Hey everyone, this is Berserker Lord with my first RMT. as you look through it, you'll notice that it's quite offensive, what with 2 Life Orbers, 2 Choice users, a resist berry, and 1 Leftovers user ( who is still quite offensive). Now, I had wanted to take advantage of the Lead Metagame revolving around Machamp, so I use a lead that ensures that Machamp dies and does well against other leads
That lead is Gallade. I also use one set which will make you think that I mixed up the pokes item, but it works so much better for me then the standard varient.
heres the analysis of it for anyone curious:http://www.smogon.com/dp/pokemon/gallade
Team building process:
Gallade@ Lfe Orb
Abilty: Steadfast
Nature: Jolly
EVs: 252 Attack, 252 Speed, 4 HP
Moves:
Close Combat
Shadow Sneak
Zen Headbutt
Stone Edge
Now, the most commonly seen Fighting-type Pokemon in the lead position is Machamp and with good reason: the opponent is forced to either get up Stealth Rock and let Machamp live, or attack and don't get SR up. With how good Machamp is, why am I chosing to use Gallade instead? Well, Machamp has the lead Metagame centered on countering it and that lowers Machamp's effectiveness. With Gallade, I can KO a high number of Leads and no one prepares for it because they're more afraid of Machamp, and trying to stop Gallade gets them destroyed by Machamp. ( Before anyone tells me " OMG, why are you using Gallade when you could use Machamp," actually read my reasons why i'm using it, and don't assume that Gallade is inferior)
Move Choice:
Close Combat is the obvious STAB Fighting move, 2HKOing and OHKOing quite a few leads and other pokes midgame. Zen Headbutt is Gallades second STAB. Now you may think that I should replace it but it's essential to allow me to OHKO all Lead Machamps, OHKO Breloom, Tentecruel, and give me good coverage. Stone Edge lets me OHKO Lead Dragonite most of the time, 2HKO all Zapdos sets with SR, and takes a large chunk out of Gyarados who Dragon Dance, thinking i'll switch out. Finally, Shadow Sneak is great priority, allowing me to 2HKO Lead Azelf, assuring all they do is SR or Taunt ( some actually do) and die next turn, pick off weakened Aerodactyl and Infernape, and lets me hit Gengar and Starmie for a good chunk before they kill me.
lead stackup:
Azelf: Focus Sash and Colbur Berry Leads get 2HKOed by Shadow Sneak. Life Orb Leads are also 2HKOed while Psychic doesn't KO. Choice Scarf Azelf doesn't bother me that much, and if they Trick, it can actually help me. Dual Screen versions annoy me way too much.
Infernape: Zen Headbutt + Shadow Sneak KOs, while anything ape uses doesn't stop me. If it Fake Outs, I get a free Speed boost and can mangle the opponets team more.
Aerodactyl: Zen Headbutt + Shadow Sneak KOs, while Earthquake doesn't and they don't get SR up if they try and hit me.
Heatran: Close Combat OHKOs unless Tran has Chople Berry (which none use IIRC) or runs rediclous amounts of HP and Defense EVs.
Machamp: Zen Headbutt always KOs with Life Orb, and thanks to Machamps No Guard, Zen Headbutt never misses.
Swampert: Switch out to Shaymin to force out with Seed Flare.
Crobat: I absolutly hate Crobat because the only thing I feel safe switching into it is Heatran and it still takes a chunk out of Tran.
Metagross: Close Combat once and than switch into Heatran on the predicted Steel Move. I can lose Gallade if Gross attacks first, but than the rest of my team can KO him.
Jirachi: Switch into Flygon to take pretty much anything it throws: Trick versions who Trick have just wasted a turn, if they Stealth Rock I can just U-Turn out, and for any non Scarf varients who deicde to Thunder Wave instead, they give me a free switch in
Roserade: Go to Shaymin to take the Sleep than to Starmie to Ice Beam.
Gliscor: Switch out to Starmie to force out since I don't run Ice Punch.
Hippowdon: Switch to Shaymin since Close Combat is a 3HKO and force it out with Seed Flare.
that should be enough leads
Starmie@ Life Orb
Nature: Timid
Ability: Natural Cure
EVs: 252 Speed, 252 Special Attack, 4 Def
Moves:
