This is my current OU team:
1. Galvantula.
- Volt switch.
- Sticky web.
- Energy ball.
- Bug Buzz.
Item: Focus sash; Ability: Unnerve; Nature: Timid; EVs: 252 speed, 252 Sp. A, and 4 hp.
This Pokemon is always my lead. Its main intention is to set up sticky web in support of the rest of my team, and then volt switch out. I chose a focus sash because getting up sticky web is number one priority. I used to run a life orb, but I prefer the consistency of the focus sash. I have bug buzz for STAB, and energy ball for some extra coverage (there were no other really good moves I could run). I also chose to run unnerve over the accuracy boosting ability, as all my moves have 100% accuracy already.
2. Chandelure.
- Shadow ball.
- Fire blast.
- Hidden power ice.
- Energy ball.
Item: Choice specs; Ability: Flash fire; Nature: Timid; EVs: 180 speed, 252 Sp. A and 76 HP.
Chandelure is my go to Pokemon for switching into predicted fire-type attacks. With a flash fire boost, STAB specs fire blast can be enough to sweep teams clean. It is especially awesome switching into a mega Charizard Y, absorbing his fire blast, and sweeping the opponents team using sunny day plus flash fire. I chose to run EVs on hit points to just live a Talonflame's brave bird and other strong neutral hits. This set works in conjunction with sticky web, and allows me to use choice specs for more power. Furthermore, my base speed is just enough to outspeed uninvested base 100 Pokemon. I chose to run HP ice to deal with the plethora of Pokemon with 4X weakness to ice -- Landorus T, Garchomp, Dragonite, Salamence and Gliscor.
3. Bisharp.
- Swords dance.
- Knock off.
- Sucker punch.
- Iron head.
Item: Lum berry; Ability: Defiant; Nature: Adamant; EVs: 76 HP, 188 attack; 244 speed.
Pretty standard set. I set my speed IVs such that they will be JUST enough to outspeed uninvested 100 base speed Pokemon. I decided to give EVs in HP to just increase my ability to take a hit; moreover, swords dance makes up for the "lack" of attack anyways. I decided to put lum berry on this set over life orb/leftovers in case of a paralysis, confusion, sleep or burn. I have my chandelure to swap into burns; however, I like to have the little bit of extra safety with my lum berry.
4. Breloom.
- Spore.
- Focus punch.
- Seed bomb.
- Substitute.
Item: Toxic orb; Ability: Poison heal; Nature: Adamant; EVs: 12 hp, 252 attack, 244 speed.
Again, my base speed is 237 -- exactly one point above an uninvested base 100 speed Pokemon. This set works really well in conjunction with sticky web, as it ensures that you will more than likely outspeed, get the spore and substitute off, and focus punch from there. This set is very good at coming in, sporing an enemy, making the opponent panic and switch into something else, get focus punched, and in general do a look of damage before going down. In addition, toxic heal plus toxic orb is awesome: You get 12% recovery -- double that of leftovers -- in addition to being immune to other status effects. I generally use Breloom late game when his counters -- Talonflame and Gengar mainly -- are eliminated.
5. Gyrados.
- Waterfall.
- Earthquake.
- Crunch.
- Dragon dance.
Item: Leftovers; Ability: Intimidate; Nature: Adamant; EVs: 116 HP, 140 defense and 96 Sp. D and 156 speed. Again this is just enough speed to outspeed uninvested base 100 speed Pokemon. I chose crunch over stone miss due to accuracy and the ability to hit Gengar, Latios/Latias and neutral coverage. I invested a lot in defense, HP and Sp. D because I would often swap into Gyrados to sponge a fire attack if my chandelure is down; furthermore, dragon dance helps make up for the foregone attack.
6. Mega Lopunny.
- Ice punch.
- High-jump kick.
- Fake out.
- Return.
Item: Lopunnite; Ability: Scrappy; Nature: Adamant; EVs: 252 speed, 252 attack and 4 hp.
Again, a standard set. This is my late game sweeper and primary wallbreaker. I chose ice punch over power-up punch due to the high prelevance of Pokemon vulnerable to ice in the current meta. Fake-out is useful priority, and return and high-jump kick are coverage.
So that is my team! Tell me what you all think! What are its pros and cons? Please explain!
1. Galvantula.
- Volt switch.
- Sticky web.
- Energy ball.
- Bug Buzz.
Item: Focus sash; Ability: Unnerve; Nature: Timid; EVs: 252 speed, 252 Sp. A, and 4 hp.

