Lead -- Yanmega @ Focus Sash
252 Sp.A/252 spe/6hp
Speed Boost
Modest
----
Protect
Bug Buzz
Air slash
Hp Ground/Hp Fire
Self- Explanatory lead here. Protect/ attack on the first turn depending on the other person's lead. Vs. Fake-out users protect, Slower leads, attack, faster leads that'll use SR, attack. I've gotten a few sweeps with this. I alternate between Hps to make him less predictable against people I face often, but Hp ground is my main choice.
Special Sweeper -- Infernape @ Life Orb
252 sp.A/204 Spe/48 Att
Naive
Blaze
----
Close combat
Flamethrower
Grass know
Hp Electric
The given Ev's allow me to usually OHKO Blissey with CC, and always OHKO it after spikes are put dwon from Forretress, plus I outspeed the usual Mixnape and still have full Sp.A Grass knot, Flamethrower and Hp electric gives perfect coverage in OU (except for some NFEs) Flamethower always OHKOPs Specially Defensive Skarmory, and can OHKO frail sweepers like Azelf and Gengar most of the time without Spikes.
Psychical Sweeper -- Flygon @ Life Orb
252 Att/252 Speed/6Hp
Jolly
Levitate
----
Dragon Claw
Earthquake
U-Turn
Draco Meteor
Dragon Claw and EQ are for obvious STAB. U-turn is for switching out to a good counter vs. things that resist my STABs, like Skarm and Bronzong, and Draco Meteor allows me to beat Psychical Walls switching in trying to force a switch.
Special Sweeper/Semi-Tank --Togekiss @ Leftovers
252 Hp/252 Sp.D/6 Spe
Bold
Serene Grace
----
Roost
T-Wave
Air Slash
Water Pulse
T-Wave, Air slash and roost like usual Togekiss, but i chose Water Pulse over Aura Sphere. It allows me to hit Rotom and zapdos instead of lanturn Lanturn, and it gives me a 40% chance to give the opponent parafusion, which is even more annoying alongside a 60% flinch rate from AS.
Hazards -- Forretress @ Leftovers
252 hp/212 Sp.D/46 Att
Relaxed
0 speed IVs
-----
Spikes
Toxic Spikes
Explosion
Gyro Ball
A typical forretress. lay down TS and spikes, gyro ball until you think you can't anymore, then go out with a boom. 0 speed Ivs and a Relaxed Nature to get a full powered Gyro Ball. No Rapid spin on this set as SR only hurts Yanmega and Togekiss, the former is a lead so it doens't have to worry, and the latter has Roost.
Snorlax @ Leftovers
168 hp/220 sp.D/120 Def
Curse
Rest
Return/Earthquake
Crunch
A usual Curselax, but this one'll often have a poisoned or toxic poisoned opponent, making it easier for it to wall and kill other pokes. Only Strong STAB Close Combats Can take it down before a Curse, and it won't be going in against any strong fighting type anytime soon. Crunch is to kill ghost, and Return is a strong STAB attack. EQ is an option over Return to beat Steels.
Any and all comments would be useful. All Changes are in Black
252 Sp.A/252 spe/6hp
Speed Boost
Modest
----
Protect
Bug Buzz
Air slash
Hp Ground/Hp Fire
Self- Explanatory lead here. Protect/ attack on the first turn depending on the other person's lead. Vs. Fake-out users protect, Slower leads, attack, faster leads that'll use SR, attack. I've gotten a few sweeps with this. I alternate between Hps to make him less predictable against people I face often, but Hp ground is my main choice.
Special Sweeper -- Infernape @ Life Orb
252 sp.A/204 Spe/48 Att
Naive
Blaze
----
Close combat
Flamethrower
Grass know
Hp Electric
The given Ev's allow me to usually OHKO Blissey with CC, and always OHKO it after spikes are put dwon from Forretress, plus I outspeed the usual Mixnape and still have full Sp.A Grass knot, Flamethrower and Hp electric gives perfect coverage in OU (except for some NFEs) Flamethower always OHKOPs Specially Defensive Skarmory, and can OHKO frail sweepers like Azelf and Gengar most of the time without Spikes.
Psychical Sweeper -- Flygon @ Life Orb
252 Att/252 Speed/6Hp
Jolly
Levitate
----
Dragon Claw
Earthquake
U-Turn
Draco Meteor
Dragon Claw and EQ are for obvious STAB. U-turn is for switching out to a good counter vs. things that resist my STABs, like Skarm and Bronzong, and Draco Meteor allows me to beat Psychical Walls switching in trying to force a switch.
Special Sweeper/Semi-Tank --Togekiss @ Leftovers
252 Hp/252 Sp.D/6 Spe
Bold
Serene Grace
----
Roost
T-Wave
Air Slash
Water Pulse
T-Wave, Air slash and roost like usual Togekiss, but i chose Water Pulse over Aura Sphere. It allows me to hit Rotom and zapdos instead of lanturn Lanturn, and it gives me a 40% chance to give the opponent parafusion, which is even more annoying alongside a 60% flinch rate from AS.
Hazards -- Forretress @ Leftovers
252 hp/212 Sp.D/46 Att
Relaxed
0 speed IVs
-----
Spikes
Toxic Spikes
Explosion
Gyro Ball
A typical forretress. lay down TS and spikes, gyro ball until you think you can't anymore, then go out with a boom. 0 speed Ivs and a Relaxed Nature to get a full powered Gyro Ball. No Rapid spin on this set as SR only hurts Yanmega and Togekiss, the former is a lead so it doens't have to worry, and the latter has Roost.
Snorlax @ Leftovers
168 hp/220 sp.D/120 Def
Curse
Rest
Return/Earthquake
Crunch
A usual Curselax, but this one'll often have a poisoned or toxic poisoned opponent, making it easier for it to wall and kill other pokes. Only Strong STAB Close Combats Can take it down before a Curse, and it won't be going in against any strong fighting type anytime soon. Crunch is to kill ghost, and Return is a strong STAB attack. EQ is an option over Return to beat Steels.
Any and all comments would be useful. All Changes are in Black