Hydro Pump
Ice Beam
Thunderbolt
Rapid Spin
Starmie was suggested to me by Snorlaxe, who noticed that I had a problem with Spikestacking teams since I gave them lots of switch ins and they could easily set up Spikes. Starmie is great because it allows me to use Rapid Spin while still being offensive to help me keep up the momentum, which is very important considering the nature of my team.
Move Choices:
Hydro Pump is the choice over Surf because of the power to get me some crucial OHKOs that Surf couldn't. Ice Beam lets me OHKO Dragonite, Flygon, while also 2HKOing all Celebi who don't invest in Special Defence and all Shaymin sets. Thunderbolt lets me OHKO Gyarados and Starmie if I have to. It also lets me damage Empoleon enough to stop it from setting up a Sub with SR, 2HKO all Skarmory, Suicune without a Calm Mind boost, and Vaporeon. Rapid Spin is for spinning away any Entry Hazards that my opponent sets up. You may not think I need it, but my team would be murdered with 3 Layers of Spikes and SR.
Shaymin@ Leftovers
Nature: Timid
Ability: Natural Cure
EVs: 252 HP, 68 Special Attack, 188 Speed
Moves:
Leech Seed
Protect
Seed Flare
Hidden Power Fire
This Shaymin set may seem to be an oddball on my team, what with a moveset and EV distrubition that suggests stalling, but Faladran suggesten for me to use this set to handle Stall was a great one. With Life Orb being the most common set, lots of times, you'll get a Heatran coming in and stopping you from killing that bulky Water and be forced out. This set is made to take adavantage of that and help me against Stall.
Move Choice:
Leech Seed is the defining move, letting me heal myself without having to resort to Rest and switching out. I can also switch out when I predict I can get something in safely and give them Leech Seed recovery. Protect is for extra stalling and to scout what move the opponent will use and act accordingly. Seed Flare is nescessary STAB that every Shaymin should carry. It's secondary effect is amazing, allowing me to threaten Steel Types who love to switch in with HP Fire much easier. Hidden Power Fire rounds out the set by letting me destroy Scizor switch ins and Steels in general.
Heatran@ Passho Berry
Nature: Naive
Ability: Flash Fire
EVs: 252 Special Attack, 252 Speed, 4 Def
Moves:
Fire Blast
Earth Power
Explosion
Stealth Rock
While Scarf Heatran is a good set for the lava monster, it's so predictable that many teams can easily predict what it's going to do and take advantage of him. Heatran is much better with getting up Stealth Rock considering he already forces alot of switches and can easily find time to set them up. Another advantage of not Scarfing Heatran is being able to use a resist berry, which allows him to get up Stealth Rock on Waters expecting to KO him, the main one being Starmie.
Move Choice:
Fire Blast is the nesscessary Fire type STAB, hitting pokes quite hard and
having a nice chance to burn. It`s used over Flamethrower because I like the extra power it brings. Earth Power Is mainly for KOing other Heatrans,
but it also lets me hit Infernape who think they can switch into Fire Blast and force me out and for coverage. Explosion is for when Heatran isin`t going to be doing anything else and theres something walling my other sweepers. Stealth Rock is pretty much a staple on every OU team: It`s easy to set up, and it keeps certian threats from steam rolling alot more teams.
Flygon@ Choice Scarf
Nature: Adamant
Ability: Levitate
EVs: 252 Attack, 252 Speed, 4 HP
Moves:
Outrage
Earthquake
Thunderpunch
U-Turn
Although Band Flygon was quite fun to use, 2HKOing alot of things Scarf can't, I was quite vulnerable to faster sweepers even with Shaymin and Choice Scarf Scizor, the main two being Infernape and Starmie, so Aerrow told me to switch back to Scarf Flygon and it's been a mixed bag for me. On one hand, the speed has saved me countless times against those fast sweepers. On the other hand, I can't muscle through bulky pokes anymore since I have much less power, but in the end, Scarf Flygon is the better choice for my team. ( For anyone who tries to suggest Jolly instead of Adamant on Flygon, don't. I don't outspeed anything important with Jolly and the extra power is welcome)
