Since I already used this team extensively, and Colossoil seems to be a major hindrance to it (more of a nail in the coffin than anything), I decided to retire it. But, after all, it is the team which brought me up to the peak of the CAP leaderboard for a good number of days, so I thought that, rather than throw it in the bin, it would have been more appropriate to make a RMT out of it. Feel free to express any kind of comment and/or criticism! (what are you supposed to do in a RMT, anyway?^^) Jirachi @ Choice Scarf Serene Grace - Adamant nature EVs: 84 HP/252 Atk/176 Spe Trick Stealth Rock Iron Head U-turn I used to employ Metagross as a lead, but I hated to get the short end of the stick against Starmie leads, which seem to be quite popular in the CAP server. However, I still needed a Steel-typed Pokémon in this slot, since, as you will see at the end of the RMT, I do not have many answers against Dragon attacks. So, my eyes finally glanced at Jirachi, and I did not get disappointed. This lead is a good mix of bulkyness and utility, which allow me to find uses for it even later in the match. 176 Spd EVs, combined with the Scarf, grant me 418 Speed, enough to outspeed Choice Scarf Heatran. 252 Atk and Adamant nature allow Jirachi to pack quite the punch... err, head^^ and the remaining EVs are put in HP to ease a bit the switch-ins into Dragons and what not. Trick is a good opening move at times, ruining the momentum of some leads if they decide to go for Stealth Rock, but I try to keep the Scarf as long as I can for 2 reasons: 1) I need Trick to fight on an even foot against most Stall teams, and I can't allow some useless Pokémon to get it when I need to cripple something else. 2) Jirachi is a good check against a wide array of set-up sweepers. Despite Steelbeing a bad attacking type, Iron Head's 60% flinch chance allow me to weaken and even kill a lot of foes (even Steel resistant ones) U-turn is maybe the crux of the set. It turns the table against non-Scarf Starmie leads (at least, compared to Metagross), and not only it gets a supereffective hit, but also keeps the momentum going for my team. between Jirachi and Kitsunoh (read below), U-turn allow me to hold initiative and at the same time weaken the opposition - especially when Spikes and/or Steal Rock are down. Speaking of Stealth Rock, I rarely lay it down at the start of the match, unless I just Tricked the opposing lead. Generally, unless I desperately need them up (for example, if a Salamence is harassing me somehow), I prefer to wait later in the match, when I already throw the Choice Scarf away. Also, since my sweepers have little fear of airborne foes, Spikes are generally the priority. To sum it up, Jirachi gets me momentum early on, absorbs Dragon-type attacks, keeps in check the oppositions, disables threatening walls and set up Stealth Rock when the time is right. An awesome lead all around. Arghonaut @ Leftovers Unaware - Adamant nature EVs: 252 HP/36 Atk/220 Def Recover Waterfall Revenge Thunderpunch Since my team has a grand total of four choice users, I needed a defensive behemoth able to ward me off of set-up sweepers. Arghonaut came obviously to my mind, thanks to its fantastic ability which neuters otherwise threatening sweepers like Dragon dance Gyarados. The EVs are fairly standard, so I will not waste too much time on them. Recover is a natural choice, and allow Arghonaut to stick around for a long time (basically, as long as I do not decide to sacrifice him). Waterfall and Revenge are solid STABs, and coming off that impressive 110 base Atk, they hurt even with such a little EV investment. Since I have no other answer to Gyarados, I opted for Thunderpunch. With the EVs listed above, Arghonaut can comfortably take a Bounce (ok, not so comfortably, but it is still a supereffective 85BP move coming off 383 or 349 Atk) and OHKO with Thunderpunch. The Water/Fighting/Electric combination leave me in a bit of trouble against Latias, but that's why you have 5 other Pokémon on your team. Arghonaut already stops so many threats - Gyarados, Scizor and Tyranitar to name a few - that I could hardly ask him any more. Fidgit @ Leftovers Vital Spirit - Timid nature EVs: 252 HP/4 Def/252 Spe Spikes Rapid Spin Earth Power Encore Spikes are a common tool on stall teams in every tier, but they can be very useful for offense too. Unfortunately, most offensive Spikers are too frail or underpowered to be really useful and dependable during the match in OU. However, CAP has the luxury of enjoy Fidgit's presence. Fidgit is an amazing Pokémon, able to support the team in a miriad possible ways. Since I felt the need for Spikes to support my sweepers, Spikes are an obvious choice. Encore is a great boon, and allow me to gain free turns and check some Calm Mind sweepers that arghonaut cannot handle like Sub-CM Jirachi (assuming I come in on anything but Psychic/Flash Cannon/HP Ground - I said check after all, not counter). Rapid Spin is crucial, since my team switches around a lot, and with Stealth Rock putting my sweep on