Six choiced pokes looks like a joke, but this team is very useful. It makes the game more about prediction than having the right team, and always has a chance of winning. It also revolves around foddering things strategically and picking the correct lead. Kyruem-B, Latias, Kingdra, Garchomp, Golurk, Magnezone Kyurem-B @ Choice Band Trait: Teravolt EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature (+Atk, -SAtk) This is what I appear to lead with when the opponent is picking a lead. I may stick to it if they think I will switch, but more often I pick something else to lead with. A lot of times I kill one thing then fodder this to a steel which I can then trap with Magnezone, but other times i need it for threats like venusaur. The ice typing is really useful and makes it where I can switch into water types easily and gurantee myself at least 1 kill. Also outspeeds and 1hko's dragonite which a lot of people dont seem to get. - Outrage OHKO's most things in the tier that arent steel and leaves a large dent in the steels that magnezone can clean up. - Sleep Talk Fucking breloom and smeargle. Safer for smeargle than breloom, breloom 1hko's with mach punch after rocks. Still, if it catches a spore from breloom and switches it can be used the rest of the battle for a powerful move without the downside of having to stay in. Latias (F) @ Choice Scarf Trait: Levitate EVs: 4 Def / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) Latios seems like a better choice except people expect a scarf on a latios. With latias I can trickb the stuff I need to trick and kill the stuff I need to kill at least once before my opponent will know that I can do it. Also, I cannot afford Latias dying a lot of times. It is the answer to so many threats that outspeed everything else. When scizor is in play, I have to hope that kyruem-b will attract it in for a ko and when ttar is in, the same goes for golurk. Otherwise, the mindgames and doubles switches to magnezone have to work correctly. That is of course, unless they have a politoad in which case I can fodder this and play loosely around with it. - Draco Meteor Dragon pulse does 90% to a lot of thing like mence, so this is for kills that need to happen. - Dragon Pulse Main attack - Trick If there is a wall near the end I just can't deal with like chansey, celebi, cm jirachi, or jellicent. The rare chance that I switch in when a volcarona switches in I can also catch offguard and lock it into quiver dance. Have to be careful though, I need the scarf to outspeed a lot of threats. - Psyshock For straggler fighting types at the end of the battle as well as chansey and venusaur. Kingdra (M) @ Choice Specs Trait: Swift Swim EVs: 4 Def / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) I am happy whenever I see a rain team. It will be faster than everything they have and hit hard. If there is no rain I have to play kingdra carefully and select the right move for the right switch. Draco meteor 1hko's dragonite at full health and keldeo. Surf hurts scizor, jirachi, and skarmory as well as landorus and mamoswine sometimes. The problem is, without rain, kingdra can usually only beat one of these threats. I have to distinguish which one is the worst and determine if it will switch and what to. also, this is pretty much the only thing I have against the rare weavile. Sometimes, I lead with Kingdra because it has the best coverage against all of their possible leads. - Draco Meteor Powerful special attack that leaves a dent in anything. If nothing that sets up is left, this is the attack of choice. - Dragon Pulse Safer than draco meteor but misses some 1hko's. - Surf If I predict a steel type switch in I will use this as well as on teams with nothing left to counter. - Rain Dance If Ninetails is gone, and venusaur hasn't growthed yet, this is important enough to fodder kingdra for. Garchomp (M) @ Choice Band Trait: Rough Skin EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature (+Atk, -SAtk) People don't expect the band. This can get a lot of 1hko's. - Outrage Kills things that outspeed and kill Kyruem-b. Also, outrage choice band is more unexpected on chomp than kyruem-b. If there is a jirachi or volcarona in play, I save the chomp for them and am reluctant to outrage. Fortunately, a volcarona even at +2 will have trouble killing chomp and is 1hko'd in return. Still, I try to keep it to +1. if i get the kill I want, like volcarona, I am willing to fodder this to mamoswine or keldeo. If the opponent is not going to lead with an ice user, I will sometimes lead with chomp instead of kyruem-b. - Sleep Talk Safer for breloom. Earthquake wont 1hko breloom, but the other attacks will. If breloom sword dances, it doesn't