I'd say that this is a fairly balanced team, more focused on the offensive side. Generally, I think it handles most threats well, but I'm still having trouble with Infernapes. I basically have to keep switching until it runs out of dynamic punch. Bullet punch also screws over my lead. (fixed the Scizor Problem WOOT!).
Froslass
Nature: Timid
Hold Item: Focus Sash
0/0/0/252/252/6
Moves:
Spikes
Ice Beam
Taunt
Destiny Bond
I've always liked spikes over stealth rock, and Froslass, simply put, is one of the fastest spikers in the game, letting it taunt pretty much all stealth rock and spiker leads save for aerodactyl. The focus sash helps it survive at least a hit and gives it a free cheap KO with destiny bond. The ghost typing is useful for avoiding those rapid spinners like forretress who want to put up entry hazards of their own. One thing I don't like is being taunted by something faster like ambipom or aerodactyl. Froslass CANNOT deal with Bullet Punch from something not destiny bonded. Scizor comes in and forces me to guess: revenge killer with bullet punch or sword dancer? Generally, I switch into zapdos who can take scizor's attacks even after a swords dance.
2nd
Starmie
Nature: Timid
Hold Item: Life Orb
6/0/0/252/252/0
Moves:
Rapid Spin
Surf
Ice Beam
Thunderbolt
(NOTE: USED TO BE ALAKAZAM)
I needed a rapid spinner, and starmie seemed like a good option, especially since my alakazam kept getting murdered by everything with priority. I like surf over hydro pump simply because I believe in consistency. Ice Beam and Thunderbolt give the famed "Bolt-Beam" combo. Starmie takes hits a bit better than zam and gives me another ice move to take on dragons. It doesn't live very long though with the life orb, and pursuit is not kind to my starmie.
Blissey
Nature: Bold
Hold Item: Leftovers
252/0/252/0/0/6
Moves:
Softboiled
Aromatherapy
Thunder Wave
Seismic Toss
Again, not much to say. Nice special wall in general. I choose thunder wave over toxic simply because I find thunder wave more useful. Having the bold nature and 252 in defense helps it survive things most people wouldn't expect it to (i.e. dragonite's dragon claw). Aromatherapy helps get rid of the various statuses that my pokemon (mostly dragonite) seem to pick up.
Zapdos
Nature: Bold
Hold Item: Leftovers
248/0/228/32/0/0
Moves:
Heat Wave
Thunderbolt
HP Grass
Roost
(NOTE: USED TO BE SWAMPERT)
Helps against Scizor who tends to kind of ravage my team. Heat Wave gets Scizor good. Thunderbolt is there for some nice STAB. Roost is good for recovery (especially if I'm anticipating a rock or ice move). HP Grass just gives some nice coverage in general.
Zapdos helps against many threats in OU (mainly SCIZOR). Generally, he's always been solid on my team and can take a hit before going down. Heat Wave, for some reason, most people aren't expecting and has landed me many surprise KO's.
Breloom
Nature: Impish
Hold Item: Toxic Orb
236/0/248/32/0/0
Moves:
Focus Punch
Spore
Leech Seed
Substitute
If you can't deal with breloom, you're kind of done. I switch him in on something like an umbreon, substitute, then focus punch or leech seed depending on the opponent. I spore when I can outrun the opponent/ when there aren't many other options. Toxic orb is good for predicting those Tricking Jirachis (and helps flygon murder that thing).
Flygon
Nature: Jolly
Hold Item: Choice Scarf
6/252/0/252/0/0
Moves:
Outrage
U-Turn
Thunderpunch
Earthquake
(NOTE: USED TO BE DRAGONITE)
I switched flygon in for dragonite simply because having 3 pokemon weak to rock is not ideal. He is a nice revenge killer, especially against Jirachi (which is why I used Jolly as opposed to Adamant since Jirachi tends to wreak havoc). Thunderpunch is there over fire blast to deal with gyarados. I opted for thunderpunch over stone edge for the accuracy.
My main concerns:
I'm not sure if my team really "syncs" with each other (do they have good synergy?).
