To preface, I don't consider myself to be a great Pokemon player, I have played on and off for the past 2 or so years, and this was my first real attempt at rounding out a good OU team.
This is a balance team centered around the all powerful Mew and Ferrothorn special and physical walls respectively.
Team Composition
Alright, the first mon is a gen 1 classic, Gengar
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Taunt
- Sludge Wave
- Will-O-Wisp
While Gengar seems to be one of the weaker links on this team, I can't think of another mon that does what it does. I have taunt on there to give it some ability to be a counter lead against Heatrans or Garchomps if you don't want to send Weavile or Medicham out there initially. This also allows it to beat fat walls that don't carry moves to touch it, such as Chansey, Hippo or Skarm. The dual STAB attacks are obvious choices, Shadow Ball allows Gengar to come in and attempt to revenge kill opposing Medichams, often getting large hits off on whatever they switch out to. Its also just a generally good coverage move that hits most of the tier hard. Sludge wave it the other obligatory STAB move, again just hitting everything hard. As this team is pretty weak to CM Clef, it's often necessary to switch this into a Moonblast, taunt to prevent T-Wave and then fire off a Sludge Wave to do huge damage, even if its at +1. Will-o is a move that I'm pretty iffy on. While it is nice for neutering Bisharps, getting the Wisp off and dying to Knock Off, I seldom find other uses for it. I am rather tempted to switch it out with Focus Blast to get 2hkos on Ferros and Trans, but I don't like letting 70% accuracy decide my fate. And so Gengar is the first, and maybe least valuable member, of this team. Until the day it hits 362 speed, then watch me blow back some Raikous.
Second mon is the current fad of OU , Mega-Medicham
Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
This mon has become extremely popular as of late and its easy to understand why. It hits like a truck, just absolutely crushes anything that doesn't resist it's moves. While it's speed isn't the greatest, the near 600 attack after Pure Power is certainly impressive. The set that I run is a somewhat standard one. Fake Out is obviously there to give this guy the free mega evolution against most mons as well as provide good mid and late game priority. High Jump Kick is there because, as far as I know, its the strongest non-banded physical attack in the game right now. But we all know how strong this move is, so no need to go over that. Zen Headbutt is tentatively there because its another extremely strong STAB move that can 2HKO SpD Clef. However, sometimes I feel as though Bullet Punch may be better because this team lacks priority to some degree. Ice Punch is there to hit Lando, mainly, but it also drops Garchomp on its neck, does 60% or so to Hippo and does at least 30% to anything that doesn't resist it. Also, freeze hax are great when they happen to other people. There isn't much to talk about in regards to Mega-Medi, its a powerhouse mon that can crash through many of the walls in the games.
The third mon is one of the most beloved (or cursed, depending on how you look at it) walls in the game, Ferrothorn.
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Stealth Rock
As the lone physical wall on this team, aside from Weaville, which tanks hits for days, Ferrothorn has quite the wide variety of roles. Sometimes it serves to hazard stack when up against bulkier teams, sometimes its sole purpose is to land a Gyro Ball on M-Lopunny so I can revenge kill it, and sometimes its there to throw up Leech Seeds on whatever it can and generally be a nuisance. I have both Spikes and Stealth Rocks on this because this team struggles against stall, and a bit of hazards stacking never hurts when playing it. Leech Seed offers decent recovery for when leftovers just isn't enough and Gyro Ball is there to punish fast threats that I need to get damage on and can't safely switch into. Ferrothorn is a humble mon, but when I play it well it really helps weaken the other team so that more offensive mons can punch holes in it.
Next up is the special wall, and in my opinion the best mon in OU at the moment, Mew
Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Defog
- Roost
- Will-O-Wisp
- Knock Off
To defend my assertion that Mew is the best mon in OU, I'll just ask if you have used this monster. Because it never dies, it just doesn't not have the word 'faint' in its vocabulary. This is by far the most valuable member on the team, every so often it will be able to almost single handedly beat 4 or 5 mons by itself. With special defensive investment, Mew takes around 55% from Specs Keldeo, which allows it to Roost stall until it misses, then knock of the Specs and begin to easily eat up the hits. Knock Off also allows Mew to weaken walls by removing their recovery via leftovers and just get chip damage on anything that struggles to 3hko it, like Tornadus. Will-o is what really makes this set so good, though. While the special investment allows Mew to take on 85% of special attackers with ease, Will-o neuters 85% of the physical attackers that can threaten it. Think Scizor is a problem? Outspeed and burn it, boom, now U-Turn does a huge 30-35%. Excadrill or Lando scaring you? Nope, not anymore they aren't; 420 attack doesn't mean crap if they're too blazed to take advantage of it (damn, that was a solid pun).
Defog rounds out this great support moveset because hazards can be annoying to this team due to the lack of non-grounded mons. So yea, Mew is incredible and I honestly recommend sticking it on every team that you can.
The fifth mon of this team is something that I don't see very often, Scarf Tran
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Stone Edge
While I was making this team I realized that while it had a few fast mons, it lacked any real form of speed control. It also didn't have a great way to force out Ferrothorns and it pretty much lost to SD Scizor. The solution to all of those problems presented itself in this wonderful (and by wonderful I mean pretty good, I guess) package. The moveset on this is pretty self explanatory, Lava Plume and Flash Cannon for solid STAB moves, Earth Power for opposing Heatrans and Stone Edge because Talonflame and Charizard Y are huge problems, especially that stupid bird. This mon could maybe be traded for something else, but I'm not sure what else fills its role quite as well, specifically the beating Scizor outright part.
The final member of this team is the always adorable Weavile
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
Weavile is a great mon and and extremely potent attacker in the current meta. Ice Shard gives it good priority that can get a clean 25%-30% percent off on most offensive mons that take neutral damage from it. Icicle Crash is of course the very powerful STAB move that allows this to OHKO Garchomp and Lando, even after -1. It addition, it just hits everything hard, as does Knock Off, nothing too exciting about those moves. Pursuit, however, is vital for this team. Hoopa is a huge problem to just about every team because its so strong, but this team doesn't have a great way to take it out and nothing sponges a hit, even Ferrothorn is 2HKO'd by life orb Hyperspace Fury. And so, the general game plan is Hoopa comes in, it kills something, and then Weavile kills it with Pursuit as they try to switch out. Hasn't failed me yet.
Stuff It Doesn't Deal With Too Well
So now that I've introduced the members, lets talk about the problems that plague this team. For starters, it 100% loses to Scarfed Excadrill. There is no getting around that, it OHKOs everything on this team except for Mew and Ferro, but those two can't switch in to it if hazards are up or they're below 90% or so. A well played Scarf Drill will always, ALWAYS, beat this team and there is nothing you can do to stop it. Another big problem to this team is Talonflame, especially the Taunt SD set. While I have Stone Edge on Heatran to alleviate this problem, Talonflame still wins 1/3 games that I see it in. Oftentimes I need to sack a couple of mons to kill it with recoil or Earth Power it on a Roost, but getting rocks up ASAP with Ferro can help a good deal. As I've mentioned before, Hoopa is a problem for this team if Weavile goes down early, but it isn't so big of a problem that I feel something needs to be done about it. This team also gets demolished by stall, especially Chansey, because it doesn't have any set up mons to break through bulky cores. Mega Sableye and Mega Diancie would also qualify as major problems if they were more prevalent, but I have yet to face a Sableye with it.
Possible Additions
Of all of the possible additions that I have considered for this team, there aren't too many that I am very fond of. The first is the substitution of scarfed Keldeo over Ferrothorn to make this a more HO oriented team. Keldeo gives the team a bit more speed control and prevents the issue of losing outright to Excadrill. Another addition that I have considered is putting a banded Azu over the Mew. This again makes the team more HO and less balance, but also solves the Excadrill weakness and lack of priority. It also doesn't leave a gaping weakness to Keldeo, which could be a problem with the absence of Mew. Scarfed Zapdos and NP Thundurus with lefties and T-Wave are also considerations for replacing Tran or Gengar respectively. While I haven't tried any of these out yet, I'd like to hear how you guys are able to do with these slightly more offensive options.
My sprite game is all over the place, but whatever.
This is a balance team centered around the all powerful Mew and Ferrothorn special and physical walls respectively.
Team Composition
Alright, the first mon is a gen 1 classic, Gengar

