Recently, I've started going into PO and I'd like some suggestions for my team
Mienshao @ Regenerator
Life Orb - Jolly Nature.
4 HP / 252 Atk. / 252 Spd.
-Fake Out
-Hi Jump Kick
-Taunt
-U-turn
The common lead. Fake Out, then U-turn (or Hi Jump Kick; depends on the situation) for scouting and regenerating with Regenerator, effectively healing the Life Orb damage. Taunt in case other leads want to set up, but usually don't use it. Jolly is more useful since the need is outspeeding, the boosts in attack are already given by the life orb.
Archeops @ Defeatist
Flight Gem - Jolly Nature
4 HP / 252 Atk / 252 Spd
-Acrobatics
-Stone Edge
-Hone Claws
-Earthquake
Good team member; its defenses are so frail that Defeatist isn't a great problem. Acrobatics with Flight Gem usually OHKO except on type disadvantages, still taking a large chunk of HP. Stone Edge's shaky accuracy is improved by Hone Claws if I ever have the chance to use it, Earthquake for coverage since it's the only team member with it. Jolly nature to outspeed a lot of things in OU but barely; Adamant would give it more power but it'd get knocked out easier without the speed.
Stunfisk @ Static
Absorb Bulb / Air Balloon - Modest Nature
252 HP / 104 Def. / 152 SpD.
-Earth Power
-Thunderbolt
-Scald / Surf
-Yawn
The status wall: Thunderbolt and Static may paralyze, Scald may burn and Yawn sleeps. Of course, Yawn is more of forcing switches if someone is at disadvantage: I have no entry hazards. T-bolt and Earth Power for STAB, Scald for the burn but I'm not sure if to replace it for Surf. I lrady have enough with paralysis and sleep. I'd appreciate some help with EV's since I don't know how to handle them in order to ensure Stunfisk survability. Also I don't know what item to use: Absorb Bulb increases my Sp. Attack if hit by a water type attack which'll anyway resist, but Air Balloon avoids me the super effective Earthquake.
Chandelure @ Flash Fire
Ghost Gem - Timid Nature
4 HP / 252 SpA / 252 Spd
-Flamethrower
-Shadow Ball
-Energy Ball
-Flame Charge
Used for sweeping although not essential, pretty much a standard set except for Flame Charge which helps out with the speed problem in the switch; Ghost Gem went better since Fire Gem would be used in the Flame Charge (not intended for damage) and the Absorb Bulb that I was using activated once in a lifetime. At least its defensive 90's allow it to survive and Flame Charge, then do its job. Walled by Hydreigon, although I guess that's common to all Chandelure.
Durant @ Swarm
Liechi Berry - Jolly Nature
4 HP / 252 Atk / 252 Spd
*X-Scissor
*Iron Head
*Crunch
*Endure
Amazingly, this guy does wonders. It's amazing defense allows it to stand hits from various 'mons without fainting even without investment and its movepool actually can knockout something. Scizor is very common facing it and it can do nothing but switching due to lack of options, although the Endure / Liechi / Swarm / X- Scissor combo is quite good for boosting its chances of knocking out at least one Pokemon before submitting to priority. Its speed, however, has saved the ant more than once.
Slowbro @ Regenerator
Leftovers - Modest Nature
236 HP / 176 Def. / 96 SpD
-Calm Mind
-Surf
-Ice Beam
-Psyshock
Common Bro, with CM to boost the three attacking options, which go two for STAB and one for coverage: it's the only Ice move I have. Regenerator allows healing just like Mienshao although it wears off the CM boosts. Psyshock has helped me a couple of times with its defense effect, specially against other CM users.
Mienshao @ Regenerator
Life Orb - Jolly Nature.
4 HP / 252 Atk. / 252 Spd.
-Fake Out
-Hi Jump Kick
-Taunt
-U-turn
The common lead. Fake Out, then U-turn (or Hi Jump Kick; depends on the situation) for scouting and regenerating with Regenerator, effectively healing the Life Orb damage. Taunt in case other leads want to set up, but usually don't use it. Jolly is more useful since the need is outspeeding, the boosts in attack are already given by the life orb.
Archeops @ Defeatist
Flight Gem - Jolly Nature
4 HP / 252 Atk / 252 Spd
-Acrobatics
-Stone Edge
-Hone Claws
-Earthquake
Good team member; its defenses are so frail that Defeatist isn't a great problem. Acrobatics with Flight Gem usually OHKO except on type disadvantages, still taking a large chunk of HP. Stone Edge's shaky accuracy is improved by Hone Claws if I ever have the chance to use it, Earthquake for coverage since it's the only team member with it. Jolly nature to outspeed a lot of things in OU but barely; Adamant would give it more power but it'd get knocked out easier without the speed.
Stunfisk @ Static
Absorb Bulb / Air Balloon - Modest Nature
252 HP / 104 Def. / 152 SpD.
-Earth Power
-Thunderbolt
-Scald / Surf
-Yawn
The status wall: Thunderbolt and Static may paralyze, Scald may burn and Yawn sleeps. Of course, Yawn is more of forcing switches if someone is at disadvantage: I have no entry hazards. T-bolt and Earth Power for STAB, Scald for the burn but I'm not sure if to replace it for Surf. I lrady have enough with paralysis and sleep. I'd appreciate some help with EV's since I don't know how to handle them in order to ensure Stunfisk survability. Also I don't know what item to use: Absorb Bulb increases my Sp. Attack if hit by a water type attack which'll anyway resist, but Air Balloon avoids me the super effective Earthquake.
Chandelure @ Flash Fire
Ghost Gem - Timid Nature
4 HP / 252 SpA / 252 Spd
-Flamethrower
-Shadow Ball
-Energy Ball
-Flame Charge
Used for sweeping although not essential, pretty much a standard set except for Flame Charge which helps out with the speed problem in the switch; Ghost Gem went better since Fire Gem would be used in the Flame Charge (not intended for damage) and the Absorb Bulb that I was using activated once in a lifetime. At least its defensive 90's allow it to survive and Flame Charge, then do its job. Walled by Hydreigon, although I guess that's common to all Chandelure.
Durant @ Swarm
Liechi Berry - Jolly Nature
4 HP / 252 Atk / 252 Spd
*X-Scissor
*Iron Head
*Crunch
*Endure
Amazingly, this guy does wonders. It's amazing defense allows it to stand hits from various 'mons without fainting even without investment and its movepool actually can knockout something. Scizor is very common facing it and it can do nothing but switching due to lack of options, although the Endure / Liechi / Swarm / X- Scissor combo is quite good for boosting its chances of knocking out at least one Pokemon before submitting to priority. Its speed, however, has saved the ant more than once.
Slowbro @ Regenerator
Leftovers - Modest Nature
236 HP / 176 Def. / 96 SpD
-Calm Mind
-Surf
-Ice Beam
-Psyshock
Common Bro, with CM to boost the three attacking options, which go two for STAB and one for coverage: it's the only Ice move I have. Regenerator allows healing just like Mienshao although it wears off the CM boosts. Psyshock has helped me a couple of times with its defense effect, specially against other CM users.