Hello! I'm pretty new to the competitive-style pokemon scene, and I'm even newer to OU in particular. Any help would be greatly appreciated. Because I didn't even know where to BEGIN with making an OU team, I found a sample one that was provided by Zneon (https://pokepast.es/420fbe9af5d39537), played a match or so with it, and then I changed it up to fit my playing style better and as well as to cover up any weaknesses I saw with it. It started out as hyper offence and has mostly remained so, although the Blissey may change that? I'm not sure. I haven't played with it THAT much, but I'd say I understand it decently well at this point. Although, these wins are all against low-ladder players because I’M a low-ladder player, so take that with a grain of salt, I guess.
Major changes I made in the sample team:
- Swapping out Landorus for Volcarona, as Volcarona allows for more type coverage and covers the team's noticeable lack of sp atk sweepers.
- Swapping out Hawlucha for Blissey, as I was never able to use Hawlucha effectively (it would always die, even when set up right), nor do I think it fulfilled a unique enough niche. Blissey fulfills a different niche, whilst also benefitting from electric terrain.
- Made it less ground/earthquake-focused, as I had a REALLY tough time facing off against flying-oriented teams. (One of my first matches was against a chicken team that was 5/6 flying, so I had a lot of trouble against that haha)

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Taunt
- U-turn
Tapu Koko is usually the lead. I'll immediately taunt on turn one so that the foe isn't able to set up rocks or bulk up or anything else like that. After that, I'll set up Light Screen and Reflect--I'll try to set up both as best I can, but if the foe's mon presents a big threat to Tapu Koko, I'll U-Turn out. If I'm only able to get one wall up, I'll prioritize the the one that the foe's lead mon seems to be focused around (atk or sp atk). I'll keep coming back to Tapu Koko throughout the match as a pivot to keep setting up Reflect and Light Screen.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Liquidation
This started out with a standard Belly Drum sweeper set up, with Knock Off instead Liquidation. However, I ended up changing it to liquidation, as I wanted to have a more powerful SATB move than Aqua Jet handy at any given time. Additionally, I've only rarely had many chances to set up Belly Drum. Granted, I'm not super experienced with using it, so I may just not be capitalizing on chances that I don't know I have.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Stone Edge
On a team with multiple setup sweepers, Garchomp is the main one, I'd say. Swords Dance does a good job at making him even more powerful, but even without it, Garchomp still does a good job dealing damage. Earthquake and Scale Shot are great STAB moves, and Stone Edge gives extra coverage, allowing it to take care of things like Togekiss.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Dual Wingbeat
Another sweeper. Dragon Dance to set up stats, along with Roost to heal. Dragon Claw and Dual Wingbeat are the main attacking moves, with Dragon Claw being a replacement for Earthquake from the original set, so that it can get additional STAB. I’m not 100% sure on either attacking moves—I’m wondering if I should replace them. I tried Outrage instead of Claw, but I really didn’t like being locked into it.

Blissey @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Healing Wish
- Thunder
This is kind of an odd choice, I know, but I felt like such an offensive team might benefit from having a healer/wall such as Blissey. Seismic Toss and Softboiled are the standard Blissey fare. Healing wish is a hail-Mary explosion-type move to sacrifice Blissey if she’s low on health so that I can fully heal one of the main sweepers on the team and regain some momentum. Thunder is for coverage, but it’s also supposed to benefit from the electric terrain that Tapu Koko sets. I chose Serene Grace over Natural Cure so that Thunder has a 60% chance of paralysis if it hits, so that I don't have to run Thunder Wave. This mon has a unique little niche on this team, but my guess is that if I were to change any of them out, this would be the first to go.

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Flamethrower
- Bug Buzz
This is basically the same fare as Dragonite. One move to bulk stats, one to heal if needed, and two STAB moves to dish out damage—pretty self-explanatory. The benefit of having both this and Dragonite is that it allows me to be flexible and set up with either one, depending on the matchups at that point in the match when I start to set up.
Some flaws/misc. things that I've noticed:
- I have no rock setters. I’ve been doing okay without it, but I guess it can’t hurt to add them in. I’ve seen some sets where Garchomp runs Stealth Rock. Should I try and add a rock setter onto the team or not worry about it?
- Reliance on heavy-duty boots. I don’t like how two of the sweepers (Volcarona and Dragonite) have to run HDB instead of a more useful item like a leftovers of life orb or something. Volcarona’s is obviously for the 4x rock weakness, but Dragonite is only 2x weak, so I feel like it’s less “necessary”, however HDB is needed so that it doesn’t get hurt by hazards on switch-in because of multiscale. But then again, they would REALLY benefit from another item. Any thoughts on that?
- No defog/rapid spin. I have no real way to remove any hazards that the opponent manages to set.
- Somewhat of a reliance on Light Screen/Reflect. It’s not so much a complete dependency, but a lot of my playing involves setting up these walls, and only a single defog takes them all down, which is super annoying, haha. But then again, it’s not like the team fails to function without the walls, so I guess it’s not really a “weakness” per say.
- Azumarill. 3/4 of the main sweepers (Dragonite, Garchomp, and Volcarona) are weak to either Fairy or Water, so Azumarill poses a problem. Electric terrain thunder helps a bit, but not too too much.
- Stall. I haven't had much luck against stall teams, although that's probably because I don't know how to take them on.
Thanks for the help!
EDIT: Also, this is my first RMT so apologies if I did anything wrong
Major changes I made in the sample team:
- Swapping out Landorus for Volcarona, as Volcarona allows for more type coverage and covers the team's noticeable lack of sp atk sweepers.
- Swapping out Hawlucha for Blissey, as I was never able to use Hawlucha effectively (it would always die, even when set up right), nor do I think it fulfilled a unique enough niche. Blissey fulfills a different niche, whilst also benefitting from electric terrain.
- Made it less ground/earthquake-focused, as I had a REALLY tough time facing off against flying-oriented teams. (One of my first matches was against a chicken team that was 5/6 flying, so I had a lot of trouble against that haha)

