So when Mence was voted Uber, I left and went to camp, not returning for two months. Upon returning, I found all my teams to be too outdated to be successful. Looking around, I found an old team of somebody's on Smogon's that utilized Parafusion in order to annoy the opponent to death. I decided to do this on my own, starting with a core of Sub/TWave Rachi and Rest/Talk Machamp.
Both Jirachi and Machamp are walled by bulky Grounds like Hippowdon and Swampert, both of which are removed easily by a simple defensive Celebi.
From this point I have nothing to resist the fire moves that can tear through my team without much of a problem. As such Wish Vaporeon is a great help.
Heatran provides me with a Fire immunity, as well as some more very important resistances to add to my total (such as Bug, since Celebi absolutely hates U-Turn), as well as some special power in its Life Orb set.
And finally, Gliscor. Gliscor gives me quick rocks, as well as a fighting resist and a ground immunity to switch in on the Earthquake that Heatran and Jirachi hate so much.
So now I have my team. The team's name is meant to represent the opponent's confusion (WHAT THE FU-?) and subsequent death (BOOM!)
Some notes:
- no Stealth Rock weakness
- 3 Toxic Spikes resists, as well as one Natural Cure Pokémon
- Two resistances to every type except Ghost
- Only five types (Flying, Ground, Ice, Water, Fire) I'm weak to twice, as well as four (Normal, Rock, Dragon, Steel) I'm not weak to at all
Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Roost
- Stealth Rock
- U-turn
While Gliscor can't boast that it's an "anti-metagame lead", or that it "beats 90% of the top 25 leads one-on-one", Gliscor gets his job done, which is all that actually matters. His 125 base Defense as well as excellent typing allows me to put full EVs in both his mediocre HP, rounding it out to 354, and his slightly above average Speed, which comes to 317, while still having a very good amount of defense, still able to beat things like Lucario. Every time. Gliscor's Jolly nature boosts its speed to the maximum possible to ensure that it completes its primary goal, which is to set down Rocks. However, Gliscor can also act as a reliable physical wall, being able to heal itself with Roost. It can also deal out damage with Earthquake, hitting quite powerfully despite low attack EVs. U-Turn, in the last moveslot, allows Gliscor to leave the battle while still dealing out some damage.
Heatran (M) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Naive nature (+Spd, -SDef)
- Explosion
- Fire Blast
- Earth Power
- Dragon Pulse
Heatran is arguably one of the most diverse Pokémon in the metagame today. It is one of the few Pokémon that you can just throw onto any team with at least some measure of success. Its above average 91 HP, combined with solid 106/106 defenses, allow its defensive sets like Substitute, Torment, and Trapper to take hits well. It can also strike back excellently, coming off its best stat – a base Special Attack of 130. This particular Heatran set, the Life Orb set, allows it to hit for great amounts of damage which is boosted by the Life Orb. While this set is not as popular as the Choice Scarf set, it hits for considerably more damage. Fire Blast, Heatran's STAB move, combines with Earth Power and Dragon Pulse to be unresisted in the OU metagame. Explosion doesn't just act as a filler in the last slot, it allows Heatran to get rid of Blissey, Water-types, or any sweeper/wall that may be causing trouble by Exploding on it.
Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Electric]
- Protect
- Surf
- Wish
This little Eeveelution's most impressive stat is its HP. With an HP stat of 130, Vaporeon can take quite a few hits, unless its defenses are like Blissey's physical defense. Fortunately, they aren't quite that bad. The 95 Special Defense can hold its own with the outstanding HP stat without EVs, while 60 Defense, with the 220 EVs, becomes much better when paired with the HP. Vaporeon's 110 Special Attack allows it to hit quite hard with Surf and Hidden Power Electric, which provide me with adequate coverage. The combination of Wish and Protect allows me to heal either myself or any other member of the team with relative ease, and I can keep my sweepers alive longer than they should be.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Earth Power
- Grass Knot
- Recover
- Thunder Wave
Celebi is a good defensive Pokémon that helps tackle the main weakness of both Jirachi and Machamp: Bulky Defensive Ground-types, namely Hippowdon and Swampert. Celebi is one of those 100/all Pokémon that could, give or take a few moves, be used for anything - sweeping, walling, leading - hell, even Baton Passing. Celebi's Grass/Psychic typing gives it a disadvantage defensively, but its movepool and stats are just so good that it makes a great defensive Poke anyway. Grass Knot and Earth Power are both excellent moves to use with Celebi, getting decent coverage. Recover restores health, a great help to anything remotely defensive, and Thunder Wave helps Machamp.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 164 HP/168 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Substitute
- Thunder Wave
Jirachi is the first half of my big core. You may notice that this is similar - in fact, it is identical - to the Jirachi in the "Core Crisis" article in the 10th issue of the Smog. This is not because I read that article and decided "oh I'll use that". I made this team before I read that article (just like I used Scarf Venusaur Lead before Heysup posted Team Freebird). Jirachi, like Celebi, has all-around 100 stats. Jirachi, however, is in a much more offensive role than Celebi. Hiding behind Substitutes, Jirachi first paralyzes the opponent, and then flinches him to death with hax. If my calculations are correct, the opponent will have a 30% chance of landing a move on Jirachi - pretty good, huh? Fire Punch is just there to deal with nosy Steels like Forretress and Scizor.
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Rest
- Sleep Talk
- Stone Edge
RestTalk Machamp is one of the earliest Machamp sets of D/P. With No Guard, Machamp's 100% accurate Dynamicpunch is a huge reason why it is considered one of the most powerful and most annoying Pokémon in today's metagame. DynamicPunch gets STAB off of Machamp, and comes off a 100 Base Power with a 100% chance of confusing the opponent. The only problem with the move, its 50% accuracy, is solved by No Guard, which enables it to hit every time. Stone Edge, another move with accuracy issues, also is solved by this. Stone Edge hits Ghosts and Psychics for neutral damage, as well as being Super effective against the world's Flying-types. Rest and Sleep Talk allow me to heal myself fully, and still use moves while asleep.
I hope you like my team, thank you in advance for taking time out of your busy schedule to rate it!


