Importable:
I used SweeperCalc for the damage calculations, please correct me if I'm wrong on anything. Also, if I left out any counters, it's because I haven't seen them matched up against all of my mons yet.
OU always intimidated me when I first started competitive battling, and to be honest, I've never been to good at it, but I've decided to give it a shot and this is what I've come up with so far:
I'm keeping up a 4-1(12-3, etc) ratio on Pokemon Showdown.
PREVIOUS mons: Dragonite, Espeon, Volcarona, Alakazam, Mega-Mawile, Scizor,
Xtra Spicy (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Air Slash/Roost
- Fire Blast
- Solar Beam
- Focus Blast
This is my special devil. The weakness to SR really gets to this guy, but when I predict right, a huge chunk of whatever feels like switching in fades away. The Focus Blast/Drought Solar Beam/Fire Blast combo makes everything cry, sometimes even when the other mon resists. I'm definitely leaning more towards Roost than Air Slash, especially when he has to come out with rocks on the field. If I see a Ferro, Gengar, or rocks lead, I usually lead with this guy and start blasting away.
Known Counters:
Assault Vest mega spdef Ttar: This thing is extremely annoying, I hate it for days.
Azumarill: An banded aqua jet makes Char not want to exist.
Garchomp: Said demon can take any of Spicy's hits and return something powerful.
Chansey/Blissey/Other special stallers: No comment.
Latios/as: I can't damage these two fellas too much.
Mega Manectric: 40ish percent chance to OHKO with Tbolt.
The End (Azumarill) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Ice Punch
- Superpower
- Play Rough
- Waterfall
This is death- at least for a grand portion of switch ins. Azumarill's Choice Banded Huge Power Play Rough will bypass the faint clause. Pokemon will die. I'm actually not too confident in this set, and I've seen an increase of physical bulk over the past few days. This mon is perfect for putting pressure on the opponent, and it becomes slightly easier to predict the next switch or two. The type coverage really helps with all sorts of threats, even though Choice Band only allows one.
Known Counters:
Mandibuzz: Play Rough'll take this guy out only at the high end.
Ferrothorn: When I'm locked in to another move, I can't do anything to it.
Mega-Mawile: Play Rough won't kill Azu, but Waterfall won't take out this mon and I don't like risking the Sucker Punch/speed tie.
Mega-Manectric: Another 40ish percent OHKO with Tbolt.
Skorpigon (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 72 Def / 252 HP / 184 SDef
Impish Nature
- Knock Off
- Substitute
- Toxic
- Earthquake
This is more of a filler, I needed some extra physical bulk because poor Ferrothorn can't take the heat. I love the feeling I get when SubToxic works. The double immunity can save Aegislash from Ground, ZardY or Azu from Electric, and of course the defense puts in a ton of work. It can eat up an HP Ice from Manectric, Hydro Pumps from the most common Rotom-Ws, and any attack extremely common on Mega-Mawile.
Known Counters:
Keldeo, Greninja, high SpAtt Rotom-W, Azumarill: Water and Ice moves really scare Gliscor off.
Mamoswine: Ice Shard or Icicle Crash.
Ferrothorn: General physical bulk.
Sir Henry (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 208 Atk / 160 Def / 140 SpD
IVs: 0 Spe
Brave Nature
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword
This is my very annoying revenge killer. With good predictions, there is death. It's probably one of the most standard Aegislash sets, disregarding the EVs, which I'm also still moving around. The fact that it can alternate physical and defensive is great with good predictions and move scouting. The triple immunity and good resistance pool makes it a great candidate for saving other mons in danger. With this defense, Henry will be able to eat 2/3 of Foul Plays from Mandibuzz and is even able to take an Overheat from Mega-Manectric. It can also take most Earthquakes from Landorus-T or Mamoswine.
Known Counters:
Knock Off
ZardY: Aegi can take a Flamethrower, but never a Fire Blast.
Physical moves when I don't shield: Mainly Flare Blitz.
Powerful Earthquake: Primarily from Garchomp.
Latius (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 176 SpA / 76 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Psyshock
- Surf/Dragon Pulse/Draco Meteor
Latias is my special bulk and rocks destroyer. I'm still toggling around with these EVs, I haven't found a confident spread yet. I'm having a hard time choosing the last move slot. So far, Surf has worked the best, but Dragon Pulse and Draco Meteor seem to be working almost if not just as well. This SpDef investment allows Latias to take an Ice beam from Greninja, at least 2 HP Ices from Thundurus, and two Sludge Bombs from Mega-Venusaur. I usually switch in to Latias to clear rocks or to take a fire move for Ferrothorn, or on a Keldeo switch in. Considering switching Life Orb for something else, but I don't have anything specific in mind.
Known Counters:
Knock Off, Sucker Punch.
Draco Meteor: From Latias or Latios.
Play Rough: Poor Latias can't stay in on these.
Ferrocious (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 172 Def / 80 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip/Gyro Ball
- Protect
Ferrothorn is my bulky hazard setter and seed staller. I'm having trouble deciding whether to use Power Whip or Gyro Ball, I've tried both and they pretty much work equally well. With Zards, Talonflames, and other weak-to-SR mons running around everywhere I thought that I had to have SR on the set. Leech Seed is extremely fun to use, especially if the opponent has no grass types, 18% recovery per round is helps a lot. Ferrothorn's bulk allows it to take various moves, and it does have the capability to reach late game and be useful there if I make some good plays. I actually don't completely remember about the EVs but I think it had something to do with Focus Blast.
Known Counters:
Fire.
Cripple: Knock Off takes away Leftovers, while burn just plain sucks and Twave leaves him almost useless.
KNOWN PROBLEMS Team-Wide:
Azumarill: Not for some of my mons but depending on its moveset, it could wreck pretty easily.
Conkeldurr: Again, depends on the moveset.
Keldeo: This little guy is pretty threatening.
Landorus: Moveset.
Mamoswine: Moveset.
Mawile-Mega: This hurts if I don't play correctly.
Talonflame: If I don't have rocks up, there is little I can do.
Please be constructive! I read the RMT rules thing and did my best to follow them.
Xtra Spicy (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Roost
- Fire Blast
- Solar Beam
- Focus Blast
The End (Azumarill) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Skorpigon (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 72 Def / 184 SpD
Impish Nature
- Knock Off
- Substitute
- Toxic
- Earthquake
Sir Henry (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 208 Atk / 160 Def / 140 SpD
Brave Nature
IVs: 0 Spe
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword
Latius (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 176 SpA / 76 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Psyshock
- Surf
Ferrocious (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 172 Def / 80 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Roost
- Fire Blast
- Solar Beam
- Focus Blast
The End (Azumarill) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Aqua Jet
- Superpower
- Play Rough
- Waterfall
Skorpigon (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 252 HP / 72 Def / 184 SpD
Impish Nature
- Knock Off
- Substitute
- Toxic
- Earthquake
Sir Henry (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 208 Atk / 160 Def / 140 SpD
Brave Nature
IVs: 0 Spe
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword
Latius (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 176 SpA / 76 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Psyshock
- Surf
Ferrocious (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 172 Def / 80 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Protect
I used SweeperCalc for the damage calculations, please correct me if I'm wrong on anything. Also, if I left out any counters, it's because I haven't seen them matched up against all of my mons yet.
OU always intimidated me when I first started competitive battling, and to be honest, I've never been to good at it, but I've decided to give it a shot and this is what I've come up with so far:
I'm keeping up a 4-1(12-3, etc) ratio on Pokemon Showdown.
PREVIOUS mons: Dragonite, Espeon, Volcarona, Alakazam, Mega-Mawile, Scizor,

