Alright, check it. This will be the first team I've ever created specifically for pvp purposes, I've done quite a bit of lurking around various sites and checking out successful teams and I think I may have at least a somewhat decent one here. Ferrothorn (M) @ Rocky Helmet Trait: Iron Barbs EVs: 252 HP / 88 Def / 168 SDef Relaxed Nature (+Def, -Spd) - Leech Seed - Toxic - Power Whip - Explosion Ferrothorn is a straight wall. The strategy is to toxic, leech seed, stall, explode when HP gets too low. Plus, the Iron barbs/Rocky helmet combo is a deadly one for physical attackers. Thinking of subbing explosion for spikes. Power whip is, of course, so that Ferro won't be totally useless after setting up and so that he has a decent attack option. Originally, I had him set with ingrain and a big root instead of rocky helm to boost his recovery options and make him nothing but a staller, however, without a mean look setup and the inability to switch after ingrain, I couldn't find much use for that setup in OU. EVs are all defensive to increase walling capabilty and to max out that life bar. The extra SDef EVs are to survive those darn flamethrower abusers that are all over the place. Scizor (F) @ Life Orb Trait: Technician EVs: 176 HP / 176 Atk / 100 SDef / 56 Spd Adamant Nature (+Atk, -SAtk) - U-turn - Pursuit - Bullet Punch - Roost Technician boosted scizor. He will likely be my lead in as he makes for a decent scout. If I hit a bad matchup, U-turn outta there. If its a good matchup and the enemy decides to bamf, pursuit them on the way out for big damage. Life orb can hurt longevity so thats why I opted for roost over superpower, I already have two T-tar counters I am worried, however that tech/life orb bullet punch won't be able to handle as many threats as would having superpower, so I'm curious if the roost recovery is indeed worth the moveslot. Also, I used an unconventional EV spread to deal with multiple situations and the extra SpDef EVs have saved my butt a few times.. Jellicent (M) @ Leftovers Trait: Cursed Body EVs: 248 HP / 216 Def / 44 SDef Calm Nature (+SDef, -Atk) - Recover - Scald - Will-O-Wisp - Ice Beam Jellicent fills in the hole in my defenses. his role is to burn the enemy, crippling physical attackers and wall special sweepers. Scald doesn't burn quite enough for me, and since burning is a major part of his strategy I opted for will o wisp. I gave him leftovers primarily to help him withstand sandstorms, as he's the only one on my team affected by them I have T-tar down there with sand stream who generally wont come in as much as you might think. I've considered energy ball as an alternative to ice beam, but I feel that creates poor synergy with Ferrothorn. His EVs are all setup for boosting defensive capability and maximizing survivability Heatran (F) @ Choice Scarf Trait: Flash Fire EVs: 4 HP / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Fire Blast - Earth Power - Dragon Pulse - Hidden Power [Ice] Good 'ol Heatran! This build is directly out of the smogon description. If it ain't broke, don't fix it! The fire immunity is a major help on this guy too. This little guy has some heavy hitting special sweeping options. Fire blast makes a powerful STAB, Earth Power is to help deal with other Heatran, Dragon pulse is mainly to deal with Dragonite and the increasingly common Hydreigon, and HP ice works to help take down birds, though I'm worried about its synergy with Dragon Pulse. His EVs are setup purely for special sweeping, to outspeed and hit hard, with 4 EVs in HP to add a little extra life bar. Skarmory (M) @ Shed Shell Trait: Sturdy EVs: 252 HP / 100 Def / 100 SDef / 56 Spd Impish Nature (+Def, -SAtk) - Roost - Stealth Rock - Roar - Brave Bird Mostly used as my stealth rock setter and PHaser. I gave him shed shell to bamf in case of Magnezone. Makes a decent physical wall too and the ground immunity is invaluable. I opted for Brave Bird as a powerful STAB since I decided to opt for the Roost recovery. I originally wanted to have him set spikes as well, but I find the setup time consuming and not as much fun to play. Since he is a Stealth rock setter, I opted for defensive EVs to increase walling/Phasing capability and 56 in Speed to beat slower heavy hitters. Tyranitar (F) @ (No Item) Trait: Sand Stream EVs: 44 HP / 252 Atk / 44 Def / 168 Spd Adamant Nature (+Atk, -SAtk) - Earthquake - Stone Edge - Crunch - Thunderbolt Dino-Myte! Dino here serves two main functions, a physical sweeper and a weather counter. STAB crunch serves to help deal with those pesky psychic types and thunderbolt is kind of a last ditch measure, though I almost feel the slot is wasted. Earthquake, of course, is near obligatory on T-tar nowadays and Stone edge makes for a scary STAB. He switches in surprisingly well on weather casters like Ninetails and Rain dance Defensve Starmie. However, I don't know what item I should give him!! Perhaps a choice scarf for the speed boost or lightning gem to boost emergency Thunderbolt. I find him difficult to maintain with choice items, but perhaps my strategy is lacking. His EV spread focuses on maximizing attack while adding some survivabilty and a minor speed boost. I'm sure my team has gaping holes, but as I said, it's my first team ever so help me out!