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Taunt
- Sludge Wave
- Will-O-Wisp
While Gengar seems to be one of the weaker links on this team, I can't think of another mon that does what it does. I have taunt on there to give it some ability to be a counter lead against Heatrans or Garchomps if you don't want to send Weavile or Medicham out there initially. This also allows it to beat fat walls that don't carry moves to touch it, such as Chansey, Hippo or Skarm. The dual STAB attacks are obvious choices, Shadow Ball allows Gengar to come in and attempt to revenge kill opposing Medichams, often getting large hits off on whatever they switch out to. Its also just a generally good coverage move that hits most of the tier hard. Sludge wave it the other obligatory STAB move, again just hitting everything hard. As this team is pretty weak to CM Clef, it's often necessary to switch this into a Moonblast, taunt to prevent T-Wave and then fire off a Sludge Wave to do huge damage, even if its at +1. Will-o is a move that I'm pretty iffy on. While it is nice for neutering Bisharps, getting the Wisp off and dying to Knock Off, I seldom find other uses for it. I am rather tempted to switch it out with Focus Blast to get 2hkos on Ferros and Trans, but I don't like letting 70% accuracy decide my fate. And so Gengar is the first, and maybe least valuable member, of this team. Until the day it hits 362 speed, then watch me blow back some Raikous.
Second mon is the current fad of OU , Mega-Medicham

