Well, after the usage statistics came out for 2008, I decided that I'd try my hand at making a team to counter the standard teams I've encountered in my travels. That being said, here is the fruit of my attempt.
The lead.
Yanmega @ Expert Belt
Nature: Modest (Timid)
Ability: Speed Boost
4 HP / 252 Satk / 252 Speed
Protect
Bug Buzz
HP Ground (Fire)
Air Slash
Alright, so the purpose of this lead is not to set up rocks, or give a status effect to a Pokemon or two. It's to kill things. Thinking about common leads, I encounter a lot of T-tars, some Machamp, Azelf, etc. So, this set helps cut down those foes before rocks get up. Yanmega hits hard. It's pretty simple. Timid nature so I can outspeed many things that come my way and not have to protect to get the speed Bonus.
I have HP Fire on to counter the likes of Bronzong, Magnezone, and what ever I might encounter. However, this is going to die, inevitably. And if not, I'm going to take enough damage to ruin any chances of bringing it back in, so this is a "suicide lead" in a sense. After my darling dies, I bring out...
Rocks? How original >.>
Bronzong @Leftovers
Nature: Relaxed
Ability: Heatproof
252 HP / 36 Atk / 156 Def / 64 Sdef
Gyro Ball
Explosion
EQ
Stealth Rocks
Nothing really new here except the nature. The way I see it, I get a free turn, as everyone is going to suspect Levitate. Then, if they are the likes of Heatran or Infernape, I have a free turn to EQ. Also, I can predict the fire move, and absorb it with this. I prefer Heatproof. People plan for Levitate, and build teams accordingly. This throws them off. Other wise, the set is nothing special. So, I get rocks set up, and either die or switch out (preferably the 2nd >.>) and move on.
Roar! I hurt!
T-tar@ Choice Band
Nature: Adamant (Jolly)
Ability: Sand Stream
252 HP / 174 (252) Atk / 84(4) Speed
Aqua Tail (EQ)
Crunch
Super Power
Stone Edge (Thunder Punch)
Alright, so I switched up the standard CB-tar a little here. EQ and Crunch because they hit things hard. EQ because it SE's like... everything and Crunch to deal with pesky Psychics and the likes. Now, the changes.
I like Super Power because I like being able to counter Blissey. I usually run without a fighting attack, and have been crippled from it, because I can't SE her while she cures in my face... Over... and over... So, super power. I used Metalkidd's calculator for the damage calcs, and it said it would OHKO iirc, but I know his is messed up... so yeah.
Then I added Thunder Punch to deal with the waters that feel they can switch in on T-tar all the time. Although he's with the Band, if I can predict carefully, I can whip out a thunder punch, and catch Gyarados, Vaporeon, Starmie (not so much) and Suicune off guard. Sweet, eh?
Then I switched to Jolly, because outspeeding things is a priority over raw power for me. With the CB and Adamant, I felt like I was doing 200%+ in situations where I could still OHKO but not lose as much speed.
Dragon Tamers love me!
Gyarados@ Life Orb (lefties)
Nature: Adamant
Ability: Intimidate
74 HP / 252 Atk / 184 Speed
Earthquake (bounce)
Dragon Dance
Water Fall
Stone Edge
I saw this set, and liked the ideas behind it. A flying stab for Gyarados is pretty sweet. It checks things like Machamp and Infernape. Although it's uber predictable because it's two turns, it also grants me a turn of free leftovers recovery. Fun! Otherwise, there's nothing very new about this. Stone edge helps with best flying types and Salamence.
Moon-bird-thing!
Cresselia@ Leftovers
Nature: Calm
Ability: Levitate
252 HP / 200 Def / 56 Sdef
Charge Beam (Psychic)
Rest
Sleep Talk
Ice Beam
I needed something more bulky that could resist my team's ground weaknesses. So, this came to mind. So, a couple of sets came to mind. I could use Moonlight for recovering, but that would never heal me sufficiently due to the ever common Sand Storm. So, I decided to go with the Sleep Talk strategy. I also enjoy having a fighting resistance and counter. Gyarados counters fighting, but I find that Machamp is so versatile, it can still hurt Gyarados a bit before I can do much. So, Cresselia gives me a bit more options for dealign with fighting types.
Also, Ice beam is nice for dealing and walling grounds and Salamence (if needed.)
Finally...!
Magnezone @Choice Specs
Nature: Modest
Ability: Magnet Pull
172 Atk / 252 Satk / 84 Speed
Thunderbolt
HP Grass
Signal Beam (Flash Cannon)
Explosion
This is my revenge killing-steel-countering-Scizor-killing-machine-of-malice! I seriously love this Pokemon now. Since Sand Stream has been running rampant through OU, and Steels have been flourishing with their great resistances and immunity to sandstorm, Magnezone is a perfect way to deal with them.
I'm on the fence with the HP firstmost though. I like fire to trap Bronzong and Metagross and be able to deal with them. I like ground to get T-tar, and the likes, and Ice is just a great option as well.
Also, Flash Cannon isn't finding me much use. As I normally use this for revenge killing and not sweeping, I haven't put magnet rise in, as I would need to lose the Choice Specs bonus.
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
So, there's my team. I made it after getting experience in the tutor program (which I unfortunatly lost to Plus... A great battler) and feel I have done a pretty nice job. I'd make a threats list and the likes, but I'm tired and I'm going to bed. However, I would appreciate all the feedback I can get ^^. Thanks in advanced.
