There's only one restriction for this team: It must have Wi-Fi feasability as well as Shoddy feasibility. This means no Platinum formes (and most event legends are out of the question as well).
This team has been tested for about two months. So far, it has an estimated win rate of about 70%. Whenever it loses, the opponent has 2 or less Pokemon remaining, or took advantage of Shoddy being unable to comprehend a draw and using Explosion with their last Pokemon for the fatal blow.
Second paragraph only applies to the team the way it was when first posted (available as "Original Team" in the quotes).
Roserade @ Focus Sash
Ability: Natural Cure
EVs: 6 HP, 252 SpA, 252 Spe
Nature: Timid
- Hidden Power [Fire]
- Leaf Storm
- Sleep Powder
- Toxic Spikes
Roserade works well as a lead. It can still deal big blows to the enemy, regardless of the fact that most of the moveset is not for sweeping. While Azelf leads can be a problem, Swampert leads fall prey to Roserade's Leaf Storm. Toxic Spikes can deal more damage to the enemy than Stealth Rock in some cases, I'm a bit iffy on it. Sleep Powder can cause switches, buying me a turn, or I could put something immune to Toxic Spikes to sleep.
Most leads will die to this, with the exception of Azelf and its Flamethrower. As Azelf is pretty common... That's not a good thing. The Focus Sash is there to ensure that I eliminate the threat before setting up the Toxic Spikes. I'm considering regular Spikes here as well.
Scizor @ Choice Band
Ability: Technician
EVs: 248 HP, 252 Att/ 10 SpD
Nature: Adamant
- U-Turn
- Bullet Punch
- Pursuit
- Superpower
Scizor is a very effective Pokemon to use. It comes in on many common move types without issue, and gets easy KO's with STAB Technician priority. It can scout, it can eliminate, give me a good reason not to use this, seriously. The resistance to most of the team's weaknesses is a plus as well.
Scizor's U-Turn is usually useful for scouting, but the Choice Band has actually caused some problems from enemy Magnezone. Aso, the fact that there are 3 choice users in this team has actually made me worry about whether or not to keep this.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 Att, 252 SpA, 252 Spe
Nature: Naive
- ThunderBolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
Magnezone can handle most things that can stop an Umbreon sweep. It's also an effective stop to any and all Dragon-type attacks, coming from the likes of opposing Salamence. HP Fire will take down Scizor, and with 2 STABs and Explosion, it will find no problem putting a considerable dent into everything. The Choice Scarf is there because it's simply the best option, though I already have a Scarf'd Salamence.
It has found use KOing any enemy Steel-type that is not named Heatran or Metagross or is not a Scizor that manages to predict and use U-Turn or Superpower on the switch. Overall, Magnezone has been completely useful in every possible way.
Salamence @ Life Orb
Ability: Intimidate
EVs: 84 Att, 216 SpA, 210 Spe
Nature: Mild
- Brick Break
- Earthquake
- Flamethrower
- Draco Meteor
Salamence comes out, wakens the enemy, KOs Blissey, actually finding a way to defeat plenty of things. Sure, this has some weaknesses, but that's to be expected. Life Orb and Stealth Rock will kill it quickly, but Roost was given up on this moveset, so there's no way to solve that without re-adding it. Overall, Salamence is my mid-game attacker, and a pretty good one as well.
One use for this is to switch into a Dragon Dancer, lowering its Attack stat. The main problem with attempting to spam this is Stealth Rock. As long as Stealth Rock is around, Salamence has to make the most of every switch in, especially with Life Orb in play as well.
Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP, 252 Att, 6 Spe
Nature: Adamant
- Payback
- DynamicPunch
- Rest
- Sleep Talk
A sleep-absorber, and it does Umbreon's job better, being able to simply KO things with STAB DynamicPunch, therefore not dying to steel-types nearly as easily. The main thing that Umbreon does that this doesn't is taking out Latias, which is no issue with most of the other team members where they are. Rest can get rid of Burns as such.
Machamp has defensive stats almost rivaling those of Umbreon, this is nothing but an Upgrade. Note how all of the Fighting-type weaknesses are very uncommon attacking types. Flying and Psychic are only seen if they're the only good STAB move. Even then, still rarely. This thing has an easy time switching into most Pokemon.
Zapdos @ Leftovers
Ability: Pressure
EVs: 250 HP, 228 Def, 32 Spe
Nature: Bold
- Thunderbolt
- Roost
- Heat Wave
- Hidden Power [Grass]
There were a few things that I had a hard time switching into. This was my simple solution. It's helpful for getting rid of any enemy weak to Fire that I can't otherwise take down without revealing Magnezone. This is also helpful to take down Swampert.
This team has been tested for about two months. So far, it has an estimated win rate of about 70%. Whenever it loses, the opponent has 2 or less Pokemon remaining, or took advantage of Shoddy being unable to comprehend a draw and using Explosion with their last Pokemon for the fatal blow.
Second paragraph only applies to the team the way it was when first posted (available as "Original Team" in the quotes).
From Afar:






