RMT: From 'Vire to 'Cress to 'Gyara (OU)
First off, if anyone gets the baseball reference in my title (AKA the famous double-play combo), you deserve a cookie. If not, NO COOKIE FOR YOU.
Here's this new OU Team I made, having 5 OU and 1 UU:
FYI: I did know about the whole BL-into-UU transistion but I still like to refer Moltres as BL cuz that's where he'll end up. T_T
The team is based pretty much around using resistances and immunties to its advantage in either switching or setting up.
Here they are in depth.
===================================================
THE TEAM:
Moltres @ Choice Scarf
Ability: Pressure (Better for Zapdos and the like)
Nature: Modest
EV's: 40 Def / 252 Sp. Atk / 216 Spd
IV's: 30 Sp. Atk / 30 Sp. Def (For HP Ground)
Moveset:
Fire Blast
Air Slash
HP Ground
U-Turn
Moltres really is a great lead, it's a shame I don't see them very often due to that damn Stealth Rock. People, pack a Rapid Spinner, that's what I did T_T. Anyway, this can OHKO a wide variety of leads with either Fire Blast or Air Slash, while U-Turn'ing out if it can't handle it. I chose HP Ground over Will-O-Wisp basically due to WoW's bad accuracy, and because this makes a decent Heatran revenge-killer with it. As long as I can keep SR off my field, this guy can switch in repeatedly to do its dirty work.
===================================================
Forretress @ Shed Shell
Ability: Sturdy (I'd give anything to have Heatproof at least, right?)
Nature: Relaxed
EV's: 252 HP / 96 Atk / 162 Def
IV's: 0 Speed
Moveset:
Spikes
Gyro Ball
Rapid Spin
Explosion
This is basically a combination of the "No (Magnezone) Fear" set with the "Standard" set; a bit of a twist to suit my team. It doesn't have LS & Earthquake any more for Magnezone, but it can still 'deal' with it, by giving it Gyro Ball to switch to Electivire. See my plan? Get Magnezone to take the bait, switch out, then grab a Motor Drive and start beating the crap outta everything! Genius! But of course that's not his only way of battling, he still puts down Spikes after Magnezone is dealt with, and can Explode on walls like Zapdos and Cresselia to wear them down or even kill them if they're worn down already.
The EV's are to make a +1 LO Sala's Outrage fail to 2HKO, and don't even try the Bulky version against this guy, he's set up bait w/out Flamethrower. The rest are into Attack to give Gyro Ball even more bite along with minimum speed.
===================================================
Machamp @ Leftovers
Ability: No Guard (Draug On; can't make a comment on this ability.)
Nature: Adamant
EV's: 252 HP / 252 Atk / 6 Spd
Moveset:
Rest
Sleep Talk
DynamicPAWNCH
Payback
Your standard Rest-Talk Machamp, and a very good one too in my opinion. He's not the best at countering Yanmega and Gengar, but if I need a nice all-around tank who can still cause mayhem, I'd pick this guy, which I did. DynamicPunch is to cause confusion mayhem, which'll cause switching which'll cause hazard damage, etc etc etc. I chose Payback over Stone Edge after I put Cress on the team, as she can handle Salamence and Gyarados just fine. Machamp's blocked by Ghosts anyway.
====================================================
Electivire @ Life Orb
Ability: Motor Drive (....what you thought it was something else?)
Nature: Mild
EV's: 38 Atk / 252 Sp.Atk / 220 Spd
IV's: 30 Spd (For HP Ice)
Moveset:
Thunderbolt
HP Ice
Flamethrower
Earthquake
The standard Mix-Vire....with different EV's and a moveset change! I really think Mix-Vire has the upper hand against the standard "Super Effective" set because it catches most of its normal counters off guard. Celebi, for example, gets hit much harder with Flamethrower than with Ice Punch; Forretress too, and many others.
I COULD have had Cross Chop for Blissey / Snorlax, but when you have that bulky-ass Machamp on the same team, do you really need it? That's why I chose Earthquake to hit other Electrics just as hard. A really good thing I found out was that with the given EV's in speed (which I bumped up to beat Lucario and Porygon-Z), after a MD boost, can actually outrun Timid Scarftran. Yes I bolded that for a reason.
===================================================
Cresselia @ Leftovers
Ability: Levitate
Nature: Bold
EV's: 252 HP / 252 Def / 4 SpA
Moveset:
Reflect
Moonlight
Ice Beam
Charge Beam
Originally I was thinking of having Claydol in this slot, but I realized that Cresselia pretty much outclasses this thing in OU. Cress also serves as the perfect Gyara / Sala counter, which my team desperately needs to cover. Reflect is to also protect from things such as SDLuke and other physical threats while Cress fires off both of her Beam attacks. I know Moonlight isn't the best with the hordes of Tyranitar everywhere but it's the only thing Cress really has, and I'd rather not be Resting, that's Machamp's job.
====================================================
Gyarados @ Leftovers
Ability: Intimidate (RAWR)
Nature: Adamant
EV's: 156 HP / 108 Atk / 100 Def / 144 Spe
Moveset:
Dragon Dance
Waterfall
Stone Edge
Taunt
Basic BulkyGyara. This guy gets lots of opportunities to switch in, like on a Fire attack to Forretress or a Water / Ice attack to Claydol. I've had one of these on one of my older teams, and I know just what it's like to deal with one of these. Taunt messes up stuff like Suicune and Celebi while Gyarados sets up himself. Water / Rock has good type coverage yadda yadda yadda...you get the drill. Even though this is only the bulky version, I've still swept teams with this monster.
====================================================
RETIRED:
Claydol @ Leftovers
Ability: Levitate (Ohmmm...Ohmmmm)
Nature: Bold
EV's: 252 HP / 252 Def / 6 Spd
Moveset:
Rapid Spin
Stealth Rock
Earth Power
Toxic
====================================================
Well that's my team. I could always use some help with my teams (why do you people think I post them here in the first place anyway).
Comments and advice are always help. :)
First off, if anyone gets the baseball reference in my title (AKA the famous double-play combo), you deserve a cookie. If not, NO COOKIE FOR YOU.
Here's this new OU Team I made, having 5 OU and 1 UU:






FYI: I did know about the whole BL-into-UU transistion but I still like to refer Moltres as BL cuz that's where he'll end up. T_T
The team is based pretty much around using resistances and immunties to its advantage in either switching or setting up.
Here they are in depth.
===================================================
THE TEAM:

Moltres @ Choice Scarf
Ability: Pressure (Better for Zapdos and the like)
Nature: Modest
EV's: 40 Def / 252 Sp. Atk / 216 Spd
IV's: 30 Sp. Atk / 30 Sp. Def (For HP Ground)
Moveset:
Fire Blast
Air Slash
HP Ground
U-Turn
Moltres really is a great lead, it's a shame I don't see them very often due to that damn Stealth Rock. People, pack a Rapid Spinner, that's what I did T_T. Anyway, this can OHKO a wide variety of leads with either Fire Blast or Air Slash, while U-Turn'ing out if it can't handle it. I chose HP Ground over Will-O-Wisp basically due to WoW's bad accuracy, and because this makes a decent Heatran revenge-killer with it. As long as I can keep SR off my field, this guy can switch in repeatedly to do its dirty work.
===================================================

Forretress @ Shed Shell
Ability: Sturdy (I'd give anything to have Heatproof at least, right?)
Nature: Relaxed
EV's: 252 HP / 96 Atk / 162 Def
IV's: 0 Speed
Moveset:
Spikes
Gyro Ball
Rapid Spin
Explosion
This is basically a combination of the "No (Magnezone) Fear" set with the "Standard" set; a bit of a twist to suit my team. It doesn't have LS & Earthquake any more for Magnezone, but it can still 'deal' with it, by giving it Gyro Ball to switch to Electivire. See my plan? Get Magnezone to take the bait, switch out, then grab a Motor Drive and start beating the crap outta everything! Genius! But of course that's not his only way of battling, he still puts down Spikes after Magnezone is dealt with, and can Explode on walls like Zapdos and Cresselia to wear them down or even kill them if they're worn down already.
The EV's are to make a +1 LO Sala's Outrage fail to 2HKO, and don't even try the Bulky version against this guy, he's set up bait w/out Flamethrower. The rest are into Attack to give Gyro Ball even more bite along with minimum speed.
===================================================

