Opening words: This team was designed rather quickly but I was able to get some good test runs out of it. I know there must be something missing, though. I am rather bad at the prediction game, so I know that contributes to my seasoned losses but I feel that tweaking this team on the most basic levels (or a complete overhaul, for that matter) would really help. This team was designed with specific threats (Machamp, Infernape, Gyarados, etc.) in mind. Original Pokemon that were considered for this team were Regirock, Vaporeon, Salamence, Gengar, and Honchkrow, but I felt that their roles were more aptly filled with the Pokemon below.
I will not be erecting a threat list, at least not in the interim before I make some drastic (or minor) changes to the team that could completely throw off said list. I will, however, ask that any glaringly obvious weaknesses in the OU metagame that I may have missed are pointed out. I don't request that anyone should go through and look for specific threats for me, but rather point out threats that are specifically salient to their more experienced viewpoint.
This team is by no means perfect because unlike my UU teams of years past, I did not research it ad nauseam and I did not make any post-experimental changes. I feel like I do not have the proper experience to make such changes immediately which is why I seek counsel from the more experienced OU players.
Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 248 HP/8 Atk/184 Def/68 Spd
Adamant nature (+Atk, -SAtk)
- Baton Pass
- Protect
- Substitute
- X-Scissor
Nothing wrong with a little help from one of the best Baton Passers in the game. Ninjask is great paired with Dragonite since he could use a Substitute and a Speed Boost. Sometimes Ninjask is also useful for starting a short Baton Pass chain through Umbreon and onto Dragonite or, if I'm feeling ambitious and lucky, Starmie or Dusknoir.
While many may recommend to Protect first, then Substitute, I find it more beneficial to Substitute, then Protect. Bar any priority moves, it gives my Ninjask the chance to speed boost twice and then pass it on while taking minimal damage. And if the first move the opponent uses happens to be Stealth Rock (or a switch, or another move that doesn't break the sub), then I now have a Substitute to pass on, too.
This Ninjask lead is good at handling Stealth Rock leads such as Azelf and Empoleon. My team is definitely not weak to Stealth Rock (though it's not particularly resistant to it, for that matter) so I'm not worried about them getting Stealth Rock up. While Ninjask can't really do anything to Empoleon and several other leads, it can pass speed boosts and a Substitute to someone who can.
The only problem that this lead seems to face in the OU metagame is Scizor, whose Bullet Punch wrecks Ninjask's strategic play. There are also other priority users which hurt, but none that I can't seem to be able to counter with another of my Pokemon on the field.
Leftovers also means that Ninjask can come back for more later, even with Stealth Rock on the field. That is, assuming it needs to come back for more.
Umbreon (M) @ Leftovers
Ability: Synchronize
EVs: 252 HP/164 Spd/92 SDef
Careful nature (+SDef, -SAtk)
- Yawn
- Baton Pass
- Mean Look
- Taunt
Umbreon is occasionally the grateful bearer of Ninjask's Baton Passed speed boosts. The Speed Boosts allow Umbreon to outspeed and Taunt/Mean Look many of OU's trickiest contenders. A Breloom trying to set up a SubPunching factory with Spore in hand won't like the Taunt, and no one wants to be trapped by an Umbreon save Machamp. Yawn can be useful-- especially if Umbreon retains Ninjask's Substitute, to pass a trap on a soon-to-be-sleeping Pokemon to Dragonite along with the Speed Boosts from Ninjask and- if I really played things right- a Substitute.
Umbreon would also like to trap a special sweeper without boosts and hand the job over to Blissey, who can paralyze or proceed to stall out the threat. (Or both)
Umbreon's Taunt also keeps it from being vulnerable to someone else's Taunt. A Froslass that is still on the field after Ninjask has passed Umbreon its speed boosts won't like losing Taunt as making Umbreon use Struggle is really helpful for Froslass' Destiny Bond.
Dragonite (M) @ Leftovers
Ability: Inner Focus
EVs: 252 HP/4 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Heal Bell
- Dragon Claw
- Dragon Dance
- Roost
Dragonite is great at cleaning up leads and tearing through teams should I choose to skip the Umbreon link in the chain. A Dragonite that has Ninjask's Substitute is even better. After 2 Speed Boosts and 2 Dragon Dances this thing is nearly unstoppable. Even Steel types will have a hard time sponging up Dragonite's deadly Dragon Claws-- even moreso if I can manage to get in a 3rd or 4th Dragon Dance.
Dragonite was chosen over Salamence for its durability and support abilities. The lower speed is made up for by (of course) Ninjask (and Dragon Dance) and the 1 base attack difference wasn't really enough to sway my decision at all. Thus more bulk and Heal Bell made Dragonite seem the more appealing choice for this team.
While status doesn't seem to be as prevalent in OU as it is in UU, Heal Bell still helps quite a bit late game if I'm holding onto some poisoned, burned, etc. Pokemon that are worthless with these status conditions. Blissey, Dusknoir, and Umbreon really appreciate having Heal Bell for the occasional Will-O-Wisp and Toxic that come their way.
Starmie @ Choice Specs
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Trick
- Ice Beam
Starmie is the only Special Sweeper of any sort on my team, which may need to be rectified. Starmie is generally great though because even a resisted Surf will hurt those weak on the SpD side coming from Specs Starmie. However, the real jewel here seems to be Trick, which can give Choice Specs away to something that doesn't want it.
Starmie also helps against the potent Mixape that so many teams seem to be weak to. As far as the attacking part of the moveset goes, though, I'd say it's pretty straightforward so I won't go too far into detail.
A Specs Starmie on the receiving end of a Speed Boost (or two) and a Substitute would do nicely, which is how Ninjask and Starmie manage to help each other in that regard.
Blissey (F) @ Leftovers
Ability: Natural Cure
EVs:
Bold nature (+Def, -Atk)
- Seismic Toss
- Thunder Wave
- Softboiled
- Ice Beam
Blissey is the poster child for special walls. Together with Dusknoir and Umbreon, she helps make this team rather impenetrable by Special Sweepers. I do feel, however, that the lack of balance in my team's walls and sweepers may make me susceptible to another team full of physical sweepers and special walls.
However, in the time being, Blissey does a great job crippling all kinds of things with Thunder Wave and stick around for a long time with Softboiled. A trap pass from Umbreon (as aforementioned) can also enable Blissey to stall out special sweepers without Nasty Plot.
Blissey also works well with Starmie and Dusknoir, absorbing their Ghost opponents' STAB attacks while the latter can absorb a powerful Focus Punch/Close Combat/etc.
Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/28 Atk/228 Def
Impish nature (+Def, -SAtk)
- Will-o-wisp
- Pain Split
- Earthquake
- Ice Punch
The final member of the team and unfortunately the most useless for the setting. I think I need to replace Dusknoir, but I'm not entirely sure what to replace it with. While its Will-o-wisp and Pain Split are certainly useful, as well as the attacking moves coming from a respectable attack, its speed is too low even for Ninjask to help it.
It does, however, help against a CB Scizor that's locked onto a non-Bullet Punch move, which may or may not be reason enough to keep it.
If anyone has any suggestions for this final slot (including a recommendation to keep Dusknoir in this spot) please let me know.
I will not be erecting a threat list, at least not in the interim before I make some drastic (or minor) changes to the team that could completely throw off said list. I will, however, ask that any glaringly obvious weaknesses in the OU metagame that I may have missed are pointed out. I don't request that anyone should go through and look for specific threats for me, but rather point out threats that are specifically salient to their more experienced viewpoint.
This team is by no means perfect because unlike my UU teams of years past, I did not research it ad nauseam and I did not make any post-experimental changes. I feel like I do not have the proper experience to make such changes immediately which is why I seek counsel from the more experienced OU players.

