"Legal Boring Stuff" Read before Rating!
Hey there all. This is my first time posting an OU team- well, any team for that matter. I figured I'd show you what I've got!
Now, before I go any further, I read that if there are certain specifications regarding my team (aka, what I can and cannot do), I should let you know ahead of time, and I have one very important one: I play on the DS. I know that may sound silly and I'm sure there are lots of people here who do too but this means something very important. It means I actually need to go through the work to catch, breed, IV check, breed again, EV train, rinse and repeat in order to obtain a halfway decent Poke'mon. I have also already sent my 4th generation Poke'mon into the new generation, meaning there's no chance of them obtaining any "4th Gen Only" moves they don't already have.
In other words, simply saying "Oh just slap a Metagross and give it Trick on there and it's good to go." or "Heatran has Flash Fire too, just grab one of those from the nearest Mt. Mortar." isn't going to happen. However, this doesn't mean I still don't don't appreciate it. I am here to better myself and if you feel that posting a Poke'mon that poses a challenge to obtain would seriously help me, I'll at least look into it.
One last thing I'll mention is that you'll notice some bizarre item choices. That's because the DS Flat Battle rules have an item clause so I had to keep that clause in mind when designing my team. So please don't suggest duplicate items!
Wow, that's enough boring text for now, eh? Let's get some pictures in here shall we?
The Building Process
Metagross. What can I say? I've always had fond feelings for this guy (Girl? Genderless. Whatever). In the 4th Generation he was my best lead and I decided to take him into battle as my lead this time around as well. I've heard Stealth Rocks is kind of a dead thing right now and Explosion got nerfed but I'll get more into more detail about that later.
Latias used to complement my Metagross nicely. That is, before it became Uber. Now I know right now nothing is set in stone but I didn't want to take any chances so I opted for a similar dragon. Hydreigon is one of many special sweeps on my team and his type weaknesses/resistances pair well with Metagross still.
Next up was to cover the annoying fighting and bug weakness that my new dragon has. I also have also been facing quite a few problems with Conkeldurr so I turned to the mummy. He's a tank with the ability to burn, haze, mummify and resist quite a few attacks my team is weak to.
Another Poke'mon from the past joins the fray! Magnezone is here because as you'll see later, I don't have any other way to deal with bulky water types. His typing also allows him to resist the Dark, Ghost, Ice and Bug weaknesses some of my other Poke'mon have.
Metagross and Magnezone without something to save them from fire? I don't think so. Chandelure absorbs fire and fighting and becomes stronger if I predict correctly. He also carries Energy Ball, which adds a grass type move to the team.
If you can't beat them, join them. Conkeldurr is one tough cookie and looks bad ass to boot. He also brings a key set of attacks to the team that I've been lacking: fighting. His weaknesses of Psychic and Flying are already well covered with Magnezone and Metagross and his typing protects a few others from rock, bug and dark moves.
The Specifics
With that out of the way, let's look at them each individually.
The Lead
Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant
- Stealth Rock
- Bullet Punch
- Meteor Mash
- Earthquake
First one onto the battlefield leading the charge into battle. Metagross is pretty straightforward. He used to carry Explosion but with it's recent power loss I opted to try and keep him around longer and add Meteor Mash. Most matches carry a team preview so Stealth Rock is there if I happen to see something along the lines of Volcanora hiding in the wings. Other than that he's a pretty straightforward physical attacker meant to put a dent into anything he can and outspeed other leads with Bullet Punch. As for the choice of item, I can't make up my mind. I've tried all three and they all seem to help in different situations. But it seems like Lum Berry has given me the most success when people try and burn him. But Occa Berry and Mental Herb have each had their moments as well.
Break the wall down!
Hydreigon (aka Chris Jericho) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spe
Nature: Modest
- Draco Meteor
- Flamethrower
- Taunt
- U-Turn
