The idea of this team is to provide my pokemon with as much type coverage as possible, and able to OHKO most common threats with supereffective attacks. As such there are no status moves, no spinners, no fancy stalling, just raw, all out offense.
The team at a glance:
The Dragon Slayer
Weavile (M) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/252 Spd/6 SDef
Hasty nature (+Spd, -Def)
- Ice Punch
- Night Slash
- Taunt
- Fake Out
One of the top 3 leads IMO, on par with jirachi and celebi. While the standard line of play is to fake out and taunt forcing the switch in of a counter, its never like this when facing each of the common leads. I shall attempt to break down the counter strategy against leads and common switch-ins.
Aerodactyl - Fake out and Ice punch, I've rarely seen Aerodactyls that I can outspeed, so there is no point taunting the Stone's Edge that will OHKO me.
Jirachi - Fake out and switch into Bronzong. Most of the leads are scarfed, whom will be expecting a taunt, and will instead Iron Head. So I just switch into Bronzong to set up SR, and start Earthquaking, each EQ will take away 35-45% of their hp, couple with fake out damage will easily force them to switch out.
Roserade - Fake out and Ice punch, no point taunting as you'll be faster than them if they're not scarfed, and they'll have to switch out anyway if they're scarfed and used sleep poweder.
Azelf - Fake out and Night Slash. You'll be able to one shot almost every azelf this way unless they invested heaviliy on defense(which they don't) while avoiding an almost lethal Fireblast.
Hippowddon - My worst nightmare, I rarely even fake out, since it won't even cover leftovers recovery. I normally taunt the SR and switch into Bronzong, and he'll likely switch as well.
Alakazam - Fake out and Night slash will destroy him, he can trick away his specs or leave you at 1 hp after focus blast.
Infernape - Fake out and switch into gyarados. Most suicide lead apes don't carry Thunderpunch, and it's unlikely to OHKO before he gets off a Fireblast.
Metagross - Swich into Bronzong and EQ him to death.
Common Switch-ins
Gyarados - Almost the most prevalent switch-in I get, it's almost always to taunt because the opponent expects a switch so confidently. After that, depending on the item of choice, I might try to night slash him to weaken him or kill him, in the case of life orb, or immediately switch into bronzong.
Bronzong - The next most common switch in, to which I'll answer with my own bronzong.
Ghosts types - From trainers that want to absorb fakeout. But since I'm faster than every ghost in the game, I just slaghter them with night slash. At worst I'm left with 1hp from Scarf-Rotom's overheat or Scarf-Gengar's focus blast. The exception is spiritomb, whom warrants a taunt or he'll cripple you WoW.
Scizor - Thankfully most Scizors prefer to Bullet Punch over Pursuit. I'll usually swap in Gyarados and set up.
Heatran - Easily taken care of by Gyarados.
Perhaps my major difference in play stay is that I try my best to save the focus sash instead of using him to 'suicide' in the early game. Dark and Ice, coupled with his awesome attack and speed have murdered countless Salamence, Flygons, Cresselia, Latias and Gliscors
The Terrorist
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef (0 speed IV)
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Explosion
- Stealth Rock
He sets up the bomb, no questions asked. Walls everything(almost), takes out problems with explosion very well. Gyro ball may seem useless, but it hits Gengars and Zapdos very hard, OHKO after SR damage, while neither of them can do 100% with Heat Wave and Focus Blast.
This is also one of primary modes of breaking BP chains, which is effective somewhat as most ppl expect a switch while they Sword's Dance or Agility up.
As with most of my team, I try to keep him alive for as long as possible and maximize his very powerful EQ. I often switch him into an extremespeed or bullet punch and start EQ away. Or perhaps switching into grass knots/toxic/Other Earthquakes etc.
That said, I utilize explosion as soon as I see a threat, like a gyarados that's Dragon Dancing with impunity or Lucario that's Sword's Dancing(this is alot harder due to close combat, so I normally switch into rotom) and Starmie. Starmie is the bane of my living, esp the scarf build locked into surf after my gyarados dies.
