With my newest OU team, I have already gone 20-3 with it, which is crazy considering I usually have an equal number of wins and losses, give or take a few. But as I go up the ladder, my opponents are getting harder and there's always room for improvement.
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Swords Dance
Pretty generic Talonflame if you ask me. I never liked Talonflame cause I saw it on every team, but it revenge kills like a boss.
Problems: low staying power
Gengar @ Focus Sash
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Shadow Ball
- Giga Drain/Focus Blast
- Thunderbolt
Focus Sash has saved my Gengar from getting OHKO half the time it gets attacked, allowing me to retaliate with a coverage move of choice. Shadow Ball and Dazzling Gleam alone give perfect neutral coverage and cover its dark weakness. Giga Drain can help me get back to full health for Focus Sash to be useful once again.
Problems: low bulk
Genesect @ Choice Band
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SDef
Hasty Nature
- Iron Head
- U-turn
- Flamethrower
- Extreme Speed
With the elemental beams+STAB set being so popular, I gave choice band a try, and STAB+Download+Choice Band boosts Iron Head to a ginormous 270 base power. Extremespeed helps patch up its problem with speed, taking out weakened threats as well, while U-turn is a good STAB option. Flamethrower kills off steel types, who resist the other three moves, and it comes in handy when Download boosts special attack instead. My teams MVP and usual lead.
Problems: locked into attacks, very exploitable weakness
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 Def
Impish Nature
- Roost
- Defog
- Knock Off
- Whirlwind
My main wall and utility, which I usually switch to after gene sect is done taking out the opponent's lead. Roost helps with its staying power while Defog clears entry hazards that would cause trouble for Talonflame. Knock Off is its only attacking move but really helps weaken my opponent, especially if they have a stat boosting item. Whirlwind is to phase out any setup sweepers.
Problems: little offensive presence
Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Ice Punch
- Bullet Punch
- Close Combat
- Crunch
My second offensive powerhouse. Bullet punch makes a great STAB move with an 80 base power thanks to adaptability, easily taking out troublesome fairies. Close Combat is an extremely powerful STAB move with the ability as well. Ice punch is for super-effective coverage, clearing out dragon types, which is usually pretty simple since Lucario resists their STAB moves. Crunch is my current attack right now mainly for Ghost types like Aegislash
Problems: common weaknesses, frail
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 216 SDef / 232 HP / 60 SAtk
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom is a great mixed tank, but I focused mainly on sp. defense to survive super-effective grass moves. Wil-O-Wisp is mainly to annoy physical attackers. Its bulk makes it use Pain Split effectively at a low HP to help weaken opposing walls. Hydro Pump and Volt Switch make a great dual-STAB combination and Volt Switch makes Rotom a good scout as well.
Problems: low speed
I am open to any constructive criticism (just don't be a douche) and praise, as well as other suggestions.
Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Brave Bird
- U-turn
- Flare Blitz
- Swords Dance
Pretty generic Talonflame if you ask me. I never liked Talonflame cause I saw it on every team, but it revenge kills like a boss.
Problems: low staying power
Gengar @ Focus Sash
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Dazzling Gleam
- Shadow Ball
- Giga Drain/Focus Blast
- Thunderbolt
Focus Sash has saved my Gengar from getting OHKO half the time it gets attacked, allowing me to retaliate with a coverage move of choice. Shadow Ball and Dazzling Gleam alone give perfect neutral coverage and cover its dark weakness. Giga Drain can help me get back to full health for Focus Sash to be useful once again.
Problems: low bulk
Genesect @ Choice Band
Ability: Download
EVs: 252 Spd / 252 Atk / 4 SDef
Hasty Nature
- Iron Head
- U-turn
- Flamethrower
- Extreme Speed
With the elemental beams+STAB set being so popular, I gave choice band a try, and STAB+Download+Choice Band boosts Iron Head to a ginormous 270 base power. Extremespeed helps patch up its problem with speed, taking out weakened threats as well, while U-turn is a good STAB option. Flamethrower kills off steel types, who resist the other three moves, and it comes in handy when Download boosts special attack instead. My teams MVP and usual lead.
Problems: locked into attacks, very exploitable weakness
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 HP / 252 SDef / 4 Def
Impish Nature
- Roost
- Defog
- Knock Off
- Whirlwind
My main wall and utility, which I usually switch to after gene sect is done taking out the opponent's lead. Roost helps with its staying power while Defog clears entry hazards that would cause trouble for Talonflame. Knock Off is its only attacking move but really helps weaken my opponent, especially if they have a stat boosting item. Whirlwind is to phase out any setup sweepers.
Problems: little offensive presence
Lucario-Mega @ Lucarionite
Ability: Adaptability
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Ice Punch
- Bullet Punch
- Close Combat
- Crunch
My second offensive powerhouse. Bullet punch makes a great STAB move with an 80 base power thanks to adaptability, easily taking out troublesome fairies. Close Combat is an extremely powerful STAB move with the ability as well. Ice punch is for super-effective coverage, clearing out dragon types, which is usually pretty simple since Lucario resists their STAB moves. Crunch is my current attack right now mainly for Ghost types like Aegislash
Problems: common weaknesses, frail
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 216 SDef / 232 HP / 60 SAtk
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
Rotom is a great mixed tank, but I focused mainly on sp. defense to survive super-effective grass moves. Wil-O-Wisp is mainly to annoy physical attackers. Its bulk makes it use Pain Split effectively at a low HP to help weaken opposing walls. Hydro Pump and Volt Switch make a great dual-STAB combination and Volt Switch makes Rotom a good scout as well.
Problems: low speed
I am open to any constructive criticism (just don't be a douche) and praise, as well as other suggestions.