Hi everyone. You know what makes me really mad about VGC 2016? There's barely any diversity! I've seen maybe 100 Pokémon used altogether!
Thankfully, this isn't VGC 2016, this is OU. Where you can use anything, no matter what tier it's in.
I mean, you won't be successful with all of them. Some Pokémon, like Ledian, just... don't. But there was one 'mon from PU that I decided to use one day in a tier of Dragons and Fairies, and it thoroughly surprised me. So I began building teams around it.
I'm still not that good of a teambuilder. Dusknoir on a VoltTurn team. Dusknoir on hyper offense. Dusknoir on stall. Needless to say, these didn't win most of the time, but when they did... when my unknowing, low-ladder opponents sent out their Bisharps and Tyranitars... it made me want to keep playing.
Anyway, sorry about that. I'll drop the dramatic act and just show you the team.
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Ice Punch
-Sucker Punch
-Focus Punch
-Substitute
Despite this thing showing up on all my teams, it doesn't have a nickname. Call it "One Punch Man" if you want to, lol. What I'm not sure about is how I went so far with it without realizing that it belonged on a bulky offense team. Anyway, on to the set.
This Pokémon tries to lure in Dark-types like Weavile, birds like Dragonite, Landorus-T and Garchomp (well it can fly...), and Gengar. It has a base 100 attack stat so it can get stuff like this done:
252+ Atk Dusknoir Sucker Punch vs. 0 HP / 0 Def Gengar: 242-286 (93.4 - 110.4%) -- 62.5% chance to OHKO
Unfortunately due to Intimidate it doesn't have as good a matchup with Landorus-T as I'd like it to, and it can't touch Fairies like Clefable and Azumarill, so it usually does better against hyper offensive teams. Although it lures Dark-types, it can't stay in on a Crunch or Knock Off (although the prevalence of Pursuit means that sometimes it can win anyway).
Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
-Bullet Punch
-Pursuit
-U-Turn
-Roost
This is the main way I beat Clefable: with a Bullet Punch... that does about 60% as it Flamethrowers back. (No, seriously, I hate that thing.) Steel STAB is very good for my team, though, so I decided on Mega Scizor. I'm not sure if Pursuit and U-Turn work well together given that they're both centered around the opponent switching out. I decided on Roost for the fourth slot because my opponent usually has something like Ferrothorn or Rotom-W that's determined to wear it down.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Spe
-Giga Drain
-Thunder Wave
-Nasty Plot
-Earth Power
I needed something that could take burns and +6 Aqua Jets, and nothing seemed better than Celebi. Thunder Wave improves the matchup against offense while the other moves are meant for stallbreaking. Using this Pokémon seems to work perfectly sometimes and fail horribly others - sometimes my opponent will have their Heatran switched in on a Thunder Wave, and other times Landorus-T will show up and ruin the fun. It also has a bad matchup against Skarmory, which can be a problem sometimes.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Spe
-Overheat
-Volt Switch
-Will O' Wisp
-Trick
Along with Celebi, my fourth team member is great at breaking stall teams because of the immense power of Overheat. Threatening an OHKO on Skarmory is very helpful for Celebi and often pressures opponents to send in Chansey, which is ruined by Trick. Stall isn't all it's good against, though: It also makes for a great revenge killer. Will O' Wisp used to be Hidden Power Ice, but I replaced it after it did like 70% to Landorus-T. You know your lure is bad when it doesn't do any more than your STAB move.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
-Scald
-Grass Knot
-Rapid Spin
-Recover
Aside from a stall breaker and a revenge killer, Rotom-H is a pivot. When a pivot takes 25% from Stealth Rock, you need a hazard remover. I asked for a hazard remover that was good against balance (seeing as I had answers to stall and hyper offense) and the SQSA thread came up with this, which forms a nice FWG core with Celebi and Rotom-H. I'm honestly pretty impressed with it but I'm not sure whether to keep Grass Knot, or to replace it with HP Fire, Ice Beam, etc.
Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk, 30 Def
-Shell Smash
-Stealth Rock
-Earth Power
-Hidden Power [Ice]
Ok so you might ask "What kind of bad set is this?" to which I answer: It's a lead. Magcargo usually leads with a Shell Smash, then goes for Stealth Rock if it can't OHKO the opponent. The reason it doesn't have any STAB is because of the surprise factor. Is Ferrothorn going to stay in? How about Volcarona? Of course not. Landorus-T and Heatran, on the other hand, most definitely will, and although Scarf variants can cause problems, it can at least scout out their sets. Once I swept four Pokémon with Magcargo after I was fortunate enough to get two Shell Smashes, causing a forfeit; my opponent had a Tangrowth in the back that would have walled it. Why Magcargo? A few reasons: It gets Shell Smash to boost its attacks and speed to very high levels, outpacing Keldeo at a blistering 348 Speed. (This is why I didn't choose Torkoal, by the way.) Also, it has Flame Body, which is amazing when it activates (even if it's only against Chansey) and it's a lava snail. Where can you go wrong?
------------------------------------------------
Threatlist
------------------------------------------------
Clefable: The physically defensive variants are stupid and I hate them. I can give it a Scarf but not much else. Please stop using Clefable.
Dark Spam: If my opponent has something like a Weavile that managed to beat Scizor, the rest of my team is in trouble.
Mega Venusaur: I don't have any super effective moves to KO it fast, so it can be very annoying sometimes, especially when it's an HP Fire variant. Should I run Psychic on Starmie for it?
Landorus-T: I have several counters to it, but not much of my team likes to take a U-Turn.
-------------------------------------------------
Thanks for reading
-------------------------------------------------
Importable coming in a second!
Thankfully, this isn't VGC 2016, this is OU. Where you can use anything, no matter what tier it's in.
I mean, you won't be successful with all of them. Some Pokémon, like Ledian, just... don't. But there was one 'mon from PU that I decided to use one day in a tier of Dragons and Fairies, and it thoroughly surprised me. So I began building teams around it.
I'm still not that good of a teambuilder. Dusknoir on a VoltTurn team. Dusknoir on hyper offense. Dusknoir on stall. Needless to say, these didn't win most of the time, but when they did... when my unknowing, low-ladder opponents sent out their Bisharps and Tyranitars... it made me want to keep playing.
Anyway, sorry about that. I'll drop the dramatic act and just show you the team.

Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
-Ice Punch
-Sucker Punch
-Focus Punch
-Substitute
Despite this thing showing up on all my teams, it doesn't have a nickname. Call it "One Punch Man" if you want to, lol. What I'm not sure about is how I went so far with it without realizing that it belonged on a bulky offense team. Anyway, on to the set.
This Pokémon tries to lure in Dark-types like Weavile, birds like Dragonite, Landorus-T and Garchomp (well it can fly...), and Gengar. It has a base 100 attack stat so it can get stuff like this done:
252+ Atk Dusknoir Sucker Punch vs. 0 HP / 0 Def Gengar: 242-286 (93.4 - 110.4%) -- 62.5% chance to OHKO
Unfortunately due to Intimidate it doesn't have as good a matchup with Landorus-T as I'd like it to, and it can't touch Fairies like Clefable and Azumarill, so it usually does better against hyper offensive teams. Although it lures Dark-types, it can't stay in on a Crunch or Knock Off (although the prevalence of Pursuit means that sometimes it can win anyway).

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
-Bullet Punch
-Pursuit
-U-Turn
-Roost
This is the main way I beat Clefable: with a Bullet Punch... that does about 60% as it Flamethrowers back. (No, seriously, I hate that thing.) Steel STAB is very good for my team, though, so I decided on Mega Scizor. I'm not sure if Pursuit and U-Turn work well together given that they're both centered around the opponent switching out. I decided on Roost for the fourth slot because my opponent usually has something like Ferrothorn or Rotom-W that's determined to wear it down.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Spe
-Giga Drain
-Thunder Wave
-Nasty Plot
-Earth Power
I needed something that could take burns and +6 Aqua Jets, and nothing seemed better than Celebi. Thunder Wave improves the matchup against offense while the other moves are meant for stallbreaking. Using this Pokémon seems to work perfectly sometimes and fail horribly others - sometimes my opponent will have their Heatran switched in on a Thunder Wave, and other times Landorus-T will show up and ruin the fun. It also has a bad matchup against Skarmory, which can be a problem sometimes.

