The Team in Action<----youtube video
Changes in RED
Team building process:
I had a swords dance infernape laying in my box, never really touched it. So I decided to make a team around it
Infernape's main counters are starmie, gyara, and mence. Vaporeon counters mence and gyara quite nicely.
I
I still needed a starmie counter, but I also needed a special wall and wanted a spiker to help infernape's sweeping capabilities. Roserade was the perfect choice.
The team had good synergy so far, but I wanted a ground immunity and something to keep the momentum if infernape died. Dragonite is amazing when combined with infernape. They weaken each others counters and aid each other's sweeps. Infernape can take choiced ice attacks aimed at dragonite, and dragonite can take water and ground attacks aimed at infernape.
The team lacking a little bit on the special side, so I needed a special sweeperish thing. I also needed a spin blocker. I decided on gengar because the new pain split set looked fun to play around with.
Now I needed a lead to get stealth rock up. I contemplated over popular leads like azelf, swampert, and heatran. I decided on metagross because it is bulky and gets SR up most of the time, and it also can explode on threats to dragonite and infernape.
That's the team and here are the movesets:

Metagross@Lum Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
Nature: Adamant (+Atk, -SpA)
-Stealth Rock
-Earthquake
-Bullet Punch
-Explosion
Standard lead metagross, but with lum berry for sleep leads. I get stealth rock up unless I get taunted, which is usually predictable and I EQ or BP. I try an save metagross for later in the game because it is monstrously powerful. THe explosion can also take down walls getting in my team's way.

Vaporeon@Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Nature: Bold (+Def, -Atk)
-Wish
-Protect
-HP Electric
-Ice Beam
I know what you're thinking. "No surf? That's outrageous! You lose valuable coverage." Pretty much lol. I got rid of surf because with ice beam AND hidden power, vaporeon can counter gyara AND mence effectively. Wish is for recovery for my whole team. I works great when one of my pokes can't heal itself at the moment. Protect works great with wish and also helps pp stall pokemon like machamp (screw you dynamicpunch).

Roserade@Leftovers
Ability: Natural Cure
EVs: 252 HP / 136 SpD / 120 Spe
Nature: Calm (+SpD, -Atk)
-Spikes
-Grass Knot
-HP Fire
-Rest
Roserade is one amazing spiker. It can take special hits more than decently, and always seems to get a couple layers up before going down. If it even goes down lol. Rest makes it hard for other pokemon to KO roserade, and it works great with natural cure. Grass knot is for STAB and is stronger than you would think. HP fire is for steel types and other grass types.

Gengar@Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Timid (+Spe, -Atk)
-Substitute
-Pain Split
-Shadow Ball
-Focus Blast
I love this set. It wreaks havoc on most walls. The only problem is if I don't predict a pursuit because then I lost my special attacker. Gengar outspeeds the standard spinner starmie, so I can swith in on rapid spin and OHKO with shadow ball.

Dragonite@Life Orb
Ability: Inner Focus
EVs: 252 HP / 52 Atk / 204 Spe
Nature: Adamant (+Atk, -SpA)
-Dragon Dance
-Dragon Claw
-Earthquake
-Roost
What a beast. He is bulky enough to take a lot of hits and then set up a DD. He can also use roost effectively and serve as a special wall. That's why I chose him over mence. He aids infernape's sweep beautifully, luring in infernape counters and weakening them, or locking a pokemon into and ice move, giving infernape a free SD. A truly loyal dance partner.

Infernape@Life Orb
Ability: Blaze
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 252 Spe / 4 Def
-Swords Dance
-Fire Punch
-Mach Punch
-Close Combat
The star of the team. If he gets a SD in late game when all of his counters are weakened by my other pokemon, it's gg bro. All of the moves are STAB, and I chose mach punch over another move for priority because a lot of OU outspeeds infernape. The only real problem is gengar, but I can switch into dragonite and set up with that instead. I try not to reveal infernape until late game, but sometimes he has to come in and revenge kill with mach punch.
THREATS:
Bulky waters: Roserade can take most of them, but vaporeon is hard to take down with only grass knot. I usually just explode with metagross to get them out of the way.
Pursuiters: I try and predict it when gengar is out, but sometimes it is difficult. Most pursuiters are banded though, so I can send in infernape to get an SD in, but I hate revealing him early game.
That's the team. If you see any problems, please comment. This is also my first RMT, so if you would please criticize me so I can make it better that would be great :)
Changes in RED
Team building process:
I had a swords dance infernape laying in my box, never really touched it. So I decided to make a team around it

Infernape's main counters are starmie, gyara, and mence. Vaporeon counters mence and gyara quite nicely.


