Introduction
Hey guys, Lazyboy here. Long time lurker, first time poster. This is a team I've been working on for absolutely ages (since salamence got banned) and boy has it gone through some pretty drastic changes. What started as a reworking of Team Kevin, Please Come Home slowly became a creation entirely of my own.
I liked the idea of an offensive team using entry hazards so effectively to trouble both stall and offensive teams, but I was never really one for sweeping, so decided to use repeated switching to eventually wear opponents down.
The team still does have trouble with a few specific pokemon, so any improvements would be greatly appreciated. Without further ado, lets get started...
The Team
Orion
Skarmory @ Lum Berry
Ability: Keen eye
EVs: 252 HP/ 164 Def/ 92 Speed
Impish nature (+Def, -Sp.atk)
-Roost
-Spikes
-Taunt
-Brave Bird
Skarmory has done a pretty good job leading the team, letting me set up spikes early on in the game, stopping slower leads like Hippowdon and Swampert from setting up their entry hazards as well as serving as a great check to a lot of physical threats. I originally chose focus sash Smeargle as a lead, but found that whilst it worked against stall teams just fine, against very offensive teams I would really struggle to set up more than a couple of layers, which could really hurt the team. Skarm allows me to set up spikes a lot more consistently, which puts greater pressure on opposing teams as they make unfavourable switches.
The EVs and item allow me to outspeed Resttalk Gyarados and either pHaze or taunt it. The lack of leftovers can be somewhat of a hindrance, especially against stuff like LO Gyara, but the ability to beat sleep leads like Smeargle and stop them from getting their hazards up is more than worth the sacrifice. The choice of whirlwind over Brave bird was a tricky one. Without an attacking move, Skarm is helpless against taunt Gyarados and can only pHaze out other threats such as Machamp and Breloom, but the scouting and residual damage that whirlwind offers makes it the superior choice in my opinion, also the aforementioned threats can be dealt with by other members of the team.
Switches to Brave bird for an easier matchup with LeadChamp
Vesuvius
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP/ 36 Sp.Atk/ 12 Sp.Def/ 216 speed
Nature: Calm (+Sp.Def, -Atk)
-Earth Power
-Lava Plume
-Roar
-Stealth Rock
The second half of my entry hazard core, Heatran provides a great number of resistances, an immunity to fire and the ability to cause so many switches it can devastate teams. It assists Skarm by switching into a lot of unfavourable lead match ups and visa versa.
Leftovers is the item of choice due to the fact that opposing spike stacking teams could be troubling, so I wanted to minimise that problem as much as possible. The lack of power can be a problem sometimes, but between spikes, stealth rocks and the great coverage provided by the 3 attacking moves, Heatran has no problems dealing with switch ins such as Swampert, opposing Heatran and other bulky waters. Stealth rock is vital for every team and Heatran is an excellent user of it, as it allows him to scout for threats switching in so he can hit them with the appropriate move later in the match. The lack of explosion can sometimes be a bit of a problem, but the team doesn't have too many problems with Blissey, so it's somewhat redundant.
The EVs allow me to outspeed positive base 75s, such as Smeargle, and ohko them before they can spore me. I never really liked running max speed, as the thought of losing my Heatran to a speed tie really didn't appeal to me, I'd rather know I'd be outsped and deal with it than take a risk that could cost me the game. The rest of the EVs were to max special attack, then dump the rest in HP for a minuscule amount of extra bulk.
Changed to a specially defensive variant to help with the SubRoost Zapdos problem, has worked well so far
DesertEagle
Flygon @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 Atk/ 216 Spd
Nature: Jolly (+Spd, -Sp.Atk)
-Outrage
-Earthquake
-Stone Edge
-U-turn
Flygon has to be one of my favourite pokes of 4th Gen. With arguably the best typing in the game, 100 base speed, acceptable attacking stats and an excellent movepool, Flygon does fantastic every time I use him. He started life out as a standard choice scarf user, but certain pokes, such as Gliscor, became an issue, so he changed into the mixed attacker you see before you.
