Here is my RMT. If you want to help I'm open to suggestions, because I'm pretty new to this and I trust you guys more than I trust my self at this point. So any advice is welcome and I hope you can give me some useful hints.
Uxie & choice scarf
Levitate
Evs 104 def/ 156 spd/ 252 hp
Bold (not shiny)
-stealth rock
-trick
-thunder wave
-psychic
Uxie is a very nice anti lead with her colossal defenses. With choice scarf she can out speed and either t-wave or trick all other common unscarfed leads. Uxie also has the advantage of being a surprise because it is rarely seen in OU. If they have a physical threat that I don't think I can get rid of very easily then I t-wave so that it can be out sped by heracross and then killed. If I think that their lead is mainly there to set up then I trick it into sticking with SR or something like that. Basically uxie is here to deal with the most common OU leads and to spread the paralyze fever.
NATURE, EVS and ABILITY
NATURE- bold nature is to even out Uxie's defensive stats.
EVS- I have done the exact same thing here as what I was trying to do with my nature, turn Uxie into an all around wall.
ABILITY- Levitate is the only choice
Move set
- Uxie's first slot is stealth rock which is necessary on any team. With Uxie's amazing defensive capabilities she has ample opportunity to set them up.
- here goes trick for sticking taunters on taunt who she out speeds with the scarf.
- thunder wave is used more on some one Uxie switches into or used on the switch. As I will and have mentioned heracross needs the paralyze to cover their whole team for him to pull a successful sweep.
- In Uxie's last spot is psychic, it is a straight forward STAB move that is just here to do some damage.
Jirachi & leftovers
Serene grace
Evs 80 hp/ 176 atk/ 252 spd
Jolly (not shiny)
-substitute
-iron head
-thunder wave
-ice punch
Jirachi is the MVP ninety nine percent of the time all because of her amazing flinch hax. Jirachi is also my only way to deal with mence (DD or mix even if she could probably be taken down by one fire blast from mix mence) so unless you have another way to deal with the dragons then ice punch is here to stay. So any ways she switches in on one of the many types she resits and then sets up substitute and then t-waves the switch In and proceeds to headbutt it's opposition to a bloody pulp. Jirachi is also here to spread the fever.
NATURE, EVS, and ABILITY
NATURE- I've given jirachi jolly because it is very important she out speeds as much as she can.
EVS- speed and attack pretty straight forward, sweep and some hp for bigger substitutes.
ABILITY- serene grace to abuse to 60% flinch chance on iron head.
Move set
- first spot is substitute and I use this when I force a switch.
- second spot is for iron head my STAB and a powerful move overall. Now as I'm sure every body knows about the annoying star and iron head's flinching.
- thunder wave is for help when jirachi isn't fast enough and it also helps heracross out speed his prey.
- ice punch is for coverage and to deal with the dragons.
Heracross & flame orb
Guts
Evs 252 atk/ 252 spd/ 4 hp
Jolly (shiny)
-swords dance
-facade
-megahorn
-close combat
With flame orb and guts after one swords dance heracoss's large attack is blasted to over 1000 making him an insane wall breaker. And hopefully my enemy has taken allot para because for heracross to fill in his roll of being my late game sweeper he can't afford to be out speed. No matter how this works out however heracross is almost guaranteed one kill before he goes down.
NATURE, EVS, and ABILITY
NATURE- jolly is here for the same reason that jirachi has jolly for speed and also because after a swords dance heracross's attack is already so high I don't really need the attack as much as I need the speed.
EVS- speed and power.
ABILITY- guts, with guts and a burn heracross becomes my main force of power and my last attempt at a sweep late game.
Move set
- up first is swords dance. Hopefully heracross can come in
on a wall and set up one or two swords dances in it's face or he can come in on a type he resists and get one up on the switch.
- second slot is facade witch has 140 base power. Unfortunately however normal type hits nothing for super effective damage, witch is what my next two slots are for. But I am an optimistic person and always look for the silver lining, normal is resisted by types that his STAB hit for super effective.
