This is my pokemon team ive been using for a while. It got me out of my slump of bad teams and uses some really cool pokemon!! I used it in both tours i participated in but i got haxed out r2 of both... i was going to post this after the next week of ou tours but i think a lot of people know about it and i dont want to wait that long. The team is called team dinosaurs because dinosaurs are pretty cool and i couldnt think of anything
friend (Azelf) @ Choice Band
Ability: Levitate
EVs: 24 HP/232 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- U-turn
- Zen Headbutt
- Fire Punch
CB azelf is a very cool lead, and with heatran beats pretty much every lead! It also has excellent midgame value since if i need something to die i can just boom on it and it will die ~_~ Against leads like forry and skarm i just uturn for the instant momentum, which is really cool especially if they switch to like ttar. Zen headbutt is for machamp and is just a nice stab attack overall. Against tran leads i just explode since it will ohko and they wont get rocks up, which on a balance team like this that does a lot of switching is really useful. Fire punch is honestly pretty useless but i guess its nice for hitting steels when im not ready to explode yet. The rising popularity of Colbur azelf has only made this set better- since they run less speed ill outspeed and ohko with uturn, meaning ill be up 5-6 and they wont have rocks. Against metagross i uturn to tran since explosion will come just short of the ko and they all meteor mash anyways. Starmie is one of the only leads that can really be a problem- on ladder i will normally risk the speed tie, but in tournament matches i generally switch to venusaur. Im not sure what the 24 hp evs are for but atticus uses them so they must do something!!
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queen (Milotic) (F) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Recover
- Ice Beam
- Haze
Milotic is one of the pokemon i had wanted to test when i first made this team. Its the teams bulky water and is incredibly valuable as my primary check to infernape, heatran, kingdra, flygon and many other threats. Some people think its outclassed by vaporeon but it definitely has some advantages. The main one is the ability to have 3 moves while still being able to recover 50% of your health. Surf and ice beam mean im only walled by bulky waters and haze lets me beat stuff like kingdra and even cune sometimes. I run max hp/def and bold because otherwise i feel like it dies way too easily to stuff like outrages and close combats, and it can still take special hits really well. Ive considered hp electric over ice beam for gyarados, but i think dragonite is a bigger threat to this team and shaymin can be a problem as well so its nice to be able to hit it on the switch. A lot of bulky offense teams have a really hard time breaking through milotic, although unfortunately grass types are more popular now. Milotic also has excellent synergy with venusaur and they can beat many of each others counters (venusaur beats electrics like jolteon and rotom, while milotic beats fires like ape and heatran). I used to have toxic > haze but kingdra was already giving me trouble and after i replaced flygon with gliscor the kingdra weakness was simply too big.
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oaf (Heatran) (F) @ Shuca Berry
Ability: Flash Fire
EVs: 108 HP/252 Spd/150 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Flamethrower
- Earth Power
- Stealth Rock
Heatran is probably one of the best pokemon in ou, even though its so easy to check. It can come in on so many resistances and immunities and fire off an extremely powerful stab attack or set up sr. It also has excellent bulk, although naive nature takes away from that somewhat. Despite that though, i still think naive is the way to go since i like explosion more than wow or taunt on this team and its simply too weak with a timid nature. Obviously sr is incredibly important to a balanced team like this which relies heavily on checking threats and forcing switches, and heatran has an incredibly easy time getting up on the grasses and steels which are on every opposing team. Heatran is my main check to a lot of steels like scizor and jirachi as well as grasses like ep-less shaymin, celebi and even opposing venusaur! Flamethrower is chosen over fire blast because on this set i rarely miss the power but a fire blast miss can often be the difference between a win and a loss. With earth power, the two grant pretty good coverage for only two moves, hitting most pokemon neutrally with at least one. I rarely use explosion early game, unless its something like i notice that the opponents suicune is their only gliscor check in which case ill win anyways. Its a great move late game, which is usually when its used, that lets it usually take out one of the opponents pokemon no matter how weakened heatran is.
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spook (Rotom-h) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Scarf rotom is probably the pokemon i use the most (it makes it on to nearly every team i make), as well as the mvp of this team. It has so many great immunities, as well as excellent bulk, that let it come in and revenge a ton of threats. A lot of people these days run a bunch of hp evs instead of spatk and often wow over overheat (i used to both as well!), but ive realized that max spatk really is the way to go. Overheat is really awesome as well- people's primary switch in to rotom is often shaymin since overheat is so rare. Overheat lets me do massive damage to shaymin (i dont think its a ohko...?), one of this teams biggest threats. Rotom is also my primary check to gyarados. Its annoying having to avoid switching into waterfall, but as long as i keep sr up i am usually fine vs gyarados. Rotom can also trick blissey and block spin which helps break stall. It even gives me a secondary cune check and lets me revenge stuff like ape and lucario! Its also usually the only thing on this team that sweeps-- most other stuff is either slow and defensive, lacks coverage, or in heatrans case is just over-checked. Many teams are really weak to electric and often only carry one resist, making a tbolt sweep late game pretty realistic. Even though tbolt is so good, shadow ball is often a better move to spam early game (after you scout for ttar!) just because of how common scarf flygon is.