The moves were pretty standard for a mixed attacker, the usual unresisted coverage. Draco Meteor hits bulky waters harder than anything else, EQ for a nice reliable STAB that also pummels Heatran and fire Blast to mop up any steels like Skarm, Forretress and Bronzong who switch in to liberally. The last move was a toss up. U-turn combined with entry hazards would be amazing, the ability to scout for his switchins and keep momentum would be even better, but in the end I went with roost, mainly because the team lacked a reliable Heatran switchin, and whilst spikes, stealth rocks and the possibility of Life orb or Substitute would take it's toll on the big red monster, the ability to switch into it multiple times was something very important. Also, with roost stall teams have a really tough time doing damage to thing thing outside of status. With an immunity to spikes, sandstorm, toxic spikes and resistance stealth rocks, stall teams that rely on residual damage find themselves at a bit of a loss, and can only hope to get some form of status on it or attack with underwhelming walls.
The EVs and nature are to maximise it's damage output, Mild was chosen over hasty as the only notable threat it outsped was Lucario, who has access to extremespeed anyway. Also, it allows me to put larger dents in Suicune switching into draco meteor, and as my answers to Suicune are shaky at times, I need all the damage I can get.
Changed to Scarf Flygon, the lack of a phazing move on Skarm left me vulnerable to DD Kingdra, It also gives me extra protection againt Empoleon, Gyarados and DDtar
Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 HP/ 176 Sp.def/ 80 Spd
Nature: Hasty (+Spd, -Def)
-Hidden Power Ground
-Ice Punch
-Iron Head
-Wish
This was by far the biggest change to the team, replacing CB scizor previously. The set is a kind of fusion between the specially defensive set and the mixed wallbreaking set. The EVs allow Jirachi to still act as a check to SubSplit Gengar by alternating between Wish and Iron Head and Lucario with HP Ground (although with no investement in Sp.Atk, it requires 1 layer of spikes + 1 CC to ohko, so the EVs may need tweaked). Also, it still act as a lure to Heatran, although once again, with no investement Hp ground will not ohko without some prior damage, so again, the EVs are possibly not the most efficient. The Wish support really helps with both Flygon and Lanturn switching into Heatran too. I chose Ice Punch over U-turn as it now gave me a pretty solid answer to MixNite, a poke that had proved a bit of problem if Scizor was on low health.
Voltergeist
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP/ 136 Def/ 120 Sp.def
Nature: Calm
-Shadow Ball
-Thunderbolt
-Rest
-Sleep Talk
Rotom-W is the spinblocker of choice these days. With the ability to beat it's common switchins with hydropump, block rapid spin, check and revenge a boatload of threats and cripple pokes with trick, what's not to love about this little possessed washing machine? the moves are pretty self explanatory, thunderbolt to prevent DDGyara and SubPetaya Empoleon from wrecking the team too badly. Shadowball lets me hit Gengar and Celebi for supereffective damage and Hydro pump is the sole reason it's the form of choice, heavily damaging Heatran, Tyranitar and Scizor as they try to switch in and trap you. Finally, Trick lets me cripple potentially dangerous or annoying pokes, like CroCune or curselax, as well as being the only move that can threaten Blissey outside of Pain split.
Once again, the EVs seem a little odd, but they serve their purpose. 220 speed and a choice scarf allows me to outspeed and ohko SubPetaya Emp at +2, jolly Gyara at +1 and a few other threats. This is also my only fighting resist, so he is usualy called upon to deal with potentially game-ending pokes like Lucario and Infernape, although there are certain backup plans in case Rotom can't do his duty. the special attack EVs allow me to ohko Gengar after it switches into stealth rocks once, and the rest are put into HP for as much bulk as possible. This is because the team is based around it's entry hazards, and with spinners like Starmie and Forretress being able to heavily damage Rotom with Hydropump/Payback respectively, he needs to survive for as long as possible.
