Hey. This is a team I made based on one pokemon: Machamp. Although slow, Machamp's amazing attack power, No Guard ability and decent bulk more than make up for this. This team aims to emphasise the good and down-play the bad. At a Glance In-Depth @Leftovers Relaxed Nature 252 Def, 252 Hp, 6 Atk Torrent Ice Beam Protect Stealth Rock Earthquake Description: Swampert's main role is to set up Stealth Rock, and stay alive to be used as a powerful wall later in the match. Swampert does this extremely well, whilst also complementing the rest of my team by providing an Electric immunity, since 2 vital members of my team are weak to it. Obviously, the EVs are standard, and give maximum physical bulk. Earthquake hits many common leads for SE damage, such as Metagross and Heatran. Ice Beam hits Aerodactyl, and hits neutral on Azelf. It also hits the less common Anti-lead Dragonite. Protect is used over Roar or Surf to scout for Explosions from leads like Azelf. It can also stall Outrages and turns for Sunny Day/Rain Dance teams. @Choice Specs Timid Nature Volt Absorb 252 Sp.Atk, 252 Speed, 6 Hp Discharge Hidden Power [Grass] Shadow Ball Signal Beam Description: As my team is based on a Physical Pokemon, I felt it important to utilise an extremely powerful Special Pokemon also. Jolteon fits nicely, providing a secondary Electric immunity. Discharge may seem odd on such a fast pokemon, but in this team, it is a much better choice, allowing me to spread paralysis through the opponents team, which gives Machamp a much easier time sweeping. The rest of the moves are for coverage. Signal Beam is mainly filler, but hits Celebi harder than Shadow Ball. Again, the EVs are very standard, maxing Speed and Sp.Atk. @Leftovers Calm Nature Serene Grace 252 Hp, 58 Def, 200 Sp.Def Air Slash Thunder Wave Roost Aura Sphere Description: Togekiss brings some Special bulk to my team, as well as a secondary way to spread paralysis. Air Slash gets STAB and combos well with Thunder Wave, thanks to Serene Grace. Aura Sphere hits the steels that resist Air Slash. Roost gives some recovery, allowing me to spread more paralysis. EVs give some balanced bulk, while still primarily focusing on Sp.Def. @Choice Scarf Adamant Nature Serence Grace 252 Speed, 252 Atk, 6 Hp Iron Head U-Turn Fire Punch Thunder Punch Description: Jirachi is the revenge killer of my team. He synergies well with Machamp, being able to take the flying and psychic attacks aimed at him. U-Turn allows me to scout the opponents set, similar to Swampert's Protect. Iron Head uses the same priciple as Togekiss' Air Slash. The Punches offer great coverage, hitting Steels and Waters which would otherwise wall the entire set. EVs are painfully standard. @Leftovers Adamant Nature Intimidate 150 Hp, 80 Atk, 96 Def, 184 Speed Waterfall Dragon Dance Taunt Bounce Description: Because of Machamp's abysmal speed, I felt a faster Physical Attacker was needed. Gyarados is a good pokemon all round, and helps Machamp stay alive with it's Intimidate ability. Dragon Dance is Gyarados' trademark move, used on almost all of it's sets. Bounce and Waterfall give perfect coverage other than Empoleon, and Taunt stops Phazing and other stat-uppers. EVs are copied from Smogon, with minor changes. @ Leftovers Adamant Nature No Guard 248 Hp, 252 Atk, 8 Hp Dynamic Punch Payback Stone Edge Substitute Description: The star of the show, Machamp. IMO, one of the most potent sweepers in OU now that Latias is gone. With No Guard, Dynamic Punch becomes an amazing move, easily 2HKOing the bulkiest of pokemon, as long as they don't resist it. Stone Edge hits the Flyers that do resist it, and Payback hits the ghosts that are immune to it. Substitute blocks statuses like Burn that can severely hinder Machamp. EVs are once again ripped from Smogon. Considering replacing Leftovers with Expert Belt and Sub with Thunder Punch.