I've played a bunch of OU in the past but never really took the time to make a team of my own, mainly copied from blunder and such, I tried this but it doesn't seem like it does well. I based my idea on webs defog bait with Araquanid and Bisharp.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Pursuit/Knock Off
- Stone Edge
The main player, kinda. Wanted to try a way of countering defog and Bisharp does it pretty well, scaring mons off with pursuit and sucker punch. Defiant boosted iron head does big numbers on any mon that doesn't resist it and +2 stone edge oneshots all Zapdos variants. The only problem is that once the webs are gone, it's very slow and will very easily be revenge killed. Life orb over AV since I'm not running SD and the damage is needed.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Shadow Ball
- Substitute
The fast special threat that keeps in check fighting (and to some extent steel) types that threaten Bisharp while serving the role of late-game cleaner. Substitute on switch-outs to avoid status and buy a free turn, pretty standard stuff. This mon's common counter, Chansey, gets mauled by Bisharp with knock off, and mega Sableye, if invested in spdef, can at least hope to burn Bisharp before inevitably going down to a life orb iron head.
Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Brick Break
Main and only hazard removal. Focus sash to clean up weakened Hawlucha and surprise opposing sand users. Sand rush to threaten Tyranitar by using its own sand against it. Brick break to hurt screens teams, since neither Koko, Ninetales-A or Klefki would like to stay in on this.
Araquanid @ Focus Sash
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sticky Web
- Magic Coat
- Liquidation
- Lunge
Common lead webs Araquanid. 300 sped from those 8 EVs let it tank a vast majority of hits, and physical attackers get weakened by lunge. It can very efficiently counter non fly z Salamence and Dragonite (mainly Salamence) with lunge spam. Magic coat to hopefully deflect rocks or any hazard to make the defog bait more efficient. Very easy to set rain on, which is the main issue.
Mothra (Volcarona) (F) @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Hidden Power [Ground]
Defensive QD EV spread. Went with HP ground over roost since Heatran pretty much counters a big part of the team, and is a common switch in to Volcarona, so getting rid of a threat seemed much more beneficial, but without roost it can get out-setup on by offensive Volcarona variants and will get worn down eventually, opening a path for Greninja to go Ash-Gren.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Knock Off
- Hidden Power [Ice]
I chose Tangrowth as the last member cause I needed a sponge. I had considered Zapdos as well because Hawlucha poses a huge threat to the team but eventually set on Tangrowth because of its ability to handle Ferrothorn and most special attackers, though if Hawlucha starts being more of a nuisance I'll gladly switch to Zapdos. Tangrowth does also a good job against mega Swampert and Ash Gren, these two being major offensive forces in rain teams.
Well, it seemed good on paper but after a few matches it really doesn't click, so I'm open to suggestions.
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Iron Head
- Pursuit/Knock Off
- Stone Edge
The main player, kinda. Wanted to try a way of countering defog and Bisharp does it pretty well, scaring mons off with pursuit and sucker punch. Defiant boosted iron head does big numbers on any mon that doesn't resist it and +2 stone edge oneshots all Zapdos variants. The only problem is that once the webs are gone, it's very slow and will very easily be revenge killed. Life orb over AV since I'm not running SD and the damage is needed.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Psychic
- Shadow Ball
- Substitute
The fast special threat that keeps in check fighting (and to some extent steel) types that threaten Bisharp while serving the role of late-game cleaner. Substitute on switch-outs to avoid status and buy a free turn, pretty standard stuff. This mon's common counter, Chansey, gets mauled by Bisharp with knock off, and mega Sableye, if invested in spdef, can at least hope to burn Bisharp before inevitably going down to a life orb iron head.
Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Brick Break
Main and only hazard removal. Focus sash to clean up weakened Hawlucha and surprise opposing sand users. Sand rush to threaten Tyranitar by using its own sand against it. Brick break to hurt screens teams, since neither Koko, Ninetales-A or Klefki would like to stay in on this.
Araquanid @ Focus Sash
Ability: Water Bubble
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Sticky Web
- Magic Coat
- Liquidation
- Lunge
Common lead webs Araquanid. 300 sped from those 8 EVs let it tank a vast majority of hits, and physical attackers get weakened by lunge. It can very efficiently counter non fly z Salamence and Dragonite (mainly Salamence) with lunge spam. Magic coat to hopefully deflect rocks or any hazard to make the defog bait more efficient. Very easy to set rain on, which is the main issue.
Mothra (Volcarona) (F) @ Buginium Z
Ability: Flame Body
EVs: 248 HP / 112 Def / 148 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Fiery Dance
- Quiver Dance
- Hidden Power [Ground]
Defensive QD EV spread. Went with HP ground over roost since Heatran pretty much counters a big part of the team, and is a common switch in to Volcarona, so getting rid of a threat seemed much more beneficial, but without roost it can get out-setup on by offensive Volcarona variants and will get worn down eventually, opening a path for Greninja to go Ash-Gren.
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Earthquake
- Giga Drain
- Knock Off
- Hidden Power [Ice]
I chose Tangrowth as the last member cause I needed a sponge. I had considered Zapdos as well because Hawlucha poses a huge threat to the team but eventually set on Tangrowth because of its ability to handle Ferrothorn and most special attackers, though if Hawlucha starts being more of a nuisance I'll gladly switch to Zapdos. Tangrowth does also a good job against mega Swampert and Ash Gren, these two being major offensive forces in rain teams.
Well, it seemed good on paper but after a few matches it really doesn't click, so I'm open to suggestions.