a timetable, I lose a lot of win chances. Earth Power is a solid STAB and can be employed in a pinch thanks to that 339 Spd. I contemplated the possibility of using Shadow Ball for Ghosts who predict Rapid Spin, but I sticked to Earth Power. I'm open to suggestions on this topic, though. Kitsunoh @ Choice Scarf Frisk - Jolly nature EVs: 80 HP/252 Atk/176 Spe U-turn ShadowStrike Ice Punch Thunderpunch You cannot leave home without a Spin blocker if you wish to use Spikes, especially on CAP where Spinners like Fidgit and Starmie are everywhere. This place was once held by Revenankh - by far the best bulky Spin blocker in my opinion - but seeing that Revenankh left me too wide open to a lot of dangerous threats my team could not handle, I needed an offensive Spin blocker. Unfortunately, the only truly offensive Spin blocker in OU is Gengar (Rotom never fit my taste, probably), and Gengar isn't exactly the paragon of bulkyness. But then I glanced Kitsunoh, and I realized how many things it could offer to me. Another Steel type (with the ability to murder most Dragons without hesitations) was invaluable. If you add the scouting potential of Frisk and ShadowStrike to the mix, you have quite the good Pokémon into your hands. The EVs need a little explaination. 176 Spd with a Jolly nature and Choice Scarf allow Kitsunoh to outspeed the +100 Speed group even after a speed boost, giving me the chance to revenge kill Dragon Dancers should something go wrong with Arghonaut. 252 Atk is a necessity, and 80 HP soften a bit the hits Kitsunoh is doomed to withstand. ShadowStrike is basic STAB and slays Latias and Rotom above others. U-turn is a great scouting move and allow me to control the flow of the match, and Thunderpunch and Ice Punch are here for revenge killing purposes. Stratagem @ Choice Specs Levitate - Timid nature EVs: 4 Def/252 SpA/252 Spe Paleo Wave Energy Ball Flamethrower Earth Power Saying this thing is a hard hitter is a gross understatement. Specsgem is among the most ferocious Special Attackers the CAP metagame has to offer, able to plow through almost everything non resistat to its STAB bar Blissey. Just to make an example, 252HP/0 Sdef Suicune is 2HKOed by Paleo Wave, and this is without any entry hazards. When you start taking Spikes and Stealth Rock into account, things get much worse. Even Blissey, if she comes in with 75% around of its health (before counting Spikes and Stealth Rock) faces a clean 2HKO. Paleo Wave is the main responsible for this massacre, and it is the very proof of what X-Act said in the past about Special Rock moves being the most dangerous into the Standard environment. Flamethrower and Earth Power get good coverage alongside Paleo Wave, and kill every Steel type attempting to soak up my assault (incidentally, a lot of the OU steels, like Heatran, Scizor, Forretress and Skarmory, are neutral to Rock and get mudered by Paleo Wave anyway). What is left (Swampert, Flygon and so on) is taken by Energy Ball. In short, nothing can switch safely into this thing besides Blissey, and when she falls, the teams often meet a bitter demise. Latias @ Choice Specs Levitate - Timid nature EVs: 4 Def/252 SpA/252 Spe Dragon Pulse Surf Thunderbolt Trick At this point, some of you may have noticed an Infernape weakness. You may also ask yourselves if Stratagem needs a sweeping partner, able to pick off where he eventually gets. There is only an answer to all these questions, and it is Latias. Thanks to that magnificient Dragon STAB, seasoned with 110 base Special Attack and Speed, Latias can sweep unprepared teams very swiftly. Her natural bulkyness also comes in handy against pesky Heatran and Infernape. Dragon Pulse is an obvious STAB, and packs quite the same amount of power yielded by Stratagem's Paleo Wave. Again, support from Spikes and Stealth Rock turn this move into a deadly tool of destruction. Surf and Thunderbolt hit everything else for solid damage, and allow me to severely maim incoming Pursuiters like Scizor and Tyranitar as long as my prediction skills are up to the challenge. Trick is really the selling point: with the proper guesswork, I can disable an opponent special wall for the remainder of the match, leaving the opposing team wide open to Stratagem's fierce onslaught. So, here is the strategy: whenever I can, I bring in safely Stratagem or Latias (Levitate and three Ground weak Pokémon help a lot) and fire off some quick devastation with their impressive power, falling back to my defensive core when I need to switch out. Past the early game, I try to lay down those Spikes, detect the potential stoppers to my special sweepers and focus my atempts on disabling them. Then, I let the rape begin, plain and simple. Obviously, this team is not without its weaknesses. I will compile a threat list soon, but let me assure you in advance that Starmie and Rotom are a pain in the ass to this team, as well as Wispy Kit to a lesser extent. And a well played Blissey (i.e. with Spin support) is tough to take out without a well predicted Trick. Anyway, rate away!