I'm a big fan of trying to give pokemon that are often pushed aside as being 'unviable' or 'outclassed' a chance to shine in the current metagame. So I'm using a surprisingly strong Weezing + Umbreon defensive core, and a Clefable + Metagross offensive core. On top of that, I have Blastoise filling my mega slot to check opposing fire types (which I still have a huge problem with, halp), and rapid spin to support my team. I also have a sort-suicide lead Garchomp to set up rocks, but he actually does a great job dealing extra damage to the opposing team when he survives. I've just reached ~1320 with this team with no adjustments, so I figured it was about time to fix it up. So, onto the team:
Garchomp (M) @Focus Sash Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
-Stealth Rock Rock Slide
- Earthquake
- Dragon Claw
- Fire Blast
Garchomp is my pseudo-suicide lead. With a focus sash and 333 speed, it almost always can get rocks up and at least one attack. I lead with Garchomp when I see no potential defog/rapid spin users on the opposing team, and especially when I see a Talonflame/Charizard on the opponents team.
At the unfortunate cost of losing hazards from my team, rock slide is simply a better move on Garchomp. I used SR pretty much just for handling fire types (esp. Char and Talonflame), but Rock Slide handles them much better. Choice Scarf replaces Focus Sash turning Garchomp into more of a pivot/anti-lead.
Earthquake and Dragon Claw are there for obvious STAB, but I'm considering switching DC for Outrage. Fire Blast, though on a lot of Garchomp sets, always seems to surprise an opponent hazard lead lie Ferrothorn or Forretress, and I can easily rapid spin it away with Blastoise.
Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Water Pulse
- Dark Pulse
- Ice Beam
Blastoise is my mega of choice, and provides me with a bulky rapid spinner who also brings a potent offensive prescence to the game. It's my main check for fire types, and also other offensive waters.
Water Pulse is solid STAB, with a helpful confusion chance. Dark Pulse and Ice Beam give it great coverage, and help me take care of Lati@s that switch in to defog and dragons, which I generally have difficulty countering.
Weezing (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
-Flamethrower Thunderbolt
- Will-O-Wisp
- Stockpile
- Pain Split
Weezing and Clefable are two pokemon I am definitely not changing. I understand Weezing isn't the most 'OU' pokemon, but it is my favorite pokemon, and I believe in making your favorites work for you, even if others don't think they're viable. However, as some of the replays will show, Weezing is an absolutely legendary physical wall. It's my primary Talonflame counter, and pretty much any other physical attacker.
It destroys opponents with a burn followed by pain splits and stockpile set-ups. With 3 stockpiles, Weezing can take any pysical attack and most non-psychic special attacks.
Flamethrower is the coverage of choice, but I'm strongly considering changing it to Thunderbolt to help better deal with Talonflame. Thunderbolt stops me being walled by heatran and other flying types that plagued my team. This actually makes the set an incredible counter to Talonflame. This set is, unfortunately, totally
rekt by Heatran.
Umbreon (F) @ Leftovers
Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Heal Bell
- Toxic
My primary special wall, that pairs really well with Weezing, covering each other's weaknesses. Unfortunately, Umbreon has 4MSS, having to forgo the Wish+Protect combo to support with Heal Bell, and Foul Play, while great against physical opponents, is useless against the special attackers it walls, having to rely on Toxic to damage opponents. Heatran, also, totally walls this set.
To be honest, Umbreon has severely underperformed compared to what I expected from it, and is often a dead-weight on my team. I'd like any advice replacing it with a more effective special wall, preferably not a pink blob. I love using Chansey in game, but it's just so annoying competitively imo, and I don't really want to use it.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Seismic Toss
- Toxic
Alright, so I gave in. It's undeniable Chansey performs Umbreon's job a LOT better. Wish Passes better, tanks hits better, and therefore is a better cleric. This is a pretty standard Chansey set, and it does what it does. I'd like to sneak Stealth Rock and Thunder Wave in there, but remove Toxic and it's walled by Ghosts, remove ST and it's walled by steel types. Gengar just reks it anyway.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 SpD 152 Def / 100 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch
Metagross is my main physical attacker. With Assault Vest, it can tank a lot of special hits, and can even survive a STAB earthquake with that defense. It serves well as a revenge killer, and when unchecked, can remove a significant portion of the opponents team.
Meteor Mash and Zen Headbutt are standard STAB on Metagross, and Earthquake does well hitting fire types on the switch. Bullet Punch is great, revenge killing a lot of pokemon and murdering fairies. Due to my total lack of Grass/Electric moves on my team, leaving waters unchecked, I'm considering replacing a move with Thunder Punch.
New EV's are because Metagross doesn't really need extra SpD, that's what Assault Vest is for. The defense helps it tank some important hits, and the speed is to outspeed 40 Spe Heatran (I hate heatran, I have had to change something on almost all my mons just to deal with it)
Clefable (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP /4 252 Def / 252 SpA 4 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
-Psychic Calm Mind
- Fire Blast
- Moonlight
Clefable is my primary special attacker, destroying opponents with moon blast, and surprising a lot of steel switch-ins with Fire Blast. I find myself using Moonlight less than I should,and nearly never using Psychic, and I'm considering switching it for a coverage move, possibly something to help me deal with Fire types or Water types. Psychic was changed for Calm Mind, for setup purposes, and to give me a win condition. New EV's are to compensate for CM - Don't need SpA investment with CM, so I changed it to Def and put the last 4 in Speed cause why not, I might outspeed something.
Clefable is the only other pokemon I won't consider switching. It's been one of my favorites ever since that Clefairy episode aired when I was a kid. I will consider running a different set though.
Thanks for reading this, any feedback would be greatly appreciated!
EDIT: First replay with the adjusted team: http://replay.pokemonshowdown.com/ou-147744033
So far I like it :D
Garchomp (M) @
Ability: Rough Skin
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
-
- Earthquake
- Dragon Claw
- Fire Blast
At the unfortunate cost of losing hazards from my team, rock slide is simply a better move on Garchomp. I used SR pretty much just for handling fire types (esp. Char and Talonflame), but Rock Slide handles them much better. Choice Scarf replaces Focus Sash turning Garchomp into more of a pivot/anti-lead.
Earthquake and Dragon Claw are there for obvious STAB, but I'm considering switching DC for Outrage. Fire Blast, though on a lot of Garchomp sets, always seems to surprise an opponent hazard lead lie Ferrothorn or Forretress, and I can easily rapid spin it away with Blastoise.

