Oh, you (OU team geddit i made a pun) (Almost peaked 1500! Neato.)

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An OU Team for Showdown
So this is a little team I whipped up when I first got into Showdown a while back, and it's for the OU tier. I've covered alot of threats, and although I do need to patch up some things, I believe this isn't that bad of a team. So let us begin.


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Barbra (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball
On my older team, I had a Rapid Spinner because I figured my team needed one. However, as time went on, I realized that nothing on my team never really needed hazard protection. Togekiss, maybe, but even then, it has Roost and leftovers. So with that in mind, I thought of a hazard setup instead. Ferrothorn was a great choice, because not only can it set up well, but with Barbs + Rocky Helmet, it can damage others nicely even when they're taking this thing out. Really, this thing can take damage for almost anything, except Fighting and Fire types. I do have Togekiss and Jellicent to switch into for those, though. Overall, this thing can be a decent lead.

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Robit (Porygon-Z) @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Agility
- Tri Attack
- Dark Pulse
- Hidden Power [Fighting]

While this thing isn't OU, it resides in UU and honestly that is a perfect spot for this thing. Porygon-Z is my lead most of the time, as it can pull off some nasty damage with Tri Attack for a good start of the match. Dark Pulse is there as a cover-up move, and I would've gone with Psychic but I have Togekiss to switch into Fighting moves for that, and it's a counter to ghosts as it's the only moves that can hit them strong. HA Fighting is there to counter it's 2 resistances, Rock and Steel. I gave this thing Agility since it's a very useful move, and while Nasty Plot is a good idea, I figured that giving this thing speed would help it be even better. Porygon-Z may not live long, but it'll put out some deadly damage when it does.

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New Fairy (Togekiss) @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 44 Def / 216 SDef
Calm Nature
- Roost
- Air Slash
- Nasty Plot
- Thunder Wave

Togekiss' new Fairy typing is a blessing to our flinching friend, as now it's even more annoying as it resists even more things. Roost and Nasty Plot are commons on Togekisses, so I've obviously kept that on there. Air Slash, being my only move, is not the best, but this thing is mostly to try and annoy dangers that might come this thing's way. My plan with this thing is to get of TWaves as fast as possible, and then Air Slash. They either have to pray to not get parahax/flinch, or switch out into something else. Roost is my regen and if I want to take Electric/Rock moves, as it becomes Fairy only. Leftovers lets this thing regen even more health, helping it take more. While it may not look like it, Togekiss can hit hard.

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Jaws Of Life (Mawile) @ Mawilite
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Fire Fang
- Play Rough
- Sucker Punch
- Substitute

Mawile's new Fairy typing is truly the best thing that happened to our jawed friend. Alongside a beautifully wonderful Mega Evolution, Mawile now resists even more things and only has 2 resistances. I love using this thing, because it hits hard and takes little damage in return, granted I can get a sub up. Substitute is what saves this thing for me, as I can take damage considering Mawile's pitiful speed and defenses. Play Rough is on this thing because it's the best move this thing gets, and it does wonderful damage on anything. Fire Fang is to attack Steel types or so forth, or anything that Play Rough can't annihilate. Sucker Punch is on this thing as 1. a speed option, as this thing is pitifully slow, and 2. to counter Spiky Shields / Kings Shield's without having to blow well-earned HP. Intimidate is the only real choice for a M-Mawile, because Sheer Force and Hyper Cutter don't matter once you switch in as you're going to Mega Evolve right off the bat. I feel that Mawile's going to move up a few tiers with it's beautiful new changes. God bless Game Freak for making one of my favorite Pokemon ever better.

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Baggy Saggy (Scrafty) @ Leftovers
Ability: Moxie
EVs: 20 HP / 232 Atk / 4 SDef / 252 Spd
Jolly Nature
- Substitute
- Dragon Dance
- High Jump Kick
- Crunch

I've never really seen this set before outside of what I've made for it, and honestly I'm not sure why. Substitute on Scafty is a blessing in disguise, as it allows it's pitiful defenses to be washed away with free damage, and of course, free opportunities for Dragon Dancing. Like Mawile, my hopes for this thing is to get Substitute up as fast as possible, so I can either keep Scrafty alive and get a few dances up, or atleast get 1 up. This thing is deadly once it gets a few dances up, as it can demolish everything in it's path with it's attack + Moxie boosts. Leftovers is to recover Substitute damage, and it's probably one of my best options for a Pokemon as fragile as Scrafty. If you ever want to keep a Scrafty alive, I'd reccomend running Sub on this thing. Trust me, this thing hits harder than it seems.

