Hey all. New to the forums but hoping to get a bit more into the community here, starting with this team
I've done a decent bit of laddering and labbing with it and think it's come out nicely!
Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Low Kick
- Spikes
The first mon on this team is scarf Gren. It is incredible speed control, plays mental game well with both Protean and U-Turn, has good coverage in Low Kick (mainly for TTar) and provides Spikes support to help Alakazam, Heatran, M-Gyarados and Koko wallbreak more effectively. Gren doesn't exactly expect to get many kills, but it revenge kills very well and can sweep with Ice Beam late game- as such, I've given it Sp.Atk EVs over Atk.
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Dazzling Gleam
- Recover
The second member here is regular Alakazam. I think both regular and Mega Zam are pretty big threats right now and appreciate Spikes alot, and this set is very good at coming in late to click Psychic over and over. I've also seen a fair deal of Gengar in OU recently, so this works to beat any non-Scarf/-Sash variants. Its attacking moves are pretty basic, but I'm running Recover here over a 4th attacking move or Encore, as Zam can easily heal up on more defensively invested special attackers such as Fini, Starmie, Magearna(-ish), Amoongus, some Lati variants etc. that might normally 1v1 it. One issue I find, however, is that this Zam doesn't beat Knock Off M-Sableye, whereas Mega Zam eats one from most sets and 2HKOs with Dazzling Gleam- so future adaptations of this team might utilise M-Alakazam rather than LO.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 124 Atk / 180 Def / 24 SpD / 180 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Superpower
*insert obligatory Lando*
What would an OU team be without Lando-T? Bad, of course :] I've opted for a defensive Helmet Defogger, since rocks and spikes both hit basically my entire team. I found my team to be kind of weak to M-Lopunny, so the defensive EVs let it always take Fake Out > Ice Punch, and the Atk investment lets it always KO back with Superpower. The remaining IVS going into Speed conveniently lets it out speed things like Magearna, Magnezone or Tyranitar 100% of the time, which could be good for bulky Tars that don't expect a Superpower, and the 24 Sp.Def EVs are just for good measure.. I guess. There's not too much to say about it, it just does what Landorus does best- 1v1 physical attackers and weaken teams.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Dragon Pulse
Now this is a set I love using. This offensive Tran set is designed to benefit from Gren's Spikes and surprise a lot of its own checks, which will usually expect it to be defensive. Fire Blast and Earth Power are the main attacks, with Nature Power under Electric Terrain being a nice niche for predicting switch-ins from one of Tran's greatest counters- Keldeo. ..or any other water type, pretty much. Dragon Pulse is useful as a neutral finishing move and for big damage on the Lati twins and any Dragonite without Multiscale. Since it's made to somewhat counter Keldeo and other waters, future variants could be Scarf instead of LO, which would help to scout for opposing Scarfers, especially if Tran isn't so useful and risking it is worth it.
Tapu Koko @ Choice Band
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Thunder Punch
- U-turn
- Brave Bird
The 5th team member here is Koko- the only true heater set, Banded. I saw this legend 6-0 stall in HF and thought it would be nice to try for fun, but it proved to be more viable than I thought. Koko's base Atk is actually higher than its Sp.Atk, its physical moves aren't too bad, and its naturally amazing speed tier allow it to run this set quite comfortably. Wild Charge under terrain shreds through anything that isn't a resist or immunity, T Punch is nice for picking things off without risking recoil, and U-Turn and Brave Bird are nice for momentum and coverage. Being a somewhat unorthodox set, it often lures common counters to special or Screens sets like Chansey or Bulu, which proceed to get massacred by Wild Charge/Brave Bird respectively (though Wild Charging on Chansey comes with a huge amount of recoil). One of T Punch or Wild Charge could be replaced with HP Ice/fire, since this set is near enough walled by things like Lando-T and Ferrothorn.
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Fang
Rounding off the team is a nice M-Gyarados. While building, I realised I dont have a setup sweeper to take advantage of Spikes. I also didn't have a good Ghost counter, and Dos' naturally good special bulk allows it to switch in comfortably on special attackers and threaten them out or DD on them. I've never exactly known what to run for 3-attacks, but I figured aice Fang was necessary for Bulu, Breloom etc. and I had no other dark move on the team, so Crunch was a must too. I figured EQ would be more useful than Waterfall for the abundance of Steels in OU. Having no Water move on this team despite having two Water types may prove an issue, but I feel overall these mons form a very solid offense squad.