Tapu Koko @ Light Clay
Ability: Electric Surge
EVs: 248 HP / 8 SpD / 252 Spe
Jolly Nature
- Reflect
- Light Screen
- Taunt
- U-turn
Tapu Koko is usually the lead. I'll immediately taunt on turn one so that the foe isn't able to set up rocks or bulk up or anything else like that. After that, I'll set up Light Screen and Reflect--I'll try to set up both as best I can, but if the foe's mon presents a big threat to Tapu Koko, I'll U-Turn out. If I'm only able to get one wall up, I'll prioritize the the one that the foe's lead mon seems to be focused around (atk or sp atk). I'll keep coming back to Tapu Koko throughout the match as a pivot to keep setting up Reflect and Light Screen.

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Liquidation
This started out with a standard Belly Drum sweeper set up, with Knock Off instead Liquidation. However, I ended up changing it to liquidation, as I wanted to have a more powerful SATB move than Aqua Jet handy at any given time. Additionally, I've only rarely had many chances to set up Belly Drum. Granted, I'm not super experienced with using it, so I may just not be capitalizing on chances that I don't know I have.

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Scale Shot
- Stone Edge
On a team with multiple setup sweepers, Garchomp is the main one, I'd say. Swords Dance does a good job at making him even more powerful, but even without it, Garchomp still does a good job dealing damage. Earthquake and Scale Shot are great STAB moves, and Stone Edge gives extra coverage, allowing it to take care of things like Togekiss.

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Roost
- Dragon Claw
- Dual Wingbeat
Another sweeper. Dragon Dance to set up stats, along with Roost to heal. Dragon Claw and Dual Wingbeat are the main attacking moves, with Dragon Claw being a replacement for Earthquake from the original set, so that it can get additional STAB. I’m not 100% sure on either attacking moves—I’m wondering if I should replace them. I tried Outrage instead of Claw, but I really didn’t like being locked into it.

Blissey @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Healing Wish
- Thunder
This is kind of an odd choice, I know, but I felt like such an offensive team might benefit from having a healer/wall such as Blissey. Seismic Toss and Softboiled are the standard Blissey fare. Healing wish is a hail-Mary explosion-type move to sacrifice Blissey if she’s low on health so that I can fully heal one of the main sweepers on the team and regain some momentum. Thunder is for coverage, but it’s also supposed to benefit from the electric terrain that Tapu Koko sets. I chose Serene Grace over Natural Cure so that Thunder has a 60% chance of paralysis if it hits, so that I don't have to run Thunder Wave. This mon has a unique little niche on this team, but my guess is that if I were to change any of them out, this would be the first to go.

Volcarona @ Heavy-Duty Boots
Ability: Flame Body
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Roost
- Flamethrower
- Bug Buzz
This is basically the same fare as Dragonite. One move to bulk stats, one to heal if needed, and two STAB moves to dish out damage—pretty self-explanatory. The benefit of having both this and Dragonite is that it allows me to be flexible and set up with either one, depending on the matchups at that point in the match when I start to set up.
Some flaws/misc. things that I've noticed:
- I have no rock setters. I’ve been doing okay without it, but I guess it can’t hurt to add them in. I’ve seen some sets where Garchomp runs Stealth Rock. Should I try and add a rock setter onto the team or not worry about it?
- Reliance on heavy-duty boots. I don’t like how two of the sweepers (Volcarona and Dragonite) have to run HDB instead of a more useful item like a leftovers of life orb or something. Volcarona’s is obviously for the 4x rock weakness, but Dragonite is only 2x weak, so I feel like it’s less “necessary”, however HDB is needed so that it doesn’t get hurt by hazards on switch-in because of multiscale. But then again, they would REALLY benefit from another item. Any thoughts on that?
- No defog/rapid spin. I have no real way to remove any hazards that the opponent manages to set.
- Somewhat of a reliance on Light Screen/Reflect. It’s not so much a complete dependency, but a lot of my playing involves setting up these walls, and only a single defog takes them all down, which is super annoying, haha. But then again, it’s not like the team fails to function without the walls, so I guess it’s not really a “weakness” per say.
- Azumarill. 3/4 of the main sweepers (Dragonite, Garchomp, and Volcarona) are weak to either Fairy or Water, so Azumarill poses a problem. Electric terrain thunder helps a bit, but not too too much.
- Stall. I haven't had much luck against stall teams, although that's probably because I don't know how to take them on.
Thanks for the help!
EDIT: Also, this is my first RMT so apologies if I did anything wrong
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