This is a team featuring Choice Band Kitsunoh. It is featuring CBKit, not centered around it, so I am willing to take out Kit. I've been using this team for a bit now, and it's done reasonably well, with only a few losses (I'm looking at you Deck Knight), and some nice wins (I'm still looking at you, Deck Knight). However, I feel that this team can accomplish more than where it is now, and I would like some help from more experienced members of both the Smogon community and the CAP project in strengthening it. I present to you: The Shadowed Band A CAP RMT Azelf @ Focus Sash Ability: Levitate EVs: 4 Atk/252 Spd/252 SAtk Hasty nature (+Spd, -Def) - Explosion - Fire Blast - Stealth Rock - Psychic Suicide leads such as Azelf or Stratagem work well in a stall-based metagame such as CAP. For this reason, amongst others, I decided to go with an Azelf as my lead. Psychic gets Fidgit and Arghonaut leads (are there Arghonaut leads?), Fire Blast hits Metagross and Kit, and explosion can OHKO Lucario after 1 Close Combat and Life Orb recoil. ~EVs~ The given nature and EVs were the standard, and for a good reason. With said EVs, Azelf reaches a speed of 361, allowing him to outspeed any non-scarf'd Gengar leads. Also, I have given him aforementioned EVs to hit maximum potential with special attacking, as Explosion needs a boost. ~Why Azelf?~ When I decided that I needed a suicide lead for a CAP team, I was immediately down to 2 choices: Azelf and Stratagem. As I thought that Azelf would work better as a Focus Sash lead, and seeing as I don't really like Stratagem, I went with Azelf. Arghonaut (M) @ Leftovers Ability: Unaware EVs: 252 HP/32 Atk/224 SDef Adamant nature (+Atk, -SAtk) - Bulk Up - Waterfall - Rest - Stone Edge I've always really liked the Bulk Up Arghonaut set, on top of Argho being my second favorite CAP. Bulk Up helps boost Argho's average defense, as well as its above average Attack. Its Special Defense, combined with +1 or +2 Defense, can hit some opponents very hard, or I can simply catch them unawares (no pun intended) by using this > the Recover Tank set. ~EVs~ Since Bulk Up boost Defense as well as Attack, Arghonaut has no need for too many defensive EVs. Therefore, its ability to take Special hits is maximized by the set. Once you have 2 or 3 Bulk Ups up, Rest brings you back to full health, where you can stall for a couple turns, then attack, Resting when necessary. ~Why Arghonaut?~ A Bulk Up/Curse tank brought me down to 4 choices: Hippowdon, Snorlax, Revenakh, and Arghonaut. Hippo's weakness to water, as well as Special moves, didn't hit me as great, so I passed on that guy. Snorlax was susceptible to Fighting moves, so that brings me down to Rev vs. Argho. Arghonauts's better type coverage with Stone Edge/Waterfall made the choice easy. I went with Argho. Celebi @ Leftovers Ability: Natural Cure EVs: 252 HP/220 Def/36 Spd Bold nature (+Def, -Atk) - Grass Knot - Leech Seed - Thunder Wave - Recover Celebi is a tank that can hit back, which was basically what I was looking for in the whole team. I used Celebi a lot in my early Pokemon days, and wanted to 'bring back the fun old times'. Grass Knot hits for STAB, while Hidden Power Fire hits Scizor. Recover is Recover, you'll notice that all three of my tanks have recovery. (Forry is a wall, not a tank). I'm undecided about Thunder Wave here. I was having some troubles with Thunder Wave earlier (DECK KNIGHT, THIS IS ALL YOUR FAULT!) and I might be switching it with Leech Seed for residual damage/recovery. EDIT: I no longer have HP Fire. Kit deals with all forms of Scizor, and Celebi can get TWave + Leech Seed up, so I have TWave AND Leech Seed over HP Fire. ~EVs~ The EVs let Celebi outrun Scizor, ensuring that it will only be hit by Bullet Punch, which cannot OHKO. As Celebi is mainly physical, the EVs in HP and Defense let it take Physical hits as well as possible, and coming off 100 base SP. Atk, a tank needs no SAtk EVs. ~Why Celebi?