Xtra Spicy (Charizard) @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Air Slash/Roost
- Fire Blast
- Solar Beam
- Focus Blast
This is my special devil. The weakness to SR really gets to this guy, but when I predict right, a huge chunk of whatever feels like switching in fades away. The Focus Blast/Drought Solar Beam/Fire Blast combo makes everything cry, sometimes even when the other mon resists. I'm definitely leaning more towards Roost than Air Slash, especially when he has to come out with rocks on the field. If I see a Ferro, Gengar, or rocks lead, I usually lead with this guy and start blasting away.
Known Counters:
Assault Vest mega spdef Ttar: This thing is extremely annoying, I hate it for days.
Azumarill: An banded aqua jet makes Char not want to exist.
Garchomp: Said demon can take any of Spicy's hits and return something powerful.
Chansey/Blissey/Other special stallers: No comment.
Latios/as: I can't damage these two fellas too much.
Mega Manectric: 40ish percent chance to OHKO with Tbolt.

The End (Azumarill) @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Ice Punch
- Superpower
- Play Rough
- Waterfall
This is death- at least for a grand portion of switch ins. Azumarill's Choice Banded Huge Power Play Rough will bypass the faint clause. Pokemon will die. I'm actually not too confident in this set, and I've seen an increase of physical bulk over the past few days. This mon is perfect for putting pressure on the opponent, and it becomes slightly easier to predict the next switch or two. The type coverage really helps with all sorts of threats, even though Choice Band only allows one.
Known Counters:
Mandibuzz: Play Rough'll take this guy out only at the high end.
Ferrothorn: When I'm locked in to another move, I can't do anything to it.
Mega-Mawile: Play Rough won't kill Azu, but Waterfall won't take out this mon and I don't like risking the Sucker Punch/speed tie.
Mega-Manectric: Another 40ish percent OHKO with Tbolt.

