This is a team I'm working on building for Wi-Fi battles, but I'm testing and playing it in simulators in OU, making sure it's competatively capable. There isn't a gimmick, and the name was given by a friend who was watching me test it, rather successfully a few times.
Images from Serebii
Also, I included their nicknames. I feel they're important.
The point of this team, after all is said and done, is to break out of the more popular OU pokemon, and try to string a group together that would be suprising and unusal, though not based on the Gimmick of being suprising and unusual to point, as everything on my team can stand alone pretty well, but more importantly, works together well as a team, covering each other, allowing crazy switches, and winning battles.
Nickname: Raider
Arcanine @ Charcoal
Ability: Flash Fire
EVs: 4 HP / 252 Attack / 252 Speed
Nature: Adamant
- Extreme Speed
- Wild Charge
- Flare Blitz
- Close Combat
This guy does a few things on this team. For starters, I went w/ Flash Fire rather than Intimidate to allow him to switch in on Fire moves (Which threaten Mawile, Scissor and hurt Dry Skin Heliolisk) without penalty, and because of his rather suicidal build, it certainly helps keep him alive, and that 240 base Flare Blitz isn't something to be scoffed at. He's also a beast vs. Sun threats. Generally though, he acts as an early heavy hitter or a great cleaner.
Nickname: Got the nickname idea from Berzerk, namely Hawk's Raiders
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Nickname: Vigilante
Gliscor @ Toxic Orb
Ability: Toxic Heal
EVs: 252 HP / 252 Def / 4 Speed
Nature: Impish
- Earthquake
- Rock Slide
- Toxic
- Protect
Who hasn't seen this set before? Okay. No big surprises here. This guy is my big ol beefy physical wall, my go to switch vs. SE EQ (Good cover for Arcanine and Mawile), and otherwise just cancer for everybody. I run Rock Slide because it gives me some more coverage, and a way to deal w/ Talonflame, and pop the occasional Ballon, and with his higher base speed he can get a flinch in if I'm lucky, helping the Stall out. He's a good answer to Sunny problems that kill Arcanine, as well as immune to Sand. Roost is great surviablity. The cap to this guy is that he is also a status Sponge w/ Poison Heal and Toxic Orb protecting him from Sleep, Burn, etc.
Nickname: I ain't sayin he's Batman, but I've never seen him and Batman together
_________________________________________________________________
Nickname: Valkyrie
Mawile @ Mawilite
Ability: Intimidate -> Huge Power
EVs: 124 HP / 252 Attack / 132 Speed
Nature: Impish
- Sucker Punch
- Play Rough
- Sword Dance
- Fire Fang
This guy fills a similar role to Arcanine in that he put a lot of physical pressure on the field, and cleans up rather nicely. There have, however, been battles where I would just switch him in and out for the intimidate. On my team, he answers physical walls well. Fire Fang gets the 4x agsinst Forretress and Ferrothorn and is great coverage on this guy. Sucker Punch is his saving grace though, with his low speed, he needs priority. Play Rough is my STAB of choice. Swords Dance is great if Intimidate forces the switch, and getting that +2 on Mawile can be a huge game changer.
Nickname: All of my usable Mawiles have been female... The name seemed only right
_________________________________________________________________
Nickname: Panzer
Scissor @ Leftovers
Ability: Technician
EVs:
Nature:
- Bullet Punch
- Roost
- Defog
- U-Turn
This guys primary role is Defogging away rocks. He serves well, and can even revenge kill a little bit w/ some priority. He can deal damage, but mostly serves as a defensive pivot for things Gliscor doesn't want to deal with to help get things like Arcanine and Meinshao out with a safe U-Turn or to draw out fire moves.
Nickname: It's the German word for tank, because who else but the Germans would wear a coat made of metal and then become more BA?
_________________________________________________________________
Nickname: Drifter
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Attack / 4 Sp. Def / 252 Speed
Nature: Jolly
- Fake Out
- Knock Off
- High Jump Kick
- U-Turn
Mienshao adds an odd element to the team. He's my scout. Fake Out and Knock Off are great tools when out speeding my opponent, and can realy hurt a Stall team. High Jump Kick is the obvious STAB of choice for good damage. U-Turn is the common pair up with Regenerator which both work well with Life Orb adding to his overall damage output. This set up makes him excellant at running out into Stall mons, greatly hindering their ability to stall, and allowing me to pick the appropriate answer with a U-Turn. Knock Off also adds a good answer for predictable Ghost switches for some serious punishment.
Nickname: I've seen Bunraku about seven or eight times now, and the "cowboy with no guns" character is one of my favorites, and is listed in the credits as "The Drifter."
_________________________________________________________________
Nickname: The Bard
Heliolisk @ Assault Vest
Ability: Dry Skin
EVs: 252 Sp. A / 252 Speed / 4 Sp. Def
Nature: Timid
- Surf / HP[Ice] (Depends on final breeding)
- Thunderbolt
- Dark Pulse
- Volt Switch
Pure Speed on top of awesome coverage and the ability to suck up a water hit for no money down. I loved this guy the first time I saw him. Packing surf/HP[Ice] to counter his only weakness for predictable switches. Dark Pulse is for switching into Ghosts like Aegislash using Shadow Sneak or Shadow Ball and getting the faster SE, though other mon on my team can hadle Aegislash well, and usually I just Volt Switch into Gliscor. Thunderbolt allows him to stay out against stronger special Attackers while still getting STAB bonus. The Assault vest is a weird combo in this instance, but with his decent bulk, ability to heal against water moves (one of the common special attacker types), having no weaknesses to anything but Focus Miss and Sp. Lucario and a resistance to Electric make it a nice fit, and has done wonders for me.
Nickname: NOBODY SUSPECTS THE BARD!
___________________________________________________________________________________
Overall
My primary goal here was to try to work a lot of synergy into the team. Every choice on each mon is based not only on the mon itself, but also how it effects the team as a whole. The team has enough immunities to each others' weaknesses to provide excellant switching capabilities: Aracnine can eat fire moves for free for Mawile, Heliolisk can eat water moves for Arcanine, Gliscor can eat Earthquakes for the whole team. As for status effects, almost my whole team is packing immunities. Arcanine not only cannot be burned, but (save Scald) gets a buff from burn attemps; Heliolisk is immune to Paralysis; Maw is immune to Poison; Gliscor, when already poisoned, is effectivly immune to all the major status effects. I've enjoyed the use of this team with careful decesion making and earned many rewarding victories. Goodra and Meinshao are the only ones who needs to worry about status effects, and they have a lot of switch options in those scenarios.
Ultimatly, unless I run into Uber tiers or make poor life choices, I don't ever get quickly swept, and have the fun sort of battles that I love from this game.
------------------Updates-----------------------
[12/18/2013]: Changed Hariyama's EV spreads primarily into Defense w/ Lefti Number. Swapped Skarmory and Starmi for Scissor and Heliolisk.
[1/3/2013]: Swapped Scissor for Mandibuzz
[1/14/2014]: Dropped Mandibuzz and Hariyama. Added Goodra and Mienshao.
[1/21/2014]: Updated post. Altered EV spreads. Alterted text to look like this for information I specifically want help working on.
[1/22/2014]: Brought back Scissor, replacing Goodra. Trying new item set ups and EVs. Added a Strategy section.
[1/23/2014]: Retired team in general.
Images from Serebii
Also, I included their nicknames. I feel they're important.

