Introduction
Hello everyone. I'd like to introduce my team of haxy, no-good, flinchers, and their supporters. As you can see by the name, this team's primary function is to Flinch, and on occasion, Para-hax. Nobody, and I mean NOBODY will have a good time facing this team, as it is my gimmickiest team yet (Not sure if Gimmickiest is a word though...) So the team was something I thought up of to ensure the least amount of damage taken, while still fighting in a way that is painful beyond belief. As you'd probably think, Togekiss and Jirachi are incorporated to their best ability in the team. I have supporters to help them complete their jobs easier, and I use the word "jobs" very loosely as no Pokemon on this team has a "specific job" rather a place to fit.
At A Glance
Team Building Process






Team Building Process


The team started with these two, as I wanted to use the best Para-Flinching Pokemon in the game. They came to mind quite easily. They're synergy together was remarkable, as Rock attacks aimed at Togekiss would go to Jirachi, as Ground attacks, and Fire Blast aimed at Jirachi were handled quite nicely by Togekiss, due to its great Special Defense. The next thing I was looking for in my team was a good Pokemon that could inflict Paralysis to many offending Pokemon, while still being able to achieve the para-flinching tactic I had. I chose Blissey.



So these three worked together significantly well. The next thought I had was the need for a good, rather great lead. I chose Azelf because of its ability to set up dual-screens, which turned out to become a very, very great part in this team. Dual screens allowed for a chance to set up my Rocks, and inflict the Paralysis.




So the next thing I did was recap what I had, and what I needed. This is what I came up with: So far I have 2 Pokemon that allow Paralysis to set in, 1 Pokemon that has the ability to set up Stealth Rock, and Dual Screens, and 2 Pokemon that could benefit from the Paralysis. So what I decided on was... MOAR PARALYSIS!!!11!1!!1!. The Pokemon I chose for this hole was Dragonite because of its ability to set up more T-Waves and attempt to actually carry on a sweep. Of course Dragonite will carry a Flinch-causing move, but that's for later.





The final Pokemon involved the most thinking ever. I had great synergy, which is always a plus, so synergy wasn't the reason for adding Manaphy. The reason for adding this wonderful little creature was because it had access to a move that I really needed for this team in Knock Off. Knock Off's purpose is to get rid of lefties, Lum/Petaya/Salac/liechi/Yache/Occa berries, Life Orb, Choice Band/Scarf/Specs, Or any other item out there. Lum in particular is why I have Knock Off. After I have Knocked Off the Lum berry, I can easily initialize the Paralysis. This is so I don't have to use two turns to Paralyze the opponent. This is what the finished product (maybe) looks like:






In Depth
Azelf @Light Clay
Jolly (+Spe, -SpA): Levitate
252Hp, 252Spe, 6Atk
Reflect
Light Screen
Stealth Rock
Explosion



Azelf @Light Clay
Jolly (+Spe, -SpA): Levitate
252Hp, 252Spe, 6Atk
Reflect
Light Screen
Stealth Rock
Explosion
Move description and Set Analysis: Reflect and Light Screen are clearly for the thought of the team. Both moves allow for a time to set up my Paralysis. Not much can be said other than that they are beneficial toward my team in many aspects. What's good about Azelf is that I don't necessarily have to make it go WTF BOOM!! after it has set up. I can switch it out and then set up my screens again after. Stealth Rock on a team like this might not seem all too necessary, but they turn out to be quite effective. This allows for the destruction of Focus Sash's that may turn up later, other than the lead. Explosion is self-explanatory. It doesn't need any investment to function properly, due to its extremely high Attack Power of 250. Explosion does enormous damage to anything not named Rotom or Gengar. Overall, Dual-Screening Azelf has become one of my favorite leads in the OU metagame, despite not being on a Suicidal Offense team.
Ev's: The given Ev's allow for maximum bulk. The reason for 252 HP is just so I have the best chance at setting up on anti leads, such as Weavile. 252 Speed is standard, and given the base 125 Speed stat, not much can compare. It is only outsped by base 130's, such as Jolteon, Weavile, and Aerodactyl, and whatever Electrode and Ninjask are in OU.



