Hello all,
A few weeks ago I posted my first thread containing the first OU team I ever built, which was having some problems. After some rebuilding, I present to you the newest edition of my team, which is still having trouble, but in different places.
Please note: This team will be used in-game, I use it on Shoddy only to test it. Therefore, keep in mind that legendaries with the right natures and IVs and everything are pretty hard to come by, so I try to avoid these as much as possible.
The Tyrant and the Slave
This is the duo it's all about in my team. Dragon Dance Tyranitar and Swords Dance Lucario make for a great combination for my strategy... here's why.
Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Crunch
- Stone Edge
- Aqua Tail/Fire Punch/Earthquake
The obvious things first: here's my standard Dragon Dancing TTar, designed to be my late-game sweeper, after the rest of the team cleared out any possible counters. Adamant nature and Life Orb for sheer attacking power, since I will be outspeeding many after a DD. At the moment, I'm running Aqua Tail in the last slot, taking care of Ground-types or the likes of Heatran who threaten TTar at the last minute. Fire Punch or EQ might be better options though, especially since I already have 2 Pokes sporting powerful Water attacks taking care of Ground-types.
Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Extremespeed
- Stone Edge/Thunderpunch/Crunch
Swords Dancing Luke is a must-have on this team, since I have taken the advice of many and have been pleasantly surprised. SDLuke mainly serves the purpose of scouting for its counters on the opponent's team, since they are very similar to TTar's counters. If I then succeed in taking out those counters, I can setup and sweep more easily with TTar...
Again, I'm still undecided for the last move slot. I used to use Crunch I don't like ghosts too much, but an Electric move taking care of Gyarados and/or Vaporeon might be nice. Stone Edge does hurt Gyarados as well, but I'm not sure if I can forego the extra check on Vaporeon, Suicune, and other bulky Waters. Any help? I use Stone Edge at the moment...
The Draconian Duo
Both TTar and Luke are weak to Ground and Fighting. Furthermore, TTar has weaknesses for Water, Grass, Bug, and Steel; and Luke doesn't like Fire too much. So, I needed something on my team that could resist all those types, and is capable of taking out the counters that oppose TTar. So, I give you my two dragons:
Gyarados @ Leftovers
Ability: Intimidate
EVs: 156 HP/108 Atk/102 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Ice Fang
- Stone Edge/Earthquake
Yes, I know it's not techically a Dragon, but it does look like one. Anyway, BulkyGyara resists Fighting, Steel, Bug and Fire, and is immune to Ground. Hence, it covers all of Lucario's weaknesses, while its own Rock and Electric weaknesses are covered by both TTar and Luke. Offensively, it's designed to take care of bulky Ground-types countering TTar, such as Donphan, Rhyperior and Gliscor. It also keeps a check on TTar's biggest enemy: Scizor. Gyara can freely switch in and setup with Dragon Dance, and if Scizor decides to stay in, it's in big trouble as I can keep DD'ing. Other than that, Gyara counters opposing Fighting-types such as Lucario. Because of Lucario, I might run EQ over Stone Edge in the last moveslot, but at the moment I use Stone Edge.
Because I already have two potent physical sweepers, this Gyarados is more defensively and bulkily EV'd.
Salamence @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Earthquake
- Fire Blast
- Outrage
- Draco Meteor
This is a beast. Offensively, it can take care of some counters to TTar such as Steel-types or things like Hippowdon and Gyarados, who are common switch-ins to Salamence. Basically, the combination of its horribly powerful physical and special attacks can rape almost anything I don't have a proper check for, too, so I'd be reluctant changing this monster out for another Pokemon. Anyway, on to the defensive side: like Gyara, Mence resists Fire, Water, Fighting and Bug and is immune to Ground, thereby covering all of TTar and Luke's weaknesses while they cover Gyara and Mence's weaknesses.
A big downside to this beastly duo is that Stealth Rock hits them both hard, which gives them a much harder time in getting rid of opposing counters. That's why I'm running the another synergic duo of Pokemon, designed to disrupt the opposing lead to prevent SR from going up, while I still set up my own rocks.
The all-star and the bell-end
The following combo of Pokemon is very efficient in handling today's most common leads: together, they succeed pretty well in preventing SR from going up (or staying up) on my side of the field, while still setting up my own rocks.
Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/6 HP
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Grass Knot
- Rapid Spin
My new anti-lead Starmie, replacing my old Alakazam anti-lead. After being suggested to get a Rapid Spinner, I looked into the 3 effective Rapid Spin users in OU (Tentacruel, Forretress, and Starmie) and finally found a spot to use Starmie as an effective Rapid Spinner: in the lead slot. My anti-lead Starmie is much more proficient at preventing SR from going up, or removing it after it has been set up, than Alakazam was. With Hydro Pump, it rips through today's common leads, 2HKOing bulky SR leads like Metagross and even Bronzong. Ice Beam is a powerful and reliable move, revenge killing Dragons and also Ground-types like Gliscor threatening to counter TTar. Grass Knot finishes the set off with a quick OHKO on Swampert leads, or a revenge kill on said Swampert or other Ground-types like Rhyperior later on. The key to this set, however, is Rapid Spin: it gets rid of any entry hazards set up by opposing leads while I Hydro Pumped them to oblivion. This is crucial for the efficiency of my two dragons, as they won't suffer from their horrible SR weakness. Underneath Bronzong's description is a lead threat list, showing how the synergy between my Rapid Spin anti-lead Starmie and SR supporting wall Bronzong takes care of today's common leads.
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef (IVs: 0 Spe)
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Gyro Ball
- Earthquake
- Grass Knot
Bronzong used to be my lead, but it now functions as a mixed Wall and SR supporter, so I can set up my own rocks after Starmie took care of the opposing lead. I used to doubt whether to use Zong or Metagross for this role; both can fill the same role effectively, which is switching in after the opposing lead has been disrupted or killed, setting up SR. Both would sport a powerful STAB steel move (Gyro Ball on Zong, Meteor Mash on Gross), Earthquake for coverage, and Grass Knot for an extra check on Swampert. The reasons I prefer Zong, however, are:
- I'm already loaded on physical attackers, so Gross would be overkill;
- Bronzong Levitates, which covers for an otherwise horrible Ground weakness my team would suffer from;
- This allows Bronzong to function as an extra check on Swampert too, as nothing it can throw at me will hurt me and I can 2HKO with Grass Knot
- And lastly, it takes care of the leads that Starmie fears (among others: Aerodactyl, Ninjask, Weavile) with the all-powerful Gyro Ball OHKO'ing all 3 of these (not taking Sashes into account).
The above duo is designed to stand their ground against today's most common lead Pokemon. Below is a list of the top 20 most commonly used leads, and my strategy for dealing with them. As I already stated, my goal is to prevent SR from going up, in which I succeed most of the time, by careful synergy between my anti-lead Starmie and SR supporting wall Zong. Green names are leads easily dealt with, orange names are a nuisance, and red names spell disaster:
1. Metagross: One of the most bulky suicide leads, but not bulky enough: Starmie 2HKOs easily with Hydro Pump. If Metagross decides to set up SR the first turn, Starmie will even be left unscratched after killing it. It can then proceed to Rapid Spin the rocks away on the switch-in. That being said, the downside to this strategy is that Hydro Pump only has a 64% chance of hitting twice in a row, which means in 1 out of 3 battles, Starmie will get seriously punished for killing Metagross (it will still succeed in doing so, though).
2. Azelf: OHKO with Hydro Pump, but it survives with its Sash. Since it will try to explode on the second turn, I switch to Bronzong after the Hydro Pump to take the Explosion. It will still hurt, but at least I can set up my own SR and get rid of the opponent's rocks afterwards.
3. Jirachi: It usually U-Turns the first turn as Starmie receives major damage from this attack. Therefore, I usually find it easier to switch to Zong, as he'll take the U-Turn like a champ and might be able to get SR up against the switch-in, and if Jirachi stays in I can easily set rocks up or destroy it with Gyro Ball.
4. Swampert: Easy and unexpected OHKO with Grass Knot.
5. Aerodactyl: One of the few leads who are faster than Starmie. I can Ice Beam it for a 2HKO, but some Aerodactyl Crunch me the first turn, doing major damage. Therefore, switching to Zong and firing 2 Gyro Balls is a more reliable strategy. The rocks it sets up while getting ravaged can be spinned away afterwards.
