THIS TEAM IS RETIRED!!!
It was nice while it lasted, but it eventually stalled out around the 2200-2300 range and I got bored of it, I'll make a new RMT soon designed around a volt-turn team I'm working on for UU, but this team is finished.
Carousel of Pain
Note: If this team seems familiar that's because it's heavily derivative of Glace0n's , 4/6 of the pokemon are the same. That being said the builds have mostly been changed around, in some cases drastically, and the 6th member of the team, Crobat, is hugely vital to it's success. Also I gave them cooler names.
70% of the credit still goes to Glace0n though, he made a fantastic team.
This team is a well-oiled machine designed to claw out momentum early game and hold onto it for the rest of the match through a combination of speed, utility and power. It's a brand of pure, crazy Hyper Offense too fast for even hazards, and will generally score a kill within the first 3 turns. This team's real strength is how versatile each of these pokemon are and how easily most of them can force switches, which if predicted correctly amount to numerous free turns and several dead enemies. Out of all the games I've played with this team no opponent has had a chance to get off more than one layer of hazards. It's just that fast. I'm going 21-3* right now, and most of those fights were slaughters where I went 4-0 if not 5/6-0. This team isn't perfect, but it's very powerful, and if you're able to predict well it has an answer to pretty much everything.
*Including Challenge matches, my official ladder record is 14-2 right now.It was nice while it lasted, but it eventually stalled out around the 2200-2300 range and I got bored of it, I'll make a new RMT soon designed around a volt-turn team I'm working on for UU, but this team is finished.
Carousel of Pain
Note: If this team seems familiar that's because it's heavily derivative of Glace0n's , 4/6 of the pokemon are the same. That being said the builds have mostly been changed around, in some cases drastically, and the 6th member of the team, Crobat, is hugely vital to it's success. Also I gave them cooler names.
70% of the credit still goes to Glace0n though, he made a fantastic team.






This team is a well-oiled machine designed to claw out momentum early game and hold onto it for the rest of the match through a combination of speed, utility and power. It's a brand of pure, crazy Hyper Offense too fast for even hazards, and will generally score a kill within the first 3 turns. This team's real strength is how versatile each of these pokemon are and how easily most of them can force switches, which if predicted correctly amount to numerous free turns and several dead enemies. Out of all the games I've played with this team no opponent has had a chance to get off more than one layer of hazards. It's just that fast. I'm going 21-3* right now, and most of those fights were slaughters where I went 4-0 if not 5/6-0. This team isn't perfect, but it's very powerful, and if you're able to predict well it has an answer to pretty much everything.
Analysis:
The Main Core: Tasked with establishing early game momentum and making the field safer for the others.

Ayatollah Komainu (Manectric) @ Manectite
Ability: Lightningrod
EVs: 24 HP / 252 SAtk / 232 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Frail as hell, strictly weaker than its Non-Mega form, and the crucial glue that holds this team together. He usually gets sent out first in order to secure a safe Mega-Evolution and soften the opponent's lead up. Despite his disappointing power he is the most indispensable member of the team due to intimidate + his blistering speed. His job is to show up early and soften targets, then hold back until late game and weaken or pick off any remaining 'mons which might threaten the slower members. Most of my late-game focuses on providing a safe environment for Manectric to switch in, because he destroys teams late game. A scarfed special Genesect may hit harder, but Manectric's speed paired with his wide coverage are what make him so deadly late game. One of my most common win-cons is a late-game Manectric sweep.
If you want to play with this team there is one crucial rule you need to follow: DON'T LET MANECTRIC DIE. If you lose him early game your chances of winning plummet, when in doubt be willing to sacrifice Crobat or Landorus. To keep him alive volt-turn often and use his predictability to your advantage, if you're playing a good opposing team and they send out a pokemon he shouldn't normally worry about like Landorus or Darmanitan switch out immediately because they're probably about to unleash a scarfed EQ.
Named after Komainu, lion-dog gargoyles seen outside shinto shrines which his unevolved form bears some resemblance to.

