Mixed-Gen OU
OU team I threw together in a day or two, it is my third team total, but it is my first team with pokemon from both 5th gen and other gens (I've made one with 5th gens only and one with 4th gen and lower). Pokemon that can be removed from the team and switched are in italics. Changes are in red. Scrapped pokémon are in grey. At the bottom of each explanation is a tiny convenient summary for ya. Thanks in advance, guys. I'm known to edit frequently, so you can check back every once in a while if you wish.
AT-A-GLANCE
Blaziken @ Focus Sash
Speed Boost
Adamant (+Atk, -SAtk)
4 HP / 252 Atk / 252 Spe
Swords Dance
Stone Edge
Sky Uppercut
Protect
Blaziken, this team's MVP, and probably my favorite pokemon ever. So glad it got Speed Boost. Who's laughing now, Infernape and Emboar?At first he was a lead, then he wasn't, now he is again :P. Sky Uppercut over High Jump Kick as HJK can hurt reeeally bad, and Flare Blitz has too much recoil, so Blaze Kick is there (plus it gets a high crit rate and chance to burn). Protect stalls Speed Boost. EVs max Speed and Attack for obvious reasons. I'm going to stop explaining stuff that's painfully obvious now, so stay on your toes.
MAIN QUESTION(S): Now that he's no longer a lead (and he won't get Faked Out. Not that it matters since he doesn't have a Sash anymore), should I still use protect? Its main purpose was to prevent Fake Out from breaking a Sash as a lead. Should I run it just so I can stall Speed Boost or use Stone Edge instead (or something different altogether)?
Azumarill @ Choice Band
Pure Power
Adamant (+Atk, - SAtk)
252 HP / 252 Atk / 4 Spe
Waterfall
Aqua Jet
Ice Punch
Superpower
I've always kind of liked Azumarill's crazy Aqua Jet skills, and the metagame has changed to make them much more useful this generation. It can net RKs on Blaziken, Doryuuzu, and Urugamosu (Excadrill "only" gets a 99% chance of an OHKO, but rocks help). Pure power raises her attack to unspeakably high numbers, Choice Band makes it 1.5 times as epic, and 252 EVs and a + nature are just plain crazy. STAB choiced Aqua Jet and Waterfall obliterate, and Ice Punch and Superpower give it at least neutral coverage against everything except Bug/Water (Oh no, Surskit!), Water/Poison (Qwilfish/Tentacruel), Water/Psychic (Starmie/Slowkingbro), and Water/Ghost (Jellicent, possibly the most problematic of these).
MAIN QUESTION(S): EVs?
Ferrothorn @ Leftovers
Iron Barbs
Sassy (+SDef, -Spe)
252 HP / 116 Def / 140 SDef
Leech Seed
Stealth Rock
Thunder Wave
Power Whip
Thorn here is a nice wall, and his ability is useful for what he does. Also, he gets access to Stealth Rock which is an excellent asset to any team. His defensive investments boost him to 352/327/326 defensive stats, and physical attacks will hurt their users. Mixed stats to increase longevity. Max defense's practicality is toned down by the fact that nobody will want to be launching physical attacks at this guy anyway. Gyro Ball and Power Whip are STABs (Sassy nature boosts Gyro Ball), Leech Seed for recovery.
MAIN QUESTION(S): Forry instead?
Reuniclus @ Life Orb
Magic Guard
Relaxed (+Def, -Spe)
252 HP / 252 Def / 4 SDef
Calm Mind
Recover
Psycho Shock
Focus Blast
Favorite fully-evolved pokémon of the 5th gen right here. So cuuuute! (Not to mention that it's a total beast.) It's really come out of left field, and more and more people are gradually realizing what a great pokémon it is. 110 base HP is amazing, defensive stats of 75/85 aren't too bad either. Base 30 Speed hardly matters when you have access to recover combined with such bulk. As if none of that was enough, he has 125 base Special Attack. Yes please. Amazing movepool as well, giving him access to both Psycho Shock and Psychic which are great STABs. Psycho Shock is chosen because it rips through Chansey and Blissey. Calm Mind, Reuniclus' best move, boosts his good SDef to synergize with his high HP. Defense is taken care of by nature and EVs, after only one CM he'll be at 424/251/315 defensively with a Special Attack stat of 466.5! (Is it rounded up or down?) Oh yeah, he can use Recover, too. Good luck killing this thing, as it can easily spam CM and Recover ad libitum. Focus Blast for coverage. Isn't very reliable, but meh. If it misses once, I can just heal up anyway. >;D
MAIN QUESTION(S): U-Turn somewhere on set? Night Daze or Dark Pulse? Timid? Specs?
Zapdos @ Lefties
Pressure
Timid (+Spe, -Atk)
192 HP / 64 Def / 252 Spe
Roost
T-Bolt
