First OU team, revised version - Help?

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.

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.

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.

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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.

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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.

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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...

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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:

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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.

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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.

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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.

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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.

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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!
 
I believe I'm allowed a 24 hour bump... I changed a couple of moves here and there, and I am confident this team is fairly decent, but it can still use some tweaking. Any advice is welcome!
 
I run Aqua Tail on my DD-Tar, which really helps with bulky waters and Heatrans. On Lucario, I would run either run Crunch or Stone Edge. (Crunch as you said for ghosts, and Stone Edge because it hits opposing Gyarados and other Flying/Dragon pokes hard.) I'd say keep the Scarf on Zam, and keep the Bronzong. It looks like you have a bit of a ground weakness, but your other pokes can cover for them pretty well, so I'd say you have a pretty decent team.
 
I run Aqua Tail on my DD-Tar, which really helps with bulky waters and Heatrans.
Thanks for the suggestion, but I suppose you mean bulky Grounds?
On Lucario, I would run either run Crunch or Stone Edge. (Crunch as you said for ghosts, and Stone Edge because it hits opposing Gyarados and other Flying/Dragon pokes hard.)
I might try out Stone Edge, I think I'm going to have to use either that or TPunch on Luke to keep a check on Gyarados, who I'd otherwise simply couldn't handle at all. I have no other Electric attacks on the team; and only my own Gyarados and my Tyranitar carry Stone Edge, and both of them are at risk of being raped by Gyarados, especially after a DD.
I'd say keep the Scarf on Zam, and keep the Bronzong. It looks like you have a bit of a ground weakness, but your other pokes can cover for them pretty well, so I'd say you have a pretty decent team.
Zam has a Sash now, I used to use a Scarf on it but I am getting pretty amazing results with my revamped Sash + Taunt + Counter Zam... I don't think I'm going to use Trick over Grass Knot anymore, I'll just keep my OHKO on Swampert leads just where I like it :)
And indeed, because of TTar and Luke's Ground weaknesses, I chose 2 Flying-types and a Levitating Poke to cover those weaknesses, so I think I'm pretty safe there....

Thanks for the help!
 
Shoot, yeah, I meant bulky grounds. And it looks like I also misread your Alakazam's item. Sorry about that. And, out of curiosity, where are you going to use the team in-game? Usually people would only make Competitive teams for Shoddy/Battling people through Wi-Fi.
 
And, out of curiosity, where are you going to use the team in-game? Usually people would only make Competitive teams for Shoddy/Battling people through Wi-Fi.
Well, what I meant was that I'm going to use it for Wi-Fi battling... I mention it because it's still different from just creating a team on Shoddy, because you have to obtain the right EVs and movesets through careful breeding and such, rather than just a couple of mouseclicks ;)
 
I see. I'm glad to see there are still people who breed in-game, instead of just using AR/Pokesav to hack themselves pokes with amazing IVs. Good luck with your breeding!
 
No Team Synergy, almost at all.

First Things first:
You currently have:
3 Physical Attackers
1 Mixed Attacker
1 Lead-(Special)
1 Wall

My first Major gripe, would be that this team gets killed way too easily.
I let loose a Weavile:Kills Alakazam, Salamence and Tyranitar(Possibly) with good prediction.
I let loose a Scizor: Kills Tyranitar, Alakazam.
I let loose a Mixed-Ape: Kills Tyranitar, Alakazam, Bronzong.

You might want to reconsider using Alakazam.
If you use Trick:
A tricker would be good on any team, don't get me wrong, but it's taken down way too easily with Scizor.
In the current metagame of Standard, WIFI or Shoddy, Scizor is on ALMOST every team and it WILL be taken down easily. And if you try to run, it has Pursuit.
If you use Focus-Counter:
It takes down a lead.Then....?
What else would it do? Is it worth a Team slot?
You might want to use a dry passing scout(Use baton pass without anything to pass) or something similiar as your lead, to scout at least, the first 2 pokemon of your opponent.

My 2 cents on your team.
Other than that, I would strongly recommend you try and cover those 3 Pokemon on top i mentioned, because they are extremely prevalent in the metagame.
Thanks for your time.
 
