Introduction:
Whoo! Hellooo Smogonou-272626319 coming your way, and this time, I'm centering it around a 'Mon that is so strong that he probably OHKO's half the tier, and 2HKO's the rest. I'm talking Mega Medicham, bishes!
Team Building Process:
So right now, the team at a glance:
In-depth Analysis:
#1: "Korra" the Medicham (F) @ Medichamite
Ability: Pure Power
Nature: Jolly
Shiny: Yes
252 Atk / 4 SpD / 252 Spe
Fake Out / Bullet Punch / Zen Headbutt / High Jump Kick
Ah yes, the MVP of this team. Introducing the powerful yogi who crushes skulls underneath that powerful heel, Korra the Medicham! Her ability , Pure Power , boosts her mediocre attack to the highest in the tier with that extra EV investment, and allows her to plow through any sorry-ass Stallers or Walls that try to stop him from ripping their team to shreds. Fake out deals Meh damage, but has a 100% flinch chance that allows Korra to Mega Evolve safely unless it's a Ghost type she's up against, in which case you really shouldn't try to Mega Evolve, but rather switch out to someone who can handle the ghosts. Bullet Punch is the secondary priority move with OHKO's Diancie and Weavile before they get a chance to land a punch, and hits quite hard on things that don't resist it, allowing Korra to revenge kill quite effectively. The Fake Out + Bullet Punch combo is superb, and allows to KO weak 'mons pretty well. The other two moves are his main STAB moves, High Jump Kick destroying anything that doesn't resist it, unless it misses which sucks, and Zen Headbutt which deal with any switch ins like Gengar and also finishes off anything that resists HJK. Good coverage between the two really. Unprepared teams are ripped to shreds by this monster and prepared teams are ripped a little less to shreds than the others. Once it gets a safe switch in via Volt Switch or U-turn, this baby will eat things alive.
#2: "Lankor" the Rotom-W (M) @ Leftovers
Ability: Levitate
Nature: Calm
252 HP / 4 SpA / 252 SpD
Hydro Pump / Will-O-Wisp / Pain Split / Volt Switch
This is my special wall, burn spreader/sweeper crippler, troll and scouter. Lankor is usually my lead, and helps me scout for a good opening for Korra to come in and wreak havoc. Being a slow pivot, it can switch in safely to Korra after taking the hit which it can probably survive. This thing is so bulky and I love it for its ability to take so much punishment, and then troll around. Hydro Pump is the STAB answer to any wise guys who try to stop it from Volt Switching, and puts a sizeable dent in whatever doesn't resist it. Will-O-Wisp cuts the power to any physical powerhouses in play, and makes people rage, and is also good for wearing down your opponent, or forcing a switch into a cleric. Pain Split is an excellent method of regaining HP from a healthy 'Mon and cutting them down to size at the same time, also helping with the trolling potential and the rage quits that come after sometimes. Volt Switch is the move that helps it to keep momentum up, and also provides STAB damage that KOs any weakened 'Mons in the field like an Azumarill who has just Belly Drummed.
#3: "Turner" the Scizor (M) @ Leftovers
Ability: Technician
Nature: Impish
252 HP / 4 Atk / 252 Def
Defog / Roost / Bullet Punch / U-turn
Spikes? Rocks? Dafaq is that?
Turner forms part 2 of my defensive core, being extremely bulky with an excellent amount of defense invested EVs, a solid recovery move, and a plethora of resistances that allow it to switch in on nearly any predicted move. Main attraction here is of course Defog which removes the entry hazards that hurt VoltTurn teams badly due to the residual damage. And, T-flame despises the rocks that cut its already-short Longevity down some more. So, Turner switches in after the Rocks setter upper had been dealt with, and defogs them out, allowing his team mates to move in and out freely, and since he has but one weakness to fire, he can normally take any and all hits that come his way. Roost provides solid recovery that let's him stay on the field and keep sponging attacks from people while Bullet Punch is a good STAB move with priority that allows him to pick off weakened opponents quite easily and be a total nightmare for things like Sylveon. U-turn continues the VoltTurn chain and maintains momemtum while hitting weak psychics like Kazam for destructive damage thanks to the STAB power of the move.
#4: "Horus" the Talonflame (M) @ Choice Band
Ability: Gale Wings
Nature: Jolly
252 Atk / 4 SpD / 252 Spe
Brave Bird / Flare Blitz / Steel Wing / U-turn
Screw the Swords Dance variant! Real Men use Choice Band!xD JK The Swords dance variant may be more reliable, but that slows the team down and makes all that momentum stop, so what do I do? Slap a Choice band on the hawk and start spamming Brave Bird, that's what!
Anywho, the EVs maximize Speed and Attack, allowing Horus to swoop in and kill as many as possible before either dying or being switched out. He can be kept alive and continue to Blitz and Bird with the help of a Wish Pass by Sylveon, but I usually use him to clean up late game. Brave Bird as a priority move with 120 base damage, STAB, maximized attack, and choice band hits things so hard that I feel sorry for them. Flare Blitz, another STAB base 120 move boosted by CB, takes care of those Skrubby little Steel Walls like a Ferrothorn or Skarmory. Steel Wing, though unconventional, hits Fairies hard with a base 70 boosted by the Choice band. U-turn keeps the Momentum up and helps to relieve Horus from a tough spot if predicted right.
#5: "Trump" the Hippowdon (M) @ Leftovers
Ability: Sand Stream
Nature: Impish
252 HP / 252 Def / 4 Atk
Stealth Rock / Slack Off / Toxic / Earthquake
