Hey. I decided to make a balanced OU team (leaning towards more offensive than defensive). Each Pokemon has its role, and can cover a multitude of threats.
Dragonite @ Lum Berry
Ability: Multiscale
Adamant Nature (+Att, -Sp. Att)
EVs: 4 HP / 252 Att / 252 Speed
-Dragon Dance
-Dragon Claw
-Fire Punch
-Thunder Punch
Dragonite is the core of the team, and the first Pokemon I chose. Even with the inclusion of the Fairy-type, Dragonite still has the ability to deal massive amounts of damage to opposing teams. It can also fill other roles when required, such as revenge killer, and can go up against weakened set-up sweepers to finish them off.
Dragon Dance provides the power and speed that Dragonite needs, and thanks to Multiscale, it will almost always get at least one Dragon Dance up. Dragon Claw is the STAB move of choice, as being locked into Outrage when a Fairy Pokemon comes in is far from ideal. Fire Punch hits the Steel types that would otherwise resist Dragon Claw. Thunder Punch hits Azumarill and Togekiss if they would come in expecting a Dragon move.
Adamant Nature and the EV spread are to maximize the damage output. Lum Berry is used in lieu of Weakness Policy to remove a pesky burn or paralysis, as a STAB Ice Beam from Greninja or Glaceon will still OHKO Dragonite, which leads us to...
Blastoise @ Blastoisinite
Ability: Mega Launcher
Modest Nature (+Sp. Att, -Att)
EVs: 104 HP / 252 Sp. Att / 152 Speed
-Water Pulse
-Aura Sphere
-Dark Pulse
-Rapid Spin
Blastoise pairs up with Dragonite to take care of Ice-types, as well as to clear hazards that would eliminate Dragonite's Multiscale that it relies so heavily on.
Thanks to Mega Launcher, Blastoise's moveset has expanded to include some excellent coverage. Water Pulse now has the same power as Surf, with an added 20% confusion chance. Aura Sphere hits the aforementioned Ice-types, as well as Pokemon such as Tyranitar. Dark Pulse hits any Ghost-types that try to spinblock, and hits threats such as Aegislash and Gengar.
A Modest Nature allows Blastoise to hit as hard as possible. Max Sp. Att allows a 2HKO of threats like Ferrothorn, Aegislash, and Mega-Tyranitar. 152 Speed lets Blastoise outspeed Scizor, and the rest goes into HP.
Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Impish Nature (+Def, -Sp. Att)
EVs: 252 HP / 4 Att / 252 Def
-Stealth Rock
-Leech Seed
-Power Whip
-Thunder Wave
Ah, Ferrothorn. What a lovely sight. Hazard setter, Leech Seed and T-Wave support, and punishes Mega-Kangaskhan for bad prediction. Not bad.
Stealth Rock is to hit the likes of Talonflame, Volcarona, and most other Fire-types keen to exploit Ferrothorn's Fire weakness. Leech Seed adds to the longevity of Ferrothorn, as well as to provide some heal support to any teammates who need it(it ain't Wish, but it's better than nothing). Power Whip provides a STAB move that prevents it from being totally crippled if Taunted, and is actually pretty powerful. Thunder Wave is to lower speed of fast sweepers, allowing for easier removal.
Nature and EV spread allow for maximum physical survival. Rocky Helmet and Iron Barbs combine to scare away any physical attackers like Mega-Kangaskhan and Talonflame. Although this doesn't exactly solve the problem of that 4x Fire weakness. I wonder if there's a Pokemon that could help with this...