Both Jirachi and Machamp are walled by bulky Grounds like Hippowdon and Swampert, both of which are removed easily by a simple defensive Celebi.



From this point I have nothing to resist the fire moves that can tear through my team without much of a problem. As such Wish Vaporeon is a great help.




Heatran provides me with a Fire immunity, as well as some more very important resistances to add to my total (such as Bug, since Celebi absolutely hates U-Turn), as well as some special power in its Life Orb set.





And finally, Gliscor. Gliscor gives me quick rocks, as well as a fighting resist and a ground immunity to switch in on the Earthquake that Heatran and Jirachi hate so much.






So now I have my team. The team's name is meant to represent the opponent's confusion (WHAT THE FU-?) and subsequent death (BOOM!)
Some notes:
- no Stealth Rock weakness
- 3 Toxic Spikes resists, as well as one Natural Cure Pokémon
- Two resistances to every type except Ghost
- Only five types (Flying, Ground, Ice, Water, Fire) I'm weak to twice, as well as four (Normal, Rock, Dragon, Steel) I'm not weak to at all
Team WHAT THE FU-? BOOM!







Gliscor (M) @ Leftovers
Ability: Sand Veil
EVs: 252 HP/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Earthquake
- Roost
- Stealth Rock
- U-turn
While Gliscor can't boast that it's an "anti-metagame lead", or that it "beats 90% of the top 25 leads one-on-one", Gliscor gets his job done, which is all that actually matters. His 125 base Defense as well as excellent typing allows me to put full EVs in both his mediocre HP, rounding it out to 354, and his slightly above average Speed, which comes to 317, while still having a very good amount of defense, still able to beat things like Lucario. Every time. Gliscor's Jolly nature boosts its speed to the maximum possible to ensure that it completes its primary goal, which is to set down Rocks. However, Gliscor can also act as a reliable physical wall, being able to heal itself with Roost. It can also deal out damage with Earthquake, hitting quite powerfully despite low attack EVs. U-Turn, in the last moveslot, allows Gliscor to leave the battle while still dealing out some damage.