This Pokemon is always my lead. Its main intention is to set up sticky web in support of the rest of my team, and then volt switch out. I chose a focus sash because getting up sticky web is number one priority. I used to run a life orb, but I prefer the consistency of the focus sash. I have bug buzz for STAB, and energy ball for some extra coverage (there were no other really good moves I could run). I also chose to run unnerve over the accuracy boosting ability, as all my moves have 100% accuracy already.
2. Chandelure.
- Shadow ball.
- Fire blast.
- Hidden power ice.
- Energy ball.
Item: Choice specs; Ability: Flash fire; Nature: Timid; EVs: 180 speed, 252 Sp. A and 76 HP.

Chandelure is my go to Pokemon for switching into predicted fire-type attacks. With a flash fire boost, STAB specs fire blast can be enough to sweep teams clean. It is especially awesome switching into a mega Charizard Y, absorbing his fire blast, and sweeping the opponents team using sunny day plus flash fire. I chose to run EVs on hit points to just live a Talonflame's brave bird and other strong neutral hits. This set works in conjunction with sticky web, and allows me to use choice specs for more power. Furthermore, my base speed is just enough to outspeed uninvested base 100 Pokemon. I chose to run HP ice to deal with the plethora of Pokemon with 4X weakness to ice -- Landorus T, Garchomp, Dragonite, Salamence and Gliscor.
3. Bisharp.
- Swords dance.
- Knock off.
- Sucker punch.
- Iron head.
Item: Lum berry; Ability: Defiant; Nature: Adamant; EVs: 76 HP, 188 attack; 244 speed.

Pretty standard set. I set my speed IVs such that they will be JUST enough to outspeed uninvested 100 base speed Pokemon. I decided to give EVs in HP to just increase my ability to take a hit; moreover, swords dance makes up for the "lack" of attack anyways. I decided to put lum berry on this set over life orb/leftovers in case of a paralysis, confusion, sleep or burn. I have my chandelure to swap into burns; however, I like to have the little bit of extra safety with my lum berry.
4. Breloom.
- Spore.
- Focus punch.
- Seed bomb.
- Substitute.

Item: Toxic orb; Ability: Poison heal; Nature: Adamant; EVs: 12 hp, 252 attack, 244 speed.
Again, my base speed is 237 -- exactly one point above an uninvested base 100 speed Pokemon. This set works really well in conjunction with sticky web, as it ensures that you will more than likely outspeed, get the spore and substitute off, and focus punch from there. This set is very good at coming in, sporing an enemy, making the opponent panic and switch into something else, get focus punched, and in general do a look of damage before going down. In addition, toxic heal plus toxic orb is awesome: You get 12% recovery -- double that of leftovers -- in addition to being immune to other status effects. I generally use Breloom late game when his counters -- Talonflame and Gengar mainly -- are eliminated.
5. Gyrados.
- Waterfall.
- Earthquake.
- Crunch.
- Dragon dance.

Item: Leftovers; Ability: Intimidate; Nature: Adamant; EVs: 116 HP, 140 defense and 96 Sp. D and 156 speed. Again this is just enough speed to outspeed uninvested base 100 speed Pokemon. I chose crunch over stone miss due to accuracy and the ability to hit Gengar, Latios/Latias and neutral coverage. I invested a lot in defense, HP and Sp. D because I would often swap into Gyrados to sponge a fire attack if my chandelure is down; furthermore, dragon dance helps make up for the foregone attack.
6. Mega Lopunny.
- Ice punch.
- High-jump kick.
- Fake out.
- Return.
Item: Lopunnite; Ability: Scrappy; Nature: Adamant; EVs: 252 speed, 252 attack and 4 hp.

Again, a standard set. This is my late game sweeper and primary wallbreaker. I chose ice punch over power-up punch due to the high prelevance of Pokemon vulnerable to ice in the current meta. Fake-out is useful priority, and return and high-jump kick are coverage.
So that is my team! Tell me what you all think! What are its pros and cons? Please explain!
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