Hi, I've been looking to get into competitive teambuilding, and this is my first OU team. I've attempted to build an offense based around Mega Alakazam and Tapu Lele, and I've had mixed success in the OU tier so far. Feel free to recommend an changes that you feel are necessary in order to improve my team and thank you in advance!
Alakazam-Mega @ Alakazite
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Shadow Ball
This is pretty much the centerpiece of my team and my main special attacker. The set is pretty standard, with Calm Mind usually allowing me to set up on passive threats and Psychic being my Psychic STAB move. Focus Blast gives me a counter to Dark and Steel types, while Shadow Ball lets me hit opposing Psychic and Ghost types. A timid nature is used for me to maximize speed.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Calm Mind
- Focus Blast
Next on the team is Tapu Lele. Tapu Lele pairs great with Mega Alakazam because it allows me to set up a psychic terrain, which boosts Alakazam's STAB move. Psyshock lets me hit specially defensive walls for more damage, and Moonblast is Tapu Lele's other STAB move. Calm mind lets me set up, and Focus Blast gives good coverage for some Steel types. I decided to use Psychium Z for the amount of damage that it can do when boosted with a Psychic Terrain, allowing me to put a dent in many foes.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Defog
- U-turn
Next I decided to use a defensive Landorus set as my stealth rock setter. Earthquake is useful sometimes, and Defog serves as hazard control when necessary. U-Turn lets me bring in my other options safely and allows me to pivot out of Landorus when necessary. Landorus also serves as a good switch-in due to its Electric immunity.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch
Crawdaunt is my only physical attacker on the team, and Choice Band+Adaptability make it a powerful option for my team. This was originally a Choice Specs Keldeo, but I decided that my team was in need of at least one physical attacker. Aqua Jet gives me priority when Psychic Terrain is not up, and allows me to hit opposing Pokemon that use speed-boosting moves, notably Quiver Dance Volcarona. Crabhammer deals a ton of damage due to it being a STAB move, as well as Crunch. Knock Off is sometimes useful for when opposing Pokemon are heavily reliant on their items. I went with an Adamant Nature to maximize attack.
Ferrothorn @ Leftovers
Ability: Iron Barbs
IVs: 0 Spe
- Leech Seed
- Protect
- Thunder Wave
- Gyro Ball
Ferrothorn is my other defensive Pokemon on the team. Leech Seed + Protect allows it to act as a stall, while Thunder Wave is used as speed control and to cripple the other team. Gyro Ball is my one attacking move, and lets me serve as a decent counter to some Fairy types or when Taunt is up. Ferrothorn is also a good switch in for U-Turn users due to its Iron Barbs ability.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
The last Pokemon on my team is Magnezone. I specifically used Magnezone to trap and eliminate or deal significant damage to notable Steel types in the tier, such as Ferrothorn, Celesteela, Mega Scizor, etc. Hidden Power Fire is included to hit Ferrothorn, Mega Scizor, and Kartana for 4x damage, while Thunderbolt is used to hit Skarmory and Celesteela. Flash Cannon is used because of STAB, and Volt Switch is useful for occasionally switching into an Earthquake, or for revenge killing. I decided to use a Choice Scarf to ensure that I get the OHKO on Swords Dance Kartana without taking any damage beforehand.
Alakazam-Mega @ Alakazite
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Shadow Ball
This is pretty much the centerpiece of my team and my main special attacker. The set is pretty standard, with Calm Mind usually allowing me to set up on passive threats and Psychic being my Psychic STAB move. Focus Blast gives me a counter to Dark and Steel types, while Shadow Ball lets me hit opposing Psychic and Ghost types. A timid nature is used for me to maximize speed.
Tapu Lele @ Psychium Z
Ability: Psychic Surge
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Moonblast
- Calm Mind
- Focus Blast
Next on the team is Tapu Lele. Tapu Lele pairs great with Mega Alakazam because it allows me to set up a psychic terrain, which boosts Alakazam's STAB move. Psyshock lets me hit specially defensive walls for more damage, and Moonblast is Tapu Lele's other STAB move. Calm mind lets me set up, and Focus Blast gives good coverage for some Steel types. I decided to use Psychium Z for the amount of damage that it can do when boosted with a Psychic Terrain, allowing me to put a dent in many foes.
Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Earthquake
- Defog
- U-turn
Next I decided to use a defensive Landorus set as my stealth rock setter. Earthquake is useful sometimes, and Defog serves as hazard control when necessary. U-Turn lets me bring in my other options safely and allows me to pivot out of Landorus when necessary. Landorus also serves as a good switch-in due to its Electric immunity.
Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Crabhammer
- Aqua Jet
- Crunch
Crawdaunt is my only physical attacker on the team, and Choice Band+Adaptability make it a powerful option for my team. This was originally a Choice Specs Keldeo, but I decided that my team was in need of at least one physical attacker. Aqua Jet gives me priority when Psychic Terrain is not up, and allows me to hit opposing Pokemon that use speed-boosting moves, notably Quiver Dance Volcarona. Crabhammer deals a ton of damage due to it being a STAB move, as well as Crunch. Knock Off is sometimes useful for when opposing Pokemon are heavily reliant on their items. I went with an Adamant Nature to maximize attack.
Ferrothorn @ Leftovers
Ability: Iron Barbs
IVs: 0 Spe
- Leech Seed
- Protect
- Thunder Wave
- Gyro Ball
Ferrothorn is my other defensive Pokemon on the team. Leech Seed + Protect allows it to act as a stall, while Thunder Wave is used as speed control and to cripple the other team. Gyro Ball is my one attacking move, and lets me serve as a decent counter to some Fairy types or when Taunt is up. Ferrothorn is also a good switch in for U-Turn users due to its Iron Barbs ability.
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hidden Power [Fire]
- Thunderbolt
- Flash Cannon
- Volt Switch
The last Pokemon on my team is Magnezone. I specifically used Magnezone to trap and eliminate or deal significant damage to notable Steel types in the tier, such as Ferrothorn, Celesteela, Mega Scizor, etc. Hidden Power Fire is included to hit Ferrothorn, Mega Scizor, and Kartana for 4x damage, while Thunderbolt is used to hit Skarmory and Celesteela. Flash Cannon is used because of STAB, and Volt Switch is useful for occasionally switching into an Earthquake, or for revenge killing. I decided to use a Choice Scarf to ensure that I get the OHKO on Swords Dance Kartana without taking any damage beforehand.