Ninjask (M) @ Leftovers
Ability: Speed Boost
EVs: 248 HP/8 Atk/184 Def/68 Spd
Adamant nature (+Atk, -SAtk)
- Baton Pass
- Protect
- Substitute
- X-Scissor
Nothing wrong with a little help from one of the best Baton Passers in the game. Ninjask is great paired with Dragonite since he could use a Substitute and a Speed Boost. Sometimes Ninjask is also useful for starting a short Baton Pass chain through Umbreon and onto Dragonite or, if I'm feeling ambitious and lucky, Starmie or Dusknoir.
While many may recommend to Protect first, then Substitute, I find it more beneficial to Substitute, then Protect. Bar any priority moves, it gives my Ninjask the chance to speed boost twice and then pass it on while taking minimal damage. And if the first move the opponent uses happens to be Stealth Rock (or a switch, or another move that doesn't break the sub), then I now have a Substitute to pass on, too.
This Ninjask lead is good at handling Stealth Rock leads such as Azelf and Empoleon. My team is definitely not weak to Stealth Rock (though it's not particularly resistant to it, for that matter) so I'm not worried about them getting Stealth Rock up. While Ninjask can't really do anything to Empoleon and several other leads, it can pass speed boosts and a Substitute to someone who can.
The only problem that this lead seems to face in the OU metagame is Scizor, whose Bullet Punch wrecks Ninjask's strategic play. There are also other priority users which hurt, but none that I can't seem to be able to counter with another of my Pokemon on the field.
Leftovers also means that Ninjask can come back for more later, even with Stealth Rock on the field. That is, assuming it needs to come back for more.