After Tio Chico 's suggestion to replace Togekiss with Hippowdon, I tried him out on the team, and I must say he works quite well. The EV's allow him to stay on the field for as long as needed and let's him take physical hits like nobodies business, easing the pressure on Turner as the defensive wall. Stealth Rocks have become somewhat of a mandatory move in OU, and Hippowdon works very well as a Stealth rocks setter. Slack off is an excellent recovery move that keeps him alive for even more punishment and/or stalling, while Toxic makes use of his large bulk and helps to wear down opponents. Earthquake allows it to KO common switch-ins to Lennia like Bisharp quote easily. Staying on the field, this guy chips away at the opponents health with SR+Sand+Toxic and keeps from being complete taint fodder thanks to EQ. Hippo here discourages any VoltTurning against my own VoltTurn team, so he's a great asset on this team. He's my "Screw Mega Manectric and Volt Switches in general" 'Mon.
#6: "Lennia" the Sylveon (F) @ Leftovers
Ability: Pixilate
Nature: Calm
Shiny: Yes
252 HP / 4 SpA / 252 SpD
Hyper Voice / Wish / Heal Bell / Baton Pass
All hail the godly fairy cleric! I honestly love Sylveon so much and I find that she fits in well on almost all my teams, due to her amazing bulkiness and movepool. I use the same set everywhere, but I never end up needing another one because this one is just effective in itself.
The EV spread maximizes her longevity and makes her the secondary Specially defensive sponge apart from Lankor, absorbing Ice Beams and T-bolts directed at Juanita flawlessly, and ending the game for any unfortunate Fighting types or Dark types or dragons still on the field. Hyper Voice , even with such little investment, hits like a hooker who'd just gotten cheated out of their money, which is pretty hard, and eats any Dragons or Fighting types foolish enough to stay in. Sylveon scares off the likes of Sableye, which is a supreme annoyance to Korra with its annoying Will-O-Wisps and troll shenanigans. Heal Bell allows her to heal up the team from any burns or paralysis or sleep, which is rare but annoying once encountered. Wish let's her heal herself and also enables her to heal her teammates if need be by way of Baton Pass which fits almost too perfectly on her. Lennia's slow speed means she absorbs a hit before baton passing, so that whoever comes in can be healed immediately and doesn't need to worry about being KO'd on switch-in. BP also helps with the teams core strategy, momentum.
Conclusion:
That's all about the team, folks! My main problem is with the Special Wallbreaker position of Togekiss as I'm not too sure about it working effectively. Any suggestions and tips would be appreciated! Thank you in Advance! ^_^
Retired 'Mons:
"Juanita" the Togekiss (F) @ Leftovers
Ability: Serene Grace
Shiny: Yes
Nature: Modest
252 HP / 252 SpA / 4 SpD
Nasty Plot / Air Slash / Flamethrower / Roost
A standard Wall-breaking Nasty Plot Togekiss is what Juanita is. The Nasty Plot boosts its already high Special Attack Stat to insane levels, and if someone throws up a wall, then she shall flinch them to death before killing them. After a few turns of VoltTurn-ing and weakening the opposing team, the VoltTurn-ers will try and pass safely to either Korra or Juanita, depending on the situation, and once Juanita gets a safe switch-in, she can probably get a nasty plot off and begin breaking the team down from there. Air Slash is a solid STAB boosted by the Nasty Plot and hits for good damage, while the special ability flinches any walls thrown up to stall and wear her down. Flamethrower roasts the likes of Ferrothorn and any other steel types who try to screw around with her, using the Nasty Plot boost to good measure as well. Roost keeps her alive to keep dishing out damage like there was no tomorrow, and also stops any wise guys from T-bolting her to death.
Replays:
Whoo! Hellooo Smogonou-272626319 coming your way, and this time, I'm centering it around a 'Mon that is so strong that he probably OHKO's half the tier, and 2HKO's the rest. I'm talking Mega Medicham, bishes!
Team Building Process:
I wanted to make a fun VoltTurn team to begin with, so I chose a core of Rotom-W, Scizor and Talonflame. Rotom-W trolls and hits so many things while staying healthy and burning people like its nobodies business, Scizor helps to defog hazards which is a big no-no for VoltTurn-ing and is a great switch into any Meteors those pesky dragons try to land. T-flame just hits really, really hard with all those moves and is there as a sort of a suicide destroyer.
Now that I had the core that'd help scout for safe switch-ins, I turned to the Mega Corner. What Mega works well when they have room to sweep? I went researching for a while and then came up with an answer that fit very well with the team: Mega Medicham.
Now that I had my physical destroyer, I went through a few revolutions selecting the special one. First, I had a Volcarona, but the bug ruined the momentum the team had. Secondly, I went for Serperior, which was good till I found that both her and Scizor are weak to fire and I didn't like two Pokes on the team sharing the same weakness, so I searched again. At the moment, the Special one I've selected is good ol' Nasty Plot Wall-breaker Togekiss, so the team was now:
And now I needed a Cleric/Wisher since the team had no form of reliable recovery. I tried Blissey, but she ruined the momentum and I didn't really enjoy using her, so what did I fall upon? The Cleric/Wisher I use in almost every single one of my teams, Sylveon.
Update: After a few playthroughs and the suggestion of Tio Chico, Togekiss has been replaced by Hippowdon, who takes a lot of pressure off of the Scizor.



