I've finally decided myself to try to build a Gen6 team in the OU tier. As I was expecting, I've some serious issues, the main of which is I can't decide myself about mega evolutions: seriously, I've tried Blastoise-M, Absol-M, Ampharos-M, Aerodactyl-M, Scizor-M... But I'm simply encapable of enable their full power, I guess. Anyway, let's go!
Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 164 SpA / 92 SpD
Calm Nature
- Moonblast
- HP Ground --------> Toxic
- Aromatherapy
- Wish
Back to my first attempt of creating this team, Florgess was just great: I had a Gogoat and a Gourgeist-Super on my team, so her ability worked quite well alongside with 'em. As you can see, I spread some SpA Ev's on her, so I could deal some damage too, not only taking Special hits (and God is she's good at it!); I tried HP Ground, since Ground is supereffective against all of Fairy's counters (Steel, Poison, Fire), but I was never able to use it, since many times I ended up die to supereffective physical moves. I then switched it for the good ol' Toxic, but being honest I'm not anymore satisfied with the pokemon herself: don't get me wrong, she's an amazing wall, but I think that her Ev's, Movepool and (most of all) ability are now a little wasted potential.
Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Polish
- Stone Edge
- U-turn
If I've a complain to do about Landorus-T is that he's got no good Flying moves in his movepool, but hey: once Rock Polish is up, then its amazing 492 Speed would let it move before basically everything is not scarfed. His 427 Attack, combined with Life Orb, it can destroys things like nothing: besides, its great type combination make it weak only to Water and Ice, so it can set up the RP quite easy. U-turn is an obvious choice for running away from enemies and do some damage in the process.
Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Iron Defense
- Zen Headbutt
- Bullet Punch -------> Iron Head
Metagross is both another physical attacker and the physical wall here on my team: with an Iron Defense up, Mega-Garchomp EQ can't even 2HKO it! Since it's clear that Metagross is very solid from this point of view, I've been able to spread Ev's and abilities for Max the Attack, and the 405 final sum is very good. Meta obviously gave me also coverage to the freaking Fairy type, being able to tank and strikes back with an Iron Head.
Jolteon @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- HP Ice
- Signal Beam
Totally standard set for Jolteon. I chose it for one reason, which is my primal fear since I've started play on showdown: (S)hell Smash! The electric Eevelution, combined with the Choice Scarf, is capable to outspeed even those infernal war-machine and kill them with some T-Bolt or a Volt Switch. With a little prediction, I can even take advantage to those who switch out for a Ground type, in order to nullify my Electric moves: HP Ice works very well on them, and most of them would be 2HKOed by it. Signal Beam, I don't really use it so much, but I can't think of a better move for Jolteon.
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Brick Break
When I first saw Belly Drum on Azumarill, I was like "wow! That thing's going to be a beast!". Unfortunately, Belly Drum takes away 50% of HP, and since Azumarill is so f**king slooooow I wasn't able to set up properly: for some reasons, Aqua Jet couldn't cohexist with Belly Drum on Azumarill in Gen5, so you didn't have any functional priority moves. But now! Finally! AQUA JET WORKS! Set up Belly Drum, restore HP with the Berry and then start spamming that STABbed move! Soooo amazing! And the good news don't end here: since Azu is now part Fairy, she has another great STAB with Play Rough, that can easily take down Dragon types (Resistent to Water). Most of the Steel Types can't do too much to you: they're supereffective with Fairy, but non-effective with Water, so their STABbed moves do netural damage. Ferrothorn is surely the most annoying counter, but most of them don't run Power Whip. Let it put the Rocks on the field! Once Belly Drum is up, Brick Break can end them like nothing ;)
Alakazam @ Alakazite
Ability: Magic Guard / Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- HP Fire
So, my Mega is actually Alakazam. Once all the special walls on my opponent's team are gone and Alakazam have succeded to transform, it's such a great moment. Amazing Speed, huge-huge Special Attack, and a great Movepool that offers almost 100% coverage. The problem is the same with all the Psychic-type Special Attackers: too, f**king, frail. A pair of Priority moves and Alakazam-Mega is gone. Here is where I truly want your opinions: WHICH MEGA IS BEST FOR MY TEAM? I simply don't get it...