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Zen Headbutt
- Ice Punch
This mon has become extremely popular as of late and its easy to understand why. It hits like a truck, just absolutely crushes anything that doesn't resist it's moves. While it's speed isn't the greatest, the near 600 attack after Pure Power is certainly impressive. The set that I run is a somewhat standard one. Fake Out is obviously there to give this guy the free mega evolution against most mons as well as provide good mid and late game priority. High Jump Kick is there because, as far as I know, its the strongest non-banded physical attack in the game right now. But we all know how strong this move is, so no need to go over that. Zen Headbutt is tentatively there because its another extremely strong STAB move that can 2HKO SpD Clef. However, sometimes I feel as though Bullet Punch may be better because this team lacks priority to some degree. Ice Punch is there to hit Lando, mainly, but it also drops Garchomp on its neck, does 60% or so to Hippo and does at least 30% to anything that doesn't resist it. Also, freeze hax are great when they happen to other people. There isn't much to talk about in regards to Mega-Medi, its a powerhouse mon that can crash through many of the walls in the games.
The third mon is one of the most beloved (or cursed, depending on how you look at it) walls in the game, Ferrothorn.

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Stealth Rock
As the lone physical wall on this team, aside from Weaville, which tanks hits for days, Ferrothorn has quite the wide variety of roles. Sometimes it serves to hazard stack when up against bulkier teams, sometimes its sole purpose is to land a Gyro Ball on M-Lopunny so I can revenge kill it, and sometimes its there to throw up Leech Seeds on whatever it can and generally be a nuisance. I have both Spikes and Stealth Rocks on this because this team struggles against stall, and a bit of hazards stacking never hurts when playing it. Leech Seed offers decent recovery for when leftovers just isn't enough and Gyro Ball is there to punish fast threats that I need to get damage on and can't safely switch into. Ferrothorn is a humble mon, but when I play it well it really helps weaken the other team so that more offensive mons can punch holes in it.
Next up is the special wall, and in my opinion the best mon in OU at the moment, Mew

