My, my, what a creative name.
It's been a month since my first OU and I'm using an entirely different approach that has worked well so far (13-4 with this team, and it brought me up quite a bit on the ladder, though I'm still very low in retrospect).
Yes, pretty much every moveset on this team was copied from Smogon, and it's been working well, but I need advice on my team's weaknesses.
Team at a glance
Yanmega @ Focus Sash
Ability: Speed Boost
EVs: 104 Def/152 Spd/252 SAtk
Modest nature
- Protect
- Bug Buzz
- Air Slash
- Hypnosis
Yanmega is a lead with many purposes. First off, it outspeeds almost all non-Scarfed leads, ignores Fake Out, and scouts at the same time using Protect. After that godsend of a move, Yanmega follows up with STAB Bug Buzz or STAB Air Slash against anything it can 2HKO. Anything it can't 2HKO, I try Hypnosis (getting two chances, meaning a 84% chance that one will work) and either try killing if I can 3HKO it or switch out if it can't.
You might ask, "Yanmega has way too many weaknesses!". Yes, it does. However, anyone trying to attack Yanmega with Fire or Electric deal with Heatran and Electivire respectively, which is kind of a free Baton Pass, since Yanmega scouts with Protect. This Yanmega has devastated many a lead and its only hard counters (I believe) are Scarf Jirachi and Skarmory, which Heatran can normally deal with anyways.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Rash nature
- Fire Blast
- Earth Power
- Explosion
- Hidden Power [Ice]
Heatran is there if Yanmega's Protecting from Fire, Rock, or Ice (especially the first) and is equipped with a Choice Scarf to outspeed almost everything. Upon switching in, Heatran can (initially) do a variety of things: STAB Fire Blast+possible Flash Fire boost for massive damage, Earth Power to deal with enemy Heatran, Explosion for Blissey, and HP Ice. Heatran is the only real Dragon counter on my team and it does its job quite well.
Heatran has a major Ground and Fighting weakness. However, there are 2-3 Pokemon to switch to for either situation. (Yanmega, Togekiss, and Rotom take no damage from Ground, Yanmega and Rotom-C take Fighting quite well, also.)
Electivire @ Expert Belt
Ability: Motor Drive
EVs: 36 Atk/220 Spd/252 SAtk
Mild nature
- Thunderbolt
- Cross Chop
- Ice Punch
- Flamethrower
Electivire's purpose is obvious but useful. Thunderbolt is used very often, especially on Yanmega, and Electivire is the obvious switch. After a speed boost, Electivire is faster than most Pokemon. (obviously). Expert Belt is because few Pokemon don't get supereffectively hit from Boltbeam +Fire+Fighting. I went for the MixVire but I couldn't decide on Ice Punch/HP Ice. Electivire is obviously weak against ground, which 3 Pokemon on my team get a free switch-in on.
Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/72 Def/88 Spd/96 SAtk
Bold nature
- Leaf Storm
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Rotom-c's purpose is very simple: Switch in on Normal/Fighting/Electric/Steel/etc attacks, cripple the opponent (if physical attacker) with WoW, use supereffectives on special attackers, then get out after Leaf Storm has been used.
Dark and Ghost may both be the end of Rotom-c, the former is dealt with by switching to Heatran, the latter by switching to Heatran or Togekiss.
Togekiss @ Lum Berry
Ability: Serene Grace
EVs: 252 HP/104 Spd/152 SAtk
Modest nature
- Air Slash
- Nasty Plot
- Roost
- Thunder Wave
Togekiss can switch in from a Ghost attack, Ground attack, or a death and wreak havoc from there. First thing in order is either Roost or Thunder Wave. This is to scout for Electric/Ice attacks or attacks that do more than 50%. Then, I use a Roost/Nasty Plot combo if the opponent's attack does less than 50% or they make a switch. The Lum Berry is because paralyzing is very common against Togekiss, which somewhat ruins its purpose. After one Nasty Plot, Togekiss ruins all but Steels/Rocks/Blissey. After two, it even kills Blissey.
Togekiss's main weaknesses are Boltbeam and Rock. Goto Electivire for Bolt and Forretress/Heatran for Beam or Rock.
Forretress @ Leftovers
Ability: Sturdy
EVs: 4 HP/252 Def/252 SDef
Careful nature
- Payback
- Pain Split
- Stealth Rock
- Rapid Spin
Since the team revolves around the Yanmega lead, Yanmega will die after Sashing if entry hazards exist, and even a non-damaged Yanmega hates Stealth Rock's guts. Forretress is a godsend just for this. He's durable against all moves but special Fire (which Heatran takes perfectly) and he knows RockSpin. Pain Split is to heal, Payback is to do actual damage and to have a Dark attack, though I may remove one in favor of Spikes or Toxic Spikes.
