Well, here's something I've been working on in my free time. An OU team that likely sucks because all teams I've tried building so far all crashed and burned. It's been working out so far, but there's a lot I'm unsure about. Here's hoping this team isn't that bad and that I can get some help with this please?
At a glance
or
In-depth analysis
@Life Orb Ability: Speed Boost EVs: 16 HP / 252 Atk / 4 Def / 236 Spe Adamant Nature - Megahorn - Earthquake - Protect - Poison Jab?
A Scolipede with actual offensive pressure, none of that Baton Pass nonsense and a very nice cleaner. This is actually the main thing I wanted to build around after seeing what it can do on a team Skitty made.
For the last move, I opted for Poison Jab over Rock Slide for a reliable STAB and because I feel like I can deal with the 4x-weak-to-rocks crew. But then again, I haven't fought too many Talonflames with this and Mega Pinsir sightings are as rare as ever. Should I run RS after all? Or maybe some coverage move like Aqua Tail?
@Leftovers/Lum Berry? Ability: Sand Stream EVs: 252 HP / 252 SpD Careful Nature - Stealth Rock - Crunch? - Stone Edge? - Earthquake?
Here's one I'm rather unsure about. To have something with hazards, I first had a defensive Lando-T here, but realized I didn't have anything very specially-bulky on the team at the point (added Ferro later), so here's my first DD-less T-Tar. About the item, Lefties are always nice to have, but it can really suck to get this thing toxic'd (or burned) since it kinda IS my special wall (and hits decently hard even without any investment).
For the moves, that^^ is what I'm currently running, but should I be? I've kind of been thinking of replacing something for Ice Punch/Beam, maybe even Fire Blast. Also, how about Payback>Crunch since T-Tar only hits 150-ish Speed without any investment?
@Gyaradosite Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Dragon Dance - Waterfall - Earthquake - Ice Fang
The team's Mega, a simple Mega-Gyara. I've been messing around with Taunt over Ice Fang, but that wasn't really working out. Everyone knows how these things work, so I guess I'll just move on...
@Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Speed
Bold Nature
- Hydro Pump
- Volt Switch - Will-o-Wisp
- Pain Split
...to the next standard thing. Physical wall Rotom-W, 44 Speed for Azumarill...yeah. Sorry these are getting so short.
@Life Orb Ability: Levitate EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Draco Meteor - Defog - Psyshock - Hidden Power [Fire]?
My go-to Defogger, just because it does it's job so well. For now, I've got HP Fire on it since Ferro can be quite a pain, but I've also killed quite a few Heatrans with EQ. Thoughts?
@Leftovers Ability: Iron Barbs EVs: 252 HP / 88 Def / 168 SpD Relaxed Nature IVs: 0 Spe - Leech Seed - Gyro Ball - Power Whip - Protect?
...speaking of pains. I've already got Rocks on T-Tar, so I'm just running the standard Ferro here. I'm thinking of replacing Protect, since I never use it, but I'm not sure whether Knock Off or T-Wave would be the better choice. Or is there some other good move I'm not thinking of?
I've also been considering swapping Ferrothorn out for a standard Sand Rush Excadrill (or maybe an AV version), but I don't know whether that would be a good move. What I've been thinking of was:
@Life Orb or Assault Vest
Ability: Sand Rush
EVs: 252 Attack / 252 Speed or 252 Attack / 244 Sp.Def / 8 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin
252 Sp.Def to get the most out of that Assault Vest and since 8 Speed EVs are already enough to outspeed Mega-Sceptile (though that spread may be garbage, haven't used AV Excadrill that much).
Soooo there's the team, in it's very unfinished form, I guess? Any help is much appreciated.