Well, that's the team. Thank you for taking the time to check it out, and I hope I explained all my sets/spreads well enough. Please do respond with any constructive criticism you might have, I'm open to any changes! :]

Greninja @ Choice Scarf
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- U-turn
- Ice Beam
- Low Kick
- Spikes
The first mon on this team is scarf Gren. It is incredible speed control, plays mental game well with both Protean and U-Turn, has good coverage in Low Kick (mainly for TTar) and provides Spikes support to help Alakazam, Heatran, M-Gyarados and Koko wallbreak more effectively. Gren doesn't exactly expect to get many kills, but it revenge kills very well and can sweep with Ice Beam late game- as such, I've given it Sp.Atk EVs over Atk.
Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Hidden Power [Fire]
- Dazzling Gleam
- Recover
The second member here is regular Alakazam. I think both regular and Mega Zam are pretty big threats right now and appreciate Spikes alot, and this set is very good at coming in late to click Psychic over and over. I've also seen a fair deal of Gengar in OU recently, so this works to beat any non-Scarf/-Sash variants. Its attacking moves are pretty basic, but I'm running Recover here over a 4th attacking move or Encore, as Zam can easily heal up on more defensively invested special attackers such as Fini, Starmie, Magearna(-ish), Amoongus, some Lati variants etc. that might normally 1v1 it. One issue I find, however, is that this Zam doesn't beat Knock Off M-Sableye, whereas Mega Zam eats one from most sets and 2HKOs with Dazzling Gleam- so future adaptations of this team might utilise M-Alakazam rather than LO.
Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 124 Atk / 180 Def / 24 SpD / 180 Spe
Adamant Nature
- Earthquake
- U-turn
- Defog
- Superpower
*insert obligatory Lando*
What would an OU team be without Lando-T? Bad, of course :] I've opted for a defensive Helmet Defogger, since rocks and spikes both hit basically my entire team. I found my team to be kind of weak to M-Lopunny, so the defensive EVs let it always take Fake Out > Ice Punch, and the Atk investment lets it always KO back with Superpower. The remaining IVS going into Speed conveniently lets it out speed things like Magearna, Magnezone or Tyranitar 100% of the time, which could be good for bulky Tars that don't expect a Superpower, and the 24 Sp.Def EVs are just for good measure.. I guess. There's not too much to say about it, it just does what Landorus does best- 1v1 physical attackers and weaken teams.
Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Nature Power
- Dragon Pulse
Now this is a set I love using. This offensive Tran set is designed to benefit from Gren's Spikes and surprise a lot of its own checks, which will usually expect it to be defensive. Fire Blast and Earth Power are the main attacks, with Nature Power under Electric Terrain being a nice niche for predicting switch-ins from one of Tran's greatest counters- Keldeo. ..or any other water type, pretty much. Dragon Pulse is useful as a neutral finishing move and for big damage on the Lati twins and any Dragonite without Multiscale. Since it's made to somewhat counter Keldeo and other waters, future variants could be Scarf instead of LO, which would help to scout for opposing Scarfers, especially if Tran isn't so useful and risking it is worth it.
Tapu Koko @ Choice Band
Ability: Electric Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wild Charge
- Thunder Punch
- U-turn
- Brave Bird
The 5th team member here is Koko- the only true heater set, Banded. I saw this legend 6-0 stall in HF and thought it would be nice to try for fun, but it proved to be more viable than I thought. Koko's base Atk is actually higher than its Sp.Atk, its physical moves aren't too bad, and its naturally amazing speed tier allow it to run this set quite comfortably. Wild Charge under terrain shreds through anything that isn't a resist or immunity, T Punch is nice for picking things off without risking recoil, and U-Turn and Brave Bird are nice for momentum and coverage. Being a somewhat unorthodox set, it often lures common counters to special or Screens sets like Chansey or Bulu, which proceed to get massacred by Wild Charge/Brave Bird respectively (though Wild Charging on Chansey comes with a huge amount of recoil). One of T Punch or Wild Charge could be replaced with HP Ice/fire, since this set is near enough walled by things like Lando-T and Ferrothorn.
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Earthquake
- Ice Fang
Rounding off the team is a nice M-Gyarados. While building, I realised I dont have a setup sweeper to take advantage of Spikes. I also didn't have a good Ghost counter, and Dos' naturally good special bulk allows it to switch in comfortably on special attackers and threaten them out or DD on them. I've never exactly known what to run for 3-attacks, but I figured aice Fang was necessary for Bulu, Breloom etc. and I had no other dark move on the team, so Crunch was a must too. I figured EQ would be more useful than Waterfall for the abundance of Steels in OU. Having no Water move on this team despite having two Water types may prove an issue, but I feel overall these mons form a very solid offense squad.
Well, that's the team. Thank you for taking the time to check it out, and I hope I explained all my sets/spreads well enough. Please do respond with any constructive criticism you might have, I'm open to any changes! :]