The Original 150: A Kanto OU Team
Hi everyone! This is my first RMT, and I decided to challenge myself to creating a competitive OU team using only pokemon from Kanto. I understand certain Pokemon may not be ideal, and newer Pokemon would be better to use. When rating the team, please keep in mind only using the original 150 idea if possible. Also, I went into a bit of detail (forgive the length), but I feel it is necessary to understand my thoughts during battles when using this team to be used effectively. Let's get started!

The Trapper - Dugtrio @ Focus sash
Trait: Arena Trap
EVs: 252 Atk / 252 Speed / 4 Hp
Nature: Adamant
-Stealth Rock
-Sucker Punch
-Earthquake
-Stone Edge/Reversal
Poor Dugtrio. On the Viability list, he comes in as a "C" but the little trio performs many roles for the team and deserves more credit. Every team needs a Stealth Rocker, and, although he is fragile, Dugtrio's ability and power is extremely valuable to my team. It should be noted that Dug' requires a fair bit of prediction when to deploy him. If you examine the other team and don't see a Defog or Rapid Spin user, send Dugtrio out first and deploy Stealth Rock. If you see any steel type other than Skarmory, save Dugtrio until your opponent brings it out and you remove the Balloon. As long as the Focus Sash in unbroken, Dugtrio can stop Bisharp, Excadrill, Heatran, and Tyranitar (all of which can cause problems to my team's offense.
The moveset is pretty standard. Sucker punch allows me to hit the Lati@s hard and functions as a pseudo-priority move. Earthquake is the bread and butter of the set and allows me to take out the aforementioned Steel/Rock annoyances. The last move is a toss-up. I have personally used Stone Edge more because it allows Dugtrio to take out both Zards and Pinsir if Dug' is healthy, although Reversal would hit the Chansey and Tyranitars a lot harder. A word of warning: Dugtrio is a trapper and should be used early in the match. He will not sweep any team, but he will weaken or flat-out remove one problem you will face if used correctly.

Battery Jesus - The Defensive Messiah - Zapdos Leftovers
Trait: Pressure
EVs: 252 HP / 252 Def / 4 Sp. Atk.
Nature: Bold
-Defog
-Roost
-Thunderbolt
-Heat Wave
Originally, I was using a defensive Mew as a wall, but I rarely found myself being able to threaten anything with the 151st Pokemon. Enter AA-j / Zapdos. Zapdos is a fantastic physical wall. M-Pinsir and Talonflame are abundant in the metagame, and every team needs multiple answers to stop the duo. Zapdos allows me to challenge both of these threats, and fire off either a STAB Thunderbolt or Heat Wave. Defog helps me clear the field to ensure the health of my other Pokemon, and also helps Heat Wave become a 100% accurate move on whoever feels Zapdos' gentle breeze.
The main thing to keep in mind with Zapdos is his health. A good opponent will attempt to wittle down your physical wall, and allow their sweeper to rip open your team. When possible, Roost and stay alive. A common threat to most OU teams is the DeoBisharp Team, which will set up at least 2 hazards for your team to deal with and be a general pain. To combat this, I will bring in Zapdos to draw out a greedy Bisharp seeking a 2+ boost from the predicted defog, and hit hard back with Heat Wave. As with Dugtrio, pick and choose when to use the legendary electric bird.

The Set-Up Breaker - Clefable @ Leftovers
Trait: Unaware
EVs: 252 HP / 252 Def / 4 Sp. Atk.
Nature: Bold
- Calm Mind
- Moonblast
- Fire Blast
- Moonlight
At a glance, it may seem like I am using the wrong ability and awkward to have 2 defensive oriented Pokemon on the team. Magic Guard is a fantastic ability that allows Clefable to come in and sponge Will-O-Wisps and avoid all hazards. However, Clefable with Unaware catches so many teams off guard, and allows Clefable to Calm Mind up and open up huge holes, if not sweep the other team. Baton Pass teams are a particular treat for Clefable to just come in and utterly wreck.
Moonblast and Fire Blast allow Clefable to hit most Pokemon for neutral damage sans fire types such as Zard-Y, Heatran and Talonflame. Using Dug to either remove these problems and/or set up Stealth Rocks is crucial for keeping these threats at bay. Unaware Clefable is fantastic, and I use it on every OU team I create. Give it a try!