6. Infernape: Hydro Pump will OHKO. Boom.
7. Hippowdon: Switch to Zong and Grass Knot away. It will usually switch out before I can kill it, though, so I look for an opportunity for Starmie to switch in and Rapid Spin afterwards.
8. Bronzong: Hydro Pump 3HKOs this bulky monster. Rapid Spin the SR away afterwards.
9. Ninjask: Another one of the few leads faster than Starmie, but it's almost always a Baton Passer. It will usually Sub one turn, then Protect the next turn, then Swords Dance. My counter-strategy: I switch to Bronzong, and start Gyro Balling it on the turns it Subs, and use SR when it Protects.
10. Tyranitar: Nothing Starmie can throw at it will OHKO, unfortunately, leaving TTar the opportunity to Crunch me dead on the first turn. Lead TTar doesn't usually have Pursuit, though, so I can safely switch out Starmie. I can't bring Zong in, however, because most TTar leads carry Fire Punch; Lucario is usually a better option, since most lead TTar don't carry EQ, and I can KO with Close Combat before I get destroyed by Fire Punch.
11. Heatran: Death by Hydro Pump.
12. Roserade: Ice Beam doesn't OHKO, unfortunately, but Roserade's Grass Knot does. Switching Bronzong in is usually not the best idea either, since standard lead Roserade carries HP Fire. Salamence, however, can switch in on it unpunished and destroy it easily. I need to find an opportunity to switch in Starmie to get rid of nasty spikes, and another opportunity for Bronzong to set up my own SR, however.
13. Smeargle: A versatile lead, it's really unpredictable. If it uses Spore the first turn, I can switch Starmie out (curing it of sleep by Natural Cure) and get Lucario in, who first of all poses a huge threat to Smeargle, and second of all will hopefully draw out Luke/TTar counters for me to pick off.
14. Abomasnow: Will usually Sub the first turn, so I switch in Bronzong to Gyro Ball it to a world of hurt, since it has nothing to hurt me with. Switching in Gyarados is fine too, since I can set up and start sweeping if I'm lucky.
15. Mamoswine: Hydro Pump will OHKO, but Sash-carrying Mamoswine attacking on the first turn is a bitch since it will survive and destroy me with an all-powerful EQ. Bronzong can switch into the EQ and start Gyro Balling, so I don't have any trouble dealing with it.
16. Ambipom: Will usually Fake Out, then U-Turn on Starmie since it gets hurt badly by the latter. I switch to Zong, and if it decides to stay in, I can Gyro Ball for massive damage.
17. Forretress: Hydro Pump has a chance to OHKO, so a 2HKO is guaranteed. Spin the rocks/spikes away afterwards.
18. Weavile: Bronzong deals with this one perfectly. Switch in on the first turn, then Gyro Ball it twice for the kill. It may Pursuit and kill Starmie, but Pursuiting Lead Weavile is something I haven't seen, ever, so I don't think I need to worry about it too much.
19. Gliscor: Ice Beam OHKOs easily.
20. Crobat: Outspeeds Starmie, and both Hydro Pump and Ice Beam fail to OHKO. I switch to Bronzong while it makes a run for it with U-Turn, or attacks with Brave Bat. Bronzong resists both of these, and if Crobat stays in, Gyro Ball is horribly painful.
There we go: with 17 out of 20 of the most commonly used leads easily dealt with, and the 3 remaining leads not causing me too much harm, I'm confident that my RS anti-lead/SR supporting wall duo is fairly reliable, with good prediction of course.
Weaknesses/resistances chart
Lastly, I include my weaknesses/resistances chart, showing no more than 2 weaknesses for any type. Click the thumbnail:

There we go, my first OU team ever created has been revised for the better I think, but it probably still needs tweaking. So, if anyone has any advice for me on the spots where I need it most (see the markings in red), I would greatly appreciate it. Also, note again that this team is going to be built and used in-game!
Thanks!
A few weeks ago I posted my first thread containing the first OU team I ever built, which was having some problems. After some rebuilding, I present to you the newest edition of my team, which is still having trouble, but in different places.
