Hello this is my first RMT. Please feel free to give some constructive criticism, about my team, to help it. I am even willing to totally change a pokemon for a new one. Note though, not Chansey, becuase I love it. Yes its a gimmick to use Chansey in OU, but whatever.
The Line Up
Mazda Speed (Electrode) @ Focus Sash
Ability: Static
EVs: 82 Atk/176 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Taunt
- Explosion
- Thunder Wave
- Thunderbolt
Electrode is just pure awesomeness. The reason I choose electrode was because somebody said how aerodactyl was like the coolest, and best lead ever. I did a bit of research and was like, shit, it is. Was there anything that can stop the mighty areodactyl? What outspeeds this beast? The answer is electrode. Outside of choice scarfers, and ubers, only electrode and ninjask outspeed the thing. Ninjask isn't no anti lead but, electrode can learn the ever powerful move taunt; tied with focus sash, means electrode can reign terror for at least 2 turns.
So far electrode hasn't failed to live up to its awesomeness. For most standard leads, that set up stealth rocks, I can just taunt them then depending on what they are, attack with thunderbolt to break sashes or, justjust explode or thunder wave them. For most anti leads, I usually just get on with thunderbolting.
The only real things that give electrode problems are, Infernape which has fake out, forcing me to only taunt, before it breaks the sub and I die. And those pesky choice scarfers, I mentioned before. The likes of Azelf and Jirachi, I am usually unsure what there plans are. So I just taunt. Then they trick first and, I am up shits creak. Usually after that, I just switch electrode out; and hope that later on, I can just explode on something, now that its purpose, as an anti-lead, has failed.
The EVs and nature are set up in such a way, that It barely outspeeds aerodactyl. The rest goes to sp. attack for thunderbolt, and then for attack for explosion. I chose static over soundproof because, I don't really see sound moves at all around, and at least then I can sometimes paralyse physical attackers, without thunderwave.
Iron Bird (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/64 Atk/194 Def
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Whirlwind
- Stealth Rock
Well since I ain't setting up rocks with my lead, I might as well set it up with a wall. What what else is better to do that then skarmory. The movepool is pretty straight forward, I believe, whirlwind to annoy people and to make sure people don't set up on me. Its funny, how many people think they can just set up on skarmory. Brave bird to attack, a bit, and roost to heal damage from attackers and the recoil from brave bird.
The EVs are almost straight from the smogon guide, with 64 attack that I believe kills Infernapes on switch ins, or something along those lines. And the hp and defense to wall. This only lacks the speed, they had there because; thats only to outspeed pokemon like rhyperior, which I am not really worried about at all. I went leftovers over shed shell, since I saw that the magnezone usage was falling, plus I haven't seen any yet, at all.
Your Doom (Starmie) @ Choice Scarf
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Hidden Power [Fighting]
- Trick
My main revenge killer here. Also since its a water/psychic type it offers ok switch ins, to fire and fighting types, 2 of which I have a bit of trouble with. Choice Scarf is to make sure I don't get swept by a Salamance, so I can just kill it off with ice beam. Surf for odvious stab. The hp fighting is to surprise kill tyranitars; that normaly kill off starmie becuase of the sp def sandstorm boost, they laugh at Starmies feeble surfing skills. I originally has this set with thunderbolt but, as you shall see, heatran has hidden power electric, to deal with gyrados, and overall my team deals with those things well anyway. I went with trick becuase, my team ended up having a major problem with things like suicune and walrein, which can be immoiblized with a simple trick or taunt. Since electrode dies usually early on, I needed another one, and starmie has to do it.
The EVs just add more speed, and sp attack, to make it revenge kill. Modest over timid because I think choice scarf and 252 speed are enough.
---
Boomer (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Hidden Power [Electric]
- Flamethrower
- Explosion
As said before, I have a fire problem, so when I made this team I used heatran to absorb fire hits. Also I use it on most of my teams anyway, its become my second favorite Shinnoh pokemon, overdone by the great gastrodon. Also this offers, ironically, as a nice heatran counter to any heatrans, that lack max speed+choice scarf aswell, and even then, its up to a speed tie.
Earth power is to kill those heatrans, I just mentioned. I hate moves that miss a lot, like fire blast and, I would rather give up power, then bash my computer monitor into the ground, when I miss twice. Hidden power electric is to make up for starmie's loss, of thunderbolt and, to surprise kill gyardos. Explosion is to just go KA BOOM, if heatran needs to be a revenge killer.
The EVs and nature add that speed that I need, and sp attack thats usefull. Naive is so I don't power down my explosion, instead I power down my sp def, becuase heatran usually dies to surf anyway.
---
Blisseys Uber (Chansey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Bold nature (+Def, -Atk)
- Heal Bell
- Wish
- Protect
- Seismic Toss
I hate Blissey. I just do. So when I wanted a sp wall, cleric blissey fitted the spot but I was like no way, I would rather go for a Chansey. They are almost identical to each other in stats, so "wynaut?" I realize that this team won't be the best ever if I keep Chansey, but eh, I can live with that.
As far as the EVs go, I played it like a weak Blissey, not like a UU chansey, with the 252 Def and 252 Sp Def, since that only applies to UU play. Here I have a bold nature, to help with the defensive hits, along with the 252 defense. The rest goes to HP, like Blissey in OU.
The moveset is unique, to say the least. See cleric and wish Blissey/Chansey could never meet, until HG/SS, where heal bell became a tutor move. Perfectly legal together now. That said protect is for healing the next turn after wish, and leftovers if needed, and seismic toss for a needed attack. So my Chansey makes a nice little supporter that can heal my pokemon in both HP and status.
---
What Else (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- U-turn
- Pursuit
Lol the pic.
Anyway I needed a physical sweeper on my team, with 2 special already. Also scizor is a fire magnet for me to increase heatran's flamethower with. Also scizor is like the number one pokemon in OU, so I went ahead with it. This set it pretty much the norm in scizor sets. If you don't already know bullet punch+ stab+ techician = a 90 base power priority attack. With choice band, it just, quite frankly, rules. The rest of the moves are of coverage. Superpower for tyranitar and Blissey. Pursuit is for those psychic and ghost types, that I switch into. And u-turn, to get out of there, if they predict scizor.
The EVs and nature, just add to the attack. The rest get dumped into its HP, to take some hits from switch ins, and be bulky
The Line Up







