OU TEAM - "UNBREAKABLE"

Hello all. I have spent a very long time trying to find what I considered 'the perfect team.' Naturally there is no such thing of course, but it was a vision I nonetheless chose to strive for. I've done most of my testing on Pokemon Online on Android before moving to showdown, and after testing and retesting many, many team members and movesets I've finally settled upon what I have here. Now, I have a rule when I make teams that there can be no shared weaknesses among a single pokemon with another and that there must be a partner to resist another's weaknesses. This team boasts a measly 10 weaknesses across all six members (none shared), a whopping 32 resistances, and 6 immunities across four members. This current metagame is immensely fast-paced, with Talonflame and Greninja running rampant while Speed-Boosters and Sticky Web sprayers having a field day. The purpose of this team is to control the surroundings and use them against opposing teams, as well as employing nearly-forgotten Pokemon and strategies. And without further ado, the team itself (pictures not included):

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Brynhildr (Heatran) (F) @ Air Balloon
Ability: Flash Fire
EVs: 252 SDef / 236 HP / 20 Spd
Calm Nature
- Stealth Rock
- Lava Plume
- Earth Power
- Roar

Heatran is necessary on this team to rid the playing field of the wicked Talonflame. But seriously, f*ck Talonflame. It's probably the second most common ball-buster I see besides Aegislash. Also not a favorite. Fortunately, Stealth Rock violently cripples Talonflame. Also, Heatran survives Sacred Sword at full health, and OHKOs Aegislash in Attack Form in return. Also here to suck up fire moves aimed at Scizor.

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Maytag (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 48 Def / 236 HP / 48 SDef / 176 Spd
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Grass]
- Thunder Wave

Belly-Drum Azumarill. Hate that thing, haaaaaaaaaate it. Fortunately, Rotom-W can switch into a Belly-Drummed aqua jet and retain over half health, leaving the slower Azumarill with two options: switch out or faint. I've managed to employ a VoltTurn combo in this team, so this is here for that. HP grass is there for Quagsire, which while uncommonly used, pretty much walls the rest of my team for the most part. I've gone with thunder wave over Will-o-wisp to cripple Magic Guard users, which are ridiculous otherwise. Especially Clefable.

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Sanguine (Scizor-Mega) (M) @ Scizorite
Ability: Technician
EVs: 196 Def / 252 HP / 48 Atk / 12 Spd
Adamant Nature
- Bullet Punch
- Superpower
- U-turn
- Roost

As you'll notice I've employed Mega Scizor as a more of a physical wall than an offensive powerhouse, sharing the same physically defensive stats of the almighty Skarmory (although adamant 150+ base attack with minimal EVs is still nothing short of terrifying). Heavily resisting one of and being immune to the other of Sylveon's weaknesses, the two serve as a sort of roided-up SkarmBliss on the offensive side. The other volt-turn half, the two work in tandem beautifully, rounding of the whole package nicely.

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Sharkeisha (Sylveon) (F) @ Leftovers
Ability: Pixilate
EVs: 72 SDef / 236 HP / 136 SAtk / 64 Def
Calm Nature
- Hyper Voice
- Heal Bell
- Wish
- Protect

FUN FACT, THE SHARKEISH INCIDENT HAPPENED IN MY HOMETOWN. As a tribute to the lovely Cypress, Texas, Sharkeisha works with Scizor for reasons stated above. My main support pokemon, Sylveon also works as a slayer of many dragons, with only Mega Garchomp standing up to her with earthquake. Hyper voice also hits behind substitutes, which some people actually haven't realized yet (often times losing their obnoxious Gliscors in the process). I've chosen a more offensive Sylveon than most, since her bulk is already quite stout, but I've kept many HP EVs to ensure large wish passes.

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Stella (Cresselia) @ Leftovers
Ability: Levitate
EVs: 180 SAtk / 220 HP / 108 Def
Sassy Nature
IVs: 0 Spd
- Moonlight
- Trick Room
- Ice Beam
- Psyshock

Smogon is not nice to Cresselia. They constantly berate the poor girl, calling her 'outclassed' and other blasphemies in OU. Well, they also claim Trick Room is not a good strategy in singles. WELL. Lookie here. The ideal trick-room user should be slow (check) and bulky (double check). I tried Reuniclus and soon realized that he was next to worthless on my team. The key here is Ice Beam; poor unsuspecting Garchomp and Gliscor and Landorus never expect this to be a problem, and when they do, it suddenly becomes a really really big problem. Trick Room is part of the "control" aspect I was talking about. The majority of my team isn't exactly in the realm of Snorlax slow, but when the enemy has a scarfed hyper-offensive team or whatever they call it, or uses sticky web, this is used to flip that strategy back on the opposing team. Mind you, my team does not revolve around Trick Room, it is just a tool I employ when needed.

