Hello there everyone. So as someone fairly inexperienced with team building, I would always tend to create the same teams over and over again (Heatran, Jellicent, and Ferrothorn kept making it onto literally all of my teams and I was getting sick of it). In an attempt to fix this I decided to select an OU pokemon at random and try to build a team from there. Hopefully this would prevent me from making more or less the same team I always used, and it was at least successful in that (although I admit they're all still really common OU pokemon, and Ferrothorn's still there; remember I'm not that experienced or creative yet!). However, now I need to take the next step and actually make a good team. Perhaps it's just because I'm using it poorly, which I sure in many instances I am, but I'm definitely losing many more than I win. Any help or comments are appreciated, however there's just two rules. Infernape must stay, as that's the point of this team, and I'd like to avoid the pokemon I usually gravitate towards. In particular Ferrothorn, Jellicent, Heatran, Jirachi, Celebi, Skarmory, and Mew are really the one's I'm tired of. Using one would be fine, but I just don't want my team to rely too heavily on those guys.
So here it is, my Random: Infernape team!
Infernape (M) @ Choice Band
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- U-turn
- Fire Punch
I wanted to use his Choice Band set to deal out lots of damage while also having the ability to switch out with U-turn if there was an unfavorable matchup. I ended up going with Fire Punch over Flare Blitz because I figured I didn't want to lose too much health so I could keep him throughout the match. Unfortunately, sometimes I seem to think he has Mach Punch, and accidentally bring him in on Choice Scarf users thinking I'll get an easy revenge kill and end up wasting him. I really don't know where that thought comes from. Otherwise though he works very well, much better than I expected for the Pokemon I'd pick randomly.
Scizor (M) @ Life Orb
Trait: Technician
EVs: 248 HP / 112 Atk / 148 SDef
Adamant Nature
- Bullet Punch
- Superpower
- Pursuit
- U-turn
As I said above, I decided to go with Scizor's trapper set. However I noticed that I wasn't really using roost that often, so went with Superpower to give me another option to hit bulky Normal-types as well as do additional damage to those weak to fighting. It's worked a lot better imo, and haven't really missed roost. Also works great as a revenge killer with Bullet Punch.
Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Gyro Ball
Originally had spikes over Leech Seed, but I noticed that I wasn't setting them up that often. So instead, I went with Leech Seed, as additional recovery against things Ferrothorn walls makes him last incredibly long, as well as using it on predicted switches to help prevent set-ups before they start. It's especially fun to use Gyro Ball on Dragon Dancers or a Rock Polish Terrakion, although I'm not sure how much 15 base power makes a difference in the end.
Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Toxic
- Protect
- Ice Fang
- Earthquake
Gliscor can certainly take physical hits, and the ability to toxic then protect is always fun. Earthquake hits hard, but I don't ever really use him to deal out damage. Originally had Taunt to help prevent others from setting up, but that usually requires him to already be in anyways. Switching him in after the opponent already has their sub, calm mind, or whatever didn't really stop much more setup, and it always hurt when I realized I couldn't use him to wall physical attacks from those with levitate or a flying-type. I ended up giving him Ice-Fang as a coverage move, and making it so that he wasn't 100 % walled by some Pokemon.
Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Draco Meteor
- Fire Blast
- Thunder Wave
- Roost
Another success story (generally) on this team is Dragonite. He actually probably stops more sweeps than Gliscor with his ability to paralyze things, and being able to safely switch in to almost anything due to multi-scale comes in handy a lot. Roost allows him to get back to multi-scale when scaring opponents out, although I admit he's probably losing potential offensively. Draco Meteor hits hard, but after that with the loss in Special Attack his viability goes way down. Not to mention that Fire Blast and Draco Meteor are not 100% accuracy, and Fire Blast gets weaker in the rain.
Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
I might just be using Starmie wrong, but I expected a lot more from this guy. The rapid spin support is crucial, and Boltbeam is a classic. But he always ends up dying, and there are quite a few pursuit users out there to trap me. While he lasts, he can do tons of damage using the correct moves, and is one of the fastest Pokemon out there. But he only ever lasts so long, it seems.
And there it is, my team. Comments are greatly appreciated, and I'm willing to change pretty much anything. Thanks!
So here it is, my Random: Infernape team!
Team Building
Note that this is just really what order I selected the pokemon in and a small justification so that if you wanted you could see my train of thought, and comment on why that justification may have led me astray.
#1:
When randomly scrolling up and down the OU tier list page, this is the guy my mouse ended up hovering over, and thus he made it onto the team. Simple as that. Ended up going with a Choice Band set, but more on that later.
#2:
I wanted a trapper to help clear away bulky Psychic types that could otherwise slow down Infernape, and figured as Scizor also can use Bullet Punch really effectively and has U-Turn, he'd be a great fit.
#3:
Stealth Rocks are incredibly important in today's metagame, and such I could not ignore putting a Stealth Rock user on my team. Since I did not want to skimp on my ability to set-them up, and Ferrothorn can also use Gyro Ball and serves as a defensive wall, I made one exemption to my second rule.
#4:
Noticing that I was growing particularly weak to Fire-type Pokemon, I wanted to introduce something that can hit heavy with something Fire-type was weak to. Enter Gliscor, who I figured could also serve as a toxic/protect staller and potentially prevent the opponent for setting up (although that later part was abandoned, more on that later)
#5:
I figured now would be a good time to get a strong special attacker, and as I actually never usually use Dragon-types I thought I'd give it a try. Dragonite came about just because he was also able to serve as a tank, taking hits besides giving them out.
#6:
If I have Dragonite, I naturally need a rapid spinner to clear away stealth rocks to prevent his multi-scale being broken. As Starmie also allow me to take out rival Dragons and serve as a revenge killer, I figured why not?
#1:

When randomly scrolling up and down the OU tier list page, this is the guy my mouse ended up hovering over, and thus he made it onto the team. Simple as that. Ended up going with a Choice Band set, but more on that later.
#2:

I wanted a trapper to help clear away bulky Psychic types that could otherwise slow down Infernape, and figured as Scizor also can use Bullet Punch really effectively and has U-Turn, he'd be a great fit.
#3:

Stealth Rocks are incredibly important in today's metagame, and such I could not ignore putting a Stealth Rock user on my team. Since I did not want to skimp on my ability to set-them up, and Ferrothorn can also use Gyro Ball and serves as a defensive wall, I made one exemption to my second rule.
#4:

Noticing that I was growing particularly weak to Fire-type Pokemon, I wanted to introduce something that can hit heavy with something Fire-type was weak to. Enter Gliscor, who I figured could also serve as a toxic/protect staller and potentially prevent the opponent for setting up (although that later part was abandoned, more on that later)
#5:

I figured now would be a good time to get a strong special attacker, and as I actually never usually use Dragon-types I thought I'd give it a try. Dragonite came about just because he was also able to serve as a tank, taking hits besides giving them out.
#6:

If I have Dragonite, I naturally need a rapid spinner to clear away stealth rocks to prevent his multi-scale being broken. As Starmie also allow me to take out rival Dragons and serve as a revenge killer, I figured why not?
The Team

Infernape (M) @ Choice Band
Trait: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Close Combat
- Stone Edge
- U-turn
- Fire Punch
I wanted to use his Choice Band set to deal out lots of damage while also having the ability to switch out with U-turn if there was an unfavorable matchup. I ended up going with Fire Punch over Flare Blitz because I figured I didn't want to lose too much health so I could keep him throughout the match. Unfortunately, sometimes I seem to think he has Mach Punch, and accidentally bring him in on Choice Scarf users thinking I'll get an easy revenge kill and end up wasting him. I really don't know where that thought comes from. Otherwise though he works very well, much better than I expected for the Pokemon I'd pick randomly.

Scizor (M) @ Life Orb
Trait: Technician
EVs: 248 HP / 112 Atk / 148 SDef
Adamant Nature
- Bullet Punch
- Superpower
- Pursuit
- U-turn
As I said above, I decided to go with Scizor's trapper set. However I noticed that I wasn't really using roost that often, so went with Superpower to give me another option to hit bulky Normal-types as well as do additional damage to those weak to fighting. It's worked a lot better imo, and haven't really missed roost. Also works great as a revenge killer with Bullet Punch.

