So recently I have been loosing a lot of OU battles. I was wondering how I could improve my current team so that I might not loose as much.
Team
Slash (Aegislash) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 244 HP / 12 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- King's Shield
- Pursuit
- Shadow Sneak
- Shadow Ball
Usual Aegislash, King's Shields a lot, Pursuit/Shadow Ball, ect. Nothing exciting here.
LeZef (Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Psychic
- Explosion
- Stealth Rock
- Taunt
My opener. Starts off with a taunt, then Stealth Rocks, then psychic/explosion. Doesn't live very long, doesn't need to.
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Night Slash
- Facade
One of my main powerhouses. Start off with a sword's dance, facade your way through the enemies. In the case of a ghost type, Night Slash will wipe them off the face of the earth.
Garchomp @ Yache Berry
Ability: Rough Skin
Shiny: Yes
- Draco Meteor
- Dragon Tail
- Rest
- Snore
Garchomp can be used to effectively cycle through enemies with Dragon Tail, pulling them through stealth rock. Rest/Snore for additional damage and recovery. Berry to stay alive from an ice attack.
Lilligant @ Leftovers
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Substitute
- Quiver Dance
- Petal Dance
- Aromatherapy
With Own Tempo, you can set up 1/2 Quiver Dances and proceed to wreck havoc upon the enemy team with petal dance. Without the confusion debuff, it will plow through enemies until it faints. Aromatherapy is for curing your team of paralysis/toxic, as that has lost me many games.
'Ape (Infernape) @ White Herb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Assist
- Fake Out
- Overheat
- Close Combat
Infernape with a White Herb can be great, because you can pull the overheat/close combat without the stat debuff. apart from that, not much to see here.
Team
Slash (Aegislash) @ Leftovers
Ability: Stance Change
Shiny: Yes
EVs: 244 HP / 12 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- King's Shield
- Pursuit
- Shadow Sneak
- Shadow Ball
Usual Aegislash, King's Shields a lot, Pursuit/Shadow Ball, ect. Nothing exciting here.
LeZef (Azelf) @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Psychic
- Explosion
- Stealth Rock
- Taunt
My opener. Starts off with a taunt, then Stealth Rocks, then psychic/explosion. Doesn't live very long, doesn't need to.
Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Night Slash
- Facade
One of my main powerhouses. Start off with a sword's dance, facade your way through the enemies. In the case of a ghost type, Night Slash will wipe them off the face of the earth.
Garchomp @ Yache Berry
Ability: Rough Skin
Shiny: Yes
- Draco Meteor
- Dragon Tail
- Rest
- Snore
Garchomp can be used to effectively cycle through enemies with Dragon Tail, pulling them through stealth rock. Rest/Snore for additional damage and recovery. Berry to stay alive from an ice attack.
Lilligant @ Leftovers
Ability: Own Tempo
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Substitute
- Quiver Dance
- Petal Dance
- Aromatherapy
With Own Tempo, you can set up 1/2 Quiver Dances and proceed to wreck havoc upon the enemy team with petal dance. Without the confusion debuff, it will plow through enemies until it faints. Aromatherapy is for curing your team of paralysis/toxic, as that has lost me many games.
'Ape (Infernape) @ White Herb
Ability: Blaze
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Assist
- Fake Out
- Overheat
- Close Combat
Infernape with a White Herb can be great, because you can pull the overheat/close combat without the stat debuff. apart from that, not much to see here.









