This must now be my 4th/5th Rate My Team of the 5th Gen now, and I have a confession to make... I love making them! Even if I don't get many actual rates or that they spend days being ignored, it's still fun to make them and let the people of smogon critisise and complement whatever pokemon get thrust infront of them (Usually a Rain team, HO teams, or any of Dragonite, Scizor, Tyranitar, Rotom-W). Anyway moving on, here is my latest OU team that has functioned better than I assumed it would, especially considering it took 10 minutes to make. Also sorry about the size of some of the images.
TEAM BUILDING AND THREATS LIST WILL COME AT A LATER DATE
The Team:
First off is the Pokemon I use in the 'Lead' position on Team Preview and also my Physical Wall for the team...
Mew!
@Leftovers
Nature: Bold
Trait: Sychronize
EV's: 252 HP, 220 Def, 36 Spd
Attacks:
-Psychic
-Taunt
-Will-O-Wisp
-Transform
Function:
As already mentioned, Mew is my Physical wall, and due to it's brilliant moveset a Stallbreaker. It's main job is to come in on a Physically based Pokemon and fire a Will-O-Wisp at it. If Mew is faster it can also opt for the Taunt to stop any setting up/recovery/status. The EV's give it large Defensive Bulk, whilst giving it the extra speed edge against other Mew's and slower Physical threats (Scizor). It's last function is the one that most rater's are wondering about, Transform. The reason I use this is to catch my burnt Physical sweepers during set-up, getting their stat boost without the Burn. Whilst this may seem gimmicky, it also helps against other walls, and gives the team many more options than as standard. Also as Stealth Rock is already elsewhere on my team and recovery isn't so much an issue in my testing so far, I see no reason to replace it as yet. The rest of the move's are as standard, with Psychic being the STAB move for while I'm still 'Mew'
Improvements:
A change in IV's could be used to give Mew a good Hidden Power whilst in the form of another pokemon. Also other moves can be suggested to use over Transform or possibly Taunt.
Synergy:
Bug: Heatran,Zapdos
Dark: Heatran,Virizion
We have seen the Physical side of my defense's, so now for the Special. It bring's a very nice immunity to the team as well as being one of the better Fire type Pokemon over the years.
Heatran!
@Leftovers
Nature: Calm
Trait: Flash Fire
EV's: 252 HP, 252 S.Def, 4 S.Atk
Attacks:
-Lava Plume
-Stealth Rock
-Protect
-Roar
Function:
Heatran has one of the simplest, and most important jobs for the team, walling threats such as Volcarona,Latios(without Surf),Dragonite(Rain version with Hurricane). The EV's maximise this job, with the 4 leftover going it Special Attack to give Lava Plume a very minor boost in power. Along with this job it check Scizor pretty well, outspeeding the Standard CB version to KO with Lava Plume. Stealth Rock is needed on every team, and with Heatran packing the most resistances it gets an easy time switching in to set them up. The other moves provide scouting for Choice items, and phazing to remove any Stat boost and rack up Stealth Rock damage.
Improvements:
Heatran is one of the only member's not needing any real changes, other than a tweek in EV's it 252/252+ is not necassary.
Synergy:
Ground: Zapdos,Virizion
Fighting: Mew,Starmie
Water: Virizion,Starmie,Haxorus
Next up is the main man of the team, the Physical sweeper. It is an absolute monster and can also serve my team as an effective Dragonite Check. It can only be....
Haxorus!
