Im just the slightest bit new to OU (I usually play UU) but this is what I came up with. Hope you... enjoy? Note: Im using this as a mixed tier team as well as an OU team, so its best if I had atleast 2 pokemon UU.
Lopunny @ Lopunnite
Ability: Limber -> Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Thunder Punch
- Ice Punch
- Drain Punch
I chose to make a Mega Lopunny team because I'd never used it before and I played some in some rating battles, and they seemed pretty good. Anyway, I liked its coverage and its unique typing. Lopunny's job is to come out create havoc, and possibly if it can, sweep a team. I've given Lopunny Limber so that I can switch it in on something using Thunder Wave (Or something of that sort) and be able to take it. Its EV's are obvious, with the last 4 dumped in HP, so is its nature (Obvious). Return for the STAB and free coverage of everything. Thunder Punch for even more coverage (Unfortunately Lopunny doesn't have many moves that can cover its weaknesses), Ice Punch for the killing flying types in OU such as Talonflame, and Drain punch for the HP and STAB.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
I chose Ferrothorn because it can cover most of my teams weaknesses. Honestly, I was a bit reluctant to use him because he's kinda overused in OU, but honestly he fitted this so well I kinda had to use him. Ferrothorns role is to be a physical staller and tank. He's holding the rocky helmet for obvious reasons - To give more damage to the pokemon who attacked him, than the pokemon who attacked him did to him. He's relaxed to give Gyro ball more power, his EVs are, again, obvious, and he has no speed IVs to give gyro ball even more power. Hes got leech seed to stall out pokemon, stealth rock to set up and cripple teams that carry pokemon like Talonflame and Mega Charizard Y and normal Charizard. Gyro ball for the STAB and it works well with his terrible speed, and power whip for the STAB grass type.
Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Energy Ball
- Hidden Power [Fighting]
Obviously Ferrothorn has a crippling fire weakness, and a fighting type weakness, so having this thing to cover for it makes it an angel. It makes people over predict and be scared of using fire type moves. I love using Chandelure, its such a boss and probably one of my favouite pokemon, and it fits this team so well I just had to use it. Chandelure covers me for a lot of things on this team, and will pretty much take out anything weak or neutral to it. First off it doesn't need to be invested in defence since its immune to all of ferrothorns weaknesses, and thats the only thing I'll be putting it up against. Im running Life orb to give it that extra power. Its ability is to compensate for Ferrothorn (Like I said earlier), and its EVs and nature is for it to be a fast Special Sweeper. Shadowball for STAB and to take out Mega Lopunny's Psychic type weaknesses. Flamethrower for obvious STAB, Energy Ball to take out the Waters, Ground, and Rock types it'll go up against, and HP-Fighting for the Dark types.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Roost
- Knock Off
- Brave Bird
- Toxic
Mandibuzz covers everything I wanted. I needed to cover and be safe with Ground, Ghost and Dark types, so who else but Mandibuzz? Its my special wall, which is a tiny bit weird since it has higher defence stats, but HEY! Maybe it can be unexpected...? Yeah - No. xD. Well either way it suited my needs, and this pokemons job is to be as annoying as hell. Just look at it. I've even taken out like 3 pokemon in a row with it. Anyway, it got leftovers because why not, its a wall. Its got Overcoat to stop those annoying Tyranitars and weather teams. Its EVs are obvious, and so is its nature. And now for the moveset, remember how I said its supposed to be annoying? Roost to get its health back up, Knock off to cover ghost types freely if Im locked into something with Chandelure (+STAB (+Getting some annoying items off)) Brave Bird because it can do some serious damage, even when its not invested that much, (+STAB), and Toxic because I felt I needed something with Toxic, and also because its a wall.
