I used a Sunny Day team at Worlds in '09. I was really new to pokemon back then, and didn't know much about the game's mechanics beyond what I had stumbled upon and noticed here and there. My team was obviously rain weak, and especially Swift Swim weak, but what I thought I would do to counter that was scarf my crobat and spam sunny day because I THOUGHT that would drop their speed stat immediately. I never got a chance to test that though (until the night before the competition with DTrain), but as it turns out Speed is set in stone until the next turn. Wish I would have known that sooner (and used Garchomp fffffffffffffffffff). Last year, I played a certain user here in a VGC '10 style test match. I was trying what would eventually become my Nats '10 team that got me T16 (Groudon/Shiftry/Giratina/Gengar). She was using some kind of Stall team. I remember her last two mons were bulky Cresselia and Bulky Ho-oh. I had already done a little damage to her Cress when I exploded T1 and took out her other mon. Somehow took out one more, so it was just Cress and Ho-oh on her side, and Gengar/Giratina-O/Groudon (in the back) left for me, so I was in a good position. I knew she couldn't switch, so I Shadow Forced her Cresselia to finish it off. She protected lol Apparently she didn't realize that Shadow Force breaks Protect. I told those two stories to remind people that you need to know your game mechanics if you want to be successful in VGC. Now, I don't want to make this a list of odd game mechanics that were known in Gen 4, but if anybody else has been following the B&W Research Thread from post 1, you'll realize that there have been a CRAP TON of significant changes that you could either exploit for your own benefit, or have unknowingly used against you. 1) They need to be new to Gen 5. You should know the old weird mechanics by now :p 2) They need to apply to VGC '11. I don't care that tail glow and doom desire changed. :p 3) Provide a link to a post in the BWRT proving it's existence. 4) Give a short explanation of how this applies to VGC '11. Here's just a few (gotta jet to work in a minute), but I'll update the OP with more once you guys list them. Feint's base power is now 30, +2 priority, and hits whether or not the opponent uses Protect. I never would use Feint in Gen 4 because it was really a 1 use move. As soon as they saw you had it they wouldn't protect again. Now it can be used over and over. Explosion/Self Destruct don't halve your opponent's Defense anymore. This effectively cut their damage in half. One of the reasons my '10 Nats team worked so well is because Explosion was frigging powerful. Not so much anymore. :/ Sturdy is now a re-usable Focus Sash. I think the implications of this for VGC '11 are obvious. :p Sturdy used to suck bawls. Now it's hot. Encore and Taunt only last exactly 3 turns now. I've been Encored for like 7 freaking turns before. Thank God that's over.