Changed to a Resttalk Rotom-W, provided a sturdier answer to DD+Taunt Gyara as well as spinblock a bit more effectively. Also gave me a decent status absorber so the Gliscor weakness isn't as bad,but its still not great... though it fares a lot better against Breloom now
PerfectStorm
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP/ 252 Sp.atk/ 56 Sp.Def/ 148 Spd
Nature: Modest
-Charge Beam
-Hydropump
-Ice Beam
-Substitute
"WTF? Lanturn in OU, you must be kidding?!" I most certainly am not. This little angler fish has been an absolute star, fixed most of the holes this had, swept teams and been an all around MVP. This spot used to belong to Chestorest Kingdra, but every man and his dog were well aware of just how good it was and I got tired of bandwagon-ing (that and I had a crippling weakness to Zapdos/Jolteon, but i prefer the former). The addition of Lanturn not only provided the same services that Kingdra gave (a decent answer to LO Starmie/Offensive Suicune) but fixed the weaknesses I'd had against the aforementioned electric-types.
The moves are pretty standard for any offensive water-type, hydropump for a great STAB attack, charge beam to possible sweep as well as hit other water types, such as gyarados, vaporeon and suicune, ice beam to hit the grass and dragon types that resist the former 2 moves. Substitute is a great move for Lanturn. with the given speed EVs, Lanturn can outspeed Vaporeon and Blissey and get a Sub up before being hit by toxic. It also takes advantage of it's 125 base HP, creating 101 HP subs meaning that with a bit of luck, Lanturn can beat bold Blissey 1v1, providing charge beam can get you to at least +4. Even when not setting up for a sweep, substitute does a great job at easing prediction, which can net you some decent damage and even if the switchin outspeeds. My only gripe with this set it Charge Beam. not only have I been screwed over many times by Charge Beam not giving me the required boost to ko, but the accuracy makes Lanturn a shakey answer to Suicune, especially with Pressure reducing the Charge Beam PP to a mere 8.
Conclusion
That about sums up the team. It's been a blast to play and got me to a respectable ladder ranking, but some of the problematic pokes have prevented me from getting anywhere astronomically high. Please let me know if you've got any questions, suggestions or improvement, I'm more than willing to continue improving this team.
Hey guys, Lazyboy here. Long time lurker, first time poster. This is a team I've been working on for absolutely ages (since salamence got banned) and boy has it gone through some pretty drastic changes. What started as a reworking of Team Kevin, Please Come Home slowly became a creation entirely of my own.
I liked the idea of an offensive team using entry hazards so effectively to trouble both stall and offensive teams, but I was never really one for sweeping, so decided to use repeated switching to eventually wear opponents down.
The team still does have trouble with a few specific pokemon, so any improvements would be greatly appreciated. Without further ado, lets get started...
The Team

Orion
Skarmory @ Lum Berry
Ability: Keen eye
EVs: 252 HP/ 164 Def/ 92 Speed
Impish nature (+Def, -Sp.atk)
-Roost
-Spikes
-Taunt
-Brave Bird
Skarmory has done a pretty good job leading the team, letting me set up spikes early on in the game, stopping slower leads like Hippowdon and Swampert from setting up their entry hazards as well as serving as a great check to a lot of physical threats. I originally chose focus sash Smeargle as a lead, but found that whilst it worked against stall teams just fine, against very offensive teams I would really struggle to set up more than a couple of layers, which could really hurt the team. Skarm allows me to set up spikes a lot more consistently, which puts greater pressure on opposing teams as they make unfavourable switches.
The EVs and item allow me to outspeed Resttalk Gyarados and either pHaze or taunt it. The lack of leftovers can be somewhat of a hindrance, especially against stuff like LO Gyara, but the ability to beat sleep leads like Smeargle and stop them from getting their hazards up is more than worth the sacrifice. The choice of whirlwind over Brave bird was a tricky one. Without an attacking move, Skarm is helpless against taunt Gyarados and can only pHaze out other threats such as Machamp and Breloom, but the scouting and residual damage that whirlwind offers makes it the superior choice in my opinion, also the aforementioned threats can be dealt with by other members of the team.