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Signal Beam
Espeon covers my weakness against fighting types with my Lopunny and Ferrothorn. Its job is to take care of all those annoying fighting types you can see in OU/Mixed, and maybe can take care of all those others that might pose a threat to my team. Its Choiced so it can easily OHKO any threat that comes out, true - it might be a mistake due to that fact that not many fighting types will stay in up against this Espeon, and I'll end up locked into something I dont wanna be, but Im willing to take that risk. Its Magic Bounce to give any annoying pokemon a taste of their own medicine, its EVs are fairly obvious, Timid to give it maxed speed. Dazzling Gleam because we dont have any fairy moves on here yet, and to cover Dark Types, Psychic for STAB and the annoying fighting types I talked about earlier, Shadow Ball for other Psychic Types and Signal Beam for the same reason + coverage on grass types.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Brick Break
- Earthquake
Landorus is typically for me what most people expect of him. I'll usually open up with him, and let me tell you - I never used him before I used this team, and now he's one of my favourite pokemon. He has literally sweeped hole teams before. I love it. Its job is to do whats most obvious (But I always say the key to winning is being obvious). It opens up - if its not right to take out a pokemon it will U-Turn out of there, but 3/4 of the time it can reck any pokemon that comes out, and with Choice Scarf it outspends all-most anyone and inexperienced players get confused when I outspeed them. Its intimidate to take the punch out of physical attackers (Though with Bisharps as common as they seem to be I have to be careful with it) . Its EVs and Nature is built for a fast physical sweeper. U-Turn to get out once I've lead with it, Rock Slide to take out Flying types and Ice Types, Brick Break to destroy teams that rely on Light Screen and Reflect and also to add coverage to ice types and to take out Rocks. And Earthquake because I dont have an EQ user and also, its just… Earthquake, you know? (+STAB)
So thats my OU/Mixed team, hope you like it, and please tell me what i can improve upon (This is my first RMT, tell me if I did anything wrong in the formatting swell :p)
Lopunny @ Lopunnite
Ability: Limber -> Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Thunder Punch
- Ice Punch
- Drain Punch
I chose to make a Mega Lopunny team because I'd never used it before and I played some in some rating battles, and they seemed pretty good. Anyway, I liked its coverage and its unique typing. Lopunny's job is to come out create havoc, and possibly if it can, sweep a team. I've given Lopunny Limber so that I can switch it in on something using Thunder Wave (Or something of that sort) and be able to take it. Its EV's are obvious, with the last 4 dumped in HP, so is its nature (Obvious). Return for the STAB and free coverage of everything. Thunder Punch for even more coverage (Unfortunately Lopunny doesn't have many moves that can cover its weaknesses), Ice Punch for the killing flying types in OU such as Talonflame, and Drain punch for the HP and STAB.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Power Whip
I chose Ferrothorn because it can cover most of my teams weaknesses. Honestly, I was a bit reluctant to use him because he's kinda overused in OU, but honestly he fitted this so well I kinda had to use him. Ferrothorns role is to be a physical staller and tank. He's holding the rocky helmet for obvious reasons - To give more damage to the pokemon who attacked him, than the pokemon who attacked him did to him. He's relaxed to give Gyro ball more power, his EVs are, again, obvious, and he has no speed IVs to give gyro ball even more power. Hes got leech seed to stall out pokemon, stealth rock to set up and cripple teams that carry pokemon like Talonflame and Mega Charizard Y and normal Charizard. Gyro ball for the STAB and it works well with his terrible speed, and power whip for the STAB grass type.
Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Energy Ball
- Hidden Power [Fighting]
Obviously Ferrothorn has a crippling fire weakness, and a fighting type weakness, so having this thing to cover for it makes it an angel. It makes people over predict and be scared of using fire type moves. I love using Chandelure, its such a boss and probably one of my favouite pokemon, and it fits this team so well I just had to use it. Chandelure covers me for a lot of things on this team, and will pretty much take out anything weak or neutral to it. First off it doesn't need to be invested in defence since its immune to all of ferrothorns weaknesses, and thats the only thing I'll be putting it up against. Im running Life orb to give it that extra power. Its ability is to compensate for Ferrothorn (Like I said earlier), and its EVs and nature is for it to be a fast Special Sweeper. Shadowball for STAB and to take out Mega Lopunny's Psychic type weaknesses. Flamethrower for obvious STAB, Energy Ball to take out the Waters, Ground, and Rock types it'll go up against, and HP-Fighting for the Dark types.
