I've done a couple of XY and ORAS OU teams, but my favourite gen was gen 4, and so I have made this team to let me relinquish me happiest days in pokemon.
Machamp @ Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 240 HP / 248 Atk / 16 SpD / 4 Spe
- Dynamic Punch
- Payback
- Bullet Punch
- Ice Punch
Machamp goes well with the HO style team, holding nothing back. Its role is essentially a wall breaker, but can also revenge kill late game with Bullet Punch. Its Dynamic Punch can also annoy the opposition, with the confusion often forcing a switch out. Bullet Punch is to revenge kill any prey, and Ice Punch is to hit Dragons, Grass types and birds. There are quite a few Machamps in the metagame, so 4 Speed EVs are there simply to outspeed opposing Machamp.
Dragonite @ Life Orb
Ability: Inner Focus
Nature: Adamant
EVs: 252 Atk / 4 Def / 252 Spe
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Dragonite is a component of the DragMag combo with Magnezone. One Dragon Dance and it will destruct most things in its way. A boost elevates its attack to 604, allowing it to one shot many pokemon. Dragon Claw is for obvious STAB, and Earthquake creates coverage for Steel types that may wall it. Extreme Speed is there so Dragonite can come and revenge kill any weak prey. Its synergy with Magnezone and Heatran is great, and Dragonite itself uplifts the HO team status.
Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe
- Thunderbolt
- Hidden Power Fire
- Flash Cannon
- Explosion
Completing the DragMag combo, Magnezone traps and kills all Steel types that may come. Its role is a wallbreaker, and also a suicidal bomb. Thunderbolt and Flash Cannon are its main STAB moves, and HP Fire is there to KO the trapped Steel types. Explosion is the best option if there is a Pokemon in the opposition that just can't be taken down. Explosion is a last ditch effort to help the team, and if it doesn't kill the opposing pokemon, then Dragonite or Machamp can revenge kill it with their priority moves.
Heatran @ Shuca Berry
Ability: Flash Fire
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power Grass
Heatran's main purpose is to set up the Stealth Rocks and use its bulk to stay alive for possible future use. Heatran has STAB Fire Blast which hits hard against Grass and Ice types, and Earth Power gives support against opposing Steel pokemon. HP Grass is there to hit the ever common water types like Swampert. The Shuca Berry is there to weaken Ground attacks so that it is sure to get up the Stealth Rocks, hence the full investment in Speed EVs.
Celebi @ Sitrus Berry
Ability: Natural Cure
Nature: Modest
EVs: 232 HP / 240 SpA / 36 Spe
- Thunder Wave
- Leaf Storm
- Hidden Power Fire
- Recover
Going away from the HO style, Celebi spreads paralysis to opposing pokemon for easier sweeping by the other pokemon. Thunder Wave is the main move for status. Leaf Storm hits hard on a lot of foes, including Tyranitar, being able to be OHKO'd after Stealth Rocks. HP Fire hits Steel switch ins that may do so when seeing Celebi.
Starmie @ Leftovers
Ability: Natural Cure
Nature: Timid
EVs: 252 HP / 4 SpD / 252 Spe
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Recover
Starmie is in the team for the reason to clear any hazards. There have been too many games where opposition have set up Toxic Spikes, Stealth Rock and Spikes all at once to chip away at my pokemon. Starmie gets rid of that, which is a huge relief. Due to its Speed, it is able to do this swiftly without any disturbance. Also, Starmie fits in with the HO theme, with Hydro Pump and Thunderbolt at its disposal. Once all the entry hazards are gone, the two attacks will hit hard and allow Starmie to break opposing pokemon. Recover is there for gaining health back, in case the entry hazards crop up again.
This is my first DP OU team, so bare with me. Any suggestions will be greatly appreciated.
