Somebody Set Up Us The Boost
Hello hellus-- this is my first RMT for OU, as I spent a bit of time in BattleSpot and MonoType metas to get back into the competitive groove a bit first. I've been playing since gen 1, and competitively since gen 4, but I largely skipped gen 5 with its djinns and its digimon and its weather wars... But I digress. This team was built around two ideas: benefiting from the opponent, and momentum control. Its usage is pretty... unorthodox, to say the least. Reliability and opportunities to take considerable advantages from good predictions are the defining qualities-- the former through bulk, cleric support, and some buffer against hax (as well as zero reliance on even moves with under 95% accuracy, bar a hydro pump that has an alternative in place anyway). What the pokemon on it are meant to do, they can just about always pull off if you play them right. That, and there's the perk of winning just as effortlessly against BP as BP's average wins. In any case, onto the team...
Proxy (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SDef
Relaxed Nature
IVs: 0 Spd
- Transform
HP as it's Ditto's only particularly relevant stat, along with max defense to potentially survive opposing Ditto that copy Scizor and get choice locked into pursuit after being burned by Keldeo, just in case it's one burn tick from killing them? EVs beyond HP are rather irrelevant, in any case-- 0 Speed IVs to get HP Ice, as well as win the struggle war with opposing Ditto. With a choice scarf, Ditto guarantees that Mega Charizard X cannot sweep my team so long as Ditto's alive. I'll not list everything it handles, but even non-choiced Pokemon are oft forced out against Ditto. But it's more than just a revenge-killer. It can make riskier switches to absorb status against certain Pokemon (Thundurus, Breloom, Heatran), it can make relatively safe switches into the likes of Rotom-W if there's somehow nothing left alive to tank it (Ditto's HP is only below Rotom's by 2), it can beat many Deoxys-D leads by outspeeding with Taunt, and likewise shut down Smeargle. Many other leads like Terrakion (if lacking a focus sash) are then fearing for their own STAB moves, and even stall Pokemon like Blissey can be helpful switch-ins to get a quick Heal Bell or Softboiled off-- or even just Toxic given that I have cleric support. And then there's grabbing Rotom leads' Volt Switches or even just sending Ditto out to scout the set of an ambiguous Pokemon like Mew or the like (especially if they oft run something like U-turn). Best of all, between the volt-turn core, Wobbuffet, and wish passing, it's easy to get Ditto in even without a friendly KO or psychic switch into a switch or the like. As a usage note, I can normally get away with Flare Blitzing Mega Charizards as they switch, given that even staying in and 4x resisting, they're frequently low enough to be KO'd by any move.

Karma (Wobbuffet) (M) @ Leftovers
Ability: Shadow Tag
EVs: 28 HP / 228 Def / 252 SDef
Bold Nature
- Encore
- Counter
- Safeguard
- Mirror Coat
Bold nature for handling misc. threats like Mega Medicham, but mostly just because my team doesn't need 3 special tanks. Still, its bulk is quite handy on both ends regardless, with HP only high enough to reach a leftovers number. Encore is the key to Wobbuffet, as it can either function as an ad-hoc Taunt for securing kills or it can just be used to pass Safeguarded status to Sylveon, who then gets to either Wish pass on the switch or get a free Heal Bell. Encoring a boosting move makes Ditto's day, of course, but Encoring poison moves also makes for momentum via Scizor switches into U-turns. The key to playing Wobbuffet is predicting U-turns and Volt Switches to Counter and Mirror coat them-- it punishes most attempts to grab momentum, often by OHKOing their switch-in. When in doubt, Wobbuffet needn't even make a move, as simply grabbing a foe with Shadow Tag assures that they can't double-switch or the like.

Tactics (Scizor) (F) @ Assault Vest
Ability: Technician
EVs: 248 HP / 196 Atk / 64 SDef
Adamant Nature
- U-turn
- Pursuit
- Bullet Punch
- Knock Off
Ah... Scizor. A choice banding monster since gen 4, and this is no... actually, no, it has an Assault Vest. This Scizor is not a wallbreaker (Keldeo's job), not a sweeper (deemed unnecessary), and it's not even specifically a revenge-killer, although it can still function as such. It forms a revenge-killing core with Ditto, a trapping core with Wobbuffet, a Volt-Turn core with Zapdos, and a special defense core with Sylveon, but lets talk a bit about the strange item choice. Assault Vest allows Scizor to take on Gengar, Latios, and Alakazam if each of them packs hidden power fire. Barring that, they can't touch it to begin with-- it works by tanking a hit if they carry a coverage move to kill the average Scizor with, hitting hard with Pursuit, and then picking them off with Bullet Punch if they stay in. Knock Off fits this set wonderfully, as the Pokemon checked by Brick Break or Superpower just aren't that helpful to hit with this variant. Instead, crippling various switch-ins that anticipate the U-turn is a nice way to play around the otherwise predictable U-turning. While it may seem like a niche set, on this team, it works better than banded Scizor (who dies to HP fire and is outsped), as well as scarf scizor (whose lack of power and bulk makes it extremely limiting-- especially when it fails to OHKO important threats with Pursuit). Though, Mega Scizor may be able to reach those benchmarks of surviving HP fires and the like-- I've not run the numbers on that. In any case, trapping the ghosts that give Wobbuffet nightmares without fearing their coverage moves is extremely valuable, and its overall revenge-killing against special attackers is quite impressive on its own.