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VVVVVV (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt
Ah, Victini. Truly a Victory Star (geddit) for my team. While I was a little iffy replacing Jellicent with this thing, my worries were soon washed away when Victini took down a Talonflame easily. (It was paralyzed, but still.) Victini was used in response for quick priority attackers such as Talonflame, and his Scarf lets him move even faster, and shrug off that V-Create speed drop. This thing can be a good switch into Talonflames, or really, anything that doesn't want to super-effective Victini. U-Turn is to counter Dark/Psychic types, and it does do deadly damage when it does this. Bolt Strike is also for Flying types, because I really hate Talonflame. :V When this thing comes out, it usually takes out something when it's there.

Replays:
http://replay.pokemonshowdown.com/ou-74754376
http://replay.pokemonshowdown.com/ou-75151301
http://replay.pokemonshowdown.com/ou-75548607
http://replay.pokemonshowdown.com/ou-77720360
http://replay.pokemonshowdown.com/ou-79450685
http://replay.pokemonshowdown.com/ou-82073756

Old Team Members:

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Pimp Slapper (Cinccino) (M) @ Choice Band
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Tail Slap
- Bullet Seed
- Knock Off
- U-turn
Ah yes, Cincinno. I was using this thing because I wanted to have a Skill Linker on my team. However, that need turned into a bleh, as I never really used this thing. So replaced with Jellicent, this thing was.
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You're a Star (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 10 Def / 232 SAtk / 14 SDef
Bold Nature
- Rapid Spin
- Psychic
- Surf
- Recover
My old Spinner, when I realized that I wasn't crippled by hazards myself, I figured I could use another Pokemon to set up instead. So I used Ferrothorn.

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Best Mustache 2013 (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Recover
- Will-O-Wisp
- Scald
- Taunt

As a Spinblocker for Ferrothorn, I realized that thing thing never really got any use - plus the popularity of Defog this gen didn't help much. So I figured that since I needed a Fire type and a speedy attacker on my team, I'd go with Victini.


If you would like to use these guys in Showdown, be my guest. Other than the shininess, you can copy down the set info and just add whatever you'd like to it. Have fun!
 
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bReakMyTeam calcs (everything is boosted once):

Major threats:
Mega Luke: The physical variant does a lot of damage but you can throw intimidates at it to slow it down. Slightly. The special variant, however, flat out 6-0's you. If it can come in for free on Starmie, Mawile or Cinccino, it gets its NP up and there's nothing you can do to stop it.
Thundurus-Therian: Similar to Special Mega Luke in that it'll 6-0 you if you let it set up an NP but it can only do so on Togekiss (mawile's sucker punch hits for 44% max so it can KO if Starmie lands a max roll Psychic or Scrafty lands a max roll Crunch). The odds aren't really in your favour, though. After the NP it just hits Thunderbolt and things die.

Most of the other threats are physical, so if you toss enough intimidates at them you could get them down but they won't be 1 for 1 trades.

This team really wants a scarfer or some stronger priority to chase down runaway sweepers. You can probably run CB Talonflame instead of Cinccino since they kinda do the same thing and you're already running rapid spin support on Starmie.
 
So I decided to whip up a Talonflame since Miget reccomended a Banded one. I'm not sure if I should entirely use this, so I'm posting it here to see if I can improve it.

Smogon Bird (Talonflame) (M) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Return


Obviously this thing has Gale Wings, as Brave Bird is a good move to have go first. Flare Blitz is also there because that's a good move to hit with. U-Turn is if I need to get the hell out of there, and Return is my other option as I carry a Choice Band, so Roost would be rather useless. Band is there to hit hard.

So what do you think? What's improvable on this thing?
 
Since steel is now nerfed, cino can run knock off to hit steel types harder while removing their items although in ou cloyster uses its skill link better since it can set up along with its excellent def stat. Your swaggy seems like a weak link tho since it cant do much to fairy types with its dual stab. If you want to use it, give poison jab a try since it can then hurt the fairy types it will lure in with its x4 weakness.