Ferrothorn (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Gyro Ball
Originally had spikes over Leech Seed, but I noticed that I wasn't setting them up that often. So instead, I went with Leech Seed, as additional recovery against things Ferrothorn walls makes him last incredibly long, as well as using it on predicted switches to help prevent set-ups before they start. It's especially fun to use Gyro Ball on Dragon Dancers or a Rock Polish Terrakion, although I'm not sure how much 15 base power makes a difference in the end.

Gliscor (M) @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Toxic
- Protect
- Ice Fang
- Earthquake
Gliscor can certainly take physical hits, and the ability to toxic then protect is always fun. Earthquake hits hard, but I don't ever really use him to deal out damage. Originally had Taunt to help prevent others from setting up, but that usually requires him to already be in anyways. Switching him in after the opponent already has their sub, calm mind, or whatever didn't really stop much more setup, and it always hurt when I realized I couldn't use him to wall physical attacks from those with levitate or a flying-type. I ended up giving him Ice-Fang as a coverage move, and making it so that he wasn't 100 % walled by some Pokemon.

Dragonite (M) @ Leftovers
Trait: Multiscale
EVs: 252 HP / 252 SAtk / 4 SDef
Modest Nature
- Draco Meteor
- Fire Blast
- Thunder Wave
- Roost
Another success story (generally) on this team is Dragonite. He actually probably stops more sweeps than Gliscor with his ability to paralyze things, and being able to safely switch in to almost anything due to multi-scale comes in handy a lot. Roost allows him to get back to multi-scale when scaring opponents out, although I admit he's probably losing potential offensively. Draco Meteor hits hard, but after that with the loss in Special Attack his viability goes way down. Not to mention that Fire Blast and Draco Meteor are not 100% accuracy, and Fire Blast gets weaker in the rain.

Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Surf
- Thunderbolt
- Ice Beam
- Rapid Spin
I might just be using Starmie wrong, but I expected a lot more from this guy. The rapid spin support is crucial, and Boltbeam is a classic. But he always ends up dying, and there are quite a few pursuit users out there to trap me. While he lasts, he can do tons of damage using the correct moves, and is one of the fastest Pokemon out there. But he only ever lasts so long, it seems.
Threats/Weaknesses
Substitute users: Ugh, I really hate it when the opponent gets a sub up. It's one thing if I have Dragonite out against something slower (which there's only so much of), but in general I have a lot of trouble with these guys. As I said, Taunt would work if Gliscor was already out, but in the process of switching him in the sub still gets set up. Then they use the opportunity to either hit Gliscor hard or boost-up. And then there's the fact that they can always just try again later, meaning I never really eliminate the sub user and only delay it's inevitable success.
Breloom: They always come in when I have my Ferrothorn out, meaning I have to sacrifice something to Spore. And my team does not do well with a member taken out that easily.
No Set-ups: One thing my team lacks is anything to set up myself. Maybe it doesn't need it, but it makes me feel like the team has less of a 'strategy' and is more just about outlasting the other side. And as my team isn't stall, that's a bad strategy to follow.
No Phazers- This would probably help with substitute users, as well as stopping the opponent from setting up. When I did use Heatran, I used Roar quite a bit. Stealth Rocks only made things better. Again, perhaps I don't need it, but it's something my team lacks nevertheless.
Probably a lot else, but those are really the most pressing things I can think of.
Breloom: They always come in when I have my Ferrothorn out, meaning I have to sacrifice something to Spore. And my team does not do well with a member taken out that easily.
No Set-ups: One thing my team lacks is anything to set up myself. Maybe it doesn't need it, but it makes me feel like the team has less of a 'strategy' and is more just about outlasting the other side. And as my team isn't stall, that's a bad strategy to follow.
No Phazers- This would probably help with substitute users, as well as stopping the opponent from setting up. When I did use Heatran, I used Roar quite a bit. Stealth Rocks only made things better. Again, perhaps I don't need it, but it's something my team lacks nevertheless.
Probably a lot else, but those are really the most pressing things I can think of.
And there it is, my team. Comments are greatly appreciated, and I'm willing to change pretty much anything. Thanks!