So I've been going through my box and seeing what pokemon I could try to team together. I looked through a few of them and did a few calcs and I think I got a team that can do some good work. This is one of the few Showdown teams I have constructed that cleans up and does good work in the OU tier so I want to know if there are any suggestions or maybe even some replacements that can be made on this team. Here below is the colorful list of fighters for this team:
(The Leader…?)
Zoroark @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Flamethrower
- Focus Blast
Zoroark - The first M for Mind games, I wanted a solid lead or a suicide lead to test the opponents team and possible have them guess wrong by using Illusion with Metagross or Roserade to try and get a free Nasty Plot. Dark Pulse is for the STAB bonus especially after a successful Nasty Plot to one shot psychic and ghost types such as Alakazam and Gengar.
Focus Blast takes care of other dark types seen in the tier, such as Hydreigon or Greninja if I illusion with Infernape. It’s also a switch in saver for Infernape and Roserade if my opponents also go for a psychic type move. Flamethrower is there for taking out other steel types and grass types. Zoroark will usually be my lead or will be a trick to make opponents think I’m leading with Zoroark.
(The Sweeper)
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hammer Arm
- Bullet Punch
- Meteor Mash
- Zen Headbutt
Metagross/Mega-Metagross – Metagross is the power of the team and the switch for Zoroark if the illusion is broken. I went with Jolly to maximize as much speed as possible because most battles are won by who can attack the fastest so it’s a speed attacker with less bulk. Bullet Punch is for priority so that Metagross is fast enough to hit anything with low HP before they can take him out. Meteor Mash STAB required for the chance if boosting his Attack stat more.
Hammer Arm instead of Earthquake because this Metagross prioritizes damage over all else and Hammer Arm is better to take out other steel types than Earthquake and Hammer Arm can take out Dark Types if Zoroark is KO’d. He’s the first line of attack and I wanted that to show. Zen Headbutt STAB for that extra chance of flinching and to have an option for pokemon like Aerodactyl.
(The Hazard Setter)
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Sludge Bomb
- Giga Drain/Leaf Storm
- Extrasensory
Roserade – This is a second choice for the lead if Zoroark does not start to keep people thinking whether or not if it’s a Zoroark. If they go for the bluff, it’s a free turn to set up Toxic Spikes rather than going for the traditional toxic. I chose T-Spikes because even though the chances are high they have a poison type themselves it’s a sign for Metagross to come in. It is also the shield for any possible toxic besides Metagross because Toxic is a commonly seen move in the tier.
I am stuck between Giga Drain for recovery or Leaf Storm for emergency damage. Both moves are for any water types that will be a threat to Infernape and Metagross since I don’t want my main attackers going down. Right now I have it on Giga Drain for recovery because I only have one healer mon and Giga Drain mean Roserade is around longer to setup T.Spikes again once all poison and steel types are gone. Extrasensory is another emergency option/surprise attack for anyone thinking Roserade is just a hazards mon. I have it for Roserade to take out poison types.
(Switch Shield)
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Volt Switch
- Roost
- Defog
- Heat Wave/Thunderbolt/Thunder wave
Zapdos – Volt switcher Zapdos because I needed a pokemon that can defend most of the pokemon on this team. It’s immune to Earth/Fighting type moves that can destroy Metagross, Infernape, and Zoroark. Defog is to take care of other hazards, especially Stealth rocks, Spikes, and T.Spikes if Arceus forbids anything was to happen to Roserade. This Zapdos is built to be the defensive mon to switch into incase there is a problem. With Roost Zapdos can stay on the field and take hits if it has to while I type to strategize. At best times he’s a hazards clearer and at bad times he’s a stall mon.
Heat wave is there for coverage. It takes care of fire and steel types in the tier. I can also switch it out with Thunderbolt to give Zapdos an offensive move with STAB or Thunder wave to put up paralysis. This Zapdos is built for defense and not offense. I just needed a tank to take a hit on switch in to a move and them Roost or a switch if I predict an Earthquake, Focus Blast, etc. Volt Switch is very important if I need to get certain pokemon on the field like Roserade to cancel out poison, Vaporeon to take an ice beam, Infernape for grass types, and Metagross for fairy types.
(Healer/Cleric)
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Calm Nature
- Heal Bell
- Protect
- Wish
- Scald
Vaporeon – Vaporeon has the hard job of keeping most of my team alive in case I make a bad play. It’s made for a Wish switch, it’s predictable but it works, Vaporeon either gets health back or I can switch to one of my attackers and it gets more health back. Toxic and Paralysis is a huge problem in the tier so I dropped off Baton Pass for Heal Bell because Vaporeon gets outspeed by almost everyone in the tier for Baton Pass to do its job and Heal Bell will take care of status effects on my team.
Scald is there for some STAB offensive and also the chance for burn is always helpful for cutting down damage to my team. It almost always causes a switch out with is a free wish or a switch for myself. Protect is Vaporeon’s wall incase it needs a wish heal of it’s own because without Vaporeon the team would fall apart.
(Late Game Sweeper)
Infernape @ Life Orb
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Grass Knot
Infernape – My secondary attack option for this team. It’s job is the same as Metagross, take care of all threats and cut down as many pokemon as possible. Mach Punch is for priority especially if I want to hit things like Hydreigon and get quick damage off for other pokemon to finish it off. Close Combat is the preferred STAB of choice as well as Flare Blitz. Even with Flare Blitz’s recoil it’s to one shot fire types and ice types. Close Combat does the same thing to ground types and it’s job is to take them out before they can fire off an Earthquake.
Grass Knot is to take out other Mega’s like Metagross, Aggron, and Swampert for extra coverage and to use their own bulk against them. Infernape’s role is to play backup to Metagross. In a perfect game he’s not needed, but if Metagross gets KO’d then Infernape steps in and finishes what Metagross started.
This team is an Offensive Heal team, its job is to do as much damage as it can or switch to a more defensive mon for healing so that I can quickly switch back and gain momentum once the threat has passed. It works in Showdown OU and in most team builders I have most of my coverages set. My only problems I see would be I need answers to Ghost types and Dragon types.
Any suggestions anyone can offer me? I would also like to know any good replacements for Zapdos because getting a Zapdos with that nature and good iv’s is nearly impossible for me unless I can find someone here to offer me one for trade. Zoroark is also only on the team for coverage and because I want to show illusion is good and can do work but if there are other options besides Zoroark that can do it’s coverage and more please tell me.

