Hi and welcome! This is the first time I've actually put my team up for critique here.
This team is sort of a volt turn team (as I say this, I realize only two members have either move), built around Mega Manectric, and the team spams Intimidate, which is nice for taking advantage of physical attackers and keeping the momentum on my side.
So, here it goes.
Mega-Manectric, Landorus-T, Starmie, Heatran, Gyarados, Sylveon are the 6 on here right now.
Landorus-T
Item: Leftovers
Ability: Intimidate
EVs: 252 HP / 104 Speed / 152 Atk / Adamant (+Atk, -SpA)
>Earthquake
>U-Turn
>Stone Edge
>Stealth Rock
This is my lead pokemon unless I see something special in the opponent's team to indicate otherwise, and also one of the Intimidate spammers. Since I'm hoping to force a lot of switches, I put stealth rock there. And U-Turn, for getting the best matchup if the opponent switches. Edge Quake coverage because it's nice. The EVs are to outspeed Jolly Tyranitar (though I don't see many offensive Tyranitars around these days) and max speed Adamant Breloom/Metagross/Bisharp. Then I have 252 HP EVs to get the efficient bulk investment, and the rest in attack.
Synergy:
Covers teammate weaknesses:
Manectric, Heatran
Starmie, Gyarados
Heatran
Sylveon
Starmie
Weaknesses covered by:
Starmie, Heatran
Starmie, Gyarados
Meganectric
Item: Manectite
Ability: LightningRod
EVs: 252 SpA / 252 Speed / 4 HP / Timid (+Speed, -Atk), 0 Atk IVs
>Volt Switch
>Thunderbolt
>Overheat
>Hidden Power Ice
The other part of the intimiturn core. Mega Manectric, besides being one of my favorites, is super fast, faster than nearly any unboosted pokemon. So I generally come in, get the intimidate off, and fire a stab volt switch at the opponent to spam more intimidates. Ironically, though, Manectric tends to not be all that intimidating, so often I find myself just staying in and frying the opponent's pokemon with an overheat or HP ice they never saw coming.
The moves and EVs are pretty standard; I run Overheat instead of Flamethrower because Volt Switch spam helps cover the SpA drop, and Manectric is not the strongest mega out there so the power helps a lot. Lightning Rod as the ability makes Manectric pretty strong if I manage to bait an electric attack and switch in, then mega up. A lot of choiced volt switch users (ok, really I mean rotom, but there are a lot of those) are there to abuse Lightning rod.
Synergy:
Covers Teammate Weaknesses:
Starmie, Gyarados
Sylveon
Weaknesses Covered by:
Landorus-T, Gyarados
Heatran
Item: Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpD / 4 SpA / Calm (+SpD, -Atk), 0 Atk IV
>Lava Plume
>Toxic
>Roar
>Protect
Heatran brings of a load of resistances that I could definitely use. It's a special wall, to balance out the intimidates flying around. Toxic does damage when Lava Plume isn't doing much, and it also allows me to wall the opponent with a different pokemon later. Protect stalls out toxic and leftovers turns, also scouts random earthquakes. Roar hits opponents who switch, and racks up more hazards damage. Heatran serves as easy counters to a lot of pokemon like Talonflame, Volcarona and various dragons.
synergy:
Covers Teammate weaknesses:
Landorus-T
Sylveon
Sylveon
Starmie
Starmie
Weaknesses covered by:
Landorus-T, Gyarados
Landorus-T, Gyarados, Sylveon, Starmie
Gyarados, Starmie
Gyarados
Item: Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Speed / 4 SpD / Jolly (+Speed, -SpA)
>Dragon Dance
>Waterfall
>Ice Fang
>Earthquake
Gyarados filled the hole that Cloyster left when I converted cloyster to a rapid spinner, and later kicked cloyster out for Starmie. Essentially, I buy myself free turns to set up and punch holes or sweep. I threw on Intimidate because I could, it worked well with the team and makes Gyarados a handy counter to Lucario and others. Dragon Dance is my set-up move when I have the turn, then attack with the other three. I don't exactly like bounce because of the predictability, so I have Ice Fang because it's a very nifty type to have that I don't have much on my team (also hits frailer grass types and 4x weak dragons), and Earthquake is primarily for Lucario.
synergy:
Covers teammate weaknesses:
Manectric, Heatran
Heatran
Heatran, Landorus-T
Sylveon
Starmie
Weaknesses covered by:
Manectric (yum yum lightningrod), Landorus-T
None. But thankfully, 99.99% of the time they're physical anyway, so Intimidate wears them down. That and there are only like 3 users who I see in OU that actually have STAB (Tyranitar, Terrakion, Mega Aerodactyl).
Sylveon
Item: Leftovers
Ability: Pixilate
EVs: 252 HP / 136 SpD / 108 Def / 12 Speed / Calm (+SpD, -Atk), 0 Atk IV
>Hyper Voice
>Wish
>Heal Bell
>Protect
And, this is my combination of cleric and very bulky special wall. Sylveon passes wishes when it can, heal bells to get rid of status and also hits surprisingly hard for an uninvested cleric. Hyper Voice with pixilate and stab factored in hits 175.5 base power, and Sylveon's base special attack is pretty good at 110. I'm not totally sure what I'm doing with the EVs, I tried to balance physical and special defense a bit, while speed creeping defensive tyranitar because it doesn't take much to do that.
Synergy:
Covers teammate weaknesses:
Heatran
Starmie
Starmie
Weaknesses covered by:
Heatran, Manectric, Gyarados, Starmie
Heatran, Landorus-T
Starmie
Item: Leftovers
Ability: Natural Cure
EVs: 232 Speed / 252 HP / 24 SpA / Timid (+Speed, -Atk), 0 Atk IVs
>Scald
>Psyshock
>Recover
>Rapid Spin
My new Rapid Spinner, in place of what used to be a Cloyster. Starmie has better speed than Cloyster, actually knows what the term "special defense" means, and makes a decent pokemon to switch in when a Breloom appears which used to be a problem, provided that it doesn't use Bullet Seed on the switch. The way I have the EVs set up now, my speed trolls Mega Lucario, then I maxed out HP, because Starmie has low base HP but moderate defenses, making it a much more efficient EV investment. The rest go into special attack.
Scald gets me burns occasionally, and even one turn of burn is often more damage than the extra 10 base power that nerfed surf gives me. Psyshock is the other attack, because, without it, I would be rather unbalanced running 4 special attackers and 2 physical, which would leave me a little open to calm mind sweepers and stuff. Recover and Rapid Spin have pretty clear uses.
Synergy:
Covers teammate weaknesses:
Landorus-T
Heatran
Heatran
Sylveon
Weaknesses covered by:
Heatran, Sylveon, Landorus-T, Gyarados
Sylveon
Manectric, Landorus-T
Heatran
Whoops nothing.
Problems the team has:
No Priority. Not a horribly big deal, as Manectric and Starmie are really fast, while the other members have bulk to take priority/scarfed attacks.
Clefable is actually quite irritating, particularly Cosmic Power. I don't have a dedicated wall breaker, the closest thing I have is Gyarados who can only set up right with Clefable. That only works if Clefable is running Calm Mind, rather than Cosmic Power. If it runs Cosmic Power, I spam haxy attacks like Waterfall and Stone Edge and hope to eventually break through.
Psyshock is annoying on certain users who can get past Sylveon and Heatran, such as Surf Latios. No way to weaken it with Intimidate, and in those cases, Sylveon and Heatran don't do very well either.
Special lucario gives me big problems. Intimidate does nothing, and my main special walls, Sylveon and Heatran, are hit hard by its stabs. Gyarados resists both stabs and is my go-to guy, but it doesn't always OHKO with quake and gets worn down easily if the lucario attacks a lot on switches instead of trying to set up.
Some powerful physical attackers are hard to deal with bar switching around intimidaters. For example, I ran into a Mega Medicham who had Hi Jump Kick, Thunder Punch, Ice Punch and Bullet Punch. It hit everything except Manectric for super effective damage.
Also I'll always find things like Bisharp and Malamar annoying as long as I keep the theme of the team.
to be updated as I find more
Anyway, thank you for reading, and leave your suggestions except don't take out meganectric, or I'll have to change the title :)
This team is sort of a volt turn team (as I say this, I realize only two members have either move), built around Mega Manectric, and the team spams Intimidate, which is nice for taking advantage of physical attackers and keeping the momentum on my side.
So, here it goes.
Mega-Manectric, Landorus-T, Starmie, Heatran, Gyarados, Sylveon are the 6 on here right now.

