Roma Roma Ma Ga Ga Ooh La La, Want your bad romance.
I was listening to Bad Romance while typing this and couldn't think of a title, so I kind of just used that.
Feel free to skip past these sections and move directly to the team if you please. These are just a few informative sections that I feel will give this RMT more substance.
Introduction
Hello, all you Smogonites out there! I’m back with my newest team for you guys to rate. I’d like to keep the introduction short, because I know how much I hate reading them, so I’ll just give a few tidbits of information about myself. I’m Latios6393, and I have posted a few RMTs before, none of which have ever gotten much of a response. I’ve been involved in competitive battling for a little over a year now, and I think I’m finally figuring out just what kind of battler I am. Well that’s enough for the introduction, since I know the rest of this could be pretty long. Let’s get on to the team!
Team at a Glance
Resistances and Weaknesses






Resistances and Weaknesses
The Team's Play Style
I don’t really consider this Heavy Offense, but the team definitely leans toward the offensive side of the spectrum. I consider it to be a standard offensive team, using mostly resistances and immunities to make switches, with a bulky Pokemon or two thrown in for good measure. So far, it has been one of my most effective teams, but I know there are some improvements that could be made. That’s where you all come in. Now, without any further ado, let’s get on to the team!
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I don’t really consider this Heavy Offense, but the team definitely leans toward the offensive side of the spectrum. I consider it to be a standard offensive team, using mostly resistances and immunities to make switches, with a bulky Pokemon or two thrown in for good measure. So far, it has been one of my most effective teams, but I know there are some improvements that could be made. That’s where you all come in. Now, without any further ado, let’s get on to the team!
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The Lead

Infernape @ Focus Sash
Blaze
Naive nature (+Spe, -SpDef)
64 Atk/252 SpAtk/192 Spe
~Fake Out
~Stealth Rock
~Fire Blast
~Close Combat

Infernape @ Focus Sash
Blaze
Naive nature (+Spe, -SpDef)
64 Atk/252 SpAtk/192 Spe
~Fake Out
~Stealth Rock
~Fire Blast
~Close Combat
Infernape has always been a troublesome lead for me to face. It can take on most of the top ten leads with relatively little to fear. With great Attack, Special Attack, and Speed, and a wide movepool to accomplish most of the things a lead should. Infernape is a strong way to start out for an offensive team such as this. I generally tend not to sacrifice Infernape after it has done its main job, since it is often helpful later in the match, since it can finish off weakened opponents with priority and its strong attacks.
Moveset
• Fake Out: This is a great move to have on a lead. Fake Out allows Infernape to break Sashes and finish off weakened opponents. Its also nice that it causes all top 20 leads not named Dragonite or Crobat to flinch.
• Stealth Rock: My entry hazard. Stealth Rock, I feel, is the best of the three entry hazards. It really helps my team turn some 3HKOs into 2HKOs and such. Stealth Rock is absolutely essential on a lead for me.
• Fire Blast: STAB move number one. Fire Blast has great power and allows me to beat down leads like Jirachi, Metagross, and Roserade. And coming off such a high Special Attack stat, it can seriously dent anything that doesn’t resist it.
• Close Combat: Infernape’s second STAB attack. Close Combat generally covers anything Fire Blast can’t, since the two have fairly good coverage together. It’s a great attack to have, in general, on most Fighting types.
• Stealth Rock: My entry hazard. Stealth Rock, I feel, is the best of the three entry hazards. It really helps my team turn some 3HKOs into 2HKOs and such. Stealth Rock is absolutely essential on a lead for me.
• Fire Blast: STAB move number one. Fire Blast has great power and allows me to beat down leads like Jirachi, Metagross, and Roserade. And coming off such a high Special Attack stat, it can seriously dent anything that doesn’t resist it.
• Close Combat: Infernape’s second STAB attack. Close Combat generally covers anything Fire Blast can’t, since the two have fairly good coverage together. It’s a great attack to have, in general, on most Fighting types.
Against the Top Ten Standard Leads, as of January 2010
1. Azelf: Azelf can cause problems for Infernape, since it is able to outspeed. Infernape will 2HKO with a Fake Out/Fire Blast combo, but Azelf will get a move off before Infernape can kill it. Infernape will always come out on top due to his Sash, but could be in a world of pain if Azelf decides to attack while it can.
2. Metagross: As with Azelf, Infernape will come out on top of Metagross if he attacks until Metagross is down, but Metagross, if holding an Occa Berry, will survive the first Fire Blast and attack back. If not holding and Occa Berry, Infernape wins the matchup with no problem.
3. Swampert: Easily the lead that Infernape has the most problems with. It’s just at a disadvantage due to typing and stats, and there isn’t much I can do about that, short of dropping a vital move for Grass Knot. Usually I will Fake Out on the first turn and then switch to a counter.
4. Jirachi: Infernape hurts it with Fire Blast and doesn’t mind a Scarf all that much. Jirachi can do little in return to Infernape either.
5. Aerodactyl: Infernape doesn’t really handle Aerodactyl well. There isn’t much Infernape can do. I will use Fake Out just to break the Focus Sash, and switch to the appropriate counter.
6. Infernape: Whatever it can do to me, I can do to it, and vice versa. It basically comes down to whoever wins the first turn speed tie and gets their Fake Out in. A toss up.
7. Roserade: I will Fake Out on turn one to break the sash and deal the easy KO with Fire Blast. The easiest of the top ten for Infernape to handle.
8. Heatran: As always, I will Fake Out on turn one while I can. The second turn depends on how lucky I feel. If I’m feeling lucky, I’ll try for the KO with Close Combat. If not, I’ll switch to something like Kingdra to handle it.
9. Tyranitar: Fake Out, the Close Combat. I come out of the situation with only a broken Sash. I’ll proceed to set up Rocks in the following turns.
10. Gliscor: I’ll set up my Rocks and switch out, since there isn’t much I can do to it.
The Dancer