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tribe (Venusaur) (F) @ Leftovers
Ability: Overgrow
EVs: 252 HP/104 Spd/20 SAtk/132 SDef
Calm nature (+SDef, -Atk)
- Grass Knot
- Hidden Power [Fire]
- Leech Seed
- Sleep Powder
Venusaur is sooo cool. Its really bulky and also absorbs tspikes that could trouble milotic. Sleep powder is the main thing that makes it better than stuff like celebi and shaymin, as sleep powder lets it sleep the primary counter (usually heatran!) after heatran is put to sleep a lot of "standard" teams really struggle against it since leech seed + sr can really weaken pokemon and it has a ton of bulk as well. It can come in on almost any water in ou and leech seed or sleep powder the counter, who will eventually be worn down while venusaur stays healthy. A 4x resistance to grass moves is really nice as well as it lets venusaur come in on a lot of powerful grass attacks, take pretty much nothing and proceed to sleep them or hit them with hp fire. The ev spread was made by husk i think (who also was the first person i saw use venusaur in ou), or at least hes the one who gave it to me. Basically it gives me a ton of special bulk and enough speed to hit 222. Venusaur is also my main breloom counter and checks most fighting types pretty well. I'm pretty sure i remember living a +2 lucario cc (it mightve been jolly), so it can even act as a third lucario check in a pinch. Its also a pretty good machamp check, although gliscor does that better if they lack ice punch, since it resists their stab and they generally dont have anything super effective to hit it with.
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liar (Gliscor) (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Toxic
- Earthquake
- Roost
Gliscor is actually a pretty recent addition to the team. Originally i had scarf scizor here since the only weakness I could fine was one to tyranitar, and scizor covered that ok (I also like scarf scizor more than band scizor). I then changed to lucario mainly for the rock resist and because i wanted to test it. I then realized my massive zapdos weakness and changed lucario to flygon who covered zapdos ok. I used flygon for a long time, but I was having trouble with stall and lucario + pursuiter could be problematic as well. I realized that gliscor covered the same things i relied on flygon to check and could also help break stall and beat lucario. It meant i no longer had a rock resist, but better bulk and roost makes up for that. Obviously speed is maxed, because any good player maxes speed, so i need it to tie with other gliscors, and the defense evs really dont do much. Toxic is chosen over uturn because its way more valuable for hitting rotom/waters on the switch and with uturn gliscor often just "cant do anything" to waters and fliers. Taunt is also really valuable as it prevents stuff from recovering and prevents rotom from burning me.
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friend (Azelf) @ Choice Band
Ability: Levitate
EVs: 24 HP/232 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Explosion
- U-turn
- Zen Headbutt
- Fire Punch
CB azelf is a very cool lead, and with heatran beats pretty much every lead! It also has excellent midgame value since if i need something to die i can just boom on it and it will die ~_~ Against leads like forry and skarm i just uturn for the instant momentum, which is really cool especially if they switch to like ttar. Zen headbutt is for machamp and is just a nice stab attack overall. Against tran leads i just explode since it will ohko and they wont get rocks up, which on a balance team like this that does a lot of switching is really useful. Fire punch is honestly pretty useless but i guess its nice for hitting steels when im not ready to explode yet. The rising popularity of Colbur azelf has only made this set better- since they run less speed ill outspeed and ohko with uturn, meaning ill be up 5-6 and they wont have rocks. Against metagross i uturn to tran since explosion will come just short of the ko and they all meteor mash anyways. Starmie is one of the only leads that can really be a problem- on ladder i will normally risk the speed tie, but in tournament matches i generally switch to venusaur. Im not sure what the 24 hp evs are for but atticus uses them so they must do something!!
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queen (Milotic) (F) @ Leftovers
Ability: Marvel Scale
EVs: 252 HP/252 Def/4 Spd
Bold nature (+Def, -Atk)
- Surf
- Recover
- Ice Beam
- Haze
Milotic is one of the pokemon i had wanted to test when i first made this team. Its the teams bulky water and is incredibly valuable as my primary check to infernape, heatran, kingdra, flygon and many other threats. Some people think its outclassed by vaporeon but it definitely has some advantages. The main one is the ability to have 3 moves while still being able to recover 50% of your health. Surf and ice beam mean im only walled by bulky waters and haze lets me beat stuff like kingdra and even cune sometimes. I run max hp/def and bold because otherwise i feel like it dies way too easily to stuff like outrages and close combats, and it can still take special hits really well. Ive considered hp electric over ice beam for gyarados, but i think dragonite is a bigger threat to this team and shaymin can be a problem as well so its nice to be able to hit it on the switch. A lot of bulky offense teams have a really hard time breaking through milotic, although unfortunately grass types are more popular now. Milotic also has excellent synergy with venusaur and they can beat many of each others counters (venusaur beats electrics like jolteon and rotom, while milotic beats fires like ape and heatran). I used to have toxic > haze but kingdra was already giving me trouble and after i replaced flygon with gliscor the kingdra weakness was simply too big.
