Ok, so this isn't quite the first team I've made, but it's definitely the best put together so far, so I'm looking to get some feedback on it. For reference, I'm currently sitting on a 1530 rating with this team.
This is a defensive team whose goal is to keep its members as healthy as possible for as long as possible while gradually wearing down the other side; so without further ado, the team members:
Love Lizard (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Sleep Powder
Of the commonly seen megas in OU, I think Venusaur is probably my favorite, so I decided to start building my team with it. Venusaur has very servicable bulk in either spectrum, but I opted to emphasize physical bulk because it balanced out the team better. Venusaur's moves all help keep it alive, neutralizing foes and draining away their health, while sludge bomb is there to hit fairies hard as well as punish grass types who might be tempted to switch in to one of Venusaur's other moves.
Bird Of Steel (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Spd
Impish Nature
- Stealth Rock
- Defog
- Brave Bird
- Roost
A defensive team naturally tends to draw out matches, so hazards are obviously a must. I decided to go with Skarmory for a few reasons. First off, its huge defense stat give it plenty of opportunities to take hits and put rocks up. Secondly, it also has access to Defog. The main downside to using defog over rapid spin is that it removes hazards from both sides of the field, but putting defog on my hazard setter allows me to mitigate this inconvenience since I can put my hazards back down right after I remove them. Finally, Sturdy means that Skarmory can almost always get rocks up at the start of a match, even if it ends up taking a Fire Blast or Thunderbolt to the face, though I of course try to avoid that when possible.
Generic Mammal (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Heal Bell
- Foul Play
- Baton Pass
Umbreon is the team cleric, passing wishes to whoever needs them, which is especially helpful to the latter half of the team, who lack their own source of recovery. It also takes special hits like a champ, and it presents a real problem to status spreaders with the combination of Synchronize and Heal Bell. Even though it has no boosts to pass, a slow Baton Pass helps Umbreon get wishes to its teammates safely. Finally, Foul Play makes sure it isn't complete taunt bait and gives it a tool to use against physical attackers who might try to capitalize on its lower defense stat.
Flopsy (Azumarill) @ Expert Belt
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Aqua Jet
- Play Rough
- Superpower
Azumarill is here to hit stuff, and hit it hard. With its great offensive coverage, Azumarill is able to get SE hits on a lot of types, so I decided to give it an Expert Belt instead of something like a Choice Band. I haven't run any calcs though, nor am I inclined to, so I'm not actually sure if it nets me any significant KOs that I wouldn't already get. Azumarill is also my Knock Off user, because Knock Off is just amazing this gen. It's particularly useful when I know my opponent's going to switch out, but I'm not sure what they're going to bring in. Even if the switch in doesn't take much damage from knock off, taking away its item is still a boon for me.
Goodramon (Goodra) @ Assault Vest
Ability: Gooey
EVs: 252 SAtk / 252 HP / 4 Atk
Mild Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Dragon Tail
With an Assault Vest, Goodra can take almost any special hit and dishes them out just as hard, while Gooey punishes physical attackers that Goodra doesn't mind taking a hit from. Dragon, fire, and electric are all great attacking types that let Goodra lay down the hurt on lots of pokemon. Dragon Tail is great for accumulating Stealth Rock damage and stopping setup sweepers, and it also gives Goodra something to do if I've already used Draco Meteor or the opponent sends in a special wall, but I don't feel like switching out.
Spencer (Talonflame) @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Brave Bird
- Will-O-Wisp
- Tailwind
- U-turn
Talonflame finishes out my roster by providing a lot of utility. Life Orb boosted priority Brave Bird is great for revenge killing should a team member fall, and also helps me break through a few pokemon that give the rest of my team trouble. Spreading burns through Will-O-Wisp is always handy for wearing down the opposing team and crippling physical attackers, and Tailwind helps to alleviate the speed problems that the rest of my team has. Finally, U-turn lets Talonflame get out once its job is done while preserving momentum. As a note, I decided not to invest in speed at all because I don't feel it's important for what this Talonflame is designed to do.
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Also, I don't actually find myself using Foul Play much with Umbreon, and I'm considering switching it out for either Substitute or Work Up to give Baton Pass more of a purpose, even though it leaves Umbreon without any attacks. Is this a good idea? A terrible one? Should I do something else altogether?
That's all for now. Any comments you can give would be much appreciated!
This is a defensive team whose goal is to keep its members as healthy as possible for as long as possible while gradually wearing down the other side; so without further ado, the team members:

Love Lizard (Venusaur-Mega) @ Venusaurite
Ability: Thick Fat
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Leech Seed
- Giga Drain
- Sludge Bomb
- Sleep Powder
Of the commonly seen megas in OU, I think Venusaur is probably my favorite, so I decided to start building my team with it. Venusaur has very servicable bulk in either spectrum, but I opted to emphasize physical bulk because it balanced out the team better. Venusaur's moves all help keep it alive, neutralizing foes and draining away their health, while sludge bomb is there to hit fairies hard as well as punish grass types who might be tempted to switch in to one of Venusaur's other moves.