Kingdra @ Leftovers
Swift Swim
Adamant nature (+Atk, -SpAtk)
4 HP/252 Atk/252 Spe
~Dragon Dance
~Substitute
~Outrage
~Waterfall

Kingdra @ Leftovers
Swift Swim
Adamant nature (+Atk, -SpAtk)
4 HP/252 Atk/252 Spe
~Dragon Dance
~Substitute
~Outrage
~Waterfall
Kingdra has been my favorite Dragon since it was released in Gold and Silver. It is also one of my favorite Pokemon overall. Due to this, it fits in very well with the theme of this team, which is pretty much to use Pokemon that I like. On this team, Kingdra takes the position of the main physical sweeper. I love this version of Kingdra, because it utilizes its fantastic typing, using only STAB moves as attacks. The EVs and nature are fairly self-explanatory. I chose Adamant over Jolly for the extra power. I’ve been going back and forth about the ability though. Swift Swim is nice for using a Rain team’s strategy against them, but I like the allure of extra powerful critical hits. I’ve tried both, but neither have been a factor in any matches so far, so I’ve stuck with Swift Swim.
Moveset
• Dragon Dance: The stat up move and crux of this set. Dragon Dance boosts Kingdra’s Attack and Speed to open up a hole for a strong sweep.
• Substitute: Substitute is great since it can allow Kingdra to get in multiple Dances. It is also great for blocking status, such as Paralysis and Poison, which really put a damper on a possible sweep for Kingdra.
• Outrage: Kingdra’s first STAB attack. Outrage has huge power, allowing Kingdra to completely rip through non-Steel types after a Dance or two. There really was no reason not to use it, so I went with it.
• Waterfall: The second STAB attack on this set. Waterfall is the best Physical Water attack in the game. It has decent enough power and a 20% flinch rate that could really be of use to something potentially this speedy. All around a great move to have on really any Kingdra.
• Dragon Dance: The stat up move and crux of this set. Dragon Dance boosts Kingdra’s Attack and Speed to open up a hole for a strong sweep.
• Substitute: Substitute is great since it can allow Kingdra to get in multiple Dances. It is also great for blocking status, such as Paralysis and Poison, which really put a damper on a possible sweep for Kingdra.
• Outrage: Kingdra’s first STAB attack. Outrage has huge power, allowing Kingdra to completely rip through non-Steel types after a Dance or two. There really was no reason not to use it, so I went with it.
• Waterfall: The second STAB attack on this set. Waterfall is the best Physical Water attack in the game. It has decent enough power and a 20% flinch rate that could really be of use to something potentially this speedy. All around a great move to have on really any Kingdra.
The Revenge Killer
Rotom-H @ Choice Scarf
Levitate
Timid nature (+Speed, -Atk)
4 HP/252 SpAtk/252 Spe
~Thunderbolt
~Shadow Ball
~Overheat
~Trick

