This is a really simple team, you're gonna love it.
Strategy: There are only so many Rapid Spinners in OU. Those spinners are Forretress, Tentacruel, Starmie, and occasionally things like Blastoise and Claydol. All the common spinners though can get around their traditional spinblockers, so the point is by trapping those spinners via revenging them you can get spikes up again and do awesome stuff. MagTrio+heavy offense=best team I've ever made in literally 3 minutes. I think this can easily deal with stall too both because of powerful Explosions and the fact that no spinblocking Ghost can take a CB outrage.
Azelf @ Life Orb
Ability: Levitate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spe, -SAtk)
- U-turn
- Stealth Rock
- Explosion
- Zen Headbutt
The real man's anti-lead. U-turn out of dicey matchups you can't explode on (basically only something like leadskarm), Zen Headbutt for good STAB that hits a lot of things pretty well (guaranteed 1hko on pesky lead Machamp in particular), SR on things that can't hurt it much, and LO explosion KO's so many things it isn't even funny. Jolly helps it cover a lot of things better as it doesn't need the extra power from adamant, and he won't need his sash since he's opting for a fast u-turn most of the time he can't get rocks up. One side note: this explosion is so powerful it's a GUARANTEED ohko on shucatran. Too ****ing good.
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Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk/216 Spd/40 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
This little guy is amazing, a perfect feed-in to crap that thinks it can switch in on Azelf or use SR and be safe. He's also the perfect way to deal with ScarfTar. I'm debating Life Orb on this just because being locked into Earthquake sucks and is kind of a big problem actually, but other than that he is stellar.
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Magnezone @ Occa Berry
Ability: Magnet Pull
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Magnet Rise
- Thunderbolt
- HP Ice
- Explosion
The other member of my trapping duo. Outspeeds a lot of things and can Magnet Rise against them. Against defensive teams I just explode after trapping a steel, and with LO boosting its power it does quite a lot, enough to easily KO Swampert and things roughly as bulky as that. HP Ice is a filler option, I might use HP Grass here just so i don't have to auto-explode vs. Swampert, but there are no real options I can think of here since his objective is to trap a steel, kill it, and not explode against a ghost. Maybe substitute over HP?
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Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
SpDef Skarm. Very nice to just set up spikes and lure out their spinner. If they predict a spinblocker and attack I have no problems taking the hit, and if I get trapped it doesn't matter since I'm just trying to get as many layers up as i can and trappers and spinners together are rare. Offensive momentum is lost when they come out and spin, and Dugtrio covers blatant electric attacks coming at me anyway and can switch in on rapid spin/electric moves and KO with earthquake. Magnezone does the same for forrey. Spikes are important to sweep later on in the game, and they allow my Mence to get away with using Dragon Claw and not being revenged by something stupid. I'm considering Sleep Talk here so i can have some kind of a makeshift sleep absorber, and considering he isn't meant to last anyway it wouldn't be such a bad option.
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Dragonite (M) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk/204 Spd/52 SpDef
Adamant nature (+Atk, -SAtk)
- Outrage
- Extremespeed
- Dragon Claw
- Heal Bell
Sweeping Dragon Part 1. His outrage is used on in earlier stages of the game to lure out bulkier walls or scarfers and smack them with Outrage. Spikestacking from Skarm helps a lot with this obviously, and is kinda the point of my whole team. Extremespeed is a nice way to deal with DDMence as well, doing something like 53% minimum, so worst comes to worst I can sacrifice, send dnite in and extremespeed, then force mence to die to sucker punch from trio. He seriously does not need the coverage moves with how this team is styled, and so I give him support options that help these dragons sweep better. Burn/paralysis won't stop them forever! :3
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Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Dragon Claw
- Aqua Tail
- Earthquake
Sweeping Dragon Part 2. His moves are basically exactly the same as DNite's, and his extra speed gives him the edge late-game, as nothing is gonna be able to switch in without sacrificing something else. I can intimidate switch on last-pokemon situations as well, which is quite helpful even with SR taking out 25% of his health. Azelf in the lead slot actually forces a lot of leads to attack, so SR not being up is a possibility as I can trap/kill a lot of leads and he can still deal with them pretty well with his super-powered Explosion/U-turn combo. He has the coverage moves because he can better utilize them with increased speed.
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Strategy: There are only so many Rapid Spinners in OU. Those spinners are Forretress, Tentacruel, Starmie, and occasionally things like Blastoise and Claydol. All the common spinners though can get around their traditional spinblockers, so the point is by trapping those spinners via revenging them you can get spikes up again and do awesome stuff. MagTrio+heavy offense=best team I've ever made in literally 3 minutes. I think this can easily deal with stall too both because of powerful Explosions and the fact that no spinblocking Ghost can take a CB outrage.
