Building Process

As I said before the amazingly rare Magnezone I received from my friend is what started this team off. He has a ton of resistances, a great special attack, and his unique ability allows him to counter-kill most walls.


For the next Pokemon I needed something that could take on most of the threats in OU but could be switched in on common moves used against Magnezone (Fire, Fighting, Ground). Gengar fit this bill (mostly) by completely resisting fighting and ground he can switch in after Magnezone and take no damage. I chose Choice scarf for him because it would let him out speed pretty much anything he came across, and it would allow him to take out some of the biggest threats that would try to take out Magnezone.



At this point I realized I needed something to help set up entry hazards, but was bulky enough to send out and receive abuse while it put rocks up. So Curse Swampert came to mind as a solution to this problem as it can set up rocks then Curse up and make itself even bulkier than it already is.




Speaking of entry hazards I needed something to help spin them away and then possibly set up some more and I thought of Donphan but dismissed him seeing as I had a bulkier Stealth Rock user and I had also thought of Tentacruel. Tentacruel was nice because he's fairly bulky and has a way to restore some HP to himself.





At this point I realized I had an overwhelming amount of special attackers on the team and so far, only Magnezone was capable of resisting ghost, dark, rock, and psychic. I realized I needed a dark Pokemon that could also double as a physical sweeper, and Scrafty with his ability Moxie fit the bill, with access to Dragon Dance all I had to do was make sure he could survive for a little while and Focus Sash did the trick.






Finally I wanted a mixed sweeper so that I wouldn't be able to be specifically walled by anything and I also wanted it to be a dragon because dragon typing is largely unresisted making it a great type for a mixed attacker. I made a sort of MixMence set
(Not the one being used right now) and Salamence fit as he covered a bunch of the weaknesses left for me to cover and his weaknesses were also covered.





Gastrodon was suggested as a replacement for Swampert and works realy well as a special wall completely walling bulky waters that were once major anoyances to the team. Salamence wasn't working too well on the team and rarely did what I wanted him to do. Since I was a Stealth Rock user down and I really needed something with taunt on my team I decided on Azelf for now as he can learn both, has a large support move pool, and has great attack and speed stats.
The Team

Anger (Gengar) (F) @ Choice Scarf
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Shadow Ball
- Thunderbolt
- Focus Blast
- Psychic / Hidden Power (Ice)
Before you tell me not to put a choice scarf on Gengar and that it's redundant because he's already fast, his role is to serve as a revenge killer and take out some of the major threats to my team. The reason I considered putting a scarf on a Gengar is all because most of the OU teams had on their threat lists the same couple of things, the main ones for my team being Terrakion, Alakazam, Cloyster, Starmie, Breloom, Espeon, and the list goes on... Choice scarf on Gengar surprises everyone when I bring him out and that surprise factor lets me takeout most of these threats because on Gengar he out speeds everything and with already his impressive special attack all it usually takes is one hit.

How Do They Work? (Magnezone) @ Leftovers
Trait: Magnet Pull
EVs: 148 HP / 252 SAtk / 108 Spd
Modest Nature (+SAtk, -Atk)
- Thunderbolt
-
Charge Beam
- Hidden Power [Fire]
- Substitute
Magnezone kills
most major threats that are unfortunate enough to have a steel typing and a lack of Volt-Turn or U-Turn. He is here to takeout most of the walls in OU because they tend to share the general trait of having steel typing which Magnet Pull and Hidden Power Fire exploit very well together. Magnezone is great for removing things entry hazard users like Ferrothorn and Skarmory because he can set up a Substitute and proceed to finish them off with a Substitute up giving him a free hit on whatever they switch in to revenge him. His speed EV's Make sure he's not completely left in the dust and the HP EV's help him survive most non-STAB super effective hits or weaker super effective STAB hits, except for ground moves ... those completely wipe him out no matter what.
Charge Beam lets him set up behind a substitute on things like Ferrothorn or Choice Band Scizor letting Magnezone potentially sweep after he finishes them off with a Hidden Power Fire.