Umbreon (M) @ Leftovers
Ability: Synchronize
EVs: 252 HP/164 Spd/92 SDef
Careful nature (+SDef, -SAtk)
- Yawn
- Baton Pass
- Mean Look
- Taunt
Umbreon is occasionally the grateful bearer of Ninjask's Baton Passed speed boosts. The Speed Boosts allow Umbreon to outspeed and Taunt/Mean Look many of OU's trickiest contenders. A Breloom trying to set up a SubPunching factory with Spore in hand won't like the Taunt, and no one wants to be trapped by an Umbreon save Machamp. Yawn can be useful-- especially if Umbreon retains Ninjask's Substitute, to pass a trap on a soon-to-be-sleeping Pokemon to Dragonite along with the Speed Boosts from Ninjask and- if I really played things right- a Substitute.
Umbreon would also like to trap a special sweeper without boosts and hand the job over to Blissey, who can paralyze or proceed to stall out the threat. (Or both)
Umbreon's Taunt also keeps it from being vulnerable to someone else's Taunt. A Froslass that is still on the field after Ninjask has passed Umbreon its speed boosts won't like losing Taunt as making Umbreon use Struggle is really helpful for Froslass' Destiny Bond.

Dragonite (M) @ Leftovers
Ability: Inner Focus
EVs: 252 HP/4 Spd/252 SDef
Careful nature (+SDef, -SAtk)
- Heal Bell
- Dragon Claw
- Dragon Dance
- Roost
Dragonite is great at cleaning up leads and tearing through teams should I choose to skip the Umbreon link in the chain. A Dragonite that has Ninjask's Substitute is even better. After 2 Speed Boosts and 2 Dragon Dances this thing is nearly unstoppable. Even Steel types will have a hard time sponging up Dragonite's deadly Dragon Claws-- even moreso if I can manage to get in a 3rd or 4th Dragon Dance.
Dragonite was chosen over Salamence for its durability and support abilities. The lower speed is made up for by (of course) Ninjask (and Dragon Dance) and the 1 base attack difference wasn't really enough to sway my decision at all. Thus more bulk and Heal Bell made Dragonite seem the more appealing choice for this team.
While status doesn't seem to be as prevalent in OU as it is in UU, Heal Bell still helps quite a bit late game if I'm holding onto some poisoned, burned, etc. Pokemon that are worthless with these status conditions. Blissey, Dusknoir, and Umbreon really appreciate having Heal Bell for the occasional Will-O-Wisp and Toxic that come their way.

Starmie @ Choice Specs
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/4 SDef
Timid nature (+Spd, -Atk)
- Surf
- Thunderbolt
- Trick
- Ice Beam
Starmie is the only Special Sweeper of any sort on my team, which may need to be rectified. Starmie is generally great though because even a resisted Surf will hurt those weak on the SpD side coming from Specs Starmie. However, the real jewel here seems to be Trick, which can give Choice Specs away to something that doesn't want it.
Starmie also helps against the potent Mixape that so many teams seem to be weak to. As far as the attacking part of the moveset goes, though, I'd say it's pretty straightforward so I won't go too far into detail.
A Specs Starmie on the receiving end of a Speed Boost (or two) and a Substitute would do nicely, which is how Ninjask and Starmie manage to help each other in that regard.

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs:
Bold nature (+Def, -Atk)
- Seismic Toss
- Thunder Wave
- Softboiled
- Ice Beam
Blissey is the poster child for special walls. Together with Dusknoir and Umbreon, she helps make this team rather impenetrable by Special Sweepers. I do feel, however, that the lack of balance in my team's walls and sweepers may make me susceptible to another team full of physical sweepers and special walls.
However, in the time being, Blissey does a great job crippling all kinds of things with Thunder Wave and stick around for a long time with Softboiled. A trap pass from Umbreon (as aforementioned) can also enable Blissey to stall out special sweepers without Nasty Plot.
Blissey also works well with Starmie and Dusknoir, absorbing their Ghost opponents' STAB attacks while the latter can absorb a powerful Focus Punch/Close Combat/etc.

Dusknoir (M) @ Leftovers
Ability: Pressure
EVs: 252 HP/28 Atk/228 Def
Impish nature (+Def, -SAtk)
- Will-o-wisp
- Pain Split
- Earthquake
- Ice Punch
The final member of the team and unfortunately the most useless for the setting. I think I need to replace Dusknoir, but I'm not entirely sure what to replace it with. While its Will-o-wisp and Pain Split are certainly useful, as well as the attacking moves coming from a respectable attack, its speed is too low even for Ninjask to help it.
It does, however, help against a CB Scizor that's locked onto a non-Bullet Punch move, which may or may not be reason enough to keep it.
If anyone has any suggestions for this final slot (including a recommendation to keep Dusknoir in this spot) please let me know.