Mazda Speed (Electrode) @ Focus Sash
Ability: Static
EVs: 82 Atk/176 Spd/252 SAtk
Hasty nature (+Spd, -Def)
- Taunt
- Explosion
- Thunder Wave
- Thunderbolt
Electrode is just pure awesomeness. The reason I choose electrode was because somebody said how aerodactyl was like the coolest, and best lead ever. I did a bit of research and was like, shit, it is. Was there anything that can stop the mighty areodactyl? What outspeeds this beast? The answer is electrode. Outside of choice scarfers, and ubers, only electrode and ninjask outspeed the thing. Ninjask isn't no anti lead but, electrode can learn the ever powerful move taunt; tied with focus sash, means electrode can reign terror for at least 2 turns.
So far electrode hasn't failed to live up to its awesomeness. For most standard leads, that set up stealth rocks, I can just taunt them then depending on what they are, attack with thunderbolt to break sashes or, justjust explode or thunder wave them. For most anti leads, I usually just get on with thunderbolting.
The only real things that give electrode problems are, Infernape which has fake out, forcing me to only taunt, before it breaks the sub and I die. And those pesky choice scarfers, I mentioned before. The likes of Azelf and Jirachi, I am usually unsure what there plans are. So I just taunt. Then they trick first and, I am up shits creak. Usually after that, I just switch electrode out; and hope that later on, I can just explode on something, now that its purpose, as an anti-lead, has failed.
The EVs and nature are set up in such a way, that It barely outspeeds aerodactyl. The rest goes to sp. attack for thunderbolt, and then for attack for explosion. I chose static over soundproof because, I don't really see sound moves at all around, and at least then I can sometimes paralyse physical attackers, without thunderwave.

Iron Bird (Skarmory) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/64 Atk/194 Def
Impish nature (+Def, -SAtk)
- Brave Bird
- Roost
- Whirlwind
- Stealth Rock
Well since I ain't setting up rocks with my lead, I might as well set it up with a wall. What what else is better to do that then skarmory. The movepool is pretty straight forward, I believe, whirlwind to annoy people and to make sure people don't set up on me. Its funny, how many people think they can just set up on skarmory. Brave bird to attack, a bit, and roost to heal damage from attackers and the recoil from brave bird.
The EVs are almost straight from the smogon guide, with 64 attack that I believe kills Infernapes on switch ins, or something along those lines. And the hp and defense to wall. This only lacks the speed, they had there because; thats only to outspeed pokemon like rhyperior, which I am not really worried about at all. I went leftovers over shed shell, since I saw that the magnezone usage was falling, plus I haven't seen any yet, at all.