Blissey @Leftovers
Calm (+SpD, -Atk): Natural Cure
252Def, 176SpD, 80SpA
Wish
Protect/Aromatherapy/Seismic Toss
Thunderwave
Ice Beam
Move Description and Set Analysis: Wish Bliss is amazing with its ability to soak up any and all Special Attacks, and pass a Wish to either Togekiss or Jirachi, the core of my team. Protect is there for scouting out potential CB Scizor threats and allows me to switch to the appropriate counter, although in Retrospect I have nothing that could effectively take on a CB Scizor One on One, bar Jirachi with Fire Punch. In retrospect, I could have another move in this spot as I do not have Toxic to stall. Seismic Toss and Aromatherapy seem viable options here. Please leave your input on this in your rate. T-Wave is again, for the support of Jirachi and Togekiss. Ice beam is a filler move, specifically for Dragonites, Skarmorys, Mences, and other Flying and Dragon-type Pokemon.
Ev's: The given Ev's are for maximum bulk on both sides of the spectrum. 252Def is a given, and this allows for three times the amount of Physical punishment, no matter what that may be. 176 Special Defense Ev's is also a given for this set. I can't exactly remember why 176 Special Defense EV's is the given number, or what that amount is supposed to survive, at the moment. 80 Special Attack is for a bit of an extra smack to Dragons, Flyers, Grounds, and Grasses.



Dragonite @Leftovers
Careful (+SpD, -SpA) : Inner Focus
252Hp, 252SpD, 4Spe
Dragon Dance
ThunderWave
Roost
Dragon Claw
Move Description and Set Analysis: Dragonite has always been one of my favorites, and with his great bulk, he just needed to be added to this team. He has access to Thunderwave, the key move of this team. Roost is the simple self-recovery move that every Dragonite should have, even the generic sweeping ones, as it reduces the 4x Weakness to Ice, if only for a turn. Dragon Dance is my only real option against the better scarfers out there, as I do not have a priority move on this team, but that is NOT needed. Who needs priority when you have all of your opponents crippled? Dragon Claw is my main sweeping and STAB move that still deals excellent damage to many threats despite not having any Attack Ev's.
Ev's: With the Ev's given, Dragonite is given the potential to sweep, and spread the hax. I like this specifically because it add to the surprise factor. 252 Ev's in Hp and Special Defence are necessary for Dragonite to secure his place in this team. I can't say it better than Smogon can:
The beauty of this set is the EV spread. By maxing out HP and Special Defense with a Careful nature, Dragonite can take special hits rather well. UnSTABed neutral moves will barely scratch it, and even Ice Beam coming from the likes of Blissey or Cresselia won’t hit hard enough for a 2HKO. Additionally, by using Roost, Ice Beam becomes much weaker. The damage calculations below demonstrate how little damage super effective Ice-type moves will do against Dragonite.
Bold 0 SpA Cresselia using Ice Beam: 40.41% - 48.70%
Dragonite using Roost: 20.21% - 24.35%
Calm 80 SpA Blissey using Ice Beam: 45.60% - 53.89%
Dragonite using Roost: 22.80% - 26.94%
Bold 0 SpA Vaporeon using Ice Beam: 55.96% - 66.32%
Dragonite using Roost: 27.98% - 33.16%
Timid 252 SpA Heatran using Hidden Power Ice: 58.03% - 68.39%
Dragonite using Roost: 29.02% - 34.20%



