Well, here goes my very first RMT. I have built this team around Kyurem, with the goal to boost him and bring him to sweep, as he has very good stats and not a lot of weaknesses; and those weaknesses are what his teammates are designed to take.
Ferrothorn @ Rock Helmet
Relaxed Nature (-INIT +DEF) / Iron Barbs
EV: HP 242 DEF 252 ATK 4
Pretty standard, I guess. Brings out Stealth Rock rather reliably, and I can scout sets with Protect and then decide what to do. I can either let this little bugger in - against physical threats he is extremely good as they take damage from every hit, both from the Iron Barbs ability and the item, and I regenerate with Leech Seed and hit fairly hard with Gyro Ball. With this set it can also outstall other Ferrothorn, and really the only thing I have to watch out for are special fire moves. EV's are for super-bulk and that extra knack on the Gyro Ball.
Kyurem @ Leftovers
Jolly Nature (-SP ATK +SPD) / Pressure
EV: ATK 60 SP. ATK 196 SPD 252
This little sucker is what I have based my team around. He has decent attacks and decent speed, overall all his stats are decent. Only decent, and that is his problem. He has a great movepool, a shitty ability and some resistances, but overall his typing is not very good. He is weak to the omnipresent fighting, rock and steel moves, and the rest of the team tries to check those threats, preferably before Kyurem enters the scene to enable him to sweep. EV is for even ATK and SP ATK while maxing on speed, reaching respectable 310 in the offensive stats and 317 in the speed, unboosted. Leftovers > LO for that extra bit of bulk. Note that I made that set up, and if someone has something better, I am more than willing to adapt.
Suicune @ Leftovers
Bold Nature (-ATK +DEF) / Water Absorb (DW!)
EV: HP 120 DEF 252 SP DEF 136
Dude, that thing can stall. Water absorb for a nice switch into predicted Water-type attacks, Surf for STAB attacking with CM boost. Toxic and protect should be clear, I assume. He has a surprising amount of bulk and has no problem switching into most attacks, especially not very effective. Also, many people expect a special tank here, so they go for physical attacks, but the maxed out EV gives him 361 DEF, and CM takes the part of the special boost. A beast if set up, and has saved me more than one game, and also adds important resistances to fire and stone, as well as ice.
Dusknoir @ Leftovers
Sassy Nature (-SPD +SP DEF) / Pressure
EV: HP 252 DEF 128 SP DEF 128
Another wall. Sassy because a) he's not outspeeding anything anyway, and b) because he has the only prio move on my team, making him a valuable revenge killer in some situations. I basically set up Toxic, Substitute and Confuse ray, and then Shadow Sneak until the opponent is down. His bulk keeps him alive, and he has saved quite a few situations. He is also my only ghost, and therefore my only fighting resistance, making him my primary switch-in for predicted fighting attacks on Kyurem. EV is for maximizing all-round bulk.
Mew @ Leftovers
Jolly Nature (-SP ATK + SPD) / Synchronize
EV: DEF 128 SP DEF 128 SPD 252
Yeah. This is my Baton Passer and general supporter through Heal Belling and Tailwind. Work Up and Tailwind both to increase Kyurems performance, and then Baton Pass. Not sure about this critter, I wanted something that boosts both SP ATK and ATK, as well as speed. I had Ninjask before, and that made Kyurem insanely fast - +6 SPD outspeeds regular stuff even when paralyzed. Unfortunately Ninjask doesn't have access to special boosts, and that is why I went with Mew. Also, this critter is insanely cute and adorable. EV is to live longer and get stuff done faster.
Magnezone @ Air Ballon
Modes nature (-ATK +SP ATK) / Magnet Pull
EV: HP 4 SP ATK 252 SPD 252
Good ol' steel trapper Magnezone. Kills Scizor reliably, and really helps with other steels that wall Kyurem's sweep. Air Ballon for safe switch-ins on Earthquake, Thunderbolt for STAB damage and Water types, HP Fire for, well, killing steels (duh), and protect to take advantage of possible toxic/leech seed in effect on the opponent (I have a lot of that), as well as scouting for a possible switch-in. EV are to maximize damage and maybe even outspeed some stuff, though he won't catch much that isn't magnetic. I have to watch out for random fire moves that are on everything now - especially Genesect's Flamethrower.
REVIEW:
This team has done some cool stuff on PO, but I am not quite happy with it. It has produced some very entertaining ragequits and close victories, including a last-man/mon-standing sweep of Suicune (killed three singlehandedly as my last 'mon), but overall I think the synergy could be better. I enjoy annoying opponents with Dusklops, Ferrothorn and Suicune a lot, but Mew was rather disappointing as I don't get a lot of status anyway...
So, this was my first RMT. Rate and feedback please, and suggestions are more than welcome! Cheers

Ferrothorn @ Rock Helmet
Relaxed Nature (-INIT +DEF) / Iron Barbs
EV: HP 242 DEF 252 ATK 4
- Gyro Ball
- Leech Seed
- Stealth Rock
- Protect
Pretty standard, I guess. Brings out Stealth Rock rather reliably, and I can scout sets with Protect and then decide what to do. I can either let this little bugger in - against physical threats he is extremely good as they take damage from every hit, both from the Iron Barbs ability and the item, and I regenerate with Leech Seed and hit fairly hard with Gyro Ball. With this set it can also outstall other Ferrothorn, and really the only thing I have to watch out for are special fire moves. EV's are for super-bulk and that extra knack on the Gyro Ball.

