Seeing as I'm about to take a long break from OU, I figured I might as well show it off a little. This team really is my best team yet, and easily my favorite. It has it's owns perks that differentiate it from most teams, and is able to do everything I want. I'm not quite sure what style of play I'd classify it under, probably because I'm not entirely sure what style I'd classify my own play as. It's probably closest to Bulky Offense, but this team can be played Balanced, or it can switch to a faster pace to match heavy Offense. Really whichever type I see as best for the situation.
Now this is certainly not an attempt to brag, but while this team uses standards, it has it's differences so I just wanted to show that this team is indeed effective. In ST5, this team took me to the final 16 before losing a very close game that could gone a different way on another day. Most of my days on the ladder with this team were spent preparing it for ST5 rather than climbing the ladder, so while I don't really know what position it peaked at, I can tell you that it reached ranges in the 1650s.
Anyways, on to the team:
Kingdra@Leftovers
Ability: Swift Swim
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Jolly
- Waterfall
- Outrage
- Dragon Dance
- Substitute
EVs/Nature/Item: Leftovers as Kingdra is naturally bulky, and I hate taking away from bulkiness with a Life Orb. Not to mention he also runs Substitute. The big thing you'll probably notice here is a Jolly nature instead of Adamant. Yes, that's how much of a speed freak I am. The Jolly nature allows him to outspeed multiple threats who simply assume they'll outspeed me like they always do. Heatran and Lucario are the biggest names who are often caught by my extra speed. Timid Heatrans can be caught, allowing me to set up a sub/Waterfall them, and obviously ScarfTrans expecting to revenge kill me are given quite a surprise. Adamant Lucario doesn't expect to see me outspeed him and deal 50-60%, as well as have a good shot at taking him out if he's used CC once.
What Kingdra does for the team: Unlike most Kingdra, his role isn't really to sweep, even though he can often clean up nicely late game. He's usually used one of two ways: A) To weaken a defensive 'mon enough for someone else to finish him off, or B) Sits around till lategame where he uses his bulk and resistances to grab a DD and then finish the opponent off. Kingdra also provides a wonderful x4 resistance to Fire, which this team desperately needs. Kingdra's bulk and resistances make him very desirable for this team, quite often I'll switch him out turn one and just his presence will make the opponent hesitate to have Scizor use Bullet Punch or Heatran use Fire Blast. Kingdra was chosen over Gyarados, who can do a very similar role and be even more bulky, for his lack of SR weakness and most importantly ability to set up on Bulky Waters.
Why is he your lead? To be perfectly honest, it's because I'm too lazy to actually deal with Azelf, I prefer to just Waterfall him turn one, and then switch to Rotom-H to avoid the explosion. Otherwise Bronzong would probably lead, but that makes too many guessing games vs. Azelf. I make literally 99% of all Azelf dispose of themselves this way, I can only remember one instance where that plan didn't work. I can sometimes pull the same Waterfall -> Switch shenanigans on Metagross, but lately they use EQ instead....
Opinion: Kingdra is very helpful, capable of sacrificing himself to weaken a wall, or performing some very nice lategame clean up. His bulk and resistances mean I can almost always find a free turn to DD up. The extra speed is very helpful, especially in combatting Heatran and Lucario, who can be very big menaces for this team. Oh, and of course extra Rain Danec insurance never hurts. Swft Swim + Jolly means I outspeed all opposing sweepers, and don't even have to risk a speed tie against fellow Kingdra.
Heatran@Life Orb
Ability: Flash Fire
EVs: 56 Atk, 252 Spe, 200 SAtk
Nature: Naive
- Fire Blast
- Earth Power
- Stealth Rock
- Explosion
EVs/Nature/Item: It's Baitran!
What Heatran does for the team: Gets in, sets up SR, and explodes, taking Blissey or a Bulky Water down with him. I was tired of the old ScarfTran, and decided to give Baitran a go. Awesome choice, I deserve a pat on the back for that one. Albeit a bit less effective than when I first started using him(when ScarfTran was all the rage), he's still good and gets the job done. Seeing as less Heatran are Scarf nowadays, some really over protective people use Protect after I set up SR now =(
Heatran is my first tool for defeating Stall, aiming to set up SR and then bring down Blissey, opening up a whole for Rotom-H to exploit.
