The Team
This is a stall team revolving around Stealth Rock being laid by Uxie and Spikes by Skarmory and then just shuffling around the opponent's team for damage. The fact that Rotom-H is the strongest attacker speaks miles about this team.
The Pokemon
Lead
Light Prelude (Uxie) @ Light Clay
Ability: Levitate
EVs: 252 HP/36 Def/216 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Light Screen
- Reflect
- Stealth Rock
- U-turn
One of the best leads I've ever used. Stealth Rock usually isn't set up early, but Uxie has enough bulk to return to the game later to set up rocks and the screens help Skarmory secure spikes on the opposing team and generally helps sponge stronger threats. However, recovery is a problem and is probably the Pokemon with the least screen time on the team.
Bulky Water
Water Serenade (Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Protect
- Wish
Solid bulky water, simple stuff - needed something to pass Wish around. Absolutely love Salamences that decide to stay in and DD without realising that not every Vaporeon carries HP Electric.
The Star
Forest Minuet (Skarmory) (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/108 Spd/148 SDef
Careful nature (+SDef, -SAtk)
- Taunt
- Spikes
- Whirlwind
- Roost
The Pokemon this team revolves around. I originally wanted to create a team with a Uxie/Skarmory/Rotom base. The SDef helps alot and under screens pretty much survives everything. If anything, the addition of paralysis on the team would help this so it could Roost more efficiently, but sadly there aren't enough slots on the team for that yet. Shed Shell as without Spikes this team is ruined. I'm not really sure about the need for Taunt though. Should I change it to Brave Bird?
Spin-Blocker
Fire Bolero (Rotom-h) @ Choice Scarf
Ability: Levitate
EVs: 148 HP/220 Spd/140 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Will-o-wisp
- Overheat
- Trick
Standard scarfed Rotom, needed a fast Pokemon on the team and Rotom could provide this. Although this spread isn't nearly as beneficial to stall as it gets easily destroyed by Pursuit, the scarf has come in handy a lot. Will-O-Wisp is usually the move of choice during the opening plays of a game as you really don't want that TTar coming in for a free kill. Plus, it adds residual damage. Payback Forretress is a pain to deal with though, without recovery it can just keep chipping away if I don't have Spikes out already.
Phazer 1
Spirit Requiem (Latias) (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Spd
Timid nature (+Spd, -Atk)
- Dragon Pulse
- Recover
- Roar
- Toxic
Latias, mainly to counter Heatran and Infernape as Vaporeon can't take repeated abuse from them. Adds extra shuffling to the team for more residual damage and is usually used. Once the opponent gets annoyed and starts leaving in Pokemon like Swampert and Blissey, you can Toxic them and then phaze them out to really piss them off. I feel this is probably the weakest link in the team. I don't think it contributes as much to the team as other members do and would like to find an alternative.
Phazer 2
Shadow Nocturne (Drapion) (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP/12 Atk/244 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Whirlwind
- Rest
- Sleep Talk
This Pokemon is really just here to make sure Gengar doesn't run over this team and to absorb Toxic Spikes, although this pokemon turned out to be a lot more useful than I thought it would be and is definitely viable for OU teams. A lot of people underestimate it and don't realise its SDef tanking abilities.
This team is probably one of the better teams I've made, although once one Pokemon goes down, the whole team starts crumbling. Latias is the one I'm the most worried about as mentioned before and want to change the most.
Oh, and a funny thing. Only 7 moves out of 24 are attacking moves, meaning 17 are support moves. Definitely the least I played with.






This is a stall team revolving around Stealth Rock being laid by Uxie and Spikes by Skarmory and then just shuffling around the opponent's team for damage. The fact that Rotom-H is the strongest attacker speaks miles about this team.
The Pokemon
Lead

Light Prelude (Uxie) @ Light Clay
Ability: Levitate
EVs: 252 HP/36 Def/216 Spd/4 SDef
Jolly nature (+Spd, -SAtk)
- Light Screen
- Reflect
- Stealth Rock
- U-turn
One of the best leads I've ever used. Stealth Rock usually isn't set up early, but Uxie has enough bulk to return to the game later to set up rocks and the screens help Skarmory secure spikes on the opposing team and generally helps sponge stronger threats. However, recovery is a problem and is probably the Pokemon with the least screen time on the team.
Bulky Water

Water Serenade (Vaporeon) (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Surf
- Ice Beam
- Protect
- Wish
Solid bulky water, simple stuff - needed something to pass Wish around. Absolutely love Salamences that decide to stay in and DD without realising that not every Vaporeon carries HP Electric.
The Star

Forest Minuet (Skarmory) (M) @ Shed Shell
Ability: Keen Eye
EVs: 252 HP/108 Spd/148 SDef
Careful nature (+SDef, -SAtk)
- Taunt
- Spikes
- Whirlwind
- Roost
The Pokemon this team revolves around. I originally wanted to create a team with a Uxie/Skarmory/Rotom base. The SDef helps alot and under screens pretty much survives everything. If anything, the addition of paralysis on the team would help this so it could Roost more efficiently, but sadly there aren't enough slots on the team for that yet. Shed Shell as without Spikes this team is ruined. I'm not really sure about the need for Taunt though. Should I change it to Brave Bird?
Spin-Blocker

Fire Bolero (Rotom-h) @ Choice Scarf
Ability: Levitate
EVs: 148 HP/220 Spd/140 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Will-o-wisp
- Overheat
- Trick
Standard scarfed Rotom, needed a fast Pokemon on the team and Rotom could provide this. Although this spread isn't nearly as beneficial to stall as it gets easily destroyed by Pursuit, the scarf has come in handy a lot. Will-O-Wisp is usually the move of choice during the opening plays of a game as you really don't want that TTar coming in for a free kill. Plus, it adds residual damage. Payback Forretress is a pain to deal with though, without recovery it can just keep chipping away if I don't have Spikes out already.
Phazer 1

Spirit Requiem (Latias) (F) @ Leftovers
Ability: Levitate
EVs: 252 HP/252 Spd
Timid nature (+Spd, -Atk)
- Dragon Pulse
- Recover
- Roar
- Toxic
Latias, mainly to counter Heatran and Infernape as Vaporeon can't take repeated abuse from them. Adds extra shuffling to the team for more residual damage and is usually used. Once the opponent gets annoyed and starts leaving in Pokemon like Swampert and Blissey, you can Toxic them and then phaze them out to really piss them off. I feel this is probably the weakest link in the team. I don't think it contributes as much to the team as other members do and would like to find an alternative.
Phazer 2

Shadow Nocturne (Drapion) (M) @ Leftovers
Ability: Battle Armor
EVs: 252 HP/12 Atk/244 SDef
Careful nature (+SDef, -SAtk)
- Crunch
- Whirlwind
- Rest
- Sleep Talk
This Pokemon is really just here to make sure Gengar doesn't run over this team and to absorb Toxic Spikes, although this pokemon turned out to be a lot more useful than I thought it would be and is definitely viable for OU teams. A lot of people underestimate it and don't realise its SDef tanking abilities.
This team is probably one of the better teams I've made, although once one Pokemon goes down, the whole team starts crumbling. Latias is the one I'm the most worried about as mentioned before and want to change the most.
Oh, and a funny thing. Only 7 moves out of 24 are attacking moves, meaning 17 are support moves. Definitely the least I played with.