**EDIT: MADE SOME CHANGES TO ORIGINAL TEAM**
Nixed Scizor for Latios and changed some held items and movesets and added nicknames cause I can.
(Other changes are beside original crossed out)
Alright, check it. I've been using this team for quite some time, and I've done pretty darn well. I think, though, it's time for scizor to retire. He's a glaring fire weakness (which I have plenty of as it is) and really doesn't have the payoff that he used to. I'm thinking of replacing him with Latios/as. Thoughts? Builds?
Also, of course, please rate my team
Ferrothorn (Stalin) (M) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
-Toxic Thunder Wave
- Power Whip
-Explosion Spikes
Ferrothorn is a straight wall. The strategy is to toxic, leech seed, stall, explode when HP gets too low. Plus, the Iron barbs/Rocky helmet combo is a deadly one for physical attackers. Thinking of subbing explosion for spikes. Power whip is, of course, so that Ferro won't be totally useless after setting up and so that he has a decent attack option. Originally, I had him set with ingrain and a big root instead of rocky helm to boost his recovery options and make him nothing but a staller, however, without a mean look setup and the inability to switch after ingrain, I couldn't find much use for that setup in OU. EVs are all defensive to increase walling capabilty and to max out that life bar. The extra SDef EVs are to survive those darn flamethrower abusers that are all over the place.
Latios (Bill Cosby) @ Life Orb
Trait: Levitate
EV's 252 SpAtk / 252 Spd / 4 HP
Timid Nature (+Spd / -Atk)
-Draco Meteor
-Psyshock
-Surf
-(undecided, currently using Roost since my HP is psychic and I don't generally hack)
Looking for suggestions
Life orb Latios is a force to be reckoned with and is a potent special sweeper. Found great success as a secondary lead in, and I found he can still outspeed and OHKO non-scarfed Garchomp after taking the stat reduction from Draco Meteor once which is oh-so-useful against unsuspecting enemies predicting a swap after I take out the lead-in. Did this successfully twice today (the first time I just spaced on the stat reduction, but was pleasantly surprised!) Looking for something to put in slot 4.
Jellicent (UJelly?) (M) @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow ball
-Ice Beam Toxic (renders Blissey near useless)
Jellicent is my ace in the hole. I've won many a match with Jellicent as my last man standing. His role is to basically just hang out and be bulky, burn the enemy, crippling physical attackers, and outlast while dealing neutral damage. Cursed body is amazing when it takes effect, and is often a game changer. I value it over water absorb because it is rare Jellicent sees water attacks as a threat. Shadow ball and ice beam have fair neutral coverage along with Scalds nice burn potential, which has great synergy with his special bulk and resistances. I gave him leftovers primarily to help him withstand sandstorms, as he's the only one on my team affected by them (I have T-tar further down) I've considered energy ball as an alternative to ice beam, but I feel that creates poor synergy with Ferrothorn. His EVs are all setup for boosting defensive capability and maximizing survivability. I love this setup and almost refuse to change.
Heatran (R. Nixon) (F) @Choice Scarf ??????? (thinking Air balloon?)
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Earth Power
-Dragon Pulse ???????? (suggestions welcome, thinking flamethrower for accuracy?)
- Hidden Power [Ice]
Good 'ol Heatran! This build is directly out of the smogon description. If it ain't broke, don't fix it! The fire immunity is a major help on this guy too. This little guy has some heavy hitting special sweeping options. Fire blast makes a powerful STAB, Earth Power is to help deal with other Heatran, Dragon pulse is mainly to deal with Dragonite and the increasingly common Hydreigon, and HP ice works to help take down birds, though I'm worried about its synergy with Dragon Pulse. I ran ancientpower for some time and it was about equally as useful. His EVs are setup purely for special sweeping, to outspeed and hit hard, with 4 EVs in HP to add a little extra life bar.
Garchomp (Kumar) Choice Band
Trait: Rough Skin
EVs: 252 Atk / 252 Spd / 4 Hp
Jolly Nature (+Spe / -SAtk)
-Outrage
-Earthquake
-Fire Fang
-Aqua Tail Stealth Rock
CHOMP, CHOMP! This little guy is one hella sweeper! He's got the speed, he's got the strength, he's got the RRRRRRAAAAGE! Heh, joking aside; yes, he's predictable, but that hasn't made a bit of difference. He's a machine with outrage, unresisted, he's never failed to 2HKO an enemy (unless he gets picked off). Earthquake serves its usual purpose, while Fire Fang makes Steel types regret switching in and aqua tail handles business in the rain. Garchomp has served me very well, especially as a revenge killer. In fact, I often give him focus sash to revenge kill, take the hit, and either severely wound or KO the switch-in. It's marvelous.
Tyranitar (Windows'95) (F) choice scarf
Trait: Sand Stream
EVs: 44 HP / 252 Atk / 44 Def / 168 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
-Crunch (thinking pursuit? Thunderbolt helps mitigate Politoed switch-ins)
- Thunderbolt
Dino-Myte! Dino here serves two main functions, a physical sweeper and a weather counter. STAB crunch serves to help deal with those pesky psychic types and thunderbolt is kind of a last ditch measure, though I almost feel the slot is wasted. Earthquake, of course, is near obligatory on T-tar nowadays and Stone edge makes for a scary STAB. He switches in surprisingly well on weather casters like Ninetails and Rain dance Defensive Starmie, especially with focus sash to guarantee retaliatory strikes. Sometimes I'll run a choice scarf for the speed boost or lightning gem to boost emergency Thunderbolt to see to rain teams. I find him difficult to maintain with choice items, but perhaps my strategy is lacking. His EV spread focuses on maximizing attack while adding some survivability and a minor speed boost.
Nixed Scizor for Latios and changed some held items and movesets and added nicknames cause I can.
(Other changes are beside original crossed out)
Alright, check it. I've been using this team for quite some time, and I've done pretty darn well. I think, though, it's time for scizor to retire. He's a glaring fire weakness (which I have plenty of as it is) and really doesn't have the payoff that he used to. I'm thinking of replacing him with Latios/as. Thoughts? Builds?
Also, of course, please rate my team

