So this is the first team I came up with for OU. The concept behind it is pretty simple, just predict switches and use coverage moves. I can't really categorize this team's playstyle, it's mainly just a bunch of wallbreakers and some support Pokemon slapped together. I lack priority attacks, clerics, boosts and a sweeper. Obviously, my team has a bunch of flaws, which I why I posted to get suggestions about altering them.
Garchompski (Garchomp) (M) @ Choice Band
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Fang
Garchomp is usually the star of the show and my personal choice for a lead. This set is meant to maximize damage and coverage, which should be obvious from the Choice Band and Adamant Nature. EdgeQuake as well as Dragon Claw and Fire Fang gives it excellent coverage, and it has the power and speed to cause some damage. I usually try to keep it alive especially if there are Ground weak Pokemon, but I'm frequently caught off guard by a OHKO from something like HP Ice. I sometimes also sacrifice it to faint an opposing low health sweeper using Rough Skin.
Twinstar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Thunderbolt
- Ice Beam
- Rapid Spin
- Recover
Starmie is my offensive spinner, because my playstyle involves plenty of switching mons around. BoltBeam gives excellent coverage. It is also the Pokemon I switch to when I expect a Water or Psychic move from the opponent. Recover and Natural Cure makes it somewhat bulky, letting me keep it alive a bit longer. One particular instance I love using it is against Dragon Dance Gyarados, since a full health Starmie can take a +1 Waterfall and OHKO with Thunderbolt. That's about the only Pokemon interaction I know though.
Gutzo (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Drain Punch
- Earthquake
- Knock Off
- Ice Punch
Conkeldurr is another hard-hitting Pokemon, but I also use him often to absorb status. Drain Punch heals off Flame Orb damage while Knock Off and Ice Punch is used for coverage. He happens to be the only Knock Off user on my team, but I don't use the move nearly as often, other than against predicted Psychic-type switch-ins. I am aware that Earthquake is mostly redundant when I already have a Fighting-type attack, but I don't really know what to put there.
Gardeknight (Gardevoir) (M) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball
Gardevoir is my personal favorite Pokemon, and the one that I'm least likely to replace on my team. Like just about everything else on my team, his moveset is purely for coverage. Hyper Voice and Psyshock are the obvious STABs, while Focus Blast and Shadow Ball helps him deal with Scizor, Heatran and Ghost-types. Mega Gardevoir hits pretty hard, but my main issue is that he just isn't fast enough.
Convecksed (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
- Lava Plume
- Roar
- Stealth Rock
- Flash Cannon
To be honest, I don't really have a plan in mind for Heatran. It's acts sorta as a glue and a moderately good tank, but it also has the strongest Fire STAB on my team. It can also act as a hazard setter and a stop to Baton Passers. Really though, I'm not familiar with Heatran enough to know if I'm doing things right, so help is especially appreciated here.
Divine Wind (Staraptor) (F) @ Choice Band
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
Staraptor is my dedicated wallbreaker, usually used suicidally to get as many KOs with Brave Bird as possible. Double-Edge and Close Combat are other mainstays. U-turn is to duck out of any matchups I don't like, and it is also the only switch-out move on my team. Considering Staraptor's weakness to Stealth Rock and general frailty, that means I still struggle with [reserving momentum even with U-turn.
Garchompski (Garchomp) (M) @ Choice Band
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Adamant Nature
- Earthquake
- Dragon Claw
- Stone Edge
- Fire Fang
Garchomp is usually the star of the show and my personal choice for a lead. This set is meant to maximize damage and coverage, which should be obvious from the Choice Band and Adamant Nature. EdgeQuake as well as Dragon Claw and Fire Fang gives it excellent coverage, and it has the power and speed to cause some damage. I usually try to keep it alive especially if there are Ground weak Pokemon, but I'm frequently caught off guard by a OHKO from something like HP Ice. I sometimes also sacrifice it to faint an opposing low health sweeper using Rough Skin.
Twinstar (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Thunderbolt
- Ice Beam
- Rapid Spin
- Recover
Starmie is my offensive spinner, because my playstyle involves plenty of switching mons around. BoltBeam gives excellent coverage. It is also the Pokemon I switch to when I expect a Water or Psychic move from the opponent. Recover and Natural Cure makes it somewhat bulky, letting me keep it alive a bit longer. One particular instance I love using it is against Dragon Dance Gyarados, since a full health Starmie can take a +1 Waterfall and OHKO with Thunderbolt. That's about the only Pokemon interaction I know though.
Gutzo (Conkeldurr) (M) @ Flame Orb
Ability: Guts
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Drain Punch
- Earthquake
- Knock Off
- Ice Punch
Conkeldurr is another hard-hitting Pokemon, but I also use him often to absorb status. Drain Punch heals off Flame Orb damage while Knock Off and Ice Punch is used for coverage. He happens to be the only Knock Off user on my team, but I don't use the move nearly as often, other than against predicted Psychic-type switch-ins. I am aware that Earthquake is mostly redundant when I already have a Fighting-type attack, but I don't really know what to put there.
Gardeknight (Gardevoir) (M) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball
Gardevoir is my personal favorite Pokemon, and the one that I'm least likely to replace on my team. Like just about everything else on my team, his moveset is purely for coverage. Hyper Voice and Psyshock are the obvious STABs, while Focus Blast and Shadow Ball helps him deal with Scizor, Heatran and Ghost-types. Mega Gardevoir hits pretty hard, but my main issue is that he just isn't fast enough.
Convecksed (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 252 SAtk / 252 HP / 4 SDef
Quiet Nature
- Lava Plume
- Roar
- Stealth Rock
- Flash Cannon
To be honest, I don't really have a plan in mind for Heatran. It's acts sorta as a glue and a moderately good tank, but it also has the strongest Fire STAB on my team. It can also act as a hazard setter and a stop to Baton Passers. Really though, I'm not familiar with Heatran enough to know if I'm doing things right, so help is especially appreciated here.
Divine Wind (Staraptor) (F) @ Choice Band
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Brave Bird
- Double-Edge
- Close Combat
- U-turn
Staraptor is my dedicated wallbreaker, usually used suicidally to get as many KOs with Brave Bird as possible. Double-Edge and Close Combat are other mainstays. U-turn is to duck out of any matchups I don't like, and it is also the only switch-out move on my team. Considering Staraptor's weakness to Stealth Rock and general frailty, that means I still struggle with [reserving momentum even with U-turn.