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Roost
- Knock Off
- Brave Bird
- Toxic
Mandibuzz covers everything I wanted. I needed to cover and be safe with Ground, Ghost and Dark types, so who else but Mandibuzz? Its my special wall, which is a tiny bit weird since it has higher defence stats, but HEY! Maybe it can be unexpected...? Yeah - No. xD. Well either way it suited my needs, and this pokemons job is to be as annoying as hell. Just look at it. I've even taken out like 3 pokemon in a row with it. Anyway, it got leftovers because why not, its a wall. Its got Overcoat to stop those annoying Tyranitars and weather teams. Its EVs are obvious, and so is its nature. And now for the moveset, remember how I said its supposed to be annoying? Roost to get its health back up, Knock off to cover ghost types freely if Im locked into something with Chandelure (+STAB (+Getting some annoying items off)) Brave Bird because it can do some serious damage, even when its not invested that much, (+STAB), and Toxic because I felt I needed something with Toxic, and also because its a wall.
Espeon @ Choice Specs
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dazzling Gleam
- Psychic
- Shadow Ball
- Signal Beam
Espeon covers my weakness against fighting types with my Lopunny and Ferrothorn. Its job is to take care of all those annoying fighting types you can see in OU/Mixed, and maybe can take care of all those others that might pose a threat to my team. Its Choiced so it can easily OHKO any threat that comes out, true - it might be a mistake due to that fact that not many fighting types will stay in up against this Espeon, and I'll end up locked into something I dont wanna be, but Im willing to take that risk. Its Magic Bounce to give any annoying pokemon a taste of their own medicine, its EVs are fairly obvious, Timid to give it maxed speed. Dazzling Gleam because we dont have any fairy moves on here yet, and to cover Dark Types, Psychic for STAB and the annoying fighting types I talked about earlier, Shadow Ball for other Psychic Types and Signal Beam for the same reason + coverage on grass types.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Brick Break
- Earthquake
Landorus is typically for me what most people expect of him. I'll usually open up with him, and let me tell you - I never used him before I used this team, and now he's one of my favourite pokemon. He has literally sweeped hole teams before. I love it. Its job is to do whats most obvious (But I always say the key to winning is being obvious). It opens up - if its not right to take out a pokemon it will U-Turn out of there, but 3/4 of the time it can reck any pokemon that comes out, and with Choice Scarf it outspends all-most anyone and inexperienced players get confused when I outspeed them. Its intimidate to take the punch out of physical attackers (Though with Bisharps as common as they seem to be I have to be careful with it) . Its EVs and Nature is built for a fast physical sweeper. U-Turn to get out once I've lead with it, Rock Slide to take out Flying types and Ice Types, Brick Break to destroy teams that rely on Light Screen and Reflect and also to add coverage to ice types and to take out Rocks. And Earthquake because I dont have an EQ user and also, its just… Earthquake, you know? (+STAB)
So thats my OU/Mixed team, hope you like it, and please tell me what i can improve upon (This is my first RMT, tell me if I did anything wrong in the formatting swell :p)
Lopunny @ Lopunnite
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Thunder Punch
- Ice Punch
- Drain Punch
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Protect
Chandelure @ Life Orb
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Energy Ball
- Hidden Power [Fighting]
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Roost
- Knock Off
- Brave Bird
- Toxic
Espeon @ Life Orb
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Dazzling Gleam
- Signal Beam
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
Ability: Limber
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Return
- Thunder Punch
- Ice Punch
- Drain Punch
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Stealth Rock
- Gyro Ball
- Protect
Chandelure @ Life Orb
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Flamethrower
- Energy Ball
- Hidden Power [Fighting]
Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Roost
- Knock Off
- Brave Bird
- Toxic
Espeon @ Life Orb
Ability: Magic Bounce
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Psychic
- Dazzling Gleam
- Signal Beam
Landorus-Therian @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Rock Slide
- Superpower
- Earthquake
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