Occasionally I'll decide he's more use alive, as he can still be a lategame terror for the opponent, LO-boosted Fire Blasts really hurt.
Opinion: Works far better than suicide leads because everyone expects them to explode, and so they rarely take out something important, or even anything at all for that matter. Baitran on the other hand has a knack for exploding on very key defensive threats, which makes waiting a few turns for SR definitely worth it. Oh, and until you've switched in on a Lucario SD, used SR on the switch, and then exploded on the switch-in, you've not played pokemon.
Breloom@Toxic Orb
Ability: Poison Heal
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Jolly
- Focus Punch
- Leech Seed
- Spore
- Substitute
EVs/Nature/Items: Again, I have a speed boosting nature. Get used to it. EV Spread is simple, max Attack and Speed. Jolly beats out Adamant Gyarados that expect to set up on me. The extra speed is also very helpful for SubSeeding.
What Breloom does for the team: Breloom may not scream bulky, but his great resistances actually make for pretty good switch-ins to Tyranitar and even Gyarados if I feel like risking Taunt/Bounce/Ice Fang. Spore is immensely helpful, providing me with a Sleeper whilst most opponents are too scared to risk Hypnosis. Once behind a Sub, I can launch STAB Focus Punches from 130 Base Attack, or start my SubSeeding. Breloom's SubSeeding can simply rip apart slower teams who simply cannot rid themselves from the menace that is Breloom. Really, against obviously poorer opponents, I can usually just send in Breloom and go on autopilot. Leech Seed is also a wonderful move, the extra damage is appreciated, and the healing means that my next switch-in gets to switch in that much easier.
Opinion: Breloom is incredible, he can give me an early advantage by sleeping one 'mon and taking out another, and his ability to come out late game and simply shut down what's left of a team to guarantee my win is second to none. Some of the comebacks he's allowed me to pull off are unbelievable. For something that can be so frail, he always seems to manage to take a hit when needed. He's deadly, and at the same time Leech Seed allows him to be a pest and a team player at the same time. Even in a worse case situation in which Breloom never gets a chance to set up, having Death Fodder is actually a luxury. Breloom is simply one of my most consistent guys, he can turn games around on his own.
Bronzong@Iron Ball
Ability: Heatproof
EVs: 252 HP, 152 Atk, 96 SDef, 8 Def
Nature: Sassy
- Trick
- Gyro Ball
- Earthquake
- Explosion
EVs/Nature/Item: My EVs and nature are standard, except give me a slightly higher Special Defense instead of Defense. This is purely because Download Porygon-Z hits hard. Iron Ball can be Tricked away, weighing down Zapdos/Skarmory/Rotom-A and allowing Mamoswine to nuke them with a SE STAB Earthquake that they're so used to being immune to. Trick can also be used to steal Leftovers from a wall, or slow down a sweeper for someone else on my team to handle.
What Bronzong does for the team: This Bronzong is indeed a bit of a gimmick with Heatproof/Trick+Iron Ball, but this gimmicky side of him is actually what allows this team to be just as successful as it is. Firstly, I'll explain Heatproof. Infernape and the aforementioned Heatran are large threats to the team with their Fire STABs. My own Heatran is immune, but he's often gone early game. This means Kingdra is my only resist. That's playing very risky, because Kingdra doesn't always last either. Bronzong here is how I'm able to play around the Fire-weakness this team has, by taking the Fire Blast and retaliating with Earthquake. Tricking Iron Ball is certainly unorthodox, but it allows him to turn Zapdos/Skarmory/Rotom-A into Mamo bait, when usually they could be a thorn in his side. Indeed, many teams who have only Rotom as they Mamoswine counter have fallen once Rotom recieves an Iron Ball.
Opinion: Bronzong is the best transition poke in the game, period. His typing and defenses are superb, and allow him to handle many threats. Bronzong is truly a godsend for this team, handling random threats, providing a good switch into Dragons, Tricking away his Iron Ball onto key defensive mons or even faster sweepers, and exploding when he's done. Yeah, he can really do all that. Bronzong really is the backbone of this team, he's a great go-to guy for most situations.
