Hello all! I'm looking for a few critiques on the OU team I've been using regularly. I might post another one of these for my secondary team soon, but I'm still working on it.
For this team, I decided to run a Fire-Water-Grass trio - with Arcanine, Vaporeon, and Ferrothorn - as well as a Garchomp, Scizor, and Gengar. The gang performs well with a whopping 7 immunities to switch around and predict with (counting Flash Fire and Water Absorb) which is a primary function, combined with Ferro and Vaporeon's stalling capabilities. Without further ado, the team!
Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Ferrothorn operates as (usually) my primary pokemon, setting up rocks and then switching out to either Gengar or Arcanine if a fire/fighting attack is predicted. Otherwise it sticks around and annoys physical attackers by killing a quarter of their HP with each hit, or cripples with thunder wave. Leech Seed provides reliable recovery while Power Whip offers a surprisingly powerful attack. Ferro doesn't like Earthquakes too much but it has the bulk to survive them and stick around.
Arcanine (F) @ Expert Belt
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Timid Nature
- Extreme Speed
- Close Combat
- Flare Blitz
- Wild Charge
This is a pretty standard offensive set through and through. Arcanine can often switch into a predicted fire attack and just get a free boost off of something trying to cook up some fried Ferrothorn. Extreme Speed allows for a few neat opportunities to pick off a weakened but otherwise fast 'mon that doesn't feel the need to switch out, while Flare Blitz offers a huge STAB at the expense of some health. Wild Charge and Close Combat are mostly coverage, picking off annoying rock and water types that think they have a free switch. Ferro and Arcanine mostly end up taking on Talonflame by a matter of switching back and forth - Arcanine absorbs Flare Blitz, Ferrothorn absorbs Brave Bird, rinse and repeat. Still, in the early game Arcanine usually has the bulk to tank a Brave Bird and KO with Expert Belt boosted Wild Charge.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Wish
- Scald
- Protect
- Roar
Vaporeon acts as a pretty awesome mixed defensive wall, usually capable of tanking some big hits. Often times I've found other teams switching two and three times trying to find something that can actually dent this thing while also avoiding a nasty STAB Scald burn. Wish offers up Vaporeon's primary health recovery and works well in tandem with Protect. The Wish can also be passed down to other 'mons who have a safe switch in (which is all of them basically, given circumstances) if the opportunity is open. Protect also works well to scout for attacks and play mind games with the enemy to see if I'll switch or not. Lastly, Roar prevents Vaporeon from being totally walled in by water types, Mega Aggron, Ferrothorn, other Vaporeon, etc.
Gengar (M) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Thunderbolt
- Dazzling Gleam
Gengar is a bit of a weird 'mon for my team, to be frank. It offers up a bunch of really niche moves that ordinarily you see people tell you "oh also watch out if gengar runs this, but it won't." It's just really head scratching for me to think about, but it's pretty awesome watching Absol or Garchomp or Haxorus think they've got a free switch only to see their health diminish in one shot thanks to the ever rare Dazzling Gleam. It also helps in dealing with Mega Sableye, hitting its one super-effective weakness on the special side (which, really this sounds great to say on paper but I've yet to have it happen in game). Sludge Bomb and Shadow Ball act as the most reliable STABs Gengar has (barring Sludge Wave, but the power drop is hardly noticeable especially with a 30% poison rate on SB), despite a few Normal and Steel types who would love to capitalize on this free opportunity to completely wall it. Thunderbolt, lastly, offers a bit of weird coverage on water types who...well, Ferrothorn kinda hits them? But it's not the best idea to have a WALL be my only coverage against water types. Especially considering Keldeo and Poliwrath (sort of?) exist. So, in general, Gengar has been acting as a glass cannon against any and all things I can't hit or can't cover very well. It also offers up a very much appreciated three immunities barring Mold Breaker and Scrappy - but still, recommendations or swaps for this 'mon would be greatly appreciated. It does the job, but choice locking it with THESE moves feels like something isn't quite right.
Garchomp (F) @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
Garchomp is a common staple on most of my teams, offering that beastly STAB combo especially with a +2 from SD. The just above average speed on this thing is awesome for the occasional ability to hit hard and fast against things that usually outspeed it. Stone Edge is coverage against things like Talonflame and Volcarona, in case rocks didn't get a chance to set up, as well as any ice types that decide they want to threaten it (barring Weavile). Plus, it's coverage against Togekiss who laughs at the land shark's STABs. All in all, Garchomp is a beast at +2 with a Life Orb. Very few things like a STAB Earthquake from this thing, and even still Dragon Claw hits hard. It was chosen over Outrage for sake of not giving a Fairy a free switch in & confusion to boot. Chomp can also be played off as a Choice Band user if I decide to repeatedly use, say, Dragon Claw, and then SD on the predicted switch (I'm looking at you, Azumarill). Last but not least, the Rough Skin ability offers a nifty chance to switch into resisted moves like weakened Dragonite's Fire Punch and sometimes make the enemy deliver a much needed KO to themselves.
Scizor (M) @ Scizorite
Ability: Technician
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Bug Bite
- Bullet Punch
- Swords Dance
- Pursuit
In my search for a Mega, I never would have really SERIOUSLY considered Scizor too much. I mean Life Orb Scizor already outdamages it, and while the speed boost is nice, it's not huge. However, that huge bulk next to some still massive physical attack had me convinced. Originally this team was actually a Mega Sharpedo team (with Scizor running Life Orb set) for my in-game/competitive team but I think I like this team a bit better due to the longevity of Vaporeon and Scizor now. Still, mark my words, Life Orb Scizor hits like a truck - but this team greatly appreciates the bulk of Mega Scizor at times. Bug Bite boosted by Technician becomes stronger than a STAB X-Scissor with the added ability to eat the berry the enemy is using (*cough* Belly Drum Azumarill *cough*) while Bullet punch offers awesome priority STAB to kill Fairies. SD again boosts attack sky high to compare to a Life Orb set, and Pursuit offers some good coverage on Psychics who think they can switch out. Still, I'm debating if perhaps Superpower or Knock Off are greater in any way - and so far I don't think Roost's healing factor really prolongs Scizor's use too much in my case.
So that's the team! Feel free to offer any subs or set changes, or even run it yourself to see how things go. Gengar really feels like my shakiest spot in the whole team, but I'm willing to hear what anybody has to say. A few threats I've noticed personally include Mega Loppuny, Contrary Serperior (although in the cases that I have seen it, Arcanine can put a stop to it), and stall teams. Thank you kindly!
For this team, I decided to run a Fire-Water-Grass trio - with Arcanine, Vaporeon, and Ferrothorn - as well as a Garchomp, Scizor, and Gengar. The gang performs well with a whopping 7 immunities to switch around and predict with (counting Flash Fire and Water Absorb) which is a primary function, combined with Ferro and Vaporeon's stalling capabilities. Without further ado, the team!







Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Thunder Wave
Ferrothorn operates as (usually) my primary pokemon, setting up rocks and then switching out to either Gengar or Arcanine if a fire/fighting attack is predicted. Otherwise it sticks around and annoys physical attackers by killing a quarter of their HP with each hit, or cripples with thunder wave. Leech Seed provides reliable recovery while Power Whip offers a surprisingly powerful attack. Ferro doesn't like Earthquakes too much but it has the bulk to survive them and stick around.

Arcanine (F) @ Expert Belt
Ability: Flash Fire
EVs: 4 HP / 252 Atk / 252 Spe
Timid Nature
- Extreme Speed
- Close Combat
- Flare Blitz
- Wild Charge
This is a pretty standard offensive set through and through. Arcanine can often switch into a predicted fire attack and just get a free boost off of something trying to cook up some fried Ferrothorn. Extreme Speed allows for a few neat opportunities to pick off a weakened but otherwise fast 'mon that doesn't feel the need to switch out, while Flare Blitz offers a huge STAB at the expense of some health. Wild Charge and Close Combat are mostly coverage, picking off annoying rock and water types that think they have a free switch. Ferro and Arcanine mostly end up taking on Talonflame by a matter of switching back and forth - Arcanine absorbs Flare Blitz, Ferrothorn absorbs Brave Bird, rinse and repeat. Still, in the early game Arcanine usually has the bulk to tank a Brave Bird and KO with Expert Belt boosted Wild Charge.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 204 HP / 248 Def / 56 SpD
Bold Nature
- Wish
- Scald
- Protect
- Roar
Vaporeon acts as a pretty awesome mixed defensive wall, usually capable of tanking some big hits. Often times I've found other teams switching two and three times trying to find something that can actually dent this thing while also avoiding a nasty STAB Scald burn. Wish offers up Vaporeon's primary health recovery and works well in tandem with Protect. The Wish can also be passed down to other 'mons who have a safe switch in (which is all of them basically, given circumstances) if the opportunity is open. Protect also works well to scout for attacks and play mind games with the enemy to see if I'll switch or not. Lastly, Roar prevents Vaporeon from being totally walled in by water types, Mega Aggron, Ferrothorn, other Vaporeon, etc.

