Hey guys. I'm new to smogon, so this is my first RMT. I play PO OU, and I'm here to share with you one of my favorite teams. After a while of sifting around and getting advice, I've finally come up with this team. This team revolves around luring out certain pokemon and then switching to absorb an attack, and then maintaining my offensive momentum, with a little volt turn action. Every pokemon in my team has at least one immunity, hence the name "take your shots like a good boy". So, without further hesitation, here it is:
Here's an explanation:
Lanturn @ leftovers.
Ability: volt absorb.
Bold nature (-atk, +def)
Moves:
Volt Switch
Heal Bell
Thunderbolt
Ice Beam
52 HP, 252 Def, 204 Sp Def.
I started with Lanturn. I simply love this cute yet dangerous killer of the depths, and with it's angelic smile, you won't expect it to come into your bedroom at night and jolt you awake. (seriously, don't mess with this guy.) It has a wonderful ability in Volt Absorb, granting it the power to completely and utterly wall everything called rotom-w or jolteon. With a huge base 125 HP stat, even only 52 HP EV's can bring you a whopping 404 HP stat. This thing can take an outrage from a salamence, a draco meteor from scarfed latios, and a huge amount of other moves, whether it be super effective or not. This lanturn is extremely useful as a Heal Beller, as it can often switch in on scizors or anything else it walls and heal bell on the switch. Then, it can absorb a hit, volt switch out, and let me continue with my team unstatused and the momentum in my hands. Thunderbolt lets me stay in and wreak electric havoc, and a well timed ice beam can 1HKO latios, dragonite(without multiscale), and salamence, as well as any Landorus that want to come in to stop my Volt Switch.
Scizor @ life orb
Ability: technician
Adamant nature (+atk, -sp atk)
Moves:
Pursuit
Bullet punch
Super power
Uturn
248 HP, 252 Atk, 8 Spe.
Standard Scizor choice band set, but with life orb instead.. 'Nuff said.
...But not really. This menacing bug's ironclad claws and furious stare are just the least of your worries of you find yourself facing this dangerous beast. Scizor is my revenge killer, coming in and bullet punching things that annoy me. It is also my more bulky scout, coming in on one of its many resistances and uturning out, dealing a ton of damage yet still letting me keep my "swag". Super power finishes off the set, adding power and allowing me to destroy opposing steel types. Pursuit finishes off the set with a bang, as it hits psychic types super effectively and also nails any escaping pokes.
Jellicent @ leftovers
Ability: water absorb
Bold nature (+def, -atk)
Moves:
Shadow ball
Taunt
Wil o Wisp
Recover
248 HP, 216 Def, 44 Spe.
NEVER HAVE I LOVED THE PRINGLES MAN MORE. Jellicent is the best wall/stall to come into play in fifth gen, hitting 167 speed after 44 EV's. This allows Jellicent to outspeed ferrothorn, taunt it while it tries to leech seed, and then burn it while it power whips. After a burn, Jellicent takes only 30-35% from ferrothorn's power whip. Jellicent can successfully stall out ANY pokemon that thinks it can come in and set up. Jellicent can outspeed most non-sweeping pokemon in the 5th gen OU tier. The fat blob sisters, Chansey and Blissey, are powerless after taunt. Ferrothorn, foretress, and skarmory and weak and exposed after taunt. Jellicent is not only a good taunter, but also a good wall. It only takes around 60% from an unboosted Outrage from a Dragonite, and it takes around 80-90% from a specs latios's drace meteor. After a Wil o Wisp, Jellicent can wall ANY physical attacker. Jellicent's water absorb works hand in hand with Lanturn's Volt Absorb to make Rotom-w's life HELL. That sweet mustache has never been more intimidating.
Breloom @ Toxic Orb
Ability: Poison Heal
Adamant nature (+atk, -sp atk)
Moves:
Spore
Seed Bomb
Substitute
Focus Punch
12 HP, 244 Atk, 252 Spe.
