





Introduction
Hello! This is my first ever RMT and first time seriously 'maining' a team for OU. I think it's decent and pretty fun to play, but of course there is room for improvement. I'm going for a balanced team, with Gliscor as lead, Toxapex as a wall, and the rest of the team dishing out the damage. Any help is greatly appreciated!

Gliscor @ Toxic Orb
Ability: Poison Heal
Nature: Jolly
EVs: 244 HP / 44 Def / 108 SpD / 112 Spe
Moves: Stealth Rock | Earthquake | U-turn | Roost
I picked Gliscor because it has good sustain with Poison Heal with great typing, and as a stealth rock setter. Afterwards, I can use it as a pivot (usually for either Toxapex or Kyurem if it's a bad matchup), or attack with Earthquake. Roost is for survivability, to make it even harder to kill on top of Poison Heal. As a setup, I find it very effective, and I often use it to counter Ground types due to its immunity. I usually run into problems with Hidden Power Ice, though.

Lopunny-Mega @ Lopunnite
Ability: Scrappy
Nature: Jolly
EVs: 252 Atk / 4 SpD / 252 Spe
Moves: Fake Out | Last Resort
Mega Lopunny was the pokemon I started out with when building this team. I think Fake Out/Last Resort is quite fun, and it sweeps surprisingly effective provided I've taken care Lopunny's counters. Lopunny outspeeds most pokemon, and I use this to fire off as many Last Resorts as possible. Fake Out is there so I can use Last Resort, and also serves as some good damage on any threats before I attempt to sweep. Currently, I'm debating whether or not I should add Drain Punch so it can stay alive a bit longer. Lopunny along with Kyurem is my main source of damage.

Kyurem-Black @ Life Orb
Ability: Teravolt
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe
Moves: Fusion Bolt | Ice Beam | Earth Power | Draco Meteor
Kyurem has a really fat Attack stat, making him one of my best attackers because I can invest into SpA. Fusion bolt is my answer to water and flying types, and is used mostly for coverage that my other pokemon cant get. It takes advantage of his huge Attack stat. Ice beam is for STAB, mostly, and counter to grass types and ground types (Can counter Garchomp, but I'm usually outsped). Earth power is for ground coverage, in case there's a check to Heatran out. Draco Meteor is more last-ditch STAB move for sweeping, but it will render it mostly useless until I switch out.

Toxapex @ Black Sludge
Ability: Regenerator
Nature: Bold
EVs: 248 HP / 8 Def / 252 SpD
IVs: 0 Atk
Moves: Baneful Bunker | Scald | Toxic | Recover
Toxapex is just soooo darn annoying. It has amazing defense and access to Recover, making it really hard to kill. Baneful bunker is to bait out moves (before I was running Haze, but I realized I didn't use it as much). I usually use it after Gliscor so I can setup Toxic on my opponents. Scald is just in case it gets taunted, and sometimes I spam it to burn the other pokemon, but that's more of a last-ditch effort. Recover is essential for keeping Toxapex alive, since it can tank nearly everything, even when it's super effective.

Heatran @ Air Balloon
Ability: Flash Fire
Nature: Calm
EVs: 252 HP / 128 SpD / 128 Spe
IVs: 0 Atk
Moves: Flash Cannon | Earth Power | Will-O-Wisp | Lava Plume
I use Heatran as a bulky counter to grass types and Tyranitars, as well as ice types. Flash Cannon is for STAB and dealing with Ice/Fairy types, which can counter most of my team. I use Earth Power a lot for ground attacking when my Kyurem is dead. Will-o-wisp is for status-ing the pokemon that aren't affected by Toxic, and Lava Plume is my main counter to grass types such as Serperior and Tangrowth.

Togekiss @ Leftovers
Ability: Serene Grace
Nature: Timid
EVs: 252 HP / 160 Def / 96 Spe
IVs: 0 Atk
Moves: Nasty Plot | Air Slash | Heal Bell | Roost
I picked Togekiss for Heal Bell support and to nuke Garchomp, since I noticed that Swords Dance Garchomp could easily eat through my team (especially if Gliscor is dead). Nasty Plot is for use as a sweeper if I need to. It's a pretty standard moveset with Air Slash to take advantage of Serene Grace and beat checks to my pokemon by flinching them. Heal Bell can help with Mega Lopunny and other statuses on Kyurem, mostly. Roost is so it can fulfill its role as a tank and stay alive long enough to get Nasty Plot setups.
Conclusion
This team seems to be quite dependent on smart switch-ins. It aims to have good coverage so I can force them to switch out, allowing me to control the pace of the game and setup sweeps more effectively. This means that I'm quite screwed if Toxapex dies, since I often use it to force a switch. Stealth rocks plays into this strategy since I try to get them to switch often.
I mostly have trouble timing the Lopunny switch-in, and if I can't take them out in one shot, I usually end up taking too much damage. I'm definitely wondering if Drain Punch would be a good addition. I usually end up using Kyurem, since it deals lots of damage and has wide coverage. I sometimes have trouble dealing with Ash-Greninja, and I feel like I can get punished very easily if I'm not controlling the switch-ins.
So far, I'm seeing success, but it almost seems like all plans go out the window after I switch Gliscor out. I usually end up just using Kyurem to blast through their checks, then use Toxapex to stall for a bit. I'd like to figure out a better game-plan, or optimize my team for better synergy.
Thank you for your time!
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 44 Def / 108 SpD / 112 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Roost
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Last Resort
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Draco Meteor
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Scald
- Toxic
- Recover
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Will-O-Wisp
- Lava Plume
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost
Ability: Poison Heal
EVs: 244 HP / 44 Def / 108 SpD / 112 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- U-turn
- Roost
Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Last Resort
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Draco Meteor
Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Baneful Bunker
- Scald
- Toxic
- Recover
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 128 SpD / 128 Spe
Calm Nature
IVs: 0 Atk
- Flash Cannon
- Earth Power
- Will-O-Wisp
- Lava Plume
Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 Def / 96 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Heal Bell
- Roost