Hey Smogon. This is my first RMT, a fifth gen semi-stall OU team. I'm rather new to competitive pokemon, but I've had a decent amount of success with this team. Anyways, here's a quick overview:
Breloom (M) @ Life Orb
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Bullet Seed
- Mach Punch
- Stone Edge
I've always been a big 'Loom fan, ever since he made his debut back in Ruby. His huge attack stat and great STAB coverage was always a huge draw for me. And he's just gotten better with age: Poison Heal was one of the best abilities to be introduced in 4th gen, or for that matter, ever. Then when he got Technician for his DW ability, he became a terror instead of merely a menace. He's a great anti lead, OHKOing standard leads like Tyranitar with Mach Punch, and ties for speed with Politoed, usually resulting in what usually ends up in a OHKO with Bullet Seed. He's also a very good check to the moderately common Ninjask lead, using a Swords Dance or two to wait for him to use Sub and Protect, and then break through with Bullet Seed. Stone Edge is there for coverage, but it really doesn't see that much use, as he is outsped and OHKO'ed by just about all common Flying types. I used a standard EV spread, maximizing Speed to tie with other base 70's like Politoed and Attack for an attack stat that is 359 without a boost, and after a single Swords Dance skyrockets to an appalling 719. 29 HP IV's give it a Life Orb number. He doesn't tend to last too much longer then three rounds or so, so recoil isn't that often much of an issue.
Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Toxic Spikes
- Rapid Spin
- Stealth Rock
- Earthquake
Forretress has always been and always will be a great wall, rapid spinner and entry hazard setter upper. My EV spread and nature are pretty standard, maximizing HP and Special Defense. The moveset is also pretty standard, with Toxic Spikes and Stealth Rock for hazards and Rapid Spin to kill said hazards on my side. Since a huge threat to Forretress is Magnet Pull Magnezone, I used EQ for the final attack, as even if Sturdy is broken, he has a good chance of surviving a HP Fire from a standard 0HP/0Def Magnezone, and will always OHKO back. Leftovers helps for longevity, as this set doesn't need a Shed Shell.
Xatu (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Calm Mind
- Stored Power
- Roost
- Hidden Power [Fighting]
Magic Bounce was a fabulous addition to Xatu's previously rather barren list of reasons to use it. EV's, Nature and Leftovers are designed to maximize durability. It's moveset is equally fabulous. Getting in a Calm Mind or four isn't as hard as you might think, what with Magic Bounce and its decent bulk and Roosting off damage. Stored Power combined with Calm Mind is a great: Stored Power reaches a BP of 100 after just two CM's, and HP Fighting hits any pesky Dark types that think they will get off scot free for super effective damage.
Smooches (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Hex
- Scald/Toxic
- Recover
- Acid Armor
Jellicent is a fantastic wall and spinblocker. EV's and nature designed to be a Special wall, capable of taking even super effective hits from special sweepers quite well. Acid Armor is great, after one boost her defense goes from a meager 177 to a more than respectable 354, and with Recover to keep her healthy, she's quite a wall. I've been toying with Scald as opposed to Toxic. Toxic is good for hitting set up sweepers who she can then outstall and hit hard with a now base 100 Hex. However, this leaves her vulnerable to other special walls, especially the omnipresent Chansey and Blissey, as they are both immune, and can fire back with a Toxic of their own. Scald is good as another STAB, and the 30% chance of burn also works well with Hex, shutting down most physical walls. I switch back and forth between the two a lot. Scald is better for offensive, and with the omnipresence of steel types who are immune to Toxic, I usually tend to go with it.
Houndoom (M) @ Life Orb
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Dark Pulse
- Flamethrower
- Hidden Power [Ice]
Not all that much to say here. I needed a special sweeper, and Nasty Plot Houndoom is one of the best out there, with its dead sexy STAB combo. I've been toying around with the Hidden Power, but Ice tends to be the best because otherwise, my team has a problem dealing with dragons. Dark Pulse and Flamethrower are both powerful and have useful side effects. 29 HP IV's are used for a Life Orb number, and 30 Atk and Def IV's are used as well to keep HP Ice as powerful as possible. Flash Fire is a useful ability because it provides my team with a useful immunity to fire types, and it has great synergy with Breloom because he is immune to both of the most common types of attacks aimed at 'Loom, psychic and fire.
Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Close Combat
- X-Scissor
- Earthquake
This baby is the best revenge killer I've ever used. He outspeeds almost every pokemon commonly found in the metagame, even most opposing Scarf wearers. His offensive prowess is almost unmatched, with his STABs nearly unresisted and two mostly redundant coverage moves. Justified isn't a particularly useful ability, as dark type moves are pretty uncommon and the attack boost hardly ever sees any use. EV's are standard to make sure he deals the most damage possible on even resisted hits, and bulk isn't much of a problem because he switches in and out so often.