The Anti-Pert/Anti Spinner
Rotom-c @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Ice]
- Leaf Storm
- Thunderbolt
- Shadow Ball
Rotom-c has 1 specific purpose when he was chosen, to kill Swampert. Afterwards he expanded into absorbing Dynamic Punches/Extremespeeds and revenge-killing Lucario/Machamp. HP ice kills dragons that are resistant to all of my other moves.
Rotom-c's up-to-date job scope involves killing opposing Rotoms, facilitated by max speed EVs and natures, to a certain extent takes out Milotic, Suicune, Vaporean. He is also the last layer of defense against Latias, hoping to kill a weakened Latias with a fast Shadow Ball.
The Unlikely Tank
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall
Whilst I was origianlly sceptical of the build, he has worked wonders taking hits and absorbing status. He is the best switch-in against Blissey since it's very rare blissey carry's TBolt anymore. He is a sort of counter against Rain Dance Teams, able to take almost everything except for Stone's Edge from Kubutops, stalling until the rain stops. He counters Heatran very well, and he is also the best bait for electric attacks. Leading for a nice switch and sweep into Electivire. Impish Nature is generally to take opposing waterfalls better, I't also helped me survive countless explosions and Stone's Edge, leaving instead at 7-8%. 252HP lets it survive 1HP electric from Suicune/Vaporean and lets the Electivire dream stay alive.
The All Rounder.
Electivire (M) @ Expert Belt
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Thunderpunch
- Ice Punch
- Cross Chop
Jolly nature+max speed is for the Electivire mirror match, which will undoubtly occur in the long run when you try to kill Starmie's and Vaporeans. I'd rather leave that to a speed tie. On offfence, Electivire covers almost any common OU threat. One of my most common problems is that after I aborb Tbolt from leftovers Rotom, there;s nothing I can hit them strong with. Ice punch deals about 24% odd but the returning Shadowball hits for 40+ and Overheat will OHKO on a crit. Someone used theif once but that's just simply bad in most cases, and still not much more powerful than TPunch. Otherwise, The set of four move cover almost everything.
The Monkey God
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Hidden Power [Ice]
In chinese mythology the Monkey God is the god of victories. As is this little ape for me. The EVs allow me to outspeed almost every opposing ape and CC+SR damage should secure a OHKO. Grass Knot dismantles some water types and the overused Swampert. I hate missing, and flamethrower is preferred over fireblast. This guy usually come out very late in the game when I have pretty decent knowlege of all my opponent's Pokemon.
I've played this for a week on OU ladder with some very promising results at the start. But now I hover at around 1300 conservative rating and couldn't advance much. I've collated some of my poor match-ups and hope the raters can help me out.
Rain dance teams - Alot of my strategy depend on outspeeding my opponents, and rain dance tosses everything down the drain. DDKingdra with outrage and Kabutops pose the most problem, and not even bronzong can hold them for long. Damp Rock makes the plan of outstalling the rain a very very challenging idea.
Latias/Cresselia - The current plan is either explosion or weaville, since Shadow ball will never be able to break through their calm minded special defense.
Annoyance based BP teams - This is very luck based and requires my sleep absorbing gyarados to hit the cruicial waterfall, anyone with better ideas?
Dedicated toxic spikes team - I take spikes fairly well since I can still since my infernape is faster than most and have 60% hp means I can use LO attacks 7 times. However, toxic spikes severely hamper my ability to deal damage. Couple with a truckload of pseudo phazers can damage and poison my team very easily. The whole sub/protect/wish setup is rather lethal when I'm badly poisoned.
Thanks for your time.