Azelf @ Life Orb
Ability: Levitate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spe, -SAtk)
- U-turn
- Stealth Rock
- Explosion
- Zen Headbutt
The real man's anti-lead. U-turn out of dicey matchups you can't explode on (basically only something like leadskarm), Zen Headbutt for good STAB that hits a lot of things pretty well (guaranteed 1hko on pesky lead Machamp in particular), SR on things that can't hurt it much, and LO explosion KO's so many things it isn't even funny. Jolly helps it cover a lot of things better as it doesn't need the extra power from adamant, and he won't need his sash since he's opting for a fast u-turn most of the time he can't get rocks up. One side note: this explosion is so powerful it's a GUARANTEED ohko on shucatran. Too ****ing good.
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Dugtrio (M) @ Life Orb
Ability: Arena Trap
EVs: 252 Atk/216 Spd/40 SDef
Jolly nature (+Spd, -SAtk)
- Earthquake
- Stone Edge
- Aerial Ace
- Sucker Punch
This little guy is amazing, a perfect feed-in to crap that thinks it can switch in on Azelf or use SR and be safe. He's also the perfect way to deal with ScarfTar. I'm debating Life Orb on this just because being locked into Earthquake sucks and is kind of a big problem actually, but other than that he is stellar.
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Magnezone @ Occa Berry
Ability: Magnet Pull
EVs: 40 Atk/216 Spd/252 SAtk
Naive nature (+Spd, -SDef)
- Magnet Rise
- Thunderbolt
- HP Ice
- Explosion
The other member of my trapping duo. Outspeeds a lot of things and can Magnet Rise against them. Against defensive teams I just explode after trapping a steel, and with LO boosting its power it does quite a lot, enough to easily KO Swampert and things roughly as bulky as that. HP Ice is a filler option, I might use HP Grass here just so i don't have to auto-explode vs. Swampert, but there are no real options I can think of here since his objective is to trap a steel, kill it, and not explode against a ghost. Maybe substitute over HP?
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Skarmory (M) @ Leftovers
Ability: Keen Eye
EVs: 252 HP/4 Spd/252 SDef
Impish nature (+Def, -SAtk)
- Spikes
- Roost
- Whirlwind
- Brave Bird
SpDef Skarm. Very nice to just set up spikes and lure out their spinner. If they predict a spinblocker and attack I have no problems taking the hit, and if I get trapped it doesn't matter since I'm just trying to get as many layers up as i can and trappers and spinners together are rare. Offensive momentum is lost when they come out and spin, and Dugtrio covers blatant electric attacks coming at me anyway and can switch in on rapid spin/electric moves and KO with earthquake. Magnezone does the same for forrey. Spikes are important to sweep later on in the game, and they allow my Mence to get away with using Dragon Claw and not being revenged by something stupid. I'm considering Sleep Talk here so i can have some kind of a makeshift sleep absorber, and considering he isn't meant to last anyway it wouldn't be such a bad option.
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Dragonite (M) @ Choice Band
Ability: Inner Focus
EVs: 252 Atk/204 Spd/52 SpDef
Adamant nature (+Atk, -SAtk)
- Outrage
- Extremespeed
- Dragon Claw
- Heal Bell
Sweeping Dragon Part 1. His outrage is used on in earlier stages of the game to lure out bulkier walls or scarfers and smack them with Outrage. Spikestacking from Skarm helps a lot with this obviously, and is kinda the point of my whole team. Extremespeed is a nice way to deal with DDMence as well, doing something like 53% minimum, so worst comes to worst I can sacrifice, send dnite in and extremespeed, then force mence to die to sucker punch from trio. He seriously does not need the coverage moves with how this team is styled, and so I give him support options that help these dragons sweep better. Burn/paralysis won't stop them forever! :3
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Salamence (M) @ Choice Band
Ability: Intimidate
EVs: 252 Atk/4 Def/252 Spd
Jolly nature (+Spd, -SAtk)
- Outrage
- Dragon Claw
- Aqua Tail
- Earthquake
Sweeping Dragon Part 2. His moves are basically exactly the same as DNite's, and his extra speed gives him the edge late-game, as nothing is gonna be able to switch in without sacrificing something else. I can intimidate switch on last-pokemon situations as well, which is quite helpful even with SR taking out 25% of his health. Azelf in the lead slot actually forces a lot of leads to attack, so SR not being up is a possibility as I can trap/kill a lot of leads and he can still deal with them pretty well with his super-powered Explosion/U-turn combo. He has the coverage moves because he can better utilize them with increased speed.
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