THE TEAM:

Breloom (M) @ Life Orb
Trait: Technician
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Swords Dance
- Bullet Seed
- Mach Punch
- Stone Edge
I've always been a big 'Loom fan, ever since he made his debut back in Ruby. His huge attack stat and great STAB coverage was always a huge draw for me. And he's just gotten better with age: Poison Heal was one of the best abilities to be introduced in 4th gen, or for that matter, ever. Then when he got Technician for his DW ability, he became a terror instead of merely a menace. He's a great anti lead, OHKOing standard leads like Tyranitar with Mach Punch, and ties for speed with Politoed, usually resulting in what usually ends up in a OHKO with Bullet Seed. He's also a very good check to the moderately common Ninjask lead, using a Swords Dance or two to wait for him to use Sub and Protect, and then break through with Bullet Seed. Stone Edge is there for coverage, but it really doesn't see that much use, as he is outsped and OHKO'ed by just about all common Flying types. I used a standard EV spread, maximizing Speed to tie with other base 70's like Politoed and Attack for an attack stat that is 359 without a boost, and after a single Swords Dance skyrockets to an appalling 719. 29 HP IV's give it a Life Orb number. He doesn't tend to last too much longer then three rounds or so, so recoil isn't that often much of an issue.

Forretress (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Toxic Spikes
- Rapid Spin
- Stealth Rock
- Earthquake
Forretress has always been and always will be a great wall, rapid spinner and entry hazard setter upper. My EV spread and nature are pretty standard, maximizing HP and Special Defense. The moveset is also pretty standard, with Toxic Spikes and Stealth Rock for hazards and Rapid Spin to kill said hazards on my side. Since a huge threat to Forretress is Magnet Pull Magnezone, I used EQ for the final attack, as even if Sturdy is broken, he has a good chance of surviving a HP Fire from a standard 0HP/0Def Magnezone, and will always OHKO back. Leftovers helps for longevity, as this set doesn't need a Shed Shell.

Xatu (M) @ Leftovers
Trait: Magic Bounce
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Calm Mind
- Stored Power
- Roost
- Hidden Power [Fighting]
Magic Bounce was a fabulous addition to Xatu's previously rather barren list of reasons to use it. EV's, Nature and Leftovers are designed to maximize durability. It's moveset is equally fabulous. Getting in a Calm Mind or four isn't as hard as you might think, what with Magic Bounce and its decent bulk and Roosting off damage. Stored Power combined with Calm Mind is a great: Stored Power reaches a BP of 100 after just two CM's, and HP Fighting hits any pesky Dark types that think they will get off scot free for super effective damage.

Smooches (Jellicent) (F) @ Leftovers
Trait: Water Absorb
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Hex
- Scald/Toxic
- Recover
- Acid Armor
Jellicent is a fantastic wall and spinblocker. EV's and nature designed to be a Special wall, capable of taking even super effective hits from special sweepers quite well. Acid Armor is great, after one boost her defense goes from a meager 177 to a more than respectable 354, and with Recover to keep her healthy, she's quite a wall. I've been toying with Scald as opposed to Toxic. Toxic is good for hitting set up sweepers who she can then outstall and hit hard with a now base 100 Hex. However, this leaves her vulnerable to other special walls, especially the omnipresent Chansey and Blissey, as they are both immune, and can fire back with a Toxic of their own. Scald is good as another STAB, and the 30% chance of burn also works well with Hex, shutting down most physical walls. I switch back and forth between the two a lot. Scald is better for offensive, and with the omnipresence of steel types who are immune to Toxic, I usually tend to go with it.

Houndoom (M) @ Life Orb
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Dark Pulse
- Flamethrower
- Hidden Power [Ice]
Not all that much to say here. I needed a special sweeper, and Nasty Plot Houndoom is one of the best out there, with its dead sexy STAB combo. I've been toying around with the Hidden Power, but Ice tends to be the best because otherwise, my team has a problem dealing with dragons. Dark Pulse and Flamethrower are both powerful and have useful side effects. 29 HP IV's are used for a Life Orb number, and 30 Atk and Def IV's are used as well to keep HP Ice as powerful as possible. Flash Fire is a useful ability because it provides my team with a useful immunity to fire types, and it has great synergy with Breloom because he is immune to both of the most common types of attacks aimed at 'Loom, psychic and fire.

Terrakion @ Choice Scarf
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stone Edge
- Close Combat
- X-Scissor
- Earthquake
This baby is the best revenge killer I've ever used. He outspeeds almost every pokemon commonly found in the metagame, even most opposing Scarf wearers. His offensive prowess is almost unmatched, with his STABs nearly unresisted and two mostly redundant coverage moves. Justified isn't a particularly useful ability, as dark type moves are pretty uncommon and the attack boost hardly ever sees any use. EV's are standard to make sure he deals the most damage possible on even resisted hits, and bulk isn't much of a problem because he switches in and out so often.