

- - The Boring Stuff - -
Smogon Y NO BL (Cloyster) (M) @ Focus Sash

Ability: Overcoat
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Shell Smash
- Hidden Power [Fire]
- Ice Beam
- Signal Beam
This is my first lead of choice, either this or Charizard (both weak to SR so it really kinda sucks). This is what I send out when Zard Y is obvious. Also what's Obvious is this is Focus Sashed. As long as I don't get paralysis by T-Bolt or some jackass decides to be that guy and run Thunder Wave Bisharp I'm good (or Grass Knot Bisharp for that matter... which is even worse LOL). Shell Smash is obvious, and I know, I know. There's a serious lack of Priority here, which sucks. My best bet is to hope to predict a switch-in to Scizor if I want a chance at KO-ing it. Although Scizor is pretty Defense-oriented so I should be able to survive some stuff if it goes for anything weird. Ice Beam is standard for a BP of 90 (135 if we're counting STAB). Signal Beam is here because this is 1/2 Sun team so it wouldn't make much sense to go for Surf or anything really... only if the Sun goes out. Sun is only reason I run HP Fire btw, because my other stuff can deal with Scizor nicely anyway. Just here for decent Grass and Ice coverage tbh (especially Magnezone too). Anyway back to Signal Beam. Gothitelle. Don't want it here. It traps. Not common, but it traps... and can learn T-bolt. Just no, get it out. Signal Beam is also for other Psychic-Types (I guess Espeon, even though even that isn't really common anymore). It also does a good amount to Umbreon after Shell Smash, or at least it should unless they're running Confide for some god-forsaken reason... ROF.
I am Obese (Venusaur) (F) @ Life Orb

Ability: Chlorophyll
Shiny: Yes
EVs: 40 HP / 252 SpA / 216 Spe
Nature: Modest (+SpA, -Atk)
- Sunny Day
- Solar Beam
- Hidden Power [Fire]
- Sludge Bomb
Sunny Day in case the sun fades out on me, and in case you are wondering... no. Not Heat Rock. It's sad, but nothing on my team carries it, which is horrible. It was going to be for this, but Venusaur needs the 1.3x power of Life Orb if I want it to even try and sweep. Chlorophyll because idk Wynaut. This thing also can handle stuff like Scizor pretty well... oh and did I mention it completely walls Ferrothorn? That's one phrase that makes me happy: "Something I have can wall a Ferrothorn and 2HKO it." =^_^= YES I AM ALL POWERFUL! The only thing I fear with this is Talonflame but I actually haven't seen people running it as much :O which is very good for me. Sludge Bomb does massive damage to every Fairy in the fcken Metagame (Gardevoir included, which I believe I'm faster than w/ Chlorophyll which is GR8).
ShineLeikEdward (Charizard) (M) @ Charizardite Y

Ability: Blaze
Shiny: Yes
EVs: 252 SpA / 252 SpD / 4 Spe
Nature: Calm (+SpD, -Atk)
- Defog (Thinking about Dragon Pulse for whatever reason)
- Flamethrower
- Solar Beam
- Air Slash
Defog is obvious because I can lead with this and instantly get rid of SR, which I normally see being set up by Ferrothorn. I can then Defog on the turn I scare Ferrothorn away, and since I'll already be Mega, the sun should be set up. I'm pretty sure Charizard at 80-100% can survive Azumarill's Aqua Jet in the Sun... not sure though 9_6 If someone could calc it for me would be GR8 ♥ Flamethrower is here for random stuff I see and for STAB, SolarBeam because Drought is a thing and Water Coverage is pretty good in OU. Air Slash is here for more STAB and those pesky Fighting-Types running Rock Slide / Stone Edge (that hopefully I'm faster than unless it's like a Scarfed Primeape or Machamp or something).
BLOOD (Conkeldurr) (M) @ Flame Orb
Ability: Guts
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Nature: Adamant (+Atk, -SpA)
- Fire Punch
- Mach Punch
- Drain Punch
- Ice Punch
A last minute decision tbh. Fire Punch does well under the Sun, Mach Punch for taking out threats like Espeon and stuff. Drain Punch to recover HP from burn damage and other stuff. Ice Punch for Garchomp, Noivern, etc. Although I don't think this thing can survive much. 252HP investment is kinda wonky sometimes and I would actually like to make it 4SpD and 252Def. Idk tho :P
I AM AMANDA (Manaphy) @ Leftovers

Ability: Hydration
Shiny: Yes
EVs: 252 HP / 4 Def / 252 SpD
Nature: Calm (+SpD, -Atk)
- Toxic
- Acid Armor
- Calm Mind
- Heal Bell (Thinking about Ice Beam for Dragonite tho)
Toxic to start off with because #DatStallTho. Continually Acid Armor or Calm Mind, depending on the situation. Heal Bell off any Scald burns or other Toxic damage aimed at you, and recover with Leftovers. Quite simple really. Wondering if I should replace Heal Bell with Ice Beam for stuff like Dragons and Grass-Types, but then again it won't do much to Mega-Saur anyway before it can KO me with a couple Giga Drains. I also can't Toxic Mega-Saur. Even though Ice Beam can at least touch Steel-Types, I won't be getting anywhere TBH. Manaphy actually might be one of the things prohibiting my swap options, but it's bulky. I just needed something bulky that would do relatively well and possibly help out the team if they get Paralyzed.
Yoofoh (Magnezone) @ Choice Scarf

Ability: Magnet Pull
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Nature: Modest (+SpA, -Atk)
- Hidden Power [Fire]
- Volt Switch
- Thunderbolt
- Flash Cannon
My other counter to Ferrothorn (more or less the better one). If there's a Ferrothorn out, screw Charizard Y, screw Cloyster, bring out my bae Magnezone. Magnet Pull is perfect for things like Skarmory and Ferrothorn, so it brings pleasure to know these things can't handle a magnet ^o_o^ HYPE. This is also here to wall Azumarill and OHKO / 2HKO it with T-bolt (as long as it doesn't run SuperPower which I kinda don't see on them really... I've run Bulldoze on Azumarill once just in case, but I don't think many people run it in OU).
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Thanx ~♥
and remember
#ROF4DAYS
Thanx ~♥
and remember
#ROF4DAYS