Florges @ Leftovers
Ability: Flower Veil
EVs: 252 HP / 164 SpA / 92 SpD
Calm Nature
- Moonblast
- HP Ground --------> Toxic
- Aromatherapy
- Wish
Back to my first attempt of creating this team, Florgess was just great: I had a Gogoat and a Gourgeist-Super on my team, so her ability worked quite well alongside with 'em. As you can see, I spread some SpA Ev's on her, so I could deal some damage too, not only taking Special hits (and God is she's good at it!); I tried HP Ground, since Ground is supereffective against all of Fairy's counters (Steel, Poison, Fire), but I was never able to use it, since many times I ended up die to supereffective physical moves. I then switched it for the good ol' Toxic, but being honest I'm not anymore satisfied with the pokemon herself: don't get me wrong, she's an amazing wall, but I think that her Ev's, Movepool and (most of all) ability are now a little wasted potential.

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Polish
- Stone Edge
- U-turn
If I've a complain to do about Landorus-T is that he's got no good Flying moves in his movepool, but hey: once Rock Polish is up, then its amazing 492 Speed would let it move before basically everything is not scarfed. His 427 Attack, combined with Life Orb, it can destroys things like nothing: besides, its great type combination make it weak only to Water and Ice, so it can set up the RP quite easy. U-turn is an obvious choice for running away from enemies and do some damage in the process.

Metagross @ Leftovers
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Iron Defense
- Zen Headbutt
- Bullet Punch -------> Iron Head
Metagross is both another physical attacker and the physical wall here on my team: with an Iron Defense up, Mega-Garchomp EQ can't even 2HKO it! Since it's clear that Metagross is very solid from this point of view, I've been able to spread Ev's and abilities for Max the Attack, and the 405 final sum is very good. Meta obviously gave me also coverage to the freaking Fairy type, being able to tank and strikes back with an Iron Head.

Jolteon @ Choice Scarf
Ability: Volt Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- HP Ice
- Signal Beam
Totally standard set for Jolteon. I chose it for one reason, which is my primal fear since I've started play on showdown: (S)hell Smash! The electric Eevelution, combined with the Choice Scarf, is capable to outspeed even those infernal war-machine and kill them with some T-Bolt or a Volt Switch. With a little prediction, I can even take advantage to those who switch out for a Ground type, in order to nullify my Electric moves: HP Ice works very well on them, and most of them would be 2HKOed by it. Signal Beam, I don't really use it so much, but I can't think of a better move for Jolteon.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough
- Brick Break
When I first saw Belly Drum on Azumarill, I was like "wow! That thing's going to be a beast!". Unfortunately, Belly Drum takes away 50% of HP, and since Azumarill is so f**king slooooow I wasn't able to set up properly: for some reasons, Aqua Jet couldn't cohexist with Belly Drum on Azumarill in Gen5, so you didn't have any functional priority moves. But now! Finally! AQUA JET WORKS! Set up Belly Drum, restore HP with the Berry and then start spamming that STABbed move! Soooo amazing! And the good news don't end here: since Azu is now part Fairy, she has another great STAB with Play Rough, that can easily take down Dragon types (Resistent to Water). Most of the Steel Types can't do too much to you: they're supereffective with Fairy, but non-effective with Water, so their STABbed moves do netural damage. Ferrothorn is surely the most annoying counter, but most of them don't run Power Whip. Let it put the Rocks on the field! Once Belly Drum is up, Brick Break can end them like nothing ;)

Alakazam @ Alakazite
Ability: Magic Guard / Trace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- HP Fire
So, my Mega is actually Alakazam. Once all the special walls on my opponent's team are gone and Alakazam have succeded to transform, it's such a great moment. Amazing Speed, huge-huge Special Attack, and a great Movepool that offers almost 100% coverage. The problem is the same with all the Psychic-type Special Attackers: too, f**king, frail. A pair of Priority moves and Alakazam-Mega is gone. Here is where I truly want your opinions: WHICH MEGA IS BEST FOR MY TEAM? I simply don't get it...