Bird Of Steel (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 Def / 252 HP / 4 Spd
Impish Nature
- Stealth Rock
- Defog
- Brave Bird
- Roost
A defensive team naturally tends to draw out matches, so hazards are obviously a must. I decided to go with Skarmory for a few reasons. First off, its huge defense stat give it plenty of opportunities to take hits and put rocks up. Secondly, it also has access to Defog. The main downside to using defog over rapid spin is that it removes hazards from both sides of the field, but putting defog on my hazard setter allows me to mitigate this inconvenience since I can put my hazards back down right after I remove them. Finally, Sturdy means that Skarmory can almost always get rocks up at the start of a match, even if it ends up taking a Fire Blast or Thunderbolt to the face, though I of course try to avoid that when possible.

Generic Mammal (Umbreon) @ Leftovers
Ability: Synchronize
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Heal Bell
- Foul Play
- Baton Pass
Umbreon is the team cleric, passing wishes to whoever needs them, which is especially helpful to the latter half of the team, who lack their own source of recovery. It also takes special hits like a champ, and it presents a real problem to status spreaders with the combination of Synchronize and Heal Bell. Even though it has no boosts to pass, a slow Baton Pass helps Umbreon get wishes to its teammates safely. Finally, Foul Play makes sure it isn't complete taunt bait and gives it a tool to use against physical attackers who might try to capitalize on its lower defense stat.

Flopsy (Azumarill) @ Expert Belt
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Knock Off
- Aqua Jet
- Play Rough
- Superpower
Azumarill is here to hit stuff, and hit it hard. With its great offensive coverage, Azumarill is able to get SE hits on a lot of types, so I decided to give it an Expert Belt instead of something like a Choice Band. I haven't run any calcs though, nor am I inclined to, so I'm not actually sure if it nets me any significant KOs that I wouldn't already get. Azumarill is also my Knock Off user, because Knock Off is just amazing this gen. It's particularly useful when I know my opponent's going to switch out, but I'm not sure what they're going to bring in. Even if the switch in doesn't take much damage from knock off, taking away its item is still a boon for me.

Goodramon (Goodra) @ Assault Vest
Ability: Gooey
EVs: 252 SAtk / 252 HP / 4 Atk
Mild Nature
- Draco Meteor
- Fire Blast
- Thunderbolt
- Dragon Tail
With an Assault Vest, Goodra can take almost any special hit and dishes them out just as hard, while Gooey punishes physical attackers that Goodra doesn't mind taking a hit from. Dragon, fire, and electric are all great attacking types that let Goodra lay down the hurt on lots of pokemon. Dragon Tail is great for accumulating Stealth Rock damage and stopping setup sweepers, and it also gives Goodra something to do if I've already used Draco Meteor or the opponent sends in a special wall, but I don't feel like switching out.

Spencer (Talonflame) @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 252 HP / 4 Def
Adamant Nature
- Brave Bird
- Will-O-Wisp
- Tailwind
- U-turn
Talonflame finishes out my roster by providing a lot of utility. Life Orb boosted priority Brave Bird is great for revenge killing should a team member fall, and also helps me break through a few pokemon that give the rest of my team trouble. Spreading burns through Will-O-Wisp is always handy for wearing down the opposing team and crippling physical attackers, and Tailwind helps to alleviate the speed problems that the rest of my team has. Finally, U-turn lets Talonflame get out once its job is done while preserving momentum. As a note, I decided not to invest in speed at all because I don't feel it's important for what this Talonflame is designed to do.
________________________________________________________________________________________
Also, I don't actually find myself using Foul Play much with Umbreon, and I'm considering switching it out for either Substitute or Work Up to give Baton Pass more of a purpose, even though it leaves Umbreon without any attacks. Is this a good idea? A terrible one? Should I do something else altogether?
That's all for now. Any comments you can give would be much appreciated!
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