





--------------THE TEAM---------------
Hello I have been playing with this team for a month or so and it is my first OU team. I am kinda a newbie to competitive battling but I wanted to give it a go. This team has seen a lot of tweaks with new pokemon being introduced and different items, moves and abilities swapping all of the time but the same principle is there. I wanted to build a team around Conkeldurr so I made this team to suit it.
Jolteon @ Leftovers

Ability: Quick Feet
EVs: 252 Spe / 252 HP / 4 SpA
Nature: Timid (+Spe -Atk)
-Substitute
-Work Up
-Baton Pass
-Thunderbolt
This is my lead. Being quick it has time to set up a substitute, which hopefully lasts a turn or two, then Work Up a couple of times before baton passing to Conkeldurr to physically sweep most pokemon. If this plan does not work it still has Thunderbolt as a last effort. Using work up allows both the attack and special attack to go up so if the case arises that i come up against a physically defensive pokemon, i can set up a few Work ups then pass to a Specially orientated pokemon who is not stopped by this opposing physical wall.
Conkeldurr @ Flame Orb

Ability: Guts
EVs: 252 Atk / 252 HP / 4 SpD
Nature: Adament (+Atk -SpA)
-Drain Punch
-Mach Punch
-Ice Punch
-Payback
This is the main pokemon in my team and I wanted to make it a big, physical sweeper. Using the flame orb, Conkeldurr gets inflicted with the burn status, thus activating guts. Now all my moves have x1.5 power and if the Jolteon baton pass worked, it will have even more power to physically sweep most opponents, especially with the coverage moves Ice Punch and Payback. Payback gets double power to 100BP as unless trick room is going on, i am most likely going to be moving behind the opponent. One drawback is the burn status gets in the way of a sweep sometimes so i may change my ability to Iron Fist and have leftovers or maybe Choice Band.
Gliscor @ Toxic Orb

Ability: Poison Heal
EVs: 252 Atk / 184 HP / 72 Spe
Nature: Adament (+Atk -SpA)
-Substitute
-Sword Dance
-Brick Break
-Earthquake
This is my fast physical sweeper. Gliscor heals when the toxic orb gives the poison status and when this happens, some people forfeit. I think this is because they have had past experiences with the protect/substitute set. I do not use this as I have experienced this and it is really annoying as you cannot do anything about it as you watch your team get stalled out. My version is probably less effective but I still like Gliscor because of his speed and high attack which makes him a threat. To truly affect the match though, i must time his switch in perfectly so he has time to sword dance and then use either Brick break or Earthquake depending on the situation.
Mamoswine @ Focus Sash

Ability: Thick Fat
EVs: 252 Atk / 252 HP / 4 SpD
Nature: Adament (+Atk -SpA)
-Earthquake
-Stealth Rock
-Ice Shard
-Endeavor
The third physical attacker is Mamoswine who is good for any time in the game. His stealth rocks means he can be switched into early to create an entry hazard (although i think i will replace this) and Ice Shard is good for the last scrapes when you are low on HP. Being a priority move, you can KO your opposition when you are both low on health and also this allows mamoswine to be switched into dragons before they use Flamethrower. Endeavor is used when you have 1 HP left from the Focus Sash and before you are doomed, you can pull your target right down aswell. This doesn't always work though as most of OU are faster than Mamoswine. I think I might replace it.
Heatran @ Air Balloon

Ability: Flash Fire
EVs: 252 SpD / 252 HP / 4 SpA
Nature: Quiet (+SpD -Atk)
-HP Grass
-Roar
-Eruption
-Will-O-Wisp
I think eruption is a very good move. With 150BP and 100% accuracy, it is amazing until you start losing HP where it gets worse and worse. But against an avearge opponent who is normally damaged by fire, you can use this when you switch in and it normally OHKOs, maybe 2HKOs. Roar is for when you are against say a fire type who knows ground moves or even a ground type if it has high SpD after your Air Balloon has popped, you can quickly get rid of them to a more suited opponent. HP Grass is a move to get rid of two of the super effective threats, water and ground and finally will-o-wisp obviously gives the burn status to slowly wittle down Pokemon and to have their Attack halved.
Starmie @ Focus Sash

Ability: Natural Cure
EVs: 252 Spe / 252 SpA / 4 SpD
Nature: Timid (+Spe -Atk)
-Hydro Pump
-Ice Beam
-Ground
-Rapid Spin
The final piece to complete the team is Starmie, a fast and moderatly bulky pokemon who also has good special attack. Switching when hazards are around is what Starmie is for and it also comes with an array of special attacks to target opposing pokemon once the entry hazards are clear. Ice beam targets the bug and grass who pose a threat while hydro pump is a powerful STAB move and HP Ground is generally good coverage.
Please help me improve on my team and tell me any weaknesses as I want to get better at competetive battling and i know that there are probably millions of things I have done wrong with this team. Also if i did anything wrong please tell me and i will change the appropriate thing. Thanks in advance, Hollymon