First let me start by saying that I'm something of a n00b. Yes, I've been playing Pokemon since Yellow version, but up until the Sixth Generation, I haven't touched a pokemon game since Gen-III, so I don't claim to be an expert on competitive battling.
That said however, I HAVE been doing my homework on the competitive scene, experimented with some mons on Pokemon Showdown, and I think I've got a pretty viable team. But, I'll let the Smogon Elders be the judge of that, as that is what this board is for, and they are no doubt more experienced than I.
Mienshao (F) @ Shell Bell
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Baton Pass
- Swords Dance
- Drain Punch
- Rock Slide
My usual opener, this build is designed to make Mienshao a versatile opener. Drain Punch for the obligatory Fighting STAB as well as help Mienshao get health back (this, combined with Regenerator, helps mitigate her squishiness). Rock Slide to help against flying types of course (except Talonflame. Nothing is faster than Talonflame).
Swords Dance makes an excellent choice as many pokemon in OU (particular Tyranitar) are definitely going to switch out when faced with a fighting type with base 125 attack power, or could try to set up on Mienshao, thinking they can take whatever hits she can give. Either way, it's an opportunity to get an SD off. From there, Mienshao has two options: Either A, stay in and put that attack boost to good use herself, or B, Baton Pass it to a more appropriate physical attacker.
Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Air Slash
- Dazzling Gleam
- Flamethrower
- Roost
When it comes to bulky fairy types, Togekiss wins hands down. He's got both good physical and special defense stats, as well as a good special stat. Air Slash + Serene Grace = Lots of flinching, Dazzling Gleam for the Fairy STAB and Flamethrower for when people start thinking that bringing in a steel type would be a good idea. Roost helps Togekiss stay in the game and compliments his bulk nicely.
Magnezone @ Leftovers
Ability: Sturdy
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Reflect
Magnezone was originally brought in to counter a specific set / build that left me terrified; Belly Drum Azumarill. Up until Magnezone came along, I was helpless before that blasted bunny. The plan is simple. Take that souped-up aqua jet like a boss, guarantee that you'll survive it via sturdy, and then strike back with a STAB Thunderbolt. I've also found that this strategy makes a good counter against Talonflame as well. As for his other moves, Flash Cannon is there because hey, why not take advantage of that Steel STAB? Thunder Wave because drastically lowering your enemy's speed is always a good idea. And Reflect to give the team a bit more support because hey, why not?
Drapion (M) @ Black Sludge
Ability: Battle Armor
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Taunt
- Knock Off
- Poison Jab
- Ice Fang
Kind of the odd one out here. Drapion's a rare sight in OU, but I view that as a strength rather than a weakness. His rarity in the tier means that he's difficult for an enemy to predict, and in the pokemon metagame, the last thing you want to be is predictable.
Anyway, Drapion is my designated Wall-Breaker. Smeargle, Gliscor, Rotom-W, Honedge, a taunt followed by a STAB Knock Off is usually enough to end any stalling shenanigans. Poison Jab for the Poison Stab (rhyming!) because I'm paranoid about fairies (between Magnezone and Drapion, Gardevoir don't stand a chance). Cross Poison may arguably be the better option when paired with Sniper, but crits aren't exactly dependable. I prefer Poison Jab for its reliability. Finally, Ice Fang for the coverage move to deal with Drapion's only real weakness: Ground types. Also, Ice Fang can make an unpleasant surprise if Garchomp or Dragonite switch in, thinking Drapion is easy prey.
Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Water Pulse
- Ice Beam
- Dark Pulse
- Aura Sphere
The team's designated Mega, Blastoise is a bulky special tank with a plethora of attacking moves at his disposal, three of which are boosted thanks to his Mega Launcher ability. Ice Beam also benefits from Mega Blastoise's awesome special attack stat, capable of easily one-shotting the likes of Garchomp and Dragonite. Couple that with his excellent defenses, and he will not go down without hurting SOMETHING.
Donphan (M) @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Thunder Fang
- Fire Fang
For a time, both Blastoise and Donphan had rapid spin, because I hated toxic spikes and stealth rocks THAT much. But eventually I realized that that was just silly and paranoid and that you really only needed one rapid spinner to deal with SR, and Drapion can easily deal with TS. So I replaced Rapid Spin with Ice Beam and Blastoise, making good ol' Donphan the team's designated spinner.
Earthquake is pretty much a must for any offensive ground-type, so obviously he's got that. In addition to that however, he's also got Thunder Fang and Fire Fang as coverage moves to deal with his weaknesses. Thunder Fang also gives him something to use against those smug flying-types that think that they're safe just because Donphan can't hit them with an EQ.
So there you have it. My team. It's worked out well for me in PS about half the time, and now that I've finally picked up Pokemon Y, I'm ready to start raising up this team in-game. However, I'm under no delusions that this team is perfect, so I'm welcome to any suggestion be it altering EVs, move sets, or replacing some pokemon with a pokemon better suited for the role.
That said however, I HAVE been doing my homework on the competitive scene, experimented with some mons on Pokemon Showdown, and I think I've got a pretty viable team. But, I'll let the Smogon Elders be the judge of that, as that is what this board is for, and they are no doubt more experienced than I.