First Things first:
You currently have:
3 Physical Attackers
1 Mixed Attacker
1 Lead-(Special)
1 Wall

My first Major gripe, would be that this team gets killed way too easily.
I let loose a Weavile:Kills Alakazam, Salamence and Tyranitar(Possibly) with good prediction.
I let loose a Scizor: Kills Tyranitar, Alakazam.
I let loose a Mixed-Ape: Kills Tyranitar, Alakazam, Bronzong.
Thanks for your time.

Gyarados handles all three of those.
 
First Things first:
You currently have:
3 Physical Attackers
1 Mixed Attacker
1 Lead-(Special)
1 Wall

My first Major gripe, would be that this team gets killed way too easily.
I let loose a Weavile:Kills Alakazam, Salamence and Tyranitar(Possibly) with good prediction.
I let loose a Scizor: Kills Tyranitar, Alakazam.
I let loose a Mixed-Ape: Kills Tyranitar, Alakazam, Bronzong.
- Weavile: if it's a lead Weavile, it gets raped by Alakazam's Counter, even if it uses Fake Out. If it's not a lead, either Gyarados can set up on it, or Bronzong can OHKO with Gyro Ball.
- Scizor: Salamence can do the job, but Gyarados takes care of it easy. Some Scizor are even foolish enough to stay in against my Gyarados, giving me 2 or 3 DD's to wipe out the opponent's entire team.
- MixApe: Has also nothing to say to Gyarados, or Salamence if Ape happens to sport Thunderpunch. Also, I fail to see how it kills Alakazam, apart from priority Vacuum Wave when it has only 1HP left?

You might want to reconsider using Alakazam.
If you use Trick:
A tricker would be good on any team, don't get me wrong, but it's taken down way too easily with Scizor.
In the current metagame of Standard, WIFI or Shoddy, Scizor is on ALMOST every team and it WILL be taken down easily. And if you try to run, it has Pursuit.
First of all, I'm probably not going to use Trick anymore, like I said in the description. I like how Alakazam with its current moveset works:
If you use Focus-Counter:
It takes down a lead.Then....?
Indeed, it takes down a lead, and survives with 1HP. But most importantly, it usually prevents SR from being set up. I NEED that, seeing as both Gyarados and Salamence are weak to it (and I was unable to fit a good Rapid Spinner in my team).
Then, it can usually still function as an extremely effective revenge killer, seeing as it prevents SR from going up more often than not, so it's still safe to switch in with only 1HP left. That's why it sports Grass Knot, to get a revenge kill on Swampert, who would otherwise be a problem to my team.
My 2 cents on your team.
Other than that, I would strongly recommend you try and cover those 3 Pokemon on top i mentioned, because they are extremely prevalent in the metagame.
Thanks for your time.
Thanks for your time, I really appreciate you giving some pointers to improve my team. However, as Crunchatize Me already said, Gyarados covers the Pokemon you mentioned perfectly, and I have backup counters (Bronzong, Salamence) to all of them as well, so I'm really not too worried about any of them.

Any more thoughts? I made more small updates to some movesets, so please check out and rate!
 
oh, just a point:
~Lead Weavile almost always have a focus sash too, and also Ice Shard,killing Alakazam. You might want to factor that in.
 
Thread updated with:
- A weaknesses/resistances chart
- A lead threat list, to end all doubt about my Alakazam lead having trouble coping with today's common leads. It gives a clear overview of Alakazam's pros and cons, and how Bronzong complements it well in covering the leads Alakazam has trouble with.

Please check it out and rate!
 
Just a little comment about CounterSash on Alakazam:

If you predict wrong and Counter while they switch out (worst case scenario: switch to Tyranitar), Alakazam probably won't be Countering much because the opponent will know you have it. Also, a smart / lucky Tyranitar will Sub the first turn and OHKO you with Crunch / Pursuit.
 
If I predict wrong, Alakazam won't be Countering much indeed... but on the other hand, it can usually safely switch out as well, and perform its secondary role as a revenge killer. After all, who's going to Pursuit me if they know I can Counter? Except for TTar, who will switch in, break my Sash with sandstorm, then Pursuit... as you said, that's the worst case scenario.

And yes, some leads may do unexpected things and counter my strategy, but that's to be expected, no lead is perfect. Thanks for the pointers though! Any ideas on how to prevent such mishaps?
 
oh, just a point:
~Lead Weavile almost always have a focus sash too, and also Ice Shard,killing Alakazam. You might want to factor that in.

Lead Weaviles are really, really, really uncommon these days.