matter if earthquake gets used. - Earthquake Mainly for those pesky jirachis that just won't die. - Dual Chop Subsplit gengar hates this as well as sub breloom. Also the attack of choice if I can't afford to be locked into an outrage. Golurk @ Choice Scarf Trait: No Guard EVs: 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) Despite appearances Golurk might get the most kills on my team. The coverage and ability to confuse opponents is great. The scarf ensures no one will expect the attack first making people not switch out of a super effective move. Also, a cmoon lead. It destroys things like ttar and mamoswine and with a little luck even breaks sashes with the confusion. - DynamicPunch If it doesn't 1hko what it needs to, the confusion will hopefully help. For things that think they outspeed like mamoswine and heatran. Terrakion also doesn't appreciate. Also, 2hko's ferrothorn. If confusion goes will this can take on a lot of things. Also, tyranitar is victim to a 1hko. - Shadow Punch If I predict a ghost switch in, this will 1hko gengar and dent other things. Does around 50% to celebi which can finish it off especially if Golurk outspeeds. If there is a scarf latios that won't die this or ice punch might be useful if Golurk is at full health and latios is locked into a dragon move. - Ice Punch Surprise killing a landorus or Salamence feels good. Annoys gliscor Dragonite is 2hko'd, but it ensures it won't have an easy time getting enough ddances to sweep. Thundurus-t can be damaged too, however Golurk is killed in the process. - Earthquake Outspeeds and kills jirachis sometimes. Otherwise, a paralyzed jirachi will be outsped. Tenetacruel can live with 2 or 3%, but sometimes I really need it gone for kingdra. SOMEONONE TODL NME MY PCITUYRS WERE BAD AND IT OFFENDED ME, SO IM TBNOT MAKIGN ANYMORE.!!!!1 Magnezone @ Choice Scarf Trait: Magnet Pull EVs: 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) As well as trapping steels it is my only dragon and ice resist. Being resistant to so many types and drawing in fighting and ground makes it a perfect mon to cycle through. Volt Switch makes this momentum changer even better. I use thunder wave over thunderbolt because I just don't need the power of thunderbolt as much as the occasional paralysis of a major threat that outspeeds my team. If i strongly think a scizor is going to be the lead, I will lead with this. - Volt Switch If they do not have ground types then this is great for momentum. Can kill scizor if Kyruem-b outraged it once. Also, preferred on jirachi if it is not scarfed so golurk can take the u-turn. Also for skarm. - Hidden Power [Fire] For full health scizor and forretress if they don't have a dragonite. For ferrothorn, - Thunder Wave This looks odd on a scarf set, but if they know I'm scarfed, they won't expect it. I use it when I need something paralyzed to avoid an ugly setup or sweep without a setup. Jirachi, the latis, and volcarona are what this is most often for. It can be the only line of defense against a sweep if Latias dies too early. - Flash Cannon If I think a ground is going to switch in and I want to do some damage, this works. Mamoswine hates flash cannon, and landorus-t can even be 2hko'd. This can also be the most powerful attack I have at the end of a battle where I am okay with Magnezone dying but want to do as much damage as possible. Threats: Ferrothorn: If it is out of rain I can trap with magnezone unless they have dragonite. If it is in rain I will trap and dent. On a protect I will switch to Golurk and dynamic punch or shadow punch on an expected switch to a ghost. If they have dragonite I can't be locked into hidden power because 2 ddances is a problem unless I can switch back to magnezone on an outrage. Dragonite: Choice band isn't a problem. Otherwise, it almost requires a misplay by the opponent to beat. If they stay in on kyruem-b or garchomp they are fucked. If they lose health on an ice punch from golurk and attack the next turn to kill golurk, latias fucks them. If they ddance on kingdra, draco meteor fucks them. If they come in on a magnezone that I havent locked yet, I use volt switch and go to latias unless I expect a straight dragon move in which case I flash cannon. If I misplay on dragonite, I am probably fucked. Fortunately, if one turn of confusion hax goes my way from golurks dynamic punch, or dnite's outrage cooldown, I can usually kill. Scizor: If it comes in on kyruem-b I can outrage 70% of its health away bc it cant bp me to death in 1 hit if no sr and if sr then i can volt switch for the kill with magnezone avoiding dnite setup. Otherwise, kingdra can surf it to death. However, if they know I'm specs dnite can still set up. Chomp is also