Magic Revenge: The Last Hope - Alakazam @ Focus Sash
Trait: Magic Guard
EVs: 252 Sp. Atk. / 252 Speed / 4 HP
Nature: Timid
- Psyshock
- Shadow Ball
- Dazzling Gleam
- Hidden Power Ice
Alakazam is the Pokemon I have struggled to use properly except to throw out as a last resort when a team has a sweeper that Clefable can't handle. I have tried using Gengar and Starmie in this slot, but Alakazam's ability ensures I will at least put a dent in something whereas the other 2 seem to struggle. Moveset is standard, and I prefer using HP Ice over HP Fire because this team struggles with SubToxic Gliscor and other bulky Ground/Flying types. This is a Pokemon I need most help with.

Sweeper #1 - The First Dragon - Dragonite @ Lum Berry
Trait: Multiscale
EVs: 252 Atk. / 252 Speed / 4 HP
Nature: Adamant
-ExtremeSpeed
-Outrage
-EarthQuake/Fire Punch
-Dragon Dance
The first of my two Physical Sweepers is Dragonite. In most battles, Dragonite is the late-game sweeper I rely on once the Steel/Fairy types have been removed. I have used Weakness Policy over Lum Berry, but I found Lum Berry allows Dragonite to stop any Smeargle team, or gain a DD without worrying about status from Thundurus-I, Rotom-W, etc. Another benefit is avoiding the confusion from a prolonged Outrage and allow Dragonite to continually weaken the other theam.
ExtremeSpeed allows Dragonite to pick off weakened enemies, and avoid Sucker Punches, Quick Attacks, or Ice Shards if Dragonite can kill the enemy. Outrage is the standard for punching a hole in the other team as long as all Fairy/Steel types have been removed. For the last moveslot, I have experimented with both EQ and Fire Punch, and found EQ to be more useful. EQ allows Dragonite to hit grounded Steel Types and Azumarill for neutral damage (Azu can be a problem for this team).

Sweeper #2: The Mega - Pinsir @ Pinsirite
Trait: Mold Breaker/Aerilate
EVs: 252 Atk. / 252 Speed / 4 HP
Nature: Jolly
Happiness: 0
-Swords Dance
-EarthQuake/Close Combat
-Frustration
-Quick Attack
The last and most crucial member of my team - Pinsir. Amazing how much can change between generations. For so long, Pinsir was stuck in the shadow of Heracross, but now Pinsir might be the single greatest OU pokemon this generation simply due to its Mega-Evolution.
Pinsir and Dragonite form a terrific duo by wearing down my opponent's wall for the other. I generally use Pinsir as the first attacker, and allow Pinsir to come in early to pick off something with Quick Attack and Mega-Evolve. Moveset is standard, although I am 50/50 on EQ or Close Combat. Seeing as I only am using the original 150, the Fighting Type is sorely lacking. Close Combat allows me to hit Tyranitar for an OHKO, but Pinsir would struggle against the ever abundant Aegislash. EQ seems more versatile, but CC allows Pinsir to have a bit of a surprise to him.
And that's it! Apologies for not including any damage calculations as of yet, but I promise to come back and input the calculations. Try out the team and let me know what you think!
Importable
Import/Export
Pinsir (F) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake
Clefable (M) @ Leftovers
Ability: Unaware
Happiness: 0
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 30 Atk
- Calm Mind
- Moonblast
- Fire Blast
- Moonlight
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 SAtk / 252 HP / 252 Def
Bold Nature
- Defog
- Roost
- Heat Wave
- Thunderbolt
Dragonite (F) @ Lum Berry
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- ExtremeSpeed
- Outrage
- Earthquake
- Dragon Dance
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Spd / 252 Atk / 4 HP
Hasty Nature
- Stealth Rock
- Sucker Punch
- Earthquake
- Stone Edge
Alakazam (M) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Hidden Power [Ice]
Pinsir (F) @ Pinsirite
Ability: Mold Breaker
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake
Clefable (M) @ Leftovers
Ability: Unaware
Happiness: 0
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
IVs: 30 Atk
- Calm Mind
- Moonblast
- Fire Blast
- Moonlight
Zapdos @ Leftovers
Ability: Pressure
EVs: 4 SAtk / 252 HP / 252 Def
Bold Nature
- Defog
- Roost
- Heat Wave
- Thunderbolt
Dragonite (F) @ Lum Berry
Ability: Multiscale
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- ExtremeSpeed
- Outrage
- Earthquake
- Dragon Dance
Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Spd / 252 Atk / 4 HP
Hasty Nature
- Stealth Rock
- Sucker Punch
- Earthquake
- Stone Edge
Alakazam (M) @ Focus Sash
Ability: Magic Guard
Shiny: Yes
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Hidden Power [Ice]