Basically Hydreigon acts almost like a wall breaker. He can taunt slower Poke'mon and mess them up, then if he can't bring them down, U-Turn away into something that can. His ability also protects my other steel and fire types. Other than that, he's maxed out in special attack and speed in order to deal as much damage to the opposing team as possible.
The Eclipse
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 136 Def / 120 SDef
Nature: Bold
- Haze
- Rest
- Will-O-Wisp
- Hex
Mainly added as a counter to Conkeldurr, Cofagrigus has become an overall solid tank and addition to the team. His typing works well with his other team mates, he blocks rapid spin and his ability to Haze out boosted Poke'mon like Scrafty has saved me time and time again. The rest of him is pretty easy to understand. The EVs balance defense and special defense and Will-O-Wisp + Hex allows me to status while adding that little extra "Oomph" of damage.
It's a Trap!
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 40 HP / 252 SAtk / 216 Spe
Nature: Timid
- Substitute
- Thunderbolt
- Hidden Power Ice
- Charge Beam
With the new generation and the invention of Air Balloon, Magnezone can finally switch into a choice banded Earthquake and survive to Substitute. I removed Magnet Rise from gen 4 to make room for Charge Beam and it's special attack increases. Hidden Power Ice is used because I already have enough fire support on my team and literally no ice except this move. His ability to trap steel types and outspeed a fair share of Poke'mon is also endlessly useful. Magnezone is also my only real answer to bulky water types as well since I can no longer add Thunderpunch to my Metagross.
Whenever candle lights flicker.. where the air is deathly still..
Chandelure @ Focus Sash
Ability: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spe
Nature: Naive
- Flame Charge
- Flamethrower
- Shadow Ball
- Energy Ball
Breeding for Hidden Power is just annoying. So I went another route. The idea here is to switch in on something and scare it off, then using Flame Charge to ding whatever comes out and get a speed boost equal to that of a choice scarf. The difference? I'm not trapped into one move. The focus sash allows me to get the boost even if I know I'm going to be attacked and then allow me to still get and extra little bit of damage in before I attack with a real move next turn. Flash Fire saves my fellow steel types, while Energy Ball adds the only grass type move onto my team.
Wat.
Conkeldurr @ Toxic Orb
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Nature: Brave
- Bulk Up
- Mach Punch
- Drain Punch
- Payback
Going over the team I decided I needed a new physical sweep and here he is. I'm not sure I really need to explain what Conkeldurr brings to the table. We all know what terror he can cause. Toxic Orb was chosen to instantly boost Conkeldurr's power and chosen over a Flame Orb in case he should become "mummified" on accident. Drain Punch gives him his health back that he loses every turn assuming they don't resist the move. His weaknesses of Psychic and Flying are also covered by Metagross and Magnezone.
The Verdict
That's for you, the reader, to decide! What do you think? Comments? Question? Concerns? I want to hear what you have to say! Thanks for taking the time to rate my team!
Hey there all. This is my first time posting an OU team- well, any team for that matter. I figured I'd show you what I've got!
Now, before I go any further, I read that if there are certain specifications regarding my team (aka, what I can and cannot do), I should let you know ahead of time, and I have one very important one: I play on the DS. I know that may sound silly and I'm sure there are lots of people here who do too but this means something very important. It means I actually need to go through the work to catch, breed, IV check, breed again, EV train, rinse and repeat in order to obtain a halfway decent Poke'mon. I have also already sent my 4th generation Poke'mon into the new generation, meaning there's no chance of them obtaining any "4th Gen Only" moves they don't already have.
In other words, simply saying "Oh just slap a Metagross and give it Trick on there and it's good to go." or "Heatran has Flash Fire too, just grab one of those from the nearest Mt. Mortar." isn't going to happen. However, this doesn't mean I still don't don't appreciate it. I am here to better myself and if you feel that posting a Poke'mon that poses a challenge to obtain would seriously help me, I'll at least look into it.
One last thing I'll mention is that you'll notice some bizarre item choices. That's because the DS Flat Battle rules have an item clause so I had to keep that clause in mind when designing my team. So please don't suggest duplicate items!
Wow, that's enough boring text for now, eh? Let's get some pictures in here shall we?
The Building Process