Manaphy @Leftovers
Bold (+Def, -Atk) : Hydration
252Hp, 176Spe, 80Def
Surf
Aqua Ring
Knock Off
Rest
Move Description and Set Analysis: Ahh, Manaphy. This Manaphy is my own set devised for one purpose, Knocking Off held Items. This is exactly as I said before, Knock Off's purpose is to get rid of lefties, Lum/Petaya/Salac/liechi/Yache/Occa berries, Life Orb, Choice Band/Scarf/Specs, Or any other item out there. Lum in particular is why I have Knock Off. After I have Knocked Off the Lum berry, I can easily initialize the Paralysis. This is so I don't have to use two turns to Paralyze the opponent. Manaphy's place is solid in this spot as it supports the team nicely, and gives synergy to my team. When creating this team, I realize that Thunderwave can't effect all pokemon, Ground-types. That's where Manaphy came in. As most Ground-types are weak to specially offensive moves, a good surfer was needed, especially when some Grounds are dual-type with rocks.This secures Togekiss and Jirachi a clean sweep.
Ev's: The given Ev's allow Manaphy to live a +2 Lucario Close Combat some of the time: Damage Per Hit: 358 - 423 / 88.6% - 104.7%. This is acceptable for me, as about 70% of the time Manaphy will live the Close Combat. This is ideal because manaphy can then use Surf on the -1 Special Defense Lucario to pull off about 75% of it's health. Then anything can come in to take it apart.



Jirachi @Choice Band
Adamant (+Atk, -SpA) : Levitate
252Atk, 252Spe, 4Hp
Iron Head
Fire Punch
Thunder punch
Trick
Move Description and Set Analysis: Jirachi is one of the two clean up and Para-Flinching sweepers on this team. "But I don't get why you have Choice Band instead of Choice Scarf. I mean, it's not even a Smogon set." So. When you ask this question to yourself think of the fact that all, if not most of the team should be paralyzed by this time. Why would I need speed for that. In this situation Power>Speed. Also, by the time you've seen Jirachi, you'd know that I'm trying to end the game soon, and power is the way to do that. Trick is the filler move in this set because I can cripple the crippled even more, and that's always fun. Fire punch is for pesky Scizor and Foretress that seem to get in my way. Thunderpunch is mainly for Gyarados and other waters. Iron Head is the main sweeping move, and coupled with serene grace and Paralysis, my opponent only gets a 15% chance to attack. Just look at these calculations. Iron Head- 30% chance to flinch x 2 due to Serene Grace doubling it's effect give a 60% chance to flinch then + 25% due to Paralysis, and you get 85%. That leaves a whopping (sarcasm) 15% chance to attack, isn't that nice?
Ev's: Simple Ev's allow for complex damage. That's the story of all sets, really. There's a reason why it's standard. Max attack and max speed. I guess I could further explain why Adamant>Jolly. Adamant allows for a secure OHKO against Lucario's, while outspeeding them anyway. The extra power is better than over doing it in speed for no reason.



Togekiss @Leftovers
Calm (+SpD, -Atk) : Serene Grace
252Hp, 252SpD, 4Def
Air Slash
Thunderwave/Body Slam
Aura Sphere
Roost
Move Description and Set Analysis: Togekiss is my second clean-up sweeper and Para-Flincher. This set follows the same guidelines as Jirachi's does, leaving a 15% chance to attack. Air Slash is the main sweeping move, with the same 30% to flinch as Iron Head. Roost is here for self-recovery and cures that large Bolt-Beam weakness, but only for one turn. Thunderwave, again was put onto this set for the obviousness. Body Slam, however could be a viable replacement as it adds damage to a chance to Paralyze the opponent. Leave your input on this move, too, please. Aura Sphere is probably the best filler move that could go into this set for the coverage, as it hits Rocks and Steels for Super Effective damage. Air Slash has good type coverage along with it.
Ev's: The given Ev's are for full bulky potential. The lack of Special Attack Ev's is iffy, so please, leave your comments about this, as well as Blissey's Third move in your rate. Max Hp is essential for switching into Stealth Rock, as I could be quickly worn down to very low HP otherwise.
Closing Remarks
Thank you guys for fully reading my RMT, Hopefully. I've worked hard on building this very gimmicky team, and it has been doing pretty well. I'm batting around .750 (75%) with this team, which is pretty good. As of now I'm retiring it, but who knows, it may make a comeback depending on the rates.
All credits to the art go to the Global Trade Station Plus -> Image Gallery page.