Now that I had the core that'd help scout for safe switch-ins, I turned to the Mega Corner. What Mega works well when they have room to sweep? I went researching for a while and then came up with an answer that fit very well with the team: Mega Medicham.




Now that I had my physical destroyer, I went through a few revolutions selecting the special one. First, I had a Volcarona, but the bug ruined the momentum the team had. Secondly, I went for Serperior, which was good till I found that both her and Scizor are weak to fire and I didn't like two Pokes on the team sharing the same weakness, so I searched again. At the moment, the Special one I've selected is good ol' Nasty Plot Wall-breaker Togekiss, so the team was now:





And now I needed a Cleric/Wisher since the team had no form of reliable recovery. I tried Blissey, but she ruined the momentum and I didn't really enjoy using her, so what did I fall upon? The Cleric/Wisher I use in almost every single one of my teams, Sylveon.
Update: After a few playthroughs and the suggestion of Tio Chico, Togekiss has been replaced by Hippowdon, who takes a lot of pressure off of the Scizor.
So right now, the team at a glance:






In-depth Analysis:

#1: "Korra" the Medicham (F) @ Medichamite
Ability: Pure Power
Nature: Jolly
Shiny: Yes
252 Atk / 4 SpD / 252 Spe
Fake Out / Bullet Punch / Zen Headbutt / High Jump Kick
Ah yes, the MVP of this team. Introducing the powerful yogi who crushes skulls underneath that powerful heel, Korra the Medicham! Her ability , Pure Power , boosts her mediocre attack to the highest in the tier with that extra EV investment, and allows her to plow through any sorry-ass Stallers or Walls that try to stop him from ripping their team to shreds. Fake out deals Meh damage, but has a 100% flinch chance that allows Korra to Mega Evolve safely unless it's a Ghost type she's up against, in which case you really shouldn't try to Mega Evolve, but rather switch out to someone who can handle the ghosts. Bullet Punch is the secondary priority move with OHKO's Diancie and Weavile before they get a chance to land a punch, and hits quite hard on things that don't resist it, allowing Korra to revenge kill quite effectively. The Fake Out + Bullet Punch combo is superb, and allows to KO weak 'mons pretty well. The other two moves are his main STAB moves, High Jump Kick destroying anything that doesn't resist it, unless it misses which sucks, and Zen Headbutt which deal with any switch ins like Gengar and also finishes off anything that resists HJK. Good coverage between the two really. Unprepared teams are ripped to shreds by this monster and prepared teams are ripped a little less to shreds than the others. Once it gets a safe switch in via Volt Switch or U-turn, this baby will eat things alive.