@Lum Berry
Nature: Adamant
Trait: Mold Breaker
EV's: 36 HP, 252 Atk, 220 Spd
Attacks:
-Dragon Claw
-Earthquake
-Dragon Dance
-Taunt/Brick Break/Swords Dance
Function:
Haxorus is the reason the team was built, purely for it's destructive force! Anyway it's job is to clean up and sweep through oppsoing teams, once faster check/counters and any walls are out of the picture(Ferrothorn,Skarmory). This set is pretty much standard for the non Choice variants. The EVs give it maximum Attacking power, with 32 EVs going to HP to provide a small amount of bulk, the rest going into speed. With such a messed up speed tier, maximum speed isn't necassary, as the only things that would be at your speed are other Haxorus, which risks a speed tie. Dragon Dance is obvious, giving me more speed and Power!, Dragon Claw is my chosen STAB move
Earthquake is used to grant near perfect coverage in OU (Skarmory, Shedinja resisting the combination of Dragon/Ground, with Mold Breaker). The last slot is open for suggestion's. Taunt is used to stop Skarmory from roosting/phazing setting hazards up, to stop Ferrothorn seeding/setting up/ statusing and also stops any pokemon from setting up on it, once Haxorus is up to speed anyway. Swords Dance can be used for a Double-Dance approach, whilst Brick break is an option for Ferrothorn and neatral damage to Skarmory
Improvements:
The only real improvement I can think of is using Outrage for more power. There is also the possibility of testing some Choice set's out to see how effective they are with my team
Synergy:
Dragon:Heatran
Ice:Heatran,Starmie
We now come to my team's Revenge Killer. It also functions as an effective Special Sweeper once any Ground or Grass Types are gone. In my opinion it only really came to fame this gen when a certain Thunder Genie got banished to the realms of Ubers. This is the one, the only, the very yellow...
Zapdos!
@Choice Scarf
Nature: Modest
Trait: Pressure
EV's: 4 HP, 252 Sp.A, 252 Spd
Attacks:
-Thunderbolt
-Heat Wave
-Volt Switch
-Hidden Power Ice/Grass
Function:
Zapdos' function in the team is to revenge-kill. It also provides me with a fairly stronger Special Attacker and a great Switch-In to Rotom-W (even if it is to make it's Trick seem worthless). The EVs and nature are Standard for a scarfed Special 'mon, Modest over Timid for extra ooomph in my attacks. The moveset provides me with stronger STAB in the form of Thunderbolt, Heat Wave for Ferrothorn, Scizor, Forretress and various Grass types, Hidden Power Ice is the main choice, great for catching Gliscor and Landorus along with the many Dragon's on every team...Dragonite (Hidden Power Grass provides a way past Quagsire, Swampert and Gastrodon, but the team as a whole can get round them with little effort), finally Volt Switch gives me switching momentum and scouting
Improvements:
Not many really, I could switch to a Sub-Roost set instead of a scarfer, but then I swap the ability to revenge kill for longevity and the ability to swap attacks. However I'm not sure which will benefit the team more.
Synergy:
Ice:Heatran,Starmie
Rock:Virizion
This next Pokemon has been 'borrowed' from another RTM recently, and is one of my favourite moveset's of this gen of Pokemon. It is really under-rated for it's Wall breaking ability, but once it is set up can cause major problems for any(almost) pokemon out there. My second entry from the 5th gen...
Virizion!
@Leftovers/Life Orb
Nature: Hasty
Trait: Justified
EV's: 192 Atk, 64 Sp.A, 252 Spd
Attacks:
-Close Combat
-Giga Drain
-Hidden Power Ice
-Work Up
Function:
I can't remember which RMT I found this on but, thanks to said RMT I have found probably the most fun/effective Wallbreaker for some time. Work Up provides it with some very healthy attacking prowess, getting alot of power from the Physical STAB (Close Combay) to enable KO's on Blissey,Ferrothorn,Scizor and many others. The Special Attack's are nicely boosted also from the 64 Sp.A EVs so after a work up most Dragon's aside from Dragonite at full HP are hit for a 2HKO whilst giving Giga Drain more healing power alongside hitting Rotom-W, Politoed and others hard. Hasty is chosen to stop either offensive stat being reduced via nature, and it gives Virizion maximum speed, tying with it's fellow musketeer's and Infernape.