Navi (Sylveon) (F) @ Leftovers
Ability: Pixilate
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell
Wobbuffet lacks healing and hates status, so a wish passer and cleric was almost mandatory to use it. Rather than split the role, I figured that Sylveon best fit that role. I briefly considered Umbreon, but, as the team had Mandibuzz at the time, I went with Sylveon instead. And I'm certainly not inclined to change that now, given how much more of an offensive presence it has, as well as how handy walling Conkeldurr and Garchomp (sans rare Poison Jab sets, which can be Protect scouted if need be). Defensive investment is for taking U-turns easier, better walling Conkeldurr, managing Latios Psyshocks, and better tanking Earthquakes and other coverage moves from dragons. Normally switches into stall-oriented Pokemon like Blissey to wish pass with relative ease, and a safe switch-in from Wobbuffet. Wish is so useful for the entire team that many games go 6-0 just because Sylveon runs unchecked in its healing role. Hyper Voice lets it check Gliscor (as well as other Substitute users like Sub-Punch Breloom or the like), and its Heal Bell means that even burns on Scizor or paralysis on Ditto or Toxic on Wobbuffet are inconveniences moreso than game-changers. Demolishing several key dark types in the process with its STAB is just icing.

Quru (Zapdos) @ Leftovers
Ability: Pressure
EVs: 252 HP / 236 Def / 20 Spd
Bold Nature
- Volt Switch
- Roost
- Heat Wave
- Defog
Ah, Anarchy Je-- I mean Zapdos. Physically defensive for surviving +4 Aegislash's shadow sneak to OHKO with Heat Wave, as well as to tank the rock moves frequently thrown its way. It has enough speed EVs to outspeed Max Speed Aegislash, Adamant Bisharp, and Kyurem-B that takes just enough speed to outspeed Bisharp, as well as other, min speed Zapdos (to volt switch them). Roost lets it PP stall such moves if a switch to Keldeo is undesirable or the like, and lets it function as a much better defogger than Wish passing alone. Volt switch may seem strange, but the main Pokemon Thunderbolt is needed to check, like Mega Pinsir, are actually handled just as well by simply stealing them with Ditto. If need be, I can always U-turn back in with Scizor to get multiple electric attacks off, but normally, nearly killing Pinsir and then stealing it with Ditto from the free switch is ideal. Shadow Ball from Aegislash causes some problems for this set, especially with weakness policy, but it can be played around by Volt Switching into Keldeo, or Scizor if it lacks King's Shield. When using Defog, I often Wish pass to Zapdos, to keep it from needing to stay in and Roost afterwards, and Volt Switch keeps the Defog from sacrificing momentum, as well. The ground types that boast immunities aren't particularly problematic, as Excadrill dies to Heat Wave, and those that try to set up (like Garchomp) will find themselves mirror-swept more often than not by Ditto. Mandibuzz was used in Zapdos' stead for a stint, but the extra fighting resist, better offensive presence, and options like Volt Switch made Zapdos the clear winner for this team.

