This team was made in about 15 minutes, and I've been using it as my main laddering team for a few weeks.
Peaked around 1600, then I fell back down to 1350 the next day. It's a pretty simple hyper offense team, makes use of stupid DeoSharp stuff and things. I have a really hard time dealing with steel types and fairies. It's not too bad, but higher on the ladder it started to fail miserably.
The Team:
Breakdown:
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 252 Spd / 4 Atk
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off
Deoxys is here to do what it always does in its Defensive form. It sets up hazards, taunts other things that set up hazards, and then goes down. Knock off is there so I'm not complete taunt bait, and the mental herb keeps me from being taunted on the first turn, also ensuring that I am able to taunt the opponent, unless of course, it is an Espeon. From there, I am able to freely set up my hazards as they either switch out or attempt to kill me. I run max speed to ensure that I can keep hazards off my side of the field.
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Substitute
- Swords Dance
- Sucker Punch
- Iron Head
Bisharp is here because it's the other half of the potent DeoSharp pairing. Deoxys sets up the hazards, and Bisharp gets a big attack boost when those hazards are removed. It also serves as my setup sweeper, outspeeding a good chunk of the meta, and setting up all over a huge amount of defensive pokemon. I carry sub to force my opponent to attack, ensuring that I can get off Sucker Punches, and giving me free turns to set up SD's. Honestly, this has been the weakest link on the team in many ways. My team has trouble dealing with Heatran, as well as other steel types, and this doesn't help me at all against them. Maybe I'm using it wrong, but I don't really want to keep this thing around. A different set could work, but as of now I don't want Bisharp to stay.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- High Jump Kick
- Stone Edge
- Knock Off
- U-turn
Mienshao is my scarfer. Adamant Reckless Mienshao is ridiculously powerful, and the Scarf makes up the the slight lack of speed. This is my only answer to Heatran, and if it carries protect, I'm 110% screwed. I really like Mienshao in mid ladder OU, and This is one thing I definitely want to keep around.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Draco Meteor
- Psyshock
- Energy Ball
- Defog
LO Latios is a massive threat, and puts in a ton of work in many games. If I see a Clefable or Tyranitar, I immediately get scared, but then realize I have Bisharp and Mienshao to deal with those respectively. Aside from those two things, Heatran walls this, just like the rest of my team. It also has trouble with other steel types, which resist both of its STABs. Energy Ball hits bulky waters, but not much else. A different move in place of that would be nice, but I don't know what, as there are a good few options in Tbolt, Ice Beam, Surf, and HP Fire.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Flamey bird guy is a massive offensive threat. CB Priority Brave Bird is one hell of an attack, and pretty much the only one that will ever see any use in practice. In theory all of its moves are useful, but Brave Bird ends up being the only one that matters. Tailwind is the only move that needs any explanation. It's there to set up speed if I need it. I haven't needed it yet, but it's nice to have around just in case. If anyone can think of something better to put in its place, I will definitely take suggestions.
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Finally, we have Thundurus, in its Incarnate Form. This blue trickster helps out a ton with Taunt support, allowing me to keep hazards off my side of the field even after Deoxys goes down. I run lefties over LO to give it some longevity, because it is more supportive than offensive. It still hits fairly hard and knocks out the things I need it to, such as Landorus. I'm open to suggestions on the moveset, but I quite like it the way it is.
Peaked around 1600, then I fell back down to 1350 the next day. It's a pretty simple hyper offense team, makes use of stupid DeoSharp stuff and things. I have a really hard time dealing with steel types and fairies. It's not too bad, but higher on the ladder it started to fail miserably.
The Team:
Breakdown:
Deoxys-Defense @ Mental Herb
Ability: Pressure
EVs: 252 HP / 252 Spd / 4 Atk
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Knock Off
Deoxys is here to do what it always does in its Defensive form. It sets up hazards, taunts other things that set up hazards, and then goes down. Knock off is there so I'm not complete taunt bait, and the mental herb keeps me from being taunted on the first turn, also ensuring that I am able to taunt the opponent, unless of course, it is an Espeon. From there, I am able to freely set up my hazards as they either switch out or attempt to kill me. I run max speed to ensure that I can keep hazards off my side of the field.
Bisharp @ Leftovers
Ability: Defiant
EVs: 252 Atk / 252 Spd / 4 HP
Adamant Nature
- Substitute
- Swords Dance
- Sucker Punch
- Iron Head
Bisharp is here because it's the other half of the potent DeoSharp pairing. Deoxys sets up the hazards, and Bisharp gets a big attack boost when those hazards are removed. It also serves as my setup sweeper, outspeeding a good chunk of the meta, and setting up all over a huge amount of defensive pokemon. I carry sub to force my opponent to attack, ensuring that I can get off Sucker Punches, and giving me free turns to set up SD's. Honestly, this has been the weakest link on the team in many ways. My team has trouble dealing with Heatran, as well as other steel types, and this doesn't help me at all against them. Maybe I'm using it wrong, but I don't really want to keep this thing around. A different set could work, but as of now I don't want Bisharp to stay.
Mienshao @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- High Jump Kick
- Stone Edge
- Knock Off
- U-turn
Mienshao is my scarfer. Adamant Reckless Mienshao is ridiculously powerful, and the Scarf makes up the the slight lack of speed. This is my only answer to Heatran, and if it carries protect, I'm 110% screwed. I really like Mienshao in mid ladder OU, and This is one thing I definitely want to keep around.
Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Draco Meteor
- Psyshock
- Energy Ball
- Defog
LO Latios is a massive threat, and puts in a ton of work in many games. If I see a Clefable or Tyranitar, I immediately get scared, but then realize I have Bisharp and Mienshao to deal with those respectively. Aside from those two things, Heatran walls this, just like the rest of my team. It also has trouble with other steel types, which resist both of its STABs. Energy Ball hits bulky waters, but not much else. A different move in place of that would be nice, but I don't know what, as there are a good few options in Tbolt, Ice Beam, Surf, and HP Fire.
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Flamey bird guy is a massive offensive threat. CB Priority Brave Bird is one hell of an attack, and pretty much the only one that will ever see any use in practice. In theory all of its moves are useful, but Brave Bird ends up being the only one that matters. Tailwind is the only move that needs any explanation. It's there to set up speed if I need it. I haven't needed it yet, but it's nice to have around just in case. If anyone can think of something better to put in its place, I will definitely take suggestions.
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Thunder Wave
- Taunt
- Thunderbolt
- Hidden Power [Ice]
Finally, we have Thundurus, in its Incarnate Form. This blue trickster helps out a ton with Taunt support, allowing me to keep hazards off my side of the field even after Deoxys goes down. I run lefties over LO to give it some longevity, because it is more supportive than offensive. It still hits fairly hard and knocks out the things I need it to, such as Landorus. I'm open to suggestions on the moveset, but I quite like it the way it is.