Machamp @ Lum Berry
Ability: No Guard
Nature: Adamant
EVs: 240 HP / 248 Atk / 16 SpD / 4 Spe
- Dynamic Punch
- Payback
- Bullet Punch
- Ice Punch
Machamp goes well with the HO style team, holding nothing back. Its role is essentially a wall breaker, but can also revenge kill late game with Bullet Punch. Its Dynamic Punch can also annoy the opposition, with the confusion often forcing a switch out. Bullet Punch is to revenge kill any prey, and Ice Punch is to hit Dragons, Grass types and birds. There are quite a few Machamps in the metagame, so 4 Speed EVs are there simply to outspeed opposing Machamp.
Dragonite @ Life Orb
Ability: Inner Focus
Nature: Adamant
EVs: 252 Atk / 4 Def / 252 Spe
- Dragon Dance
- Dragon Claw
- Earthquake
- Extreme Speed
Dragonite is a component of the DragMag combo with Magnezone. One Dragon Dance and it will destruct most things in its way. A boost elevates its attack to 604, allowing it to one shot many pokemon. Dragon Claw is for obvious STAB, and Earthquake creates coverage for Steel types that may wall it. Extreme Speed is there so Dragonite can come and revenge kill any weak prey. Its synergy with Magnezone and Heatran is great, and Dragonite itself uplifts the HO team status.
Magnezone @ Choice Scarf
Ability: Magnet Pull
Nature: Naive
EVs: 4 Atk / 252 SpA / 252 Spe
- Thunderbolt
- Hidden Power Fire
- Flash Cannon
- Explosion
Completing the DragMag combo, Magnezone traps and kills all Steel types that may come. Its role is a wallbreaker, and also a suicidal bomb. Thunderbolt and Flash Cannon are its main STAB moves, and HP Fire is there to KO the trapped Steel types. Explosion is the best option if there is a Pokemon in the opposition that just can't be taken down. Explosion is a last ditch effort to help the team, and if it doesn't kill the opposing pokemon, then Dragonite or Machamp can revenge kill it with their priority moves.
Heatran @ Shuca Berry
Ability: Flash Fire
Nature: Timid
EVs: 252 SpA / 4 SpD / 252 Spe
- Stealth Rock
- Fire Blast
- Earth Power
- Hidden Power Grass
Heatran's main purpose is to set up the Stealth Rocks and use its bulk to stay alive for possible future use. Heatran has STAB Fire Blast which hits hard against Grass and Ice types, and Earth Power gives support against opposing Steel pokemon. HP Grass is there to hit the ever common water types like Swampert. The Shuca Berry is there to weaken Ground attacks so that it is sure to get up the Stealth Rocks, hence the full investment in Speed EVs.
Celebi @ Sitrus Berry
Ability: Natural Cure
Nature: Modest
EVs: 232 HP / 240 SpA / 36 Spe
- Thunder Wave
- Leaf Storm
- Hidden Power Fire
- Recover
Going away from the HO style, Celebi spreads paralysis to opposing pokemon for easier sweeping by the other pokemon. Thunder Wave is the main move for status. Leaf Storm hits hard on a lot of foes, including Tyranitar, being able to be OHKO'd after Stealth Rocks. HP Fire hits Steel switch ins that may do so when seeing Celebi.
Starmie @ Leftovers
Ability: Natural Cure
Nature: Timid
EVs: 252 HP / 4 SpD / 252 Spe
- Rapid Spin
- Hydro Pump
- Thunderbolt
- Recover
Starmie is in the team for the reason to clear any hazards. There have been too many games where opposition have set up Toxic Spikes, Stealth Rock and Spikes all at once to chip away at my pokemon. Starmie gets rid of that, which is a huge relief. Due to its Speed, it is able to do this swiftly without any disturbance. Also, Starmie fits in with the HO theme, with Hydro Pump and Thunderbolt at its disposal. Once all the entry hazards are gone, the two attacks will hit hard and allow Starmie to break opposing pokemon. Recover is there for gaining health back, in case the entry hazards crop up again.
This is my first DP OU team, so bare with me. Any suggestions will be greatly appreciated.