Well, it's true. This team is made up entirely of extremely OU Pokemon. Regardless, it has been performing to an incredible level on Shoddy. I've gotten a surprising number of 6-0's. And I'm not the greatest battler, so I was very shocked. I think I can count my losses with this so far on one hand.
Without further ado:
Jirachi@Choice Scarf
Serene Grace
Adamant
252 atk/252 spe/4 HP
~Iron Head
~Ice Punch
~Fire Punch
~Trick
Fairly standard, but not as a lead. Very often beats opposing leads if they're not smart enough to switch out. Great revenge killer against Dragons, easily switches into Scizor and threatens with Fire Punch, can be used against T-tar if it's weakened a bit and you avoid Earthquakes switching in. I've only had limited use for Trick, but it's definitely turned the battle completely around more than once. There's very little I haven't outsped, so I don't feel a need for Jolly. No Stealth Rock as I prefer a more offensive lead style, and this allows Jirachi to be far more useful later on.
Infernape@Life Orb
Blaze
Naive
200 atk/ 232 spe/ 76 spatk
~Close Combat
~Fire Blast
~Vacuum Wave
~Nasty Plot
Somewhat non-standard. More speed than normal allows it to outrun +1 T-tar (unless they're Jolly, which is admittedly fairly common) and Adamant Dugtrio. I'm debating whether to keep these EV's or get more power. Also wondering whether I should switch VW for something else, as I've yet to use it that I recall. This is my least secure member of the team and it tends to make the least impact. I like to leave it till the end as much as possible. Breaks down walls like nobody's business and can deal with Scizor if Jirachi is down.
Latias@Choice Specs
Levitate
Modest
252 spatk/ 252 spd/4 HP
~Draco Meteor
~Dragon Pulse
~Thunderbolt
~Surf
Beast of a special sweeper. Draco Meteor puts a serious dent in everything. Thunderbolt is mainly for Gyarados, while Surf takes care of Heatran and various other Steels. Considering dropping Dragon Pulse for Grass Knot, in order to deal with Swampert better. I haven't used Pulse at all. Easy to switch in and start wreaking havoc with Earthquake immunity, lots of resistances, and natural bulk even without EV investment. Usually used more towards the early game to blast giant holes in stuff with Draco Meteor.
Scizor@Choice Band
Technician
Adamant
252 HP/ 252 atk/4 def
~Bullet Punch
~Bug Bite
~Superpower
~Pursuit
As if you haven't seen this a million times. So standard, but oh so effective. Good defense stat coupled with HP investment and tons of resistances, and it's easy to switch in and begin attacking. Bullet Punch obviously does about 90% of the work, and with good reason. Wrecks frail stuff that takes neutral damage for it, block Ninjask-passed sweeps, and is even better against Weavile. Bug Bite doesn't come in much, but it demolishes Celebi. Superpower destroys T-Tar and Normals, though Bullet Punch works just as well half the time, without suffering an Attack Drop. Pursuit is invaluable for many different things and takes a nice chunk out of anything that doesn't resist it on the switch. Scizor doesn't really do anything the rest of the deal doesn't, short of strong priority, but is a powerful asset to the team.
Blissey@Leftovers
Natural Cure
Calm
252 HP/ 252 def/ 4 sdef
~Softboiled
~Aromatherapy
~Thunderwave
~Seismic Toss
Ah, Blissey. I can't seem to make an OU team without it. It's just so ridiculously good at what it does... Aromatherapy is incredibly useful, mainly in clearing paralysis off my sweepers. Seismic Toss is obvious, dealing a fair amount of damage to just about anything short of Ghosts or opposing Blissey. I've become very good at catching opposing sweepers with T-Wave, as Blissey is an absolute magnet for physical attackers.
Gliscor@Leftovers
Sand Veil
Impish
252 HP/ 252 def/ 4 spe
~Earthquake
~Stealth Rock
~Taunt
~Roost
My favorite physical wall. It's inferior to Skarmory in a lot of ways, but it has a few advantages I like. First of all, it's actually pretty fast. It also has an immunity to electric. Electric moves are much more common than the Grass it is neutral to, instead of Skarm 4x resisting it. It also takes Fighting hits much better, has a higher Attack and more useful STAB.