Your Doom (Starmie) @ Choice Scarf
Ability: Natural Cure
EVs: 6 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Surf
- Ice Beam
- Hidden Power [Fighting]
- Trick
My main revenge killer here. Also since its a water/psychic type it offers ok switch ins, to fire and fighting types, 2 of which I have a bit of trouble with. Choice Scarf is to make sure I don't get swept by a Salamance, so I can just kill it off with ice beam. Surf for odvious stab. The hp fighting is to surprise kill tyranitars; that normaly kill off starmie becuase of the sp def sandstorm boost, they laugh at Starmies feeble surfing skills. I originally has this set with thunderbolt but, as you shall see, heatran has hidden power electric, to deal with gyrados, and overall my team deals with those things well anyway. I went with trick becuase, my team ended up having a major problem with things like suicune and walrein, which can be immoiblized with a simple trick or taunt. Since electrode dies usually early on, I needed another one, and starmie has to do it.
The EVs just add more speed, and sp attack, to make it revenge kill. Modest over timid because I think choice scarf and 252 speed are enough.
---

Boomer (Heatran) (M) @ Choice Scarf
Ability: Flash Fire
EVs: 6 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Earth Power
- Hidden Power [Electric]
- Flamethrower
- Explosion
As said before, I have a fire problem, so when I made this team I used heatran to absorb fire hits. Also I use it on most of my teams anyway, its become my second favorite Shinnoh pokemon, overdone by the great gastrodon. Also this offers, ironically, as a nice heatran counter to any heatrans, that lack max speed+choice scarf aswell, and even then, its up to a speed tie.
Earth power is to kill those heatrans, I just mentioned. I hate moves that miss a lot, like fire blast and, I would rather give up power, then bash my computer monitor into the ground, when I miss twice. Hidden power electric is to make up for starmie's loss, of thunderbolt and, to surprise kill gyardos. Explosion is to just go KA BOOM, if heatran needs to be a revenge killer.
The EVs and nature add that speed that I need, and sp attack thats usefull. Naive is so I don't power down my explosion, instead I power down my sp def, becuase heatran usually dies to surf anyway.
---

Blisseys Uber (Chansey) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP/252 Def/6 SDef
Bold nature (+Def, -Atk)
- Heal Bell
- Wish
- Protect
- Seismic Toss
I hate Blissey. I just do. So when I wanted a sp wall, cleric blissey fitted the spot but I was like no way, I would rather go for a Chansey. They are almost identical to each other in stats, so "wynaut?" I realize that this team won't be the best ever if I keep Chansey, but eh, I can live with that.
As far as the EVs go, I played it like a weak Blissey, not like a UU chansey, with the 252 Def and 252 Sp Def, since that only applies to UU play. Here I have a bold nature, to help with the defensive hits, along with the 252 defense. The rest goes to HP, like Blissey in OU.
The moveset is unique, to say the least. See cleric and wish Blissey/Chansey could never meet, until HG/SS, where heal bell became a tutor move. Perfectly legal together now. That said protect is for healing the next turn after wish, and leftovers if needed, and seismic toss for a needed attack. So my Chansey makes a nice little supporter that can heal my pokemon in both HP and status.
---

What Else (Scizor) (F) @ Choice Band
Ability: Technician
EVs: 252 HP/252 Atk/6 Def
Adamant nature (+Atk, -SAtk)
- Bullet Punch
- Superpower
- U-turn
- Pursuit
Lol the pic.
Anyway I needed a physical sweeper on my team, with 2 special already. Also scizor is a fire magnet for me to increase heatran's flamethower with. Also scizor is like the number one pokemon in OU, so I went ahead with it. This set it pretty much the norm in scizor sets. If you don't already know bullet punch+ stab+ techician = a 90 base power priority attack. With choice band, it just, quite frankly, rules. The rest of the moves are of coverage. Superpower for tyranitar and Blissey. Pursuit is for those psychic and ghost types, that I switch into. And u-turn, to get out of there, if they predict scizor.
The EVs and nature, just add to the attack. The rest get dumped into its HP, to take some hits from switch ins, and be bulky