Machamp @ Leftovers
Ability: No Guard (Draug On; can't make a comment on this ability.)
Nature: Adamant
EV's: 252 HP / 252 Atk / 6 Spd
Moveset:
Rest
Sleep Talk
DynamicPAWNCH
Payback
Your standard Rest-Talk Machamp, and a very good one too in my opinion. He's not the best at countering Yanmega and Gengar, but if I need a nice all-around tank who can still cause mayhem, I'd pick this guy, which I did. DynamicPunch is to cause confusion mayhem, which'll cause switching which'll cause hazard damage, etc etc etc. I chose Payback over Stone Edge after I put Cress on the team, as she can handle Salamence and Gyarados just fine. Machamp's blocked by Ghosts anyway.
====================================================

Electivire @ Life Orb
Ability: Motor Drive (....what you thought it was something else?)
Nature: Mild
EV's: 38 Atk / 252 Sp.Atk / 220 Spd
IV's: 30 Spd (For HP Ice)
Moveset:
Thunderbolt
HP Ice
Flamethrower
Earthquake
The standard Mix-Vire....with different EV's and a moveset change! I really think Mix-Vire has the upper hand against the standard "Super Effective" set because it catches most of its normal counters off guard. Celebi, for example, gets hit much harder with Flamethrower than with Ice Punch; Forretress too, and many others.
I COULD have had Cross Chop for Blissey / Snorlax, but when you have that bulky-ass Machamp on the same team, do you really need it? That's why I chose Earthquake to hit other Electrics just as hard. A really good thing I found out was that with the given EV's in speed (which I bumped up to beat Lucario and Porygon-Z), after a MD boost, can actually outrun Timid Scarftran. Yes I bolded that for a reason.
===================================================

Cresselia @ Leftovers
Ability: Levitate
Nature: Bold
EV's: 252 HP / 252 Def / 4 SpA
Moveset:
Reflect
Moonlight
Ice Beam
Charge Beam
Originally I was thinking of having Claydol in this slot, but I realized that Cresselia pretty much outclasses this thing in OU. Cress also serves as the perfect Gyara / Sala counter, which my team desperately needs to cover. Reflect is to also protect from things such as SDLuke and other physical threats while Cress fires off both of her Beam attacks. I know Moonlight isn't the best with the hordes of Tyranitar everywhere but it's the only thing Cress really has, and I'd rather not be Resting, that's Machamp's job.
====================================================

Gyarados @ Leftovers
Ability: Intimidate (RAWR)
Nature: Adamant
EV's: 156 HP / 108 Atk / 100 Def / 144 Spe
Moveset:
Dragon Dance
Waterfall
Stone Edge
Taunt
Basic BulkyGyara. This guy gets lots of opportunities to switch in, like on a Fire attack to Forretress or a Water / Ice attack to Claydol. I've had one of these on one of my older teams, and I know just what it's like to deal with one of these. Taunt messes up stuff like Suicune and Celebi while Gyarados sets up himself. Water / Rock has good type coverage yadda yadda yadda...you get the drill. Even though this is only the bulky version, I've still swept teams with this monster.
====================================================
RETIRED:

Claydol @ Leftovers
Ability: Levitate (Ohmmm...Ohmmmm)
Nature: Bold
EV's: 252 HP / 252 Def / 6 Spd
Moveset:
Rapid Spin
Stealth Rock
Earth Power
Toxic
====================================================
Well that's my team. I could always use some help with my teams (why do you people think I post them here in the first place anyway).
Comments and advice are always help. :)