I posted a team to the forums a few weeks ago to little response. Since then, I've done some testing and thinking about my team's ability to compete and realized that some changes needed to be made. The idea is still the same: clear the way for a late game sweep from Bulk Up Machamp by eliminating his counters and baton passing him speed AND a substitute.
In building the team, I've now come to realize that i might have some problems with all the steels that are permeating the metagame; however, I'd like to hear what you guys have to say.
I'm creating this team in game, and that's why all of the pokes movesets are absent of hidden powers that would probably benefit my team better.
Overview:
In Depth:
Leadgross: Adamant, Clear Body @ Occa Berry
252 HP / 228 Atk / 12 Def / 12 Spe
Stealth Rock
Earthquake / Meteor Mash
Bullet Punch
Explosion
Originally a Heatran Lead; however, replacing Lucario with Mixnape gave me a 3x water weak. Enter Metagross. Metagross is going to function similarly to Leadtran in that he'll get the rocks down, cause some damage, then explode. The difference is that, with his significatly higher bulk, Metagross will be able to come back in later in the game to explode. I want to run MM/BP in order to deal the damage with MM then pick of the remainder with BP; however, I feel that EQ would provide me with better coverage against other Leadgross and Leadnape. 12 Spe EV's to allow me to outrun clone leads.
Infernape: Naive, Blaze @ Life Orb
252 Atk / 64 SpA / 192 Spe
Close Combat
Stone Edge
U-Turn
Over Heat
Physical Mixnape. This was origianally MixLuke, but Fireburn suggested I give this a shot and I like the idea. Infernape is going to serve as my early wall breaker, and he can serve as a scouter (which I like a lot). In reality, he and Salamence will obviously not be locked into "late game" and "early game" damage dealers, but I like the idea of having Infernape come in earlier in order to scout with U-turn.
Starmie: Modest, Natural Cure @ Choice Scarf
4 HP / 252 SpA / 252 Spe
Surf
Thunderbolt
Grass Knot
Ice Beam
Starmie is, once again, keeping the pace up and applying pressure to my opponent on the special side of things. This set is providing tons of coverage just like Salamence's set. Surf for general STAB, T-bolt to counter Gyarados who would otherwise give me trouble, Grass Knot to hit Swampet, and Ice Beam to hit the dragons hard. I'm not running a Rapid Spin set because I've only got one poke who is weak to SR, and I wanted to really keep the pressure on my opponent. The Choice Scarf is now going to allow this Starmie to act as an efficient revenge killer with the massive coverage this set provides. Modest nature for the SpA boost since I don't need the speed thanks to the Scarf
Gliscor: Timid, Hyper Cutter @ Lum Berry/ Yache Berry
252 HP / 196 SpD / 60 Spe
Rock Polish
Substitute
Baton Pass
Taunt
I changed this set a little from the analysis by adding Substitue instead of Swords Dance. Since my Machamp is already going to be setting up for an attack boost, Substitute is the better choice for a baton pass. The idea is to bring this guy in on an EQ or something of the like, drop the Sub, Rock Polish up, and Baton Pass to Machamp for the GG. Taunt is there to mess up any phazers who want to roar me out and prevent me from setting up the pass. EV's will help give my subs a little more bulk and provide me with some longevity. Not sure about the choice on the item, though. I understand that a status would really screw over my entire game plan, but an ice attack would eliminate the plan entirely. Help on this choice would be appreciated.
Salamence: Naive, Intimidate @ Choice Band
248 Atk / 8 SpA / 252 Spe
Outrage
Earthquake
Aqua Tail
Fire Blast