I
I still needed a starmie counter, but I also needed a special wall and wanted a spiker to help infernape's sweeping capabilities. Roserade was the perfect choice.



The team had good synergy so far, but I wanted a ground immunity and something to keep the momentum if infernape died. Dragonite is amazing when combined with infernape. They weaken each others counters and aid each other's sweeps. Infernape can take choiced ice attacks aimed at dragonite, and dragonite can take water and ground attacks aimed at infernape.




The team lacking a little bit on the special side, so I needed a special sweeperish thing. I also needed a spin blocker. I decided on gengar because the new pain split set looked fun to play around with.





Now I needed a lead to get stealth rock up. I contemplated over popular leads like azelf, swampert, and heatran. I decided on metagross because it is bulky and gets SR up most of the time, and it also can explode on threats to dragonite and infernape.






That's the team and here are the movesets:

Metagross@Lum Berry
Ability: Clear Body
EVs: 252 HP / 236 Atk / 12 Def / 8 Spe
Nature: Adamant (+Atk, -SpA)
-Stealth Rock
-Earthquake
-Bullet Punch
-Explosion
Standard lead metagross, but with lum berry for sleep leads. I get stealth rock up unless I get taunted, which is usually predictable and I EQ or BP. I try an save metagross for later in the game because it is monstrously powerful. THe explosion can also take down walls getting in my team's way.

Vaporeon@Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Nature: Bold (+Def, -Atk)
-Wish
-Protect
-HP Electric
-Ice Beam
I know what you're thinking. "No surf? That's outrageous! You lose valuable coverage." Pretty much lol. I got rid of surf because with ice beam AND hidden power, vaporeon can counter gyara AND mence effectively. Wish is for recovery for my whole team. I works great when one of my pokes can't heal itself at the moment. Protect works great with wish and also helps pp stall pokemon like machamp (screw you dynamicpunch).

Roserade@Leftovers
Ability: Natural Cure
EVs: 252 HP / 136 SpD / 120 Spe
Nature: Calm (+SpD, -Atk)
-Spikes
-Grass Knot
-HP Fire
-Rest
Roserade is one amazing spiker. It can take special hits more than decently, and always seems to get a couple layers up before going down. If it even goes down lol. Rest makes it hard for other pokemon to KO roserade, and it works great with natural cure. Grass knot is for STAB and is stronger than you would think. HP fire is for steel types and other grass types.

Gengar@Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Timid (+Spe, -Atk)
-Substitute
-Pain Split
-Shadow Ball
-Focus Blast
I love this set. It wreaks havoc on most walls. The only problem is if I don't predict a pursuit because then I lost my special attacker. Gengar outspeeds the standard spinner starmie, so I can swith in on rapid spin and OHKO with shadow ball.

Dragonite@Life Orb
Ability: Inner Focus
EVs: 252 HP / 52 Atk / 204 Spe
Nature: Adamant (+Atk, -SpA)
-Dragon Dance
-Dragon Claw
-Earthquake
-Roost
What a beast. He is bulky enough to take a lot of hits and then set up a DD. He can also use roost effectively and serve as a special wall. That's why I chose him over mence. He aids infernape's sweep beautifully, luring in infernape counters and weakening them, or locking a pokemon into and ice move, giving infernape a free SD. A truly loyal dance partner.

Infernape@Life Orb
Ability: Blaze
Nature: Jolly (+Spe, -SpA)
EVs: 252 Atk / 252 Spe / 4 Def
-Swords Dance
-Fire Punch
-Mach Punch
-Close Combat
The star of the team. If he gets a SD in late game when all of his counters are weakened by my other pokemon, it's gg bro. All of the moves are STAB, and I chose mach punch over another move for priority because a lot of OU outspeeds infernape. The only real problem is gengar, but I can switch into dragonite and set up with that instead. I try not to reveal infernape until late game, but sometimes he has to come in and revenge kill with mach punch.
THREATS:
Bulky waters: Roserade can take most of them, but vaporeon is hard to take down with only grass knot. I usually just explode with metagross to get them out of the way.
Pursuiters: I try and predict it when gengar is out, but sometimes it is difficult. Most pursuiters are banded though, so I can send in infernape to get an SD in, but I hate revealing him early game.
That's the team. If you see any problems, please comment. This is also my first RMT, so if you would please criticize me so I can make it better that would be great :)