Thundurus @ Focus Sash
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Thundurus is great for competitive use in my experiences. Thunder wave helps out with speed boost baton passers and sweepers that start to give you trouble. Using taunt in this set lets you bring this guy out as your lead if you notice something that might try to set up. And with the ability prankster, both of these moves get priority which is useful. Thunderbolt for STAB and your main attack move, and the hidden power ice is good for coverage. Sash lets you stay in there for one extra turn for whatever you feel like doing.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 244 HP / 8 Atk / 252 Def / 4 SpA
Lax Nature
- Stealth Rock
- Crunch
- Fire Blast
- Earthquake
Tyranitar is your physically defensive asset that can be incredibly useful in certain situations. He's also your go to stealth rocks guy to make sure that the opponent doesn't get too comfortable with those switches. Earthquake is self explanatory, since pretty much everybody knows how great of a move it is. Crunch is for extra coverage, and fire blast is great if you want to catch your opponent totally off guard. (Also gives some more coverage now that I think about it.) Leftovers with the sand stream ability lets you wear down your opponent a little bit which is nice.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Ice Beam
- Thunderbolt
With max special attack and speed with draco meteor and the bolt beam combo, this thing is undeniably a monster. Life orb gives you more power for your opponent to cry about and levitate is the only ability this thing is allowed to have, otherwise it might be hanging out in ubers. In this team, latios will get rid of entry hazards for you with defog, but since it removes ALL entry hazards on the field, be careful when you use it.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Toxic
- Protect
- Slack Off
I forgot to mention just how much I love stallers like these. That is, when they're fighting for me. Like most stallers, this bundle of joy has leftovers for its held item. Additionally, thanks to the ability regenerator, whenever you switch this guy out you get a little health bonus! But we're not done yet! Since you can never have to much health in a pokemon battle, I gave this guy slack off. Now it can heal 50% of his health whenever it feels like. But of course we need to be able to damage the opponent, so we'll use toxic for that. And since we got toxic with leftovers, why not use protect? No brainer right? Then to top it all off, we got calm mind so we can boost our special def whenever we got spare time.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is absolutely exceptional at totally annihilating your opponent. With swords dance and life orb, you can get this guy's attack stat to over 1000 in a few turns. Sucker punch gives you that priority, knock off deals great damage while tossing your opponent's held item into the local trash dump. And iron head is for those stupid fairies who always try to wall us.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Flamethrower
- Solar Beam
- Dragon Pulse
- Roost
Charizard Y remains as one of the best wall breakers and megas in the OU tier. With Drought, he summons sunny day to boost your flamethrowers and let you use solar beam in one turn. Dragon Pulse is for dragon type pokemon, and roost heals it up whenever it feels a little tired.
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Thundurus is great for competitive use in my experiences. Thunder wave helps out with speed boost baton passers and sweepers that start to give you trouble. Using taunt in this set lets you bring this guy out as your lead if you notice something that might try to set up. And with the ability prankster, both of these moves get priority which is useful. Thunderbolt for STAB and your main attack move, and the hidden power ice is good for coverage. Sash lets you stay in there for one extra turn for whatever you feel like doing.
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 244 HP / 8 Atk / 252 Def / 4 SpA
Lax Nature
- Stealth Rock
- Crunch
- Fire Blast
- Earthquake
Tyranitar is your physically defensive asset that can be incredibly useful in certain situations. He's also your go to stealth rocks guy to make sure that the opponent doesn't get too comfortable with those switches. Earthquake is self explanatory, since pretty much everybody knows how great of a move it is. Crunch is for extra coverage, and fire blast is great if you want to catch your opponent totally off guard. (Also gives some more coverage now that I think about it.) Leftovers with the sand stream ability lets you wear down your opponent a little bit which is nice.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Defog
- Ice Beam
- Thunderbolt
With max special attack and speed with draco meteor and the bolt beam combo, this thing is undeniably a monster. Life orb gives you more power for your opponent to cry about and levitate is the only ability this thing is allowed to have, otherwise it might be hanging out in ubers. In this team, latios will get rid of entry hazards for you with defog, but since it removes ALL entry hazards on the field, be careful when you use it.
Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Toxic
- Protect
- Slack Off
I forgot to mention just how much I love stallers like these. That is, when they're fighting for me. Like most stallers, this bundle of joy has leftovers for its held item. Additionally, thanks to the ability regenerator, whenever you switch this guy out you get a little health bonus! But we're not done yet! Since you can never have to much health in a pokemon battle, I gave this guy slack off. Now it can heal 50% of his health whenever it feels like. But of course we need to be able to damage the opponent, so we'll use toxic for that. And since we got toxic with leftovers, why not use protect? No brainer right? Then to top it all off, we got calm mind so we can boost our special def whenever we got spare time.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head
Bisharp is absolutely exceptional at totally annihilating your opponent. With swords dance and life orb, you can get this guy's attack stat to over 1000 in a few turns. Sucker punch gives you that priority, knock off deals great damage while tossing your opponent's held item into the local trash dump. And iron head is for those stupid fairies who always try to wall us.
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Flamethrower
- Solar Beam
- Dragon Pulse
- Roost
Charizard Y remains as one of the best wall breakers and megas in the OU tier. With Drought, he summons sunny day to boost your flamethrowers and let you use solar beam in one turn. Dragon Pulse is for dragon type pokemon, and roost heals it up whenever it feels a little tired.