The point of this team, after all is said and done, is to break out of the more popular OU pokemon, and try to string a group together that would be suprising and unusal, though not based on the Gimmick of being suprising and unusual to point, as everything on my team can stand alone pretty well, but more importantly, works together well as a team, covering each other, allowing crazy switches, and winning battles.

Nickname: Raider
Arcanine @ Charcoal
Ability: Flash Fire
EVs: 4 HP / 252 Attack / 252 Speed
Nature: Adamant
- Extreme Speed
- Wild Charge
- Flare Blitz
- Close Combat
This guy does a few things on this team. For starters, I went w/ Flash Fire rather than Intimidate to allow him to switch in on Fire moves (Which threaten Mawile, Scissor and hurt Dry Skin Heliolisk) without penalty, and because of his rather suicidal build, it certainly helps keep him alive, and that 240 base Flare Blitz isn't something to be scoffed at. He's also a beast vs. Sun threats. Generally though, he acts as an early heavy hitter or a great cleaner.
Nickname: Got the nickname idea from Berzerk, namely Hawk's Raiders
_________________________________________________________________

Nickname: Vigilante
Gliscor @ Toxic Orb
Ability: Toxic Heal
EVs: 252 HP / 252 Def / 4 Speed
Nature: Impish
- Earthquake
- Rock Slide
- Toxic
- Protect
Who hasn't seen this set before? Okay. No big surprises here. This guy is my big ol beefy physical wall, my go to switch vs. SE EQ (Good cover for Arcanine and Mawile), and otherwise just cancer for everybody. I run Rock Slide because it gives me some more coverage, and a way to deal w/ Talonflame, and pop the occasional Ballon, and with his higher base speed he can get a flinch in if I'm lucky, helping the Stall out. He's a good answer to Sunny problems that kill Arcanine, as well as immune to Sand. Roost is great surviablity. The cap to this guy is that he is also a status Sponge w/ Poison Heal and Toxic Orb protecting him from Sleep, Burn, etc.
Nickname: I ain't sayin he's Batman, but I've never seen him and Batman together
_________________________________________________________________