Blastoise-Mega (M) @ Blastoisinite
Ability: Mega Launcher
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Water Pulse
- Dark Pulse
- Ice Beam
Blastoise is my mega of choice, and provides me with a bulky rapid spinner who also brings a potent offensive prescence to the game. It's my main check for fire types, and also other offensive waters.
Water Pulse is solid STAB, with a helpful confusion chance. Dark Pulse and Ice Beam give it great coverage, and help me take care of Lati@s that switch in to defog and dragons, which I generally have difficulty countering.

Weezing (M) @ Black Sludge
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
-
- Will-O-Wisp
- Stockpile
- Pain Split
Weezing and Clefable are two pokemon I am definitely not changing. I understand Weezing isn't the most 'OU' pokemon, but it is my favorite pokemon, and I believe in making your favorites work for you, even if others don't think they're viable. However, as some of the replays will show, Weezing is an absolutely legendary physical wall. It's my primary Talonflame counter, and pretty much any other physical attacker.
It destroys opponents with a burn followed by pain splits and stockpile set-ups. With 3 stockpiles, Weezing can take any pysical attack and most non-psychic special attacks.
rekt by Heatran.

Ability: Synchronize
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Foul Play
- Wish
- Heal Bell
- Toxic
My primary special wall, that pairs really well with Weezing, covering each other's weaknesses. Unfortunately, Umbreon has 4MSS, having to forgo the Wish+Protect combo to support with Heal Bell, and Foul Play, while great against physical opponents, is useless against the special attackers it walls, having to rely on Toxic to damage opponents. Heatran, also, totally walls this set.
To be honest, Umbreon has severely underperformed compared to what I expected from it, and is often a dead-weight on my team. I'd like any advice replacing it with a more effective special wall, preferably not a pink blob. I love using Chansey in game, but it's just so annoying competitively imo, and I don't really want to use it.
Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Aromatherapy
- Wish
- Seismic Toss
- Toxic
Alright, so I gave in. It's undeniable Chansey performs Umbreon's job a LOT better. Wish Passes better, tanks hits better, and therefore is a better cleric. This is a pretty standard Chansey set, and it does what it does. I'd like to sneak Stealth Rock and Thunder Wave in there, but remove Toxic and it's walled by Ghosts, remove ST and it's walled by steel types. Gengar just reks it anyway.
Metagross @ Assault Vest
Ability: Clear Body
EVs: 4 HP / 252 Atk /
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Bullet Punch
Metagross is my main physical attacker. With Assault Vest, it can tank a lot of special hits, and can even survive a STAB earthquake with that defense. It serves well as a revenge killer, and when unchecked, can remove a significant portion of the opponents team.
Meteor Mash and Zen Headbutt are standard STAB on Metagross, and Earthquake does well hitting fire types on the switch. Bullet Punch is great, revenge killing a lot of pokemon and murdering fairies. Due to my total lack of Grass/Electric moves on my team, leaving waters unchecked, I'm considering replacing a move with Thunder Punch.
New EV's are because Metagross doesn't really need extra SpD, that's what Assault Vest is for. The defense helps it tank some important hits, and the speed is to outspeed 40 Spe Heatran (I hate heatran, I have had to change something on almost all my mons just to deal with it)

Clefable (F) @ Life Orb
Ability: Magic Guard
EVs: 252 HP /
Modest Nature
IVs: 0 Atk
- Moonblast
-
- Fire Blast
- Moonlight
Clefable is my primary special attacker, destroying opponents with moon blast, and surprising a lot of steel switch-ins with Fire Blast. I find myself using Moonlight less than I should,
Clefable is the only other pokemon I won't consider switching. It's been one of my favorites ever since that Clefairy episode aired when I was a kid. I will consider running a different set though.
Thanks for reading this, any feedback would be greatly appreciated!
EDIT: First replay with the adjusted team: http://replay.pokemonshowdown.com/ou-147744033
So far I like it :D
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