As I battled more and more on Shoddy Battle, I realized that most of the teams I was facing in the OU metagame were consisting of the same Pokemon: Cresselia, Heatran, Scizor, Blissey, Skarmory, etc. The list could go on and on about all the broken Pokemon in the OU metagame.
These Pokemon have become extremely hard to counter when put together, such as Heatran & Scizor, and they become extremely annoying when battling. Which leads me to my team.
The basis of this team is to take down the most annoying and broken threats of the OU metagame, without being broken myself. I resolved not to use things like Scizor, Salamence, or Cresselia, just because they've become too popular and broken for me.
So without further ado, here's the team!
These Pokemon have become extremely hard to counter when put together, such as Heatran & Scizor, and they become extremely annoying when battling. Which leads me to my team.
The basis of this team is to take down the most annoying and broken threats of the OU metagame, without being broken myself. I resolved not to use things like Scizor, Salamence, or Cresselia, just because they've become too popular and broken for me.
So without further ado, here's the team!
Team Fix-It






First of all, I might as well explain the name of the team to clear up any confusion. I named it Team Fix-It because I wanted to counter all the broken things in the OU metagame. Broken... Fix-It... heh...
ANYWAY. Onto the team strategies.
Lucario @ Focus Sash
Nature: Adamant
Ability: Inner Focus
EV Spread: 252 Attack/252 Speed/6 HP
Moves:
~Close Combat - A pretty basic move here. It hits a lot of things for neutral, and some things for super effective. It's able to take out the occasional Blissey and Porygon-Z.
~Earthquake - This isn't a move you'd normally see on a Lucario. I put this on here to counter the occasional Metagross lead, as well as Heatran and other Steel/Rock types.
~ExtremeSpeed - A pretty self-explanatory move. I normally use this when the opponent has low health to guarantee the hit. This also helps me avoid Sucker Punch, since this moves before that. :D
~Bullet Punch - This was a last minute decision move on my part. I wanted to decide between Blaze Kick or Stone Edge, but I decided my other team members carried the same type coverage. So Bullet Punch gets STAB and hits a lot of things for neutral, and can deal quite a bit of damage to a lot of things that don't resist it.
This is a pretty great starter, and it's helped me out in a lot of battles. I realy like the type coverage that he gets, and with 2 priority moves, it can move before a lot of things. It really can help take down a lot of threats.
Zapdos @ Leftovers
Nature: Modest
Ability: Pressure
EV Spread: 252 Special Attack/128 Defense/128 Speed
Moves:
~Agility - I decided to put this move on here so I could outspeed a ton of things in the metagame. When I use this, it's very hard to outspeed this without a Scarf. In fact, it may even be impossible to outspeed it without a Scarf.
~Thunderbolt - This is a pretty basic attack on Zapdos. This does a lot of damage by itself, but with STAB, it does a lot more. This also helps me take down some of those bulky waters (e.g. Milotic) and some of those offensive threats (e.g. Gyarados).
~Heat Wave - One of the moves I love on this set. This helps me take down Scizor extremely easily. With Modest and Max Special Attack, this is a OHKO on Scizor, and it also hits a lot of other things for a lot of damage.
~Hidden Power [Grass] - I felt like I needed to put this move on the Zapdos. This helps it get a lot better type coverage, and it also helps take down a pretty big threat to my team - Swampert. I doubt it will be expecting this when it switches in on a Thunderbolt.
This Zapdos was designed to be a Scizor counter, and it has done that job exceptionally well. It resists both of its STABs, and can OHKO it with Heat Wave. It can set up and sweep teams, so this Pokemon is just a great team member in general.
Milotic @ Flame Orb
Nature: Bold
Ability: Marvel Scale
EV Spread: 252 HP/128 Defense/128 Special Defense
Moves:
~Surf - A very basic move with Milotic. This helps hit Heatran and Infernape very hard, and it can hit a lot of other things that don't resist it for a decent amount of damage.
~Hidden Power [Electric] - I put this move on here because too many times, I've been in a stall war with Vaporeon. If I do run across a Vaporeon, at least I have something to hit it with.
~Ice Beam - This move allows me to take care of a bunch of dragons that are running rampant across Shoddy Battle, including Salamence, Flygon, and Dragonite.
~Recover - This move is a lot better than Rest in a couple ways. It doesn't put me to sleep, so I'm able to use attacks, and I'm able to use it multiple times in a row without waiting a few turns.
Milotic has very good defenses at the start of the battle, but after Marvel Scale is activated, it can be very hard to take down. This set has worked wonders for me, and I really have come to enjoy it.
Magnezone @ Choice Scarf
Nature: Timid
Ability: Magnet Pull
EV Spread: 252 Special Attack/252 Speed/6 HP
Moves:
~Thunderbolt - Another really basic move coming from my team. This is obviously here due to STAB and really good type coverage.
~Hidden Power [Fire] - This is one of my main moves that I use. This Magnezone is used to trap Scizors, and Hidden Power Fire allows me to OHKO them. A very helpful move indeed. ;)
~Flash Cannon - I was actually doubtful about using this move at first, but I figured out that it works quite well. This helps me hit things like Tyranitar and Mamoswine for super effective, and also helps me hit ground types for neutral. It's a very powerful move, coming from a 130 base Special Attack, plus STAB.
~Signal Beam - I felt somewhat of an obligation to choose this move over Explosion. Celebi seems to wall this set aside from Hidden Power Fire (which doesn't do all that much to it), and Signal Beam will OHKO a normal Defensive Celebi. I didn't think Magnezone would do too well as an Exploder.
Magnezone is my Steel Killer, and he does it quite well in my opinion. With the great type coverage he gets, it's very hard to counter this, especially when he's outspeeding basically everything.
Dragonite @ Life Orb
Nature: Rash
Ability: Inner Focus
EV Spread: 112 Attack/200 Special Attack/196 Speed
Moves:
~Superpower - This move is very useful when it comes to taking out walls like Blissey. This is a very powerful 120 base power move that can annihilate basically anything that doesn't resist it, and some things that do.
~Draco Meteor - Self-explanatory, but I'll explain it anyway. Great move when paired with STAB, and can hit things like Dusknoir and Hippowdon for lots of damage.
~Flamethrower - I'm fully aware that Fire Blast has more base power than Flamethrower, but I don't like things missing due to accuracy. Flamethrower can hit things like Forretress and just take them completely out of the battle.
~Roost - I put this move over Thunderbolt because 3 of my Pokemon already had Electric type moves in their movesets. Stealth Rock and Life Orb damage tend to add up fairly quickly, so I needed a quick way of healing.
MixNite can take out a lot of walls, just like MixMence can. This moveset isn't resisted by much, and if something is hit for super effective by it, then it just gets crumpled up and thrown away.
Celebi @ Leftovers
Nature: Bold
Ability: Natural Cure
EV Spread: 252 HP/220 Defense/36 Speed
Moves:
~Leech Seed - A great move to have on any Celebi set, it allows me to restore HP while taking away from my opponent's HP. It's very evil, but it works wonders.
~Grass Knot - A move that can actually take out a lot of things. It gets better type coverage than Psychic, which is why I'm keeping it.
~Recover - This move is here just to heal off any damage that I might have taken. Leech Seed may not heal the things quickly enough, so I need a second plan.
~Earth Power - I felt that I lacked a Ground type move, which is why I put in Earth Power. This allows me to hit Heatran very hard, but most likely I'll have to hit it on the switch-in, because I probably won't be staying in on Heatran for too long.
Celebi is a great wall to have, because it's very annoying. The moveset gets fairly decent type coverage, and I'm able to recover lots of health while still supporting my team.
Just a quick comment - Milotic's set is the one that I'm most questionable about, so if you could, please fix that set as well as you could. Thanks for reading!
Animated Sprites - http://www.pokemonelite2000.com
Pokemon Pictures - http://www.arkeis.com
Pokemon Sets - http://www.smogon.com
~Sephiroth32194~
ANYWAY. Onto the team strategies.