Anyway, Hi! :)
The first thing that I notice about your team is that you are lacking a good Rapid Spinner. You will probably want one, as Gyarados and Salamence both take 25% damage from Stealth Rock everytime they switch in. Couple this with the fact that you will be switching a lot (to cover for Tyrannitar's weaknesses, and your dragons wont last for long. Here is a set for a Rapid Spinning Starmie that I have used to great success in the OU enviornment:

Starmie @ Leftovers
Ability: Natural Cure
EVs: 136 Hp / 156 Def / 216 Spe
Timid nature (+Speed, -Attack)
~ Rapid Spin
~ Surf
~ Thunderbolt
~ Recover

Starmie is a fine choice for spinning away Stealth Rock and Toxic Spikes, especially with Natural Cure ridding it of burdensome Toxic status. Surf provides Starmie with a STAB attack and allows it to make short work of Infernape and Mamoswine, which Starmie outruns. Recover, with Starmie's great Speed stat, makes it tough to take down because Starmie can quickly Recover off damage before being hit again.

Thunderbolt is mainly for Gyarados, who Starmie can handle to an extent. However, after a Dragon Dance, a Life Orb Gyarados outspeeds and does between 73.90% and 87.12% damage with Earthquake. However, if Starmie is in excellent health, it can switch into Stealth Rock on the Dragon Dance, take the Earthquake with the given EVs, and OHKO with Thunderbolt if Gyarados was hit by Stealth Rock or has taken any prior damage. You could in theory replace Thunderbolt with Ice Beam for Salamence; however, every Salamence version either OHKOes with Outrage or Draco Meteor or just Dragon Dances on the switch. Still, if you're desperate for a revenge killer for Choice Band Outrage Salamence, feel free to run Ice Beam.

The premise of the set is based around utilizing Rapid Spin. Main problems for Starmie include Ghost-types and bulky Pokemon with Pursuit. Also, Starmie's attack combination is rather lackluster against certain Pokemon such as Swampert, Blissey, and Lanturn. Good Pokemon to invest in are powerful Pursuit users. Scizor, Tyranitar, and Metagross are all bulky to certain extents. Metagross and Scizor are excellent at trapping thanks to the combination of Bullet Punch and Pursuit. Tyranitar summons a sandstorm, bolstering its Special Defense while chipping health from any Pokemon not immune to the sandstorm.

To combat Pursuit-users, a physically bulky teammate that resists some of the Pokemon's attacks would be beneficial. Skarmory can prevent Scizor and Metagross from working very well, and faster variants can shut Tyranitar's Stone Edge down thanks to Roost negating Skarmory's Flying-type, essentially making it resist Stone Edge. Be wary of the Mixed variants, as they commonly carry Thunderbolt or Flamethrower to combat the metal bird. Magnezone is great for defeating Scizor and Metagross, especially the former. It can easily trap Choice Band variants while sporting good Defense and STAB Thunderbolt. Magnet Rise and Substitute form a powerful combination; however, the Choice Scarf variant with Hidden Power Fire is also useful. It's difficult to combat these type of Pokemon, since they'll show once Starmie is using Rapid Spin. After, they'll simply use Pursuit since the Starmie player's first instinct is to retreat from harm, when in reality they're "trapped".

Anyway, I'm not sure if Alakazam can function as an effective lead, but hey, you've tested it, and you say it works, so it does. Its too bad that Alakazam doesnt carry rocks, though :)

Good luck! :)
 
Hey, thanks for the critique! I tried fitting a Rapid Spinner into my team before, but I never seemed to find the right spot to fit it in. Until I started looking deeper into the movesets of the 3 effective OU Rapid Spinners (Starmie, Tentacruel, Forretress), where I found a very effective Starmie anti-lead set:

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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

It KO's many of today's common leads with STAB- and Life Orb-boosted Hydro Pumps, while Ice Beam and Grass Knot provide coverage for those leads who resist Water. The key to this set is Rapid Spin: it gets rid of Stealth Rock and other entry hazards, which is what this lead is meant to achieve. It works wonderfully well in synergy with Bronzong too.

After including this new lead into my team, I revamped the first post completely, with updated team descriptions, weaknesses/resistances chart, and lead threat list. Hopefully people won't mind checking out my team again? Thanks in advance!
 
Okay, I'm glad that you found a space for Starmie, it really is crucial to have a spinner on a highly offensive team like this :)
 
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