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Spe
-Overheat
-Volt Switch
-Will O' Wisp
-Trick
Along with Celebi, my fourth team member is great at breaking stall teams because of the immense power of Overheat. Threatening an OHKO on Skarmory is very helpful for Celebi and often pressures opponents to send in Chansey, which is ruined by Trick. Stall isn't all it's good against, though: It also makes for a great revenge killer. Will O' Wisp used to be Hidden Power Ice, but I replaced it after it did like 70% to Landorus-T. You know your lure is bad when it doesn't do any more than your STAB move.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
-Scald
-Grass Knot
-Rapid Spin
-Recover
Aside from a stall breaker and a revenge killer, Rotom-H is a pivot. When a pivot takes 25% from Stealth Rock, you need a hazard remover. I asked for a hazard remover that was good against balance (seeing as I had answers to stall and hyper offense) and the SQSA thread came up with this, which forms a nice FWG core with Celebi and Rotom-H. I'm honestly pretty impressed with it but I'm not sure whether to keep Grass Knot, or to replace it with HP Fire, Ice Beam, etc.

Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk, 30 Def
-Shell Smash
-Stealth Rock
-Earth Power
-Hidden Power [Ice]
Ok so you might ask "What kind of bad set is this?" to which I answer: It's a lead. Magcargo usually leads with a Shell Smash, then goes for Stealth Rock if it can't OHKO the opponent. The reason it doesn't have any STAB is because of the surprise factor. Is Ferrothorn going to stay in? How about Volcarona? Of course not. Landorus-T and Heatran, on the other hand, most definitely will, and although Scarf variants can cause problems, it can at least scout out their sets. Once I swept four Pokémon with Magcargo after I was fortunate enough to get two Shell Smashes, causing a forfeit; my opponent had a Tangrowth in the back that would have walled it. Why Magcargo? A few reasons: It gets Shell Smash to boost its attacks and speed to very high levels, outpacing Keldeo at a blistering 348 Speed. (This is why I didn't choose Torkoal, by the way.) Also, it has Flame Body, which is amazing when it activates (even if it's only against Chansey) and it's a lava snail. Where can you go wrong?
------------------------------------------------
Threatlist
------------------------------------------------
Clefable: The physically defensive variants are stupid and I hate them. I can give it a Scarf but not much else. Please stop using Clefable.
Dark Spam: If my opponent has something like a Weavile that managed to beat Scizor, the rest of my team is in trouble.
Mega Venusaur: I don't have any super effective moves to KO it fast, so it can be very annoying sometimes, especially when it's an HP Fire variant. Should I run Psychic on Starmie for it?
Landorus-T: I have several counters to it, but not much of my team likes to take a U-Turn.
-------------------------------------------------
Thanks for reading
-------------------------------------------------
Importable coming in a second!
Dusknoir @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Sucker Punch
- Focus Punch
- Ice Punch
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Scald
- Grass Knot
Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Hidden Power [Ice]
- Shell Smash
- Earth Power
Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Nasty Plot
- Earth Power
- Thunder Wave
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Trick
Ability: Pressure
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Substitute
- Sucker Punch
- Focus Punch
- Ice Punch
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 4 SpD / 4 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Roost
Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Recover
- Scald
- Grass Knot
Magcargo @ Focus Sash
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Stealth Rock
- Hidden Power [Ice]
- Shell Smash
- Earth Power
Celebi @ Leftovers
Ability: Natural Cure
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
IVs: 0 Atk
- Giga Drain
- Nasty Plot
- Earth Power
- Thunder Wave
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Overheat
- Trick
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