It's been a month since my first OU and I'm using an entirely different approach that has worked well so far (13-4 with this team, and it brought me up quite a bit on the ladder, though I'm still very low in retrospect).
Yes, pretty much every moveset on this team was copied from Smogon, and it's been working well, but I need advice on my team's weaknesses.
Team at a glance

Yanmega @ Focus Sash
Ability: Speed Boost
EVs: 104 Def/152 Spd/252 SAtk
Modest nature
- Protect
- Bug Buzz
- Air Slash
- Hypnosis
Yanmega is a lead with many purposes. First off, it outspeeds almost all non-Scarfed leads, ignores Fake Out, and scouts at the same time using Protect. After that godsend of a move, Yanmega follows up with STAB Bug Buzz or STAB Air Slash against anything it can 2HKO. Anything it can't 2HKO, I try Hypnosis (getting two chances, meaning a 84% chance that one will work) and either try killing if I can 3HKO it or switch out if it can't.
You might ask, "Yanmega has way too many weaknesses!". Yes, it does. However, anyone trying to attack Yanmega with Fire or Electric deal with Heatran and Electivire respectively, which is kind of a free Baton Pass, since Yanmega scouts with Protect. This Yanmega has devastated many a lead and its only hard counters (I believe) are Scarf Jirachi and Skarmory, which Heatran can normally deal with anyways.
Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk/252 Spd/252 SAtk
Rash nature
- Fire Blast
- Earth Power
- Explosion
- Hidden Power [Ice]
Heatran is there if Yanmega's Protecting from Fire, Rock, or Ice (especially the first) and is equipped with a Choice Scarf to outspeed almost everything. Upon switching in, Heatran can (initially) do a variety of things: STAB Fire Blast+possible Flash Fire boost for massive damage, Earth Power to deal with enemy Heatran, Explosion for Blissey, and HP Ice. Heatran is the only real Dragon counter on my team and it does its job quite well.
Heatran has a major Ground and Fighting weakness. However, there are 2-3 Pokemon to switch to for either situation. (Yanmega, Togekiss, and Rotom take no damage from Ground, Yanmega and Rotom-C take Fighting quite well, also.)
Electivire @ Expert Belt
Ability: Motor Drive
EVs: 36 Atk/220 Spd/252 SAtk
Mild nature
- Thunderbolt
- Cross Chop
- Ice Punch
- Flamethrower
Electivire's purpose is obvious but useful. Thunderbolt is used very often, especially on Yanmega, and Electivire is the obvious switch. After a speed boost, Electivire is faster than most Pokemon. (obviously). Expert Belt is because few Pokemon don't get supereffectively hit from Boltbeam +Fire+Fighting. I went for the MixVire but I couldn't decide on Ice Punch/HP Ice. Electivire is obviously weak against ground, which 3 Pokemon on my team get a free switch-in on.
Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/72 Def/88 Spd/96 SAtk
Bold nature
- Leaf Storm
- Will-o-wisp
- Thunderbolt
- Shadow Ball
Rotom-c's purpose is very simple: Switch in on Normal/Fighting/Electric/Steel/etc attacks, cripple the opponent (if physical attacker) with WoW, use supereffectives on special attackers, then get out after Leaf Storm has been used.
Dark and Ghost may both be the end of Rotom-c, the former is dealt with by switching to Heatran, the latter by switching to Heatran or Togekiss.
Togekiss @ Lum Berry
Ability: Serene Grace
EVs: 252 HP/104 Spd/152 SAtk
Modest nature
- Air Slash
- Nasty Plot
- Roost
- Thunder Wave
Togekiss can switch in from a Ghost attack, Ground attack, or a death and wreak havoc from there. First thing in order is either Roost or Thunder Wave. This is to scout for Electric/Ice attacks or attacks that do more than 50%. Then, I use a Roost/Nasty Plot combo if the opponent's attack does less than 50% or they make a switch. The Lum Berry is because paralyzing is very common against Togekiss, which somewhat ruins its purpose. After one Nasty Plot, Togekiss ruins all but Steels/Rocks/Blissey. After two, it even kills Blissey.
Togekiss's main weaknesses are Boltbeam and Rock. Goto Electivire for Bolt and Forretress/Heatran for Beam or Rock.
Forretress @ Leftovers
Ability: Sturdy
EVs: 4 HP/252 Def/252 SDef
Careful nature
- Payback
- Pain Split
- Stealth Rock
- Rapid Spin
Since the team revolves around the Yanmega lead, Yanmega will die after Sashing if entry hazards exist, and even a non-damaged Yanmega hates Stealth Rock's guts. Forretress is a godsend just for this. He's durable against all moves but special Fire (which Heatran takes perfectly) and he knows RockSpin. Pain Split is to heal, Payback is to do actual damage and to have a Dark attack, though I may remove one in favor of Spikes or Toxic Spikes.