The Team at a Glance
This is another team that I built largely on a whim... which is basically the source of inspiration for all my teams, XD. Anyway, I just kinda built from the Salamence + Metagross combo, and wound up with what I have. And I've come to believe I've cooked up a winner here. On the PO server's "Wi-Fi OU" ladder, this team has gone as high as 1455 points! Man, was I amazed. Well, let's go into specifics, like in all RMTs that don't end up closed.
Naive / Life Orb / Intimidate
64 Attack / 192 Sp. Attack / 252 Speed
With its good Speed, powerful moves, unresisted coverage, and ability to raze enemies from both spectrums, this thing isn't just a dragon. It's the very incarnation of destruction itself. Draco Meteor and Outrage are both very, very vicious STAB attacks that only Steel-types resist, though each has a drawback. Draco Meteor temporarily weakens both itself and Fire Blast, and Outrage keeps going after its initial launch, also confusing Salamence. Yes, that "keeps going" part is a drawback, since Steel-types are everywhere. Fire Blast covers its STABs nicely, hitting the only type that resists Dragon for super-effective damage. It also notably destroys Ferrothorn, Scizor, Forretress, and some Skarmory (the latter two with Rocks because of Sturdy), and at least leaves a very crippling injury on things like Celebi, Jirachi, and Breloom. Earthquake annihalates the one Pokemon that resists Dragon and Fire: Heatran. It also keeps up the pressure on some Steel-types even after Draco Meteor weakens Fire Blast, and it puts a nasty dent in other Ground-weak foes, such as Tyranitar and Tentacruel. Though the recoil's always unpleasant, Salamence just can't pass up the Life Orb, which gives every single one of its attacks a significant power boost.
Salamence's main purpose is to act as an early- or mid-game battering ram, tearing gaping holes in the opposing team and eliminating threats that would otherwise prevent a sweep for my other Pokemon. Even then, Salamence itself has managed sweeps before. It's especially great if it can get Wish support from Vaporeon, allowing it to wreak even more havoc. I have Intimidate because I'd like to raise this team for Wi-Fi, and with my sheer inactivity in the Dream World and the inability to Synchronize DW Pokes, I don't think I could be arsed to get myself a MoxieMence, especially with Outrage.
Jolly / Leftovers / Clear Body
12 HP / 252 Attack / 244 Speed
When the opposing team is all battered and worn, this mechanical monster comes in and mercilessly steamrolls all that stand in its way. Rock Polish is what opens the door to a sweep for Metagross, raising its Speed to a level that allows it to troll the troll known as Choice Scarf Terrakion. Meteor Mash is its main method of attacking, as it's quite powerful with STAB, and a chance Attack boost can easily secure victory. Earthquake hits Steel-types and Electric-types that resist its STAB, and ThunderPunch rounds out its coverage, notably crushing that which would otherwise cut its sweep short: Gyarados.
The main purpose of this killing machine is to act as a late-game sweeper, when all appropriate counters and checks are crippled or eliminated. Its typing and bulk make it very hard to stop its sweep with priority attacks, especially Bullet Punch and ExtremeSpeed. I went with Leftovers because I prefer to preserve the bulk that would work in tandem with its boosted Speed to allow it to sweep. It actually made a big positive difference in a lot of matches so far, believe it or not.
Adamant / Leftovers / Sturdy
252 HP / 252 Attack / 4 Speed
A sturdy physical tank and the team's Spinner. Its main purpose is to spin away the entry hazards that would otherwise ravage my team, and it does a damn fine job of that. I actually decided to take a more offensive approach with Donphan, in order to make life hell for certain hazard-layers. In fact, that's why I have Fire Fang on this thing: it leaves a nasty dent in Forretress and Ferrothorn, 2-hitting both of them! STAB Earthquake is just an all-around solid attack, and coming from 372 Attack, it hurts. Ice Shard can get a quick kill on a weakened opponent, especially a Dragon-type or something else with a massive weakness to Ice.