Rotom-H@Choice Scarf
Ability: Levitate
EVs: 252 SAtk, 252 Spe, 4 HP
Nature: Timid
- Thunderbolt
- Shadow Ball
- Overheat
- Trick
EVs/Nature/Item: Choice Scarf gives this team some much needed speed and a reliable revenge killer. Max Special Attack and Speed is simple. And yes, Timid is necessary. Otherwise, Jolly Gyarados would have his way with this team.
What Rotom-H does for the team: Some may feel Choice Scarf is unnecessary for a team, but being the speed freak I am I simply don't feel safe without it. Rotom-H gives me much needed insurance against Gyarados and Lucario, as well as other sweepers. T-Bolt, Shadow Ball, and Overheat already give great coverage, so Trick is added in the final slot. Trick is my second tool for handling Stall, effectively making one member useless. Actually, Rotom-H is a huge threat to Stall teams. If Blissey is taken down by Heatran or crippled by Rotom-H, the game is practically mine. Many common guys seen on Stall teams such as Hippowdon, Skarmory, Forretress, Celebi, Tentacruel, Suicune, Zapdos, and Rotom-A have a lot of trouble with Rotom-H.
Opinion: Rotom-H is ever helpful, capable revenge killing many threats and crippling Stall. His immunities and resistances also allow for many chances to switch in, something many other Scarf users can't say. Rotom-H's handy resistance to Bullet Punch is the major reason for him over Gengar. Oh, and on top of revenge killing, crippling stall, and being bulky enough to actually switch-in, Rotom-H even provides me with a spin blocker.
Mamoswine@Life Orb
Ability: Snow Cloak
EVs: 252 Atk, 252 Spe, 4 SAtk
Nature: Naive
- Earthquake
- Ice Shard
- Ice Beam
- Stone Edge
EVs/Nature/Item: Mamoswine's EV spread is simply that of a sweeper. Naive allows me to outspeed Adamant Lucario and Adamant Gyarados, as well as those who sit just above Adamant Luke. Mamoswine is often considered slow, but rarely is speed an issue when you realize just how many threats he gets by with a Naive nature. Naive is so as not to weaken Ice Beam. LO gives me a large boost while allowing me to switch moves, something that Mamoswine enjoys given his wonderful coverage. Mamoswine's immunity to SS/Hail are quite nice, as otherwise I wouldn't risk 16% a turn.
Moveset: It saddens me to see so many people use him wrong. First, and explanation of the moveset: Earthquake and Ice Shard are standard STAB moves that allow him to plow through slow guys or get in a hit on faster ones. Stone Edge gives coverage, usually used to take on Gyarados. Ice Beam allows him to take on Physical Walls that think they can handle him.
Neutral Nature, 4 SAtk LO Ice Beam vs:
252 HP Zapdos: 58.07% - 68.49%
252 HP, 88 SDef Hippowdon: 56.67% - 66.90%
252 HP Celebi: 50.74% - 59.65%
252 HP, 36 SDef Skarmory: 38.92% - 45.81%
Skarmory is the only one able to avoid a 2HKO with SR down, however don't think he's got you beaten. If Skarm switches in on Ice Shard, he'll take 15-18%. Add that to SR and the fact Skarmory users are used to the idea of being able to handle Mamo and that means they'll stay in to set up, whilst you can Ice Beam. If they lack Leftovers, they'll be defeated by the next Ice Beam. If they do, they still have a chance to be KO'ed. If they've taken previous damage, they're a goner. Ice Fang is not used because it hits for similar damage against Celebi and Zapdos, but doesn't hit Hippowdon and Skarmory as hard. Basically what I mean by all of this is that if you've got a non-CB Mamo who's not running the above set, you're not using him to the best of his ability.
Opinion: Mamoswine IS this team's offense. Now that's a bit of an overstatement, but really if anyone is going to be taking chunks out of my opponent's team, it's going to be Mamoswine. Pretty much every team is Mamoweak. STAB on the best attacking combination in the game is simply that good. While Mamoswine is not the designated late game sweeper, because of how I play him he almost always plays that way anyways, I usually only reveal his if I absolutely have to. Mamoswine has by himself won me games, he is capable of turning around games so quickly it's unbelievable.
