About a week ago, I started the process of building and testing teams in preparation for the creation of a team built around Nasty Plot Infernape. I figured out which Pokemon worked best together, and after a number of changes, came out with this. It's a team built with the goal of Nasty Plot Ape sweeping late game. I kept three goals in mind when making this team and they are:
1. Trap and kill Azelf, Gengar, and Starmie.
2. Lure out Blissey and Snorlax, and kill/weaken them severely.
3. Set up as many entry hazards as possible and weaken the opponent as much as I can before Ape comes out.
The team I'm about to show you is built solely on accomplishing those 3 goals, meaning everything capable of stopping Ape is gone and he can sweep what remains of the enemy.
In Depth
Starmie@Choice Specs
Natural Cure
EVs: 4 HP/252 SpA/252 Spe
Nature: Timid
-Surf
-Thunderbolt
-Psychic
-Grass Knot
I wanted an unorthodox lead to start this team off well and give me lead from the first turn. Then I thought of all the annoying lead Machamp and Swampert out there lately. This came to mind because it OHKOs both as well as other common leads such as Heatran, Hippowdon, opposing Starmie, and Gyarados. It also 2HKOs Metagross and most Jirachi leads as well as scout for Blissey and Snorlax from the beginning of the game.
This lead also gives me the element of surprise, catching people off guard almost every time, this helps me gain momentum I need to pull of a clean sweep with Ape later on in the game. Starmie can also come back later in the game to fend off Gyara who haven't set up, or finish off anything that's been weakened. So all in all, this lead hits hard and fast from turn one and gives me an edge very early, and in the case of a Swampert or Hippowdon lead, lets me be free from Stealth Rock for the entire game.
This lead has some trouble with focus sash leads like Azelf and Aerodactyl, the former of which I sometimes predict an explosion from, and go into my Scarfed Rotom. When facing Aero leads, I usually take a nice chunk of damage that hurts my switch in capabilities, so I sometimes also switch into Rotom after breaking the sash, which can outspeed and finish off with neither Starmie or Rotom taking any damage.
Starmie hits hard, most of the common leads are OHKO'd and if not, they're 2HKO'd before they know what's hit them.
Skarmory@Leftovers
Ability: Keen Eye
EVs: 252 HP/240 Def/16 Spe
Nature:Impish
-Stealth Rock
-Spikes
-Roost
-Whirlwind
I knew i needed as many entry hazards as possible to help wear down the opponent quickly for Ape's sweep. Because Skarmory is capable of switching into most of OU's physical threats AND set up both Spikes and SR, I included it on the team. It always gets a chance to come in and get a free SR or Spike layer up, with all of the physical sweepers running wild. And if something boosts its attack via Dragon Dance or Swords Dance, I can whirlwind it out.
The EVs are basically the standard set, with the usual Attack EVs placed into Def, since I didn't include Brave Bird. While this does leave me shut down completely by Taunt, I can deal with the main concern with, Taunt Gyarados, via other members of my team.
Skarmory also lures out opposing Gengar, Starmie, and even Jolteon, which Snorlax can come in on and trap with a CB pursuit, which I'll get into soon. So by simply coming out and setting up entry hazards, Skarm lures in the Pokemon I need taken out, who can't escape OR kill whats trapping them.
Snorlax@Choice Band
Ability:Thick Fat
EVs: 4 HP/252 Att/252 Sp Def
Nature: Adamant
-Body Slam
-Pursuit
-Earthquake
-Fire Punch
After identifying Ape's problems with Starmie, Gengar and other fast special attackers, I wanted to include a Pursuit user. But I already had a Steel type, Skarm, so Scizor and Metagross' own steel typing was redundant. And Tyranitar brings a SS which I'd prefer not to use Starmie and Infernape in if I don't absolutely have to. That's when Snorlax came to mind. I'd have a special tank to switch IN to all those Psychics and Shadow Balls AND trap them.
Body Slam lets me hit other things on the switch or even if my opponent attempts to set up, not realizing I'm CB; the chance of para is cruel but wonderful. Earthquake is really for Heatran and Jolteon, and Fire Punch lets me hit Scizor on the switch if I'm sure he's coming in. The great thing about this Pokemon is that even with a primarily offensive EV spread, its natural bulk lets it support Skarmory's weaker special defenses and even cause switches. Letting the entry hazards do their job.
