This is the team that I use for my OU battles. I honestly think its not very good due to my lack of competitive battling skills.
Deoxys-S @ focus sash
Trait: Pressure
EV's: 252 HP/ 252 Spd/
4 SAtk
Timid nature (+Spd -Atk)
- Spikes
- Stealth rock
-
Psycho boost
-
Ice beam
I know he isn't the best of the moveset / EV's, but I gave him Ice Punch because no one will expect it. Ice Punch counters scor, Extreme Speed is for a last resort thing (against priority), Spikes and Stealth Rock are obviously for hazards.
Extreme speed seems redundant on such a fast pokemon, and ice beam will overall do much more damage than a physical ice punch. (It fairs well against gliscor, dragonite after stealth rocks, salamence, landorus, ect.)
Scizor @ Lifeorb /Metal Plate
Trait: Technician
EV's: 248 HP | 60 Att | 200 SpD
Adamant nature (+Atk - SAtk)
- Bullet Punch
-
U-Turn/Bug Bite
- Roost
- Swords Dance
Again, this isn't the best Scizor, however, I like the idea of Swords Dance 3 times, then roosting, then, BP or Bug bite.
If you are going for SD boost, try a bulkier set so it can set up better. Even better yet, play around a bit with Evs so you could trick the opponent into thinking that you are banded by using u turn with metal plate (metal plate will come into play once you boost your attack and increase the power of your priority bullet punch). This set will overall survive hits better, and give you a better chance to boost.
Jirachi @ Leftovers
Trait: Serene Grace
EV's: 252 SpDef/ 48 Spd/ 208 HP
Careful nature (+SpDef -SAtk)
- Wish
- Iron Head
- Body Slam
-
U-Turn
I think that this is the best Pkmn I chose so far. Fire Punch is for Magnezone/Ferro, Wish is for the times I predict a switch-out, and Iron Head/ Zen Headbutt are for stab, flinch hax, and killing.
Offensively Jirachi is okay, but you lose his nice niche of being able to cause damage in the long run with extended survivability. Fire punch will tickle a ferrothorn/magnezone in the rain. You could give a try to uturn, so if you predict a magnetzone switch in, you can just eject yourself out.
Scrafty @ Leftovers
Trait:
Shed Skin
EV's: 252 Atk/ 252 Spd/ 4 HP
Jolly nature (+Spd -SAtk)
- Dragon Dance
- Ice Punch
- Drain Punch
- Crunch
This guy is the boss. I remember so many battles when I 6-0'd cause of him. DDance is for attack and speed, then, if I had run low on health by then, Drain Punch will dominate. Crunch takes care of Latios, and Ice Punch takes care of scor.
Give shed skin a chance, because if you are going against a stall team, then you could get lucky and wiggle off any status that would cripple Scrafty.
Rotom W @ Choice scarf
Trait: Levitate
EV's: 112 HP/ 252 SAtk/ 144 Spd
Modest nature (+SAtk -Atk)
- Trick
- Hydro Pump
- Volt Switch
- Hidden Power (grass)
I chose Rotom because he is very hindering to your opponents team and hes a pretty good switch/sweeper. Trick is for messing up your opponents strategy. Hidden Power is for ferro, and Volt Switch is for switching (obviously)
A scarfer.... seems fitting.
Infernape @ Life orb
Trait: Blaze (I wish his DW ability was allowed)
EV's: 252 Atk/ 252 Spd/ 4 HP
Naive nature (+Spd -SpDef)
- Mach Punch
- Close Combat
-
Overheat
-
U-Turn
Although he has helped me a bit, he never really was the cause of my wins. Mach Punch is for priority, Close Combat is for super killing, Blaze kick is better than killing yourself with flare blitz, and Thunder Punch is for some flying types who resist him.
Try a mix sweeper so you are not completly walled by gliscor, and hurt a skarmory (KOing it after rocks). Dont forget what a wonderful asset U turn can be as you can predict a switch or outspeed your opponent, and just leave unharmed.