Honestly, it's sad that Mamoswine doesn't see more usage. Everyone is simply missing out, I truly believe Mamoswine is far more of a menace than he's given credit. Many people believe Scizor is a Mamo counter. He's not. He cannot switch in on EQ with SR down, he gets finished off next turn by Ice Shard. That means he's only a check. Same goes for Heatarn, who requires a Scarf in order to be a check, if you're running the all-important speed boosting nature that is.
Team Building Process: This team has been made slowly over time, but started off with throwing together some guys I have been using for a fairly long time. I have a pretty small pool of 'mons I feel very comfortable with, and so after much testing and switching around I've come to this. I wanted my team to be bulky, as well as be able to last. You'll notice I have no SR weaks. Furthermore, both my LO users are immune to SS, and one of them Hail as well.
Kingdra: I wanted someone who was bulky enough to be able to set up in a multitude of different situations, and Kingdra has performed this job far better than I could have ever hoped.
Heatran: Started off with a Scarf, but I combined my need for SR with my wish to stop using that stupid boring ScarfTran to form Baitran(or got the idea reading RMT's, same difference).
Breloom: I've simply been using Breloom for so long, I don't even remember why I first started using him. It was sometime back in the day when I was just stumbling into competitive pokemon.
Bronzong: I needed a tough, all-purpose 'mon who could serve as an answer to many threats. Bronzong gives me this, as well as being my designated T-Wave taker. Despite being primarily defensive, he can do good damage with Gyro Ball/Earthquake, use Trick to let Mamoswine have an easy kill later on, and use Explosion to take out something that annoys me.
Rotom-H: I still needed a Scarf user, as well as some insurance against Ground/Fighting moves. Gengar was my first try, however I was annoyed by his frailty and the fact he couldn't take on Scizor. This lead to Rotom-H being tried out, and I've never gone back.
Mamoswine: See Breloom. I guess fate brought us together, cause I certainly didn't know what I was doing back then =)
Reason for this RMT: I'm taking a break from OU, wanted to show my favorite team. Maybe I'll take a break from pokemon in general too...
Now this is certainly not an attempt to brag, but while this team uses standards, it has it's differences so I just wanted to show that this team is indeed effective. In ST5, this team took me to the final 16 before losing a very close game that could gone a different way on another day. Most of my days on the ladder with this team were spent preparing it for ST5 rather than climbing the ladder, so while I don't really know what position it peaked at, I can tell you that it reached ranges in the 1650s.
Anyways, on to the team:







Kingdra@Leftovers
Ability: Swift Swim
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Jolly
- Waterfall
- Outrage
- Dragon Dance
- Substitute
EVs/Nature/Item: Leftovers as Kingdra is naturally bulky, and I hate taking away from bulkiness with a Life Orb. Not to mention he also runs Substitute. The big thing you'll probably notice here is a Jolly nature instead of Adamant. Yes, that's how much of a speed freak I am. The Jolly nature allows him to outspeed multiple threats who simply assume they'll outspeed me like they always do. Heatran and Lucario are the biggest names who are often caught by my extra speed. Timid Heatrans can be caught, allowing me to set up a sub/Waterfall them, and obviously ScarfTrans expecting to revenge kill me are given quite a surprise. Adamant Lucario doesn't expect to see me outspeed him and deal 50-60%, as well as have a good shot at taking him out if he's used CC once.
What Kingdra does for the team: Unlike most Kingdra, his role isn't really to sweep, even though he can often clean up nicely late game. He's usually used one of two ways: A) To weaken a defensive 'mon enough for someone else to finish him off, or B) Sits around till lategame where he uses his bulk and resistances to grab a DD and then finish the opponent off. Kingdra also provides a wonderful x4 resistance to Fire, which this team desperately needs. Kingdra's bulk and resistances make him very desirable for this team, quite often I'll switch him out turn one and just his presence will make the opponent hesitate to have Scizor use Bullet Punch or Heatran use Fire Blast. Kingdra was chosen over Gyarados, who can do a very similar role and be even more bulky, for his lack of SR weakness and most importantly ability to set up on Bulky Waters.