Gengar (M) @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Thunderbolt
- Dazzling Gleam
Gengar is a bit of a weird 'mon for my team, to be frank. It offers up a bunch of really niche moves that ordinarily you see people tell you "oh also watch out if gengar runs this, but it won't." It's just really head scratching for me to think about, but it's pretty awesome watching Absol or Garchomp or Haxorus think they've got a free switch only to see their health diminish in one shot thanks to the ever rare Dazzling Gleam. It also helps in dealing with Mega Sableye, hitting its one super-effective weakness on the special side (which, really this sounds great to say on paper but I've yet to have it happen in game). Sludge Bomb and Shadow Ball act as the most reliable STABs Gengar has (barring Sludge Wave, but the power drop is hardly noticeable especially with a 30% poison rate on SB), despite a few Normal and Steel types who would love to capitalize on this free opportunity to completely wall it. Thunderbolt, lastly, offers a bit of weird coverage on water types who...well, Ferrothorn kinda hits them? But it's not the best idea to have a WALL be my only coverage against water types. Especially considering Keldeo and Poliwrath (sort of?) exist. So, in general, Gengar has been acting as a glass cannon against any and all things I can't hit or can't cover very well. It also offers up a very much appreciated three immunities barring Mold Breaker and Scrappy - but still, recommendations or swaps for this 'mon would be greatly appreciated. It does the job, but choice locking it with THESE moves feels like something isn't quite right.

Garchomp (F) @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Swords Dance
Garchomp is a common staple on most of my teams, offering that beastly STAB combo especially with a +2 from SD. The just above average speed on this thing is awesome for the occasional ability to hit hard and fast against things that usually outspeed it. Stone Edge is coverage against things like Talonflame and Volcarona, in case rocks didn't get a chance to set up, as well as any ice types that decide they want to threaten it (barring Weavile). Plus, it's coverage against Togekiss who laughs at the land shark's STABs. All in all, Garchomp is a beast at +2 with a Life Orb. Very few things like a STAB Earthquake from this thing, and even still Dragon Claw hits hard. It was chosen over Outrage for sake of not giving a Fairy a free switch in & confusion to boot. Chomp can also be played off as a Choice Band user if I decide to repeatedly use, say, Dragon Claw, and then SD on the predicted switch (I'm looking at you, Azumarill). Last but not least, the Rough Skin ability offers a nifty chance to switch into resisted moves like weakened Dragonite's Fire Punch and sometimes make the enemy deliver a much needed KO to themselves.

Scizor (M) @ Scizorite
Ability: Technician
EVs: 16 HP / 252 Atk / 240 SpD
Adamant Nature
- Bug Bite
- Bullet Punch
- Swords Dance
- Pursuit
In my search for a Mega, I never would have really SERIOUSLY considered Scizor too much. I mean Life Orb Scizor already outdamages it, and while the speed boost is nice, it's not huge. However, that huge bulk next to some still massive physical attack had me convinced. Originally this team was actually a Mega Sharpedo team (with Scizor running Life Orb set) for my in-game/competitive team but I think I like this team a bit better due to the longevity of Vaporeon and Scizor now. Still, mark my words, Life Orb Scizor hits like a truck - but this team greatly appreciates the bulk of Mega Scizor at times. Bug Bite boosted by Technician becomes stronger than a STAB X-Scissor with the added ability to eat the berry the enemy is using (*cough* Belly Drum Azumarill *cough*) while Bullet punch offers awesome priority STAB to kill Fairies. SD again boosts attack sky high to compare to a Life Orb set, and Pursuit offers some good coverage on Psychics who think they can switch out. Still, I'm debating if perhaps Superpower or Knock Off are greater in any way - and so far I don't think Roost's healing factor really prolongs Scizor's use too much in my case.
So that's the team! Feel free to offer any subs or set changes, or even run it yourself to see how things go. Gengar really feels like my shakiest spot in the whole team, but I'm willing to hear what anybody has to say. A few threats I've noticed personally include Mega Loppuny, Contrary Serperior (although in the cases that I have seen it, Arcanine can put a stop to it), and stall teams. Thank you kindly!