Hey everyone! I have recently taken up battling again after a long time. This is the first team I made after the start of the ORAS OU. I apologise if it's not up to standard. Could you all please help improving it?
All the mons' weaknesses are covered other than mew's weakness to ghost by one another allowing me to safely switch into almost any type of attack. The only two types that I don't have a resist against are rock and as mentioned before, ghost.
Serperior @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Giga Drain
This guy either starts of early and gives me an early lead with a KO or comes on late game to try and get a sweep. AV gives it enough bulk to take a few special hits. It also allows me to stay in for some moves I would normally switch out on and then proceed to do lot damage. It allows me to switch into grass moves aimed at Rotom W.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Earth Power
- Protect
He takes advantage of Serperior and Scizor's weakness to fire and switches in to get a flash fire boost and can also take ice type moves aimed at Serp. He can also tank grass type moves, which help Rotom W. He also covers Clefable's weakness to steel and poison. He is also my rock setter
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
He helps by switching into ground and water type moves aimed at tran. He also counters Mamoswine, a threat to the previous two and takes care of Talonflame. Keeps the momentum up by Volt switching. He completes the FWG core.
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Defog
- Soft-Boiled
- Taunt
- Knock Off
I needed something that could get rid of entry hazards. I thought he would be the best choice as he can learn every move so I could put anything together to make it fit my team. I was thinking of adding heal bell instead of defog and turning it into a cleric. But that would mean that I would have to run defog on Scizor.
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
I have had great success with this guy. Comes in, takes a few hits, sets up, status does not bother him and then sweeps.
Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off
I initially had Mega Altaria but it wasn;t really doing much. I chose Scizor as the team lacked priority. Late game, after I have worn them down with Heatran, Rotom W and Clefable and potentially taken a few out with Serperior, Scozir comes in and sets up relatively easily and begins to pick the weakened mons off with Bullet Punch.
All the mons' weaknesses are covered other than mew's weakness to ghost by one another allowing me to safely switch into almost any type of attack. The only two types that I don't have a resist against are rock and as mentioned before, ghost.

Serperior @ Assault Vest
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Giga Drain
This guy either starts of early and gives me an early lead with a KO or comes on late game to try and get a sweep. AV gives it enough bulk to take a few special hits. It also allows me to stay in for some moves I would normally switch out on and then proceed to do lot damage. It allows me to switch into grass moves aimed at Rotom W.

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Earth Power
- Protect
He takes advantage of Serperior and Scizor's weakness to fire and switches in to get a flash fire boost and can also take ice type moves aimed at Serp. He can also tank grass type moves, which help Rotom W. He also covers Clefable's weakness to steel and poison. He is also my rock setter

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
He helps by switching into ground and water type moves aimed at tran. He also counters Mamoswine, a threat to the previous two and takes care of Talonflame. Keeps the momentum up by Volt switching. He completes the FWG core.

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Defog
- Soft-Boiled
- Taunt
- Knock Off
I needed something that could get rid of entry hazards. I thought he would be the best choice as he can learn every move so I could put anything together to make it fit my team. I was thinking of adding heal bell instead of defog and turning it into a cleric. But that would mean that I would have to run defog on Scizor.

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower
I have had great success with this guy. Comes in, takes a few hits, sets up, status does not bother him and then sweeps.

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off
I initially had Mega Altaria but it wasn;t really doing much. I chose Scizor as the team lacked priority. Late game, after I have worn them down with Heatran, Rotom W and Clefable and potentially taken a few out with Serperior, Scozir comes in and sets up relatively easily and begins to pick the weakened mons off with Bullet Punch.
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