This is my OU Team, so please leave some tips.
THE TEAM:
Chandelure
Item: Life Orb
Nature: Modest
Ability: Flash Fire
Moves:
Shadow Ball
Flamethrower
Will-O-Wisp
Psychic
EVs: 252 HP/252 Sp.Attack/4 Sp.Defense
Role:
Chandelure is a Special Attacker. It does this well. Shadow Ball hits stuff like Gardevoir super effectively, and no Ferrothorn or Bisharp likes taking a STAB Life Orb-boosted Flamethrower coming off of 427 Sp.Attack. Will-O-Wisp is there to tone down physical attackers coming in for the KO, while Psychic is coverage against Fighting-Types. The Nature,Modest, helps Chandelure buff up its Special Attack while toning down its already pathetic Attack stat. The EVs allow it to tank hits from the special side, while furthering its offensive presence.
Swampert
Item: Rindo Berry
Nature: Adamant
Ability: Torrent
Moves:
Earthquake
Waterfall
Ice Punch
Stone Edge
EVs: 252 HP/252 Attack/4 Defense
Role:
Swampert is a physical attacker,and helps Chandelure by taking out Rock or Ground types that would KO Chandelure. Earthquake helps with Terrakion and Tyranitar, while KOing Electric Types like Manectric. Waterfall helps with other Fire Types like Talonflame. Ice Punch is there to make Grass types think twice about switching in, and Stone Edge brings down Flying types. These EVs can ensure Swampert lives long and hits hard, while the Rindo Berry is there to power down attacks from its only weakness.
Breloom
Item: Toxic Orb
Nature: Adamant
Ability: Poison Heal
Moves:
Bullet Seed
Drain Punch
Rock Slide
ThunderPunch
EVs: 252 HP/252 Attack/4 Speed
Role:
Breloom is meant to hit hard and hit fast. Bullet Seed and Drain Punch are its STABs, and Rock Slide brings Fire-Types down. Thunderpunch is a second choice against Water Types, while bringing down other pokemon like Skarmory that could wall it all day,all night. The given EVs maximize on the hit hard and fast role, while Toxic Orb and Poison Heal heal it for 1/8th of its HP every turn. I wonder though,since Toxic Orb badly poisons the holder, does the healing increase if you have Poison Heal?
Aggron
Item: Aggronite
Nature: Adamant
Ability: Sturdy (Filter)
Moves:
Iron Head
Dragon Claw
Earthquake
Rock Slide
EVs: 252 HP/252 Attack/4 Sp.Defense
Role:
Aggron is meant to last long and pummel the opponent's team. Iron Head is its main STAB, as Aggron-Mega is Steel, not Steel/Rock. Dragon Claw hurts Garchomp bad. Earthquake is used to take down Fire,Rock and Electric Types. Rock Slide takes down Flying and Fire types, and is a STAB considering i choose not to Mega Evolve Aggron. The Ability tones down Super Effective moves as a Mega, while Aggron can almost certainly take a hit if it is not mega'd.
Terrakion
Item: Choice Band
Nature: Jolly
Ability: Justified
Moves:
Earthquake
Close Combat
Iron Head
Rock Slide
EVs: 252 Attack/252 Speed/4 Sp.Defense
Role:
Terrakion holds a Choice Band,limiting its moves to the first one it uses. Earthquake takes down Electric types, Close Combat and Rock Slide are reliable STABs. Iron Head takes down pesky Fairy types that would resist a Close Combat and then OHKO Terrakion. The EVs ensure Terrakion can outspeed a few Pokemon and punish them with Choice Banded attacks.
Raikou
Item: Focus Sash
Nature: Timid
Ability: Pressure
Moves:
Volt Switch
Thunderbolt
Hidden Power Grass
Shadow Ball
EVs: 252 Speed/4 HP/252 Sp.Attack
Role:
Raikou is meant to get in there and hit as hard as it can. HP Grass takes down Ground Types that would trouble it, Volt Switch is to get out of when you are trapped, while Thunderbolt troubles Togekiss,Talonflame and Skarmory. Shadow Ball tackles other troublesome Ghosts like Gengar, while defeating Psychic types like Gothitelle,Gardevoir and Espeon.