Skorpigon (Gliscor) @ Toxic Orb
Ability: Poison Heal
Shiny: Yes
EVs: 72 Def / 252 HP / 184 SDef
Impish Nature
- Knock Off
- Substitute
- Toxic
- Earthquake
This is more of a filler, I needed some extra physical bulk because poor Ferrothorn can't take the heat. I love the feeling I get when SubToxic works. The double immunity can save Aegislash from Ground, ZardY or Azu from Electric, and of course the defense puts in a ton of work. It can eat up an HP Ice from Manectric, Hydro Pumps from the most common Rotom-Ws, and any attack extremely common on Mega-Mawile.
Known Counters:
Keldeo, Greninja, high SpAtt Rotom-W, Azumarill: Water and Ice moves really scare Gliscor off.
Mamoswine: Ice Shard or Icicle Crash.
Ferrothorn: General physical bulk.

Sir Henry (Aegislash) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 208 Atk / 160 Def / 140 SpD
IVs: 0 Spe
Brave Nature
- King's Shield
- Swords Dance
- Shadow Sneak
- Sacred Sword
This is my very annoying revenge killer. With good predictions, there is death. It's probably one of the most standard Aegislash sets, disregarding the EVs, which I'm also still moving around. The fact that it can alternate physical and defensive is great with good predictions and move scouting. The triple immunity and good resistance pool makes it a great candidate for saving other mons in danger. With this defense, Henry will be able to eat 2/3 of Foul Plays from Mandibuzz and is even able to take an Overheat from Mega-Manectric. It can also take most Earthquakes from Landorus-T or Mamoswine.
Known Counters:
Knock Off
ZardY: Aegi can take a Flamethrower, but never a Fire Blast.
Physical moves when I don't shield: Mainly Flare Blitz.
Powerful Earthquake: Primarily from Garchomp.

Latius (Latias) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 176 SpA / 76 SpD / 252 Spe
Timid Nature
- Roost
- Defog
- Psyshock
- Surf/Dragon Pulse/Draco Meteor
Latias is my special bulk and rocks destroyer. I'm still toggling around with these EVs, I haven't found a confident spread yet. I'm having a hard time choosing the last move slot. So far, Surf has worked the best, but Dragon Pulse and Draco Meteor seem to be working almost if not just as well. This SpDef investment allows Latias to take an Ice beam from Greninja, at least 2 HP Ices from Thundurus, and two Sludge Bombs from Mega-Venusaur. I usually switch in to Latias to clear rocks or to take a fire move for Ferrothorn, or on a Keldeo switch in. Considering switching Life Orb for something else, but I don't have anything specific in mind.
Known Counters:
Knock Off, Sucker Punch.
Draco Meteor: From Latias or Latios.
Play Rough: Poor Latias can't stay in on these.

Ferrocious (Ferrothorn) @ Leftovers
Ability: Iron Barbs
Shiny: Yes
EVs: 252 HP / 4 Atk / 172 Def / 80 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip/Gyro Ball
- Protect
Ferrothorn is my bulky hazard setter and seed staller. I'm having trouble deciding whether to use Power Whip or Gyro Ball, I've tried both and they pretty much work equally well. With Zards, Talonflames, and other weak-to-SR mons running around everywhere I thought that I had to have SR on the set. Leech Seed is extremely fun to use, especially if the opponent has no grass types, 18% recovery per round is helps a lot. Ferrothorn's bulk allows it to take various moves, and it does have the capability to reach late game and be useful there if I make some good plays. I actually don't completely remember about the EVs but I think it had something to do with Focus Blast.
Known Counters:
Fire.
Cripple: Knock Off takes away Leftovers, while burn just plain sucks and Twave leaves him almost useless.
KNOWN PROBLEMS Team-Wide:
Azumarill: Not for some of my mons but depending on its moveset, it could wreck pretty easily.
Conkeldurr: Again, depends on the moveset.
Keldeo: This little guy is pretty threatening.
Landorus: Moveset.
Mamoswine: Moveset.
Mawile-Mega: This hurts if I don't play correctly.
Talonflame: If I don't have rocks up, there is little I can do.
Please be constructive! I read the RMT rules thing and did my best to follow them.