The line-up






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In-depth analysis
The team is built around Dragon Dance Tyranitar, my favorite late-game sweeper. The rest of the team is built around it and designed to take out any counters the opposing team may have that can prevent a DDTar setup and sweep.In-depth analysis
Please note: This team will be used in-game, I use it on Shoddy only to test it. Therefore, keep in mind that legendaries with the right natures and IVs and everything are pretty hard to come by, so I try to avoid these as much as possible.
----------
The Tyrant and the Slave
This is the duo it's all about in my team. Dragon Dance Tyranitar and Swords Dance Lucario make for a great combination for my strategy... here's why.

Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Crunch
- Stone Edge
- Aqua Tail/Fire Punch/Earthquake
The obvious things first: here's my standard Dragon Dancing TTar, designed to be my late-game sweeper, after the rest of the team cleared out any possible counters. Adamant nature and Life Orb for sheer attacking power, since I will be outspeeding many after a DD. At the moment, I'm running Aqua Tail in the last slot, taking care of Ground-types or the likes of Heatran who threaten TTar at the last minute. Fire Punch or EQ might be better options though, especially since I already have 2 Pokes sporting powerful Water attacks taking care of Ground-types.

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk/6 Def/252 Spd
Adamant nature (+Atk, -SAtk)
- Swords Dance
- Close Combat
- Extremespeed
- Stone Edge/Thunderpunch/Crunch
Swords Dancing Luke is a must-have on this team, since I have taken the advice of many and have been pleasantly surprised. SDLuke mainly serves the purpose of scouting for its counters on the opponent's team, since they are very similar to TTar's counters. If I then succeed in taking out those counters, I can setup and sweep more easily with TTar...
Again, I'm still undecided for the last move slot. I used to use Crunch I don't like ghosts too much, but an Electric move taking care of Gyarados and/or Vaporeon might be nice. Stone Edge does hurt Gyarados as well, but I'm not sure if I can forego the extra check on Vaporeon, Suicune, and other bulky Waters. Any help? I use Stone Edge at the moment...
----------
The Draconian Duo
Both TTar and Luke are weak to Ground and Fighting. Furthermore, TTar has weaknesses for Water, Grass, Bug, and Steel; and Luke doesn't like Fire too much. So, I needed something on my team that could resist all those types, and is capable of taking out the counters that oppose TTar. So, I give you my two dragons:

Gyarados @ Leftovers
Ability: Intimidate
EVs: 156 HP/108 Atk/102 Def/144 Spd
Adamant nature (+Atk, -SAtk)
- Dragon Dance
- Waterfall
- Ice Fang
- Stone Edge/Earthquake
Yes, I know it's not techically a Dragon, but it does look like one. Anyway, BulkyGyara resists Fighting, Steel, Bug and Fire, and is immune to Ground. Hence, it covers all of Lucario's weaknesses, while its own Rock and Electric weaknesses are covered by both TTar and Luke. Offensively, it's designed to take care of bulky Ground-types countering TTar, such as Donphan, Rhyperior and Gliscor. It also keeps a check on TTar's biggest enemy: Scizor. Gyara can freely switch in and setup with Dragon Dance, and if Scizor decides to stay in, it's in big trouble as I can keep DD'ing. Other than that, Gyara counters opposing Fighting-types such as Lucario. Because of Lucario, I might run EQ over Stone Edge in the last moveslot, but at the moment I use Stone Edge.
Because I already have two potent physical sweepers, this Gyarados is more defensively and bulkily EV'd.

Salamence @ Life Orb
Ability: Intimidate
EVs: 84 Atk/208 Spd/216 SAtk
Mild nature (+SAtk, -Def)
- Earthquake
- Fire Blast
- Outrage
- Draco Meteor
This is a beast. Offensively, it can take care of some counters to TTar such as Steel-types or things like Hippowdon and Gyarados, who are common switch-ins to Salamence. Basically, the combination of its horribly powerful physical and special attacks can rape almost anything I don't have a proper check for, too, so I'd be reluctant changing this monster out for another Pokemon. Anyway, on to the defensive side: like Gyara, Mence resists Fire, Water, Fighting and Bug and is immune to Ground, thereby covering all of TTar and Luke's weaknesses while they cover Gyara and Mence's weaknesses.
