Overview: I'm sure by now you're wondering: Isn't this team a lot like cyberzero's? Well, I was thinking the other day about what a useful move U-turn is, and how many of the CAPs are able to learn it. With that in mind, I decided to try to build an entire team around U-turn and scouting. Cyber's triple-scout strategy just didn't quite do it for me. Many people who know me can tell you that I frequently attempt some crazy new idea that, at first glance, doesn't seem to work. For example, I recently gave up on my Baton Pass chain to Pyroak because I found out that Blissey walls it, even with six Calm Minds. This is different. This team is actually capable of handling a vast number of threats and wearing down the opponent's team. The best part is the frustration this can cause some players. The fact that U-turning allows you to switch with no prediction means that every member of my team can usually find a safe time to switch in and wreck havoc. Playing it, I've kept roughly the same position on the ladder that I'm usually at (around seventh on the leaderboard) so overall, I feel that the team has been very successful. A quick note: Celebi hasn't always been a part of the team. I used to run a mixed Syclant to break down walls instead. While MixClant was fabulous at its job, my team had a severe Water weakness. After I was torn apart by a Rain Dance team, and then by a single Suicune, I realized I needed a Celebi, and Syclant got the boot. Without further ado, team SuperUmbreonScouts: (changes in bold) Kitsunoh (F) @ Choice Scarf Ability: Frisk EVs: 4 HP/252 Atk/252 Spd Jolly nature (+Spd, -SAtk) - U-turn - ShadowStrike - Superpower - Trick The lead. With a team full of U-turners, what to lead with is a tricky decision. I used Flygon for a while, but one thing I like about Kitsunoh is that some Scarfers will actually try to Trick it (which nobody will do to Flygon). I run Frisk to help me determine my opponent's lead's plans. It's actually been very helpful against things that cacn do multiple jobs as leads like Metagross, Jirachi, Swampert, Infernape, and Heatran. The ever popular Azelf lead is sorely punished by two U-turns that take it out easily. ShadowStrike and Superpower provide perfect coverage, and I can Trick things when I no longer need my Scarf. I'm thinking of running Ice Punch to deal with Dragon Dancing Salamence (because it often outruns Flygon). While I don't need max Speed when I have the Scarf, I went for it anyway to tie with Latias and Gengar after I've Tricked. Flygon (M) @ Choice Scarf Ability: Levitate EVs: 252 Atk/80 Satk/176 Spd Naive nature (+Spe, -SDef) - Earthquake - U-turn - Outrage - Fire Blast Flygon has been one of my favourite Pokemon ever since Col. M showed me what it can do as a lead. This guy has considerably more power than Kitunoh, due to his powerful moves and +Atk nature. I chose Fire Punch because Fire Blast's accuracy always fails me and Flamethrower only has about a 20% chance of OHKOing Scizor. Outrage and Earthquake are killer STAB moves and U-turn is there because that's the whole point. Fidgit (M) @ Leftovers Ability: Vital Spirit EVs: 252 HP/4 Def/252 Spd Timid nature (+Spd, -Atk) - Stealth Rock - Earth Power - U-turn - Encore Fidgit is the Stealth Rocker on this team. It's very handy for wearing out Zapdos and Salamence. Because my team's playstyle forces a ton of switches, I try to get this out as soon as possible. Initially, I didn't think entry hazards were a big threat to the team, but Spikes really takes its toll on Kitsunoh. I'm therefore considering Rapid Spin over Earth Power, which hasn't been too useful except as a bulky Heatran check. I also used to have Wish over Encore, but Encore + U-turn is such a fantastic combo I had to put it in. Celebi @ Leftovers Ability: Natural Cure EVs: 252 HP/216 Def/40 Spd (30 Speed IV) Bold nature (+Def, -Atk) - U-turn - Psychic - Recover - Grass Knot The result of my team having major Water problems. The floating onion, as everyone knows, is capable of surviving attacks that very few Pokemon can. U-turn is a nice resource to have against other Celebi, but it still only inflicts around 30-40%. Grass Knot solves any problems I had with Swampert and co. while Psychic is a great move in the CAP metagame. Scizor (M) @ Choice Band Ability: Technician EVs: 248 HP/252 Atk/8 Spd Adamant nature (+Atk, -SAtk) - U-turn - Pursuit - Bullet Punch - Superpower Standard CB Scizor. Kicks ass. Revenges most of the metagame with Bullet Punch, Pursuits all the Psychics. As he's fairly bulky, I don't mind the slow U-turn much. He's the most powerful attacker on the team, easily. However, as the team currently has no way of setting anything up, I'm considering replacing Pursuit with Swords Dance and using Leftovers or a Life Orb. Jirachi @ Leftovers Ability: Serene Grace EVs: 240 HP/56 Atk/76 Def/136 Spd Impish nature (+Def, -SAtk) - Wish - U-turn - Body Slam - Iron Head I'm using a very defensive Jirachi to support all the scouts with Wish. Using U-turn means Jirachi will often be able to take a hit before switching to the Wish recipient; helpful as Jirachi is the bulkiest member of the team aside from Celebi. Body Slam and Iron Head serve as Jirachi's usual luck-based attacks, and can sometimes tear through slower Pokemon without allowing them to move. Rate and comment; I want to know what you think!