Chandelure @ Air Balloon
Ability: Flash Fire
Timid Nature (+Speed, -Att)
EVs: 4 HP / 252 Sp. Att / 252 Speed
-Fire Blast
-Shadow Ball
-Substitute
-Pain Split
This'll do. Chandelure provides the help that Ferrothorn needs. It spinblocks, nullifies Normal or Fighting-type moves, and absorbing Fire-type moves with Flash Fire.
Although this moveset is fairly standard, it is nevertheless effective. Fire Blast hits hard, especially with a Flash Fire boost. Even Pokemon that resist it have to fear it. Shadow Ball also gets STAB, and while it doesn't receive the Flash Fire bonus, it still deals solid damage. Chandelure can take the oppotunity of Fire-types switching out to set up a Substitute, and can heal back the HP lost with Pain Split.
Max Speed and a Timid Nature allow it to set-up Substitutes quickly, to make up for its low HP stat, and Max Special Attack ensures it still hits hard. An Air Balloon is used to avoid Earthquakes that might be aimed at Ferrothorn during a switch-in.
Scizor @ Choice Band
Ability: Technician
Adamant Nature (+Att, -Sp. Att)
EVs: 248 HP / 252 Att / 4 Sp. Def
-Bullet Punch
-U-Turn
-Pursuit
-Aerial Ace
Scizor remains a nice revenge killer, and with the inclusion of the Fairy type, allows a good way to deal with Fairy-types that may look to take out Dragonite.
Bullet Punch is the tool of vengeance, with STAB, Technician, and CB to eliminate weakened foes, and severely dent incoming Pokemon. U-Turn is standard on Scizor, hitting hard and bringing in Pokemon like Dragonite and Chandelure unharmed (assuming the opposing Pokemon goes first). Pursuit traps Psychic and Ghost types. Aerial Ace seems odd, but provides an answer to Fighting-types, which this team would otherwise not have an option against.
Max Attack and Adamand Nature give Bullet Punch maximum stopping power. 248 HP EVs minimize SR damage, something Scizor might have to deal with due to all the switching it does. The last 8 EVs go to Special Defense. Choice Band is pretty standard, giving extra power where needed.
Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature (+Def, -Sp. Att)
EVs: 244 HP / 40 Def / 224 Speed
-Earthquake
-IceBeam Fang
-Taunt
-Roost
After looking at other Pokemon to go into the last slot, Gliscor seems to be a good fit. Gliscor can take care of Dragon-types, while taking hits and Roosting damage away. Gliscor also provides the last two coverage moves needed.
Earthquake is a strong STAB move for Gliscor, and is generally strong against multiple types. Ice Fang hits Dragon types and opposing Gliscor hard. Taunt prevent sweepers from setting up, whether it be setting up to sweep or setting up annoying defenses. Roost allows massive healing in conjunction with Poison Heal.
224 Speed lets Gliscor outspeed non-Mega Lucario, and hit it hard with Earthquake. 244 HP allows for maximum heals from Poison Heal, and the rest goes into Defense. Toxic Orb is, of course, to start the effect of Poison Heal.
Any feedback on any glaring weaknesses or general improvements are appreciated. Thank you very much.