Rotom-H @ Choice Scarf
Levitate
Timid nature (+Speed, -Atk)
4 HP/252 SpAtk/252 Spe
~Thunderbolt
~Shadow Ball
~Overheat
~Trick
Rotom-H, overall, is just a great Pokemon. It has a lot of things going for it, like good stats, a great offensive and defensive typing and a movepool just wide enough to never allow your opponent to expect what is coming. All these reasons are why it has made its way onto my team. On this team in particular, it serves as the main revenge killer. With a Choice Scarf and the given EVs, it easily outspeeds just about anything that doesn’t have its own Scarf. I feel the EVs and nature are obvious for a Pokemon holding such a role. I will generally send Rotom-H in for the kill after I have lost a team member, but if I think a Fighting, Ground, or Normal attack is coming my way, I’ll send it in then too.
Moveset
• Thunderbolt: I feel some sort of Electric type attack is necessary on just about any Rotom. Since it is already extremely fast with the Scarf, it doesn’t really need any paralysis support that may come from Discharge, so I run Thunderbolt for the added power.
• Shadow Ball: The second STAB move. I chose Shadow Ball instead of Hidden Power Ground because of the extra power. The loss of coverage really isn’t too great of a change, and Rotom likes its extra power. Had I went with Specs, I probably would have used Hidden Power Ground.
• Overheat: I really see no use in using a Rotom-A without using its special move. Overheat allows me to easily counter Scizor, who is otherwise somewhat bothersome to my team.
• Trick: I love that feeling you get when you know you’ve completely screwed something over by giving them a Scarf. Trick is Rotom-H’s best answer to dedicated special walls like Blissey and Snorlax. If I think Rotom is about to be taken down, I’ll Trick away the Scarf to cause the opponent some problems, too.
• Thunderbolt: I feel some sort of Electric type attack is necessary on just about any Rotom. Since it is already extremely fast with the Scarf, it doesn’t really need any paralysis support that may come from Discharge, so I run Thunderbolt for the added power.
• Shadow Ball: The second STAB move. I chose Shadow Ball instead of Hidden Power Ground because of the extra power. The loss of coverage really isn’t too great of a change, and Rotom likes its extra power. Had I went with Specs, I probably would have used Hidden Power Ground.
• Overheat: I really see no use in using a Rotom-A without using its special move. Overheat allows me to easily counter Scizor, who is otherwise somewhat bothersome to my team.
• Trick: I love that feeling you get when you know you’ve completely screwed something over by giving them a Scarf. Trick is Rotom-H’s best answer to dedicated special walls like Blissey and Snorlax. If I think Rotom is about to be taken down, I’ll Trick away the Scarf to cause the opponent some problems, too.
The RestTalker

Machamp @ Leftovers
No Guard
Adamant nature (+Atk, -SpAtk)
252 HP/252 Atk/4 Spe
~Rest
~Sleep Talk
~Dynamicpunch
~Payback