- megahorn, the most powerful bug type move in the game and after STAB has 180 base power the only downfall to this move is it's accuracy.
- close combat like megahorn has 180 base power with STAB. It also has draw backs, the defense drop. I am OK to deal with that thought as I have accepted that heracross won't be around for long after he has had his chance. He really isn't good for much after he has lost the element of surprise.
Blissey & leftovers
Natural cure
Evs 252 hp/ 252 def/ 4 sp. Def
Bold (not shiny)
-aromatherapy
-seismic toss
-softboiled
-thunder wave
Blissey. The best special wall in Pokemon should have a place on any team. On my team her job is to get rid of any status effects causing trouble for my team and to suck up any special attacks and spread T-wave all over everything.
NATURE, EVS, and ABILITY
NATURE- bold is so that blissey can take a neutral effective physical hit.
EVS- the evs attempt to accomplish the same task as blissey's nature.
ABILITY- Natural cure is the better choice simply because serene grace is useless for blissey. It also gives her he ability to absorb status (not that my team worries to much about status effects).
Move set
- first slot is aromatherapy so that I can deal with status effects that attach them selves to my team.
- seismic toss is so that I can deal constant 100 to everything witch is helpful in stall wars.
- softboiled is for instant recovery
- thunder wave is here for all the same reasons every one else has it.
Kingdra & life orb
Swift swim
Evs 252 sp. Atk/ 200 spd/ 56 hp
Modest (shiny)
-rain dance
-hydro pump
-draco meteor
-dragon pulse
With swift swim kingdra has plenty of speed and a hydro pump in the rain does a crazy amount of damage. Kingdra is here to attempt an early game sweep, and is she can come in on a common scarfed heatran and set up rain dance not much can stop her (for five turns at least).
NATURE, EVS, and ABILITY
NATURE- modest for power because in the rain kingdra can out speed any unscarfed enemy.
EVS- max special attack for damage and seeing as how I don't need max speed I've put some into hp for added bulk.
ABILITY- swift swim goes along with rain dance to double kingdra's speed.
Move set
- rain dance. You might ask why I have rain dance over agility well there is more risk in using rain dance in case some one with sand stream or snow warning switches in. Rain does have an up side thought, it doubles the power of kingdra's hydro pump.
- hydro pump is for a powerful STAB move
- draco meteor is not used as much as dragon pulse because of the sp. atk drop. But if I ever have to kill something and it is an immediate threat to the rest of my team I usually just bomb it then.
- last spot is for the conservative dragon STAB.
Bronzong & macho brace
Levitate
Evs 252 hp/ 84 atk/ 80 def/ 92 sp. Def
Sassy (not shiny)
-trick
-gyro ball
-explosion
-earthquake
Bronzong is my second tricker and once my opponent has taken uxie's trick they won't be predicting a second trick and so with macho brace it halves your speed and can act as a paralyze if tricked onto some one. The macho also lowers my speed to 31 so that gyro ball has over one hundred and ten power against a jolly max speed aerodactyl.
NATURE, EVS, and ABILITY
NATURE- on bronzong I have given him a nature so that he can become a good wall from both offensive stats.
EVS- the EVS are pretty straight forward they are there to he'll wall more effectively, except for the I have put some into attack so that my gyro ball, earthquake and explosion have a little more punch.
ABILITY- levitate is always the better choice for bronzong.
Move set
- bronzong is my second tricker and so he needs trick witch is taken care of in his first move slot.
- gyro ball is a good STAB that hits faster opponents for allot of damage, even more so when bronzong still has not tricked away his item.
- explosion is a last ditch attempt at doing some damage before bronzong goes down.
- earthquake gives bronzong another way to do some damage, it also gives him nicer coverage. I don't really like earthquake on bronzong so any suggestions are welcome.
There isn't much that really sticks out asides from the fact that half the team carries thunder wave. This is due to the fact that heracross requires being the fastest sweeper on the team and thunder wave helps him do this.