A big downside to this beastly duo is that Stealth Rock hits them both hard, which gives them a much harder time in getting rid of opposing counters. That's why I'm running the another synergic duo of Pokemon, designed to disrupt the opposing lead to prevent SR from going up, while I still set up my own rocks.
----------
The all-star and the bell-end
The following combo of Pokemon is very efficient in handling today's most common leads: together, they succeed pretty well in preventing SR from going up (or staying up) on my side of the field, while still setting up my own rocks.

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 Spd/252 SAtk/6 HP
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Grass Knot
- Rapid Spin
My new anti-lead Starmie, replacing my old Alakazam anti-lead. After being suggested to get a Rapid Spinner, I looked into the 3 effective Rapid Spin users in OU (Tentacruel, Forretress, and Starmie) and finally found a spot to use Starmie as an effective Rapid Spinner: in the lead slot. My anti-lead Starmie is much more proficient at preventing SR from going up, or removing it after it has been set up, than Alakazam was. With Hydro Pump, it rips through today's common leads, 2HKOing bulky SR leads like Metagross and even Bronzong. Ice Beam is a powerful and reliable move, revenge killing Dragons and also Ground-types like Gliscor threatening to counter TTar. Grass Knot finishes the set off with a quick OHKO on Swampert leads, or a revenge kill on said Swampert or other Ground-types like Rhyperior later on. The key to this set, however, is Rapid Spin: it gets rid of any entry hazards set up by opposing leads while I Hydro Pumped them to oblivion. This is crucial for the efficiency of my two dragons, as they won't suffer from their horrible SR weakness. Underneath Bronzong's description is a lead threat list, showing how the synergy between my Rapid Spin anti-lead Starmie and SR supporting wall Bronzong takes care of today's common leads.

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef (IVs: 0 Spe)
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Gyro Ball
- Earthquake
- Grass Knot
Bronzong used to be my lead, but it now functions as a mixed Wall and SR supporter, so I can set up my own rocks after Starmie took care of the opposing lead. I used to doubt whether to use Zong or Metagross for this role; both can fill the same role effectively, which is switching in after the opposing lead has been disrupted or killed, setting up SR. Both would sport a powerful STAB steel move (Gyro Ball on Zong, Meteor Mash on Gross), Earthquake for coverage, and Grass Knot for an extra check on Swampert. The reasons I prefer Zong, however, are:
- I'm already loaded on physical attackers, so Gross would be overkill;
- Bronzong Levitates, which covers for an otherwise horrible Ground weakness my team would suffer from;
- This allows Bronzong to function as an extra check on Swampert too, as nothing it can throw at me will hurt me and I can 2HKO with Grass Knot
- And lastly, it takes care of the leads that Starmie fears (among others: Aerodactyl, Ninjask, Weavile) with the all-powerful Gyro Ball OHKO'ing all 3 of these (not taking Sashes into account).
The above duo is designed to stand their ground against today's most common lead Pokemon. Below is a list of the top 20 most commonly used leads, and my strategy for dealing with them. As I already stated, my goal is to prevent SR from going up, in which I succeed most of the time, by careful synergy between my anti-lead Starmie and SR supporting wall Zong. Green names are leads easily dealt with, orange names are a nuisance, and red names spell disaster:
1. Metagross: One of the most bulky suicide leads, but not bulky enough: Starmie 2HKOs easily with Hydro Pump. If Metagross decides to set up SR the first turn, Starmie will even be left unscratched after killing it. It can then proceed to Rapid Spin the rocks away on the switch-in. That being said, the downside to this strategy is that Hydro Pump only has a 64% chance of hitting twice in a row, which means in 1 out of 3 battles, Starmie will get seriously punished for killing Metagross (it will still succeed in doing so, though).
2. Azelf: OHKO with Hydro Pump, but it survives with its Sash. Since it will try to explode on the second turn, I switch to Bronzong after the Hydro Pump to take the Explosion. It will still hurt, but at least I can set up my own SR and get rid of the opponent's rocks afterwards.
3. Jirachi: It usually U-Turns the first turn as Starmie receives major damage from this attack. Therefore, I usually find it easier to switch to Zong, as he'll take the U-Turn like a champ and might be able to get SR up against the switch-in, and if Jirachi stays in I can easily set rocks up or destroy it with Gyro Ball.