Why is he your lead? To be perfectly honest, it's because I'm too lazy to actually deal with Azelf, I prefer to just Waterfall him turn one, and then switch to Rotom-H to avoid the explosion. Otherwise Bronzong would probably lead, but that makes too many guessing games vs. Azelf. I make literally 99% of all Azelf dispose of themselves this way, I can only remember one instance where that plan didn't work. I can sometimes pull the same Waterfall -> Switch shenanigans on Metagross, but lately they use EQ instead....
Opinion: Kingdra is very helpful, capable of sacrificing himself to weaken a wall, or performing some very nice lategame clean up. His bulk and resistances mean I can almost always find a free turn to DD up. The extra speed is very helpful, especially in combatting Heatran and Lucario, who can be very big menaces for this team. Oh, and of course extra Rain Danec insurance never hurts. Swft Swim + Jolly means I outspeed all opposing sweepers, and don't even have to risk a speed tie against fellow Kingdra.

Heatran@Life Orb
Ability: Flash Fire
EVs: 56 Atk, 252 Spe, 200 SAtk
Nature: Naive
- Fire Blast
- Earth Power
- Stealth Rock
- Explosion
EVs/Nature/Item: It's Baitran!
What Heatran does for the team: Gets in, sets up SR, and explodes, taking Blissey or a Bulky Water down with him. I was tired of the old ScarfTran, and decided to give Baitran a go. Awesome choice, I deserve a pat on the back for that one. Albeit a bit less effective than when I first started using him(when ScarfTran was all the rage), he's still good and gets the job done. Seeing as less Heatran are Scarf nowadays, some really over protective people use Protect after I set up SR now =(
Heatran is my first tool for defeating Stall, aiming to set up SR and then bring down Blissey, opening up a whole for Rotom-H to exploit.
Occasionally I'll decide he's more use alive, as he can still be a lategame terror for the opponent, LO-boosted Fire Blasts really hurt.
Opinion: Works far better than suicide leads because everyone expects them to explode, and so they rarely take out something important, or even anything at all for that matter. Baitran on the other hand has a knack for exploding on very key defensive threats, which makes waiting a few turns for SR definitely worth it. Oh, and until you've switched in on a Lucario SD, used SR on the switch, and then exploded on the switch-in, you've not played pokemon.

Breloom@Toxic Orb
Ability: Poison Heal
EVs: 252 Atk, 252 Spe, 4 HP
Nature: Jolly
- Focus Punch
- Leech Seed
- Spore
- Substitute
EVs/Nature/Items: Again, I have a speed boosting nature. Get used to it. EV Spread is simple, max Attack and Speed. Jolly beats out Adamant Gyarados that expect to set up on me. The extra speed is also very helpful for SubSeeding.
What Breloom does for the team: Breloom may not scream bulky, but his great resistances actually make for pretty good switch-ins to Tyranitar and even Gyarados if I feel like risking Taunt/Bounce/Ice Fang. Spore is immensely helpful, providing me with a Sleeper whilst most opponents are too scared to risk Hypnosis. Once behind a Sub, I can launch STAB Focus Punches from 130 Base Attack, or start my SubSeeding. Breloom's SubSeeding can simply rip apart slower teams who simply cannot rid themselves from the menace that is Breloom. Really, against obviously poorer opponents, I can usually just send in Breloom and go on autopilot. Leech Seed is also a wonderful move, the extra damage is appreciated, and the healing means that my next switch-in gets to switch in that much easier.
Opinion: Breloom is incredible, he can give me an early advantage by sleeping one 'mon and taking out another, and his ability to come out late game and simply shut down what's left of a team to guarantee my win is second to none. Some of the comebacks he's allowed me to pull off are unbelievable. For something that can be so frail, he always seems to manage to take a hit when needed. He's deadly, and at the same time Leech Seed allows him to be a pest and a team player at the same time. Even in a worse case situation in which Breloom never gets a chance to set up, having Death Fodder is actually a luxury. Breloom is simply one of my most consistent guys, he can turn games around on his own.