Machamp @ Leftovers
No Guard
Adamant nature (+Atk, -SpAtk)
252 HP/252 Atk/4 Spe
~Rest
~Sleep Talk
~Dynamicpunch
~Payback
Machamp is a Pokemon that I never really had an interest in until recently. I got around to reading its StrategyDex analysis a little while ago, and I finally realized how bulky and versatile it really is. Most other Fighting types I have used are fairly frail, but fast and strong. Machamp seems to be pretty opposite, with strong Attack, but low Speed and high defenses compared to the others. On this team, it takes the role of the bulkiest Pokemon. The majority of the team was fast and frail, and I felt it needed some defensive stability. I originally used a Bulk Up variant, to fit in with the team’s offensive nature, but I noticed the team was really bothered by status, so I figured I would switch it to a status absorber. Machamp is probably the one the rest of the team depends on the most. The EVs give it a lot of bulk, but also a lot of attack power, which is nice since Machamp doesn’t really need a whole lot of Speed.
Moveset
• Rest: The centerpiece of this particular set. Rest is what allows Machamp to absorb status like a champ. It’s also great for a form of recovery outside of Leftovers.
• Sleep Talk: What’s a RestTalker without Sleep Talk? Allows Machamp to attack while it is asleep, without using up valuable PP.
• Dynamicpunch: Machamp’s STAB attack. I love the No Guard/Dynamicpunch combo. The secondary effect of confusion is really helpful sometimes in a tight situation.
• Payback: Completes Machamp’s perfect neutral coverage combo. Payback is a really underappreciated move. It’s great for a slow bulky Pokemon, such as Machamp. I love that the power doubles even if the opponent switches out. Payback is Machamp’s answer to the Ghost types who come in out Dynamicpunch and threaten to sweep.
• Rest: The centerpiece of this particular set. Rest is what allows Machamp to absorb status like a champ. It’s also great for a form of recovery outside of Leftovers.
• Sleep Talk: What’s a RestTalker without Sleep Talk? Allows Machamp to attack while it is asleep, without using up valuable PP.
• Dynamicpunch: Machamp’s STAB attack. I love the No Guard/Dynamicpunch combo. The secondary effect of confusion is really helpful sometimes in a tight situation.
• Payback: Completes Machamp’s perfect neutral coverage combo. Payback is a really underappreciated move. It’s great for a slow bulky Pokemon, such as Machamp. I love that the power doubles even if the opponent switches out. Payback is Machamp’s answer to the Ghost types who come in out Dynamicpunch and threaten to sweep.
The Bulky Special Sweeper

Togekiss @ Leftovers
Serene Grace
Modest nature (+SpAtk, -Atk)
252 HP/152 SpA/104 Speed
~Nasty Plot
~Air Slash
~Aura Sphere
~Roost

Togekiss @ Leftovers
Serene Grace
Modest nature (+SpAtk, -Atk)
252 HP/152 SpA/104 Speed
~Nasty Plot
~Air Slash
~Aura Sphere
~Roost
Togekiss. One of the most underappreciated OU Pokemon. Togekiss is probably my favorite Pokemon introduced in Generation IV. Basically, the team was formed around it. I knew that I wanted to use a Togekiss on my team, and I wanted to try out a different set, so I went with the set-up sweeper. In the past, I had used the Choice Scarf and ParaFlinch sets, and they worked great. I wanted something new though, and this was the first set listed, so I figured it couldn’t be that bad. I figured correctly. This Togekiss is powerful, especially once it gets a Nasty Plot in. I love it mostly, though, because it is also able to take some hits and take advantage of its Serene Grace ability. The EVs max out its HP so it can take a hit or two, and give it enough Speed to outrun Adamant Tyranitar. The leftover EVs were poured into Special Attack to make it as powerful as possible. Togekiss works wonders for me and is the centerpiece of this team, and, as such, is probably the only one I won’t be willing to change.
Moveset
• Nasty Plot: The stat-up move. Nasty Plot is a fantastic move for Togekiss, being able to raise its already high base 120 Special Attack stat. Nasty Plot is what makes this Togekiss a real powerhouse.
• Air Slash: The STAB move. Air Slash is pretty much an obligatory move for any Togekiss. Getting STAB, running off its Special Attack, and taking great advantage of Serene Grace are just too good reasons to pass up on Air Slash.
• Aura Sphere: I kind of consider Aura Sphere to be a signature move of Togekiss’, even though it is meant for Lucario. It is one of only two OU Pokemon to learn the move, and definitely the one who uses it more often. It gives pretty good two move coverage with Air Slash, and has the added bonus of never missing.
• Roost: The recovery move. On a bulkier sweeper such as Togekiss, I really felt that Roost was necessary to keep it healthy, since it will often have to take a hit before attacking. Roost is one of only two recovery moves on the team, which is a low number for me. It also ameliorates the damage from Rock, Ice, and Electric type attacks, if only temporarily.
• Nasty Plot: The stat-up move. Nasty Plot is a fantastic move for Togekiss, being able to raise its already high base 120 Special Attack stat. Nasty Plot is what makes this Togekiss a real powerhouse.
• Air Slash: The STAB move. Air Slash is pretty much an obligatory move for any Togekiss. Getting STAB, running off its Special Attack, and taking great advantage of Serene Grace are just too good reasons to pass up on Air Slash.
• Aura Sphere: I kind of consider Aura Sphere to be a signature move of Togekiss’, even though it is meant for Lucario. It is one of only two OU Pokemon to learn the move, and definitely the one who uses it more often. It gives pretty good two move coverage with Air Slash, and has the added bonus of never missing.
• Roost: The recovery move. On a bulkier sweeper such as Togekiss, I really felt that Roost was necessary to keep it healthy, since it will often have to take a hit before attacking. Roost is one of only two recovery moves on the team, which is a low number for me. It also ameliorates the damage from Rock, Ice, and Electric type attacks, if only temporarily.
The Mixed Attacker

