Hey everybody,
This is the first time I am using this feature, and I am hoping to get some pretty great advice. Ive looked around and the thread can really improve teams. I hope you can do the same to mine.
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Team Preview






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First Look
A single glance at this team shows its large bulk. Very few offensive teams have counters to L-T, Arcanine, and Megasuar. This team can check almost all offensive threats. After predicting a switch, one of my offensive threats can take out at least 1 and most times 2 or 3 mons in a row before dying. I don't have a set lead. I scout the opponent and play my best hand.
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Analysis

Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- Morning Sun
- ExtremeSpeed
- Will-O-Wisp
This mon is the reason I created this team. His awesome defensive bulk and great ability check some of the most dangerous physical threats in the OU Metagame. When Life Orb Talon hits with Brave Bird, he takes 45% recoil and Arcanine takes 16% damage. Arcanine also easily checks Aegislash, Mega-Mawile, Mega-Pinser, Mega-Medicham and many others. Rocky Helmet is a great addition that surprises and weakens so many opponents. Morning Sun is the most important move here, allowing Arcanine to last longer into battles. Flare Blitz is the main attacking move taking care of steel and grass pokemon easily. E-Speed is for some priority to take care of weakened opponents, and Will-O Wisp is to cripple most switchins. Arcanine shines at being a major defensive pain in the ass.

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Giga Drain
- Synthesis
- Leech Seed
- Sludge Bomb
What Arcanine can't handle, Megasaur can. This is a standard Venusaur set, but works in perfect conjunction with Arcanine, handling almost all the special threats that Arcanine can't handle. With his mega ability Thick Fat Megasaur shines at being a fantastic special wall. Giga Drain, Leech Seed, and Synthesis are all used to enhance Megasaur's lifespan, seeing as it can't hold lefties. Sludge Bomb is for other grass types and an occasional random fairy type.

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
- Earthquake
- U-turn
- Stealth Rock
- Hidden Power [Ice]
L-T functions as my offensive pivot. He can take many offensive hits, set up rocks, and U-Turn away to gain momentum. Intimidate is amazing here, allowing it to take absorb many physical hits. The best part about LT is his ability to pack a really hard EQ, crippling many opponents who would like switch in. HP Ice is used to counter other LTs, Gliscor, and Garchomp.

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Extrasensory
- Grass Knot
- Ice Beam
Now we move to the offensive part. Greninja is one of my favorite mons in the game. He can come in and just wreck so many mons. He works great in tandem with Mega-V. Most teams will deal with Mega-V with psyshock, and a predicted switch is a huge momentum shift leaving the door open for Greninja to rock on. Hydro Pump on this ninja is one of the most powerful moves in the entire metagame. Extrasensory is used to deal with Mega-V and Fighting types. Grass Knot is a huge plus on this set. It takes out other pesky Greninjas and can pack a punch hard on any water type. Ice beam for dragon and grass types.

Weavile @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Ice Punch
- Ice Shard
- Low Kick
It took me a while to find my physical wall breaker, but Weavile really seems to find his niche on this team. With excellent speed and attack, Weavile is a fantastic late game sweeper. Knock Off is a fantastic move, which includes STAB and removing the opponent's item. Ice Punch hits just as hard, taking care of almost all dragon threats. Ice shard is for priority and Low Kick hits steel and dark types hard. Only problem is that he is very fragile, which brings me to my next mon

Donphan @ Assault Vest
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Ice Shard
- Earthquake
- Seed Bomb
There is only one reason to carry Donphan on a team, and that reason is Rapid Spin. My team is quite weak to rocks, and Arcanine cannot function well without a clear path. Sturdy works great for Donphan, allowing him to successfully spin. Assault Vest is also great because most water, grass and ice attack are special attacks. Donphan's job is spinning, and he does it well, but apart from that he hasn't been doing much. Donphan has a decent EQ that can pack a punch against electric types. Ice shard is for priority and seed bomb is to hit Rotom-W on a switch in. He may not do much but he does his job well.
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Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
- Earthquake
- U-turn
- Stealth Rock
- Hidden Power [Ice]
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Extrasensory
- Grass Knot
- Ice Beam
Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- Morning Sun
- ExtremeSpeed
- Will-O-Wisp
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Giga Drain
- Synthesis
- Leech Seed
- Sludge Bomb
Donphan @ Assault Vest
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Ice Shard
- Earthquake
- Seed Bomb
Weavile @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Ice Punch
- Ice Shard
- Low Kick
Ability: Intimidate
EVs: 248 HP / 172 Def / 88 Spe
- Earthquake
- U-turn
- Stealth Rock
- Hidden Power [Ice]
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Extrasensory
- Grass Knot
- Ice Beam
Arcanine @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Flare Blitz
- Morning Sun
- ExtremeSpeed
- Will-O-Wisp
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Giga Drain
- Synthesis
- Leech Seed
- Sludge Bomb
Donphan @ Assault Vest
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Rapid Spin
- Ice Shard
- Earthquake
- Seed Bomb
Weavile @ Life Orb
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Ice Punch
- Ice Shard
- Low Kick