#2: "Lankor" the Rotom-W (M) @ Leftovers
Ability: Levitate
Nature: Calm
252 HP / 4 SpA / 252 SpD
Hydro Pump / Will-O-Wisp / Pain Split / Volt Switch
This is my special wall, burn spreader/sweeper crippler, troll and scouter. Lankor is usually my lead, and helps me scout for a good opening for Korra to come in and wreak havoc. Being a slow pivot, it can switch in safely to Korra after taking the hit which it can probably survive. This thing is so bulky and I love it for its ability to take so much punishment, and then troll around. Hydro Pump is the STAB answer to any wise guys who try to stop it from Volt Switching, and puts a sizeable dent in whatever doesn't resist it. Will-O-Wisp cuts the power to any physical powerhouses in play, and makes people rage, and is also good for wearing down your opponent, or forcing a switch into a cleric. Pain Split is an excellent method of regaining HP from a healthy 'Mon and cutting them down to size at the same time, also helping with the trolling potential and the rage quits that come after sometimes. Volt Switch is the move that helps it to keep momentum up, and also provides STAB damage that KOs any weakened 'Mons in the field like an Azumarill who has just Belly Drummed.

#3: "Turner" the Scizor (M) @ Leftovers
Ability: Technician
Nature: Impish
252 HP / 4 Atk / 252 Def
Defog / Roost / Bullet Punch / U-turn
Spikes? Rocks? Dafaq is that?
Turner forms part 2 of my defensive core, being extremely bulky with an excellent amount of defense invested EVs, a solid recovery move, and a plethora of resistances that allow it to switch in on nearly any predicted move. Main attraction here is of course Defog which removes the entry hazards that hurt VoltTurn teams badly due to the residual damage. And, T-flame despises the rocks that cut its already-short Longevity down some more. So, Turner switches in after the Rocks setter upper had been dealt with, and defogs them out, allowing his team mates to move in and out freely, and since he has but one weakness to fire, he can normally take any and all hits that come his way. Roost provides solid recovery that let's him stay on the field and keep sponging attacks from people while Bullet Punch is a good STAB move with priority that allows him to pick off weakened opponents quite easily and be a total nightmare for things like Sylveon. U-turn continues the VoltTurn chain and maintains momemtum while hitting weak psychics like Kazam for destructive damage thanks to the STAB power of the move.

#4: "Horus" the Talonflame (M) @ Choice Band
Ability: Gale Wings
Nature: Jolly
252 Atk / 4 SpD / 252 Spe
Brave Bird / Flare Blitz / Steel Wing / U-turn
Screw the Swords Dance variant! Real Men use Choice Band!
Anywho, the EVs maximize Speed and Attack, allowing Horus to swoop in and kill as many as possible before either dying or being switched out. He can be kept alive and continue to Blitz and Bird with the help of a Wish Pass by Sylveon, but I usually use him to clean up late game. Brave Bird as a priority move with 120 base damage, STAB, maximized attack, and choice band hits things so hard that I feel sorry for them. Flare Blitz, another STAB base 120 move boosted by CB, takes care of those Skrubby little Steel Walls like a Ferrothorn or Skarmory. Steel Wing, though unconventional, hits Fairies hard with a base 70 boosted by the Choice band. U-turn keeps the Momentum up and helps to relieve Horus from a tough spot if predicted right.

#5: "Trump" the Hippowdon (M) @ Leftovers
Ability: Sand Stream
Nature: Impish
252 HP / 252 Def / 4 Atk
Stealth Rock / Slack Off / Toxic / Earthquake
After Tio Chico 's suggestion to replace Togekiss with Hippowdon, I tried him out on the team, and I must say he works quite well. The EV's allow him to stay on the field for as long as needed and let's him take physical hits like nobodies business, easing the pressure on Turner as the defensive wall. Stealth Rocks have become somewhat of a mandatory move in OU, and Hippowdon works very well as a Stealth rocks setter. Slack off is an excellent recovery move that keeps him alive for even more punishment and/or stalling, while Toxic makes use of his large bulk and helps to wear down opponents. Earthquake allows it to KO common switch-ins to Lennia like Bisharp quote easily. Staying on the field, this guy chips away at the opponents health with SR+Sand+Toxic and keeps from being complete taint fodder thanks to EQ. Hippo here discourages any VoltTurning against my own VoltTurn team, so he's a great asset on this team. He's my "Screw Mega Manectric and Volt Switches in general" 'Mon.