Thank you and I appreciate the feed back.

Uxie & choice scarf
Levitate
Evs 104 def/ 156 spd/ 252 hp
Bold (not shiny)
-stealth rock
-trick
-thunder wave
-psychic
Uxie is a very nice anti lead with her colossal defenses. With choice scarf she can out speed and either t-wave or trick all other common unscarfed leads. Uxie also has the advantage of being a surprise because it is rarely seen in OU. If they have a physical threat that I don't think I can get rid of very easily then I t-wave so that it can be out sped by heracross and then killed. If I think that their lead is mainly there to set up then I trick it into sticking with SR or something like that. Basically uxie is here to deal with the most common OU leads and to spread the paralyze fever.
NATURE, EVS and ABILITY
NATURE- bold nature is to even out Uxie's defensive stats.
EVS- I have done the exact same thing here as what I was trying to do with my nature, turn Uxie into an all around wall.
ABILITY- Levitate is the only choice
Move set
- Uxie's first slot is stealth rock which is necessary on any team. With Uxie's amazing defensive capabilities she has ample opportunity to set them up.
- here goes trick for sticking taunters on taunt who she out speeds with the scarf.
- thunder wave is used more on some one Uxie switches into or used on the switch. As I will and have mentioned heracross needs the paralyze to cover their whole team for him to pull a successful sweep.
- In Uxie's last spot is psychic, it is a straight forward STAB move that is just here to do some damage.

Jirachi & leftovers
Serene grace
Evs 80 hp/ 176 atk/ 252 spd
Jolly (not shiny)
-substitute
-iron head
-thunder wave
-ice punch
Jirachi is the MVP ninety nine percent of the time all because of her amazing flinch hax. Jirachi is also my only way to deal with mence (DD or mix even if she could probably be taken down by one fire blast from mix mence) so unless you have another way to deal with the dragons then ice punch is here to stay. So any ways she switches in on one of the many types she resits and then sets up substitute and then t-waves the switch In and proceeds to headbutt it's opposition to a bloody pulp. Jirachi is also here to spread the fever.
NATURE, EVS, and ABILITY
NATURE- I've given jirachi jolly because it is very important she out speeds as much as she can.
EVS- speed and attack pretty straight forward, sweep and some hp for bigger substitutes.
ABILITY- serene grace to abuse to 60% flinch chance on iron head.
Move set
- first spot is substitute and I use this when I force a switch.
- second spot is for iron head my STAB and a powerful move overall. Now as I'm sure every body knows about the annoying star and iron head's flinching.
- thunder wave is for help when jirachi isn't fast enough and it also helps heracross out speed his prey.
- ice punch is for coverage and to deal with the dragons.

Heracross & flame orb
Guts
Evs 252 atk/ 252 spd/ 4 hp
Jolly (shiny)
-swords dance
-facade
-megahorn
-close combat
With flame orb and guts after one swords dance heracoss's large attack is blasted to over 1000 making him an insane wall breaker. And hopefully my enemy has taken allot para because for heracross to fill in his roll of being my late game sweeper he can't afford to be out speed. No matter how this works out however heracross is almost guaranteed one kill before he goes down.
NATURE, EVS, and ABILITY
NATURE- jolly is here for the same reason that jirachi has jolly for speed and also because after a swords dance heracross's attack is already so high I don't really need the attack as much as I need the speed.
EVS- speed and power.
ABILITY- guts, with guts and a burn heracross becomes my main force of power and my last attempt at a sweep late game.
Move set
- up first is swords dance. Hopefully heracross can come in
on a wall and set up one or two swords dances in it's face or he can come in on a type he resists and get one up on the switch.
- second slot is facade witch has 140 base power. Unfortunately however normal type hits nothing for super effective damage, witch is what my next two slots are for. But I am an optimistic person and always look for the silver lining, normal is resisted by types that his STAB hit for super effective.