Mario's got his butt covered, cuz' he's putting his trust in mushrooms. My Breloom is one of my physical sweepers, absorbing status aimed other pokemon in my team. Breloom's Seed Bomb obliterates bulky waters that think they can stop the sweep of my other pokemon. Steel types? Bye bye. Focus punch away. With the opposing pokemon asleep and Breloom safely behind a sub, my lucky 1-up turns into a savage killer. Poison heal not only blocks status, but also allows me to recover 1/4 of my HP every two turns, so coupled with spore, allows me to make infinite subs. You might say that you don't need an extra life to beat a video game, but you'll wish you didn't say that when my Breloom is behind a sub and its devastating your team.
Jirachi @ leftovers
Ability: serene grace
Careful nature(-sp atk, +sp def)
Moves:
Iron head
Thunder wave
Stealth rock
Fire punch
252 HP, 224 Sp. Def, 32 Spe.
Game freak is REALLY good at making cute things evil. The "fairy" legendaries may be small and cute, but can each destroy the world in its own evil way. With Celebi spamming Leaf Storm in one corner of the metagame, and Mew spamming hazards in the other, you'd think that the poor Jirachi would be powerless in their face, right? NOT TRUE. When using this little beast, never once have I not been cursed at for using a "cheap" set. As far as I'm concerned, I'm using this thing until it becomes banned in ubers. My specially defensive Jirachi sets up rocks, spreads paralysis, and wreaks flinching havoc with Iron head. Jirachi works well with Breloom, because Breloom destroys water/ground types that wall Jirachi, and Jirachi paralyzes flying types so Breloom can outspeed them and continue to wreak demolition. Jirachi paraflinches many players into one of the most common sicknesses I've ever faced, forfeition. Fire punch complements this set, enabling jirachi to hit opposing Jirachis and also other steel types super effectively. Some people may think Jirachi is cheap, but they're just missing a tremendous opportunity to destroy their opponents.
Latios @ Expert Belt
Ability: levitate
Timid nature (+spe, -atk)
4HP, 252 Sp. Atk, 252 Spe.
Moves:
Calm mind
Surf
Hp fire
Draco meteor
Latios finishes off my team with a blast of sonic boom. It's useful ability allows it to come into earthquakes aimed at jirachi and scizor, calm mind on the switch, and proceed to destroy. I use an expert belt set because it hits just as hard as specs if the move is super effective, yet still lets me use different moves. Whenever I come in, I feign specs, and when my opponent believes I'm stuck in surf and brings out a Haxorus, I can catch them and KO it with draco meteor. HP fire rapes grass/steel types, surf destroys fire/rock/ground types, and draco meteor maims everything else. Latios is the special attacker of the team, and is usually one of the first sweepers that I use in a battle. After a couple calm minds, Latios quickly becomes the most dangerous pokemon in my team. Sure, Latios is fast, but don't be surprised if its intense power sweeps your team.
Although I believe my team is very powerful, nothing is perfect. Here are some problems I have.
Jirachi: Wish or SR? The HP support is really useful, but without SR, fire types can come in and set up.
Scizor: Band of Life orb? I don't like the one move restriction, but the hp loss from the Life orb is annoying also.
Latios: Calm mind or Recover? I could use the extra power and defense, but the recovery of HP is also very necessary.
Volcaronas: Game freak was very accurate when depicting how ANNOYING MOTHS ARE. This thing can come in, quiver dance, and sweep my team. How do I kill this?
Gastrodons: Not only Gastrodons, but also bulky/fast water types in general. With my breloom dead, I really have nothing to counter these things.
Pokemon that set up in general: My Jellicent is my only answer to set up, and usually skilled players can pull off two boosts before I can taunt them. +4 lucario can destroy my team, and +2 atk +2 Speed Haxorus rapes my team. How do I stop these monsters?
Hazards. This word should be a curse. I have no spinners on my team, so I rely on offensive momentum to prevent opponents from setting up on me. Sometimes, they succeed, however, and I become extremely crippled because of this.
Thanks for taking the time to read this. I put a lot of effort in making this team, and I hope I can be #1 on the PO ladder some day. Who knows, maybe I'll see you in a battle, and you'll experience the pure power of my team.