#6: "Lennia" the Sylveon (F) @ Leftovers
Ability: Pixilate
Nature: Calm
Shiny: Yes
252 HP / 4 SpA / 252 SpD
Hyper Voice / Wish / Heal Bell / Baton Pass
All hail the godly fairy cleric! I honestly love Sylveon so much and I find that she fits in well on almost all my teams, due to her amazing bulkiness and movepool. I use the same set everywhere, but I never end up needing another one because this one is just effective in itself.
The EV spread maximizes her longevity and makes her the secondary Specially defensive sponge apart from Lankor, absorbing Ice Beams and T-bolts directed at Juanita flawlessly, and ending the game for any unfortunate Fighting types or Dark types or dragons still on the field. Hyper Voice , even with such little investment, hits like a hooker who'd just gotten cheated out of their money, which is pretty hard, and eats any Dragons or Fighting types foolish enough to stay in. Sylveon scares off the likes of Sableye, which is a supreme annoyance to Korra with its annoying Will-O-Wisps and troll shenanigans. Heal Bell allows her to heal up the team from any burns or paralysis or sleep, which is rare but annoying once encountered. Wish let's her heal herself and also enables her to heal her teammates if need be by way of Baton Pass which fits almost too perfectly on her. Lennia's slow speed means she absorbs a hit before baton passing, so that whoever comes in can be healed immediately and doesn't need to worry about being KO'd on switch-in. BP also helps with the teams core strategy, momentum.
Conclusion:
That's all about the team, folks! My main problem is with the Special Wallbreaker position of Togekiss as I'm not too sure about it working effectively. Any suggestions and tips would be appreciated! Thank you in Advance! ^_^
Retired 'Mons:
Ability: Serene Grace
Shiny: Yes
Nature: Modest
252 HP / 252 SpA / 4 SpD
Nasty Plot / Air Slash / Flamethrower / Roost
A standard Wall-breaking Nasty Plot Togekiss is what Juanita is. The Nasty Plot boosts its already high Special Attack Stat to insane levels, and if someone throws up a wall, then she shall flinch them to death before killing them. After a few turns of VoltTurn-ing and weakening the opposing team, the VoltTurn-ers will try and pass safely to either Korra or Juanita, depending on the situation, and once Juanita gets a safe switch-in, she can probably get a nasty plot off and begin breaking the team down from there. Air Slash is a solid STAB boosted by the Nasty Plot and hits for good damage, while the special ability flinches any walls thrown up to stall and wear her down. Flamethrower roasts the likes of Ferrothorn and any other steel types who try to screw around with her, using the Nasty Plot boost to good measure as well. Roost keeps her alive to keep dishing out damage like there was no tomorrow, and also stops any wise guys from T-bolting her to death.
Replays:
Win!: http://replay.pokemonshowdown.com/ou-272216583
I lost, but it was a good match: http://replay.pokemonshowdown.com/ou-272218863
It really sucks when HJK misses: http://replay.pokemonshowdown.com/ou-272276934
Mega Garchomp V Mega Medicham? HJK ftw!: http://replay.pokemonshowdown.com/ou-27227899
Played it like a pro: http://replay.pokemonshowdown.com/ou-272618018
Tried LO T-flame, wasn't too disappointed:http://replay.pokemonshowdown.com/ou-272626319
Who says you need sweepers to win a battle? : http://replay.pokemonshowdown.com/ou-272637006
I lost, but it was a good match: http://replay.pokemonshowdown.com/ou-272218863
It really sucks when HJK misses: http://replay.pokemonshowdown.com/ou-272276934
Mega Garchomp V Mega Medicham? HJK ftw!: http://replay.pokemonshowdown.com/ou-27227899
Played it like a pro: http://replay.pokemonshowdown.com/ou-272618018
Tried LO T-flame, wasn't too disappointed:http://replay.pokemonshowdown.com/ou-272626319
Who says you need sweepers to win a battle? : http://replay.pokemonshowdown.com/ou-272637006
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