Anyway, Gliscor packs the ubiquitous Stealth Rock, serving an obvious purpose. Taunt is also fairly self-explanatory. If I react fast enough, I can stop enemy stat-uppers before they start, or at least leave them at just +1. Gliscor takes hits from just about every physical sweeper with ease. Scizor is stopped in his tracks, along with any and all fighting types (even Breloom most of the time). Lucario is utterly blocked and is threatened by Earthquake. And anything that Gliscor doesn't resist can be blocked by Jirachi and/or Scizor, along with Latias.
Overall, I think the team's overlap of capabilities (especially defensively) helps it immensely. Also, the fact that 3 of my 4 attackers have Choice items helps. It allows me to use hit and run tactics instead of having to predict and DD, or whatever. Yes, there's a lack of flexibility, but the instant power is worth the trade. And all of my Pokemon (except Infernape, who isn't Choiced anyway) have enough bulk to switch in safely a few times.
A side benefit that I didn't realize at first was how half my team is immune to Sandstorm. Indeed, Gliscor has scored several Sand Veil hax in key places.
A few weaknesses I'm already aware of:
-Starmie. Everything takes neutral damage from it, at least. Blissey can stand up to it, and force a switch with T-bolt, but if the fat pink queen is down then I'm vulnerable.
-Zapdos. Another likely to be BoltBeaming with a recovery move. Haven't come across many yet. Jirachi is probably the best if I can come in on a HP and start Ice Punching (or Trick if need be)
-Salamence. Jirachi and Scizor resist it, yes(other than the near-ubiquitous Fire moves), and Gliscor's defenses protect it, but if it gets a DD I'm in trouble. (Gyarados is also a problem with a DD under it, perhaps even more). Jirachi can hope it's not running a +speed nature and go for the KO with Scarfed Ice Punch, at least. Other Mence variants are a little easier because they will switch more, and if predicted Jirachi or Latias can beat him, or Blissey can cripple him.
-Dragonite. Same deal as Salamence but considerably easier to revenge with Jirachi due to the lower Speed.
-Bulky Waters in general can be a nuisance, but neither can they break through Blissey. If they don't carry Ice Beam it becomes a whole lot easier, due to being able to counter with Latias and T-bolt.
-Gengar can be nasty if carrying a Scarf (to outspeed Jirachi) or HP [Fire] (to threaten Scizor). Just takes a little more careful prediction than some others.
-Cresselia would be a potentially potent block, but I haven't met any yet.
-Rotom forms aren't my favorites to deal with, but they'll go down with a Draco Meteor and a little push.
Without further ado:
Jirachi@Choice Scarf
Serene Grace
Adamant
252 atk/252 spe/4 HP
~Iron Head
~Ice Punch
~Fire Punch
~Trick
Fairly standard, but not as a lead. Very often beats opposing leads if they're not smart enough to switch out. Great revenge killer against Dragons, easily switches into Scizor and threatens with Fire Punch, can be used against T-tar if it's weakened a bit and you avoid Earthquakes switching in. I've only had limited use for Trick, but it's definitely turned the battle completely around more than once. There's very little I haven't outsped, so I don't feel a need for Jolly. No Stealth Rock as I prefer a more offensive lead style, and this allows Jirachi to be far more useful later on.
Infernape@Life Orb
Blaze
Naive
200 atk/ 232 spe/ 76 spatk
~Close Combat
~Fire Blast
~Vacuum Wave
~Nasty Plot
Somewhat non-standard. More speed than normal allows it to outrun +1 T-tar (unless they're Jolly, which is admittedly fairly common) and Adamant Dugtrio. I'm debating whether to keep these EV's or get more power. Also wondering whether I should switch VW for something else, as I've yet to use it that I recall. This is my least secure member of the team and it tends to make the least impact. I like to leave it till the end as much as possible. Breaks down walls like nobody's business and can deal with Scizor if Jirachi is down.
Latias@Choice Specs
Levitate
Modest
252 spatk/ 252 spd/4 HP
~Draco Meteor
~Dragon Pulse
~Thunderbolt
~Surf
Beast of a special sweeper. Draco Meteor puts a serious dent in everything. Thunderbolt is mainly for Gyarados, while Surf takes care of Heatran and various other Steels. Considering dropping Dragon Pulse for Grass Knot, in order to deal with Swampert better. I haven't used Pulse at all. Easy to switch in and start wreaking havoc with Earthquake immunity, lots of resistances, and natural bulk even without EV investment. Usually used more towards the early game to blast giant holes in stuff with Draco Meteor.