Nickname: Valkyrie
Mawile @ Mawilite
Ability: Intimidate -> Huge Power
EVs: 124 HP / 252 Attack / 132 Speed
Nature: Impish
- Sucker Punch
- Play Rough
- Sword Dance
- Fire Fang
This guy fills a similar role to Arcanine in that he put a lot of physical pressure on the field, and cleans up rather nicely. There have, however, been battles where I would just switch him in and out for the intimidate. On my team, he answers physical walls well. Fire Fang gets the 4x agsinst Forretress and Ferrothorn and is great coverage on this guy. Sucker Punch is his saving grace though, with his low speed, he needs priority. Play Rough is my STAB of choice. Swords Dance is great if Intimidate forces the switch, and getting that +2 on Mawile can be a huge game changer.
Nickname: All of my usable Mawiles have been female... The name seemed only right
_________________________________________________________________

Nickname: Panzer
Scissor @ Leftovers
Ability: Technician
EVs:
Nature:
- Bullet Punch
- Roost
- Defog
- U-Turn
This guys primary role is Defogging away rocks. He serves well, and can even revenge kill a little bit w/ some priority. He can deal damage, but mostly serves as a defensive pivot for things Gliscor doesn't want to deal with to help get things like Arcanine and Meinshao out with a safe U-Turn or to draw out fire moves.
Nickname: It's the German word for tank, because who else but the Germans would wear a coat made of metal and then become more BA?
_________________________________________________________________

Nickname: Drifter
Mienshao @ Life Orb
Ability: Regenerator
EVs: 252 Attack / 4 Sp. Def / 252 Speed
Nature: Jolly
- Fake Out
- Knock Off
- High Jump Kick
- U-Turn
Mienshao adds an odd element to the team. He's my scout. Fake Out and Knock Off are great tools when out speeding my opponent, and can realy hurt a Stall team. High Jump Kick is the obvious STAB of choice for good damage. U-Turn is the common pair up with Regenerator which both work well with Life Orb adding to his overall damage output. This set up makes him excellant at running out into Stall mons, greatly hindering their ability to stall, and allowing me to pick the appropriate answer with a U-Turn. Knock Off also adds a good answer for predictable Ghost switches for some serious punishment.
Nickname: I've seen Bunraku about seven or eight times now, and the "cowboy with no guns" character is one of my favorites, and is listed in the credits as "The Drifter."
_________________________________________________________________

Nickname: The Bard
Heliolisk @ Assault Vest
Ability: Dry Skin
EVs: 252 Sp. A / 252 Speed / 4 Sp. Def
Nature: Timid
- Surf / HP[Ice] (Depends on final breeding)
- Thunderbolt
- Dark Pulse
- Volt Switch
Pure Speed on top of awesome coverage and the ability to suck up a water hit for no money down. I loved this guy the first time I saw him. Packing surf/HP[Ice] to counter his only weakness for predictable switches. Dark Pulse is for switching into Ghosts like Aegislash using Shadow Sneak or Shadow Ball and getting the faster SE, though other mon on my team can hadle Aegislash well, and usually I just Volt Switch into Gliscor. Thunderbolt allows him to stay out against stronger special Attackers while still getting STAB bonus. The Assault vest is a weird combo in this instance, but with his decent bulk, ability to heal against water moves (one of the common special attacker types), having no weaknesses to anything but Focus Miss and Sp. Lucario and a resistance to Electric make it a nice fit, and has done wonders for me.
Nickname: NOBODY SUSPECTS THE BARD!
___________________________________________________________________________________
Overall
My primary goal here was to try to work a lot of synergy into the team. Every choice on each mon is based not only on the mon itself, but also how it effects the team as a whole. The team has enough immunities to each others' weaknesses to provide excellant switching capabilities: Aracnine can eat fire moves for free for Mawile, Heliolisk can eat water moves for Arcanine, Gliscor can eat Earthquakes for the whole team. As for status effects, almost my whole team is packing immunities. Arcanine not only cannot be burned, but (save Scald) gets a buff from burn attemps; Heliolisk is immune to Paralysis; Maw is immune to Poison; Gliscor, when already poisoned, is effectivly immune to all the major status effects. I've enjoyed the use of this team with careful decesion making and earned many rewarding victories. Goodra and Meinshao are the only ones who needs to worry about status effects, and they have a lot of switch options in those scenarios.
Ultimatly, unless I run into Uber tiers or make poor life choices, I don't ever get quickly swept, and have the fun sort of battles that I love from this game.
------------------Updates-----------------------
[12/18/2013]: Changed Hariyama's EV spreads primarily into Defense w/ Lefti Number. Swapped Skarmory and Starmi for Scissor and Heliolisk.
[1/3/2013]: Swapped Scissor for Mandibuzz
[1/14/2014]: Dropped Mandibuzz and Hariyama. Added Goodra and Mienshao.
[1/21/2014]: Updated post. Altered EV spreads. Alterted text to look like this for information I specifically want help working on.
[1/22/2014]: Brought back Scissor, replacing Goodra. Trying new item set ups and EVs. Added a Strategy section.
[1/23/2014]: Retired team in general.
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