This is my second RMT and I've been having some pretty decent success with this team and I wanted to see what you all though about the team and am always open to constructive criticism, ideas, thoughts, what you like about it etc. So without further ado.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 SpD
Impish Nature
-Dragon Tail
-Earthquake
-Fire Blast
-Stealth Rock
Your standard Garchomp lead. Usually always is able to get out a Stealth Rock and EVs and Nature allow him to be somewhat of a pseudo-tank, being able to take hits, deal them out moderately well. His ability and item allow him to be a great counter to physical attackers low on health, usually killing them on passive damage alone, especially on a switch in when they're not expecting it.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
-Iron Head
-Whirlwind
-Spikes
-Roost
I chose to go with a specially defensive Skarmory, taking advantage of his already sky high defense, because it allows him to tank more hits. He is somewhat of a teammate of Garchomp, acting as a second phazer and a set up for more entry hazards. Roost and Whirlwind allow him to keep the pressure on, and is a great counter to fairies that would normally harass the hell out of Garchomp.
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 152 Def / 20 SpA / 88 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
-Giga Drain
-Sludge Bomb
-Hidden Power [Fire]
-Synthesis
I love this thing. His amazing bulk and ability make him a great physical and special wall. I've seen him take down Talonflame, Tornadus, Weavile etc. just to name a few. Giga Drain and Synthesis allow for reliable recovery while Sludge Bomb is a great STAB and Hidden Power [Fire] to take care of the Steel types that think it can phase him.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 4 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-Magma Storm
-Earth Power
-Toxic
-Taunt
The combination of Heatran and Venusaur is the perfect example of type synergy allowing them to almost flawlessly cover each other's weaknesses. Heatran is also another great lead, allowing him to get a Taunt on most leads or sweepers stopping them at their set-up. After a Taunt he can always get a Toxic if the Poke decides to stay in or switch and with the combination of Magma Storm, gives great passive damage and a timer on most pokes keeping the pressure on. His EV spread allows him to take hits easily.
Azumarill @ Watmel Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
-Natural Gift
-Aqua Jet
-Waterfall
-Play Rough
You might be questioning my intelligence putting an Azumarill on my team without Belly Drum, a sitrus Berry or Leftovers and allowing him to have one of the most underrated moves in the meta: Natural Gift. Why? Because it's one HELLUVA surprise to ANY common Steel type (Scizor, Ferrothorn, Bisharp etc.) Thinking they're gonna force a switch on him and BAM they're KO'ed in one hit. For those of you who don't know, a Watmel Berry gives Natural Gift a base 100 power Fire type attack. Combine this with its stellar attack stat, he very seldom takes out less than two Pokémon a battle. I figured I'd try it out since Azumarill always has kind of a free move slot to play with anyway and it has worked excellently.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-Shadow Ball
-Focus Blast
-Dazzling Gleam
-Sludge Wave
Last but not least, my late-game clean-up/spin blocker/defog killer. I originally had Alakazam in his place but I noticed I was being taken advantage of by Rapid Spin and Defog getting rid of my entry hazards so I opted for Gengar to stop any rapid spinning from happening, and even if say Latios or Latias wanted to Defog, they did so sacrificing them my Gengar's Shadow Ball. He's so fast and hits so hard, he's my main dragon tamer/fairy destroyer. He's usually used better late when all of the faster threats are gone and he can wipe out the rest with hazard support.
Weeeeeeelp. There you have it. My OU team. So far I'm peaking in the 1400s and plan on keep moving up. Again open to suggestions and discussions!
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 SpD
Impish Nature
-Dragon Tail
-Earthquake
-Fire Blast
-Stealth Rock
Your standard Garchomp lead. Usually always is able to get out a Stealth Rock and EVs and Nature allow him to be somewhat of a pseudo-tank, being able to take hits, deal them out moderately well. His ability and item allow him to be a great counter to physical attackers low on health, usually killing them on passive damage alone, especially on a switch in when they're not expecting it.
Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
-Iron Head
-Whirlwind
-Spikes
-Roost
I chose to go with a specially defensive Skarmory, taking advantage of his already sky high defense, because it allows him to tank more hits. He is somewhat of a teammate of Garchomp, acting as a second phazer and a set up for more entry hazards. Roost and Whirlwind allow him to keep the pressure on, and is a great counter to fairies that would normally harass the hell out of Garchomp.
Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 152 Def / 20 SpA / 88 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
-Giga Drain
-Sludge Bomb
-Hidden Power [Fire]
-Synthesis
I love this thing. His amazing bulk and ability make him a great physical and special wall. I've seen him take down Talonflame, Tornadus, Weavile etc. just to name a few. Giga Drain and Synthesis allow for reliable recovery while Sludge Bomb is a great STAB and Hidden Power [Fire] to take care of the Steel types that think it can phase him.
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 4 Def / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-Magma Storm
-Earth Power
-Toxic
-Taunt
The combination of Heatran and Venusaur is the perfect example of type synergy allowing them to almost flawlessly cover each other's weaknesses. Heatran is also another great lead, allowing him to get a Taunt on most leads or sweepers stopping them at their set-up. After a Taunt he can always get a Toxic if the Poke decides to stay in or switch and with the combination of Magma Storm, gives great passive damage and a timer on most pokes keeping the pressure on. His EV spread allows him to take hits easily.
Azumarill @ Watmel Berry
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
-Natural Gift
-Aqua Jet
-Waterfall
-Play Rough
You might be questioning my intelligence putting an Azumarill on my team without Belly Drum, a sitrus Berry or Leftovers and allowing him to have one of the most underrated moves in the meta: Natural Gift. Why? Because it's one HELLUVA surprise to ANY common Steel type (Scizor, Ferrothorn, Bisharp etc.) Thinking they're gonna force a switch on him and BAM they're KO'ed in one hit. For those of you who don't know, a Watmel Berry gives Natural Gift a base 100 power Fire type attack. Combine this with its stellar attack stat, he very seldom takes out less than two Pokémon a battle. I figured I'd try it out since Azumarill always has kind of a free move slot to play with anyway and it has worked excellently.
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
-Shadow Ball
-Focus Blast
-Dazzling Gleam
-Sludge Wave
Last but not least, my late-game clean-up/spin blocker/defog killer. I originally had Alakazam in his place but I noticed I was being taken advantage of by Rapid Spin and Defog getting rid of my entry hazards so I opted for Gengar to stop any rapid spinning from happening, and even if say Latios or Latias wanted to Defog, they did so sacrificing them my Gengar's Shadow Ball. He's so fast and hits so hard, he's my main dragon tamer/fairy destroyer. He's usually used better late when all of the faster threats are gone and he can wipe out the rest with hazard support.
Weeeeeeelp. There you have it. My OU team. So far I'm peaking in the 1400s and plan on keep moving up. Again open to suggestions and discussions!