Move Choices:
Outrage is Dragon STAB that every Flygon carries and for good reason: it allows him to clean up greatly late game. Earthquake is Flygons other STAB, and gives him great coverage with Outrage. Thunderpunch lets me revenge/force out Gyarados, and the accuracy over Stone Edge is quite welcome. U-Turn is for early game scouting, and Scarf Flygon works quite well with Scarf Scizor, better then Band Scizor IMO since you have a much less chance of getting hurt.
Scizor@ Choice Scarf
Nature: Jolly
Ability: Technician
EVs: 252 Attack, 244 Speed, 12 HP
Moves:
U-Turn
Pursuit
Superpower
Iron Head
Now you may think that with Choice Scarf Flygon on my team, why would I ever need another Choice Scarfer, let alone making Scizor that Scarfer when he is mostly used for his Choice Band Bullet Punch and U-Turns? The reasons are that Scarf Scizor can scout much better then a Band Scizor, not taking hits all the time if you predict wrong. The second is that I don't have to relie on Bullet Punch to KO dangerous sweepers, such as 1+ Tyranitar and Starmie, and can Superpower Tyranitar ( sometimes catching a Magnezone switch in) or U-Turn Starmie, OHKOing both of them.
U-Turn is the main move of the set. With Choice Scarf, it's much easier to scout since I don't need to predict a switch in to make sure I don't take damage. Pursuit is for any Ghosts or Psychics who think they can just switch out and take no damage. Superpower is mainly for predicted Magnezone switch ins, but is also for destroying Blissey since I don't have Band. Iron Head is used over Bullet Punch since the increase of Speed allows me to use it effectively and it's 30 Points more powerful. The chance of a Flinch is also good.
There isin't going to be a threat list so thats all I have to say about my team. Now get rating.
That lead is Gallade. I also use one set which will make you think that I mixed up the pokes item, but it works so much better for me then the standard varient.
heres the analysis of it for anyone curious:http://www.smogon.com/dp/pokemon/gallade
Team building process:
I started with my lead. Now I didn't want a suicide lead since I just in general hate them. So I looked for some non suicide SR leads. I did find a few, but they didn't seem like they would work for me. Now I looked for a anti-lead. Knowing Machamp wasn't as effective as some months ago, I looked through C&C to try and find one. There I found Gallade.
Now I needed 2 fast attackers for my team. Looking around, 2 caught my eye: LO Azelf and Shaymin.
These 3 have been the only 3 to stay consistently on the team ( Shaymin was replaced for like 1 match, then I put him back on). Now at first, I wanted something to smash some walls. Dragonite was the perfect one to fill the role, but his speed often let me down, so I switched to looking for a fast revenge killer. Flygon filled that role
Now I decided to look for something to fill the role of Stealth Rock set upper. I was using Bronzong at first, but he slowed down my momentum greatly when I switched him in to SR. I decided to replace him with Scarf Jirachi, which not only gave me Stealth Rocks, but also gave me another great revenge killer.
Now I decided I needed another Steel for mainly attacking. This changed alot. From choice Band Scizor to Agilty Metagross to Heatran which I had used with Suicune for a little bit before Cune was replaced with either Jirachi or Flygon ( can't remember) and Tran was replaced with Band Scizor.
This is the current version of my team so far, and I belive it's the best version so far, despite the large weakness to Fire.
Update:
This is the current version of my team. The changes were Starmie over Azelf (Snorlaxe suggested it) and Choice Band Flygon over Scarf (also Snorlaxe's suggestion). Heatran is put over Scarf Jirachi because it helps me to kill Physical walls and gives me a FWG core ( wasn't even aiming for one)