Landorus-T
Item: Leftovers
Ability: Intimidate
EVs: 252 HP / 104 Speed / 152 Atk / Adamant (+Atk, -SpA)
>Earthquake
>U-Turn
>Stone Edge
>Stealth Rock
This is my lead pokemon unless I see something special in the opponent's team to indicate otherwise, and also one of the Intimidate spammers. Since I'm hoping to force a lot of switches, I put stealth rock there. And U-Turn, for getting the best matchup if the opponent switches. Edge Quake coverage because it's nice. The EVs are to outspeed Jolly Tyranitar (though I don't see many offensive Tyranitars around these days) and max speed Adamant Breloom/Metagross/Bisharp. Then I have 252 HP EVs to get the efficient bulk investment, and the rest in attack.
Synergy:
Covers teammate weaknesses:





Weaknesses covered by:



Meganectric
Item: Manectite
Ability: LightningRod
EVs: 252 SpA / 252 Speed / 4 HP / Timid (+Speed, -Atk), 0 Atk IVs
>Volt Switch
>Thunderbolt
>Overheat
>Hidden Power Ice
The other part of the intimiturn core. Mega Manectric, besides being one of my favorites, is super fast, faster than nearly any unboosted pokemon. So I generally come in, get the intimidate off, and fire a stab volt switch at the opponent to spam more intimidates. Ironically, though, Manectric tends to not be all that intimidating, so often I find myself just staying in and frying the opponent's pokemon with an overheat or HP ice they never saw coming.
The moves and EVs are pretty standard; I run Overheat instead of Flamethrower because Volt Switch spam helps cover the SpA drop, and Manectric is not the strongest mega out there so the power helps a lot. Lightning Rod as the ability makes Manectric pretty strong if I manage to bait an electric attack and switch in, then mega up. A lot of choiced volt switch users (ok, really I mean rotom, but there are a lot of those) are there to abuse Lightning rod.
Synergy:
Covers Teammate Weaknesses:


Weaknesses Covered by:


Heatran
Item: Leftovers
Ability: Flash Fire
EVs: 252 HP / 252 SpD / 4 SpA / Calm (+SpD, -Atk), 0 Atk IV
>Lava Plume
>Toxic
>Roar
>Protect
Heatran brings of a load of resistances that I could definitely use. It's a special wall, to balance out the intimidates flying around. Toxic does damage when Lava Plume isn't doing much, and it also allows me to wall the opponent with a different pokemon later. Protect stalls out toxic and leftovers turns, also scouts random earthquakes. Roar hits opponents who switch, and racks up more hazards damage. Heatran serves as easy counters to a lot of pokemon like Talonflame, Volcarona and various dragons.
synergy:
Covers Teammate weaknesses:





Weaknesses covered by:




Gyarados
Item: Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Speed / 4 SpD / Jolly (+Speed, -SpA)
>Dragon Dance
>Waterfall
>Ice Fang
>Earthquake
Gyarados filled the hole that Cloyster left when I converted cloyster to a rapid spinner, and later kicked cloyster out for Starmie. Essentially, I buy myself free turns to set up and punch holes or sweep. I threw on Intimidate because I could, it worked well with the team and makes Gyarados a handy counter to Lucario and others. Dragon Dance is my set-up move when I have the turn, then attack with the other three. I don't exactly like bounce because of the predictability, so I have Ice Fang because it's a very nifty type to have that I don't have much on my team (also hits frailer grass types and 4x weak dragons), and Earthquake is primarily for Lucario.
synergy:
Covers teammate weaknesses:





Weaknesses covered by:



Sylveon
Item: Leftovers
Ability: Pixilate
EVs: 252 HP / 136 SpD / 108 Def / 12 Speed / Calm (+SpD, -Atk), 0 Atk IV
>Hyper Voice
>Wish
>Heal Bell
>Protect
And, this is my combination of cleric and very bulky special wall. Sylveon passes wishes when it can, heal bells to get rid of status and also hits surprisingly hard for an uninvested cleric. Hyper Voice with pixilate and stab factored in hits 175.5 base power, and Sylveon's base special attack is pretty good at 110. I'm not totally sure what I'm doing with the EVs, I tried to balance physical and special defense a bit, while speed creeping defensive tyranitar because it doesn't take much to do that.
Synergy:
Covers teammate weaknesses:



Weaknesses covered by:



Starmie
Item: Leftovers
Ability: Natural Cure
EVs: 232 Speed / 252 HP / 24 SpA / Timid (+Speed, -Atk), 0 Atk IVs
>Scald
>Psyshock
>Recover
>Rapid Spin
My new Rapid Spinner, in place of what used to be a Cloyster. Starmie has better speed than Cloyster, actually knows what the term "special defense" means, and makes a decent pokemon to switch in when a Breloom appears which used to be a problem, provided that it doesn't use Bullet Seed on the switch. The way I have the EVs set up now, my speed trolls Mega Lucario, then I maxed out HP, because Starmie has low base HP but moderate defenses, making it a much more efficient EV investment. The rest go into special attack.
Scald gets me burns occasionally, and even one turn of burn is often more damage than the extra 10 base power that nerfed surf gives me. Psyshock is the other attack, because, without it, I would be rather unbalanced running 4 special attackers and 2 physical, which would leave me a little open to calm mind sweepers and stuff. Recover and Rapid Spin have pretty clear uses.
Synergy:
Covers teammate weaknesses:




Weaknesses covered by:





Problems the team has:
No Priority. Not a horribly big deal, as Manectric and Starmie are really fast, while the other members have bulk to take priority/scarfed attacks.
Clefable is actually quite irritating, particularly Cosmic Power. I don't have a dedicated wall breaker, the closest thing I have is Gyarados who can only set up right with Clefable. That only works if Clefable is running Calm Mind, rather than Cosmic Power. If it runs Cosmic Power, I spam haxy attacks like Waterfall and Stone Edge and hope to eventually break through.
Psyshock is annoying on certain users who can get past Sylveon and Heatran, such as Surf Latios. No way to weaken it with Intimidate, and in those cases, Sylveon and Heatran don't do very well either.
Special lucario gives me big problems. Intimidate does nothing, and my main special walls, Sylveon and Heatran, are hit hard by its stabs. Gyarados resists both stabs and is my go-to guy, but it doesn't always OHKO with quake and gets worn down easily if the lucario attacks a lot on switches instead of trying to set up.
Some powerful physical attackers are hard to deal with bar switching around intimidaters. For example, I ran into a Mega Medicham who had Hi Jump Kick, Thunder Punch, Ice Punch and Bullet Punch. It hit everything except Manectric for super effective damage.
Also I'll always find things like Bisharp and Malamar annoying as long as I keep the theme of the team.
to be updated as I find more
Anyway, thank you for reading, and leave your suggestions except don't take out meganectric, or I'll have to change the title :)
Used to have a support Cloyster over my Starmie. Here was its old spot in the RMT. I scrapped it for Starmie because it wasn't really laying spikes that well, the first thing I would usually do with a free turn was Rapid Spin. Plus, with the threat of Shell Smash, opponents didn't like giving it free turns. Starmie is faster and harder to wear down due to recover, and also has existent special bulk.
Cloyster
Item: Leftovers
Ability: Skill Link
EVs: 12 Speed / 252 Atk / 240 HP / Adamant (+Atk, -SpA)
>Spikes
>Rapid Spin
>Icicle Spear
>Ice Shard
Originally, this was a shell smash sweeper to take advantage of the free setup turn from the combination of Intimidate spam and high base defense, but I found it really awkward to try and fit in a rapid spinner separately (I was against defog due to the number of switches the team can cause). With rapid spin and Spikes, I still take advantage of free turns effectively, spikes is nice for racking up even more damage from the opponent being annoyed with bouncing around intimidaters. Icicle Spear gives me the best damage against slower, bulkier stuff while Ice Shard sort of gives me speed. I realize they're a bit redundant but I feel like I need both. EVs give me maximum power since I don't have shell smash, then I threw the rest mainly into HP because it's a big payoff with that high defense, while leaving enough speed to creep other base 70s.
Maybe I'm not using Cloyster well, but finding turns to rapid spin is bad enough. Finding turns to use spikes is harder. I might try replacing it with Starmie. I'm just afraid that if something threatens Starmie with a ghost attack, I have no resists. Then again...I could do the generic, if the ghost attack is physical, switch to an intimidate, and if it's special, I could switch to Sylveon or Heatran. Like I do now with Cloyster's rock weakness.
Synergy:
Covers Teammate Weaknesses:
Landorus-T
Heatran, Landorus-T
Weaknesses covered by:
Manectric, Landorus-T
Heatran
Landorus-T, Gyarados, Sylveon
Technically, no I don't have anything for this. However, 99% of OU's rock moves are physical, so they'll be weakened by the intimidate spam. Also, most of them come without stab, with the exceptions of Tyranitar, Terrakion and Aerodactyl. All of those should be scared of me bluffing a water move from Cloyster, but if not, I can deal with them pretty decently with Landorus, and possibly Sylveon for T-tar or Terrakion if I get in safely and/or they are at reduced attack.