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oaf (Heatran) (F) @ Shuca Berry
Ability: Flash Fire
EVs: 108 HP/252 Spd/150 SAtk
Naive nature (+Spd, -SDef)
- Explosion
- Flamethrower
- Earth Power
- Stealth Rock
Heatran is probably one of the best pokemon in ou, even though its so easy to check. It can come in on so many resistances and immunities and fire off an extremely powerful stab attack or set up sr. It also has excellent bulk, although naive nature takes away from that somewhat. Despite that though, i still think naive is the way to go since i like explosion more than wow or taunt on this team and its simply too weak with a timid nature. Obviously sr is incredibly important to a balanced team like this which relies heavily on checking threats and forcing switches, and heatran has an incredibly easy time getting up on the grasses and steels which are on every opposing team. Heatran is my main check to a lot of steels like scizor and jirachi as well as grasses like ep-less shaymin, celebi and even opposing venusaur! Flamethrower is chosen over fire blast because on this set i rarely miss the power but a fire blast miss can often be the difference between a win and a loss. With earth power, the two grant pretty good coverage for only two moves, hitting most pokemon neutrally with at least one. I rarely use explosion early game, unless its something like i notice that the opponents suicune is their only gliscor check in which case ill win anyways. Its a great move late game, which is usually when its used, that lets it usually take out one of the opponents pokemon no matter how weakened heatran is.
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spook (Rotom-h) @ Choice Scarf
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Thunderbolt
- Trick
- Shadow Ball
- Overheat
Scarf rotom is probably the pokemon i use the most (it makes it on to nearly every team i make), as well as the mvp of this team. It has so many great immunities, as well as excellent bulk, that let it come in and revenge a ton of threats. A lot of people these days run a bunch of hp evs instead of spatk and often wow over overheat (i used to both as well!), but ive realized that max spatk really is the way to go. Overheat is really awesome as well- people's primary switch in to rotom is often shaymin since overheat is so rare. Overheat lets me do massive damage to shaymin (i dont think its a ohko...?), one of this teams biggest threats. Rotom is also my primary check to gyarados. Its annoying having to avoid switching into waterfall, but as long as i keep sr up i am usually fine vs gyarados. Rotom can also trick blissey and block spin which helps break stall. It even gives me a secondary cune check and lets me revenge stuff like ape and lucario! Its also usually the only thing on this team that sweeps-- most other stuff is either slow and defensive, lacks coverage, or in heatrans case is just over-checked. Many teams are really weak to electric and often only carry one resist, making a tbolt sweep late game pretty realistic. Even though tbolt is so good, shadow ball is often a better move to spam early game (after you scout for ttar!) just because of how common scarf flygon is.
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tribe (Venusaur) (F) @ Leftovers
Ability: Overgrow
EVs: 252 HP/104 Spd/20 SAtk/132 SDef
Calm nature (+SDef, -Atk)
- Grass Knot
- Hidden Power [Fire]
- Leech Seed
- Sleep Powder
Venusaur is sooo cool. Its really bulky and also absorbs tspikes that could trouble milotic. Sleep powder is the main thing that makes it better than stuff like celebi and shaymin, as sleep powder lets it sleep the primary counter (usually heatran!) after heatran is put to sleep a lot of "standard" teams really struggle against it since leech seed + sr can really weaken pokemon and it has a ton of bulk as well. It can come in on almost any water in ou and leech seed or sleep powder the counter, who will eventually be worn down while venusaur stays healthy. A 4x resistance to grass moves is really nice as well as it lets venusaur come in on a lot of powerful grass attacks, take pretty much nothing and proceed to sleep them or hit them with hp fire. The ev spread was made by husk i think (who also was the first person i saw use venusaur in ou), or at least hes the one who gave it to me. Basically it gives me a ton of special bulk and enough speed to hit 222. Venusaur is also my main breloom counter and checks most fighting types pretty well. I'm pretty sure i remember living a +2 lucario cc (it mightve been jolly), so it can even act as a third lucario check in a pinch. Its also a pretty good machamp check, although gliscor does that better if they lack ice punch, since it resists their stab and they generally dont have anything super effective to hit it with.
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liar (Gliscor) (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Taunt
- Toxic
- Earthquake
- Roost
Gliscor is actually a pretty recent addition to the team. Originally i had scarf scizor here since the only weakness I could fine was one to tyranitar, and scizor covered that ok (I also like scarf scizor more than band scizor). I then changed to lucario mainly for the rock resist and because i wanted to test it. I then realized my massive zapdos weakness and changed lucario to flygon who covered zapdos ok. I used flygon for a long time, but I was having trouble with stall and lucario + pursuiter could be problematic as well. I realized that gliscor covered the same things i relied on flygon to check and could also help break stall and beat lucario. It meant i no longer had a rock resist, but better bulk and roost makes up for that. Obviously speed is maxed, because any good player maxes speed, so i need it to tie with other gliscors, and the defense evs really dont do much. Toxic is chosen over uturn because its way more valuable for hitting rotom/waters on the switch and with uturn gliscor often just "cant do anything" to waters and fliers. Taunt is also really valuable as it prevents stuff from recovering and prevents rotom from burning me.
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