As for porygon z, you sid it yourself that its frail and doesnt always work even though it does great when it does. Since its not very reliable, how about using something faster like thunderus since it can use nasty plot as well and it has prankster t waves and sub.

Starmie is a great spinner but your team doesnt despratly need one. Think it would benefit more with a hazard user like deoxys D/S with magic coat/spikes/stealth rocks/filler. The hazard damage can help your team sweep better.

Its just a start but hope that helps for now
 
Hey there! I got your request and I think I'll have enough time right now to really look at this team and see what we have.

The first thing I notice here is how you have thought-out descriptions for each team member, but you really lack a description for the team itself. In addition, the descriptions themselves focus solely on one member of the team at the time and never really talk about other current teammates. To me, this indicates that the team lacks focus and doesn't synergize well. When teambuilding, it's very important to have a starting point, focus or win condition for your team. That can be one, two or in some cases even three Pokemon. It's all too common (for newer players especially,) to build a team in a more rigid manner, either by filling specific roles without thinking about how that affects the team as a whole, or by just choosing powerful threats without, again, thinking about how they specifically benefit the team.

For this team, I think a great example of this mindset in play is Cincinno. This isn't to say that Cincinno isn't in some way viable/useable in the OU metagame, but it doesn't really serve any specific purpose for the team beyond hitting hard with a Choice Band. It replaced Cloyster, and I can assume this was because you wanted another Skill Link Pokemon. This is really the only similarity the two share, as they perform different roles on a team optimally and threaten different sets of foes.

So, what would you focus your team around? What do you usually try to do when winning a game? Do you often need to set up Dragon Dance with Scrafty to win? If so, he's likely the closest thing to a win condition on your team. It might be someone else though, and just because a Pokemon is your win condition doesn't necessarily mean you even end the majority of matches with that Pokemon. I often try to set up in such a way where my M-Mawile can clean up the opposition, but that doesn't mean that sometimes Ferrothorn or Gliscor aren't the ones who get that job done. In any case, it's really important to remember that your team needs a focus to do its best.

Now, let's move on to specific weaknesses. Status is a big one for a large portion of the team, despite having two users of Substitute available. Mawile is the only member who cannot be afflicted with Toxic, and no one can outright absorb Burn or Paralysis. Starmie can heal off status by switching, but is directly impacted as it takes the status, which is problematic when it can be rendered near-useless by Paralysis or whittled away slowly by Rotom-W's burns. Mawile is the only Pokemon on your team that isn't directly inconvenienced by Paralysis, though this can lead to her being outsped by Conkeldurr, which may result in her being unable to take him out later in a match. Everyone else is either too frail to take a hit from the myriad threats that are faster when Paralysis is a factor, or, in Scrafty's case, aims to boost Speed and finds the point moot when Paralyzed. Burns neuter the physical half of your team, and they're all much less threatening when hitting at half damage (even Mawile, who can still dent stuff but finds it much much harder to clean up.) Toxic is mainly used by stallers and walls, which is problematic when half of your team is thoroughly walled by Blissey/Chansey and more specific threats can absolutely wall specific portions of the team.

Your team has some problems switching into specific threats due to sharing defensive weaknesses. It's worth noting that Porygon-Z, Scrafty an Cincinno all share a weakness to Fighting-type moves. While Togekiss and Starmie to some extent alleviate this, they both have problems switching into coverage moves that Fighting-types may use, and in Starmie's case it's bulk is unimpressive even with investment. Togekiss suffers from this problem on the physical side, especially with lack of investment. Beyond Fighting-types, your team has no Electric resistance, and aside from Starmie no Fire or Water resistances. Ground-types can Earthquake anything but Togekiss, who is hit hard with Stone Edge (which many Ground-types carry by default.) Mawile is your only Flying-type resist, which can be a huge issue with Talonflame and M-Pinsir running around. All of these weaknesses cause certain threats to be a big issue.

Rotom-W, the most used Pokemon for the past 2 months, will either threaten large portions of your team or the entire thing depending on its build. Will-O-Wisp cripples your physical attackers and isn't absorbed by your special attackers. It is often physically defensive, but the specially defensive variant is not unheard of nor is it bad. It's immune to Togekiss' Thunder Wave, preventing FlinchHax from being a semi-reliable option. Between its two STAB's it gains perfect neutral coverage of the entire team, and should it carry Thunderbolt it can fire the move off with reckless abandon. Volt Switch is unblockable with your team, and you don't have anything that excels at taking the hit, giving the opposition momentum. You can hit it hard with certain attacks (notably Cincinno's Bullet Seed,) but it's unlikely that Rotom-W will go down without crippling something, and with Rotom-W being so common, that's troublesome to say the least.