Bronzong@Iron Ball
Ability: Heatproof
EVs: 252 HP, 152 Atk, 96 SDef, 8 Def
Nature: Sassy
- Trick
- Gyro Ball
- Earthquake
- Explosion
EVs/Nature/Item: My EVs and nature are standard, except give me a slightly higher Special Defense instead of Defense. This is purely because Download Porygon-Z hits hard. Iron Ball can be Tricked away, weighing down Zapdos/Skarmory/Rotom-A and allowing Mamoswine to nuke them with a SE STAB Earthquake that they're so used to being immune to. Trick can also be used to steal Leftovers from a wall, or slow down a sweeper for someone else on my team to handle.
What Bronzong does for the team: This Bronzong is indeed a bit of a gimmick with Heatproof/Trick+Iron Ball, but this gimmicky side of him is actually what allows this team to be just as successful as it is. Firstly, I'll explain Heatproof. Infernape and the aforementioned Heatran are large threats to the team with their Fire STABs. My own Heatran is immune, but he's often gone early game. This means Kingdra is my only resist. That's playing very risky, because Kingdra doesn't always last either. Bronzong here is how I'm able to play around the Fire-weakness this team has, by taking the Fire Blast and retaliating with Earthquake. Tricking Iron Ball is certainly unorthodox, but it allows him to turn Zapdos/Skarmory/Rotom-A into Mamo bait, when usually they could be a thorn in his side. Indeed, many teams who have only Rotom as they Mamoswine counter have fallen once Rotom recieves an Iron Ball.
Opinion: Bronzong is the best transition poke in the game, period. His typing and defenses are superb, and allow him to handle many threats. Bronzong is truly a godsend for this team, handling random threats, providing a good switch into Dragons, Tricking away his Iron Ball onto key defensive mons or even faster sweepers, and exploding when he's done. Yeah, he can really do all that. Bronzong really is the backbone of this team, he's a great go-to guy for most situations.

Rotom-H@Choice Scarf
Ability: Levitate
EVs: 252 SAtk, 252 Spe, 4 HP
Nature: Timid
- Thunderbolt
- Shadow Ball
- Overheat
- Trick
EVs/Nature/Item: Choice Scarf gives this team some much needed speed and a reliable revenge killer. Max Special Attack and Speed is simple. And yes, Timid is necessary. Otherwise, Jolly Gyarados would have his way with this team.
What Rotom-H does for the team: Some may feel Choice Scarf is unnecessary for a team, but being the speed freak I am I simply don't feel safe without it. Rotom-H gives me much needed insurance against Gyarados and Lucario, as well as other sweepers. T-Bolt, Shadow Ball, and Overheat already give great coverage, so Trick is added in the final slot. Trick is my second tool for handling Stall, effectively making one member useless. Actually, Rotom-H is a huge threat to Stall teams. If Blissey is taken down by Heatran or crippled by Rotom-H, the game is practically mine. Many common guys seen on Stall teams such as Hippowdon, Skarmory, Forretress, Celebi, Tentacruel, Suicune, Zapdos, and Rotom-A have a lot of trouble with Rotom-H.
Opinion: Rotom-H is ever helpful, capable revenge killing many threats and crippling Stall. His immunities and resistances also allow for many chances to switch in, something many other Scarf users can't say. Rotom-H's handy resistance to Bullet Punch is the major reason for him over Gengar. Oh, and on top of revenge killing, crippling stall, and being bulky enough to actually switch-in, Rotom-H even provides me with a spin blocker.

Mamoswine@Life Orb
Ability: Snow Cloak
EVs: 252 Atk, 252 Spe, 4 SAtk
Nature: Naive
- Earthquake
- Ice Shard
- Ice Beam
- Stone Edge
EVs/Nature/Item: Mamoswine's EV spread is simply that of a sweeper. Naive allows me to outspeed Adamant Lucario and Adamant Gyarados, as well as those who sit just above Adamant Luke. Mamoswine is often considered slow, but rarely is speed an issue when you realize just how many threats he gets by with a Naive nature. Naive is so as not to weaken Ice Beam. LO gives me a large boost while allowing me to switch moves, something that Mamoswine enjoys given his wonderful coverage. Mamoswine's immunity to SS/Hail are quite nice, as otherwise I wouldn't risk 16% a turn.
