'll tie, but Metagross with 252 Spd EVs is extremely rare anyway.
It's pretty funny when I bring this in on Metagross, Magnet Rise on the Earthquake and Sub up on the Explosion. I elected Hidden Power Fire for the OHKO on Scizor and Forretress. Thunderbolt 2HKOs them both, meaning Scizor will get a chance to Superpower and Forretress could get out one more entry hazard or Earthquake.
5. The Physical Wall
Donphan, @Leftovers
Impish (Def +, SpAtk -)
252 HP, 252 Def, 4 Spd
-Earthquake
-Assurance
-Rapid Spin
-Ice Shard
This solid little elephant makes a Salamence sweep easier by removing those damn Stealth Rocks, as well as helping with the increasingly popular Spikes so that the rest of the team has the freedom to switch in and out. If Machamp had a rough start, this guy stops Tyranitar dead in his tracks, and usually 2HKOs opposing Salamence with Ice Shard, while shrugging off any unboosted physical attack. Assurance OHKOs incoming Gengar as it tries to block my Rapid Spin attempt. When left with 4 leftover EVs on anything, I always put them in Spd just to outpace the same Pokemon.
Another tiny little side-thought: I've given a bit of that to replacing Donphan with Celebi, as Celebi is better for dealing with opposing Machamp and can stand up to Gyarados. I'm sticking with Donphan for now because I can't count on Machamp to have enough life left late in the game to be able to handle something as dangerous as Tyranitar, and Rapid Spin is an invaluable asset for any team.
6. The Special Wall
Jirachi, @Leftovers
Careful (SpDef +, SpAtk -)
252 HP, 252 SpDef, 4 Spd
-Zen Headbutt
-U-turn
-Wish
-Stealth Rock
This little guy makes a fine special wall, while providing much needed Wish and Stealth Rock support. I elected Zen Headbutt over Iron Head for the OHKO on Gengar and ability to break Raikou's Subs, and it's always good to have something for opposing Machamp. U-turn is to scout for switch-ins and deal more damage with Stealth Rock, and to get the hell away from Magnezone so that a horrible stall war doesn't break out.
Problems
Calm Minders: My Jirachi isn't strong enough kill them before they have enough Calm Minds to pose a serious threat. Starmie can cripple them with Trick, but that will cost me my revenge killer.
Bulky Waters: While Magnezone 2HKOs most of them, it doesn't have the bulk to take repeated Surfs. This has made me lend further consideration to Celebi, but I feel very vulnerable without Rapid Spin. Starmie screws them over too, but I'm hesitant to do that because, again, Starmie is a far less effective revenge killer without its Scarf.
Zapdos: With Roost and the ability to O/2HKO every one of my team members, an offensive Zapdos is a big issue. Starmie will cripple it too by forcing it to lock onto one move, but Starmie will be killed by Thunderbolt right as it does that.
Fires: Fires pose a problem as Starmie and Salamence aren't bulky enough to take Fire Blast after Fire Blast. Machamp can live any unboosted hit and OHKO most with Dynamic Punch, but again, he usually takes a solid hit in the beginning. They aren't a huge problem, as they can usually be revenge killed easily, but they are something to consider.
Any combination of the above Pokemon could be a huge problem, so any and all help regarding them in particular is appreciated.
Conclusion
This was a bit lengthy, so thanks for sticking with me the whole time. Most of my threads aren't as thorough as this one, but I thought I'd make this a good one since (I think) this is the best team I've made in a while.
Any comment, no matter how small, is appreciated. If you think this is a great team, tell me. If you think this team would do a tiny bit better by changing one little nitpick, tell me. If you think it needs some major rennovations, tell me. I'm going to stick with this team for a while, so all input is valued, and all raters are appreciated.