Rotom-H@Choice Scarf
Ability:Levitate
EVs: 4 HP/252 SpA/252 Spe
Nature:Timid
-Shadow Ball
-Thunderbolt
-Wil-o-Wisp
-Trick
Rotom-H serves as my team's Spin blocker and revenge killer. I needed this primarily because even if Blissey isn't lured out and killed before Ape's sweep, atleast having as many entry hazards up lets me keep it in check and gives me a chance of powering my way through it. Rotom is also my answer to DD Gyara, and works in tandem with lead Starmie, taking out the sash leads in can switch in to, such as Azelf and Aerodactyl.
Rotom also helps Ape's Sweep by weakening the bulky waters like Suicune and Vaporeon, and even crippling them (and Blissey) with Trick.
I included WoW instead of Overheat because Infernape has a powerful Fire Attack that can take out grass Pokemon during his sweep, and WoW seemed more beneficial to me, especially in an emergency situation where I can come in on a boosted sweeper and WoW before my team takes too much damage. Take Lucario, for example, who can't hit me with ExtremeSpeed and is burned before it is able to land a hit.
Mamoswine@Life Orb
Ability:Snow Cloak
EVs: 4 HP/252 Att/252 Spe
Nature: Adamant
-Earthquake
-Ice Shard
-Stone Edge
-Superpower
Aside from Snorlax, my team was lacking in Physical strength, especially with Snorlax and Blissey as such big threats. This, and because I wanted a way to check Dragonite and Flygon, I chose Mamoswine. Being able to 2HKO Swampert with Earthquake is no joke. Ice Shard destroys Dragonite and Flygon and has a chance to OHKO Breloom with no entry hazards up (which on this team, usually means its always an OHKO). Stone Edge is for Gyara and Superpower is for Blissey, Snorlax, and opposing Mamoswine.
Having lost some of its usefulness with the ban of Salamence, Mamoswine is still a very powerful sweeper in OU, and with a powerful stab priority attack making up for its low speed, Mamoswine is a force to be reckoned with. With Stealth Rock and Spikes up, almost nothing is going to wanna be switching into this thing.
Infernape@Life Orb
Ability:Blaze
EVs: 4 Hp/252 SpA/252 Spe
Nature: Timid
-Nasty Plot
-Fire Blast
-Grass Knot
-Vacuum Wave
This is the star of the show, Nasty Plot Infernape. While I understand going fully special leaves me open to Blissey, every move is dire and the rest of my team is dedicated on taking her out before Ape even starts setting up. Fire Blast is for powerful STAB, Grass Knot is for bulky waters and Hippowdon, and Vacuum Wave is for Lucario, Heatran and Tyranitar, the later two of which commonly run Choice Scarf sets. Vacuum Wave also lets me hit weakened Pokemon who my other attacks won't do much to.
This is a simple Pokemon to use, after its counters are taken care of. After that, anything that comes in stands absolutely no chance, especially with all of the entry hazards that have been set up.
Closing
While I've spent much time planning out the situational removal of Ape's counters, that leaves a few holes for certain Pokemon to give my team trouble. The most prominent of which is Zapdos. The Offensive sets rip through a lot of my team, and force me to bring out Ape early most of the time. Snorlax can't deal enough damage to the defensive sets, and ends up getting poisoned via Toxic. Is it worth putting HP ice on Infernape in place of Grass Knot, since most Swampert will already be gone, weakened by the time Ape sweeps?
Also, opposing Infernape destroys my team, unless Starmie is still alive to take a hit. What can I do to fix this weakness without changing a large chunk of the team?
I'd also appreciate any constructive criticism and suggestions on how to change the team and I thank you for taking the time to read this.
1. Trap and kill Azelf, Gengar, and Starmie.
2. Lure out Blissey and Snorlax, and kill/weaken them severely.
3. Set up as many entry hazards as possible and weaken the opponent as much as I can before Ape comes out.
The team I'm about to show you is built solely on accomplishing those 3 goals, meaning everything capable of stopping Ape is gone and he can sweep what remains of the enemy.
Overview