Ferrothorn (Stalin) (M) @ Rocky Helmet
Trait: Iron Barbs
EVs: 252 HP / 88 Def / 168 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
-
- Power Whip
-
Ferrothorn is a straight wall. The strategy is to toxic, leech seed, stall, explode when HP gets too low. Plus, the Iron barbs/Rocky helmet combo is a deadly one for physical attackers. Thinking of subbing explosion for spikes. Power whip is, of course, so that Ferro won't be totally useless after setting up and so that he has a decent attack option. Originally, I had him set with ingrain and a big root instead of rocky helm to boost his recovery options and make him nothing but a staller, however, without a mean look setup and the inability to switch after ingrain, I couldn't find much use for that setup in OU. EVs are all defensive to increase walling capabilty and to max out that life bar. The extra SDef EVs are to survive those darn flamethrower abusers that are all over the place.

Latios (Bill Cosby) @ Life Orb
Trait: Levitate
EV's 252 SpAtk / 252 Spd / 4 HP
Timid Nature (+Spd / -Atk)
-Draco Meteor
-Psyshock
-Surf
-(undecided, currently using Roost since my HP is psychic and I don't generally hack)
Looking for suggestions
Life orb Latios is a force to be reckoned with and is a potent special sweeper. Found great success as a secondary lead in, and I found he can still outspeed and OHKO non-scarfed Garchomp after taking the stat reduction from Draco Meteor once which is oh-so-useful against unsuspecting enemies predicting a swap after I take out the lead-in. Did this successfully twice today (the first time I just spaced on the stat reduction, but was pleasantly surprised!) Looking for something to put in slot 4.

Jellicent (UJelly?) (M) @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 216 Def / 44 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Scald
- Shadow ball
-
Jellicent is my ace in the hole. I've won many a match with Jellicent as my last man standing. His role is to basically just hang out and be bulky, burn the enemy, crippling physical attackers, and outlast while dealing neutral damage. Cursed body is amazing when it takes effect, and is often a game changer. I value it over water absorb because it is rare Jellicent sees water attacks as a threat. Shadow ball and ice beam have fair neutral coverage along with Scalds nice burn potential, which has great synergy with his special bulk and resistances. I gave him leftovers primarily to help him withstand sandstorms, as he's the only one on my team affected by them (I have T-tar further down) I've considered energy ball as an alternative to ice beam, but I feel that creates poor synergy with Ferrothorn. His EVs are all setup for boosting defensive capability and maximizing survivability. I love this setup and almost refuse to change.

Heatran (R. Nixon) (F) @
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Earth Power
-
- Hidden Power [Ice]
Good 'ol Heatran! This build is directly out of the smogon description. If it ain't broke, don't fix it! The fire immunity is a major help on this guy too. This little guy has some heavy hitting special sweeping options. Fire blast makes a powerful STAB, Earth Power is to help deal with other Heatran, Dragon pulse is mainly to deal with Dragonite and the increasingly common Hydreigon, and HP ice works to help take down birds, though I'm worried about its synergy with Dragon Pulse. I ran ancientpower for some time and it was about equally as useful. His EVs are setup purely for special sweeping, to outspeed and hit hard, with 4 EVs in HP to add a little extra life bar.

Garchomp (Kumar) Choice Band
Trait: Rough Skin
EVs: 252 Atk / 252 Spd / 4 Hp
Jolly Nature (+Spe / -SAtk)
-Outrage
-Earthquake
-Fire Fang
-
CHOMP, CHOMP! This little guy is one hella sweeper! He's got the speed, he's got the strength, he's got the RRRRRRAAAAGE! Heh, joking aside; yes, he's predictable, but that hasn't made a bit of difference. He's a machine with outrage, unresisted, he's never failed to 2HKO an enemy (unless he gets picked off). Earthquake serves its usual purpose, while Fire Fang makes Steel types regret switching in and aqua tail handles business in the rain. Garchomp has served me very well, especially as a revenge killer. In fact, I often give him focus sash to revenge kill, take the hit, and either severely wound or KO the switch-in. It's marvelous.

Tyranitar (Windows'95) (F) choice scarf
Trait: Sand Stream
EVs: 44 HP / 252 Atk / 44 Def / 168 Spd
Adamant Nature (+Atk, -SAtk)
- Earthquake
- Stone Edge
-
- Thunderbolt
Dino-Myte! Dino here serves two main functions, a physical sweeper and a weather counter. STAB crunch serves to help deal with those pesky psychic types and thunderbolt is kind of a last ditch measure, though I almost feel the slot is wasted. Earthquake, of course, is near obligatory on T-tar nowadays and Stone edge makes for a scary STAB. He switches in surprisingly well on weather casters like Ninetails and Rain dance Defensive Starmie, especially with focus sash to guarantee retaliatory strikes. Sometimes I'll run a choice scarf for the speed boost or lightning gem to boost emergency Thunderbolt to see to rain teams. I find him difficult to maintain with choice items, but perhaps my strategy is lacking. His EV spread focuses on maximizing attack while adding some survivability and a minor speed boost.
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