A team I've had for a while and enjoyed some success with. Basic idea is to lock them into a move, then switch to a pokemon that resists the move that they're locked into.
Mesprit @ Choice Scarf
Ability: Levitate
EVs: 52 HP/204 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Trick
- U-turn
- Zen Headbutt
The lead. Against bulky leads, it Tricks them a scarf, against frailer leads, U-Turns or sets up Stealth Rock. When i play the team in OU, Zen Headbutt 2HKOs Machamp, and its a decent STAB anyway without having to split EVs. It can almost switch into Earthquakes mid-game if it survives. Don't really remember what the EVs were for though.
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Houndoom (M) @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
- Nasty Plot
Nasty Plot Set-Up sweeper. Takes Fire, Psychic and Grass attacks for the team easy, and uses the switch to set up or just predict their switch and attack. HP Grass is for Bulky waters, Flamethrower and Dark Pulse are for STAB. Considering HP Fighting to get Perfect coverage.
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Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/76 Def/140 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Thunder Wave
A special wall that is a minor threat at the same time. It soaks up Electric attacks for Poliwrath, has nice resistances, can take a hit when it needs to, spreads Paralysis, and can hit every Pokemon for neutral damage.
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Poliwrath (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Substitute
- Waterfall
- Ice Punch
- Focus Punch
Probably the most important member. After Mespirit and Rotom trick their scarves, its usually a Pursuit to the death for one of them, which gives Poliwrath a free switch in after they die and I get a Sub up, and I can Focus Punch from there easy. Takes Water attacks for Houndoom as well. and has useful resistances to Rock, Bug, Dark, Steel, Fire, and an immunity to Water.
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Miltank (F) @ Leftovers
Ability: Scrappy
EVs: 252 HP/136 Def/120 SDef
Impish nature (+Def, -SAtk)
- Curse
- Body Slam
- Heal Bell
- Milk Drink
Cleric, cursing threat, and a pretty powerful wall all in one. Takes care of Rotom's weakness to Ghost, and with Poliwrath, covers it and Mespirit pretty well. If I get a curse round up, I can usually sweep teams with it. Scrappy takes care of ghosts.
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Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 SAtk/4 SDef
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
2nd Choice Scarfer. Tricking scarves off is important for my team, because it gives me lots of opportunities to switch in. For example, if I tricked a Gengar on the switch, its easy to predict a Shadow Ball and go to Miltank, giving me a free turn while they switch. Thunderbolt and Shadow Ball for STAB, Hidden Power for coverage. It also gives useful immunities to Fighting, Normal and Ground.
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Mesprit @ Choice Scarf
Ability: Levitate
EVs: 52 HP/204 Atk/252 Spd
Jolly nature (+Spd, -SAtk)
- Stealth Rock
- Trick
- U-turn
- Zen Headbutt
The lead. Against bulky leads, it Tricks them a scarf, against frailer leads, U-Turns or sets up Stealth Rock. When i play the team in OU, Zen Headbutt 2HKOs Machamp, and its a decent STAB anyway without having to split EVs. It can almost switch into Earthquakes mid-game if it survives. Don't really remember what the EVs were for though.
---
Houndoom (M) @ Life Orb
Ability: Flash Fire
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Flamethrower
- Dark Pulse
- Hidden Power [Grass]
- Nasty Plot
Nasty Plot Set-Up sweeper. Takes Fire, Psychic and Grass attacks for the team easy, and uses the switch to set up or just predict their switch and attack. HP Grass is for Bulky waters, Flamethrower and Dark Pulse are for STAB. Considering HP Fighting to get Perfect coverage.
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Lanturn (M) @ Leftovers
Ability: Volt Absorb
EVs: 40 HP/76 Def/140 SAtk/252 SDef
Calm nature (+SDef, -Atk)
- Surf
- Ice Beam
- Thunderbolt
- Thunder Wave
A special wall that is a minor threat at the same time. It soaks up Electric attacks for Poliwrath, has nice resistances, can take a hit when it needs to, spreads Paralysis, and can hit every Pokemon for neutral damage.
---
Poliwrath (M) @ Leftovers
Ability: Water Absorb
EVs: 252 HP/252 Atk/4 Def
Adamant nature (+Atk, -SAtk)
- Substitute
- Waterfall
- Ice Punch
- Focus Punch
Probably the most important member. After Mespirit and Rotom trick their scarves, its usually a Pursuit to the death for one of them, which gives Poliwrath a free switch in after they die and I get a Sub up, and I can Focus Punch from there easy. Takes Water attacks for Houndoom as well. and has useful resistances to Rock, Bug, Dark, Steel, Fire, and an immunity to Water.
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Miltank (F) @ Leftovers
Ability: Scrappy
EVs: 252 HP/136 Def/120 SDef
Impish nature (+Def, -SAtk)
- Curse
- Body Slam
- Heal Bell
- Milk Drink
Cleric, cursing threat, and a pretty powerful wall all in one. Takes care of Rotom's weakness to Ghost, and with Poliwrath, covers it and Mespirit pretty well. If I get a curse round up, I can usually sweep teams with it. Scrappy takes care of ghosts.
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Rotom @ Choice Scarf
Ability: Levitate
EVs: 252 Spd/252 SAtk/4 SDef
Modest nature (+SAtk, -Atk)
- Trick
- Thunderbolt
- Shadow Ball
- Hidden Power [Fighting]
2nd Choice Scarfer. Tricking scarves off is important for my team, because it gives me lots of opportunities to switch in. For example, if I tricked a Gengar on the switch, its easy to predict a Shadow Ball and go to Miltank, giving me a free turn while they switch. Thunderbolt and Shadow Ball for STAB, Hidden Power for coverage. It also gives useful immunities to Fighting, Normal and Ground.
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