I've been trying to get back into OU for a while now. There are so many new threats that it's almost a foreign metagame to me. the main focus of the team is my two steel types and their ability to place solid hits and support Salamence. In case anyone didn't get the reference, R.U.R. stands for Rossum's (or in this case RaveSage's) Universal Robots, a small play about androids.
Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Stealth Rock
- Roar
---
My lead, capable wall, and scouter. With Swampert, I can get Stealth Rock down easily and if I get taunted, I can always come in again later. Swampert's bulk also means that I can come back in, potentially with recovery from Wish, and keep up walling physical attacks. Earthquake and Avalanche allows me to soften metagross among other leads and some dragon types. Swampert is also one of my safest bets to stop Heatran, a big problem for this team.
Rotom-w @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Discharge
- Hydro Pump
- Will-o-wisp
- Light Screen
---
Status platform Rotom App perfectly contributes to my team in that it allows my steel types to switch in and get KOs more easily. Wash form only adds to my support by being my second Heatran stopper thanks to Hydro Pump. Discharge's paralysis effect slows down many threats that would otherwise outspeed or recover safley from my steels. Will-O-Wisp lets me hinder Tyranitar, Salamence, Gyarados, and any other hard hitting physical pokemon. Light Screen is used if Rotom is going to get OKd or just needs to get out soon for someone else to take a hit.
Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Flamethrower
---
The third and final wall. Blissey is really a saving grace for me since it can take on most special attacks and support the rest of my team through Wish support and slowly draining my opponent's HP with Toxic. This is important because if a spinner manages to get stealth rock blow away, I can still hinder threats like Gyarados that try to switch in. Flamethrower is for any steels that try to come in safely on my toxic. Protect allows me to scout and even give me a safety net from explosions and such.
Salamence @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Brick Break
- Roost
---
Salamence is perhaps the greatest Mixed Sweeper my team could have. He covers my Steel types weaknesses well for a bait and switch if I need it. I usually try to save him till late mid to late game so I can start cleaning up most of the opposition for my steels. Draco takes on bulky waters and other things hit neutral by it. Fire Blast takes on enemy steels. Mainly Jirachi and Skarmory, who give me a lot of problems at times. Brick Break is for Tyranitar and Heatran. Roost lets Mence heal himself rather than being dependent on Wish support.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
---
Magnezone gives me a big edge in the game as my main Scizor counter and all around steel killer. Choice Scarf only helps him fulfill this role more easily as U-turn Scizor will not get away, most Jirachi get hindered on their way out, and steels in general just start to become weakened thinks to HP Fire. Thunderbolt and Flash Cannon offer good coverage on anything that might resist other attacks. Explosion is good if there's a softened wall I need to take out since they only have to be at about 65% to usually get KOd.
Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Thunderpunch
- Bullet Punch
---
The Powerhouse steel. Metagross is both a line of protection for Salamence and a hard hitting attacker to apply pressure while still dishing out huge amounts of damage. Meteor Mash will take huge chunks oh HP from most non steels while Earthquake can take care of some switch ins if I predict accordingly. Thunderpunch is mainly for bulky waters who can really become a bother. Bullet Punch lets me pick off weakend or frail pokes that are faster.
R.U.R.
[RaveSage's Universal Robots]
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[RaveSage's Universal Robots]
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Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP/6 Atk/252 Def
Impish nature (+Def, -SAtk)
- Earthquake
- Avalanche
- Stealth Rock
- Roar
---
My lead, capable wall, and scouter. With Swampert, I can get Stealth Rock down easily and if I get taunted, I can always come in again later. Swampert's bulk also means that I can come back in, potentially with recovery from Wish, and keep up walling physical attacks. Earthquake and Avalanche allows me to soften metagross among other leads and some dragon types. Swampert is also one of my safest bets to stop Heatran, a big problem for this team.

Rotom-w @ Leftovers
Ability: Levitate
EVs: 252 HP/168 Def/88 Spd
Bold nature (+Def, -Atk)
- Discharge
- Hydro Pump
- Will-o-wisp
- Light Screen
---
Status platform Rotom App perfectly contributes to my team in that it allows my steel types to switch in and get KOs more easily. Wash form only adds to my support by being my second Heatran stopper thanks to Hydro Pump. Discharge's paralysis effect slows down many threats that would otherwise outspeed or recover safley from my steels. Will-O-Wisp lets me hinder Tyranitar, Salamence, Gyarados, and any other hard hitting physical pokemon. Light Screen is used if Rotom is going to get OKd or just needs to get out soon for someone else to take a hit.

Blissey @ Leftovers
Ability: Natural Cure
EVs: 252 Def/80 SAtk/176 SDef
Calm nature (+SDef, -Atk)
- Wish
- Protect
- Toxic
- Flamethrower
---
The third and final wall. Blissey is really a saving grace for me since it can take on most special attacks and support the rest of my team through Wish support and slowly draining my opponent's HP with Toxic. This is important because if a spinner manages to get stealth rock blow away, I can still hinder threats like Gyarados that try to switch in. Flamethrower is for any steels that try to come in safely on my toxic. Protect allows me to scout and even give me a safety net from explosions and such.

Salamence @ Life Orb
Ability: Intimidate
EVs: 80 Atk/176 Spd/252 SAtk
Rash nature (+SAtk, -SDef)
- Draco Meteor
- Fire Blast
- Brick Break
- Roost
---
Salamence is perhaps the greatest Mixed Sweeper my team could have. He covers my Steel types weaknesses well for a bait and switch if I need it. I usually try to save him till late mid to late game so I can start cleaning up most of the opposition for my steels. Draco takes on bulky waters and other things hit neutral by it. Fire Blast takes on enemy steels. Mainly Jirachi and Skarmory, who give me a lot of problems at times. Brick Break is for Tyranitar and Heatran. Roost lets Mence heal himself rather than being dependent on Wish support.

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP/252 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Explosion
---
Magnezone gives me a big edge in the game as my main Scizor counter and all around steel killer. Choice Scarf only helps him fulfill this role more easily as U-turn Scizor will not get away, most Jirachi get hindered on their way out, and steels in general just start to become weakened thinks to HP Fire. Thunderbolt and Flash Cannon offer good coverage on anything that might resist other attacks. Explosion is good if there's a softened wall I need to take out since they only have to be at about 65% to usually get KOd.

Metagross @ Choice Band
Ability: Clear Body
EVs: 252 HP/236 Atk/12 Def/8 Spd
Adamant nature (+Atk, -SAtk)
- Meteor Mash
- Earthquake
- Thunderpunch
- Bullet Punch
---
The Powerhouse steel. Metagross is both a line of protection for Salamence and a hard hitting attacker to apply pressure while still dishing out huge amounts of damage. Meteor Mash will take huge chunks oh HP from most non steels while Earthquake can take care of some switch ins if I predict accordingly. Thunderpunch is mainly for bulky waters who can really become a bother. Bullet Punch lets me pick off weakend or frail pokes that are faster.