I have created a pretty decent team so far. I created this earlier today and have (so far) gotten just over a 1600 rating on the PS OU ladder, but I am open to advice on how to improve my team.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Protect
- Knock Off
- Earthquake
- Ice Fang
I have always loved Gliscor and his bulk and ability, but this is the first time I've run this set and it has surprised many opponents. Knock Off is always a great move to use on just about anytime the opponent switches. Earthquake is obviously for reliable STAB damage. Protect is great for scouting what your opponent is trying to do and I chose Ice Fang as my last slot for coverage against opposing Gliscor, Landorus, and Garchomp. The adamant nature and full attack EVs have surprised me at what it can KO.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
It's Greninja. What more can I say? Greninja provides fantastic offensive pressure with constant STAB thanks to the Protean ability, which otherwise this team would somewhat lack. Hydro Pump and Ice Beam are staple moves that cover many threats. Extrasensory is coverage mainly for the occasional Mega-Venusaur I come across. I feel like there is a better option than Hidden Power Fire because I never find myself using it, but I cannot think of another move to replace it.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Rotom-Wash provides the Volt part of my VoltTurn core and is here to take most special attacks. Hydro Pump is used for good STAB while Rest can recover my health to full, restore status, and further take special attacks. Will-O-Wisp is used to hinder physical attackers and provide residual damage.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Stone Edge
- Earthquake
- Stealth Rock
Landorus-Therian is my Stealth Rock setter and is a decent lead thanks to scarfed U-turn or forcing opposing leads out while setting up Stealth Rock turn one. The Intimidate ability is great for slowing down physical attackers. Landorus-Therian is the Turn partof my VoltTurn core further providing the momentum needed to stay ahead of my opponent.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Flash Cannon
- Thunder
- Hidden Power [Fire]
- Volt Switch
Magnezone had worked wonders on this team, taking out opposing steel types thanks to Magnet Pull and Hidden Power Fire coverage. This is another Volt Switch user to even further provide momentum boosts while still doing decent damage. I use Thunder for the sheer damage it provides, but I'm tempted to switch to Thunderbolt because of the game-changing miss chance it has.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stone Edge
- Ice Punch
And finally my Mega Pokemon. I chose Mega Aggron for the surprise factor. I have yet to see anyone else use Mega Aggron in OU and I believe it really surprises opponents with how bulky it really is. It takes roughly 45-50% damage from a Drain Punch from Mega Medicham (thanks to Filter), and can easily OHKO with Heavy Slam. Mega Aggron is underestimated in its bulk and power.
So that is my team. So far I am 9-2 with this team and I have noticed that I have trouble with Mega Blastoise and Mega Venusaur (outside of Greninja). Otherwise I have had great success thus far. I am here to receive criticism on my team and am open to any suggestions on how to improve. Thanks in advance.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 HP / 252 Atk / 72 Spe
Adamant Nature
- Protect
- Knock Off
- Earthquake
- Ice Fang
I have always loved Gliscor and his bulk and ability, but this is the first time I've run this set and it has surprised many opponents. Knock Off is always a great move to use on just about anytime the opponent switches. Earthquake is obviously for reliable STAB damage. Protect is great for scouting what your opponent is trying to do and I chose Ice Fang as my last slot for coverage against opposing Gliscor, Landorus, and Garchomp. The adamant nature and full attack EVs have surprised me at what it can KO.
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Extrasensory
- Hidden Power [Fire]
It's Greninja. What more can I say? Greninja provides fantastic offensive pressure with constant STAB thanks to the Protean ability, which otherwise this team would somewhat lack. Hydro Pump and Ice Beam are staple moves that cover many threats. Extrasensory is coverage mainly for the occasional Mega-Venusaur I come across. I feel like there is a better option than Hidden Power Fire because I never find myself using it, but I cannot think of another move to replace it.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Rotom-Wash provides the Volt part of my VoltTurn core and is here to take most special attacks. Hydro Pump is used for good STAB while Rest can recover my health to full, restore status, and further take special attacks. Will-O-Wisp is used to hinder physical attackers and provide residual damage.
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Stone Edge
- Earthquake
- Stealth Rock
Landorus-Therian is my Stealth Rock setter and is a decent lead thanks to scarfed U-turn or forcing opposing leads out while setting up Stealth Rock turn one. The Intimidate ability is great for slowing down physical attackers. Landorus-Therian is the Turn partof my VoltTurn core further providing the momentum needed to stay ahead of my opponent.
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Flash Cannon
- Thunder
- Hidden Power [Fire]
- Volt Switch
Magnezone had worked wonders on this team, taking out opposing steel types thanks to Magnet Pull and Hidden Power Fire coverage. This is another Volt Switch user to even further provide momentum boosts while still doing decent damage. I use Thunder for the sheer damage it provides, but I'm tempted to switch to Thunderbolt because of the game-changing miss chance it has.
Aggron @ Aggronite
Ability: Sturdy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Heavy Slam
- Earthquake
- Stone Edge
- Ice Punch
And finally my Mega Pokemon. I chose Mega Aggron for the surprise factor. I have yet to see anyone else use Mega Aggron in OU and I believe it really surprises opponents with how bulky it really is. It takes roughly 45-50% damage from a Drain Punch from Mega Medicham (thanks to Filter), and can easily OHKO with Heavy Slam. Mega Aggron is underestimated in its bulk and power.
So that is my team. So far I am 9-2 with this team and I have noticed that I have trouble with Mega Blastoise and Mega Venusaur (outside of Greninja). Otherwise I have had great success thus far. I am here to receive criticism on my team and am open to any suggestions on how to improve. Thanks in advance.