That's not to say that there aren't other threats, because there certainly are. Talonflame also gets perfect neutral coverage against the team and you have nothing that can safely switch into it without prediction on your end. While Lucario cannot switch in on some more powerful hits, it can get in fairly easily and instantly threaten your team. Users of Volt Switch and U-Turn in general (Genesect, Rotom-W, Galvantula, Scizor, etc,) can run circles around your team and keep you from having the upper hand in any given match-up. You don't even have hazards to slowly whittle them down.

I could keep going with a lot of OU's big threats, but I think at this point it'll be more productive to look at your individual teammates.

  • Starmie- The main thing with this moveset is that Psyshock is a generally superior option to Psychic despite the drop in base power. Hitting the opponent's Defense instead of their Special Defense is invaluable, and lets you do more damage to things like AV Conkeldurr, the Pink Blobs (not that they'll go down one on one or anything,) and specially bulky Pokemon in general. When combined with Surf, you essentially have a mixed attacker without the investment in both Atk and SpA. Ice Beam and Thunderbolt are also viable coverage options and let you hurt threats that resist your STABs (Slowbro, Celebi, Lati@s...) if you so desire. However, the real problem with this Starmie lies in its stat distribution. While bulky Starmie is a legitimate option, there are better bulky spinners/defoggers out there, and you aren't playing Starmie to its strengths. Its greatest asset is its Speed, and you are neither running a Timid nature nor putting any EV's into Speed. Even with investment its defenses are lackluster and will leave you disappointed. When people use bulky Starmie it is EV'd in such a way as to avoid certain OHKO's, but that's about all you're getting from it. If you want to use Starmie, I'd try 248 HP/ 32 Def/ 4 SpA/ 224 Spe setup with a Timid nature or just make it a more offensive spinner overall. If you want a different mon to keep hazards off of the field, try Excadrill, Tentacruel, Skarmory or Latias. All of them are viable and fill different roles on a team while still allowing the use of Rapid Spin or Defog. Of course, your current team isn't extremely susceptible to hazards, so you could build your team in such a way as to make hazard removal totally unnecessary.
  • Porygon-Z- How often does this guy actually get to use Recover? Porygon-Z has very clear failings as an offensive Pokemon; it is relatively slow and can rarely take a hit. It also has subpar offensive typing, which does it no favors. Can you use Porygon-Z successfully? Sure, but your team needs to be built around supporting it. This team doesn't really do that. At least you can switch Recover for Agility so Porygon-Z can outspeed relevant threats. Recover is generally less useful on frail offensive Pokemon (bulky Starmie being a rare exception,) so you can take advantage of some of the other options Porygon-Z has, and Agility is probably the best. It's also worth noting that you referred to this guy as a Scout. A Scout in Pokemon is designed to figure out your opponent's movesets without risking too much, and Porygon-Z is definitely not that. Users of moves like Protect, U-Turn, Volt Switch and Fake Out are more along the lines of a scout.
  • Togekiss- I need to point out that those Speed EV's aren't really doing anything for Togekiss here. In last gen's UU, they were used to outspeed a few uninvested base 85 Speed Pokemon like Suicune and Gligar. These threats aren't currently relevant in today's XY OU metagame, meaning the EV's are essentially wasted and can be put to better use elsewhere. Leftovers are a generally better choice as Air Slash will do negligible damage to many threats regardless, and the extra healing is wonderful.
  • Mawile- As much as I hate going without Iron Head (I've been let down by the accuracy of moves like Fire Fang and Play Rough far too many times,) there's nothing inherently wrong with the set. Let's move on.
  • Scrafty- The two things that get me with this set are the EV's and coverage options. In terms of stats, you're using the Choice Band EV's for a Dragon Dancer set. If you want to run Dragon Dance, you'll need more Speed to actually outrun other Pokemon. In terms of coverage, Fighting/Poison is fairly awful. You literally cannot hurt Aegislash, for example. Gengar, despite being extremely frail, is only 2HKO'd by Poison Jab 1.2% of the time after 6 Dragon Dances. Many Ghosts in general will take minimal damage from Poison Jab. This Scrafty also exhibits coverage problems against Crobat, Skarmory (who is just too bulky to care about Drain Punch,) Scolipede, Gliscor and Landorus. You're also missing out on the damage of Hi Jump Kick, whereas the healing of Drain Punch would make more sense on a Bulk Up set.
  • Cincinno- The problem isn't so much with the set as it is with the Pokemon. It's very similar to Porygon-Z wherein it needs the team built more specifically to support it for it to work well. It also needs to be said that better fast, physical attackers exist. While Cincinno has Skill Link, you need to be sure that you really need what he offers, and this team doesn't look like it really does.