Here's an explanation:

Lanturn @ leftovers.
Ability: volt absorb.
Bold nature (-atk, +def)
Moves:
Volt Switch
Heal Bell
Thunderbolt
Ice Beam
52 HP, 252 Def, 204 Sp Def.
I started with Lanturn. I simply love this cute yet dangerous killer of the depths, and with it's angelic smile, you won't expect it to come into your bedroom at night and jolt you awake. (seriously, don't mess with this guy.) It has a wonderful ability in Volt Absorb, granting it the power to completely and utterly wall everything called rotom-w or jolteon. With a huge base 125 HP stat, even only 52 HP EV's can bring you a whopping 404 HP stat. This thing can take an outrage from a salamence, a draco meteor from scarfed latios, and a huge amount of other moves, whether it be super effective or not. This lanturn is extremely useful as a Heal Beller, as it can often switch in on scizors or anything else it walls and heal bell on the switch. Then, it can absorb a hit, volt switch out, and let me continue with my team unstatused and the momentum in my hands. Thunderbolt lets me stay in and wreak electric havoc, and a well timed ice beam can 1HKO latios, dragonite(without multiscale), and salamence, as well as any Landorus that want to come in to stop my Volt Switch.

Scizor @ life orb
Ability: technician
Adamant nature (+atk, -sp atk)
Moves:
Pursuit
Bullet punch
Super power
Uturn
248 HP, 252 Atk, 8 Spe.
Standard Scizor choice band set, but with life orb instead.. 'Nuff said.
...But not really. This menacing bug's ironclad claws and furious stare are just the least of your worries of you find yourself facing this dangerous beast. Scizor is my revenge killer, coming in and bullet punching things that annoy me. It is also my more bulky scout, coming in on one of its many resistances and uturning out, dealing a ton of damage yet still letting me keep my "swag". Super power finishes off the set, adding power and allowing me to destroy opposing steel types. Pursuit finishes off the set with a bang, as it hits psychic types super effectively and also nails any escaping pokes.

Jellicent @ leftovers
Ability: water absorb
Bold nature (+def, -atk)
Moves:
Shadow ball
Taunt
Wil o Wisp
Recover
248 HP, 216 Def, 44 Spe.
NEVER HAVE I LOVED THE PRINGLES MAN MORE. Jellicent is the best wall/stall to come into play in fifth gen, hitting 167 speed after 44 EV's. This allows Jellicent to outspeed ferrothorn, taunt it while it tries to leech seed, and then burn it while it power whips. After a burn, Jellicent takes only 30-35% from ferrothorn's power whip. Jellicent can successfully stall out ANY pokemon that thinks it can come in and set up. Jellicent can outspeed most non-sweeping pokemon in the 5th gen OU tier. The fat blob sisters, Chansey and Blissey, are powerless after taunt. Ferrothorn, foretress, and skarmory and weak and exposed after taunt. Jellicent is not only a good taunter, but also a good wall. It only takes around 60% from an unboosted Outrage from a Dragonite, and it takes around 80-90% from a specs latios's drace meteor. After a Wil o Wisp, Jellicent can wall ANY physical attacker. Jellicent's water absorb works hand in hand with Lanturn's Volt Absorb to make Rotom-w's life HELL. That sweet mustache has never been more intimidating.

Breloom @ Toxic Orb
Ability: Poison Heal
Adamant nature (+atk, -sp atk)
Moves:
Spore
Seed Bomb
Substitute
Focus Punch
12 HP, 244 Atk, 252 Spe.
Mario's got his butt covered, cuz' he's putting his trust in mushrooms. My Breloom is one of my physical sweepers, absorbing status aimed other pokemon in my team. Breloom's Seed Bomb obliterates bulky waters that think they can stop the sweep of my other pokemon. Steel types? Bye bye. Focus punch away. With the opposing pokemon asleep and Breloom safely behind a sub, my lucky 1-up turns into a savage killer. Poison heal not only blocks status, but also allows me to recover 1/4 of my HP every two turns, so coupled with spore, allows me to make infinite subs. You might say that you don't need an extra life to beat a video game, but you'll wish you didn't say that when my Breloom is behind a sub and its devastating your team.