a good way of dealing with scizor. Otherwise, latias can draw it in and magnezone can volt switch out to golurk which can take a superpower and confuse it. Jirachi: If it is scarfed, trap it by magnezone into something that it can be trapped into, or catch it with earthquake with chomp if it predicts being trapped into iron head by magnezone. If it is a wish variant, try outspeeding with golurk, paralyze with magnezone, trick a scarf onto it, or still kill with garchomp. Kyruem-b will also make a huge dent with outrage though this is only done if it is locked into the move. Salamence: After kyruem-b kills something salamence will switch in. If it outrages latias can come in a draco meteor it. If it dragon claws it will likely fail to kill kyruem-b and be killed. If the opponent has scizor dragonite, and mence, the playing will be a bunch of tricky switches. Terrakion: It 1hko's and outspeeds everything on my team barring Golurk, Latias, and Kingdra in rain. Fortunately, Golurk and latias resist close combat, and separate attacks other than close combat. One of them can kill or force a switch out. Keldeo: Kingdra 1hko's with draco meteor and might be able to survive 2 hits. Magnezone occasionaly outspeeds, but this is risky. Latias is the best option, but icy wind can be annoying. At the beginning of the battle people like leading with keldeo if they think I will lead with kyruem-b. If I don't need Kyruem-B for something worse, I am happy to take a secret sword that doesn't quite kill and kill in return. Celebi: Celebi walls half my team. Garchomp is a good option for this doing 80% with each hit, and golurk can do well if it predicts a switch in and uses shadow punch. Also, kyruem-b can even 1hko sometimes. Kingdra will do about 50% with draco meteor. The goal here is to not allow recovery. If it is the only thing alive, latias can trick it. Gengar: Switch around enough to take the attack it picks. If it subs go to chomp and dual chop. Sub pain split sets lack hidden power ice enough where it is sort of safe. Otherwise, eventually go to latias and either force it out or kill it. Also, if I predict the switch in golurk can 1hko it with shadow punch. If it is scarfed for some reason, it may come down to a speed tie though will be easy to wall with either magnezone or golurk. Alakazam: Same as gengar except the sash makes it 2hko'd. Volcarona: It will switch in on latias likely. I will usualyl go to chomp expect the quiver dance then 1hko with outrage and take like 75% from the bug buzz. however, if volcarona has life orb and attacks on the switch it can sweep my team. How many volcaronas will be on teams that can deal with hazards so well that they can run life orbs though. Venusaur: If they growth in sun it is over. Again, the solution is much like dragonite, dont let it in on something that can't 1hko it. Also, kingdra can use rain dance to reduce the speed of the threat. Weavile: I am glad this is not used much high on the ladder. It fucks me. I have to sacrifice something to get a clean switch for kingdra and even then it can just switch. Sash variants will kill my latias or kingdra depending on what I try to counter with. This is a problem and combined with the other threats will probably cause a loss. This is why I never got past 1462. I could win battles against people higher on the ladder, but anyone at 1250 with a weavile would fuck me. I tried this team while deo-d and torn-t were still allowed, and they usually fucked me, so now it might be able to do slightly better. Importable Spoiler Kyurem-B @ Choice Band Trait: Teravolt EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature (+Atk, -SAtk) - Outrage - Sleep Talk Latias (F) @ Choice Scarf Trait: Levitate EVs: 4 Def / 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Draco Meteor - Dragon Pulse - Trick - Psyshock Kingdra (M) @ Choice Specs Trait: Swift Swim EVs: 4 Def / 252 SAtk / 252 Spd Modest Nature (+SAtk, -Atk) - Draco Meteor - Dragon Pulse - Surf - Rain Dance Garchomp (M) @ Choice Band Trait: Rough Skin EVs: 252 Atk / 4 Def / 252 Spd Adamant Nature (+Atk, -SAtk) - Outrage - Sleep Talk - Earthquake - Dual Chop Golurk @ Choice Scarf Trait: No Guard EVs: 252 Atk / 252 Spd Jolly Nature (+Spd, -SAtk) - DynamicPunch - Shadow Punch - Ice Punch - Earthquake Magnezone @ Choice Scarf Trait: Magnet Pull EVs: 252 SAtk / 252 Spd Timid Nature (+Spd, -Atk) - Volt Switch - Hidden Power [Fire] - Thunder Wave - Flash Cannon i probably should have labelled in gen 5 wifi ou, but gen 5 is the only gen with wifi anyways so its not terrible i guess. gen 5 ou seems even more confusing than wifi ou because it can be confused with no preview... if it gets locked it gets locked. Suggestions are welcome.