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Kevin (Garchomp) (M) @ Assault Vest
Ability: Rough Skin
EVs: 252 Spd / 176 Atk / 80 HP
Jolly Nature
- Outrage
- Earthquake
- Iron Head
- Stone Edge

The slayer of BOTH Mega Charizards, Talonflame, Heatran, most other dragons excluding Latios, almost all fairy types bar Azumarill (exceptional for a Dragon), and a menace overall, the almighty Garchomp. Gen 6 has brought a blessing in the Assault Vest, a difficult item to use yet lethal in the right hands. With Special Def. at 309 after Assault Vest, 333 Speed, and 340 attack, the fearsome landshark becomes an absolute monster. Also sharing no weaknesses with the rest of the team, Garchomp fit onto the team seamlessly, and added a considerable amount of firepower on the physical end.

Weaknesses: Honestly, not much. Mega Gyarados can be an issue at times, but he's always stopped cold by Mega Scizor, especially under Trick Room. Conkeldurr can be problematic at times, but when paralyzed he's usually hindered by Cresselia, and constantly switching into stealth rock is not often advised, so Conk can be removed from the scene without too much trouble usually. Mega Mawile can be annoying especially after Swords Dance, but can easily be roared out by Heatran most of the time. Truly, the only time this team's let me down have been due to my own mistakes in a battle, not a weakness of the team itself; I'm sure weaknesses I have yet to come across exist, and I am not the best battler skillwise out there, but in the right hands I'm sure it could be, as I've dubbed it, "unbreakable."

...and there you have it. By far the best team I've made by a large margin. I would like comments and thoughts and suggestions, but straight-up replacing a pokemon will likely not be taken seriously unless it improves upon the team and doesn't heavily alter the strategies I have set up. I would like suggestions for EVs and suggestions for moves, especially on Rotom (I can never settle on one thing). Hell, suggest whatever you want. I'll keep you all updated on how it goes from here; cheers!
 
Give Garchomp Dragon Claw instead of Outrage so you don't get locked into it. Otherwise everything seems pretty solid.

Yeah, dragon claw is more reliable, absolutely, and I've tried both. I do prefer the added oomph, and I haven't had too much trouble... yet. If it does become a more consistent issue, I'll go back to dragon claw. Thanks!
 
Maybe run leftovers over air ballon on heatran? Heatran has a lack of recovery besides leftovers, and it would benefit it. In addition, you have rotom and cresselia to switch in on the ground type attack. But other than that, I like the team
 
Maybe run leftovers over air ballon on heatran? Heatran has a lack of recovery besides leftovers, and it would benefit it. In addition, you have rotom and cresselia to switch in on the ground type attack. But other than that, I like the team

I previously had leftovers, but with Sylveon wish passing and Mold Breaker being an issue, I opted for air balloon instead. I'll keep trying both to see which reaps more benefits overall. Thanks!
 
Seems like a great team, with out the box thinking that I'd imagine works very well for you (Trick Room as an option but not forming your team around it for example), well done I see some real originality here.

At the same time I'm wondering how you deal with some megas, specifically Medicham (who I know isn't very common) and Venusaur (who is much more common, and can run reasonably varied sets)? Neither are unbreakable, but Medicham has great wall breaking potential and as far as I can see only Garchomp here outspeeds him, and Venusaur can be very tricky to take out with unboosted non-super effective attacks. Of course Heatran is a good option for Venusaur, but Venusaur can carry Earthquake, so maybe a Balloon like AgentAnteater suggests might serve you well.
 
Seems like a great team, with out the box thinking that I'd imagine works very well for you (Trick Room as an option but not forming your team around it for example), well done I see some real originality here.

At the same time I'm wondering how you deal with some megas, specifically Medicham (who I know isn't very common) and Venusaur (who is much more common, and can run reasonably varied sets)? Neither are unbreakable, but Medicham has great wall breaking potential and as far as I can see only Garchomp here outspeeds him, and Venusaur can be very tricky to take out with unboosted non-super effective attacks. Of course Heatran is a good option for Venusaur, but Venusaur can carry Earthquake, so maybe a Balloon like AgentAnteater suggests might serve you well.

I already am running air balloon, he suggested leftovers. Cresselia trick room + psyshock does well on mega Venusaur, but mega Venusaur is difficult to take down no matter the team. Same with Medicham, although due to his frailty a bullet punch from Scizor can do some hefty damage, usually a OHKO after Stealth Rock, and Garchomp outspeeds it and brutalizes it with STAB earthquake
 
You do seem to have those bases covered, that'll teach me to be unobservant (I completely spaced on seeing you had Psyshock for some reason) - keep with the air balloon IMO too. As I said before very well done, the only limiting factor here is your ability to predict the opponent which I imagine will only improve with time. You also don't seem to have a dramatic problem with hazards, as far as I can see.