With More Detail:

Roserade @ Focus Sash
Ability: Natural Cure
EVs: 6 HP, 252 SpA, 252 Spe
Nature: Timid
- Hidden Power [Fire]
- Leaf Storm
- Sleep Powder
- Toxic Spikes
Roserade works well as a lead. It can still deal big blows to the enemy, regardless of the fact that most of the moveset is not for sweeping. While Azelf leads can be a problem, Swampert leads fall prey to Roserade's Leaf Storm. Toxic Spikes can deal more damage to the enemy than Stealth Rock in some cases, I'm a bit iffy on it. Sleep Powder can cause switches, buying me a turn, or I could put something immune to Toxic Spikes to sleep.
Most leads will die to this, with the exception of Azelf and its Flamethrower. As Azelf is pretty common... That's not a good thing. The Focus Sash is there to ensure that I eliminate the threat before setting up the Toxic Spikes. I'm considering regular Spikes here as well.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP, 252 Att/ 10 SpD
Nature: Adamant
- U-Turn
- Bullet Punch
- Pursuit
- Superpower
Scizor is a very effective Pokemon to use. It comes in on many common move types without issue, and gets easy KO's with STAB Technician priority. It can scout, it can eliminate, give me a good reason not to use this, seriously. The resistance to most of the team's weaknesses is a plus as well.
Scizor's U-Turn is usually useful for scouting, but the Choice Band has actually caused some problems from enemy Magnezone. Aso, the fact that there are 3 choice users in this team has actually made me worry about whether or not to keep this.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 Att, 252 SpA, 252 Spe
Nature: Naive
- ThunderBolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
Magnezone can handle most things that can stop an Umbreon sweep. It's also an effective stop to any and all Dragon-type attacks, coming from the likes of opposing Salamence. HP Fire will take down Scizor, and with 2 STABs and Explosion, it will find no problem putting a considerable dent into everything. The Choice Scarf is there because it's simply the best option, though I already have a Scarf'd Salamence.
It has found use KOing any enemy Steel-type that is not named Heatran or Metagross or is not a Scizor that manages to predict and use U-Turn or Superpower on the switch. Overall, Magnezone has been completely useful in every possible way.

Salamence @ Life Orb
Ability: Intimidate
EVs: 84 Att, 216 SpA, 210 Spe
Nature: Mild
- Brick Break
- Earthquake
- Flamethrower
- Draco Meteor
Salamence comes out, wakens the enemy, KOs Blissey, actually finding a way to defeat plenty of things. Sure, this has some weaknesses, but that's to be expected. Life Orb and Stealth Rock will kill it quickly, but Roost was given up on this moveset, so there's no way to solve that without re-adding it. Overall, Salamence is my mid-game attacker, and a pretty good one as well.
One use for this is to switch into a Dragon Dancer, lowering its Attack stat. The main problem with attempting to spam this is Stealth Rock. As long as Stealth Rock is around, Salamence has to make the most of every switch in, especially with Life Orb in play as well.

Machamp @ Leftovers
Ability: No Guard
EVs: 252 HP, 252 Att, 6 Spe
Nature: Adamant
- Payback
- DynamicPunch
- Rest
- Sleep Talk
A sleep-absorber, and it does Umbreon's job better, being able to simply KO things with STAB DynamicPunch, therefore not dying to steel-types nearly as easily. The main thing that Umbreon does that this doesn't is taking out Latias, which is no issue with most of the other team members where they are. Rest can get rid of Burns as such.
Machamp has defensive stats almost rivaling those of Umbreon, this is nothing but an Upgrade. Note how all of the Fighting-type weaknesses are very uncommon attacking types. Flying and Psychic are only seen if they're the only good STAB move. Even then, still rarely. This thing has an easy time switching into most Pokemon.