Cheers
The team at a glance:







The Dragon Slayer
Weavile (M) @ Focus Sash
Ability: Pressure
EVs: 252 Atk/252 Spd/6 SDef
Hasty nature (+Spd, -Def)
- Ice Punch
- Night Slash
- Taunt
- Fake Out
One of the top 3 leads IMO, on par with jirachi and celebi. While the standard line of play is to fake out and taunt forcing the switch in of a counter, its never like this when facing each of the common leads. I shall attempt to break down the counter strategy against leads and common switch-ins.
Aerodactyl - Fake out and Ice punch, I've rarely seen Aerodactyls that I can outspeed, so there is no point taunting the Stone's Edge that will OHKO me.
Jirachi - Fake out and switch into Bronzong. Most of the leads are scarfed, whom will be expecting a taunt, and will instead Iron Head. So I just switch into Bronzong to set up SR, and start Earthquaking, each EQ will take away 35-45% of their hp, couple with fake out damage will easily force them to switch out.
Roserade - Fake out and Ice punch, no point taunting as you'll be faster than them if they're not scarfed, and they'll have to switch out anyway if they're scarfed and used sleep poweder.
Azelf - Fake out and Night Slash. You'll be able to one shot almost every azelf this way unless they invested heaviliy on defense(which they don't) while avoiding an almost lethal Fireblast.
Hippowddon - My worst nightmare, I rarely even fake out, since it won't even cover leftovers recovery. I normally taunt the SR and switch into Bronzong, and he'll likely switch as well.
Alakazam - Fake out and Night slash will destroy him, he can trick away his specs or leave you at 1 hp after focus blast.
Infernape - Fake out and switch into gyarados. Most suicide lead apes don't carry Thunderpunch, and it's unlikely to OHKO before he gets off a Fireblast.
Metagross - Swich into Bronzong and EQ him to death.
Common Switch-ins
Gyarados - Almost the most prevalent switch-in I get, it's almost always to taunt because the opponent expects a switch so confidently. After that, depending on the item of choice, I might try to night slash him to weaken him or kill him, in the case of life orb, or immediately switch into bronzong.
Bronzong - The next most common switch in, to which I'll answer with my own bronzong.
Ghosts types - From trainers that want to absorb fakeout. But since I'm faster than every ghost in the game, I just slaghter them with night slash. At worst I'm left with 1hp from Scarf-Rotom's overheat or Scarf-Gengar's focus blast. The exception is spiritomb, whom warrants a taunt or he'll cripple you WoW.
Scizor - Thankfully most Scizors prefer to Bullet Punch over Pursuit. I'll usually swap in Gyarados and set up.
Heatran - Easily taken care of by Gyarados.
Perhaps my major difference in play stay is that I try my best to save the focus sash instead of using him to 'suicide' in the early game. Dark and Ice, coupled with his awesome attack and speed have murdered countless Salamence, Flygons, Cresselia, Latias and Gliscors
The Terrorist
Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP/86 Atk/80 Def/92 SDef (0 speed IV)
Sassy nature (+SDef, -Spd)
- Gyro Ball
- Earthquake
- Explosion
- Stealth Rock
He sets up the bomb, no questions asked. Walls everything(almost), takes out problems with explosion very well. Gyro ball may seem useless, but it hits Gengars and Zapdos very hard, OHKO after SR damage, while neither of them can do 100% with Heat Wave and Focus Blast.
This is also one of primary modes of breaking BP chains, which is effective somewhat as most ppl expect a switch while they Sword's Dance or Agility up.
As with most of my team, I try to keep him alive for as long as possible and maximize his very powerful EQ. I often switch him into an extremespeed or bullet punch and start EQ away. Or perhaps switching into grass knots/toxic/Other Earthquakes etc.
That said, I utilize explosion as soon as I see a threat, like a gyarados that's Dragon Dancing with impunity or Lucario that's Sword's Dancing(this is alot harder due to close combat, so I normally switch into rotom) and Starmie. Starmie is the bane of my living, esp the scarf build locked into surf after my gyarados dies.