Strife (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Scald
- (Icy Wind)
- Hydro Pump
- Secret Sword
The most standard Keldeo set in the world, and the only Pokemon on the team to have a move with below 95% accuracy. An important ice and rock resist for Zapdos, a hard-hitting wallbreaker to take advantage of momentum, a status spreader with Scald... Keldeo functions on this team as it always does, switching in on resisted hits and blasting away with Scald until its counters die and it can instead afford to spam Hydro Pump. Sacred Sword has seen use (albeit infrequently) to hit Tyranitar, Chansey, or Ferrothorn harder, and tends to see spamming when foes lack a ghost type but have water checks that don't fear burns. Icy Wind, on paper, works to cripple a switch-in Latios or the like, but my team's lack of speedy threats makes the speed drop moot outside of Keldeo being outsped-- and Scald does enough to those that would be hit hard anyway. Might try hidden power flying or such instead, but Mega Venusaur isn't a problem for the team to begin with, let alone one to be handled by Keldeo. Latios and the like are oft better checked by Scizor or Ditto than risking Keldeo. As the only purely offensive Pokemon on the team, Wish-passing safely to it is a top priority, and it tends to be one of the last Pokemon alive due to its value as a mid-to-late-game cleaner. Though, if it's safe, blasting off early game Scalds is always beneficial.
Synergy
- Volt-Turn Core: Zapdos's set of Volt switch, a recovery move, a utility move, and a rather unusual coverage move allow it to function similarly to Rotom-W-- its only problem is a lack of fire resistance, and that Scizor doesn't resist the likes of Stone Edge, yet...
- Non-FWG Type Core: Scizor and Zapdos may not cover each other's weaknesses perfectly, but add in Keldeo's bit of bulk and excellent typing and you have a Volt-Turn core that has built-in switches for a wallbreaker. Keldeo resists not only Zapdos' rock and ice weaknesses, but also Scizor's fire weakness, while Zapdos resists Keldeo's grass and flying weaknesses and Scizor resists Keldeo's psychic, grass, and fairy weaknesses. One might notice that the electric weakness remains 'unchecked', but there's an answer to that as well...
- Special Defense Core: Rather than a simple special+physical defensive core, this team has a full special defense core accompanied by some all-around decent physical bulk. While nothing directly resists electric attacks, Sylveon and Scizor's massive special defense stats (plus their helpfully opposing types and attacking methods) allow for tanking just about any manner of specially based threat, if used correctly. In particular, neither is vulnerable to typically hazardous moves like Draco Meteor, and both are great at scouting for potentially dangerous coverage moves (Protect and U-turn).
- Revenge Killing Core: Ditto's choice scarf and Scizor's Bullet Punch, although not the strongest revenge-killing core around, is still fairly capable, especially with the likes of Wobbuffet pitching in.
- Trapping Core: Wobbuffet traps everything but ghosts, and can't handle massive special hits like Draco Meteor... meanwhile, Scizor can pursuit trap any ghost (and psychic type, to further support Keldeo), including Keldeo. Wobbuffet, meanwhile, breaks any and all momentum for anything without a 'turn' move, which, if you're clever, works in your favor with a free kill upon being countered/mirror coated.
- Control Core: It was difficult to come up with a name for the core of Ditto+Wobbuffet, but after giving it a try, it's clear that I'd hit something special. Similar to swagger in some ways, you can force an opponent to boost to your benefit through the use of a properly predicted Encore-- if they fail to boost, they risk being killed by counter/mirror coat, after all. Ditto getting a free switch, being guaranteed to take a Pokemon's boosts, /and/ being assured a turn without retaliation after that is pretty remarkable. Scizor's Knock Off, Zapdos's Defog, and Sylveon's Wish all support this core, in any case.
- Beats all baton pass teams, and many boosting sweepers.
- Exceptional bulk on both sides.
- Can force predictable plays from an opponent.
- Requires no setup (entry hazards, status, boosts) to function.
- Almost never needs to 'death fodder' a 'mon.
- No solid answer to defense-boosting 'mons (CM/Bulk Up).
- Limited offensive presence outside of Keldeo.
- Can require extremely difficult predictions.
- Lacks a solid win condition like a boosting sweeper.
- Generally cannot afford to let anything faint prematurely.
Extra Thoughts:
- While Zapdos can survive hits from a +4 Aegislash and OHKO Blade Form with Heat Wave, Shadow Ball is problematic. Scizor also has problems Pursuiting King's Shield variants. I've yet to have an Aegislash pose any massive problem thus far, but the possibility worries me.
- Fast Pokemon with ambiguous movesets, like Deoxys-S and the djinns, can wreck havok, as the prediction this team requires becomes far more convoluted.
- At first glance, this team seems extremely taunt weak, yet, outside of Wobbuffet, it seems rare to encounter situations where taunt has stopped my doing something important-- the fact that I don't have anything to 'set up' means that taunt mostly just disrupts my recovery, if anything.
- While I lack a sleep absorber, Ditto can function as such against grass types like Breloom and Venusaur. With proper prediction, this can lead to sleeping a switch-in, racking up free damage as they predict your own switch, or just getting a switch into something that can outspeed and threaten. Though, Heal Bell may make this needless risk.
- The only moves with under 100% accuracy are Zapdos's Heat Wave and Keldeo's Hydro Pump, excluding Ditto-copied moves.
- PP Stalling is a fairly common practice for this team-- often to stall out a monoattacker's only means of dealing damage or a Pokemon's most dangerous move(s), like Terrakion's Stone Edge.
- Every Pokemon has something to contribute to killing BP. Scizor has priority, Zapdos clears screens, Sylveon hits behind substitues, Wobbuffet can Encore boosting moves or sit around forcing multiple dry BPs, Ditto can of course steal boosts at any point in the chain, and Keldeo has mixed attacking, potental burns, and icy wind spam to counteract speed boosts.
- There are apt to be more optimal sets for certain Pokemon. I tried Calm Wobbuffet before Bold, and it could survive a 4x boosted Surf from Manaphy in order to OHKO with Mirror Coat.
Anywhos! Thanks for reading, and thanks in advance for any thoughts you have to offer! Feel free to mention any mistakes, by the by-- most of my math is from memory, so some missteps wouldn't be surprising. ^^
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