That is my team, please leave tips
THE TEAM:
Chandelure
Item: Life Orb
Nature: Modest
Ability: Flash Fire
Moves:
Shadow Ball
Flamethrower
Will-O-Wisp
Psychic
EVs: 252 HP/252 Sp.Attack/4 Sp.Defense
Role:
Chandelure is a Special Attacker. It does this well. Shadow Ball hits stuff like Gardevoir super effectively, and no Ferrothorn or Bisharp likes taking a STAB Life Orb-boosted Flamethrower coming off of 427 Sp.Attack. Will-O-Wisp is there to tone down physical attackers coming in for the KO, while Psychic is coverage against Fighting-Types. The Nature,Modest, helps Chandelure buff up its Special Attack while toning down its already pathetic Attack stat. The EVs allow it to tank hits from the special side, while furthering its offensive presence.
Swampert
Item: Rindo Berry
Nature: Adamant
Ability: Torrent
Moves:
Earthquake
Waterfall
Ice Punch
Stone Edge
EVs: 252 HP/252 Attack/4 Defense
Role:
Swampert is a physical attacker,and helps Chandelure by taking out Rock or Ground types that would KO Chandelure. Earthquake helps with Terrakion and Tyranitar, while KOing Electric Types like Manectric. Waterfall helps with other Fire Types like Talonflame. Ice Punch is there to make Grass types think twice about switching in, and Stone Edge brings down Flying types. These EVs can ensure Swampert lives long and hits hard, while the Rindo Berry is there to power down attacks from its only weakness.
Breloom
Item: Toxic Orb
Nature: Adamant
Ability: Poison Heal
Moves:
Bullet Seed
Drain Punch
Rock Slide
ThunderPunch
EVs: 252 HP/252 Attack/4 Speed
Role:
Breloom is meant to hit hard and hit fast. Bullet Seed and Drain Punch are its STABs, and Rock Slide brings Fire-Types down. Thunderpunch is a second choice against Water Types, while bringing down other pokemon like Skarmory that could wall it all day,all night. The given EVs maximize on the hit hard and fast role, while Toxic Orb and Poison Heal heal it for 1/8th of its HP every turn. I wonder though,since Toxic Orb badly poisons the holder, does the healing increase if you have Poison Heal?
Aggron
Item: Aggronite
Nature: Adamant
Ability: Sturdy (Filter)
Moves:
Iron Head
Dragon Claw
Earthquake
Rock Slide
EVs: 252 HP/252 Attack/4 Sp.Defense
Role:
Aggron is meant to last long and pummel the opponent's team. Iron Head is its main STAB, as Aggron-Mega is Steel, not Steel/Rock. Dragon Claw hurts Garchomp bad. Earthquake is used to take down Fire,Rock and Electric Types. Rock Slide takes down Flying and Fire types, and is a STAB considering i choose not to Mega Evolve Aggron. The Ability tones down Super Effective moves as a Mega, while Aggron can almost certainly take a hit if it is not mega'd.
Terrakion
Item: Choice Band
Nature: Jolly
Ability: Justified
Moves:
Earthquake
Close Combat
Iron Head
Rock Slide
EVs: 252 Attack/252 Speed/4 Sp.Defense
Role:
Terrakion holds a Choice Band,limiting its moves to the first one it uses. Earthquake takes down Electric types, Close Combat and Rock Slide are reliable STABs. Iron Head takes down pesky Fairy types that would resist a Close Combat and then OHKO Terrakion. The EVs ensure Terrakion can outspeed a few Pokemon and punish them with Choice Banded attacks.
Raikou
Item: Focus Sash
Nature: Timid
Ability: Pressure
Moves:
Volt Switch
Thunderbolt
Hidden Power Grass
Shadow Ball
EVs: 252 Speed/4 HP/252 Sp.Attack
Role:
Raikou is meant to get in there and hit as hard as it can. HP Grass takes down Ground Types that would trouble it, Volt Switch is to get out of when you are trapped, while Thunderbolt troubles Togekiss,Talonflame and Skarmory. Shadow Ball tackles other troublesome Ghosts like Gengar, while defeating Psychic types like Gothitelle,Gardevoir and Espeon.
That is my team, please leave tips