Kyurem @ Leftovers
Jolly Nature (-SP ATK +SPD) / Pressure
EV: ATK 60 SP. ATK 196 SPD 252
- Draco Meteor
- Ice Beam
- Focus Blast
- Outrage
This little sucker is what I have based my team around. He has decent attacks and decent speed, overall all his stats are decent. Only decent, and that is his problem. He has a great movepool, a shitty ability and some resistances, but overall his typing is not very good. He is weak to the omnipresent fighting, rock and steel moves, and the rest of the team tries to check those threats, preferably before Kyurem enters the scene to enable him to sweep. EV is for even ATK and SP ATK while maxing on speed, reaching respectable 310 in the offensive stats and 317 in the speed, unboosted. Leftovers > LO for that extra bit of bulk. Note that I made that set up, and if someone has something better, I am more than willing to adapt.

Suicune @ Leftovers
Bold Nature (-ATK +DEF) / Water Absorb (DW!)
EV: HP 120 DEF 252 SP DEF 136
- Calm Mind
- Surf
- Toxic
- Protect
Dude, that thing can stall. Water absorb for a nice switch into predicted Water-type attacks, Surf for STAB attacking with CM boost. Toxic and protect should be clear, I assume. He has a surprising amount of bulk and has no problem switching into most attacks, especially not very effective. Also, many people expect a special tank here, so they go for physical attacks, but the maxed out EV gives him 361 DEF, and CM takes the part of the special boost. A beast if set up, and has saved me more than one game, and also adds important resistances to fire and stone, as well as ice.

Dusknoir @ Leftovers
Sassy Nature (-SPD +SP DEF) / Pressure
EV: HP 252 DEF 128 SP DEF 128
- Confuse Ray
- Toxic
- Substitute
- Shadow Sneak
Another wall. Sassy because a) he's not outspeeding anything anyway, and b) because he has the only prio move on my team, making him a valuable revenge killer in some situations. I basically set up Toxic, Substitute and Confuse ray, and then Shadow Sneak until the opponent is down. His bulk keeps him alive, and he has saved quite a few situations. He is also my only ghost, and therefore my only fighting resistance, making him my primary switch-in for predicted fighting attacks on Kyurem. EV is for maximizing all-round bulk.

Mew @ Leftovers
Jolly Nature (-SP ATK + SPD) / Synchronize
EV: DEF 128 SP DEF 128 SPD 252
- Baton Pass
- Work Up
- Heal Bell
- Tailwind
Yeah. This is my Baton Passer and general supporter through Heal Belling and Tailwind. Work Up and Tailwind both to increase Kyurems performance, and then Baton Pass. Not sure about this critter, I wanted something that boosts both SP ATK and ATK, as well as speed. I had Ninjask before, and that made Kyurem insanely fast - +6 SPD outspeeds regular stuff even when paralyzed. Unfortunately Ninjask doesn't have access to special boosts, and that is why I went with Mew. Also, this critter is insanely cute and adorable. EV is to live longer and get stuff done faster.

Magnezone @ Air Ballon
Modes nature (-ATK +SP ATK) / Magnet Pull
EV: HP 4 SP ATK 252 SPD 252
- Thunderbolt
- Thunder Wave
- Hidden Power [Fire]
- Protect
Good ol' steel trapper Magnezone. Kills Scizor reliably, and really helps with other steels that wall Kyurem's sweep. Air Ballon for safe switch-ins on Earthquake, Thunderbolt for STAB damage and Water types, HP Fire for, well, killing steels (duh), and protect to take advantage of possible toxic/leech seed in effect on the opponent (I have a lot of that), as well as scouting for a possible switch-in. EV are to maximize damage and maybe even outspeed some stuff, though he won't catch much that isn't magnetic. I have to watch out for random fire moves that are on everything now - especially Genesect's Flamethrower.
REVIEW:
This team has done some cool stuff on PO, but I am not quite happy with it. It has produced some very entertaining ragequits and close victories, including a last-man/mon-standing sweep of Suicune (killed three singlehandedly as my last 'mon), but overall I think the synergy could be better. I enjoy annoying opponents with Dusklops, Ferrothorn and Suicune a lot, but Mew was rather disappointing as I don't get a lot of status anyway...
So, this was my first RMT. Rate and feedback please, and suggestions are more than welcome! Cheers