4. Swampert: Easy and unexpected OHKO with Grass Knot.
5. Aerodactyl: One of the few leads who are faster than Starmie. I can Ice Beam it for a 2HKO, but some Aerodactyl Crunch me the first turn, doing major damage. Therefore, switching to Zong and firing 2 Gyro Balls is a more reliable strategy. The rocks it sets up while getting ravaged can be spinned away afterwards.
6. Infernape: Hydro Pump will OHKO. Boom.
7. Hippowdon: Switch to Zong and Grass Knot away. It will usually switch out before I can kill it, though, so I look for an opportunity for Starmie to switch in and Rapid Spin afterwards.
8. Bronzong: Hydro Pump 3HKOs this bulky monster. Rapid Spin the SR away afterwards.
9. Ninjask: Another one of the few leads faster than Starmie, but it's almost always a Baton Passer. It will usually Sub one turn, then Protect the next turn, then Swords Dance. My counter-strategy: I switch to Bronzong, and start Gyro Balling it on the turns it Subs, and use SR when it Protects.
10. Tyranitar: Nothing Starmie can throw at it will OHKO, unfortunately, leaving TTar the opportunity to Crunch me dead on the first turn. Lead TTar doesn't usually have Pursuit, though, so I can safely switch out Starmie. I can't bring Zong in, however, because most TTar leads carry Fire Punch; Lucario is usually a better option, since most lead TTar don't carry EQ, and I can KO with Close Combat before I get destroyed by Fire Punch.
11. Heatran: Death by Hydro Pump.
12. Roserade: Ice Beam doesn't OHKO, unfortunately, but Roserade's Grass Knot does. Switching Bronzong in is usually not the best idea either, since standard lead Roserade carries HP Fire. Salamence, however, can switch in on it unpunished and destroy it easily. I need to find an opportunity to switch in Starmie to get rid of nasty spikes, and another opportunity for Bronzong to set up my own SR, however.
13. Smeargle: A versatile lead, it's really unpredictable. If it uses Spore the first turn, I can switch Starmie out (curing it of sleep by Natural Cure) and get Lucario in, who first of all poses a huge threat to Smeargle, and second of all will hopefully draw out Luke/TTar counters for me to pick off.
14. Abomasnow: Will usually Sub the first turn, so I switch in Bronzong to Gyro Ball it to a world of hurt, since it has nothing to hurt me with. Switching in Gyarados is fine too, since I can set up and start sweeping if I'm lucky.
15. Mamoswine: Hydro Pump will OHKO, but Sash-carrying Mamoswine attacking on the first turn is a bitch since it will survive and destroy me with an all-powerful EQ. Bronzong can switch into the EQ and start Gyro Balling, so I don't have any trouble dealing with it.
16. Ambipom: Will usually Fake Out, then U-Turn on Starmie since it gets hurt badly by the latter. I switch to Zong, and if it decides to stay in, I can Gyro Ball for massive damage.
17. Forretress: Hydro Pump has a chance to OHKO, so a 2HKO is guaranteed. Spin the rocks/spikes away afterwards.
18. Weavile: Bronzong deals with this one perfectly. Switch in on the first turn, then Gyro Ball it twice for the kill. It may Pursuit and kill Starmie, but Pursuiting Lead Weavile is something I haven't seen, ever, so I don't think I need to worry about it too much.
19. Gliscor: Ice Beam OHKOs easily.
20. Crobat: Outspeeds Starmie, and both Hydro Pump and Ice Beam fail to OHKO. I switch to Bronzong while it makes a run for it with U-Turn, or attacks with Brave Bat. Bronzong resists both of these, and if Crobat stays in, Gyro Ball is horribly painful.
There we go: with 17 out of 20 of the most commonly used leads easily dealt with, and the 3 remaining leads not causing me too much harm, I'm confident that my RS anti-lead/SR supporting wall duo is fairly reliable, with good prediction of course.
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Weaknesses/resistances chart
Lastly, I include my weaknesses/resistances chart, showing no more than 2 weaknesses for any type. Click the thumbnail:

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There we go, my first OU team ever created has been revised for the better I think, but it probably still needs tweaking. So, if anyone has any advice for me on the spots where I need it most (see the markings in red), I would greatly appreciate it. Also, note again that this team is going to be built and used in-game!
Thanks!