Dream World RMT Introduction Hello, and welcome. I have recently started to battle in Dream World, and find it a great change of pace to the normal OU game. When first building this team, I titled it "Pure Annoyance" and it has since gone through about 10 revisions to where I'm happy with it, it has been successful, and I'm steadily climbing up the Dream World OU Ladder (1215 currently). The team is designed to be as annoying and effective as possible. The biggest threat to this team is RNG, even if I tip most of the RNG odds in my favor, I can still hit a bad string of it. What is pure annoyance to me? Confusion is the foundation. Paralysis is next in line for annoyance to me, and Substitutes right after that. Add a powerful attacking move in Foul Play, and have 5 of your Pokemon follow this formula, with added Priority via Prankster, and recover via Leftovers, and many of my opponents simply forfeit mid-way through the match. Without any further adieu, here is my team. Hair Loss Inducers Purrloin @ Leftovers Ability - Prankster Nature - Jolly EV's - 252 HP / 252 Spe / 4 SpD - Substitute - Swagger - Thunder Wave - Foul Play Purrloin is usually my lead to get the first Thunder Wave or Swagger out. Substitute is the first move to sniff out what the opposing player will do. If they attack, I might Sub again to see if they'll attack again, or I might just go straight away with a Thunder Wave (if I need it crippled or will take longer to kill) or Swagger (if it's a more offensive Pokemon). If I survive due to paralysis or confusion, then I Sub again and see if they are paralyzed or confused again. If not, then I Sub again until confusion wears off, then I Swagger again. If I'm confident I can kill them with a Foul Play, I might do so after +2 or +4 from Swagger. This also depends on if they are paralyzed or not, as Foul Play does not benefit from Prankster. This description will be pretty much what most of the team does. Even if one of these annoying Pokemon dies, another will fill its place, with confusion or paralysis already applied, making it easier to get Subs up to rinse and repeat. Infernape @ Life Orb Ability - Blaze Nature - Naive EV's - 252 Atk / 4 SpA / 252 Spe - Overheat - Close Combat - Stone Edge - Grass Knot As I played more with this team, I realized that I couldn't get past Skarmory or Blissey/Chansey, because they took no damage from confusion, didn't care about paralysis, and Foul Play didn't do much of anything to them, not to mention they could heal. I needed something to take care of these threats specifically, and Infernape was the best one I could think of to take down both physical and special walls. Overheat is for Skarmory (Skarmory in Rain is even more of a trouble - any suggestions?) and Close Combat is for Blissey. Stone Edge and Grass Knot are for coverage. I might switch one or both for other moves, though (maybe substitute in case they switch, so I can get a free attack or two on the next Pokemon). Basically Infernape is on the team to take care of two Pokemon, which is easier said than done (opponent switches). Luckily, Skarmory and Blissey seem relatively less common in DW than standard OU. Murkrow @ Leftovers Ability - Prankster Nature - Jolly EV's - 252 HP / 4 SpD / 252 Spe - Substitute - Swagger - Thunder Wave - Foul Play Murkrow is much the same as Purrloin. I have considered an Eviolite Murkrow, and with roost instead of Thunder Wave, but it wasn't as effective as having an extra Thunder Wave user. Seriously, though, the use is exactly the same as Purrloin. If you want me to expand any further, tell me. :P Liepard @ Leftovers Ability - Prankster Nature - Jolly EV's - 252 HP / 4 SpD / 252 Spe - Substitute - Swagger - Thunder Wave - Foul Play Exactly the same as Purrloin and Murkrow. Another user of my core trifecta of annoyance. Ev's are just for speed and bulk. Most of my Pokemon are weak defensively anyways. Only their priority saves them. Which brings up my weakness to priority, so I'll fill this description out regarding that. Most priority I can outspeed just thanks to my EV's, natures, stats, etc. Extremespeed is the exception, though. If there is an Extremespeed user on my opponent's team, my only option really is to go to Sableye, who so far does pretty well against that. Notable Extremespeed users being Dragonite and Arcanine in DW OU. Zoroark @ Leftovers Ability - Illusion Nature - Jolly EV's - 252 HP / 4 SpD / 252 Speed - Substitute - Swagger - Attract - Foul Play Zoroark is more or less the same as my Purrloin, Murkrow, and Liepard descriptions, with a few differences. First, he doesn't have Prankster, though his speed, nature, and EV's allow him to outspeed most things, which still makes him valuable as the fourth member on this team to implement SubSwagPlay. Since she doesn't learn Thunder Wave, I gave her attract instead, which can be useful against the opposite gender. Anyone who has experienced being paralyzed, attracted, and confused, going up against a Substitute, knows how annoying, and plain demoralizing that can be. If I could put another Liepard on this team, Zoroark would be the one to go, but alas, I am only allowed one, and so Zoroark just has to make do (and make do he usually does). Sableye @ Leftovers Ability - Prankster Nature - Impish EV's - 252 HP / 252 Def / 4 SpD - Substitute - Swagger - Recover - Foul Play Sableye is my last user of the team strategy, and is used in much the same was Purrloin, Murkrow, Liepard, and Zoroark are, albeit he is the most valuable due to his typing, defenses, and recovery. He is also a valuable check to Extremespeed users. Otherwise, there isn't much to say that hasn't been said before. Just as Zoroark is the least valuable of my SubSwagPlay users, Sableye is the most valuable. Threats Damaging Weather - Wears me down faster, allowing for less time for RNG to work. Strong Priority - Extremespeed kills 5 of my Pokemon pretty much regardless of who is using it. I only have one check to it, so I have to preserve that. Stall - Well played stall with Toxic Spikes and phazing wears this team down fast. RNG has to work well for me to win these matches. Walls - Blissey, Chansey, Skarmory, Milotic, just to name a few, can be thoroughly annnoying to take down. Luckily, I am just as annoying, but they are still always a thorn in my side. Baton Pass - Sometimes not a problem, sometimes a huge problem. Defensive oriented BP teams are far more of a problem than an offensive one. Works Well Against Any offensive team. Any balanced team. Conclusion I hope you enjoyed reading about my DW OU RMT. Feel free to comment, rate, whatever. I am open to suggestions. It is a thoroughly enjoyable team to play, whether it's sweeping an Ubers team with a Purrloin (getting lucky, of course, but that's why there are 4 more "Purrloins" on my team :P), winning a well fought match in the DW OU tier, or losing horribly as I get no Confusion or Paralysis (or both) support, I'll see how high I can climb on the ladder with it.