Hello! It's been awhile since I've built an OU team (or posted a RMT, for that matter), so I thought I'd ask for some help with this team. It's at about 1500 on the OU ladder atm, but there are notable flaws that prevent it from being consistent.
edit: Having some sprite difficulties. The team is Gengar, Bisharp, Lopunny, Serperior, Keldeo, and Garchomp.
In building this team, I tried to center it around Mega Lopunny. I've found that Lopunny + Gengar is an excellent offensive core -- Lopunny resists several of gengar's weaknesses, and Gengar can switch into many fighting attacks that attempt to revenge-kill Lopunny. Lopunny can also take out many of the special walls (e.g. Chansey) that wall Gengar, and vice versa.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Destiny Bond
This is a fairly standard set. In general, I prefer Life Orb Gengar over Black Sludge
-- the boost in power (and the number of 3HKOs turned into 2HKOs) makes it well worth it. Destiny Bond works well 1v1 against Bisharp -- Gengar can use Destiny Punch), then use Focus Blast the second turn. In the worst case, the Bisharp dies along with the Gengar.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Another standard set. I've been considering changing this to an Assault Vest set, as I've found I don't really use Swords Dance very often, and the Defiant boost often renders it unnecessary. Defiant is also very useful against Sticky Web teams (+2 boost right off the bat), which my team struggles with, as well as Defog users. Unfortunately, with Life Orb it can't consistently take on special attackers like Latios, because it has to either predict with Sucker Punch or be taken out by HP Fire.
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
Lopunny is the centerpiece of the team. It's well-known for being able to pick apart offensive teams with its great speed and STAB. I decided to try using Power-Up Punch, as opposed to the more standard Ice Punch, and I've actually had very good results. Power-Up Punch can be used against a weakened opponent or on a switch, and once Lopunny is at +1 it gains a lot of 2HKOs and OHKOs that it didn't have before.
Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
This is the teamslot has been switched around the most. It used to have a RP Landorus, but then Landorus got banned. I tried Nasty Plot Thundurus for awhile, as well as LO Latios and LO Kyurem-B. I've been considering switching back to Latios, though, to better handle Mega Venusaur. Anyway, the set itself is fairly self-explanatory -- Leaf Storm gets it a Contrary boost, and the other moves make up the rest of Serperior's special moveset. Glare has been situationally useful against a predicted Charizard or Talonflame switch-in.
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Not much to say here -- this is just a standard Choice Scarf set. I chose it because my team was getting swept by fast offensive threats such as opposing mega-lopunny and Weavile. I've been thinking it might be worth using something else as a scarfer, though, as Keldeo just increases the team's Talonflame weakness. Keldeo also has some trouble against fairies, so it could be replaced with a Scarf Excadrill.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail
This is also a fairly standard set. It's one of the team's only switch-ins to Talonflame and Lopunny, and it's a decent Stealth Rock setter as well. Fire Blast makes it a good Skarmory/Scizor/Ferrothorn lure. I've found that Garchomp sometimes doesn't stay alive long enough to do much aside from setting up rocks, though. I've been considering replacing the Garchomp with a Heatran to make the team less weak to Talonflame.
Threatlist
Talonflame -- it's pretty clear that this is a threat, just by looking at my team preview. It can OHKO three members of my team, cripple Bisharp with WoW, and 2HKO Gengar. It's one of the main reasons I think I need to change the team.
Mega-Venusaur -- my team can't really break through it very well. I was thinking of switching Serperior back to a Latios or a Kyurem-B to remedy this.
___
Thanks for reading! As you can see, this team is far from perfect, so any help with it would be appreciated.
Quick edit: I've been having some trouble embedding the animated sprites, sorry.
edit: Having some sprite difficulties. The team is Gengar, Bisharp, Lopunny, Serperior, Keldeo, and Garchomp.
In building this team, I tried to center it around Mega Lopunny. I've found that Lopunny + Gengar is an excellent offensive core -- Lopunny resists several of gengar's weaknesses, and Gengar can switch into many fighting attacks that attempt to revenge-kill Lopunny. Lopunny can also take out many of the special walls (e.g. Chansey) that wall Gengar, and vice versa.

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sludge Wave
- Shadow Ball
- Focus Blast
- Destiny Bond
This is a fairly standard set. In general, I prefer Life Orb Gengar over Black Sludge
-- the boost in power (and the number of 3HKOs turned into 2HKOs) makes it well worth it. Destiny Bond works well 1v1 against Bisharp -- Gengar can use Destiny Punch), then use Focus Blast the second turn. In the worst case, the Bisharp dies along with the Gengar.

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch
Another standard set. I've been considering changing this to an Assault Vest set, as I've found I don't really use Swords Dance very often, and the Defiant boost often renders it unnecessary. Defiant is also very useful against Sticky Web teams (+2 boost right off the bat), which my team struggles with, as well as Defog users. Unfortunately, with Life Orb it can't consistently take on special attackers like Latios, because it has to either predict with Sucker Punch or be taken out by HP Fire.

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- High Jump Kick
- Power-Up Punch
Lopunny is the centerpiece of the team. It's well-known for being able to pick apart offensive teams with its great speed and STAB. I decided to try using Power-Up Punch, as opposed to the more standard Ice Punch, and I've actually had very good results. Power-Up Punch can be used against a weakened opponent or on a switch, and once Lopunny is at +1 it gains a lot of 2HKOs and OHKOs that it didn't have before.

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare
This is the teamslot has been switched around the most. It used to have a RP Landorus, but then Landorus got banned. I tried Nasty Plot Thundurus for awhile, as well as LO Latios and LO Kyurem-B. I've been considering switching back to Latios, though, to better handle Mega Venusaur. Anyway, the set itself is fairly self-explanatory -- Leaf Storm gets it a Contrary boost, and the other moves make up the rest of Serperior's special moveset. Glare has been situationally useful against a predicted Charizard or Talonflame switch-in.

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Not much to say here -- this is just a standard Choice Scarf set. I chose it because my team was getting swept by fast offensive threats such as opposing mega-lopunny and Weavile. I've been thinking it might be worth using something else as a scarfer, though, as Keldeo just increases the team's Talonflame weakness. Keldeo also has some trouble against fairies, so it could be replaced with a Scarf Excadrill.

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Relaxed Nature
- Stealth Rock
- Fire Blast
- Earthquake
- Dragon Tail
This is also a fairly standard set. It's one of the team's only switch-ins to Talonflame and Lopunny, and it's a decent Stealth Rock setter as well. Fire Blast makes it a good Skarmory/Scizor/Ferrothorn lure. I've found that Garchomp sometimes doesn't stay alive long enough to do much aside from setting up rocks, though. I've been considering replacing the Garchomp with a Heatran to make the team less weak to Talonflame.
Threatlist
Talonflame -- it's pretty clear that this is a threat, just by looking at my team preview. It can OHKO three members of my team, cripple Bisharp with WoW, and 2HKO Gengar. It's one of the main reasons I think I need to change the team.
Mega-Venusaur -- my team can't really break through it very well. I was thinking of switching Serperior back to a Latios or a Kyurem-B to remedy this.
___
Thanks for reading! As you can see, this team is far from perfect, so any help with it would be appreciated.
Quick edit: I've been having some trouble embedding the animated sprites, sorry.
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