I guess the only of thing I can think of is you don't have much of an option for Blissey or Chansey, nothing on your team can break through Chansey and Blissey is a bit of a push. As such, maybe a Choice item and Trick might be a good choice for Rotom - especially in the place of Thunder Wave which though can be nice is by no means necessary. Again getting the Trick in when you want it is still prediction based, but even tricking something onto a mon you didn't intend is often beneficial in some way - and Trick is also a broad based solution to anything that is irritating you. On the other hand, Blissey and Chansey aren't too common now either, so it really comes down to your preference.
 
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Blissey can be really annoying, my strategy for them is typically to paralyze, switch to Scizor, and use superpower, since it usually forces Blissey to use Heal Bell (if it can move) or switch out. When the rest of the team is gone and she's backed into a corner, there's not much she can do. I need leftovers on Rotom to ensure it survives 2 belly drum aqua jets from Azumarill before KOing it
 
While I tend to favor a more offense heavy team, I recognize that this team is very well put together, and I'm also a member of the cresselia fan club :D (although I usually run dual screens, obviously that would be silly here). I have to think, though, that you would benefit from having swords dance on scizor to at last have SOMEONE that can pump up and smash walls. Weaknesses/resistances are important, but "role synergy" is just as important, many would argue even more so. Either giving swords dance to scizor or giving choice scarf to garchomp will give your team at least one offensive juggernaut to go along with your bulky contingent. Scarf doesn't mesh with trick room but garchomp is so fast naturally that you probably aren't combining the two anyway...
 
While I tend to favor a more offense heavy team, I recognize that this team is very well put together, and I'm also a member of the cresselia fan club :D (although I usually run dual screens, obviously that would be silly here). I have to think, though, that you would benefit from having swords dance on scizor to at last have SOMEONE that can pump up and smash walls. Weaknesses/resistances are important, but "role synergy" is just as important, many would argue even more so. Either giving swords dance to scizor or giving choice scarf to garchomp will give your team at least one offensive juggernaut to go along with your bulky contingent. Scarf doesn't mesh with trick room but garchomp is so fast naturally that you probably aren't combining the two anyway...

While I'm sure Scizor would benefit greatly from a Swords Dance boost, I consider his moveset too important as a whole to replace a single one. Scarf on Chomp isn't really necessary, since he outspeeds all the pokemon that he needs to, and I do prefer something slightly bulkier. I'll try your ideas though, and let you know how it works. Thanks!
 
Just wanted to say that you could run Thunder Wave on Cresselia instead of Trick Room. That way, Cresselia can help its teammates out with speed control even if its teammates were relatively fast (Garchomp and Rotom-W). Paralysis also stays with a Pokemon for the entire match (excluding Heal Bell and Rest), unlike Trick Room which wears off after 5 turns.

If you find that Sticky Web is such as problem, I suggest running Defog over Superpower on Scizor. The coverage loss is minimal compared to the ability to remove Stealth Rocks, Spikes, Sticky Web, and Toxic Spikes. This also greatly enhances the longevity of your other team members.
 
Just wanted to say that you could run Thunder Wave on Cresselia instead of Trick Room. That way, Cresselia can help its teammates out with speed control even if its teammates were relatively fast (Garchomp and Rotom-W). Paralysis also stays with a Pokemon for the entire match (excluding Heal Bell and Rest), unlike Trick Room which wears off after 5 turns.

If you find that Sticky Web is such as problem, I suggest running Defog over Superpower on Scizor. The coverage loss is minimal compared to the ability to remove Stealth Rocks, Spikes, Sticky Web, and Toxic Spikes. This also greatly enhances the longevity of your other team members.

I already have thunder wave on Rotom. Sticky Web is not a problem thanks to trick room. Four of my pokemon are immune to toxic spikes, two are immune to spikes (three with air balloon), and no extra weaknesses to stealth rock. Entry hazards were taken into great consideration when building this team, and defog is not really necessary, since it clears both sides, and if the opponent has a defogger that removes that issue for the most part. Superpower is absolutely necessary to help crack walls like Blissey. I do understand your concerns and appreciate the advice, but the benefits just don't outweigh the losses. Also, Trick Room is an integral part of the team, and that is the one move that will not change under any circumstances. Thank you though, I really do appreciate the advice.
 
Why did you add a trick room and give everyone a few speed EVs?

Sylveon has none, and Cresselia has 0 speed ivs. This metagame is very very fast paced and sticky web is common, trick room is merely a tool, not a core strategy. I popped in a few speed EVs so that I can usually outspeed pokemon of the same species, like Heatran and Scizor especially. It's a team based on control, not one strategy alone; that is a good question though, thanks for asking!
 
UPDATE TIME: So as I mentioned, I've been testing on the Pokemon Online Android app, and just recently put this team into practice on Showdown; as of now, I've lost one game only, just hit a rating of 1322, and still climbing

Edit: Haven't lost a match since, now at 1365
 
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