Now I needed 2 fast attackers for my team. Looking around, 2 caught my eye: LO Azelf and Shaymin.



These 3 have been the only 3 to stay consistently on the team ( Shaymin was replaced for like 1 match, then I put him back on). Now at first, I wanted something to smash some walls. Dragonite was the perfect one to fill the role, but his speed often let me down, so I switched to looking for a fast revenge killer. Flygon filled that role




Now I decided to look for something to fill the role of Stealth Rock set upper. I was using Bronzong at first, but he slowed down my momentum greatly when I switched him in to SR. I decided to replace him with Scarf Jirachi, which not only gave me Stealth Rocks, but also gave me another great revenge killer.





Now I decided I needed another Steel for mainly attacking. This changed alot. From choice Band Scizor to Agilty Metagross to Heatran which I had used with Suicune for a little bit before Cune was replaced with either Jirachi or Flygon ( can't remember) and Tran was replaced with Band Scizor.






This is the current version of my team so far, and I belive it's the best version so far, despite the large weakness to Fire.
Update:






This is the current version of my team. The changes were Starmie over Azelf (Snorlaxe suggested it) and Choice Band Flygon over Scarf (also Snorlaxe's suggestion). Heatran is put over Scarf Jirachi because it helps me to kill Physical walls and gives me a FWG core ( wasn't even aiming for one)

Gallade@ Lfe Orb
Abilty: Steadfast
Nature: Jolly
EVs: 252 Attack, 252 Speed, 4 HP
Moves:
Close Combat
Shadow Sneak
Zen Headbutt
Stone Edge
Now, the most commonly seen Fighting-type Pokemon in the lead position is Machamp and with good reason: the opponent is forced to either get up Stealth Rock and let Machamp live, or attack and don't get SR up. With how good Machamp is, why am I chosing to use Gallade instead? Well, Machamp has the lead Metagame centered on countering it and that lowers Machamp's effectiveness. With Gallade, I can KO a high number of Leads and no one prepares for it because they're more afraid of Machamp, and trying to stop Gallade gets them destroyed by Machamp. ( Before anyone tells me " OMG, why are you using Gallade when you could use Machamp," actually read my reasons why i'm using it, and don't assume that Gallade is inferior)
Move Choice:
Close Combat is the obvious STAB Fighting move, 2HKOing and OHKOing quite a few leads and other pokes midgame. Zen Headbutt is Gallades second STAB. Now you may think that I should replace it but it's essential to allow me to OHKO all Lead Machamps, OHKO Breloom, Tentecruel, and give me good coverage. Stone Edge lets me OHKO Lead Dragonite most of the time, 2HKO all Zapdos sets with SR, and takes a large chunk out of Gyarados who Dragon Dance, thinking i'll switch out. Finally, Shadow Sneak is great priority, allowing me to 2HKO Lead Azelf, assuring all they do is SR or Taunt ( some actually do) and die next turn, pick off weakened Aerodactyl and Infernape, and lets me hit Gengar and Starmie for a good chunk before they kill me.
lead stackup:












that should be enough leads

Starmie@ Life Orb
Nature: Timid
Ability: Natural Cure
EVs: 252 Speed, 252 Special Attack, 4 Def
Moves:
Hydro Pump
Ice Beam
Thunderbolt
Rapid Spin
Starmie was suggested to me by Snorlaxe, who noticed that I had a problem with Spikestacking teams since I gave them lots of switch ins and they could easily set up Spikes. Starmie is great because it allows me to use Rapid Spin while still being offensive to help me keep up the momentum, which is very important considering the nature of my team.
Move Choices:
Hydro Pump is the choice over Surf because of the power to get me some crucial OHKOs that Surf couldn't. Ice Beam lets me OHKO Dragonite, Flygon, while also 2HKOing all Celebi who don't invest in Special Defence and all Shaymin sets. Thunderbolt lets me OHKO Gyarados and Starmie if I have to. It also lets me damage Empoleon enough to stop it from setting up a Sub with SR, 2HKO all Skarmory, Suicune without a Calm Mind boost, and Vaporeon. Rapid Spin is for spinning away any Entry Hazards that my opponent sets up. You may not think I need it, but my team would be murdered with 3 Layers of Spikes and SR.

Shaymin@ Leftovers
Nature: Timid
Ability: Natural Cure
EVs: 252 HP, 68 Special Attack, 188 Speed
Moves:
Leech Seed
Protect
Seed Flare
Hidden Power Fire
This Shaymin set may seem to be an oddball on my team, what with a moveset and EV distrubition that suggests stalling, but Faladran suggesten for me to use this set to handle Stall was a great one. With Life Orb being the most common set, lots of times, you'll get a Heatran coming in and stopping you from killing that bulky Water and be forced out. This set is made to take adavantage of that and help me against Stall.
Move Choice:
Leech Seed is the defining move, letting me heal myself without having to resort to Rest and switching out. I can also switch out when I predict I can get something in safely and give them Leech Seed recovery. Protect is for extra stalling and to scout what move the opponent will use and act accordingly. Seed Flare is nescessary STAB that every Shaymin should carry. It's secondary effect is amazing, allowing me to threaten Steel Types who love to switch in with HP Fire much easier. Hidden Power Fire rounds out the set by letting me destroy Scizor switch ins and Steels in general.

