Overview: Why shy away from power creep when you can embrace it? I told myself this as I concocted this team of randomly strong mons that seemed fun. I didn't have any method to the madness initially, but as I began playtesting the team, I found this group to work quite well.
Forretress:
Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Rapid Spin
Custap Berry Forretress allows for the setting of hazards early-game, provided that there are no Magic Bounce users, spinners, or defoggers. If those conditions are true, then Forretress is guaranteed able to set down at least two entry hazards. Custap Berry allows for that second setting of hazards. Rapid Spin is useful when I am able to identify an opposing hazard setting Pokemon and am not able to OHKO it in time. Because of my team's momentum-based style, it is important to keep my side of the field clear while also keeping the opposing team's side of the field littered with hazards. Gyro Ball is for some utility attack power.
Rotom-Wash:
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
This is a classic choice specs Rotom-Wash set, designed for hard-hitting. It is also designed to take some hits from powerful water STAB attacks. Volt Switch allows for a powerful electric STAB on water or flying types, while also providing necessary momentum. This is additionally useful against Skarmory, who is otherwise able to fend off parts of my team with some degree of success. Hydro Pump is the obligatory STAB move, and its specs-boosted variant packs a punch even against neutral threats. Hidden Power Ice is useful to take out ground types and dragon types. Problematic pokemon that fall prey to HP ice include Gliscor and Landorus-Therian. Trick is another useful option for crippling opposing pokemon, and Rotom doesn't usually mind a different item so much.
Infernape:
Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Close Combat
- Grass Knot
- Mach Punch
Infernape is a true beast to behold. His function on this team is largely to wipe out opposing steel types. Flare Blitz is a powerful STAB that more or less eliminates most steel types. Close Combat is useful against Pokemon like Tyranitar and Heatran, who otherwise shrug off a flare blitz. Grass knot is incredibly useful against bulky water types, and it provides Infernape with extra coverage. Finally, Mach Punch acts as a useful late-game sweeper, provided that Forretress's hazards are still up. Infernape has a Focus Sash because it's essentially a revenge killer of sorts; the sash allows it to often guarantee an OHKO of some form, or at least a huge amount of damage.
Mega Diancie:
Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Calm Mind
- Moonblast
- Earth Power
- Psyshock
Mega Diancie is a true beast to behold. With Calm Mind, Mega Diancie is able to tank off most, if not all, special hits, and hit back like a truck with STAB Moonblast. Earth Power takes care of opposing fire types, and psyshock eliminates threatening poison types like Mega Venusaur. After even one Calm Mind, Mega Diancie is able to sweep easily and surely. Diancie only fears steel types, which is what Infernape serves to take care of.
Landorus-Therian:
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Landorus-Therian might be the best scarfer in OU. With a nearly unresisted combination of earthquake and stone edge, Landy is a sight to behold. U-turn provides additional momentum, and it can often switch easily into Rotom-Wash for a powerful and useful VoltTurn core. Knock Off provides additional coverage against normally annoying psychic types. Also, it acts as a good "guess" attack, if I am not sure about whether or not a Pokemon is going to switch.
Azumarill:
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
This is a classic Azumarill set, one that is very difficult to counter or otherwise do anything to. The idea is to set up on an otherwise unsuspecting Pokemon, and sweep. Azumarill's counters, like Mega Venusaur and Rotom-Wash, are made to clear out by Infernape/Diancie or Landorus-Therian/Rotom-Wash respectively. Once set up, and given entry hazard support, Azumarill is able to facilitate a clean sweep. Even if it cannot set up, Play Rough provides good physical fairy coverage, aqua jet is a powerful cleaner, and knock off has immense utility.
Weaknesses:
With extensive ladder testing, I have not found many teams that are capable of handling hyper offense like this. Theoretically, a good stall team should be able to do the trick, but I haven't encountered too many that do. Status inducers like Dusclops and Sableye provide an amount of trouble for this team. Also, teams with bulky water cores provide a small amount of trouble.
Replays:
http://replay.pokemonshowdown.com/ou-247042794






Forretress:

Forretress @ Custap Berry
Ability: Sturdy
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Spikes
- Gyro Ball
- Rapid Spin
Custap Berry Forretress allows for the setting of hazards early-game, provided that there are no Magic Bounce users, spinners, or defoggers. If those conditions are true, then Forretress is guaranteed able to set down at least two entry hazards. Custap Berry allows for that second setting of hazards. Rapid Spin is useful when I am able to identify an opposing hazard setting Pokemon and am not able to OHKO it in time. Because of my team's momentum-based style, it is important to keep my side of the field clear while also keeping the opposing team's side of the field littered with hazards. Gyro Ball is for some utility attack power.
Rotom-Wash:
Rotom-Wash @ Choice Specs
Ability: Levitate
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Hydro Pump
- Hidden Power [Ice]
- Trick
This is a classic choice specs Rotom-Wash set, designed for hard-hitting. It is also designed to take some hits from powerful water STAB attacks. Volt Switch allows for a powerful electric STAB on water or flying types, while also providing necessary momentum. This is additionally useful against Skarmory, who is otherwise able to fend off parts of my team with some degree of success. Hydro Pump is the obligatory STAB move, and its specs-boosted variant packs a punch even against neutral threats. Hidden Power Ice is useful to take out ground types and dragon types. Problematic pokemon that fall prey to HP ice include Gliscor and Landorus-Therian. Trick is another useful option for crippling opposing pokemon, and Rotom doesn't usually mind a different item so much.
Infernape:

Infernape @ Focus Sash
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Flare Blitz
- Close Combat
- Grass Knot
- Mach Punch
Infernape is a true beast to behold. His function on this team is largely to wipe out opposing steel types. Flare Blitz is a powerful STAB that more or less eliminates most steel types. Close Combat is useful against Pokemon like Tyranitar and Heatran, who otherwise shrug off a flare blitz. Grass knot is incredibly useful against bulky water types, and it provides Infernape with extra coverage. Finally, Mach Punch acts as a useful late-game sweeper, provided that Forretress's hazards are still up. Infernape has a Focus Sash because it's essentially a revenge killer of sorts; the sash allows it to often guarantee an OHKO of some form, or at least a huge amount of damage.
Mega Diancie:

Diancie @ Diancite
Ability: Clear Body
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Calm Mind
- Moonblast
- Earth Power
- Psyshock
Mega Diancie is a true beast to behold. With Calm Mind, Mega Diancie is able to tank off most, if not all, special hits, and hit back like a truck with STAB Moonblast. Earth Power takes care of opposing fire types, and psyshock eliminates threatening poison types like Mega Venusaur. After even one Calm Mind, Mega Diancie is able to sweep easily and surely. Diancie only fears steel types, which is what Infernape serves to take care of.
Landorus-Therian:

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Landorus-Therian might be the best scarfer in OU. With a nearly unresisted combination of earthquake and stone edge, Landy is a sight to behold. U-turn provides additional momentum, and it can often switch easily into Rotom-Wash for a powerful and useful VoltTurn core. Knock Off provides additional coverage against normally annoying psychic types. Also, it acts as a good "guess" attack, if I am not sure about whether or not a Pokemon is going to switch.
Azumarill:

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
This is a classic Azumarill set, one that is very difficult to counter or otherwise do anything to. The idea is to set up on an otherwise unsuspecting Pokemon, and sweep. Azumarill's counters, like Mega Venusaur and Rotom-Wash, are made to clear out by Infernape/Diancie or Landorus-Therian/Rotom-Wash respectively. Once set up, and given entry hazard support, Azumarill is able to facilitate a clean sweep. Even if it cannot set up, Play Rough provides good physical fairy coverage, aqua jet is a powerful cleaner, and knock off has immense utility.
Weaknesses:
With extensive ladder testing, I have not found many teams that are capable of handling hyper offense like this. Theoretically, a good stall team should be able to do the trick, but I haven't encountered too many that do. Status inducers like Dusclops and Sableye provide an amount of trouble for this team. Also, teams with bulky water cores provide a small amount of trouble.
Replays:
http://replay.pokemonshowdown.com/ou-247042794