My team tends to fall apart after Zapdos dies. But I can;t do much about it....
I'd like to put in something to deal with Infernape, like a gyarados, but I'm not sure where I can put it.
Froslass
Nature: Timid
Hold Item: Focus Sash
0/0/0/252/252/6
Moves:
Spikes
Ice Beam
Taunt
Destiny Bond
I've always liked spikes over stealth rock, and Froslass, simply put, is one of the fastest spikers in the game, letting it taunt pretty much all stealth rock and spiker leads save for aerodactyl. The focus sash helps it survive at least a hit and gives it a free cheap KO with destiny bond. The ghost typing is useful for avoiding those rapid spinners like forretress who want to put up entry hazards of their own. One thing I don't like is being taunted by something faster like ambipom or aerodactyl. Froslass CANNOT deal with Bullet Punch from something not destiny bonded. Scizor comes in and forces me to guess: revenge killer with bullet punch or sword dancer? Generally, I switch into zapdos who can take scizor's attacks even after a swords dance.
2nd
Starmie
Nature: Timid
Hold Item: Life Orb
6/0/0/252/252/0
Moves:
Rapid Spin
Surf
Ice Beam
Thunderbolt
(NOTE: USED TO BE ALAKAZAM)
I needed a rapid spinner, and starmie seemed like a good option, especially since my alakazam kept getting murdered by everything with priority. I like surf over hydro pump simply because I believe in consistency. Ice Beam and Thunderbolt give the famed "Bolt-Beam" combo. Starmie takes hits a bit better than zam and gives me another ice move to take on dragons. It doesn't live very long though with the life orb, and pursuit is not kind to my starmie.
Blissey
Nature: Bold
Hold Item: Leftovers
252/0/252/0/0/6
Moves:
Softboiled
Aromatherapy
Thunder Wave
Seismic Toss
Again, not much to say. Nice special wall in general. I choose thunder wave over toxic simply because I find thunder wave more useful. Having the bold nature and 252 in defense helps it survive things most people wouldn't expect it to (i.e. dragonite's dragon claw). Aromatherapy helps get rid of the various statuses that my pokemon (mostly dragonite) seem to pick up.
Zapdos
Nature: Bold
Hold Item: Leftovers
248/0/228/32/0/0
Moves:
Heat Wave
Thunderbolt
HP Grass
Roost
(NOTE: USED TO BE SWAMPERT)
Helps against Scizor who tends to kind of ravage my team. Heat Wave gets Scizor good. Thunderbolt is there for some nice STAB. Roost is good for recovery (especially if I'm anticipating a rock or ice move). HP Grass just gives some nice coverage in general.
Zapdos helps against many threats in OU (mainly SCIZOR). Generally, he's always been solid on my team and can take a hit before going down. Heat Wave, for some reason, most people aren't expecting and has landed me many surprise KO's.
Breloom
Nature: Impish
Hold Item: Toxic Orb
236/0/248/32/0/0
Moves:
Focus Punch
Spore
Leech Seed
Substitute
If you can't deal with breloom, you're kind of done. I switch him in on something like an umbreon, substitute, then focus punch or leech seed depending on the opponent. I spore when I can outrun the opponent/ when there aren't many other options. Toxic orb is good for predicting those Tricking Jirachis (and helps flygon murder that thing).
Flygon
Nature: Jolly
Hold Item: Choice Scarf
6/252/0/252/0/0
Moves:
Outrage
U-Turn
Thunderpunch
Earthquake
(NOTE: USED TO BE DRAGONITE)
I switched flygon in for dragonite simply because having 3 pokemon weak to rock is not ideal. He is a nice revenge killer, especially against Jirachi (which is why I used Jolly as opposed to Adamant since Jirachi tends to wreak havoc). Thunderpunch is there over fire blast to deal with gyarados. I opted for thunderpunch over stone edge for the accuracy.
My main concerns:
I'm not sure if my team really "syncs" with each other (do they have good synergy?).
My team tends to fall apart after Zapdos dies. But I can;t do much about it....
I'd like to put in something to deal with Infernape, like a gyarados, but I'm not sure where I can put it.