Hi there Smogon, this is my first post here, although I've lurked around here and ShoddyBattle for about a month. I've been playing around with some of the teams posted in this forum with mixed success, but I think that I was able to learn at least a basic knowledge of the major threats and counters of the OU metagame.
So, without further ado - my first legitimate team.
I designed this team so that I had multiple choices and branches that I could take depending on the team type and strategy of my opponent. I've been playing with this team for about 10 days, making lots of little adjustments here and there (and some big ones; I used to have a Marowak in here, as well as a Rampardos)
Roserade @ Focus Sash
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Sleep Powder
- Toxic Spikes
- Leaf Storm
- Hidden Power [Fire]
----
I use Roserade to scout, mostly. I used Sleep Powder a lot when I first made this team, but now I've switched to immediately laying down two layers of Toxic Spikes and then trying to take down/incapacitate whatever I can until I faint. I debated whether or not to switch Natural Cure for Poison Point, and I still haven't really decided. For this set, does one have any particular advantage over the other?
Ninjask @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/82 Spd
Jolly nature (+Spd, -SAtk)
- Substitute
- Baton Pass
- Swords Dance
- Aerial Ace
---
Ninjask's sole purpose is to baton pass. I usually try to switch Ninjask in on my opponent's wall, so that I can substitute and get a few Swords Dances in as well as speed boosts, and then baton pass as soon as my HP gets too low to substitute anymore. Stealth Rock cripples this strategy. I chose Ninjask for this purpose primarily for his ability, coupled with Substitue and Swords Dance; it was the best pokemon I knew that could fill this niche. Depending on the need, I baton pass to Magnezone (I'd rather not), Scizor, or...
Salamence @ Life Orb
Ability: Intimidate
EVs: 234 Atk/252 Spd/24 SAtk
Naughty nature (+Atk, -SDef)
- Outrage
- Earthquake
- Dragon Dance
- Stone Edge
---
I used to have a Marowak here, but I decided finally that Thick Club was a little gimmick and that his speed sucks. To fill his tank status, I put this guy due to his reasonable speed and outrageous attack. When properly beefed up by Ninjask (or not, that's why Dragon Dance is there) this physical Salamence works pretty well. I don't think I need to explain this one much.
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/6 Def/252 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Roost
- Nasty Plot
- Baton Pass
---
I put a twist on Smogon's recommended set for Togekiss. Obviously, at it's core, it's a Serene Grace abuser, but I usually Nasty Plot/Roost when I have to chance to both 1) stall, due to the fact that the opponent is likely badly poisoned by my spikes unless they were spun or absorbed away, and 2) beef up and sweep for a while with Air Slash, until I can't anymore and then I baton pass to Magnezone.
Scizor @ Life Orb
Ability: Technician
EVs: 4 HP/254 Spd/252 SAtk
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Swords Dance
- Brick Break
- Baton Pass
---
Same idea as Togekiss; Swords Dance and attack until I can't anymore, and then baton pass away my stat increases.
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/86 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Magnet Rise
- Thunderbolt
- Hidden Power [Ice]
---
Pretty self-explanatory here. Magnezone is usually the recipient of a baton pass from Togekiss (Sp. Atk increases) or Ninjask (speed increases). I chose Magnezone due to his wide array of resistances, Magnet Rise, and his excellent Sp. Attack. With Nasty Plot, he's quite a force to be reckoned with (most of the time).
So there you have it. I'd greatly appreciate your input. Hopefully I'll have many more posts at this wonderful site. :)
So, without further ado - my first legitimate team.
I designed this team so that I had multiple choices and branches that I could take depending on the team type and strategy of my opponent. I've been playing with this team for about 10 days, making lots of little adjustments here and there (and some big ones; I used to have a Marowak in here, as well as a Rampardos)

Roserade @ Focus Sash
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Sleep Powder
- Toxic Spikes
- Leaf Storm
- Hidden Power [Fire]
----
I use Roserade to scout, mostly. I used Sleep Powder a lot when I first made this team, but now I've switched to immediately laying down two layers of Toxic Spikes and then trying to take down/incapacitate whatever I can until I faint. I debated whether or not to switch Natural Cure for Poison Point, and I still haven't really decided. For this set, does one have any particular advantage over the other?

Ninjask @ Leftovers
Ability: Speed Boost
EVs: 176 HP/252 Atk/82 Spd
Jolly nature (+Spd, -SAtk)
- Substitute
- Baton Pass
- Swords Dance
- Aerial Ace
---
Ninjask's sole purpose is to baton pass. I usually try to switch Ninjask in on my opponent's wall, so that I can substitute and get a few Swords Dances in as well as speed boosts, and then baton pass as soon as my HP gets too low to substitute anymore. Stealth Rock cripples this strategy. I chose Ninjask for this purpose primarily for his ability, coupled with Substitue and Swords Dance; it was the best pokemon I knew that could fill this niche. Depending on the need, I baton pass to Magnezone (I'd rather not), Scizor, or...

Salamence @ Life Orb
Ability: Intimidate
EVs: 234 Atk/252 Spd/24 SAtk
Naughty nature (+Atk, -SDef)
- Outrage
- Earthquake
- Dragon Dance
- Stone Edge
---
I used to have a Marowak here, but I decided finally that Thick Club was a little gimmick and that his speed sucks. To fill his tank status, I put this guy due to his reasonable speed and outrageous attack. When properly beefed up by Ninjask (or not, that's why Dragon Dance is there) this physical Salamence works pretty well. I don't think I need to explain this one much.

Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP/6 Def/252 SDef
Calm nature (+SDef, -Atk)
- Air Slash
- Roost
- Nasty Plot
- Baton Pass
---
I put a twist on Smogon's recommended set for Togekiss. Obviously, at it's core, it's a Serene Grace abuser, but I usually Nasty Plot/Roost when I have to chance to both 1) stall, due to the fact that the opponent is likely badly poisoned by my spikes unless they were spun or absorbed away, and 2) beef up and sweep for a while with Air Slash, until I can't anymore and then I baton pass to Magnezone.

Scizor @ Life Orb
Ability: Technician
EVs: 4 HP/254 Spd/252 SAtk
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Swords Dance
- Brick Break
- Baton Pass
---
Same idea as Togekiss; Swords Dance and attack until I can't anymore, and then baton pass away my stat increases.

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/86 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Magnet Rise
- Thunderbolt
- Hidden Power [Ice]
---
Pretty self-explanatory here. Magnezone is usually the recipient of a baton pass from Togekiss (Sp. Atk increases) or Ninjask (speed increases). I chose Magnezone due to his wide array of resistances, Magnet Rise, and his excellent Sp. Attack. With Nasty Plot, he's quite a force to be reckoned with (most of the time).
So there you have it. I'd greatly appreciate your input. Hopefully I'll have many more posts at this wonderful site. :)