I made an OU team, though it doesn't have very much OU in it. It's a bit different than how I usually build teams, but it has seemed to work well in preliminary testing.
The team at a glance:
Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 212 HP/188 Atk/108 SDef
Careful nature (+SDef, -SAtk)
- Aqua Jet
- Rapid Spin
- Aqua Tail
- Rest
---
Blastoise is a pretty nice anti-lead. Most leads set up Stealth Rock, and with Rapid Spin I am able to break the sashes of the suicide SR leads at the same time as I remove SR. Blastoise is durable and is designed to come back in after the enemy lead is gone to block some special hits aimed at others. Aqua Jet's priority allows me to play the sub game with Ninjask, since first turn I can priority hit Ninjask before it goes up, kill the sub with Aqua Tail the next turn, and priority hit it again for the kill before it can pass anything.
---
Gallade (M) @ Choice Scarf
Ability: Steadfast
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Fire Punch
- Thunderpunch
- Zen Headbutt
---
Gallade is my main physical attacker, and it always nets me at least one kill per game. It is very effective at revenge kills with the Scarf. Close Combat is the primary move here, often being the one that nets the kill, but other moves might be used in the prediction game.
---
Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/32 Atk/220 Def/4 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Toxic Spikes
- Rest
- Earthquake
---
Nidoqueen has good physical defense, only being 3HKOed by the seemingly-common SRing Metagross's Meteor Mash. She is faster than Metagross too and also 3HKOs with EQ. Stealth Rocks and Toxic Spikes seem to contribute to victory a with a good margin. Rest to heal off all the damage she takes so she can come back and take more.
---
Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/196 Def/60 SAtk
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunder Wave
- Thunderbolt
- Leaf Storm
---
Double status Rotom helps cover many of Nidoqueen's weaknesses. Thunderbolt deals with most threats while Leaf Storm allows me to knock out some bulky Ground types like Swampert and Donphan. Will-o-wisp is nice to land on physical attackers and Thunder Wave helps slow my foes down for the rest of my team.
---
Dragonite (M) @ Choice Specs
Ability: Inner Focus
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunder
- Fire Blast
- Blizzard
- Draco Meteor
---
Specs Dragonite is truly the powerhouse of the team, with Draco Meteor being able to simply annihilate most foes that switch in. Dragonite gets Thunder that Salamence doesn't get for more prediction fun against those who can block Draco Meteor, such as Empoleon.
---
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 SAtk/212 SDef
Calm nature (+SDef, -Atk)
- Calm Mind
- Softboiled
- Hyper Beam
- Psychic
---
Clefable rounds out the team as the primary anti-specialist. Magic Guard blocks anything non-offensive, while Calm Mind and Clefable's special defense block anything on the special side barring a Specs Focus Blast. Once Fighting threats like Scizor, Machamp or Lucario have been eliminated, Clefable seems to set up with ease, getting +4 SAtk and sweeping. Hyper Beam was chosen for STAB, being the only special STAB move that Clefable gets. If Clefable got Hyper Voice, I would have used it instead.
---
Overall this team seems to work well on standard ladder. I'm batting about .700 with it so far, and as I get a better perspective on handling threats and specific tactics with it that number may very well go higher.
The team at a glance:
Blastoise (M) @ Leftovers
Ability: Torrent
EVs: 212 HP/188 Atk/108 SDef
Careful nature (+SDef, -SAtk)
- Aqua Jet
- Rapid Spin
- Aqua Tail
- Rest
---
Blastoise is a pretty nice anti-lead. Most leads set up Stealth Rock, and with Rapid Spin I am able to break the sashes of the suicide SR leads at the same time as I remove SR. Blastoise is durable and is designed to come back in after the enemy lead is gone to block some special hits aimed at others. Aqua Jet's priority allows me to play the sub game with Ninjask, since first turn I can priority hit Ninjask before it goes up, kill the sub with Aqua Tail the next turn, and priority hit it again for the kill before it can pass anything.
---
Gallade (M) @ Choice Scarf
Ability: Steadfast
EVs: 6 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Close Combat
- Fire Punch
- Thunderpunch
- Zen Headbutt
---
Gallade is my main physical attacker, and it always nets me at least one kill per game. It is very effective at revenge kills with the Scarf. Close Combat is the primary move here, often being the one that nets the kill, but other moves might be used in the prediction game.
---
Nidoqueen (F) @ Leftovers
Ability: Poison Point
EVs: 252 HP/32 Atk/220 Def/4 Spd
Impish nature (+Def, -SAtk)
- Stealth Rock
- Toxic Spikes
- Rest
- Earthquake
---
Nidoqueen has good physical defense, only being 3HKOed by the seemingly-common SRing Metagross's Meteor Mash. She is faster than Metagross too and also 3HKOs with EQ. Stealth Rocks and Toxic Spikes seem to contribute to victory a with a good margin. Rest to heal off all the damage she takes so she can come back and take more.
---
Rotom-c @ Leftovers
Ability: Levitate
EVs: 252 HP/196 Def/60 SAtk
Bold nature (+Def, -Atk)
- Will-o-wisp
- Thunder Wave
- Thunderbolt
- Leaf Storm
---
Double status Rotom helps cover many of Nidoqueen's weaknesses. Thunderbolt deals with most threats while Leaf Storm allows me to knock out some bulky Ground types like Swampert and Donphan. Will-o-wisp is nice to land on physical attackers and Thunder Wave helps slow my foes down for the rest of my team.
---
Dragonite (M) @ Choice Specs
Ability: Inner Focus
EVs: 6 HP/252 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Thunder
- Fire Blast
- Blizzard
- Draco Meteor
---
Specs Dragonite is truly the powerhouse of the team, with Draco Meteor being able to simply annihilate most foes that switch in. Dragonite gets Thunder that Salamence doesn't get for more prediction fun against those who can block Draco Meteor, such as Empoleon.
---
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP/44 SAtk/212 SDef
Calm nature (+SDef, -Atk)
- Calm Mind
- Softboiled
- Hyper Beam
- Psychic
---
Clefable rounds out the team as the primary anti-specialist. Magic Guard blocks anything non-offensive, while Calm Mind and Clefable's special defense block anything on the special side barring a Specs Focus Blast. Once Fighting threats like Scizor, Machamp or Lucario have been eliminated, Clefable seems to set up with ease, getting +4 SAtk and sweeping. Hyper Beam was chosen for STAB, being the only special STAB move that Clefable gets. If Clefable got Hyper Voice, I would have used it instead.
---
Overall this team seems to work well on standard ladder. I'm batting about .700 with it so far, and as I get a better perspective on handling threats and specific tactics with it that number may very well go higher.