(The Leader…?)
Zoroark @ Life Orb
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Dark Pulse
- Flamethrower
- Focus Blast
Zoroark - The first M for Mind games, I wanted a solid lead or a suicide lead to test the opponents team and possible have them guess wrong by using Illusion with Metagross or Roserade to try and get a free Nasty Plot. Dark Pulse is for the STAB bonus especially after a successful Nasty Plot to one shot psychic and ghost types such as Alakazam and Gengar.
Focus Blast takes care of other dark types seen in the tier, such as Hydreigon or Greninja if I illusion with Infernape. It’s also a switch in saver for Infernape and Roserade if my opponents also go for a psychic type move. Flamethrower is there for taking out other steel types and grass types. Zoroark will usually be my lead or will be a trick to make opponents think I’m leading with Zoroark.


(The Sweeper)
Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hammer Arm
- Bullet Punch
- Meteor Mash
- Zen Headbutt
Metagross/Mega-Metagross – Metagross is the power of the team and the switch for Zoroark if the illusion is broken. I went with Jolly to maximize as much speed as possible because most battles are won by who can attack the fastest so it’s a speed attacker with less bulk. Bullet Punch is for priority so that Metagross is fast enough to hit anything with low HP before they can take him out. Meteor Mash STAB required for the chance if boosting his Attack stat more.
Hammer Arm instead of Earthquake because this Metagross prioritizes damage over all else and Hammer Arm is better to take out other steel types than Earthquake and Hammer Arm can take out Dark Types if Zoroark is KO’d. He’s the first line of attack and I wanted that to show. Zen Headbutt STAB for that extra chance of flinching and to have an option for pokemon like Aerodactyl.