Improvements:
Based on it's performance so far I can't really think of how to improve it effectively. Once I made a final decision on the Item I can make a more informed suggestion.
Synergy:
Fire:Heatran,Haxorus,Starmie
Psychic:Heatran,Mew,Starmie
Ice:Heatran,Starmie
Flying:Heatran,Zapdos
Poison:Heatran,
Last but not least is my spinner, and accidently it caused my to have a FWG 'core' in my team. It's fast, powerful and looks like a star, one of OU's finest...
Starmie!
@Life Orb
Nature: Timid
Trait: Natural Cure
EV's: 4 HP, 252 Sp.A, 252 Spd
Attacks:
-Scald
-Thunderbolt
-Rapid Spin
-Recover/Ice Beam
Function:
Starmie's main use for the team is to spin Hazards away from my side (mainly Stealth Rock and the sort of rare Toxic Spikes). This function is key to keeping Zapdos alive and kicking and to help Virizion and Haxorus switch in easier during mid/late game. Aside from this purpose it can also spread status in the from of Burn, and use it's Water/Electric attack combination to go on the offense. If Recover is dropped for Ice Beam it can use near perfect coverage to full effect. Recover is used to heal off hazard/Life Orb damage and mildly PP stall against weaker pokemon. The EVs selected are the same for almost every Starmie under the sun, and they don't need much explaining at all, max speed and max power, end of story.
Improvements:
Starmie is a pokemon with 2/3 great sets, none of which need much tinkering with. The only way to improve is to change my choice of STAB or opt for a different variant of Starmie (Scarfmie for example)
Synergy:
Electric:Virizion
Grass:Heatran,Zapdos,Haxorus,Virizion
Importable:
TEAM BUILDING AND THREATS LIST WILL COME AT A LATER DATE
The Team:
First off is the Pokemon I use in the 'Lead' position on Team Preview and also my Physical Wall for the team...
Mew!

@Leftovers
Nature: Bold
Trait: Sychronize
EV's: 252 HP, 220 Def, 36 Spd
Attacks:
-Psychic
-Taunt
-Will-O-Wisp
-Transform
Function:
As already mentioned, Mew is my Physical wall, and due to it's brilliant moveset a Stallbreaker. It's main job is to come in on a Physically based Pokemon and fire a Will-O-Wisp at it. If Mew is faster it can also opt for the Taunt to stop any setting up/recovery/status. The EV's give it large Defensive Bulk, whilst giving it the extra speed edge against other Mew's and slower Physical threats (Scizor). It's last function is the one that most rater's are wondering about, Transform. The reason I use this is to catch my burnt Physical sweepers during set-up, getting their stat boost without the Burn. Whilst this may seem gimmicky, it also helps against other walls, and gives the team many more options than as standard. Also as Stealth Rock is already elsewhere on my team and recovery isn't so much an issue in my testing so far, I see no reason to replace it as yet. The rest of the move's are as standard, with Psychic being the STAB move for while I'm still 'Mew'
Improvements:
A change in IV's could be used to give Mew a good Hidden Power whilst in the form of another pokemon. Also other moves can be suggested to use over Transform or possibly Taunt.
Synergy:
Bug: Heatran,Zapdos
Dark: Heatran,Virizion
We have seen the Physical side of my defense's, so now for the Special. It bring's a very nice immunity to the team as well as being one of the better Fire type Pokemon over the years.
Heatran!

@Leftovers
Nature: Calm
Trait: Flash Fire
EV's: 252 HP, 252 S.Def, 4 S.Atk
Attacks:
-Lava Plume
-Stealth Rock
-Protect
-Roar
Function:
Heatran has one of the simplest, and most important jobs for the team, walling threats such as Volcarona,Latios(without Surf),Dragonite(Rain version with Hurricane). The EV's maximise this job, with the 4 leftover going it Special Attack to give Lava Plume a very minor boost in power. Along with this job it check Scizor pretty well, outspeeding the Standard CB version to KO with Lava Plume. Stealth Rock is needed on every team, and with Heatran packing the most resistances it gets an easy time switching in to set them up. The other moves provide scouting for Choice items, and phazing to remove any Stat boost and rack up Stealth Rock damage.