Lucario @ Focus Sash
Nature: Adamant
Ability: Inner Focus
EV Spread: 252 Attack/252 Speed/6 HP
Moves:
~Close Combat - A pretty basic move here. It hits a lot of things for neutral, and some things for super effective. It's able to take out the occasional Blissey and Porygon-Z.
~Earthquake - This isn't a move you'd normally see on a Lucario. I put this on here to counter the occasional Metagross lead, as well as Heatran and other Steel/Rock types.
~ExtremeSpeed - A pretty self-explanatory move. I normally use this when the opponent has low health to guarantee the hit. This also helps me avoid Sucker Punch, since this moves before that. :D
~Bullet Punch - This was a last minute decision move on my part. I wanted to decide between Blaze Kick or Stone Edge, but I decided my other team members carried the same type coverage. So Bullet Punch gets STAB and hits a lot of things for neutral, and can deal quite a bit of damage to a lot of things that don't resist it.
This is a pretty great starter, and it's helped me out in a lot of battles. I realy like the type coverage that he gets, and with 2 priority moves, it can move before a lot of things. It really can help take down a lot of threats.

Zapdos @ Leftovers
Nature: Modest
Ability: Pressure
EV Spread: 252 Special Attack/128 Defense/128 Speed
Moves:
~Agility - I decided to put this move on here so I could outspeed a ton of things in the metagame. When I use this, it's very hard to outspeed this without a Scarf. In fact, it may even be impossible to outspeed it without a Scarf.
~Thunderbolt - This is a pretty basic attack on Zapdos. This does a lot of damage by itself, but with STAB, it does a lot more. This also helps me take down some of those bulky waters (e.g. Milotic) and some of those offensive threats (e.g. Gyarados).
~Heat Wave - One of the moves I love on this set. This helps me take down Scizor extremely easily. With Modest and Max Special Attack, this is a OHKO on Scizor, and it also hits a lot of other things for a lot of damage.
~Hidden Power [Grass] - I felt like I needed to put this move on the Zapdos. This helps it get a lot better type coverage, and it also helps take down a pretty big threat to my team - Swampert. I doubt it will be expecting this when it switches in on a Thunderbolt.
This Zapdos was designed to be a Scizor counter, and it has done that job exceptionally well. It resists both of its STABs, and can OHKO it with Heat Wave. It can set up and sweep teams, so this Pokemon is just a great team member in general.