In Depth

Starmie@Choice Specs
Natural Cure
EVs: 4 HP/252 SpA/252 Spe
Nature: Timid
-Surf
-Thunderbolt
-Psychic
-Grass Knot
I wanted an unorthodox lead to start this team off well and give me lead from the first turn. Then I thought of all the annoying lead Machamp and Swampert out there lately. This came to mind because it OHKOs both as well as other common leads such as Heatran, Hippowdon, opposing Starmie, and Gyarados. It also 2HKOs Metagross and most Jirachi leads as well as scout for Blissey and Snorlax from the beginning of the game.
This lead also gives me the element of surprise, catching people off guard almost every time, this helps me gain momentum I need to pull of a clean sweep with Ape later on in the game. Starmie can also come back later in the game to fend off Gyara who haven't set up, or finish off anything that's been weakened. So all in all, this lead hits hard and fast from turn one and gives me an edge very early, and in the case of a Swampert or Hippowdon lead, lets me be free from Stealth Rock for the entire game.
This lead has some trouble with focus sash leads like Azelf and Aerodactyl, the former of which I sometimes predict an explosion from, and go into my Scarfed Rotom. When facing Aero leads, I usually take a nice chunk of damage that hurts my switch in capabilities, so I sometimes also switch into Rotom after breaking the sash, which can outspeed and finish off with neither Starmie or Rotom taking any damage.
Starmie hits hard, most of the common leads are OHKO'd and if not, they're 2HKO'd before they know what's hit them.

Skarmory@Leftovers
Ability: Keen Eye
EVs: 252 HP/240 Def/16 Spe
Nature:Impish
-Stealth Rock
-Spikes
-Roost
-Whirlwind
I knew i needed as many entry hazards as possible to help wear down the opponent quickly for Ape's sweep. Because Skarmory is capable of switching into most of OU's physical threats AND set up both Spikes and SR, I included it on the team. It always gets a chance to come in and get a free SR or Spike layer up, with all of the physical sweepers running wild. And if something boosts its attack via Dragon Dance or Swords Dance, I can whirlwind it out.
The EVs are basically the standard set, with the usual Attack EVs placed into Def, since I didn't include Brave Bird. While this does leave me shut down completely by Taunt, I can deal with the main concern with, Taunt Gyarados, via other members of my team.
Skarmory also lures out opposing Gengar, Starmie, and even Jolteon, which Snorlax can come in on and trap with a CB pursuit, which I'll get into soon. So by simply coming out and setting up entry hazards, Skarm lures in the Pokemon I need taken out, who can't escape OR kill whats trapping them.

Snorlax@Choice Band
Ability:Thick Fat
EVs: 4 HP/252 Att/252 Sp Def
Nature: Adamant
-Body Slam
-Pursuit
-Earthquake
-Fire Punch
After identifying Ape's problems with Starmie, Gengar and other fast special attackers, I wanted to include a Pursuit user. But I already had a Steel type, Skarm, so Scizor and Metagross' own steel typing was redundant. And Tyranitar brings a SS which I'd prefer not to use Starmie and Infernape in if I don't absolutely have to. That's when Snorlax came to mind. I'd have a special tank to switch IN to all those Psychics and Shadow Balls AND trap them.
Body Slam lets me hit other things on the switch or even if my opponent attempts to set up, not realizing I'm CB; the chance of para is cruel but wonderful. Earthquake is really for Heatran and Jolteon, and Fire Punch lets me hit Scizor on the switch if I'm sure he's coming in. The great thing about this Pokemon is that even with a primarily offensive EV spread, its natural bulk lets it support Skarmory's weaker special defenses and even cause switches. Letting the entry hazards do their job.