~ This part is simple. Status Absorber. Three Pokemon in OU have Natural Cure: Starmie, Celebi, and Blissey. Starmie was too offensive, and I hate Blissey, so Celebi was the way to go. Tyranitar (M) @ Leftovers Ability: Sand Stream EVs: 236 HP/72 Atk/8 Spd/192 SDef Careful nature (+SDef, -SAtk) - Brick Break - Crunch - Sleep Talk - Rest This is the one set that I refuse to change. This set has gained great fame on Marriland as 'RhysTalk Tar'. The set was created by a Marriland user called Rhys29, and I have been looking for a way to use it ever since. Heatran can never score a 4HKO with Earth Power, and Tar gets instant healing with Rest/Talk. Brick Break was chosen over Earthquake for type coverage, although Earthquake is a possible option for that spot. ~EVs~ This started out as an altered CurseTar. Sooner or later, Rhys fell into the swing of things with this. Instead of running the normal 236/56/216 spread which allows Celebi to never get a 3HKO, Rhys decided to screw Celebi, and go with this. Heatran will never get a 4HKO, and Tar hits maximum Leftovers recovery while having reasonable attack. The 8 Speed EVs let me outspeed other Tyranitar, and a few other Pokemon that aim to outspeed 0 Speed Tar. ~Why Tyranitar?~ Well, I had been looking for a spot to put RhysTalk Tar in my team for a while, and I needed something to take Special hits for me. Tyranitar did the job perfectly. Infernape (M) @ Life Orb Ability: Blaze EVs: 252 Atk/232 Spd/24 SAtk Naive nature (+Spd, -SDef) - Close Combat - Overheat - Stone Edge - Mach Punch This is (with to-be-mentioned EV changes), the standard Physical Mixape. Close Combat gets high power and STAB, Stone Edge hits the flyers that can greatly damage me, and Mach Punch hits things that are low on health but outspeed me. Since I have no other Special moves, I have placed Overheat here in order to get higher power. ~EVs~ I have changed the EVs specially for CAP. The new EVs help outspeed Timid Fidgit, a large and popular threat in CAP. 24 SAtk EVs are more than enough enough to OHKO Skarmory with Overheat, and I maxed out the attack to... do as much damage as possible, maybe? ~Why Infernape?~ Plus recommended that I add a bit more oomph into my team. I took this into stride and sent an Infernape in to get some Special Attacks, as well as some Offensive Power on my team. NOTE: I am considering replacing this with a Specially Based Mixape, as CBKit, RhysTalk Tar, and Arghonaut already give me my fair share of physical attacks. Kitsunoh (M) @ Choice Band Ability: Limber EVs: 4 HP/252 Atk/252 Spd Jolly nature (+Spd, -SAtk) - Earthquake - Ice Punch - ShadowStrike - U-turn CBKit. What else is there to say? With Limber, it can't be paralyzed, and therefore hits hard and fast no matter what the circumstances. CBKit almost won me the first round of the CAP tourney, I lost because of a team error (Adamant > Jolly). Jolly lets it outspeed Mixape and hit with EQ, something very important to Kitsunoh. Ice Punch hits Dragons, U-Turn scouts, and ShadowStrike gets STAB + Defense Drop. ~EVs~ Although CBKit is not mentioned in the analysis, I put it on my team because it's CBKit. Kit needs Jolly + Full speed EVs to outspeed Mixape, and to tie with other base 110s. Kit can revenge kill Ape, Heatran, and others, and to do so I have maximum attack. ~Why Kitsunoh?~ I wanted a revenge killer, so I got this thing. CBKit is an awesome revenge killer, and is pure fast offense, something my team really needed. Magnezone doesn't provide me with speed, and Dugtrio gives me... well... It just doesn't feel like CAP with a Dugtrio. Too much Zapdos.