Heatran@ Passho Berry
Nature: Naive
Ability: Flash Fire
EVs: 252 Special Attack, 252 Speed, 4 Def
Moves:
Fire Blast
Earth Power
Explosion
Stealth Rock
While Scarf Heatran is a good set for the lava monster, it's so predictable that many teams can easily predict what it's going to do and take advantage of him. Heatran is much better with getting up Stealth Rock considering he already forces alot of switches and can easily find time to set them up. Another advantage of not Scarfing Heatran is being able to use a resist berry, which allows him to get up Stealth Rock on Waters expecting to KO him, the main one being Starmie.
Move Choice:
Fire Blast is the nesscessary Fire type STAB, hitting pokes quite hard and
having a nice chance to burn. It`s used over Flamethrower because I like the extra power it brings. Earth Power Is mainly for KOing other Heatrans,
but it also lets me hit Infernape who think they can switch into Fire Blast and force me out and for coverage. Explosion is for when Heatran isin`t going to be doing anything else and theres something walling my other sweepers. Stealth Rock is pretty much a staple on every OU team: It`s easy to set up, and it keeps certian threats from steam rolling alot more teams.

Flygon@ Choice Scarf
Nature: Adamant
Ability: Levitate
EVs: 252 Attack, 252 Speed, 4 HP
Moves:
Outrage
Earthquake
Thunderpunch
U-Turn
Although Band Flygon was quite fun to use, 2HKOing alot of things Scarf can't, I was quite vulnerable to faster sweepers even with Shaymin and Choice Scarf Scizor, the main two being Infernape and Starmie, so Aerrow told me to switch back to Scarf Flygon and it's been a mixed bag for me. On one hand, the speed has saved me countless times against those fast sweepers. On the other hand, I can't muscle through bulky pokes anymore since I have much less power, but in the end, Scarf Flygon is the better choice for my team. ( For anyone who tries to suggest Jolly instead of Adamant on Flygon, don't. I don't outspeed anything important with Jolly and the extra power is welcome)
Move Choices:
Outrage is Dragon STAB that every Flygon carries and for good reason: it allows him to clean up greatly late game. Earthquake is Flygons other STAB, and gives him great coverage with Outrage. Thunderpunch lets me revenge/force out Gyarados, and the accuracy over Stone Edge is quite welcome. U-Turn is for early game scouting, and Scarf Flygon works quite well with Scarf Scizor, better then Band Scizor IMO since you have a much less chance of getting hurt.

Scizor@ Choice Scarf
Nature: Jolly
Ability: Technician
EVs: 252 Attack, 244 Speed, 12 HP
Moves:
U-Turn
Pursuit
Superpower
Iron Head
Now you may think that with Choice Scarf Flygon on my team, why would I ever need another Choice Scarfer, let alone making Scizor that Scarfer when he is mostly used for his Choice Band Bullet Punch and U-Turns? The reasons are that Scarf Scizor can scout much better then a Band Scizor, not taking hits all the time if you predict wrong. The second is that I don't have to relie on Bullet Punch to KO dangerous sweepers, such as 1+ Tyranitar and Starmie, and can Superpower Tyranitar ( sometimes catching a Magnezone switch in) or U-Turn Starmie, OHKOing both of them.
U-Turn is the main move of the set. With Choice Scarf, it's much easier to scout since I don't need to predict a switch in to make sure I don't take damage. Pursuit is for any Ghosts or Psychics who think they can just switch out and take no damage. Superpower is mainly for predicted Magnezone switch ins, but is also for destroying Blissey since I don't have Band. Iron Head is used over Bullet Punch since the increase of Speed allows me to use it effectively and it's 30 Points more powerful. The chance of a Flinch is also good.
There isin't going to be a threat list so thats all I have to say about my team. Now get rating.