





So, here is my team. I'm relatively new to playing OU (usually just play Ubers, LC and doubles), because I always felt that OU was just pretty much the same every time with weather being so predominant in this meta-game. The first thing that came to my mind when creating my team was rain, so I began creating a generic, rain team. Then I got pretty bored of it, and turned it into a balanced team, then offense dominant and finally settled on what I have here. I'm currently at 27W:15L with a ACRE of 1652, which although is not great, is better than anything that I have managed in the past. Anyway, here is the full team.

Jirachi @ Air Balloon
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- Body Slam
- Iron Head
- Stealth Rock
- Fire Punch
First off, here is my Jirachi. When I was originally creating this team, I had ferro as my lead, but disliked him due to the lack of use after rocks/spikes were set. After looking at all of my options, I decided to give Jirachi a go. Usually, I use him or starmie as a lead. Air balloon is there to prevent any earthquakes from ohko'ing him before rocks are set up. Body slam and Iron head are pretty normal on jirachi, body slam the opponent until they are paralyzed, and then flinch them to death with iron head. I also have fire punch, so that I do not get completely walled by any steel types. The EV's are there so that he can live as long as possible (to get rocks up reliably) and still have a decent speed.

Dragonite @ Yache Berry
Trait: Multiscale
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Outrage
- Dragon Dance
- Superpower
- Earthquake
Next up is dragonite. I chose him because I needed something that could just destroy anything that is threatening to the other members of my team. He holds a yache berry because, when combined with multiscale, he rarely gets killed by ice beam, which is obviously a big threat to a Dragon/Flying type. It also allows him to get at least one dragon dance up before attacking. Outrage is my main attack, as at +1 it hurts pretty much anything a lot. I also have superpower and earthquake to deal with steel types that resist outrage, and wall him. (Although, looking at it now it seems pointless running two moves to do the same job, so I will probably change that)

Starmie @ Choice Scarf
Trait: Natural Cure
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hydro Pump
- Ice Beam
- Rapid Spin
- Trick
I chose starmie next for my team because I needed something with rapid spin (since Honchrow, dragonite and volcarona are all weak to it) and something with ice beam for dragons and flying types. He is holding a choice scarf and using trick because when I am not leading with jirachi, I can lead with starmie, and if they are using some sort of spikes lead like ferrothorn, I use trick to cripple them. The rest of the moves are pretty self-explanatory, rapid spin for support, hydro pump as the main STAB and ice beam for extra coverage.

Volcarona @ Focus Sash
Trait: Flame Body
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature
- Quiver Dance
- Fiery Dance
- Bug Buzz
- Giga Drain
I've always liked volcarona, and when you manage to get a quiver dance up, you can almost guarantee a KO or two. The set that I am using is nothing especially interesting, but it does its job. Focus sash is there so that you are guaranteed to get up a quiver dance. Fiery dance is great as just an all round attack, and the occasional boost in SpATK is nice. Bug Buzz is used as the second primary attack, to deal with any psychic types and Giga Drain is there for recovery and for water/ground types.

Honchkrow @ Life Orb
Trait: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Brave Bird
- Sucker Punch
- Superpower
- Pursuit
Next, I wanted some sort of revenge killer, and I discovered Honchkrow. I honestly don't understand why this guy is in UU. Once you get a kill using sucker punch, the rest of their team will also begin falling to it. Usually, I send him out and use sucker punch straight away. This either; a) KO's them and Honchkrow gets an attack boost to help against the other opponents, or b) they don't use an attacking move and when they switch out, I just pursuit then and do a good deal of damage to them anyway, if not killing them. Life orb is simply there just for some extra damage, jolly nature so that when not using sucker punch, it has a decent speed. Brave bird is used for another STAB which I can use against most things and superpower for anything that resists the other moves.

Magnezone @ Choice Specs
Trait: Magnet Pull
EVs: 252 HP / 252 SAtk / 4 Spd
Modest Nature
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
The final member of my team is magnezone. Now, I'm not too sure about this guy but I have been trying with him on the team and he seems alright. I needed someone to deal with water and other steel types, so I have thunderbolt and volt switch (should tbolt be changed since volt switch does the same job?) to deal with the water types, and HP Fire to deal with the steel types. Choice specs are there to give him that extra damage, to help with KO'ing everything reliably, and Magnet Pull traps the steel types so I can just beat them with HP Fire. I might end up changing him for something else, but I'm not too sure what I could use instead.
So, there is my team. I am open to any suggestions that you have and thanks for taking the time to give me a rate.