Improvements:
Heatran is one of the only member's not needing any real changes, other than a tweek in EV's it 252/252+ is not necassary.
Synergy:
Ground: Zapdos,Virizion
Fighting: Mew,Starmie
Water: Virizion,Starmie,Haxorus
Next up is the main man of the team, the Physical sweeper. It is an absolute monster and can also serve my team as an effective Dragonite Check. It can only be....
Haxorus!

@Lum Berry
Nature: Adamant
Trait: Mold Breaker
EV's: 36 HP, 252 Atk, 220 Spd
Attacks:
-Dragon Claw
-Earthquake
-Dragon Dance
-Taunt/Brick Break/Swords Dance
Function:
Haxorus is the reason the team was built, purely for it's destructive force! Anyway it's job is to clean up and sweep through oppsoing teams, once faster check/counters and any walls are out of the picture(Ferrothorn,Skarmory). This set is pretty much standard for the non Choice variants. The EVs give it maximum Attacking power, with 32 EVs going to HP to provide a small amount of bulk, the rest going into speed. With such a messed up speed tier, maximum speed isn't necassary, as the only things that would be at your speed are other Haxorus, which risks a speed tie. Dragon Dance is obvious, giving me more speed and Power!, Dragon Claw is my chosen STAB move
(The reason's being that 1. Don't want to be locked into Outrage when faster Pokemon come in for the KO, or when a Steel type comes in to wall me, 2. Don't want to waste my Lum Berry on the confusion of Outrage)
Improvements:
The only real improvement I can think of is using Outrage for more power. There is also the possibility of testing some Choice set's out to see how effective they are with my team
Synergy:
Dragon:Heatran
Ice:Heatran,Starmie
We now come to my team's Revenge Killer. It also functions as an effective Special Sweeper once any Ground or Grass Types are gone. In my opinion it only really came to fame this gen when a certain Thunder Genie got banished to the realms of Ubers. This is the one, the only, the very yellow...
Zapdos!

@Choice Scarf
Nature: Modest
Trait: Pressure
EV's: 4 HP, 252 Sp.A, 252 Spd
Attacks:
-Thunderbolt
-Heat Wave
-Volt Switch
-Hidden Power Ice/Grass
Function:
Zapdos' function in the team is to revenge-kill. It also provides me with a fairly stronger Special Attacker and a great Switch-In to Rotom-W (even if it is to make it's Trick seem worthless). The EVs and nature are Standard for a scarfed Special 'mon, Modest over Timid for extra ooomph in my attacks. The moveset provides me with stronger STAB in the form of Thunderbolt, Heat Wave for Ferrothorn, Scizor, Forretress and various Grass types, Hidden Power Ice is the main choice, great for catching Gliscor and Landorus along with the many Dragon's on every team...Dragonite (Hidden Power Grass provides a way past Quagsire, Swampert and Gastrodon, but the team as a whole can get round them with little effort), finally Volt Switch gives me switching momentum and scouting
Improvements:
Not many really, I could switch to a Sub-Roost set instead of a scarfer, but then I swap the ability to revenge kill for longevity and the ability to swap attacks. However I'm not sure which will benefit the team more.
Synergy:
Ice:Heatran,Starmie
Rock:Virizion
This next Pokemon has been 'borrowed' from another RTM recently, and is one of my favourite moveset's of this gen of Pokemon. It is really under-rated for it's Wall breaking ability, but once it is set up can cause major problems for any(almost) pokemon out there. My second entry from the 5th gen...
Virizion!