Jirachi @ leftovers
Ability: serene grace
Careful nature(-sp atk, +sp def)
Moves:
Iron head
Thunder wave
Stealth rock
Fire punch
252 HP, 224 Sp. Def, 32 Spe.
Game freak is REALLY good at making cute things evil. The "fairy" legendaries may be small and cute, but can each destroy the world in its own evil way. With Celebi spamming Leaf Storm in one corner of the metagame, and Mew spamming hazards in the other, you'd think that the poor Jirachi would be powerless in their face, right? NOT TRUE. When using this little beast, never once have I not been cursed at for using a "cheap" set. As far as I'm concerned, I'm using this thing until it becomes banned in ubers. My specially defensive Jirachi sets up rocks, spreads paralysis, and wreaks flinching havoc with Iron head. Jirachi works well with Breloom, because Breloom destroys water/ground types that wall Jirachi, and Jirachi paralyzes flying types so Breloom can outspeed them and continue to wreak demolition. Jirachi paraflinches many players into one of the most common sicknesses I've ever faced, forfeition. Fire punch complements this set, enabling jirachi to hit opposing Jirachis and also other steel types super effectively. Some people may think Jirachi is cheap, but they're just missing a tremendous opportunity to destroy their opponents.

Latios @ Expert Belt
Ability: levitate
Timid nature (+spe, -atk)
4HP, 252 Sp. Atk, 252 Spe.
Moves:
Calm mind
Surf
Hp fire
Draco meteor
Latios finishes off my team with a blast of sonic boom. It's useful ability allows it to come into earthquakes aimed at jirachi and scizor, calm mind on the switch, and proceed to destroy. I use an expert belt set because it hits just as hard as specs if the move is super effective, yet still lets me use different moves. Whenever I come in, I feign specs, and when my opponent believes I'm stuck in surf and brings out a Haxorus, I can catch them and KO it with draco meteor. HP fire rapes grass/steel types, surf destroys fire/rock/ground types, and draco meteor maims everything else. Latios is the special attacker of the team, and is usually one of the first sweepers that I use in a battle. After a couple calm minds, Latios quickly becomes the most dangerous pokemon in my team. Sure, Latios is fast, but don't be surprised if its intense power sweeps your team.
Although I believe my team is very powerful, nothing is perfect. Here are some problems I have.
Jirachi: Wish or SR? The HP support is really useful, but without SR, fire types can come in and set up.
Scizor: Band of Life orb? I don't like the one move restriction, but the hp loss from the Life orb is annoying also.
Latios: Calm mind or Recover? I could use the extra power and defense, but the recovery of HP is also very necessary.
Volcaronas: Game freak was very accurate when depicting how ANNOYING MOTHS ARE. This thing can come in, quiver dance, and sweep my team. How do I kill this?
Gastrodons: Not only Gastrodons, but also bulky/fast water types in general. With my breloom dead, I really have nothing to counter these things.
Pokemon that set up in general: My Jellicent is my only answer to set up, and usually skilled players can pull off two boosts before I can taunt them. +4 lucario can destroy my team, and +2 atk +2 Speed Haxorus rapes my team. How do I stop these monsters?
Hazards. This word should be a curse. I have no spinners on my team, so I rely on offensive momentum to prevent opponents from setting up on me. Sometimes, they succeed, however, and I become extremely crippled because of this.
Thanks for taking the time to read this. I put a lot of effort in making this team, and I hope I can be #1 on the PO ladder some day. Who knows, maybe I'll see you in a battle, and you'll experience the pure power of my team.