Milotic @ Flame Orb
Nature: Bold
Ability: Marvel Scale
EV Spread: 252 HP/128 Defense/128 Special Defense
Moves:
~Surf - A very basic move with Milotic. This helps hit Heatran and Infernape very hard, and it can hit a lot of other things that don't resist it for a decent amount of damage.
~Hidden Power [Electric] - I put this move on here because too many times, I've been in a stall war with Vaporeon. If I do run across a Vaporeon, at least I have something to hit it with.
~Ice Beam - This move allows me to take care of a bunch of dragons that are running rampant across Shoddy Battle, including Salamence, Flygon, and Dragonite.
~Recover - This move is a lot better than Rest in a couple ways. It doesn't put me to sleep, so I'm able to use attacks, and I'm able to use it multiple times in a row without waiting a few turns.
Milotic has very good defenses at the start of the battle, but after Marvel Scale is activated, it can be very hard to take down. This set has worked wonders for me, and I really have come to enjoy it.

Magnezone @ Choice Scarf
Nature: Timid
Ability: Magnet Pull
EV Spread: 252 Special Attack/252 Speed/6 HP
Moves:
~Thunderbolt - Another really basic move coming from my team. This is obviously here due to STAB and really good type coverage.
~Hidden Power [Fire] - This is one of my main moves that I use. This Magnezone is used to trap Scizors, and Hidden Power Fire allows me to OHKO them. A very helpful move indeed. ;)
~Flash Cannon - I was actually doubtful about using this move at first, but I figured out that it works quite well. This helps me hit things like Tyranitar and Mamoswine for super effective, and also helps me hit ground types for neutral. It's a very powerful move, coming from a 130 base Special Attack, plus STAB.
~Signal Beam - I felt somewhat of an obligation to choose this move over Explosion. Celebi seems to wall this set aside from Hidden Power Fire (which doesn't do all that much to it), and Signal Beam will OHKO a normal Defensive Celebi. I didn't think Magnezone would do too well as an Exploder.
Magnezone is my Steel Killer, and he does it quite well in my opinion. With the great type coverage he gets, it's very hard to counter this, especially when he's outspeeding basically everything.

Dragonite @ Life Orb
Nature: Rash
Ability: Inner Focus
EV Spread: 112 Attack/200 Special Attack/196 Speed
Moves:
~Superpower - This move is very useful when it comes to taking out walls like Blissey. This is a very powerful 120 base power move that can annihilate basically anything that doesn't resist it, and some things that do.
~Draco Meteor - Self-explanatory, but I'll explain it anyway. Great move when paired with STAB, and can hit things like Dusknoir and Hippowdon for lots of damage.
~Flamethrower - I'm fully aware that Fire Blast has more base power than Flamethrower, but I don't like things missing due to accuracy. Flamethrower can hit things like Forretress and just take them completely out of the battle.
~Roost - I put this move over Thunderbolt because 3 of my Pokemon already had Electric type moves in their movesets. Stealth Rock and Life Orb damage tend to add up fairly quickly, so I needed a quick way of healing.
MixNite can take out a lot of walls, just like MixMence can. This moveset isn't resisted by much, and if something is hit for super effective by it, then it just gets crumpled up and thrown away.

Celebi @ Leftovers
Nature: Bold
Ability: Natural Cure
EV Spread: 252 HP/220 Defense/36 Speed
Moves:
~Leech Seed - A great move to have on any Celebi set, it allows me to restore HP while taking away from my opponent's HP. It's very evil, but it works wonders.
~Grass Knot - A move that can actually take out a lot of things. It gets better type coverage than Psychic, which is why I'm keeping it.
~Recover - This move is here just to heal off any damage that I might have taken. Leech Seed may not heal the things quickly enough, so I need a second plan.
~Earth Power - I felt that I lacked a Ground type move, which is why I put in Earth Power. This allows me to hit Heatran very hard, but most likely I'll have to hit it on the switch-in, because I probably won't be staying in on Heatran for too long.
Celebi is a great wall to have, because it's very annoying. The moveset gets fairly decent type coverage, and I'm able to recover lots of health while still supporting my team.
Just a quick comment - Milotic's set is the one that I'm most questionable about, so if you could, please fix that set as well as you could. Thanks for reading!
Animated Sprites - http://www.pokemonelite2000.com
Pokemon Pictures - http://www.arkeis.com
Pokemon Sets - http://www.smogon.com
~Sephiroth32194~