Jirachi @ Expert Belt
Serene Grace
Naive nature (+Spe, -SpDef)
252 Atk/4 SpAtk/252 Spe
~Iron Head
~Ice Punch
~Fire Punch
~Grass Knot

Jirachi @ Expert Belt
Serene Grace
Naive nature (+Spe, -SpDef)
252 Atk/4 SpAtk/252 Spe
~Iron Head
~Ice Punch
~Fire Punch
~Grass Knot
If I absolutely had to name an MVP for this team, it would most likely be Jirachi. It wouldn’t be for its sheer power or incredible bulk, but rather for its versatility. Jirachi’s solid 100 stats in every category allow for it to play many roles on a team. I have used Jirachi many times previously, usually as a Calm Mind sweeper or a Lead. I knew I needed some sort of mixed attacker to break down some of the tougher walls, and Jirachi seemed to be a good option. It is mainly physical, with a special move thrown in. The Expert Belt is great for making opponents believe that I’m running a Scarf set. The nature raises Speed while not taking away from either attacking stat. The EVs allow for Jirachi to be as fast as possible and have great Attack, with the 4 left over given to Special Attack for a little extra power. I have had many people complain to me about using Togekiss and Jirachi on the same team. I really don’t have much to say to them, except that it’s a part of the game that we all have to accept. If you don’t like it, don’t play.
Moveset
• Iron Head: The STAB move of choice. Iron Head works well in conjunction with Serene Grace, as well as being Jirachi’s best physical STAB attack. Steel doesn’t really have that great of coverage, but it’s great for things like Tyranitar. I generally use it when no other of my moves has a type advantage.
• Ice Punch: Ice Punch is Jirachi’s answer to Salamence and his Dragon-type brethren. Ice is, in general, a very good offensive type, and, if I can have an Ice-type move, I will generally choose it. The doubled freeze chance could also come in handy.
• Fire Punch: Fire punch allows me to take on those pesky Steel types who otherwise resist every attack on this set. The 20% Burn chance could also be good to use against strong physical attackers. Fire Punch gives me an easy way to take out Scizor, the metagame’s biggest threat.
• Grass Knot: The choice of Grass Knot was initially difficult for me. I chose it for the ability to hit Swampert hard, but I had also wanted Thunderbolt for Gyarados. It was not until I added Rotom-H that I made the final decision for Grass Knot. This is generally my least used move, but it really helps against those bulky Waters and Grounds.
• Iron Head: The STAB move of choice. Iron Head works well in conjunction with Serene Grace, as well as being Jirachi’s best physical STAB attack. Steel doesn’t really have that great of coverage, but it’s great for things like Tyranitar. I generally use it when no other of my moves has a type advantage.
• Ice Punch: Ice Punch is Jirachi’s answer to Salamence and his Dragon-type brethren. Ice is, in general, a very good offensive type, and, if I can have an Ice-type move, I will generally choose it. The doubled freeze chance could also come in handy.
• Fire Punch: Fire punch allows me to take on those pesky Steel types who otherwise resist every attack on this set. The 20% Burn chance could also be good to use against strong physical attackers. Fire Punch gives me an easy way to take out Scizor, the metagame’s biggest threat.
• Grass Knot: The choice of Grass Knot was initially difficult for me. I chose it for the ability to hit Swampert hard, but I had also wanted Thunderbolt for Gyarados. It was not until I added Rotom-H that I made the final decision for Grass Knot. This is generally my least used move, but it really helps against those bulky Waters and Grounds.
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The Team Building Process
The Team Building Process