Mienshao (F) @ Shell Bell
Ability: Regenerator
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Baton Pass
- Swords Dance
- Drain Punch
- Rock Slide
My usual opener, this build is designed to make Mienshao a versatile opener. Drain Punch for the obligatory Fighting STAB as well as help Mienshao get health back (this, combined with Regenerator, helps mitigate her squishiness). Rock Slide to help against flying types of course (except Talonflame. Nothing is faster than Talonflame).
Swords Dance makes an excellent choice as many pokemon in OU (particular Tyranitar) are definitely going to switch out when faced with a fighting type with base 125 attack power, or could try to set up on Mienshao, thinking they can take whatever hits she can give. Either way, it's an opportunity to get an SD off. From there, Mienshao has two options: Either A, stay in and put that attack boost to good use herself, or B, Baton Pass it to a more appropriate physical attacker.

Togekiss (M) @ Leftovers
Ability: Serene Grace
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Air Slash
- Dazzling Gleam
- Flamethrower
- Roost
When it comes to bulky fairy types, Togekiss wins hands down. He's got both good physical and special defense stats, as well as a good special stat. Air Slash + Serene Grace = Lots of flinching, Dazzling Gleam for the Fairy STAB and Flamethrower for when people start thinking that bringing in a steel type would be a good idea. Roost helps Togekiss stay in the game and compliments his bulk nicely.

Magnezone @ Leftovers
Ability: Sturdy
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Reflect
Magnezone was originally brought in to counter a specific set / build that left me terrified; Belly Drum Azumarill. Up until Magnezone came along, I was helpless before that blasted bunny. The plan is simple. Take that souped-up aqua jet like a boss, guarantee that you'll survive it via sturdy, and then strike back with a STAB Thunderbolt. I've also found that this strategy makes a good counter against Talonflame as well. As for his other moves, Flash Cannon is there because hey, why not take advantage of that Steel STAB? Thunder Wave because drastically lowering your enemy's speed is always a good idea. And Reflect to give the team a bit more support because hey, why not?

Drapion (M) @ Black Sludge
Ability: Battle Armor
EVs: 252 Atk / 4 HP / 252 Spd
Adamant Nature
- Taunt
- Knock Off
- Poison Jab
- Ice Fang
Kind of the odd one out here. Drapion's a rare sight in OU, but I view that as a strength rather than a weakness. His rarity in the tier means that he's difficult for an enemy to predict, and in the pokemon metagame, the last thing you want to be is predictable.
Anyway, Drapion is my designated Wall-Breaker. Smeargle, Gliscor, Rotom-W, Honedge, a taunt followed by a STAB Knock Off is usually enough to end any stalling shenanigans. Poison Jab for the Poison Stab (rhyming!) because I'm paranoid about fairies (between Magnezone and Drapion, Gardevoir don't stand a chance). Cross Poison may arguably be the better option when paired with Sniper, but crits aren't exactly dependable. I prefer Poison Jab for its reliability. Finally, Ice Fang for the coverage move to deal with Drapion's only real weakness: Ground types. Also, Ice Fang can make an unpleasant surprise if Garchomp or Dragonite switch in, thinking Drapion is easy prey.

Blastoise (M) @ Blastoisinite
Ability: Torrent
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Water Pulse
- Ice Beam
- Dark Pulse
- Aura Sphere
The team's designated Mega, Blastoise is a bulky special tank with a plethora of attacking moves at his disposal, three of which are boosted thanks to his Mega Launcher ability. Ice Beam also benefits from Mega Blastoise's awesome special attack stat, capable of easily one-shotting the likes of Garchomp and Dragonite. Couple that with his excellent defenses, and he will not go down without hurting SOMETHING.

Donphan (M) @ Leftovers
Ability: Sturdy
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Earthquake
- Rapid Spin
- Thunder Fang
- Fire Fang
For a time, both Blastoise and Donphan had rapid spin, because I hated toxic spikes and stealth rocks THAT much. But eventually I realized that that was just silly and paranoid and that you really only needed one rapid spinner to deal with SR, and Drapion can easily deal with TS. So I replaced Rapid Spin with Ice Beam and Blastoise, making good ol' Donphan the team's designated spinner.
Earthquake is pretty much a must for any offensive ground-type, so obviously he's got that. In addition to that however, he's also got Thunder Fang and Fire Fang as coverage moves to deal with his weaknesses. Thunder Fang also gives him something to use against those smug flying-types that think that they're safe just because Donphan can't hit them with an EQ.
So there you have it. My team. It's worked out well for me in PS about half the time, and now that I've finally picked up Pokemon Y, I'm ready to start raising up this team in-game. However, I'm under no delusions that this team is perfect, so I'm welcome to any suggestion be it altering EVs, move sets, or replacing some pokemon with a pokemon better suited for the role.