





INTRODUCTION
I typically enjoy making teams based around something you don't see everyday (although they usually end up being horrible) and recently I found a new love in Bouffalant. You almost never see him on serious teams but I've been determined to give him the support he needs to really make him shine in OU. I've actually had some pretty surprising success with this team, let me know what you think.
TEAM BUILDING PROCESS


Obviously I wanted to use the Afro Bull, and his biggest weakness is his speed. Trick Room is a great way to remedy this problem, but I didn't want to make a full Trick Room team. Reuniclus is one of the best users of Trick Room out there and resists Bouffalants Fighting weakness, so he was an easy choice.



Many Bouffalants moves involve recoil damage, so I felt a Wish Passer would be a great idea. Vaporeon has always been a pain for my teams in the past, so I decided to give her a try.




I also wanted a reliable way to take out Scizor and other steel types that threatened my team, and you can't get better than Magnezone.





The team also wanted entry hazards with spin support, Forretress can easily handle this while serving as a defensive wall for my team.






Finally I wanted a speedy powerful revenge killer that could clean up late game, Terrakion filled the slot perfectly.






Vaporeon sounded good on paper, but her strategy just didn't fit my playstyle and she ended up just being dead weight more often than not. I decided to try out Slowbro with his new Regenerator ability as a reliable bulky water and a way to take out Gliscor.






Slowbro was doing alright but his damage output always left something to be desired. I end up using Starmie on almost all of my teams so I wanted to avoid her, but I eventually cracked and she is now one of the strongest members of the team.






After some extensive testing and some advise from Jimbon, I realized that while Starmie was a powerful force on my team, she also held a little redundancy alongside the rest of the team. A switch to Rotom-W gave me a better check to rain, along with some of the top threats in the metagame.
IN DEPTH

Bouffalant (M) @ Choice Band
Trait: Sap Sipper
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Head Charge
- Earthquake
- Wild Charge
- Superpower
The star of my team, Bouffalant is equipped with a Choice Band maximizing his already high damage output. Sap Sipper allows him to switch in on the likes of Amoongus, Ferrothorn, Venusaur, Breloom, Abomasnow, Celebi, and anything else using a grass move with some simple prediction for a free attack boost. Head Charge is his main STAB doing silly amounts of damage that very few Pokemon (barring Steel and Ghost types) can switch into. While the recoil of it and Wild Charge are unfavorable, they both allow him to punch huge holes in the opposing team. Earthquake and Superpower are there for type coverage but hit many threats for super effective damage. The EV's I honestly got from his analysis in the forums and I haven't gotten around to changing them. I'm not quite sure what the 124 Speed EV's allow him to outspeed but I will probably change it to just 252 HP unless one of you has a better idea.

Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Shadow Ball
- Focus Blast
- Psyshock
Very standard set for Reuniclus. Trick Room allows him to outspeed most everything for 5 turns and Shadow Ball/Focus Blast give him perfect coverage. STAB Psyshock allows him to take out Blissey along with some other Special Walls and Magic Guard saves him from the residual damage of Sandstorm, Hail, burns, poison, etc. If he is KO'd while Trick Room is up, I will almost always switch to Bouffalant who will usually make as many OHKO's as there are turns left in Trick Room, a pretty nasty surprise. Moving on...

Rotom-W @ Chesto Berry
Trait: Levitate
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
It was originally recommended to me to use Will-O-Wisp over Thunder Wave, but after some testing paralysis benefited my team much more and allows Rotom to cripple some of its most common counters like Lati@s and Virizion. Rotom-W is my best check to rain teams, as he can sponge boosted water attacks and fire back a Volt Switch to keep momentum going for the team. This has great synergy with Forretress as both my special wall and physical wall can switch with ease. ChestoRest also allows Rotom reliable recovery, although it only works once.

Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Modest Nature (+SAtk, -Atk)
- Substitute
- Thunder
- Hidden Power [Fire]
- Flash Cannon
Magnezone traps the Steel types that might otherwise give this team problems. Air Balloon rids him of his Ground weakness allowing him more opportunities to switch in. I chose Thunder over Thunderbolt because of the prominence of rain in the metagame, but it causes him to struggle against sun teams. Even so, with 130 base SAtk, he is not easy to switch into. He also has great synergy with Reuniclus, who tends to lure out Scizor.

Forretress 2.0 (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature (+Def, -Atk)
- Stealth Rock
- Rapid Spin
- Volt Switch
- Hidden Power Ice
I chose Stealth Rock over Spikes because it does more damage to bigger threats to my team, while also being easier to set up. Forretress is my physical wall, and a damn good one at that. His biggest niche in my team however is being able to check Dragons such as Salamence and Dragonite. Hidden Power Ice 2HKOs both of them while they are almost totally walled by Forretress (Minus a Dragonites Fire Punch). He also reliably counters Gliscor and can dent anything weak to Ice. Volt Switch ensures free switch ins for the rest of my team alongside 0 Speed IVs.

Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Sacred Sword
Terrakion is simply a monster. Outspeeding most of the metagame with his Choice Scarf, Terrakion is one of the hardest Mons to switch into. Close Combat and Stone Edge provide incredible STAB coverage while X-Scissor takes down Psychic types that threaten him. Sacred Sword is there mainly as filler, but could be useful in certain situations. He makes an incredible revenge killer and I will usually save him for the end of the match when he can overwhelm the opposing team.
THREATLIST
I will redo the threatlist later
IMPORTABLE
Forretress (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 220 Def / 32 SAtk / 4 Spd
Bold Nature (+Def, -Atk)
- Stealth Rock
- Rapid Spin
- Volt Switch
- Hidden Power [Ice]
Rotom-W @ Chesto Berry
Trait: Levitate
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
Bouffalant (M) @ Choice Band
Trait: Sap Sipper
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Head Charge
- Earthquake
- Wild Charge
- Superpower
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Shadow Ball
- Focus Blast
- Psyshock
Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder
- Hidden Power [Fire]
- Flash Cannon
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake
Trait: Sturdy
EVs: 252 HP / 220 Def / 32 SAtk / 4 Spd
Bold Nature (+Def, -Atk)
- Stealth Rock
- Rapid Spin
- Volt Switch
- Hidden Power [Ice]
Rotom-W @ Chesto Berry
Trait: Levitate
EVs: 248 HP / 252 SDef / 8 Spd
Calm Nature (+SDef, -Atk)
- Hydro Pump
- Volt Switch
- Thunder Wave
- Rest
Bouffalant (M) @ Choice Band
Trait: Sap Sipper
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature (+Atk, -SAtk)
- Head Charge
- Earthquake
- Wild Charge
- Superpower
Reuniclus (M) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Shadow Ball
- Focus Blast
- Psyshock
Magnezone @ Air Balloon
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Thunder
- Hidden Power [Fire]
- Flash Cannon
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- X-Scissor
- Earthquake
FORMER MEMBERS

Starmie @ Expert Belt
Trait: Natural Cure
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Hydro Pump
- Ice Beam
- Thunderbolt
- Signal Beam/Psychic
Starmie was a great member of the team, but as stated earlier, her niche was a little redundant. Rotom-W supports the teams needs much more efficiently, but don't fret Starmie, you will be missed.

Forretress (M) @ Rocky Helmet
Trait: Sturdy
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Spikes
- Rapid Spin
- Volt Switch
- Counter
Yes Forretress is still on my team, but he now has a much different strategy so I felt his previous niche deserves a spot here. His surprise counter got me out of many situations, but sadly it had to go. Forretress 2.0 serves a much better niche in the team as a reliable Dragon check.
Well that's about it, I consider it to be one of my better teams, but it could use a little work so let me know your opinions. Happy rating!