Now, looking through everything, it's obvious that this team has some serious flaws. I can't think of a specific set of changes that would fix everything because it isn't clear that there's a real goal in mind with this team. There are smaller changes to movesets that can be made, but it won't fix the fact that your team still has issues.

I'd honestly advise you a few things. First, and I tell this to all newer players (as I'm assuming you are due to your join date,) is don't be discouraged. Competitive Pokemon is tricky to say the least, and teambuilding is not easy to do without understanding the process. You can learn a lot just by lurking around the forums (I did for years,) and there is an entire sub-forum for mentors who will be more than happy to help you learn more about everything Pokemon. Read some other RMT's to get a feel for how more experienced players go about putting the pieces together. So, just try your hand at learning more about how each Pokemon works. Learn the vocabulary, try building a few teams with more of a goal in mind, and just keep at it.

If you have any more questions for me, just let me know and I'll be happy to help. I hope this isn't too daunting a block of text and that I helped you understand a few things a bit better.
 
Would running Jolly on Scrafty and having 252 speed EVs be better than what I have now? Because I think that's what I'm getting from you. The only reason I didn't run High Jump Kick was because the recoil from missing was drastic, although I think the substitute would've taken it, but not sure. Poison Jab at the time seemed like a good idea so I ran it, I never got to playing with it though because I didn't really know where to go with my team. I've moved EVs mostly and movesets changed, and yeah I wasn't sure why I was running Recover on Porygon-Z either. It kind of seemed like a good idea. I think with this team I just chose Pokemon I wanted to use, and not what could really help my team in any way.

So, what would you focus your team around? What do you usually try to do when winning a game? Do you often need to set up Dragon Dance with Scrafty to win? If so, he's likely the closest thing to a win condition on your team. It might be someone else though, and just because a Pokemon is your win condition doesn't necessarily mean you even end the majority of matches with that Pokemon.

Scrafty doesn't really win me any of my matches, if I can set up though he can usually clean up most of the team's members. Sometimes M-Mawile does rely on my wins, though, as I've used her in alot of rounds and won.

Considering that my team isn't too affected by hazards (as you said) would replacing Starmie with something like Scizor or a ground type be a better idea than running a spinner itself?
 
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With some of these things in mind, I decided to add 2 more members to my team, replacing Cicinno and Starmie.

Barbra (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball
Starmie replacement, since I figured nothing on my team is affected by rocks (Togekiss being the only exception, but Roost) I figured I might as well have a hazard setup myself. It has 0 speed IVs so Gyro Ball can do good damage, and it has a Rocky Helmet so that it can give damage even when it doesn't. I haven't experimented with this set yet, but I'll see what works. And you may be wondering, "where the fuck is your spinblocker?"

Best Mustache 2013 (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Recover
- Will-O-Wisp
- Scald
- Taunt

Here he is. Designed with the fact that before I added this guy I had Scizor on my team (sorry Scizor, I don't need 2 4X to fire) and that I needed a spinblocker, a Jellicent seemed like a good idea for 2 reasons. 1. It was a spinblocker, but 2. it resists Fighting type moves, and doesn't mind burns, so it's a decent switch-in all around. It could also keep Ferrothorn alive by switching into Fire-type moves. It can send off statuses that Togekiss can't, and then Taunt to stop set-ups, and Recover is there because it's a good move to keep this thing alive. If I do need to take a status, I feel that Jellicent is the one that can do that well.

I might try to replace Jellicent with Chandelure, because I really need a fire type on my team and it can also be a Spinblocker.
 