Cloyster
Item: Leftovers
Ability: Skill Link
EVs: 12 Speed / 252 Atk / 240 HP / Adamant (+Atk, -SpA)
>Spikes
>Rapid Spin
>Icicle Spear
>Ice Shard
Originally, this was a shell smash sweeper to take advantage of the free setup turn from the combination of Intimidate spam and high base defense, but I found it really awkward to try and fit in a rapid spinner separately (I was against defog due to the number of switches the team can cause). With rapid spin and Spikes, I still take advantage of free turns effectively, spikes is nice for racking up even more damage from the opponent being annoyed with bouncing around intimidaters. Icicle Spear gives me the best damage against slower, bulkier stuff while Ice Shard sort of gives me speed. I realize they're a bit redundant but I feel like I need both. EVs give me maximum power since I don't have shell smash, then I threw the rest mainly into HP because it's a big payoff with that high defense, while leaving enough speed to creep other base 70s.
Maybe I'm not using Cloyster well, but finding turns to rapid spin is bad enough. Finding turns to use spikes is harder. I might try replacing it with Starmie. I'm just afraid that if something threatens Starmie with a ghost attack, I have no resists. Then again...I could do the generic, if the ghost attack is physical, switch to an intimidate, and if it's special, I could switch to Sylveon or Heatran. Like I do now with Cloyster's rock weakness.
Synergy:
Covers Teammate Weaknesses:


Weaknesses covered by:




Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 24 SAtk / 232 Spd
IVs: 0 Atk
Timid Nature
- Scald
- Recover
- Rapid Spin
- Psyshock
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 108 Def / 136 SDef / 12 Spd
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Protect
- Lava Plume
- Toxic
- Roar
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 152 Atk / 104 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Fang
- Earthquake
Ability: Natural Cure
EVs: 252 HP / 24 SAtk / 232 Spd
IVs: 0 Atk
Timid Nature
- Scald
- Recover
- Rapid Spin
- Psyshock
Manectric @ Manectite
Ability: Lightningrod
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 108 Def / 136 SDef / 12 Spd
Calm Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect
Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
IVs: 0 Atk
- Protect
- Lava Plume
- Toxic
- Roar
Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 152 Atk / 104 Spd
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock
Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Dragon Dance
- Waterfall
- Ice Fang
- Earthquake
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