(The Hazard Setter)
Roserade @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Toxic Spikes
- Sludge Bomb
- Giga Drain/Leaf Storm
- Extrasensory
Roserade – This is a second choice for the lead if Zoroark does not start to keep people thinking whether or not if it’s a Zoroark. If they go for the bluff, it’s a free turn to set up Toxic Spikes rather than going for the traditional toxic. I chose T-Spikes because even though the chances are high they have a poison type themselves it’s a sign for Metagross to come in. It is also the shield for any possible toxic besides Metagross because Toxic is a commonly seen move in the tier.
I am stuck between Giga Drain for recovery or Leaf Storm for emergency damage. Both moves are for any water types that will be a threat to Infernape and Metagross since I don’t want my main attackers going down. Right now I have it on Giga Drain for recovery because I only have one healer mon and Giga Drain mean Roserade is around longer to setup T.Spikes again once all poison and steel types are gone. Extrasensory is another emergency option/surprise attack for anyone thinking Roserade is just a hazards mon. I have it for Roserade to take out poison types.

(Switch Shield)
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Volt Switch
- Roost
- Defog
- Heat Wave/Thunderbolt/Thunder wave
Zapdos – Volt switcher Zapdos because I needed a pokemon that can defend most of the pokemon on this team. It’s immune to Earth/Fighting type moves that can destroy Metagross, Infernape, and Zoroark. Defog is to take care of other hazards, especially Stealth rocks, Spikes, and T.Spikes if Arceus forbids anything was to happen to Roserade. This Zapdos is built to be the defensive mon to switch into incase there is a problem. With Roost Zapdos can stay on the field and take hits if it has to while I type to strategize. At best times he’s a hazards clearer and at bad times he’s a stall mon.
Heat wave is there for coverage. It takes care of fire and steel types in the tier. I can also switch it out with Thunderbolt to give Zapdos an offensive move with STAB or Thunder wave to put up paralysis. This Zapdos is built for defense and not offense. I just needed a tank to take a hit on switch in to a move and them Roost or a switch if I predict an Earthquake, Focus Blast, etc. Volt Switch is very important if I need to get certain pokemon on the field like Roserade to cancel out poison, Vaporeon to take an ice beam, Infernape for grass types, and Metagross for fairy types.

(Healer/Cleric)
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Calm Nature
- Heal Bell
- Protect
- Wish
- Scald
Vaporeon – Vaporeon has the hard job of keeping most of my team alive in case I make a bad play. It’s made for a Wish switch, it’s predictable but it works, Vaporeon either gets health back or I can switch to one of my attackers and it gets more health back. Toxic and Paralysis is a huge problem in the tier so I dropped off Baton Pass for Heal Bell because Vaporeon gets outspeed by almost everyone in the tier for Baton Pass to do its job and Heal Bell will take care of status effects on my team.
Scald is there for some STAB offensive and also the chance for burn is always helpful for cutting down damage to my team. It almost always causes a switch out with is a free wish or a switch for myself. Protect is Vaporeon’s wall incase it needs a wish heal of it’s own because without Vaporeon the team would fall apart.

(Late Game Sweeper)
Infernape @ Life Orb
Ability: Blaze
EVs: 168 Atk / 88 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Mach Punch
- Close Combat
- Grass Knot
Infernape – My secondary attack option for this team. It’s job is the same as Metagross, take care of all threats and cut down as many pokemon as possible. Mach Punch is for priority especially if I want to hit things like Hydreigon and get quick damage off for other pokemon to finish it off. Close Combat is the preferred STAB of choice as well as Flare Blitz. Even with Flare Blitz’s recoil it’s to one shot fire types and ice types. Close Combat does the same thing to ground types and it’s job is to take them out before they can fire off an Earthquake.
Grass Knot is to take out other Mega’s like Metagross, Aggron, and Swampert for extra coverage and to use their own bulk against them. Infernape’s role is to play backup to Metagross. In a perfect game he’s not needed, but if Metagross gets KO’d then Infernape steps in and finishes what Metagross started.
This team is an Offensive Heal team, its job is to do as much damage as it can or switch to a more defensive mon for healing so that I can quickly switch back and gain momentum once the threat has passed. It works in Showdown OU and in most team builders I have most of my coverages set. My only problems I see would be I need answers to Ghost types and Dragon types.
Any suggestions anyone can offer me? I would also like to know any good replacements for Zapdos because getting a Zapdos with that nature and good iv’s is nearly impossible for me unless I can find someone here to offer me one for trade. Zoroark is also only on the team for coverage and because I want to show illusion is good and can do work but if there are other options besides Zoroark that can do it’s coverage and more please tell me.
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