Dragonite @ Lum Berry
Ability: Multiscale
Adamant Nature (+Att, -Sp. Att)
EVs: 4 HP / 252 Att / 252 Speed
-Dragon Dance
-Dragon Claw
-Fire Punch
-Thunder Punch
Dragonite is the core of the team, and the first Pokemon I chose. Even with the inclusion of the Fairy-type, Dragonite still has the ability to deal massive amounts of damage to opposing teams. It can also fill other roles when required, such as revenge killer, and can go up against weakened set-up sweepers to finish them off.
Dragon Dance provides the power and speed that Dragonite needs, and thanks to Multiscale, it will almost always get at least one Dragon Dance up. Dragon Claw is the STAB move of choice, as being locked into Outrage when a Fairy Pokemon comes in is far from ideal. Fire Punch hits the Steel types that would otherwise resist Dragon Claw. Thunder Punch hits Azumarill and Togekiss if they would come in expecting a Dragon move.
Adamant Nature and the EV spread are to maximize the damage output. Lum Berry is used in lieu of Weakness Policy to remove a pesky burn or paralysis, as a STAB Ice Beam from Greninja or Glaceon will still OHKO Dragonite, which leads us to...

Blastoise @ Blastoisinite
Ability: Mega Launcher
Modest Nature (+Sp. Att, -Att)
EVs: 104 HP / 252 Sp. Att / 152 Speed
-Water Pulse
-Aura Sphere
-Dark Pulse
-Rapid Spin
Blastoise pairs up with Dragonite to take care of Ice-types, as well as to clear hazards that would eliminate Dragonite's Multiscale that it relies so heavily on.
Thanks to Mega Launcher, Blastoise's moveset has expanded to include some excellent coverage. Water Pulse now has the same power as Surf, with an added 20% confusion chance. Aura Sphere hits the aforementioned Ice-types, as well as Pokemon such as Tyranitar. Dark Pulse hits any Ghost-types that try to spinblock, and hits threats such as Aegislash and Gengar.
A Modest Nature allows Blastoise to hit as hard as possible. Max Sp. Att allows a 2HKO of threats like Ferrothorn, Aegislash, and Mega-Tyranitar. 152 Speed lets Blastoise outspeed Scizor, and the rest goes into HP.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Impish Nature (+Def, -Sp. Att)
EVs: 252 HP / 4 Att / 252 Def
-Stealth Rock
-Leech Seed
-Power Whip
-Thunder Wave
Ah, Ferrothorn. What a lovely sight. Hazard setter, Leech Seed and T-Wave support, and punishes Mega-Kangaskhan for bad prediction. Not bad.
Stealth Rock is to hit the likes of Talonflame, Volcarona, and most other Fire-types keen to exploit Ferrothorn's Fire weakness. Leech Seed adds to the longevity of Ferrothorn, as well as to provide some heal support to any teammates who need it(it ain't Wish, but it's better than nothing). Power Whip provides a STAB move that prevents it from being totally crippled if Taunted, and is actually pretty powerful. Thunder Wave is to lower speed of fast sweepers, allowing for easier removal.
Nature and EV spread allow for maximum physical survival. Rocky Helmet and Iron Barbs combine to scare away any physical attackers like Mega-Kangaskhan and Talonflame. Although this doesn't exactly solve the problem of that 4x Fire weakness. I wonder if there's a Pokemon that could help with this...

Chandelure @ Air Balloon
Ability: Flash Fire
Timid Nature (+Speed, -Att)
EVs: 4 HP / 252 Sp. Att / 252 Speed
-Fire Blast
-Shadow Ball
-Substitute
-Pain Split
This'll do. Chandelure provides the help that Ferrothorn needs. It spinblocks, nullifies Normal or Fighting-type moves, and absorbing Fire-type moves with Flash Fire.
Although this moveset is fairly standard, it is nevertheless effective. Fire Blast hits hard, especially with a Flash Fire boost. Even Pokemon that resist it have to fear it. Shadow Ball also gets STAB, and while it doesn't receive the Flash Fire bonus, it still deals solid damage. Chandelure can take the oppotunity of Fire-types switching out to set up a Substitute, and can heal back the HP lost with Pain Split.
Max Speed and a Timid Nature allow it to set-up Substitutes quickly, to make up for its low HP stat, and Max Special Attack ensures it still hits hard. An Air Balloon is used to avoid Earthquakes that might be aimed at Ferrothorn during a switch-in.

Scizor @ Choice Band
Ability: Technician
Adamant Nature (+Att, -Sp. Att)
EVs: 248 HP / 252 Att / 4 Sp. Def
-Bullet Punch
-U-Turn
-Pursuit
-Aerial Ace
Scizor remains a nice revenge killer, and with the inclusion of the Fairy type, allows a good way to deal with Fairy-types that may look to take out Dragonite.
Bullet Punch is the tool of vengeance, with STAB, Technician, and CB to eliminate weakened foes, and severely dent incoming Pokemon. U-Turn is standard on Scizor, hitting hard and bringing in Pokemon like Dragonite and Chandelure unharmed (assuming the opposing Pokemon goes first). Pursuit traps Psychic and Ghost types. Aerial Ace seems odd, but provides an answer to Fighting-types, which this team would otherwise not have an option against.
Max Attack and Adamand Nature give Bullet Punch maximum stopping power. 248 HP EVs minimize SR damage, something Scizor might have to deal with due to all the switching it does. The last 8 EVs go to Special Defense. Choice Band is pretty standard, giving extra power where needed.

Gliscor @ Toxic Orb
Ability: Poison Heal
Impish Nature (+Def, -Sp. Att)
EVs: 244 HP / 40 Def / 224 Speed
-Earthquake
-Ice
-Taunt
-Roost
After looking at other Pokemon to go into the last slot, Gliscor seems to be a good fit. Gliscor can take care of Dragon-types, while taking hits and Roosting damage away. Gliscor also provides the last two coverage moves needed.
Earthquake is a strong STAB move for Gliscor, and is generally strong against multiple types. Ice Fang hits Dragon types and opposing Gliscor hard. Taunt prevent sweepers from setting up, whether it be setting up to sweep or setting up annoying defenses. Roost allows massive healing in conjunction with Poison Heal.
224 Speed lets Gliscor outspeed non-Mega Lucario, and hit it hard with Earthquake. 244 HP allows for maximum heals from Poison Heal, and the rest goes into Defense. Toxic Orb is, of course, to start the effect of Poison Heal.






Any feedback on any glaring weaknesses or general improvements are appreciated. Thank you very much.
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