The Anti-Pert/Anti Spinner
Rotom-c @ Life Orb
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Hidden Power [Ice]
- Leaf Storm
- Thunderbolt
- Shadow Ball
Rotom-c has 1 specific purpose when he was chosen, to kill Swampert. Afterwards he expanded into absorbing Dynamic Punches/Extremespeeds and revenge-killing Lucario/Machamp. HP ice kills dragons that are resistant to all of my other moves.
Rotom-c's up-to-date job scope involves killing opposing Rotoms, facilitated by max speed EVs and natures, to a certain extent takes out Milotic, Suicune, Vaporean. He is also the last layer of defense against Latias, hoping to kill a weakened Latias with a fast Shadow Ball.

The Unlikely Tank
Gyarados (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP/252 Atk
Impish nature (+Def, -SAtk)
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall
Whilst I was origianlly sceptical of the build, he has worked wonders taking hits and absorbing status. He is the best switch-in against Blissey since it's very rare blissey carry's TBolt anymore. He is a sort of counter against Rain Dance Teams, able to take almost everything except for Stone's Edge from Kubutops, stalling until the rain stops. He counters Heatran very well, and he is also the best bait for electric attacks. Leading for a nice switch and sweep into Electivire. Impish Nature is generally to take opposing waterfalls better, I't also helped me survive countless explosions and Stone's Edge, leaving instead at 7-8%. 252HP lets it survive 1HP electric from Suicune/Vaporean and lets the Electivire dream stay alive.

The All Rounder.
Electivire (M) @ Expert Belt
Ability: Motor Drive
EVs: 4 HP/252 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Thunderpunch
- Ice Punch
- Cross Chop
Jolly nature+max speed is for the Electivire mirror match, which will undoubtly occur in the long run when you try to kill Starmie's and Vaporeans. I'd rather leave that to a speed tie. On offfence, Electivire covers almost any common OU threat. One of my most common problems is that after I aborb Tbolt from leftovers Rotom, there;s nothing I can hit them strong with. Ice punch deals about 24% odd but the returning Shadowball hits for 40+ and Overheat will OHKO on a crit. Someone used theif once but that's just simply bad in most cases, and still not much more powerful than TPunch. Otherwise, The set of four move cover almost everything.

The Monkey God
Infernape (M) @ Life Orb
Ability: Blaze
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Flamethrower
- Close Combat
- Grass Knot
- Hidden Power [Ice]
In chinese mythology the Monkey God is the god of victories. As is this little ape for me. The EVs allow me to outspeed almost every opposing ape and CC+SR damage should secure a OHKO. Grass Knot dismantles some water types and the overused Swampert. I hate missing, and flamethrower is preferred over fireblast. This guy usually come out very late in the game when I have pretty decent knowlege of all my opponent's Pokemon.
I've played this for a week on OU ladder with some very promising results at the start. But now I hover at around 1300 conservative rating and couldn't advance much. I've collated some of my poor match-ups and hope the raters can help me out.
Rain dance teams - Alot of my strategy depend on outspeeding my opponents, and rain dance tosses everything down the drain. DDKingdra with outrage and Kabutops pose the most problem, and not even bronzong can hold them for long. Damp Rock makes the plan of outstalling the rain a very very challenging idea.
Latias/Cresselia - The current plan is either explosion or weaville, since Shadow ball will never be able to break through their calm minded special defense.
Annoyance based BP teams - This is very luck based and requires my sleep absorbing gyarados to hit the cruicial waterfall, anyone with better ideas?
Dedicated toxic spikes team - I take spikes fairly well since I can still since my infernape is faster than most and have 60% hp means I can use LO attacks 7 times. However, toxic spikes severely hamper my ability to deal damage. Couple with a truckload of pseudo phazers can damage and poison my team very easily. The whole sub/protect/wish setup is rather lethal when I'm badly poisoned.
Thanks for your time.
Cheers