@Leftovers/Life Orb
Nature: Hasty
Trait: Justified
EV's: 192 Atk, 64 Sp.A, 252 Spd
Attacks:
-Close Combat
-Giga Drain
-Hidden Power Ice
-Work Up
Function:
I can't remember which RMT I found this on but, thanks to said RMT I have found probably the most fun/effective Wallbreaker for some time. Work Up provides it with some very healthy attacking prowess, getting alot of power from the Physical STAB (Close Combay) to enable KO's on Blissey,Ferrothorn,Scizor and many others. The Special Attack's are nicely boosted also from the 64 Sp.A EVs so after a work up most Dragon's aside from Dragonite at full HP are hit for a 2HKO whilst giving Giga Drain more healing power alongside hitting Rotom-W, Politoed and others hard. Hasty is chosen to stop either offensive stat being reduced via nature, and it gives Virizion maximum speed, tying with it's fellow musketeer's and Infernape.
Improvements:
Based on it's performance so far I can't really think of how to improve it effectively. Once I made a final decision on the Item I can make a more informed suggestion.
Synergy:
Fire:Heatran,Haxorus,Starmie
Psychic:Heatran,Mew,Starmie
Ice:Heatran,Starmie
Flying:Heatran,Zapdos
Poison:Heatran,
Last but not least is my spinner, and accidently it caused my to have a FWG 'core' in my team. It's fast, powerful and looks like a star, one of OU's finest...
Starmie!

@Life Orb
Nature: Timid
Trait: Natural Cure
EV's: 4 HP, 252 Sp.A, 252 Spd
Attacks:
-Scald
-Thunderbolt
-Rapid Spin
-Recover/Ice Beam
Function:
Starmie's main use for the team is to spin Hazards away from my side (mainly Stealth Rock and the sort of rare Toxic Spikes). This function is key to keeping Zapdos alive and kicking and to help Virizion and Haxorus switch in easier during mid/late game. Aside from this purpose it can also spread status in the from of Burn, and use it's Water/Electric attack combination to go on the offense. If Recover is dropped for Ice Beam it can use near perfect coverage to full effect. Recover is used to heal off hazard/Life Orb damage and mildly PP stall against weaker pokemon. The EVs selected are the same for almost every Starmie under the sun, and they don't need much explaining at all, max speed and max power, end of story.
Improvements:
Starmie is a pokemon with 2/3 great sets, none of which need much tinkering with. The only way to improve is to change my choice of STAB or opt for a different variant of Starmie (Scarfmie for example)
Synergy:
Electric:Virizion
Grass:Heatran,Zapdos,Haxorus,Virizion
Importable:
Mew @ Leftovers Trait: Synchronize
EVs: 252 HP / 220 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Psychic
- Transform
- Taunt
- Will-O-Wisp
Zapdos @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Heat Wave
- Volt Switch
- Hidden Power [Ice]
Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Scald
- Thunderbolt
- Rapid Spin
- Recover
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Roar
- Protect
- Stealth Rock
Virizion @ Leftovers
Trait: Justified
EVs: 192 Atk / 64 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Close Combat
- Giga Drain
- Hidden Power [Ice]
- Work Up
Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Taunt
EVs: 252 HP / 220 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Psychic
- Transform
- Taunt
- Will-O-Wisp
Zapdos @ Choice Scarf
Trait: Pressure
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
- Heat Wave
- Volt Switch
- Hidden Power [Ice]
Starmie @ Life Orb
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Scald
- Thunderbolt
- Rapid Spin
- Recover
Heatran (M) @ Leftovers
Trait: Flash Fire
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Lava Plume
- Roar
- Protect
- Stealth Rock
Virizion @ Leftovers
Trait: Justified
EVs: 192 Atk / 64 SAtk / 252 Spd
Hasty Nature (+Spd, -Def)
- Close Combat
- Giga Drain
- Hidden Power [Ice]
- Work Up
Haxorus (M) @ Lum Berry
Trait: Mold Breaker
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Claw
- Earthquake
- Dragon Dance
- Taunt