Switches to Brave bird for an easier matchup with LeadChamp
Vesuvius
Heatran @ Leftovers
Ability: Flash Fire
EVs: 244 HP/ 36 Sp.Atk/ 12 Sp.Def/ 216 speed
Nature: Calm (+Sp.Def, -Atk)
-Earth Power
-Lava Plume
-Roar
-Stealth Rock
The second half of my entry hazard core, Heatran provides a great number of resistances, an immunity to fire and the ability to cause so many switches it can devastate teams. It assists Skarm by switching into a lot of unfavourable lead match ups and visa versa.
Leftovers is the item of choice due to the fact that opposing spike stacking teams could be troubling, so I wanted to minimise that problem as much as possible. The lack of power can be a problem sometimes, but between spikes, stealth rocks and the great coverage provided by the 3 attacking moves, Heatran has no problems dealing with switch ins such as Swampert, opposing Heatran and other bulky waters. Stealth rock is vital for every team and Heatran is an excellent user of it, as it allows him to scout for threats switching in so he can hit them with the appropriate move later in the match. The lack of explosion can sometimes be a bit of a problem, but the team doesn't have too many problems with Blissey, so it's somewhat redundant.
The EVs allow me to outspeed positive base 75s, such as Smeargle, and ohko them before they can spore me. I never really liked running max speed, as the thought of losing my Heatran to a speed tie really didn't appeal to me, I'd rather know I'd be outsped and deal with it than take a risk that could cost me the game. The rest of the EVs were to max special attack, then dump the rest in HP for a minuscule amount of extra bulk.
Changed to a specially defensive variant to help with the SubRoost Zapdos problem, has worked well so far

DesertEagle
Flygon @ Choice Scarf
Ability: Levitate
EVs: 40 HP / 252 Atk/ 216 Spd
Nature: Jolly (+Spd, -Sp.Atk)
-Outrage
-Earthquake
-Stone Edge
-U-turn
Flygon has to be one of my favourite pokes of 4th Gen. With arguably the best typing in the game, 100 base speed, acceptable attacking stats and an excellent movepool, Flygon does fantastic every time I use him. He started life out as a standard choice scarf user, but certain pokes, such as Gliscor, became an issue, so he changed into the mixed attacker you see before you.
The moves were pretty standard for a mixed attacker, the usual unresisted coverage. Draco Meteor hits bulky waters harder than anything else, EQ for a nice reliable STAB that also pummels Heatran and fire Blast to mop up any steels like Skarm, Forretress and Bronzong who switch in to liberally. The last move was a toss up. U-turn combined with entry hazards would be amazing, the ability to scout for his switchins and keep momentum would be even better, but in the end I went with roost, mainly because the team lacked a reliable Heatran switchin, and whilst spikes, stealth rocks and the possibility of Life orb or Substitute would take it's toll on the big red monster, the ability to switch into it multiple times was something very important. Also, with roost stall teams have a really tough time doing damage to thing thing outside of status. With an immunity to spikes, sandstorm, toxic spikes and resistance stealth rocks, stall teams that rely on residual damage find themselves at a bit of a loss, and can only hope to get some form of status on it or attack with underwhelming walls.
The EVs and nature are to maximise it's damage output, Mild was chosen over hasty as the only notable threat it outsped was Lucario, who has access to extremespeed anyway. Also, it allows me to put larger dents in Suicune switching into draco meteor, and as my answers to Suicune are shaky at times, I need all the damage I can get.
Changed to Scarf Flygon, the lack of a phazing move on Skarm left me vulnerable to DD Kingdra, It also gives me extra protection againt Empoleon, Gyarados and DDtar

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 252 HP/ 176 Sp.def/ 80 Spd
Nature: Hasty (+Spd, -Def)
-Hidden Power Ground
-Ice Punch
-Iron Head
-Wish
This was by far the biggest change to the team, replacing CB scizor previously. The set is a kind of fusion between the specially defensive set and the mixed wallbreaking set. The EVs allow Jirachi to still act as a check to SubSplit Gengar by alternating between Wish and Iron Head and Lucario with HP Ground (although with no investement in Sp.Atk, it requires 1 layer of spikes + 1 CC to ohko, so the EVs may need tweaked). Also, it still act as a lure to Heatran, although once again, with no investement Hp ground will not ohko without some prior damage, so again, the EVs are possibly not the most efficient. The Wish support really helps with both Flygon and Lanturn switching into Heatran too. I chose Ice Punch over U-turn as it now gave me a pretty solid answer to MixNite, a poke that had proved a bit of problem if Scizor was on low health.