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Would running Jolly on Scrafty and having 252 speed EVs be better than what I have now? Because I think that's what I'm getting from you. The only reason I didn't run High Jump Kick was because the recoil from missing was drastic, although I think the substitute would've taken it, but not sure. Poison Jab at the time seemed like a good idea so I ran it, I never got to playing with it though because I didn't really know where to go with my team. I've moved EVs mostly and movesets changed, and yeah I wasn't sure why I was running Recover on Porygon-Z either. It kind of seemed like a good idea. I think with this team I just chose Pokemon I wanted to use, and not what could really help my team in any way.



Scrafty doesn't really win me any of my matches, if I can set up though he can usually clean up most of the team's members. Sometimes M-Mawile does rely on my wins, though, as I've used her in alot of rounds and won.

Considering that my team isn't too affected by hazards (as you said) would replacing Starmie with something like Scizor or a ground type be a better idea than running a spinner itself?
With some of these things in mind, I decided to add 2 more members to my team, replacing Cicinno and Starmie.

Barbra (Ferrothorn) (F) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature
IVs: 0 Spd
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball
Starmie replacement, since I figured nothing on my team is affected by rocks (Togekiss being the only exception, but Roost) I figured I might as well have a hazard setup myself. It has 0 speed IVs so Gyro Ball can do good damage, and it has a Rocky Helmet so that it can give damage even when it doesn't. I haven't experimented with this set yet, but I'll see what works. And you may be wondering, "where the fuck is your spinblocker?"

Best Mustache 2013 (Jellicent) (M) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SDef
Bold Nature
- Recover
- Will-O-Wisp
- Scald
- Taunt

Here he is. Designed with the fact that before I added this guy I had Scizor on my team (sorry Scizor, I don't need 2 4X to fire) and that I needed a spinblocker, a Jellicent seemed like a good idea for 2 reasons. 1. It was a spinblocker, but 2. it resists Fighting type moves, and doesn't mind burns, so it's a decent switch-in all around. It could also keep Ferrothorn alive by switching into Fire-type moves. It can send off statuses that Togekiss can't, and then Taunt to stop set-ups, and Recover is there because it's a good move to keep this thing alive. If I do need to take a status, I feel that Jellicent is the one that can do that well.

Jolly DD Scrafty is definitely the way to go if you want to use him. It's important to be able to outrun the majority of your opponents after a Dragon Dance. He'd also benefit from changing his coverage moves (and maybe forgoing Substitute if you find yourself unable to do well with just two moves, which is totally reasonable.)

As for the two hazard Pokes you posted, I can say with confidence that your Ferrothorn set is easy to use and works great. You may wish to switch to a full-on physically defensive EV distribution (the one you currently have is more suited to the Ubers environment, where by necessity Ferrothorn needs to take much harder special hits,) but there's nothing inherently wrong with what you have. As for Jellicent, keep in mind that since Defog is a thing this generation, you won't always have a choice in whether or not you can spinblock something. Jellicent can work well as a bulky Pokemon by all means, but just keep in mind that sometimes he won't be able to stop your opponent from getting rid of hazards.
 
So considering that my team needs a good Fire attacker and something to chase off priorities, I was thinking that Victini was a perfect choice. So, here's a set I whipped up.
VVVVVV (Victini) @ Choice Scarf
Ability: Victory Star
EVs: 4 SDef / 252 Spd / 252 Atk
Adamant Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt

Because V-Create lowers so many stats it isn't funny, the one that hurts Victini the most is it's speed. Giving it a Scarf seemed like a better idea, as it can easily take that Speed lowering and laugh it in the face. The Defences aren't really a worry for me, because if I need Victini to survive a EQ, I'll really just switch into Togekiss or something else that'll resist Victini's weaknesses. Zen Headbutt is another good STAB for Victini, and plus the probability of flinching is always worth it. I would've gone Flare Blitz, but I'd rather Victini stay in than take even more damage. U-Turn is mostly if I want to use Victini first, if I see something I don't like I can U-Turn outta there. Bolt Strike is also a good move for Victini, hitting hard and of course, parahax. The fact that Victini is allowed these moves even is proof that Game Freak really wanted Victini to have potential. So they gave it all of the dragon's signature moves.

So what do you guys think? Is this valuable to replace Jellicent with (it's mostly just death fodder)?
 
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