- megahorn, the most powerful bug type move in the game and after STAB has 180 base power the only downfall to this move is it's accuracy.
- close combat like megahorn has 180 base power with STAB. It also has draw backs, the defense drop. I am OK to deal with that thought as I have accepted that heracross won't be around for long after he has had his chance. He really isn't good for much after he has lost the element of surprise.

Blissey & leftovers
Natural cure
Evs 252 hp/ 252 def/ 4 sp. Def
Bold (not shiny)
-aromatherapy
-seismic toss
-softboiled
-thunder wave
Blissey. The best special wall in Pokemon should have a place on any team. On my team her job is to get rid of any status effects causing trouble for my team and to suck up any special attacks and spread T-wave all over everything.
NATURE, EVS, and ABILITY
NATURE- bold is so that blissey can take a neutral effective physical hit.
EVS- the evs attempt to accomplish the same task as blissey's nature.
ABILITY- Natural cure is the better choice simply because serene grace is useless for blissey. It also gives her he ability to absorb status (not that my team worries to much about status effects).
Move set
- first slot is aromatherapy so that I can deal with status effects that attach them selves to my team.
- seismic toss is so that I can deal constant 100 to everything witch is helpful in stall wars.
- softboiled is for instant recovery
- thunder wave is here for all the same reasons every one else has it.

Kingdra & life orb
Swift swim
Evs 252 sp. Atk/ 200 spd/ 56 hp
Modest (shiny)
-rain dance
-hydro pump
-draco meteor
-dragon pulse
With swift swim kingdra has plenty of speed and a hydro pump in the rain does a crazy amount of damage. Kingdra is here to attempt an early game sweep, and is she can come in on a common scarfed heatran and set up rain dance not much can stop her (for five turns at least).
NATURE, EVS, and ABILITY
NATURE- modest for power because in the rain kingdra can out speed any unscarfed enemy.
EVS- max special attack for damage and seeing as how I don't need max speed I've put some into hp for added bulk.
ABILITY- swift swim goes along with rain dance to double kingdra's speed.
Move set
- rain dance. You might ask why I have rain dance over agility well there is more risk in using rain dance in case some one with sand stream or snow warning switches in. Rain does have an up side thought, it doubles the power of kingdra's hydro pump.
- hydro pump is for a powerful STAB move
- draco meteor is not used as much as dragon pulse because of the sp. atk drop. But if I ever have to kill something and it is an immediate threat to the rest of my team I usually just bomb it then.
- last spot is for the conservative dragon STAB.

Bronzong & macho brace
Levitate
Evs 252 hp/ 84 atk/ 80 def/ 92 sp. Def
Sassy (not shiny)
-trick
-gyro ball
-explosion
-earthquake
Bronzong is my second tricker and once my opponent has taken uxie's trick they won't be predicting a second trick and so with macho brace it halves your speed and can act as a paralyze if tricked onto some one. The macho also lowers my speed to 31 so that gyro ball has over one hundred and ten power against a jolly max speed aerodactyl.
NATURE, EVS, and ABILITY
NATURE- on bronzong I have given him a nature so that he can become a good wall from both offensive stats.
EVS- the EVS are pretty straight forward they are there to he'll wall more effectively, except for the I have put some into attack so that my gyro ball, earthquake and explosion have a little more punch.
ABILITY- levitate is always the better choice for bronzong.
Move set
- bronzong is my second tricker and so he needs trick witch is taken care of in his first move slot.
- gyro ball is a good STAB that hits faster opponents for allot of damage, even more so when bronzong still has not tricked away his item.
- explosion is a last ditch attempt at doing some damage before bronzong goes down.
- earthquake gives bronzong another way to do some damage, it also gives him nicer coverage. I don't really like earthquake on bronzong so any suggestions are welcome.
There isn't much that really sticks out asides from the fact that half the team carries thunder wave. This is due to the fact that heracross requires being the fastest sweeper on the team and thunder wave helps him do this.
Thank you and I appreciate the feed back.