The lead.
Yanmega @ Expert Belt
Nature: Modest (Timid)
Ability: Speed Boost
4 HP / 252 Satk / 252 Speed
Protect
Bug Buzz
HP Ground (Fire)
Air Slash
Alright, so the purpose of this lead is not to set up rocks, or give a status effect to a Pokemon or two. It's to kill things. Thinking about common leads, I encounter a lot of T-tars, some Machamp, Azelf, etc. So, this set helps cut down those foes before rocks get up. Yanmega hits hard. It's pretty simple. Timid nature so I can outspeed many things that come my way and not have to protect to get the speed Bonus.
I have HP Fire on to counter the likes of Bronzong, Magnezone, and what ever I might encounter. However, this is going to die, inevitably. And if not, I'm going to take enough damage to ruin any chances of bringing it back in, so this is a "suicide lead" in a sense. After my darling dies, I bring out...
Rocks? How original >.>
Bronzong @Leftovers
Nature: Relaxed
Ability: Heatproof
252 HP / 36 Atk / 156 Def / 64 Sdef
Gyro Ball
Explosion
EQ
Stealth Rocks
Nothing really new here except the nature. The way I see it, I get a free turn, as everyone is going to suspect Levitate. Then, if they are the likes of Heatran or Infernape, I have a free turn to EQ. Also, I can predict the fire move, and absorb it with this. I prefer Heatproof. People plan for Levitate, and build teams accordingly. This throws them off. Other wise, the set is nothing special. So, I get rocks set up, and either die or switch out (preferably the 2nd >.>) and move on.
Roar! I hurt!
T-tar@ Choice Band
Nature: Adamant (Jolly)
Ability: Sand Stream
252 HP / 174 (252) Atk / 84(4) Speed
Aqua Tail (EQ)
Crunch
Super Power
Stone Edge (Thunder Punch)
Alright, so I switched up the standard CB-tar a little here. EQ and Crunch because they hit things hard. EQ because it SE's like... everything and Crunch to deal with pesky Psychics and the likes. Now, the changes.
I like Super Power because I like being able to counter Blissey. I usually run without a fighting attack, and have been crippled from it, because I can't SE her while she cures in my face... Over... and over... So, super power. I used Metalkidd's calculator for the damage calcs, and it said it would OHKO iirc, but I know his is messed up... so yeah.
Then I added Thunder Punch to deal with the waters that feel they can switch in on T-tar all the time. Although he's with the Band, if I can predict carefully, I can whip out a thunder punch, and catch Gyarados, Vaporeon, Starmie (not so much) and Suicune off guard. Sweet, eh?
Then I switched to Jolly, because outspeeding things is a priority over raw power for me. With the CB and Adamant, I felt like I was doing 200%+ in situations where I could still OHKO but not lose as much speed.
Dragon Tamers love me!
Gyarados@ Life Orb (lefties)
Nature: Adamant
Ability: Intimidate
74 HP / 252 Atk / 184 Speed
Earthquake (bounce)
Dragon Dance
Water Fall
Stone Edge
I saw this set, and liked the ideas behind it. A flying stab for Gyarados is pretty sweet. It checks things like Machamp and Infernape. Although it's uber predictable because it's two turns, it also grants me a turn of free leftovers recovery. Fun! Otherwise, there's nothing very new about this. Stone edge helps with best flying types and Salamence.
Moon-bird-thing!
Cresselia@ Leftovers
Nature: Calm
Ability: Levitate
252 HP / 200 Def / 56 Sdef
Charge Beam (Psychic)
Rest
Sleep Talk
Ice Beam
I needed something more bulky that could resist my team's ground weaknesses. So, this came to mind. So, a couple of sets came to mind. I could use Moonlight for recovering, but that would never heal me sufficiently due to the ever common Sand Storm. So, I decided to go with the Sleep Talk strategy. I also enjoy having a fighting resistance and counter. Gyarados counters fighting, but I find that Machamp is so versatile, it can still hurt Gyarados a bit before I can do much. So, Cresselia gives me a bit more options for dealign with fighting types.
Also, Ice beam is nice for dealing and walling grounds and Salamence (if needed.)
Finally...!
Magnezone @Choice Specs
Nature: Modest
Ability: Magnet Pull
172 Atk / 252 Satk / 84 Speed
Thunderbolt
HP Grass
Signal Beam (Flash Cannon)
Explosion
This is my revenge killing-steel-countering-Scizor-killing-machine-of-malice! I seriously love this Pokemon now. Since Sand Stream has been running rampant through OU, and Steels have been flourishing with their great resistances and immunity to sandstorm, Magnezone is a perfect way to deal with them.
I'm on the fence with the HP firstmost though. I like fire to trap Bronzong and Metagross and be able to deal with them. I like ground to get T-tar, and the likes, and Ice is just a great option as well.
Also, Flash Cannon isn't finding me much use. As I normally use this for revenge killing and not sweeping, I haven't put magnet rise in, as I would need to lose the Choice Specs bonus.
.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
So, there's my team. I made it after getting experience in the tutor program (which I unfortunatly lost to Plus... A great battler) and feel I have done a pretty nice job. I'd make a threats list and the likes, but I'm tired and I'm going to bed. However, I would appreciate all the feedback I can get ^^. Thanks in advanced.