Moveset: It saddens me to see so many people use him wrong. First, and explanation of the moveset: Earthquake and Ice Shard are standard STAB moves that allow him to plow through slow guys or get in a hit on faster ones. Stone Edge gives coverage, usually used to take on Gyarados. Ice Beam allows him to take on Physical Walls that think they can handle him.
Neutral Nature, 4 SAtk LO Ice Beam vs:
252 HP Zapdos: 58.07% - 68.49%
252 HP, 88 SDef Hippowdon: 56.67% - 66.90%
252 HP Celebi: 50.74% - 59.65%
252 HP, 36 SDef Skarmory: 38.92% - 45.81%
Skarmory is the only one able to avoid a 2HKO with SR down, however don't think he's got you beaten. If Skarm switches in on Ice Shard, he'll take 15-18%. Add that to SR and the fact Skarmory users are used to the idea of being able to handle Mamo and that means they'll stay in to set up, whilst you can Ice Beam. If they lack Leftovers, they'll be defeated by the next Ice Beam. If they do, they still have a chance to be KO'ed. If they've taken previous damage, they're a goner. Ice Fang is not used because it hits for similar damage against Celebi and Zapdos, but doesn't hit Hippowdon and Skarmory as hard. Basically what I mean by all of this is that if you've got a non-CB Mamo who's not running the above set, you're not using him to the best of his ability.
Opinion: Mamoswine IS this team's offense. Now that's a bit of an overstatement, but really if anyone is going to be taking chunks out of my opponent's team, it's going to be Mamoswine. Pretty much every team is Mamoweak. STAB on the best attacking combination in the game is simply that good. While Mamoswine is not the designated late game sweeper, because of how I play him he almost always plays that way anyways, I usually only reveal his if I absolutely have to. Mamoswine has by himself won me games, he is capable of turning around games so quickly it's unbelievable.
Honestly, it's sad that Mamoswine doesn't see more usage. Everyone is simply missing out, I truly believe Mamoswine is far more of a menace than he's given credit. Many people believe Scizor is a Mamo counter. He's not. He cannot switch in on EQ with SR down, he gets finished off next turn by Ice Shard. That means he's only a check. Same goes for Heatarn, who requires a Scarf in order to be a check, if you're running the all-important speed boosting nature that is.
Team Building Process: This team has been made slowly over time, but started off with throwing together some guys I have been using for a fairly long time. I have a pretty small pool of 'mons I feel very comfortable with, and so after much testing and switching around I've come to this. I wanted my team to be bulky, as well as be able to last. You'll notice I have no SR weaks. Furthermore, both my LO users are immune to SS, and one of them Hail as well.
Kingdra: I wanted someone who was bulky enough to be able to set up in a multitude of different situations, and Kingdra has performed this job far better than I could have ever hoped.
Heatran: Started off with a Scarf, but I combined my need for SR with my wish to stop using that stupid boring ScarfTran to form Baitran(or got the idea reading RMT's, same difference).
Breloom: I've simply been using Breloom for so long, I don't even remember why I first started using him. It was sometime back in the day when I was just stumbling into competitive pokemon.
Bronzong: I needed a tough, all-purpose 'mon who could serve as an answer to many threats. Bronzong gives me this, as well as being my designated T-Wave taker. Despite being primarily defensive, he can do good damage with Gyro Ball/Earthquake, use Trick to let Mamoswine have an easy kill later on, and use Explosion to take out something that annoys me.
Rotom-H: I still needed a Scarf user, as well as some insurance against Ground/Fighting moves. Gengar was my first try, however I was annoyed by his frailty and the fact he couldn't take on Scizor. This lead to Rotom-H being tried out, and I've never gone back.
Mamoswine: See Breloom. I guess fate brought us together, cause I certainly didn't know what I was doing back then =)
Reason for this RMT: I'm taking a break from OU, wanted to show my favorite team. Maybe I'll take a break from pokemon in general too...