Scizor@Choice Band
Technician
Adamant
252 HP/ 252 atk/4 def
~Bullet Punch
~Bug Bite
~Superpower
~Pursuit
As if you haven't seen this a million times. So standard, but oh so effective. Good defense stat coupled with HP investment and tons of resistances, and it's easy to switch in and begin attacking. Bullet Punch obviously does about 90% of the work, and with good reason. Wrecks frail stuff that takes neutral damage for it, block Ninjask-passed sweeps, and is even better against Weavile. Bug Bite doesn't come in much, but it demolishes Celebi. Superpower destroys T-Tar and Normals, though Bullet Punch works just as well half the time, without suffering an Attack Drop. Pursuit is invaluable for many different things and takes a nice chunk out of anything that doesn't resist it on the switch. Scizor doesn't really do anything the rest of the deal doesn't, short of strong priority, but is a powerful asset to the team.
Blissey@Leftovers
Natural Cure
Calm
252 HP/ 252 def/ 4 sdef
~Softboiled
~Aromatherapy
~Thunderwave
~Seismic Toss
Ah, Blissey. I can't seem to make an OU team without it. It's just so ridiculously good at what it does... Aromatherapy is incredibly useful, mainly in clearing paralysis off my sweepers. Seismic Toss is obvious, dealing a fair amount of damage to just about anything short of Ghosts or opposing Blissey. I've become very good at catching opposing sweepers with T-Wave, as Blissey is an absolute magnet for physical attackers.
Gliscor@Leftovers
Sand Veil
Impish
252 HP/ 252 def/ 4 spe
~Earthquake
~Stealth Rock
~Taunt
~Roost
My favorite physical wall. It's inferior to Skarmory in a lot of ways, but it has a few advantages I like. First of all, it's actually pretty fast. It also has an immunity to electric. Electric moves are much more common than the Grass it is neutral to, instead of Skarm 4x resisting it. It also takes Fighting hits much better, has a higher Attack and more useful STAB.
Anyway, Gliscor packs the ubiquitous Stealth Rock, serving an obvious purpose. Taunt is also fairly self-explanatory. If I react fast enough, I can stop enemy stat-uppers before they start, or at least leave them at just +1. Gliscor takes hits from just about every physical sweeper with ease. Scizor is stopped in his tracks, along with any and all fighting types (even Breloom most of the time). Lucario is utterly blocked and is threatened by Earthquake. And anything that Gliscor doesn't resist can be blocked by Jirachi and/or Scizor, along with Latias.
Overall, I think the team's overlap of capabilities (especially defensively) helps it immensely. Also, the fact that 3 of my 4 attackers have Choice items helps. It allows me to use hit and run tactics instead of having to predict and DD, or whatever. Yes, there's a lack of flexibility, but the instant power is worth the trade. And all of my Pokemon (except Infernape, who isn't Choiced anyway) have enough bulk to switch in safely a few times.
A side benefit that I didn't realize at first was how half my team is immune to Sandstorm. Indeed, Gliscor has scored several Sand Veil hax in key places.
A few weaknesses I'm already aware of:
-Starmie. Everything takes neutral damage from it, at least. Blissey can stand up to it, and force a switch with T-bolt, but if the fat pink queen is down then I'm vulnerable.
-Zapdos. Another likely to be BoltBeaming with a recovery move. Haven't come across many yet. Jirachi is probably the best if I can come in on a HP and start Ice Punching (or Trick if need be)
-Salamence. Jirachi and Scizor resist it, yes(other than the near-ubiquitous Fire moves), and Gliscor's defenses protect it, but if it gets a DD I'm in trouble. (Gyarados is also a problem with a DD under it, perhaps even more). Jirachi can hope it's not running a +speed nature and go for the KO with Scarfed Ice Punch, at least. Other Mence variants are a little easier because they will switch more, and if predicted Jirachi or Latias can beat him, or Blissey can cripple him.
-Dragonite. Same deal as Salamence but considerably easier to revenge with Jirachi due to the lower Speed.
-Bulky Waters in general can be a nuisance, but neither can they break through Blissey. If they don't carry Ice Beam it becomes a whole lot easier, due to being able to counter with Latias and T-bolt.
-Gengar can be nasty if carrying a Scarf (to outspeed Jirachi) or HP [Fire] (to threaten Scizor). Just takes a little more careful prediction than some others.
-Cresselia would be a potentially potent block, but I haven't met any yet.
-Rotom forms aren't my favorites to deal with, but they'll go down with a Draco Meteor and a little push.