Voltergeist
Rotom-W @ Leftovers
Ability: Levitate
EVs: 252 HP/ 136 Def/ 120 Sp.def
Nature: Calm
-Shadow Ball
-Thunderbolt
-Rest
-Sleep Talk
Rotom-W is the spinblocker of choice these days. With the ability to beat it's common switchins with hydropump, block rapid spin, check and revenge a boatload of threats and cripple pokes with trick, what's not to love about this little possessed washing machine? the moves are pretty self explanatory, thunderbolt to prevent DDGyara and SubPetaya Empoleon from wrecking the team too badly. Shadowball lets me hit Gengar and Celebi for supereffective damage and Hydro pump is the sole reason it's the form of choice, heavily damaging Heatran, Tyranitar and Scizor as they try to switch in and trap you. Finally, Trick lets me cripple potentially dangerous or annoying pokes, like CroCune or curselax, as well as being the only move that can threaten Blissey outside of Pain split.
Once again, the EVs seem a little odd, but they serve their purpose. 220 speed and a choice scarf allows me to outspeed and ohko SubPetaya Emp at +2, jolly Gyara at +1 and a few other threats. This is also my only fighting resist, so he is usualy called upon to deal with potentially game-ending pokes like Lucario and Infernape, although there are certain backup plans in case Rotom can't do his duty. the special attack EVs allow me to ohko Gengar after it switches into stealth rocks once, and the rest are put into HP for as much bulk as possible. This is because the team is based around it's entry hazards, and with spinners like Starmie and Forretress being able to heavily damage Rotom with Hydropump/Payback respectively, he needs to survive for as long as possible.
Changed to a Resttalk Rotom-W, provided a sturdier answer to DD+Taunt Gyara as well as spinblock a bit more effectively. Also gave me a decent status absorber so the Gliscor weakness isn't as bad,but its still not great... though it fares a lot better against Breloom now

PerfectStorm
Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 52 HP/ 252 Sp.atk/ 56 Sp.Def/ 148 Spd
Nature: Modest
-Charge Beam
-Hydropump
-Ice Beam
-Substitute
"WTF? Lanturn in OU, you must be kidding?!" I most certainly am not. This little angler fish has been an absolute star, fixed most of the holes this had, swept teams and been an all around MVP. This spot used to belong to Chestorest Kingdra, but every man and his dog were well aware of just how good it was and I got tired of bandwagon-ing (that and I had a crippling weakness to Zapdos/Jolteon, but i prefer the former). The addition of Lanturn not only provided the same services that Kingdra gave (a decent answer to LO Starmie/Offensive Suicune) but fixed the weaknesses I'd had against the aforementioned electric-types.
The moves are pretty standard for any offensive water-type, hydropump for a great STAB attack, charge beam to possible sweep as well as hit other water types, such as gyarados, vaporeon and suicune, ice beam to hit the grass and dragon types that resist the former 2 moves. Substitute is a great move for Lanturn. with the given speed EVs, Lanturn can outspeed Vaporeon and Blissey and get a Sub up before being hit by toxic. It also takes advantage of it's 125 base HP, creating 101 HP subs meaning that with a bit of luck, Lanturn can beat bold Blissey 1v1, providing charge beam can get you to at least +4. Even when not setting up for a sweep, substitute does a great job at easing prediction, which can net you some decent damage and even if the switchin outspeeds. My only gripe with this set it Charge Beam. not only have I been screwed over many times by Charge Beam not giving me the required boost to ko, but the accuracy makes Lanturn a shakey answer to Suicune, especially with Pressure reducing the Charge Beam PP to a mere 8.
Conclusion
That about sums up the team. It's been a blast to play and got me to a respectable ladder ranking, but some of the problematic pokes have prevented me from getting anywhere astronomically high. Please let me know if you've got any questions, suggestions or improvement, I'm more than willing to continue improving this team.