This was originally a Dragonite running the exact same coverage; however, Salamence's better stats and Intimidate (along with people's suggestions) lead me to chose him as my late game wall breaker / damage dealer. This set is provide optimal coverage against everything in OU, and eventhough Fire Blast isn't receiving a boost from the CB, it will still help elemiate the steels since they are typically weaker on the SpD side of things. Salamence is going to open the game up for my late game Machampass ( I hearby copyright this name) strategy.
Machamp: Adamant, No Guard @ Leftovers
252 HP / 136 Atk / 120 Spe
Dynamic Punch
Bulk Up
Stone Edge
Payback
This guy is beast, and I'm pumped about it. Machamp will receive the speed boost and the Sub from Gliscor, Bulk Up, then wreak havoc on whatever is left of my opponent's team. Dynamic Punch for power and 100% confusion. Bulk Up for the obvious attack and defense boost. Stone Edge to hit the obvious flyers that would resist my STAB Dynamic Punch, and Payback to his the ghosts and psychics that also resist Dynamic Punch. Like Tarquin said, the speed boosts Machamp receives shouldn't inhibit his ability to take out the ghosts with payback after bulking up.
Previous Members:
Leadtran: Naive, Flashfire @ Shucca Berry
4 HP / 252 SpA / 252 Spe
Stealth Rock
Fire Blast
Earth Power
Explosion
I was originally running a Swampert, but I decided to make this team hyper offensive; therefore, I chose Heatran mainly due to the surprise factor it holds as a lead. I am a little concerned about Leadnape CC-ing me for the loss of this guy right off of the bat, but maybe the suprise factor will buy me some time to at least get the rocks up. Max SpA and Spe in order to cause the most trouble for my oppenent ASAP. Shucca berry to help protect me against Leadgross, and other leads that will try to EQ me.
Dragonite: Adamant, Inner Focus @ Choice Band
4 HP / 252 Atk / 252 Spe
Outrage
Earthquake
Fire Punch
Aqua Tail
Again wanting to put the pressure on my opponent early, I chose CBnite to clear the way for my late game strategy early on in the match. With the ability to literally 2HKO practically any threat in the game, I intend for Dragonite to really cause some damage early. Max attack and speed in order to rip through my opponents team, and CB for the obvious power that it's going to bring to his attacks. I chose Fire Punch over Superpower because I've got Lucario and Machamp that can dish out fighting moves when I need them, and I also needed a fire move to help with the likes of Scizor after Heatran goes down.
Lucario: Lonely, Inner Focus @ Life Orb
184 Atk / 128 SpA / 196 Spe
Close Combat
Agility
Dark Pulse
Ice Punch
Clean-up mixed sweeper Lucario. I chose to not run the choice scarf set because I already have two choice users. The plan is to bring this guy in pretty late game on something he resists, Agility up on the switch, and ensue the cleanup. Dark Pulse over Shadow Ball because the chance of a flinch is more important to me than the SpD drop (especially since he's only running one special attack) so that he can have an extra chance to Agility up. Ice Punch over HP Ice because I just really do not have access to Hidden Powers at all. This is the most unstable slot on my team and you guys have any other suggestions to replace him, feel free to suggest someone else.
Well that's my team. I put a lot of work into it, but if it blows you can just let me know. Be as harsh as you want.
In building the team, I've now come to realize that i might have some problems with all the steels that are permeating the metagame; however, I'd like to hear what you guys have to say.
I'm creating this team in game, and that's why all of the pokes movesets are absent of hidden powers that would probably benefit my team better.
Overview:






In Depth:

Leadgross: Adamant, Clear Body @ Occa Berry
252 HP / 228 Atk / 12 Def / 12 Spe
Stealth Rock
Earthquake / Meteor Mash
Bullet Punch
Explosion
Originally a Heatran Lead; however, replacing Lucario with Mixnape gave me a 3x water weak. Enter Metagross. Metagross is going to function similarly to Leadtran in that he'll get the rocks down, cause some damage, then explode. The difference is that, with his significatly higher bulk, Metagross will be able to come back in later in the game to explode. I want to run MM/BP in order to deal the damage with MM then pick of the remainder with BP; however, I feel that EQ would provide me with better coverage against other Leadgross and Leadnape. 12 Spe EV's to allow me to outrun clone leads.

Infernape: Naive, Blaze @ Life Orb
252 Atk / 64 SpA / 192 Spe
Close Combat
Stone Edge
U-Turn
Over Heat
Physical Mixnape. This was origianally MixLuke, but Fireburn suggested I give this a shot and I like the idea. Infernape is going to serve as my early wall breaker, and he can serve as a scouter (which I like a lot). In reality, he and Salamence will obviously not be locked into "late game" and "early game" damage dealers, but I like the idea of having Infernape come in earlier in order to scout with U-turn.

Starmie: Modest, Natural Cure @ Choice Scarf
4 HP / 252 SpA / 252 Spe
Surf
Thunderbolt
Grass Knot
Ice Beam
Starmie is, once again, keeping the pace up and applying pressure to my opponent on the special side of things. This set is providing tons of coverage just like Salamence's set. Surf for general STAB, T-bolt to counter Gyarados who would otherwise give me trouble, Grass Knot to hit Swampet, and Ice Beam to hit the dragons hard. I'm not running a Rapid Spin set because I've only got one poke who is weak to SR, and I wanted to really keep the pressure on my opponent. The Choice Scarf is now going to allow this Starmie to act as an efficient revenge killer with the massive coverage this set provides. Modest nature for the SpA boost since I don't need the speed thanks to the Scarf

Gliscor: Timid, Hyper Cutter @ Lum Berry/ Yache Berry
252 HP / 196 SpD / 60 Spe
Rock Polish
Substitute
Baton Pass
Taunt
I changed this set a little from the analysis by adding Substitue instead of Swords Dance. Since my Machamp is already going to be setting up for an attack boost, Substitute is the better choice for a baton pass. The idea is to bring this guy in on an EQ or something of the like, drop the Sub, Rock Polish up, and Baton Pass to Machamp for the GG. Taunt is there to mess up any phazers who want to roar me out and prevent me from setting up the pass. EV's will help give my subs a little more bulk and provide me with some longevity. Not sure about the choice on the item, though. I understand that a status would really screw over my entire game plan, but an ice attack would eliminate the plan entirely. Help on this choice would be appreciated.

Salamence: Naive, Intimidate @ Choice Band
248 Atk / 8 SpA / 252 Spe
Outrage
Earthquake
Aqua Tail
Fire Blast
This was originally a Dragonite running the exact same coverage; however, Salamence's better stats and Intimidate (along with people's suggestions) lead me to chose him as my late game wall breaker / damage dealer. This set is provide optimal coverage against everything in OU, and eventhough Fire Blast isn't receiving a boost from the CB, it will still help elemiate the steels since they are typically weaker on the SpD side of things. Salamence is going to open the game up for my late game Machampass ( I hearby copyright this name) strategy.

Machamp: Adamant, No Guard @ Leftovers
252 HP / 136 Atk / 120 Spe
Dynamic Punch
Bulk Up
Stone Edge
Payback
This guy is beast, and I'm pumped about it. Machamp will receive the speed boost and the Sub from Gliscor, Bulk Up, then wreak havoc on whatever is left of my opponent's team. Dynamic Punch for power and 100% confusion. Bulk Up for the obvious attack and defense boost. Stone Edge to hit the obvious flyers that would resist my STAB Dynamic Punch, and Payback to his the ghosts and psychics that also resist Dynamic Punch. Like Tarquin said, the speed boosts Machamp receives shouldn't inhibit his ability to take out the ghosts with payback after bulking up.
Previous Members:

Leadtran: Naive, Flashfire @ Shucca Berry
4 HP / 252 SpA / 252 Spe
Stealth Rock
Fire Blast
Earth Power
Explosion
I was originally running a Swampert, but I decided to make this team hyper offensive; therefore, I chose Heatran mainly due to the surprise factor it holds as a lead. I am a little concerned about Leadnape CC-ing me for the loss of this guy right off of the bat, but maybe the suprise factor will buy me some time to at least get the rocks up. Max SpA and Spe in order to cause the most trouble for my oppenent ASAP. Shucca berry to help protect me against Leadgross, and other leads that will try to EQ me.

Dragonite: Adamant, Inner Focus @ Choice Band
4 HP / 252 Atk / 252 Spe
Outrage
Earthquake
Fire Punch
Aqua Tail
Again wanting to put the pressure on my opponent early, I chose CBnite to clear the way for my late game strategy early on in the match. With the ability to literally 2HKO practically any threat in the game, I intend for Dragonite to really cause some damage early. Max attack and speed in order to rip through my opponents team, and CB for the obvious power that it's going to bring to his attacks. I chose Fire Punch over Superpower because I've got Lucario and Machamp that can dish out fighting moves when I need them, and I also needed a fire move to help with the likes of Scizor after Heatran goes down.

Lucario: Lonely, Inner Focus @ Life Orb
184 Atk / 128 SpA / 196 Spe
Close Combat
Agility
Dark Pulse
Ice Punch
Clean-up mixed sweeper Lucario. I chose to not run the choice scarf set because I already have two choice users. The plan is to bring this guy in pretty late game on something he resists, Agility up on the switch, and ensue the cleanup. Dark Pulse over Shadow Ball because the chance of a flinch is more important to me than the SpD drop (especially since he's only running one special attack) so that he can have an extra chance to Agility up. Ice Punch over HP Ice because I just really do not have access to Hidden Powers at all. This is the most unstable slot on my team and you guys have any other suggestions to replace him, feel free to suggest someone else.
Well that's my team. I put a lot of work into it, but if it blows you can just let me know. Be as harsh as you want.