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Defog
- Roost
- Will-O-Wisp
- Knock Off
To defend my assertion that Mew is the best mon in OU, I'll just ask if you have used this monster. Because it never dies, it just doesn't not have the word 'faint' in its vocabulary. This is by far the most valuable member on the team, every so often it will be able to almost single handedly beat 4 or 5 mons by itself. With special defensive investment, Mew takes around 55% from Specs Keldeo, which allows it to Roost stall until it misses, then knock of the Specs and begin to easily eat up the hits. Knock Off also allows Mew to weaken walls by removing their recovery via leftovers and just get chip damage on anything that struggles to 3hko it, like Tornadus. Will-o is what really makes this set so good, though. While the special investment allows Mew to take on 85% of special attackers with ease, Will-o neuters 85% of the physical attackers that can threaten it. Think Scizor is a problem? Outspeed and burn it, boom, now U-Turn does a huge 30-35%. Excadrill or Lando scaring you? Nope, not anymore they aren't; 420 attack doesn't mean crap if they're too blazed to take advantage of it (damn, that was a solid pun).
Defog rounds out this great support moveset because hazards can be annoying to this team due to the lack of non-grounded mons. So yea, Mew is incredible and I honestly recommend sticking it on every team that you can.
The fifth mon of this team is something that I don't see very often, Scarf Tran

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Stone Edge
While I was making this team I realized that while it had a few fast mons, it lacked any real form of speed control. It also didn't have a great way to force out Ferrothorns and it pretty much lost to SD Scizor. The solution to all of those problems presented itself in this wonderful (and by wonderful I mean pretty good, I guess) package. The moveset on this is pretty self explanatory, Lava Plume and Flash Cannon for solid STAB moves, Earth Power for opposing Heatrans and Stone Edge because Talonflame and Charizard Y are huge problems, especially that stupid bird. This mon could maybe be traded for something else, but I'm not sure what else fills its role quite as well, specifically the beating Scizor outright part.
The final member of this team is the always adorable Weavile

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
Weavile is a great mon and and extremely potent attacker in the current meta. Ice Shard gives it good priority that can get a clean 25%-30% percent off on most offensive mons that take neutral damage from it. Icicle Crash is of course the very powerful STAB move that allows this to OHKO Garchomp and Lando, even after -1. It addition, it just hits everything hard, as does Knock Off, nothing too exciting about those moves. Pursuit, however, is vital for this team. Hoopa is a huge problem to just about every team because its so strong, but this team doesn't have a great way to take it out and nothing sponges a hit, even Ferrothorn is 2HKO'd by life orb Hyperspace Fury. And so, the general game plan is Hoopa comes in, it kills something, and then Weavile kills it with Pursuit as they try to switch out. Hasn't failed me yet.
Stuff It Doesn't Deal With Too Well
So now that I've introduced the members, lets talk about the problems that plague this team. For starters, it 100% loses to Scarfed Excadrill. There is no getting around that, it OHKOs everything on this team except for Mew and Ferro, but those two can't switch in to it if hazards are up or they're below 90% or so. A well played Scarf Drill will always, ALWAYS, beat this team and there is nothing you can do to stop it. Another big problem to this team is Talonflame, especially the Taunt SD set. While I have Stone Edge on Heatran to alleviate this problem, Talonflame still wins 1/3 games that I see it in. Oftentimes I need to sack a couple of mons to kill it with recoil or Earth Power it on a Roost, but getting rocks up ASAP with Ferro can help a good deal. As I've mentioned before, Hoopa is a problem for this team if Weavile goes down early, but it isn't so big of a problem that I feel something needs to be done about it. This team also gets demolished by stall, especially Chansey, because it doesn't have any set up mons to break through bulky cores. Mega Sableye and Mega Diancie would also qualify as major problems if they were more prevalent, but I have yet to face a Sableye with it.





Possible Additions
Of all of the possible additions that I have considered for this team, there aren't too many that I am very fond of. The first is the substitution of scarfed Keldeo over Ferrothorn to make this a more HO oriented team. Keldeo gives the team a bit more speed control and prevents the issue of losing outright to Excadrill. Another addition that I have considered is putting a banded Azu over the Mew. This again makes the team more HO and less balance, but also solves the Excadrill weakness and lack of priority. It also doesn't leave a gaping weakness to Keldeo, which could be a problem with the absence of Mew. Scarfed Zapdos and NP Thundurus with lefties and T-Wave are also considerations for replacing Tran or Gengar respectively. While I haven't tried any of these out yet, I'd like to hear how you guys are able to do with these slightly more offensive options.




My sprite game is all over the place, but whatever.
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