For a long, long time, I built teams with three walls and three sweepers. After discovering that teams with two walls are much more fun to use, I started building teams with this layout: Wall Breaker, Revenge Killer, Physical Sweeper, Special Sweeper, Physical Wall, Special Wall. Now that worked out fine for a while, but the beginning of the battle proved to be the pivotal point more often than not, and since I had to pick the best of those to be my lead, I decided it was time for another change in team blueprints. So, I came up with this format: Lead, Revenge Killer, Set-Up, Trapper, Physical Wall, Special Wall. I questioned not having a sure-fire wall breaker, but so far the combination of Set-Up and Trapper has worked well enough for me, and this team has done very well, but there are some holes I'm seeking patches for.
Now let's take a look at it under the microscope...
Team
1. The Lead

Machamp, @Lum Berry
Adamant Nature (Atk +, SpAtk -)
236 HP, 248 Atk, 16 SpDef, 8 Spd
-Dynamic Punch
-Ice Punch
-Bullet Punch
-Payback
You can't spell vexatious without OU, either. Machamp is probably the best way to help us all remember that. This is the Attacking Lead set from the strategy Pokedex, and man, it kicks ass. Nobody likes it when their suicide lead is picked off, or when their sleep-inducing lead is nullified completely. Bulky leads such as Swampert are greatly annoyed at the bite of Dynamic Punch and the confusion occasionally keeping them from laying Stealth Rock on the field. You may notice that I have 236 HP EVs and 8 Spd EVs as opposed to 240 HP EVs and 4 Spd EVs suggested on the strategy Pokedex. The extra 4 Spd EVs allow me to outpace opposing Machamp, and 2HKO them with Dynamic Punch. Machamp is also nice to have late in the game, as his power and ability to take a good hit always comes in handy when I accidentally boost an Electivire or something like that. Payback is to smack incoming Ghosts and Psychics for super-effective damage, and to bring Azelf down to its Sash. Bullet Punch to finish off Aerodactyl and Azelf, and it's always nice to have a priority somewhere in the team. I've given some thought to the Ice Punch vs. Stone Edge issue, and decided on Ice Punch for lead Dragonite and Gliscor. Stone Edge wouldn't see much use outside of Gyarados, but I'd still consider it.
2. The Revenge Killer

Starmie, @Choice Scarf
Timid Nature (Spd +, Atk -)
4 HP, 252 SpAtk, 252 Spd
-Hydro Pump
-Ice Beam
-Thunderbolt
-Trick
Two leads that give Machamp trouble are Jirachi and Metagross. Jirachi will either try to flinch Machamp to death or Trick it a Scarf. Starmie's faster than Jirachi and resists Iron Head and Zen Headbutt, so it doesn't have to worry about flinching, and Jirachi won't get very far if it Tricks a Scarf onto Starmie. Metagross will either go for the 2HKO with Meteor Mash or Trick a Scarf onto Machamp. If it Tricks, I bring in Starmie; if it attacks, I have something even better. Aside from helping Machamp in the beginning, this Starmie makes a fine revenge killer. The base stat of 115 allows me to reach 329 Spd with a neutral Nature, which is perfect because outspeeding +1 Salamence is my number one requirement for a revenge killer. Even with Modest, however, Starmie's SpAtk is somewhat lacking, so I elected Hydro Pump over Surf because the extra kick causes a lot of hesitation for Tyranitar and Scizor. Ice Beam for Dragons, Thunderbolt for Gyarados and opposing Waters, and Trick to cripple walls, Calm Minders in particular (more on that later).
3. The Set-Up

Salamence, @Life Orb
Jolly Nature (Spd +, SpAtk -)
4 HP, 252 Atk, 252 Spd
-Outrage
-Dragon Dance
-Roost
-Earthquake
Easily the most effective sweeper in OU (and one of the most effective in Ubers), Salamence fits this team well with its ability to boost stats and restore its own HP. It also provides valuable support with Intimidate and resistances to Fighting and Fire, in particular. I originally had the mixed Dragon Dancer, but decided on this set because I have Magnezone to handle Steels and Roost could be important when it comes to handling Breloom and Lucario.
A tiny little side-thought: I've given some thought to a bulky EV spread to complement Roost and Dragon Dance, but I stuck with this one because its instant power is great, as Earthquake will break Breloom's and leave it open to the OHKO from Outrage, while I can easily Roost off the damage from a -1 Stone Edge.
4. The Trapper