Stygian (Tentacruel) (F) @ Black Sludge
Trait: Liquid Ooze
EVs:
252 HP / 220 Def / 36 Spd
Bold Nature (+Def, -Atk)
- Rapid Spin
- Toxic Spikes
- Scald
- Giga Drain
Tentacruel is my Rapid Spinner which is always important and allows me to keep Scrafty's Focus Sash intact. Tentacruel is my physical wall,
I've considered changing his nature to Calm to make him a bit better with special attacks, and his ability Liquid Ooze is great to switch into a Drain Punch, Leech Seed, etc. Toxic Spikes are my other source of entry hazards and are great for taking out weaker Pokemon and help discourage walls from staying out too long giving my sweepers a chance to do some damage. Scald gives me a STAB and the added chance for burn is always nice as it can further impede physical attackers if spikes aren't down yet. Giga Drain gives him a form of recovery to keep him alive longer.

Fancy Pants (Scrafty) (M) @ Focus Sash
Trait: Moxie
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
-
Drain Punch
- Crunch
- Ice Punch
Scrafty has proven himself time and time again in my team pulling off phenomenal sweeps of unprepared teams. The Focus Sash keeps Scrafty alive for at least one turn either letting me Dragon Dance up to out speed what ever he's attacking, or it allows him one last chance to hit something....hard.
Drain Punch gives him a STAB form of recovery and can help him reset his Focus Sash if entry hazards are up. Crunch gives him another STAB move and makes him great against psychics. Ice Punch lets him counter dragons, grass, and flying pokemon that would otherwise attempt to one shot him.
I'm currently experimenting with items for this guy.
Banana (Gastrodon) (F) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature (+SDef, -Atk)
- Recover
- Yawn
- Earth Power
- Ice Beam

Gastrodon replaces Swampert on my team now as a special wall. Recover's purpose on this set is obvious and Yawn is there to phase out things such as a special sweepers or walls while stacking up some entry hazard damage. With Storm Drain on him he can eliminate the need to switch out of rain sweepers and retaliate after switching in on a water move. Earth Power is for STAB and Ice Beam is for special dragons and just general coverage.
Azelf @ Mental Herb
Trait: Levitate
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Stealth Rock
- Taunt
- Light Screen
- U-turn
Azelf is the new Stealth Rock user for the team and does his job well. The Mental Herb on him makes sure that he can Taunt the enemy before they can Taunt him. Light screen is there to help keep my guys healthy. Then after he sets up he uses a U-Turn to get out of there and switch into something that can counter or set up. His Jolly nature and full speed EVs make him incredibly fast letting him U-turn before most things, and the health EVs give him some extra bulk.
Previous Members

Hulk (Swampert) (M) @ Leftovers
Trait: Damp
EVs: 252 HP / 4 Atk / 252 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Curse
- Earthquake
- Ice Punch
Swampert is my lead plain and simple. He can set up Stealth rock to make switching in all the worse for my opponents. Earthquake is for a basic STAB attack and it pairs well with Ice Punch covering most of the things that I would send Swampert up against. Curse is there because Swampert's speed stat is already pretty lack luster as most things out speed him so considering he is already pretty bulky so curse just raises his defense to scary high levels. The added bonus from curse being that Swampert gets a boost to his attack making him all the more dangerous. Damp is there because Torrent is kind of useless on a set without water moves and the added bonus of stopping explosion is always nice. Because of his EV maxed HP and SDef he can even survive SolarBeam and Energy Ball from common special sweepers, however he still can't survive Grass Knot.

Scales (Salamence) (M) @ Lum Berry
Trait: Moxie
EVs:
64 Atk / 192 SpA / 252 Spe
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Outrage
- Earthquake
- Fire Blast
Salamence's high stats in special attack let him one shot most weaker things with a Draco Meteor. Once this occurs he gets a boost from Moxie and can then start sweeping physically with Outrage and/or Earthquake. Fire Blast is there for things like Skarmory or Ferrothorn who would switch in on an expected Earthquake or Outrage. The Lum Berry keeps Salamence healthy and can either cure his confusion after Outrage or frustrate anything that would try to inflict a status on him.