Heatran (M) @ Life Orb
Ability: Flash Fire
EVs: 252 Spd/252 SAtk/4 SDef
Naive nature (+Spd, -SDef)
- Explosion
- Fire Blast
- Earth Power
- Dragon Pulse
Heatran is arguably one of the most diverse Pokémon in the metagame today. It is one of the few Pokémon that you can just throw onto any team with at least some measure of success. Its above average 91 HP, combined with solid 106/106 defenses, allow its defensive sets like Substitute, Torment, and Trapper to take hits well. It can also strike back excellently, coming off its best stat – a base Special Attack of 130. This particular Heatran set, the Life Orb set, allows it to hit for great amounts of damage which is boosted by the Life Orb. While this set is not as popular as the Choice Scarf set, it hits for considerably more damage. Fire Blast, Heatran's STAB move, combines with Earth Power and Dragon Pulse to be unresisted in the OU metagame. Explosion doesn't just act as a filler in the last slot, it allows Heatran to get rid of Blissey, Water-types, or any sweeper/wall that may be causing trouble by Exploding on it.

Vaporeon (M) @ Leftovers
Ability: Water Absorb
EVs: 188 HP/252 Def/68 Spd
Bold nature (+Def, -Atk)
- Hidden Power [Electric]
- Protect
- Surf
- Wish
This little Eeveelution's most impressive stat is its HP. With an HP stat of 130, Vaporeon can take quite a few hits, unless its defenses are like Blissey's physical defense. Fortunately, they aren't quite that bad. The 95 Special Defense can hold its own with the outstanding HP stat without EVs, while 60 Defense, with the 220 EVs, becomes much better when paired with the HP. Vaporeon's 110 Special Attack allows it to hit quite hard with Surf and Hidden Power Electric, which provide me with adequate coverage. The combination of Wish and Protect allows me to heal either myself or any other member of the team with relative ease, and I can keep my sweepers alive longer than they should be.

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP/220 Def/36 Spd
Bold nature (+Def, -Atk)
- Earth Power
- Grass Knot
- Recover
- Thunder Wave
Celebi is a good defensive Pokémon that helps tackle the main weakness of both Jirachi and Machamp: Bulky Defensive Ground-types, namely Hippowdon and Swampert. Celebi is one of those 100/all Pokémon that could, give or take a few moves, be used for anything - sweeping, walling, leading - hell, even Baton Passing. Celebi's Grass/Psychic typing gives it a disadvantage defensively, but its movepool and stats are just so good that it makes a great defensive Poke anyway. Grass Knot and Earth Power are both excellent moves to use with Celebi, getting decent coverage. Recover restores health, a great help to anything remotely defensive, and Thunder Wave helps Machamp.

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 164 HP/168 Atk/176 Spd
Jolly nature (+Spd, -SAtk)
- Iron Head
- Fire Punch
- Substitute
- Thunder Wave
Jirachi is the first half of my big core. You may notice that this is similar - in fact, it is identical - to the Jirachi in the "Core Crisis" article in the 10th issue of the Smog. This is not because I read that article and decided "oh I'll use that". I made this team before I read that article (just like I used Scarf Venusaur Lead before Heysup posted Team Freebird). Jirachi, like Celebi, has all-around 100 stats. Jirachi, however, is in a much more offensive role than Celebi. Hiding behind Substitutes, Jirachi first paralyzes the opponent, and then flinches him to death with hax. If my calculations are correct, the opponent will have a 30% chance of landing a move on Jirachi - pretty good, huh? Fire Punch is just there to deal with nosy Steels like Forretress and Scizor.

Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/252 Atk/4 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Rest
- Sleep Talk
- Stone Edge
RestTalk Machamp is one of the earliest Machamp sets of D/P. With No Guard, Machamp's 100% accurate Dynamicpunch is a huge reason why it is considered one of the most powerful and most annoying Pokémon in today's metagame. DynamicPunch gets STAB off of Machamp, and comes off a 100 Base Power with a 100% chance of confusing the opponent. The only problem with the move, its 50% accuracy, is solved by No Guard, which enables it to hit every time. Stone Edge, another move with accuracy issues, also is solved by this. Stone Edge hits Ghosts and Psychics for neutral damage, as well as being Super effective against the world's Flying-types. Rest and Sleep Talk allow me to heal myself fully, and still use moves while asleep.






I hope you like my team, thank you in advance for taking time out of your busy schedule to rate it!
Threat list
Defensive Threats




















Offensive Threats



