Magnezone, @Leftovers
Timid Nature (Spd +, Atk -)
4 HP, 252 SpAtk, 252 Spd
-Thunderbolt
-Magnet Rise
-Hidden Power Fire
-Substitute
Magnezone is simply great. The strongest Thunderbolt in the game paired with the ability to remove almost all obstacles obstructing Salamence's sweep is a great asset to this team. This is what I bring out if Machamp is faced with an attacking Metagross. 252 Spd EVs and a Timid Nature would bring me to 240 Spd, just enough to outspeed 252 Adamant Metagross, but unfortunately Hidden Power Fire forces me to use a 30 Spd IV, meaning I'll tie, but Metagross with 252 Spd EVs is extremely rare anyway.
It's pretty funny when I bring this in on Metagross, Magnet Rise on the Earthquake and Sub up on the Explosion. I elected Hidden Power Fire for the OHKO on Scizor and Forretress. Thunderbolt 2HKOs them both, meaning Scizor will get a chance to Superpower and Forretress could get out one more entry hazard or Earthquake.
5. The Physical Wall

Donphan, @Leftovers
Impish (Def +, SpAtk -)
252 HP, 252 Def, 4 Spd
-Earthquake
-Assurance
-Rapid Spin
-Ice Shard
This solid little elephant makes a Salamence sweep easier by removing those damn Stealth Rocks, as well as helping with the increasingly popular Spikes so that the rest of the team has the freedom to switch in and out. If Machamp had a rough start, this guy stops Tyranitar dead in his tracks, and usually 2HKOs opposing Salamence with Ice Shard, while shrugging off any unboosted physical attack. Assurance OHKOs incoming Gengar as it tries to block my Rapid Spin attempt. When left with 4 leftover EVs on anything, I always put them in Spd just to outpace the same Pokemon.
Another tiny little side-thought: I've given a bit of that to replacing Donphan with Celebi, as Celebi is better for dealing with opposing Machamp and can stand up to Gyarados. I'm sticking with Donphan for now because I can't count on Machamp to have enough life left late in the game to be able to handle something as dangerous as Tyranitar, and Rapid Spin is an invaluable asset for any team.
6. The Special Wall

Jirachi, @Leftovers
Careful (SpDef +, SpAtk -)
252 HP, 252 SpDef, 4 Spd
-Zen Headbutt
-U-turn
-Wish
-Stealth Rock
This little guy makes a fine special wall, while providing much needed Wish and Stealth Rock support. I elected Zen Headbutt over Iron Head for the OHKO on Gengar and ability to break Raikou's Subs, and it's always good to have something for opposing Machamp. U-turn is to scout for switch-ins and deal more damage with Stealth Rock, and to get the hell away from Magnezone so that a horrible stall war doesn't break out.
Problems

Calm Minders: My Jirachi isn't strong enough kill them before they have enough Calm Minds to pose a serious threat. Starmie can cripple them with Trick, but that will cost me my revenge killer.

Bulky Waters: While Magnezone 2HKOs most of them, it doesn't have the bulk to take repeated Surfs. This has made me lend further consideration to Celebi, but I feel very vulnerable without Rapid Spin. Starmie screws them over too, but I'm hesitant to do that because, again, Starmie is a far less effective revenge killer without its Scarf.

Zapdos: With Roost and the ability to O/2HKO every one of my team members, an offensive Zapdos is a big issue. Starmie will cripple it too by forcing it to lock onto one move, but Starmie will be killed by Thunderbolt right as it does that.

Fires: Fires pose a problem as Starmie and Salamence aren't bulky enough to take Fire Blast after Fire Blast. Machamp can live any unboosted hit and OHKO most with Dynamic Punch, but again, he usually takes a solid hit in the beginning. They aren't a huge problem, as they can usually be revenge killed easily, but they are something to consider.
Any combination of the above Pokemon could be a huge problem, so any and all help regarding them in particular is appreciated.
Conclusion
This was a bit lengthy, so thanks for sticking with me the whole time. Most of my threads aren't as thorough as this one, but I thought I'd make this a good one since (I think) this is the best team I've made in a while.
Any comment, no matter how small, is appreciated. If you think this is a great team, tell me. If you think this team would do a tiny bit better by changing one little nitpick, tell me. If you think it needs some major rennovations, tell me. I'm going to stick with this team for a while, so all input is valued, and all raters are appreciated.