
Hi Smogon. This is one of my favorite teams I've ever made to play with and I just love it to death. The main premise of this team is to weaken the other team early game with strong attackers while trapping pesky Steels to allow either Tyranitar or Aerodactyl to sweep late game. My team has decent synergy but there are certain threats that I really have to play around, but usually once Aerodactyl or Tyranitar's counters are weakened, I have an easy time winning. I've had decent success with this team but I can't really get passed the 1450 range. I've been stuck there for a few weeks and it's really frustrating, so that's why I'm posting this. On to the theme, South Park is my favorite show and I love the Imaginationland series, so I decided to theme it based on that. All of my characters are either named after South Park's main characters, or the Council of Nine, or random people from Imaginationland. So without further ado, my team!

Starmie @ Life Orb (Wonder Woman)
Ability: Natural Cure
EVs: 4 Def/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam / Recover
- Thunderbolt
- Rapid Spin
Why Starmie?
Almost every team I make is offensive because I love keeping an up-tempo pace. When I make these offensive teams, I almost always use an Anti-lead. I love starting off a match with the advantage and Starmie usually helps me do that. Against suicide leads like Azelf and Aerodactyl, I Hydro Pump to break the sash, and Rapid Spin to kill them while removing their Rocks. Gyarados and Aerodactyl love having rocks off of the field because they can come in and fire off strong attacks without having to deal with losing 25 % of their health each time they switch into battle. Another thing I love about Starmie is the fact that it gets excellent type coverage in its three attacks. Starmie basically 2hko's everything in the game bar Blissey, Snorlax, and Umbreon. I'm thinking of using Recover because, now that Mence is gone, Ice Beam is only good for hitting DNite and Grass-types.
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Metagross @ Lum Berry (Cartman)
Ability: Clear Body
EVs: 252 HP/240 Atk/16 Spd
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Earthquake
- Explosion
- Stealth Rock
Why Metagross?
Metagross is my "second lead" per say. I usually bring it out early game on the leads Starmie has trouble with (Celebi, Aerodactyl, etc.) and I lay down rocks and do some damage early. For Azelf, I usually Hydro Pump on the SR, then go to Meta on the Explosion so I have an almost-full health Starmie set to spin rocks away late game. On to the move set, I don't find Meteor Mash completely necessary because Bullet Punch still beats what it needs to, and Metagross isn't fast enough to make use of it late game. Bullet Punch is good priority which helps out against Gengar, Aerodactyl, Roserade, and etc. Earthquake hits the Steel-types that plague the metagame, and does decent neutral damage to shit like Scizor when I don't want to blow up. Explosion is good for taking out CroCune and other Stat uppers, and it's good for going out with a bang when my health is low. SR is necessary for all offensive teams and helps Aerodactyl get certain KO's. I don't like blowing up early because I hate Scizor and I like having switch-ins to it at all times. Anyways, Metagross is pretty cool and it works out nicely for this team.
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Tyranitar (M) @ Lum Berry (ManBearPig)
Ability: Sand Stream
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Crunch
- Dragon Dance
- Stone Edge
- Fire Punch
Why Tyranitar?
Tyranitar is one of the main sweepers on this team. I LOVE this set because I can set up all over Rotom-A. Now I know this set is slow and gets revenged by a lot of Scarfers, but with this set I almost always get 2 Dragon Dances in. This is often what happens. Tyranitar comes in on weak special attacker, uses Dragon Dances, takes the T Wave or WoW from Celebi or Rotom or Cresselia and DD again while I KO them next turn and wreck with +2 Attack and Speed. Jolly is a necessity because Speed is so huge in this game and I just outspeed Base 115's with Jolly after a Dragon Dance. Crunch and Stone Edge are my two primary STAB move's and they hit extremely hard before or after a Dragon Dance. I run Fire Punch because it takes out shit like Breloom and Bronzong who Aerodactyl really has trouble with. Tyranitar also has excellent synergy with Magnezone. Often times, I Dragon Dance as they switch in Scizor, then go straight to Magnezone on the Bullet Punch. I love Tyranitar and he is definitely not replaceable.
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Gyarados (M) @ Leftovers (Morpheus)
Ability: Intimidate
EVs: 156 HP/30 Atk/96 Def/228 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Waterfall
- Stone Edge / Bounce
- Earthquake / Taunt
Why Gyarados?
This spot has changed a ridiculous amount of times. It's been a Gengar, a MixMence, a DD Mence and a Rotom, but I finally came upon Gyarados. I use Gyarados because it helps a lot with Scarf Flygon who this team is extremely extremely weak to. It also causes a lot of switches with Intimidate and puts me on the offensive. Usually with Gyara, I waterfall first to see what my counter is, and if it's rotom, i can weaken while taking advantage of it when it's weakened late game. Onto the EV's. They may look complex but they really aren't. I basically took the Bulky TauntDos EV's, gave it enough to outspeed Adamant Lucario, + Spe Tran, and Jolteon after a DD, used the Hp and Def from the Analysis and put the leftovers in Attack. Usually I would run Taunt on this but Earthquake is just so useful, and tbh, my team isn't very stall weak. Something I'm thinking of doing is putting Ice Fang or Bounce somewhere on there and maybe even taunt. The reason for Ice Fang is this: Breloom is a complete whore to this team. Maybe running taunt > eq solves this but whatever. Anyways, Gyara gives nice resistances while hitting stuff hard early game and breaking down the opposing team.
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Magnezone @ Choice Scarf (Butters)
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flash Cannon
- Thunderbolt
- Hidden Power [Fire]
- Explosion
Why Magnezone?
Magnezone is completely necessary to this team. It has great resistances, but most importantly, traps things like Scarf Jirachi and most importantly Scizor. There are two main things that I'm contemplating about Magnezone: Should I run the sub set? And should I use Hp Ice > Fire because to be honest, I always Thunderbolt Scizor and T Bolt hits all other Steel-types harder. Flash Cannon is good for shit like Tyranitar, Flygon, and other Ground-types that resist Thunderbolt. Thunderbolt is primary STAB and is the move I use the most. HP Fire is for Steel-types, but I never use it because it's total set-up fodder for Dragons, and Explosion is for blowing up on random shit and going out with a Bang when I have low health. I love the move Explosion because it gives my pokes a free switch-in while usually taking out another poke from the other team.
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Aerodactyl (M) @ Life Orb (Jesus)
Ability: Pressure
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Roost
- Taunt
Why Aerodactyl?
Why not Aerodactyl? Aerodactyl is the basis of my team. It's an amazing cleaner against offensive teams as well as a stallbreaker with taunt. Earthquake and stone edge provide great coverage in OU. The main things that stop this set are faster scarfers with a super effective move, breloom, flygon, bronzong, and suicune. So many things get beat in sandstorm with a combination of taunt and roost, including blissey, skarmory, swampert, celebi, cm jirachi, and non body slam togekiss. This thing also revenges so much shit. It outspeeds adamant gyara after a dd and kos infernape, starmie after rocks and lo recoil, gengar, and so many fast but frail threats. I really suggest you try this out and check out the set in Aerodactyls analysis, because once its counters are removed, it becomes a deadly cleaner in the metagame.
So that's it. Hope you liked the team, and happy rating!