Toxic
Substitute
Zapdos provides a much-needed ground immunity and flying resistance for my team. I decided to run a SubRoost set because it gives it the highest longevity and helps with. Roost gives me a great source of recovery (It gives me a ground-type weakness so I might have to try and go without it sometimes, but they wouldn't hit me too hard while flying anyway outside of Stone Edge). Bolt for STAB, Toxic chips away at enemy HP/forces switches, Substitute stalls.
MAIN QUESTION(S):SubRoost instead?
Breloom @ Life Orb
Technician
Jolly (+Spe, -SAtk)
4 HP / 252 Atk / 252 Spe
Spore
Swords Dance
Bullet Seed
Mach Punch
Breloom's just here because I figured I needed another physical attacker. With Technician and STAB, Bullet Seed's power ranges from 112.5 to 281.25. Ouch. Mach Punch is a great STAB Technician priority move, as its base power is 90 after tech+stab. Spore lets it set up a SD or two before mercilessly killin stuff.
MAIN QUESTION(S):Possible delection + replacement, perhaps a Bulk Up-er?
TRASH CAN (former pokemon on team)
Scizor @ Lefties
Light Metal
Careful (+SDef, -SAtk)
252 HP / 80 Def / 176 SDef
Baton Pass
Agility
Swords Dance
Roost
Scizor is a great Baton Passer (and a great everything-else-r). 344/256/256 Defenses are mighty fine when it comes to passing, and he'll surely be able to get in at least an Agility and a Swords Dance before he goes down thanks to his amazing defensive typing (unless the opponent sends in a fire-type). Light Metal is pretty pointless, but whatever. None of them would be any use anyway as his other two abilities only apply to attacking moves. It might actually hurt it by making it take more from Heat Stamp or Heavy Bomber, but it'd reduce damage from Grass Knot and Low Kick. Doesn't seem like it matters much to me.
MAIN QUESTION(S): Physical/Special/Balanced? Any better passers for team? Light Metal?
Zoroark @ Choice Scarf
Illusion
Modest (+SAtk, -Atk)
4 HP / 252 SAtk / 252 Spe
Flamethrower
Grass Knot
HP Ice
Night Daze/Dark Pulse
Oh God this is gonna be fun. This guy serves as a nice special RKer since he'll like to be switching around a lot anyway due to his ability. I've thought of putting U-turn on this set somewhere since he can take the form of something then use U-turn to scout out what ever the foe would use against that specific pokemon. Not sure about Night Daze or Dark Pulse, Night Daze (Lol, night days. Oxymoron-ish…) is more powerful and can lower accuracy, but Dark Pulse can make the opponent flinch. Night Daze would give the illusion away immediately as it is a signature move, but I don't think that would matter much anyway. (Seems kinda pointless to give a signature move to a pokémon that steals the forms of others, doesn't it? ;D)
Mienshao @ Focus Sash
Regenerator
Jolly (+Spe, - SAtk)
4 HP / 252 Atk / 252 Spe
Fake Out
Taunt
U-Turn
High Jump Kick
You might recognize this guy as the lead from my all-5th gen team. I have NO idea what is up with this thing's arms. They look more like legs or whips or fins or something, but he's great. Kojo here is without a doubt one of the best Anti-Leads introduced in the new generation, with his 125 attack and 105 speed, access to Fake Out, amazing ability (especially for scouting), and all-around versatility. Max speed outspeeds plenty of pokemon. Throw max EVs in attack and the rest in HP and there you go. Focus Sash helps him fire off a few attacks before U-turning out, and it probably won't be broken by an enemy Fake Out since my Kojondo would outspeed their fake out with his own. Regenerate can sometimes return him to full HP on a U-turn, though I'm not sure if this makes his Sash come back. As for moves, Fake Out breaks Sash, Taunt stops leads from setting up hazards screens etc., U-turn scouts, and HJK is just there because it is.
MAIN QUESTION(S): Regenerating back to full health doesn't restore Sash, does it?
Thanks for reading, rates would be nice, go all-out.
OU team I threw together in a day or two, it is my third team total, but it is my first team with pokemon from both 5th gen and other gens (I've made one with 5th gens only and one with 4th gen and lower). Pokemon that can be removed from the team and switched are in italics. Changes are in red. Scrapped pokémon are in grey. At the bottom of each explanation is a tiny convenient summary for ya. Thanks in advance, guys. I'm known to edit frequently, so you can check back every once in a while if you wish.
AT-A-GLANCE