Dry Clean (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 128 Def / 12 SAtk / 116 SDef
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Basic Rotom-W, not much to see here. Will-o-wisp works beautifully when paired with intimidate, levitate makes him a nice partner with Manectric and a good switch in to Mamoswine if you predict well. ChestoResto is far better than Pain Split for this team because it gives it a crucial status sponge, and at least prevents any Trick users from enjoying the benefits of leftovers. Don't be afraid to use rest even after the Chesto Berry is used up, in late game when your opponent's options are limited and you're not concerned about set-up sweepers, smart use of a sleeping Rotom-W can do a lot of good for this team. His value decreases relative to the offensive pokemon as the game goes on so he often does more good while asleep, plus exploiting the sleep clause to neutralize the threat of Breloom is always handy.
The name is self-explanatory.

Mezcalipoca (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake
Once again rather self explanatory, Flying/Ground typing gives it great synergy with Manectric, Azumaril and Rotom. He sees the light of day the least out of the team due to all the bulky water types out there as well as the abundance of things running Ice moves, but between intimidate, electric immunity and SR he has an important niche. As a standard Pivot he's built for bulk over power, which is important because getting SR up is vital against teams running Pinsir, Talonflame, Volcarona or the Charizards. Even when uninvested he hits like a truck with EQ and is my best bet against Aegislash, Excadrill and even physical Lucario.
He originally ran HP Ice + more speed but I've found Stone Edge + more bulk to be better against everything except Gliscor.
Named after Tezcatlipoca, a Jaguar deity in the Aztec religion, and Mezcal, because this team was originally going to be called The Spins and named after drinks until I realized that there wasn't any alcohol named after fat blue rabbits.
The Muscle: Tasked with revenge killing and punching holes through the enemy line.

Public Works (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 8 Def / 248 SDef
Adamant Nature
- Knock Off
- Ice Punch
- Drain Punch
- Mach Punch
Was: Azumarill
Azumarill was a fine pokemon and had gotten me out of a few scraped before, but using physical Gensect over special Genesect left my team vulnerable to status, especially burn. After a lot of testing I decided that Conkeldurr was just the better man for the job since his ability, Guts, means he not only fears burn but benefits from it, continuing a trend started by Crobat of new additions to the team gaining an advantage at what would normally be considered to be a disadvantage. Conkeldurr fits the exact same niche on the team as Azumarill did, and even has nearly the same counters, but Conkeldurr is bulkier and more versatile than Azumarill, making him the clear choice.
Conkeldurr is my mid-game heavy, his job is to switch in on anything threatening status, absorb it and proceed to pummel it into oblivion. Conkeldurr is a fantastic wall breaker who nearly every team in the meta-game fears. While this team doesn't lack for speed he also provides some much-needed priority to ensure those few threats which can out-speed my team meet an unfortunate end. Conkeldurr is a champ, and the wide coverage his movepool offers makes it very easy to force opponents out and kill their switch-in with good prediction.
Once again the name is obvious.

Genny Cream (Genesect) @ Choice Band
Ability: Download
EVs: 252 Spd / 252 Atk / 4 Def
Hasty Nature
IVs: 30 SAtk
- U-turn
- Flamethrower
- Extreme Speed
- Iron Head
When I was running Glace0n's team I experienced a lot of trouble breaking through strong special walls like Florges, Chansey and Sylveon, even with Azumarill's help. Eventually I settled on switching Genesect from a primarily Special to Physical attacker, giving him Choice Band over Choice Scarf because Extreme Speed helps compensate for the loss of speed. The choice made the team more WoW/Sableye vulnerable, but I've found it's definitely worth it.
Genesect is my wrecking ball, and much like Manectric I generally send him out in very early and very late game. Genesect generally follows Manectric and scores kills off of his weakened prey. Between the two of them I'm generally able to get a kill within the first 3 turns while taking minimal damage on my own side. He's also a fantastic revenge killer and his unstoppable E-speed is able to hit almost everything under the sun for 50%.
Flamethrower>Blaze Kick because most pokemon I'd hit with it (Grass types, Steels, the Rare Bug) are far more physically defensive anyways, meaning I'd be wasting that Download buff for no reason. In addition it helps keep momentum against Aegislash's King Shield and prevents Iron Barbs/Rocky Helmet damage from triggering, keeping Genesect alive longer. Lastly U-turn/Flamethrower can be used to trick the opponent into thinking this is a standard scarf Genesect, clearing the way for a surprise Iron Head/Extreme Speed kill later on.
Named after Genny Cream Ale, a popular drink among poor college students and basically no one else.
The Utility: Tasked with keeping the battlefield free of hazards and then laying down his life