Metagross. What can I say? I've always had fond feelings for this guy (Girl? Genderless. Whatever). In the 4th Generation he was my best lead and I decided to take him into battle as my lead this time around as well. I've heard Stealth Rocks is kind of a dead thing right now and Explosion got nerfed but I'll get more into more detail about that later.


Latias used to complement my Metagross nicely. That is, before it became Uber. Now I know right now nothing is set in stone but I didn't want to take any chances so I opted for a similar dragon. Hydreigon is one of many special sweeps on my team and his type weaknesses/resistances pair well with Metagross still.



Next up was to cover the annoying fighting and bug weakness that my new dragon has. I also have also been facing quite a few problems with Conkeldurr so I turned to the mummy. He's a tank with the ability to burn, haze, mummify and resist quite a few attacks my team is weak to.




Another Poke'mon from the past joins the fray! Magnezone is here because as you'll see later, I don't have any other way to deal with bulky water types. His typing also allows him to resist the Dark, Ghost, Ice and Bug weaknesses some of my other Poke'mon have.





Metagross and Magnezone without something to save them from fire? I don't think so. Chandelure absorbs fire and fighting and becomes stronger if I predict correctly. He also carries Energy Ball, which adds a grass type move to the team.






If you can't beat them, join them. Conkeldurr is one tough cookie and looks bad ass to boot. He also brings a key set of attacks to the team that I've been lacking: fighting. His weaknesses of Psychic and Flying are already well covered with Magnezone and Metagross and his typing protects a few others from rock, bug and dark moves.
The Specifics
With that out of the way, let's look at them each individually.

The Lead
Metagross @ Lum Berry
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant
- Stealth Rock
- Bullet Punch
- Meteor Mash
- Earthquake
First one onto the battlefield leading the charge into battle. Metagross is pretty straightforward. He used to carry Explosion but with it's recent power loss I opted to try and keep him around longer and add Meteor Mash. Most matches carry a team preview so Stealth Rock is there if I happen to see something along the lines of Volcanora hiding in the wings. Other than that he's a pretty straightforward physical attacker meant to put a dent into anything he can and outspeed other leads with Bullet Punch. As for the choice of item, I can't make up my mind. I've tried all three and they all seem to help in different situations. But it seems like Lum Berry has given me the most success when people try and burn him. But Occa Berry and Mental Herb have each had their moments as well.

Break the wall down!
Hydreigon (aka Chris Jericho) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spe
Nature: Modest
- Draco Meteor
- Flamethrower
- Taunt
- U-Turn
Basically Hydreigon acts almost like a wall breaker. He can taunt slower Poke'mon and mess them up, then if he can't bring them down, U-Turn away into something that can. His ability also protects my other steel and fire types. Other than that, he's maxed out in special attack and speed in order to deal as much damage to the opposing team as possible.

The Eclipse
Cofagrigus @ Leftovers
Ability: Mummy
EVs: 252 HP / 136 Def / 120 SDef
Nature: Bold
- Haze
- Rest
- Will-O-Wisp
- Hex
Mainly added as a counter to Conkeldurr, Cofagrigus has become an overall solid tank and addition to the team. His typing works well with his other team mates, he blocks rapid spin and his ability to Haze out boosted Poke'mon like Scrafty has saved me time and time again. The rest of him is pretty easy to understand. The EVs balance defense and special defense and Will-O-Wisp + Hex allows me to status while adding that little extra "Oomph" of damage.

It's a Trap!
Magnezone @ Air Balloon
Ability: Magnet Pull
EVs: 40 HP / 252 SAtk / 216 Spe
Nature: Timid
- Substitute
- Thunderbolt
- Hidden Power Ice
- Charge Beam
With the new generation and the invention of Air Balloon, Magnezone can finally switch into a choice banded Earthquake and survive to Substitute. I removed Magnet Rise from gen 4 to make room for Charge Beam and it's special attack increases. Hidden Power Ice is used because I already have enough fire support on my team and literally no ice except this move. His ability to trap steel types and outspeed a fair share of Poke'mon is also endlessly useful. Magnezone is also my only real answer to bulky water types as well since I can no longer add Thunderpunch to my Metagross.

Whenever candle lights flicker.. where the air is deathly still..
Chandelure @ Focus Sash
Ability: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spe
Nature: Naive
- Flame Charge
- Flamethrower
- Shadow Ball
- Energy Ball
Breeding for Hidden Power is just annoying. So I went another route. The idea here is to switch in on something and scare it off, then using Flame Charge to ding whatever comes out and get a speed boost equal to that of a choice scarf. The difference? I'm not trapped into one move. The focus sash allows me to get the boost even if I know I'm going to be attacked and then allow me to still get and extra little bit of damage in before I attack with a real move next turn. Flash Fire saves my fellow steel types, while Energy Ball adds the only grass type move onto my team.

Wat.
Conkeldurr @ Toxic Orb
Ability: Guts
EVs: 120 HP / 252 Atk / 136 SDef
Nature: Brave
- Bulk Up
- Mach Punch
- Drain Punch
- Payback
Going over the team I decided I needed a new physical sweep and here he is. I'm not sure I really need to explain what Conkeldurr brings to the table. We all know what terror he can cause. Toxic Orb was chosen to instantly boost Conkeldurr's power and chosen over a Flame Orb in case he should become "mummified" on accident. Drain Punch gives him his health back that he loses every turn assuming they don't resist the move. His weaknesses of Psychic and Flying are also covered by Metagross and Magnezone.
The Verdict
That's for you, the reader, to decide! What do you think? Comments? Question? Concerns? I want to hear what you have to say! Thanks for taking the time to rate my team!