Blaziken @ Focus Sash

Speed Boost
Adamant (+Atk, -SAtk)
4 HP / 252 Atk / 252 Spe
Swords Dance
Stone Edge
Sky Uppercut
Protect
Blaziken, this team's MVP, and probably my favorite pokemon ever. So glad it got Speed Boost. Who's laughing now, Infernape and Emboar?At first he was a lead, then he wasn't, now he is again :P. Sky Uppercut over High Jump Kick as HJK can hurt reeeally bad, and Flare Blitz has too much recoil, so Blaze Kick is there (plus it gets a high crit rate and chance to burn). Protect stalls Speed Boost. EVs max Speed and Attack for obvious reasons. I'm going to stop explaining stuff that's painfully obvious now, so stay on your toes.
MAIN QUESTION(S): Now that he's no longer a lead (and he won't get Faked Out. Not that it matters since he doesn't have a Sash anymore), should I still use protect? Its main purpose was to prevent Fake Out from breaking a Sash as a lead. Should I run it just so I can stall Speed Boost or use Stone Edge instead (or something different altogether)?
Azumarill @ Choice Band

Pure Power
Adamant (+Atk, - SAtk)
252 HP / 252 Atk / 4 Spe
Waterfall
Aqua Jet
Ice Punch
Superpower
I've always kind of liked Azumarill's crazy Aqua Jet skills, and the metagame has changed to make them much more useful this generation. It can net RKs on Blaziken, Doryuuzu, and Urugamosu (Excadrill "only" gets a 99% chance of an OHKO, but rocks help). Pure power raises her attack to unspeakably high numbers, Choice Band makes it 1.5 times as epic, and 252 EVs and a + nature are just plain crazy. STAB choiced Aqua Jet and Waterfall obliterate, and Ice Punch and Superpower give it at least neutral coverage against everything except Bug/Water (Oh no, Surskit!), Water/Poison (Qwilfish/Tentacruel), Water/Psychic (Starmie/Slowkingbro), and Water/Ghost (Jellicent, possibly the most problematic of these).
MAIN QUESTION(S): EVs?
Ferrothorn @ Leftovers

Iron Barbs
Sassy (+SDef, -Spe)
252 HP / 116 Def / 140 SDef
Leech Seed
Stealth Rock
Thunder Wave
Power Whip
Thorn here is a nice wall, and his ability is useful for what he does. Also, he gets access to Stealth Rock which is an excellent asset to any team. His defensive investments boost him to 352/327/326 defensive stats, and physical attacks will hurt their users. Mixed stats to increase longevity. Max defense's practicality is toned down by the fact that nobody will want to be launching physical attacks at this guy anyway. Gyro Ball and Power Whip are STABs (Sassy nature boosts Gyro Ball), Leech Seed for recovery.
MAIN QUESTION(S): Forry instead?
Reuniclus @ Life Orb

Magic Guard
Relaxed (+Def, -Spe)
252 HP / 252 Def / 4 SDef
Calm Mind
Recover
Psycho Shock
Focus Blast
Favorite fully-evolved pokémon of the 5th gen right here. So cuuuute! (Not to mention that it's a total beast.) It's really come out of left field, and more and more people are gradually realizing what a great pokémon it is. 110 base HP is amazing, defensive stats of 75/85 aren't too bad either. Base 30 Speed hardly matters when you have access to recover combined with such bulk. As if none of that was enough, he has 125 base Special Attack. Yes please. Amazing movepool as well, giving him access to both Psycho Shock and Psychic which are great STABs. Psycho Shock is chosen because it rips through Chansey and Blissey. Calm Mind, Reuniclus' best move, boosts his good SDef to synergize with his high HP. Defense is taken care of by nature and EVs, after only one CM he'll be at 424/251/315 defensively with a Special Attack stat of 466.5! (Is it rounded up or down?) Oh yeah, he can use Recover, too. Good luck killing this thing, as it can easily spam CM and Recover ad libitum. Focus Blast for coverage. Isn't very reliable, but meh. If it misses once, I can just heal up anyway. >;D
MAIN QUESTION(S): U-Turn somewhere on set? Night Daze or Dark Pulse? Timid? Specs?
Zapdos @ Lefties