Rotom-H@Choice Scarf
Ability:Levitate
EVs: 4 HP/252 SpA/252 Spe
Nature:Timid
-Shadow Ball
-Thunderbolt
-Wil-o-Wisp
-Trick
Rotom-H serves as my team's Spin blocker and revenge killer. I needed this primarily because even if Blissey isn't lured out and killed before Ape's sweep, atleast having as many entry hazards up lets me keep it in check and gives me a chance of powering my way through it. Rotom is also my answer to DD Gyara, and works in tandem with lead Starmie, taking out the sash leads in can switch in to, such as Azelf and Aerodactyl.
Rotom also helps Ape's Sweep by weakening the bulky waters like Suicune and Vaporeon, and even crippling them (and Blissey) with Trick.
I included WoW instead of Overheat because Infernape has a powerful Fire Attack that can take out grass Pokemon during his sweep, and WoW seemed more beneficial to me, especially in an emergency situation where I can come in on a boosted sweeper and WoW before my team takes too much damage. Take Lucario, for example, who can't hit me with ExtremeSpeed and is burned before it is able to land a hit.

Mamoswine@Life Orb
Ability:Snow Cloak
EVs: 4 HP/252 Att/252 Spe
Nature: Adamant
-Earthquake
-Ice Shard
-Stone Edge
-Superpower
Aside from Snorlax, my team was lacking in Physical strength, especially with Snorlax and Blissey as such big threats. This, and because I wanted a way to check Dragonite and Flygon, I chose Mamoswine. Being able to 2HKO Swampert with Earthquake is no joke. Ice Shard destroys Dragonite and Flygon and has a chance to OHKO Breloom with no entry hazards up (which on this team, usually means its always an OHKO). Stone Edge is for Gyara and Superpower is for Blissey, Snorlax, and opposing Mamoswine.
Having lost some of its usefulness with the ban of Salamence, Mamoswine is still a very powerful sweeper in OU, and with a powerful stab priority attack making up for its low speed, Mamoswine is a force to be reckoned with. With Stealth Rock and Spikes up, almost nothing is going to wanna be switching into this thing.

Infernape@Life Orb
Ability:Blaze
EVs: 4 Hp/252 SpA/252 Spe
Nature: Timid
-Nasty Plot
-Fire Blast
-Grass Knot
-Vacuum Wave
This is the star of the show, Nasty Plot Infernape. While I understand going fully special leaves me open to Blissey, every move is dire and the rest of my team is dedicated on taking her out before Ape even starts setting up. Fire Blast is for powerful STAB, Grass Knot is for bulky waters and Hippowdon, and Vacuum Wave is for Lucario, Heatran and Tyranitar, the later two of which commonly run Choice Scarf sets. Vacuum Wave also lets me hit weakened Pokemon who my other attacks won't do much to.
This is a simple Pokemon to use, after its counters are taken care of. After that, anything that comes in stands absolutely no chance, especially with all of the entry hazards that have been set up.
Closing
While I've spent much time planning out the situational removal of Ape's counters, that leaves a few holes for certain Pokemon to give my team trouble. The most prominent of which is Zapdos. The Offensive sets rip through a lot of my team, and force me to bring out Ape early most of the time. Snorlax can't deal enough damage to the defensive sets, and ends up getting poisoned via Toxic. Is it worth putting HP ice on Infernape in place of Grass Knot, since most Swampert will already be gone, weakened by the time Ape sweeps?
Also, opposing Infernape destroys my team, unless Starmie is still alive to take a hit. What can I do to fix this weakness without changing a large chunk of the team?
I'd also appreciate any constructive criticism and suggestions on how to change the team and I thank you for taking the time to read this.