This thing, as I said, is a fine Spinner, especially with Leftovers completely healing off the laughable damage Stealth Rock does to it. Its Electric immunity also helps, what with my other two defensive Pokes being weak to Electric moves. Vaporeon covers its Water and Ice weaknesses well, and Skarmory can come in on a Grass-type attack in most cases. If it's at full health, it can also take any attack (bar Cloyster's Icicle Spear) with Sturdy and retaliate with a strong attack, also following up with an Ice Shard if necessary.
Timid / Choice Scarf / Flash Fire
4 HP / 252 Sp. Attack / 252 Speed
Hidden Power (Fighting)
With a Choice Scarf to ramp up its average Speed, this thing can easily unleash the destructive Special power it's famous for. Fire Blast utterly decimates anything that doesn't resist it, especially after a boost from Flash Fire, and Shadow Ball acts as a secondary STAB, inflicting severe damage on the many Pokes that are weak to it, such as Jellicent, Reuniclus, and Latios. Hidden Power Fighting rounds out its coverage, scoring super-effective hits on Tyranitar and Heatran, which otherwise laugh at Chandelure. Trick is a nasty little secret weapon, courtesy of BW2. When Chandy doesn't need its Speed anymore, it can cripple a wall that would be problematic for my team.
This eerie chandelier acts as a revenge killer for the most part, but it can also abuse its handy immunities to Normal, Fighting, and Fire to enter the match unscathed and kill things. In fact, it was included mainly for those immunities, especially the one to Fire. That and favoritism. What can I say? I love Chandy. I especially love it when it's sunny and Chandy comes in on a Fire move. The sheer power of its Fire Blast then is just EVIL. It actually gets me doing a maniacal laugh when Chandelure engulfs all opposition in an all-consuming gout of hellfire! ...Ah, I get too engorged in these matches. XD
Bold / Leftovers / Water Absorb
252 HP / 252 Defense / 4 Sp. Defense
This is the biggest defensive pivot on my team, and it does a great job at providing support, which is why it's here. Scald prevents it from being completely crippled by Taunt, and it also spreads burns. Protect allows it to scout the opponent's move, force said opponent to endure another turn of its burn, and even shield Vaporeon as it waits to be healed by Leftovers and Wish. Wish, by the way, is its biggest support move, and with those huge 232-HP Wishes, it can easily heal anything on my team, often up to full HP! Heal Bell also ensures that my team isn't afraid of status conditions; if you think you've forever crippled my Metagross by burning it or paralyzing it, think again.
Water is definitely a great defensive type. Those resistences to Fire, Water, Ice, and Steel help my team big-time, and they afford Vaporeon numerous opportunities to enter the match with hardly a scratch. It's also great when it comes to fending off Rain teams, since Water Absorb allows it to heal from those otherwise painful Water moves that are so often thrown around. The Electric weakness hurts, but in the case of a Choiced Poke (like Wash Rotom), Donphan can easily cover for it.
Impish / Shed Shell / Sturdy
252 HP / 232 Defense / 24 Speed
Every seasoned Standard OU player should know exactly what Skarmory does just by looking at it. This metallic condor takes physical hits quite well, sets up Stealth Rock to gradually weaken the opposing team, and juggles opposing Pokemon around on top of those Rocks with Roar. Roar also potentially puts an abrupt end to a boosted sweeper's fun, especially if Skarmory has full HP to survive any hit with Sturdy. Roost is a valuable move that allows the bird to take hit after hit after hit. Drill Peck stops it from being completely crippled by Taunt, and it also puts quite a lot of pressure on Grass- and Fighting-types, especially Breloom and Virizion. I went with Drill Peck because Brave Bird's recoil isn't very manageable without Leftovers. Shed Shell is the item of choice to prevent the ever-menacing Magnezone from trapping Skarmory.
Skarmory's main purpose on this team is to set up Stealth Rock, since that entry hazard is a valuable weapon that can easily assist in breaking down a team. If I see a team with no Spinner, I often send Skarmory out first to lay that haunting hazard right away. Of course, I should point out: this could be due in large part to the absence of Leftovers, but its performance as a physical wall has been rather underwhelming, and for that reason, Skarmory has probably the least merit in my team. I guess I only really included it for both the Rocks and the phazing. It does a good enough job with those, but still...
So that's the team I've been having so much success with as of late. Feel free to
tear it apartrate it, as we do in these threads. XD