Pressure
Timid (+Spe, -Atk)
192 HP / 64 Def / 252 Spe
Roost
T-Bolt
Toxic
Substitute
Zapdos provides a much-needed ground immunity and flying resistance for my team. I decided to run a SubRoost set because it gives it the highest longevity and helps with. Roost gives me a great source of recovery (It gives me a ground-type weakness so I might have to try and go without it sometimes, but they wouldn't hit me too hard while flying anyway outside of Stone Edge). Bolt for STAB, Toxic chips away at enemy HP/forces switches, Substitute stalls.
MAIN QUESTION(S):SubRoost instead?
Breloom @ Life Orb

Technician
Jolly (+Spe, -SAtk)
4 HP / 252 Atk / 252 Spe
Spore
Swords Dance
Bullet Seed
Mach Punch
Breloom's just here because I figured I needed another physical attacker. With Technician and STAB, Bullet Seed's power ranges from 112.5 to 281.25. Ouch. Mach Punch is a great STAB Technician priority move, as its base power is 90 after tech+stab. Spore lets it set up a SD or two before mercilessly killin stuff.
MAIN QUESTION(S):Possible delection + replacement, perhaps a Bulk Up-er?
TRASH CAN (former pokemon on team)
Scizor @ Lefties
Light Metal
Careful (+SDef, -SAtk)
252 HP / 80 Def / 176 SDef
Baton Pass
Agility
Swords Dance
Roost
Scizor is a great Baton Passer (and a great everything-else-r). 344/256/256 Defenses are mighty fine when it comes to passing, and he'll surely be able to get in at least an Agility and a Swords Dance before he goes down thanks to his amazing defensive typing (unless the opponent sends in a fire-type). Light Metal is pretty pointless, but whatever. None of them would be any use anyway as his other two abilities only apply to attacking moves. It might actually hurt it by making it take more from Heat Stamp or Heavy Bomber, but it'd reduce damage from Grass Knot and Low Kick. Doesn't seem like it matters much to me.
MAIN QUESTION(S): Physical/Special/Balanced? Any better passers for team? Light Metal?
Zoroark @ Choice Scarf
Illusion
Modest (+SAtk, -Atk)
4 HP / 252 SAtk / 252 Spe
Flamethrower
Grass Knot
HP Ice
Night Daze/Dark Pulse
Oh God this is gonna be fun. This guy serves as a nice special RKer since he'll like to be switching around a lot anyway due to his ability. I've thought of putting U-turn on this set somewhere since he can take the form of something then use U-turn to scout out what ever the foe would use against that specific pokemon. Not sure about Night Daze or Dark Pulse, Night Daze (Lol, night days. Oxymoron-ish…) is more powerful and can lower accuracy, but Dark Pulse can make the opponent flinch. Night Daze would give the illusion away immediately as it is a signature move, but I don't think that would matter much anyway. (Seems kinda pointless to give a signature move to a pokémon that steals the forms of others, doesn't it? ;D)
Mienshao @ Focus Sash
Regenerator
Jolly (+Spe, - SAtk)
4 HP / 252 Atk / 252 Spe
Fake Out
Taunt
U-Turn
High Jump Kick
You might recognize this guy as the lead from my all-5th gen team. I have NO idea what is up with this thing's arms. They look more like legs or whips or fins or something, but he's great. Kojo here is without a doubt one of the best Anti-Leads introduced in the new generation, with his 125 attack and 105 speed, access to Fake Out, amazing ability (especially for scouting), and all-around versatility. Max speed outspeeds plenty of pokemon. Throw max EVs in attack and the rest in HP and there you go. Focus Sash helps him fire off a few attacks before U-turning out, and it probably won't be broken by an enemy Fake Out since my Kojondo would outspeed their fake out with his own. Regenerate can sometimes return him to full HP on a U-turn, though I'm not sure if this makes his Sash come back. As for moves, Fake Out breaks Sash, Taunt stops leads from setting up hazards screens etc., U-turn scouts, and HJK is just there because it is.
MAIN QUESTION(S): Regenerating back to full health doesn't restore Sash, does it?
Thanks for reading, rates would be nice, go all-out.