Chap's Final OU team

In today's Ou battling its all about being able to come in take a hit then deal out heavy damage. That is what this set is specifically built for.

Metagross-
Moves:
Thunder punch
Meteor Mash
Earthquake
Explosion
Item:Choice Band
EVs: 252 Hp/ 236 Atk/ 12 Def/ 8 Spe

Metagross has a high Attack stat and great typing defensively, making it a natural candidate for the use of a Choice Band. Meteor Mash is your primary attacking option as it is capable of dealing great amount of damage to most Pokémon regardless of whether they resist the hit or not. Earthquake provides Metagross with a great way of hitting Fire-types and Steel-types who would otherwise have no problem freely switching into Meteor Mash. Explosion benefits greatly from the boost Choice Band provides - there are very few Pokémon that can withstand its power. Even the standard 334 HP / 396 Def Skarmory is crippled, losing a whopping 82.04% - 96.41% of its HP.

Salamence-
Moves:
Draco Meteor
Flamethrower
Earthquake
Outrage
Item: Life Orb
EVs: 16 Atk/ 240 SpA/ 252 Spe

This set trades the specific stall-breaking ability of the previous set for the ability to deal raw damage from both sides of the attacking spectrum. One will notice that this set does lack recovery and has to deal with the possibility of being stuck on Outrage, but the use of both Draco Meteor and Outrage is enough to place immediate pressure on just about every offensive team. Obviously, Draco Meteor and Outrage both provide Salamence with solid STAB, although Dragon Claw is an excellent option over Outrage should Salamence be your late game sweeper. Dragon Claw is strong enough to pick off weakened Pokemon while also 2HKOing Blissey after Stealth Rock. Earthquake is required to hit Steel-types, such as Heatran, for super effective damage, while Flamethrower takes care of foes like Scizor and Skarmory. Fire Blast can be used to deal more initial damage to switch-ins, but you will fail to KO Celebi and Specially Defensive Skarmory (roughly 50% of the time in the latter's case) due to this set's lower Special Attack investment than the previous set.

Machamp-
Moves:
Rest
Sleep Talk
Dynamic Punch
Payback
Item: Leftovers
EVs: 252 Hp/ 252 Atk/ 4 Spe

The RestTalker has generally been the standard set for Machamp during previous generations, and it continues to remain so. This set allows Machamp to not only adequately absorb status from your opponent, but also complement the low PP of its powerful STAB Fighting moves.

Generally, the STAB move of preference is DynamicPunch, which will never miss thanks to Machamp's unique ability No Guard. Being able to induce confusion 100% of the time is also useful against several potential switch-ins such as Salamence and Gyarados, because the confusion makes it more difficult for them to attack or set up.

Heatran-
Moves:
Fire Blast
Earth Power
Explosion
Dragon Pulse
Item: Choice Scarf
EVs: 252 SpA/ 252 Spe/ 4 Hp

When equipped with a Choice Scarf, Heatran can effectively take on the role of revenge killer, outpacing dangerous threats such as Lucario, Salamence, and neutral-natured Gyarados. Heatran reaches a maximum Speed stat of 417 when wielding Choice Scarf, outspeeding all Pokémon in OU, bar Ninjask.

Fire Blast serves as Heatran's main STAB move, allowing it to deal a ridiculous amount of damage to anything that doesn't resist it. Pokémon such as Naive Salamence risk being 2HKOed by Fire Blast due to Heatran's impressive Special Attack stat of 359. Flamethrower is an option over Fire Blast if you prefer accuracy over power, but it should be noted that the power difference is evident if you opt for Flamethrower. Earth Power is necessary on this set because it provides Heatran with a way of disposing of other Fire-types, specifically opposing Heatran. Explosion fills the third slot, giving Heatran an effective way of eliminating Blissey and Latias who dare to switch in. For the last slot, Dragon Pulse, Hidden Power Grass, and Hidden Power Ice are all decent options. Dragon Pulse allows Heatran to revenge kill Salamence and Kingdra without having to resort to Explosion, while Hidden Power Grass is useful in wearing down Water-types who can otherwise wall you. Finally, Hidden Power Ice, although the least recommended option out of the three, is useful in guaranteeing the kill on Salamence. On an additional note, Overheat is an option over Fire Blast, but Fire Blast is the preferred option as it deals more damage over two turns, outweighing the benefits of 5% increased accuracy.

Aerodactyl-
Moves:
Stealth Rock
Taunt
Earthquake
Stone Edge
Item: Focus Sash
EVs: 252 Atk/ 252 Spe/ 4 Hp

Aerodactyl has remained a constant threat in OU, having found its niche as a suicide lead. With access to Taunt and Stealth Rock, Aerodactyl can prevent opposing Pokemon from setting up, giving you time to put up your own Stealth Rock. You can then attempt to batter your opponent with either Aerodactyl or the other members of your team.

Dusknoir-
Moves:
Will-O-Wisp
Pain Split
Earthquake
ThunderPunch
Item: Leftovers
EVs: 252 Hp/ 28 Atk/ 228 Def

Dusknoir faces serious competition for the role of spin blocker with Rotom-A. However, Dusknoir is still more than capable of functioning as an effective spin blocker, boasting some significant advantages over the electronic appliance, most notably better defenses.

There are three effective Rapid Spin users in the OU metagame: Starmie, Forretress, and Tentacruel. Tentacruel and Forretress have no hope of breaking Dusknoir's impressive defenses, so only Starmie need special care. Starmie doesn't threaten Dusknoir much unless it is carrying Choice Specs; otherwise you can hit it with super effective ThunderPunch or super effective STAB Shadow Sneak and leech its HP whilst replenishing your own with Pain Split.

Dusknoir also makes a handy counter to many physical attackers, either by burning them with Will-O-Wisp or using the appropriate attack. Earthquake is Dusknoir's strongest attack besides Focus Punch. It easily deals with Heatran, who would otherwise happily come in for Flash Fire boosts against Will-O-Wisp and Fire Punch, as well as providing good coverage and 2HKOing Infernape. Fire Punch prevents Heracross from abusing Guts by coming into a Will-O-Wisp and Pursuiting Dusknoir, and hits Steel-types super effectively, especially Forretress and the ever common Scizor. Both are hit x4 effective, though neither will be OHKOed (Forretress won't even be 2HKOed). Will-O-Wisp and Fire Punch make Weavile much less of a threat too. Other common Pursuit users such as Tyranitar and Metagross can be crippled with a burn. ThunderPunch brings down Gyarados in two hits, while Ice Punch helps with Dragons like Salamence and Flygon. Earthquake has great type coverage alongside Ice Punch, resisted only by Bronzong in OU. Shadow Sneak is also a good option here. It bypasses Dusknoir's awful Speed and can help finish off weaker Pokémon, most notably Gengar, who will be 2HKOed. However, its poor damage output means it will do little damage to even frail sweepers unless they are weak to Ghost-type attacks. Pain Split is a rather poor method of healing, but it's all Dusknoir has outside of the very risky Rest. However, you can use his ridiculously low HP and Speed to your advantage by taking hits from high HP Pokémon and sapping their health while recovering your own.
 
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