All right, so this is a new team I've been working out with. The style is Offense.
Starmie @ Choice Specs
Nature: Timid
252 Sp. Atk/ 252 Speed
Ability: Natural Cure
--Hydro Pump
--Thunderbolt
--Ice Beam
--Trick
This is what is called an anti-lead. The purpose of this lead is to force other leads into either only getting their rocks up or attacking starmie. Starmie does its job well once the bulkier leads are taken care of for the rest of my team to take advantage of. Hydro Pump over Surf for the extra power. Tbolt and Ice Beam for type coverage. Trick to shut down things that Starmie can barely graze and the rest of the team can take advantage of: i.e. pert, Bliss, Skarm (not on WW), Rotom-A.
Machamp @ Leftovers
Nature: Adamant
Ability: No Guard
248 HP/ 252 Atk/ 8 Speed
--Substitute
--Dynamic Punch
--Payback
--Stone Edge
Quite possibly Machamp's most devastating set. This serves as my main tyranitar counter as imo it is the best tyranitar counter in existence. (Skarm fails to baitttar, which I'll explain a bit later). Anyway, once this thing gets a sub up, something on the other dude's team is going to die. Dynamic Punch for confusion. Payback to hurt those mothaf***ing rotoms/gengars. Stone Edge for gyara/mence.
Tyranitar @ Expert Belt
Nature: Hasty
Ability: Sand Stream
252 Atk/ 48 Sp. Atk/ 208 Speed
--Crunch
--Pursuit
--Superpower
--Fire Blast
EVs are a bit funky, but they work. Go look on smogon. Too lazy to find what outspeeds what since I really don't like it, but I'm not sure what to replace it with. Sand is nice. This is what I want to use as my bait to kill those running latiases and gengars who think imma crunch. Fire Blast dents Skarm and rapes Scizor/Forry. Superpower for Bliss/Lax. Crunch for STAB. I don't really like this set though because once I'm para'd, I'm more useless than para'd scarftar (at least it can be trick fodder).
Salamence @ Life Orb
Nature: Naive
Ability: Intimidate
208 Sp. Atk/ 252 Speed/ 44 Atk
--Draco Meteor
--Earthquake
--Fire Blast
--Roost
Wtf? Mixmence with Roost? This is why I think Mence is pretty broken. If it didn't have Roost, I'd be more comfortable, but roost mence makes probably the most powerful pokemon in OU have increased longevity. I forget if the Attack EVs are the same. I know it's 208 Sp. Atk. Why? Because that's just how I like to EV my mixmences. :\ Dragon + Ground + Fire for obvious coverage. Roost for healing
Infernape @ Choice Band
Nature: Naive
Ability: Blaze
252 Atk/ 192 Speed/ 64 Sp. Atk
--Fire Blast
--Close Combat
--Mach Punch
--U-Turn
What? Fire Blast on CB set? Reason being: Fire Punch is too weak, and Flare Blitz recoil from ttar's cuts Ape's life. Ape 2hko's anything that doesn't resist it so I'm cool with that. Mach Punch makes this my go-to-priority. Fortunately, there are no agility ghosts
(at least, I don't think there are. Well maybe Driflim, but it sucks. :S) Anyway, U-turn is to scout out opposing teams. Mach Punch to dent Scarftar and that good stuff.
Metagross @ Life Orb
Nature: Adamant
Ability: Clear Body
252 Atk/ 252 Speed/ 4 HP
--Agility
--Meteor Mash
--Earthquake
--Explosion
The cleaner. Agility up and sweep with Mash + EQ. Boom to go out in style.
I know I want the starmie/champ/mence combo. Not too sure of ape|metagross. Def. not ttar. Suggestions?
Richy, if you say, "WHERE ARE YOUR WALLS?" Please note, that this is an offensive team. Although, I note that I don't have rocks
and walls != tanks. If you can find good tanks that might help, i'll be willing to accept it.
One other thing, I am PROUD TO BE AN OU WHORE! So, no flames about OU whoring. Doesn't mean I won't take UU/NU suggestions into hand.