The Big Man (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 192 Spd / 64 HP / 252 Atk
Jolly Nature
- Taunt
- Defog
- Brave Bird
- Roost
Even though this team puts pressure on an opponent so quickly that it's often to prevent them from putting up hazards altogether, if they do get hazards up the damage to my team racks up rather quick. For this reason a Defog/Rapid Spin user is crucial to my success. However I tried several candidates and none seemed to stick. Forretress had too little offensive presence and was too predictable, Latias seemed like a good idea with her SR neutrality and handsome special bulk, but her typing was too poor and she never hit as hard as I needed. Mandibuzz had a lot going for her but she still failed to fit in with the team's hyper-offensive nature.
After a lot of searching I settled on Crobat, who I'd say is probably the single best offensive defogger. His typing provides him with useful 4x resistances to grass, fighting and Bug which make him a good partner to Rotom. His speed is incredible and paired with BB gives him a useful offensive niche on my team as a way to soften up the really big threats like M-luc to put them within Aqua Jet/E-speed range, it also hits Conkeldurr and M-venusaur for serious damage. Lastly I can't underestimate just how much infiltrator helps this team out, it turns substitutes into an advantage, cuts through Breloom and Trevenant like a scythe and preserves the team's momentum.
His speed Ev's are there to outspeed Greninja.
Ayatollah Komainu (Manectric) @ Manectite
Ability: Lightningrod
EVs: 24 HP / 252 SAtk / 232 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Dry Clean (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 128 Def / 12 SAtk / 116 SDef
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Mezcalipoca (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake
Public Works (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 8 Def / 248 SDef
Adamant Nature
- Knock Off
- Ice Punch
- Drain Punch
- Mach Punch
Genny Cream (Genesect) @ Choice Band
Ability: Download
EVs: 252 Atk / 4 Def / 252 Spd
Hasty Nature
IVs: 30 SAtk
- U-turn
- Flamethrower
- Extreme Speed
- Iron Head
The Big Man (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 64 HP / 252 Atk / 192 Spd
Jolly Nature
- Taunt
- Defog
- Brave Bird
- Roost
Ability: Lightningrod
EVs: 24 HP / 252 SAtk / 232 Spd
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]
Dry Clean (Rotom-Wash) @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 128 Def / 12 SAtk / 116 SDef
Calm Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Rest
- Will-O-Wisp
Mezcalipoca (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 16 Atk / 244 Def
Adamant Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake
Public Works (Conkeldurr) @ Assault Vest
Ability: Guts
EVs: 252 Atk / 8 Def / 248 SDef
Adamant Nature
- Knock Off
- Ice Punch
- Drain Punch
- Mach Punch
Genny Cream (Genesect) @ Choice Band
Ability: Download
EVs: 252 Atk / 4 Def / 252 Spd
Hasty Nature
IVs: 30 SAtk
- U-turn
- Flamethrower
- Extreme Speed
- Iron Head
The Big Man (Crobat) @ Black Sludge
Ability: Infiltrator
EVs: 64 HP / 252 Atk / 192 Spd
Jolly Nature
- Taunt
- Defog
- Brave Bird
- Roost
Threats List: (WIP)
-Conkeldurr
-Rotom-W: Conkeldurr makes short work of this guy.
-Entei:
-Heatran
-Mega Venusaur: Crobat counters more variants of this guy hard, BB is an assured 2hko and taunt removes any trace of its ability to fight back.
-Rotom-H
-Volcarona
-Mamoswine
-BD Azumarill
-Dragonite
-Deoxys-S
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