Zapdos @ Leftovers
Ability: Pressure
EVs: 250 HP, 228 Def, 32 Spe
Nature: Bold
- Thunderbolt
- Roost
- Heat Wave
- Hidden Power [Grass]
There were a few things that I had a hard time switching into. This was my simple solution. It's helpful for getting rid of any enemy weak to Fire that I can't otherwise take down without revealing Magnezone. This is also helpful to take down Swampert.
Original Team said:From Afar:
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With More Detail:
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Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP, 228 Def, 30 SpA
Nature: Relaxed
- Earthquake
- Ice Beam
- Stealth Rock
- Roar
Stealth Rock is an obvious choice on a lead. Roar stops the stat-boosters that will cause me problems. Ice Beam defeats the Dragon-types that can easily rip through me. Easy to say, EarthQuake covers quite a few problematic Pokemon, such as Heatran. That is meant to make it useful after set-up of the rocks is complete.
I have noticed many Roserade and Aerodactyl leads, along with leads that have Grass Knot lately. Roserade's response is usually a switch to Umbreon to take Sleep Powder, but there's the issue of Leaf Storm being the move it picks instead of Sleep Powder, and the fact that Umbreon can't KO Roserade before 2 layers of Toxic Spikes are down. Aerodactyl causes no issue. I don't even try to set up rocks on it, I just immediately 2HKO with Ice Beam. Grass Knot leads, however, cause issues.
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Scizor @ Choice Band
Ability: Technician
EVs: 248 HP, 252 Att/ 10 SpD
Nature: Adamant
- U-Turn
- Bullet Punch
- Pursuit
- Superpower
Scizor is a very effective Pokemon to use. It comes in on many common move types without issue, and gets easy KO's with STAB Technician priority. It can scout, it can eliminate, give me a good reason not to use this, seriously. The resistance to most of the team's weaknesses is a plus as well.
Scizor's U-Turn is usually useful for scouting, but the Choice Band has actually caused some problems from enemy Magnezone. Aso, the fact that there are 3 choice users in this team has actually made me worry about whether or not to keep this.
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Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 6 Att, 252 SpA, 252 Spe
Nature: Naive
- ThunderBolt
- Hidden Power [Fire]
- Flash Cannon
- Explosion
Magnezone can handle most things that can stop an Umbreon sweep. It's also an effective stop to any and all Dragon-type attacks, coming from the likes of opposing Salamence. HP Fire will take down Scizor, and with 2 STABs and Explosion, it will find no problem putting a considerable dent into everything. The Choice Scarf is there because it's simply the best option, though I already have a Scarf'd Salamence.
It has found use KOing any enemy Steel-type that is not named Heatran or Metagross or is not a Scizor that manages to predict and use U-Turn or Superpower on the switch. Overall, Magnezone has been completely useful in every possible way.
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Salamence @ Choice Scarf
Ability: Intimidate
EVs: 180 Att, 252 SpA, 78 Spe
Nature: Naughty
- Outrage
- Earthquake
- Flamethrower
- Draco Meteor
It revenge kills, and can take out some huge threats. Salamence is essentially used as a late-game finisher, picking apart what's left of the enemy, KOing everything that would cause big problems to the remainder of the team, etc. It is usually my last Pokemon, and I lose if it fails to OHKO is that's the case.
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Umbreon @ Leftovers
Ability: Synchronize
EVs: 252 HP, 128 Att, 130 SpD
Nature: Sassy
- Payback
- Curse
- Rest
- Sleep Talk
I've been using Umbreon for a long time before it became OU. I find it quite nice as a Latias counter, something that this team desperately needed. It's also useful because this team has little issue with Steel-type removal. It manages some sweeps, as long as all Steels without Psychic as their second type and Snorlax with Curse are out of the way. It helps lure out Scizor and the like, and it's a sleep-absorber. What's there not to like?
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Zapdos @ Leftovers
Ability: Pressure
EVs: 250 HP, 228 Def, 32 Spe
Nature: Bold
- Thunderbolt
- Roost
- Heat Wave
- Hidden Power [Grass]
There were a few things that I had a hard time switching into, such as Fighting-type attacks. This was my simple solution. It's helpful for getting rid of any enemy weak to Fire that I can't otherwise take down without revealing Magnezone. This is also helpful to take down Swampert.