Recently, I had been using teams that were very centralized around the top Pokemon in the OU metagame, sometimes using as many as five of the top six Pokemon, in terms of usage. They were effective and strong, but I didn’t really feel much of a connection with the teams, and the reason I play Pokemon in the first place is because of the ability to use my favorite Pokemon. I decided to go back to basics and just use some Pokemon I love, while still keeping a strong OU team. The first Pokemon I decided to use was Togekiss, and I built the rest of the team from there.
Next, I decided I would need a nice, fast threat, one who would scare away some of Togekiss’ potential counters. I had used Scarf Heatran before, and it had worked very effectively as a strong revenge killer. I decided to add it to the team because it had worked so well for me before, and because it had fairly good synergy with Togekiss.
With both Pokemon so far being purely Special, I decided I should add either a Physical Attacker or a Physically-based Mixed Attacker. On the RMT forums, I had been seeing a lot of Expert Belt Jirachi floating around, and I have always like Jirachi, so I decided to try it out. It fit in very well with the others and pulled its weight more often than not.
Now, I knew that I wanted some sort of Pokemon that was at least semi-bulky. I also wanted something that could take on enemy Heatran with relative ease, as well as a good counter to Tyranitar, who seemed to be a big threat to the rest of the team. With that in mind, I decided to use a Fighting type, of which not too many are bulky. My choice was between Machamp and Hariyama, and I went with Machamp for his higher Attack and defenses, in exchange for lower HP. I originally used a Sub Bulk Up version, but I changed to a RestTalker after I noticed that Status was a fairly large nuisance to the team.
Next, I knew I wanted either some sort of Choiced Physical Attacker, or a Swords/Dragon Dancer. I thought about Salamence and Dragonite at first, but I wasn’t too fond of the 4x Ice weakness. In the end, I went with Gyarados, who worked decently well for me.
Finally, I had just one slot left. That slot was for my Lead. I always have a tough time picking leads, because I don’t really like going with the common ones, because everyone knows what they are going to do. Nevertheless, I tested out with Azelf, who had worked wonders for me before. It didn’t work with this team as well, so I scrapped that idea. I eventually decided to go with Infernape. I had never used one previously, but they always gave me trouble. It has really worked great so far, exceeding my expectations for it.
I noticed that I was having huge problems with opposing Gyarados. They would absolutely ravage my team. Gengar was also becoming a threat that I really had no answer to. Since both are relatively fast after their items/setup are factored in, I figured I should switch around my Scarfer. The only thing that came to mind that could check Gyarados and Gengar, while still holding an advantage over Scizor was Rotom-H. I had used Rotom-A before, but never Rotom-H. I tested it, and proved itself to be worthy of a slot over Heatran.
For me, having two Pokemon weak to Stealth Rock is on the threshold of a necessity to have a Spinner. I really did not want to remove a vital team member just to get something that could spin away the Rocks for Togekiss and Gyarados. Since this team had been completely formed around Togekiss, I wasn’t removing him anytime soon. I decided that I needed to get rid of Gyarados, but I still wanted something that had a similar strategy. It was then I had the idea to add the other OU Water type Dragon Dancer, whom I love immeasurably more than Gyarados anyway. Kingdra had found its way on to my team with little more than a thought, and it has worked just as well as, if not better than, Gyarados.
Well, that’s my team as it is now. The building process was longer this time than mine normally is. I made more switches and swaps this time than usual, which I see as myself being patient for once in my life and taking the time to try out all of the options. This has worked out well so far, and if being patient will lead to better teams for me, I’m thinking I should do that more often.

Next, I decided I would need a nice, fast threat, one who would scare away some of Togekiss’ potential counters. I had used Scarf Heatran before, and it had worked very effectively as a strong revenge killer. I decided to add it to the team because it had worked so well for me before, and because it had fairly good synergy with Togekiss.


With both Pokemon so far being purely Special, I decided I should add either a Physical Attacker or a Physically-based Mixed Attacker. On the RMT forums, I had been seeing a lot of Expert Belt Jirachi floating around, and I have always like Jirachi, so I decided to try it out. It fit in very well with the others and pulled its weight more often than not.



Now, I knew that I wanted some sort of Pokemon that was at least semi-bulky. I also wanted something that could take on enemy Heatran with relative ease, as well as a good counter to Tyranitar, who seemed to be a big threat to the rest of the team. With that in mind, I decided to use a Fighting type, of which not too many are bulky. My choice was between Machamp and Hariyama, and I went with Machamp for his higher Attack and defenses, in exchange for lower HP. I originally used a Sub Bulk Up version, but I changed to a RestTalker after I noticed that Status was a fairly large nuisance to the team.




Next, I knew I wanted either some sort of Choiced Physical Attacker, or a Swords/Dragon Dancer. I thought about Salamence and Dragonite at first, but I wasn’t too fond of the 4x Ice weakness. In the end, I went with Gyarados, who worked decently well for me.





Finally, I had just one slot left. That slot was for my Lead. I always have a tough time picking leads, because I don’t really like going with the common ones, because everyone knows what they are going to do. Nevertheless, I tested out with Azelf, who had worked wonders for me before. It didn’t work with this team as well, so I scrapped that idea. I eventually decided to go with Infernape. I had never used one previously, but they always gave me trouble. It has really worked great so far, exceeding my expectations for it.






I noticed that I was having huge problems with opposing Gyarados. They would absolutely ravage my team. Gengar was also becoming a threat that I really had no answer to. Since both are relatively fast after their items/setup are factored in, I figured I should switch around my Scarfer. The only thing that came to mind that could check Gyarados and Gengar, while still holding an advantage over Scizor was Rotom-H. I had used Rotom-A before, but never Rotom-H. I tested it, and proved itself to be worthy of a slot over Heatran.






For me, having two Pokemon weak to Stealth Rock is on the threshold of a necessity to have a Spinner. I really did not want to remove a vital team member just to get something that could spin away the Rocks for Togekiss and Gyarados. Since this team had been completely formed around Togekiss, I wasn’t removing him anytime soon. I decided that I needed to get rid of Gyarados, but I still wanted something that had a similar strategy. It was then I had the idea to add the other OU Water type Dragon Dancer, whom I love immeasurably more than Gyarados anyway. Kingdra had found its way on to my team with little more than a thought, and it has worked just as well as, if not better than, Gyarados.






Well, that’s my team as it is now. The building process was longer this time than mine normally is. I made more switches and swaps this time than usual, which I see as myself being patient for once in my life and taking the time to try out all of the options. This has worked out well so far, and if being patient will lead to better teams for me, I’m thinking I should do that more often.
Conclusion
So there’s my team. It has worked fantastically for me so far, and I would like it to continue doing so. I’m very happy with it, because I get to use some of my favorite Pokemon while still being able to have a solid OU team. I’m kind of glad this RMT is over, since I spent a lot of time on it. Feel free to test it out if you would like; I don’t mind. I would like some feedback on it if you do though. Thank you all for reading, and thanks in advance for any rates anyone might give.
So there’s my team. It has worked fantastically for me so far, and I would like it to continue doing so. I’m very happy with it, because I get to use some of my favorite Pokemon while still being able to have a solid OU team. I’m kind of glad this RMT is over, since I spent a lot of time on it. Feel free to test it out if you would like; I don’t mind. I would like some feedback on it if you do though. Thank you all for reading, and thanks in advance for any rates anyone might give.
Final Glance





