DON'T STOP BELIEVIN' V.2.0

Introduction:
Well, I posted the first version of this team a while ago, looking for ways to improve it, and after a long while of testing, it is complete. This team has been by far the most succesfull team I have ever built, and thanks to anyone and everyone who contributed to it. It is based around setting up Entry Hazards and Phazing away at the opponent untill the majority of their team is revealed and consequently, significantly weakened. After that, I send in one of my 3 Sweepers to do the deed, depending on who they are weakest against. It has gotten me the farthest I had ever been on the Shoddybattle ladder, around 1500 before I didnt play for around a month and fell WAY back down due to AP testing and what not. So, without further adu, here is the team.
P.S. I hope im not breaking any rules by posting this
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Here is the type chart, as you can see this team was built in order to have two resistances to every type, and bar water, it does, which helps to keep the opponent on their toes when trying to predict around my moves, and helps my team not crumble if one member bites the dust.






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Here is the type chart, as you can see this team was built in order to have two resistances to every type, and bar water, it does, which helps to keep the opponent on their toes when trying to predict around my moves, and helps my team not crumble if one member bites the dust.

In Depth Look:
Lead
Swampert(F)@Leftovers
Ability: Torrent
EV's: 252 Hp / 252 Def / 4 Spe
Relaxed Nature (+Def, -Spe)
-Stealth Rock
-Ice Beam
-Earthquake
-Roar
Why?
After I started this team, the first thing I knew is that I was going to want entry hazards, and a lot of them. I wanted a lead who was going to be able to semi-reliably get Stealth Rock down early on, and if unable, severely damage or KO the other lead. After A long while of playtesting, I settled on Swampert, and personally I think it to be one of the best leads at the time. She can reliably get down Stealth Rock, which is a great asset to any team, take down many common leads, and Phaze away, racking up damage on the opponents team as well as revealing it, which greatly helps my ability to predict around their switches. Also, if she manages to stick around till late game at good health, she helps check Salamence for even a +1 Outrage cannot KO at full health.
How?
Stealth Rock and Roar work together beautifully by racking up damage on the opponents team, and are one of the reasons I chose Swampert. Earthquake is the main STAB attack on Swampert, and even without any Attack EV's, it destroys anything that is weak to it, and can take a sizeable chunk out of many that are Neutral to it. Ice Beam, on the other hand, is majorly just a coverage move, and is much weaker, but just as important as Earthquake is. It allows Swampert not to be walled as easily, and also makes being Intimidated much less of an issue. And the 4 Speed EV's are for outspeeding other Lead Swamperts and getting in the Roar before they can.
Who?
Swampert contributes to the team's Synergy by doing two things. She absorbs all Electric attacks aimed at Skarmory and Gyarados, which is always EXTREMELY helpful, and she takes some of the Fire attacks aimed at Skarmory and Jirachi, which is nice because then I dont have to reveal Heatran until late game. Also, with only one weakness, to Grass, she is covered easily by Skarmory, Heatran, and Jirachi. Also, She and Skarmory resist eachothers weaknesses flawlessly so they form a great pair of Phazers.
Spiker
Skarmory(F)@Shed Shell
Ability: Keen Eye
EV's: 252 Hp/ 36 Spe / 222 SpDef
Careful Nature (+SpDef, -SpAtk)
-Taunt
-Spikes
-Roost
-Whirlwind
Why?
As stated earlier, in the first stages of this team I knew I wanted entry hazards, and I knew Stealth Rock wasnt going to be enough to abuse. So I knew I wanted Spikes, and I also felt that in order to REALLY abuse the entry hazards, I was going to need more than one phazer, who needed to work well with Swampert. Looking through the list of Spikers I didnt have much options, and Skarmory was the only one who really fit the requirements. She efficiently lays down Spikes, and because of her Special Defensive EV spread, can take most special attacks aimed at Swampert, and the two of them make a great pair of phazers, resisting eachothers weaknesses perfectly.
How?
Spikes and Whirlwind, much like Stealth Rock and Roar on Swampert, are the staples of this set. Spikes and Stealth Rock together rack up immense dammage on the opponents team, making it much easier for my sweapers to do their job. Originally, I had Brave Bird over Taunt, and a Physically defensive EV Spread, but switched the spread when I saw how much of a difference it can make at being able to lay spikes on more pokemon, and take hits aimed at Swampert, which are mainly Special, much better. Taunt came after multiple people pointed out that my team was immensely weak to stall, and it helps a little, as well as letting me set up against other Phazers. Roost and Shed Shell make Skarmory THAT much harder to kill, for Magnezone is no longer able to trap me and the majority of the time she wont die to weak consecutive hits for she can just Roost off the damage.
Who?
Skarmory adds to the the teams synergy by taking 4 main types of attacks aimed at its teammates. It is usually the first switch in to Grass type attacks aimed at Swampert, and creates a great Phazing combo with her, as well as taking the Dark and Ghost type attacks that are aimed at my precious Toaster. Also, she provides a Ground Immunity which is extremely helpful in order to get her in safely. Her two weaknesses, Electrica and Fire are pretty easily covered by the rest of the team. Swampert resists both and is the primary switch in, but the Electric attacks can also go to Rotom, and the Fire attacks can also go to either Heatran or Gyarados.
SpinBlocker
Rotom-H@Leftovers
Ability: Levitate
EV's: 252 Hp/ 168 Def / 88 Spe
Bold Nature (+Def, -Atk)
-Will-O-Wisp
-Discharge
-Rest
-Sleep Talk
Why?
The second most important thing on a team that abuses Entry Hazards is a Spin-Blocker, to stop the opponent from simply Spinning away all the Entry-Hazards you worked so hard to set up. Now, the list of Spin-Blockers that I even considered were Gengar, Spiritomb, Dusknoir, and Rotom-A. Gengar, is faster and more powerful then the other 3, but that is not what I was looking for. Dusknoir is decent, but in my opinion outclassed by Rotom-A, and the only thing Spiritomb has over Rotom-A is that it isnt Pursuit bait, but Rotom-A has better typing, and the clear advantage, Levitate. It provides Status support through Will-O-Wisp and Discharge, which is always welcome, and Levitate is a great asset.
How?
Discharge is this Rotom's only attacking move, which isnt as much of a hinderence as you would think, for practically every Ground OU pokemon doesnt appreciate a burn anyway, and no Grass pokemon would dare switch into Rotom-H in fear of Overheat until the opponent knows its whole moveset, and the random paralysis is always invited. Actually, that is the reason I chose Rotom-H over the other Rotom forms. The abililty to scare away Grass Types and probably the most common Pursuit user, Scizor, is a bigger deal than it seems when it comes to Rotom's overall longevity. Will-O-Wisp is a great move in respect to keeping my little Phantom Toaster alive and well, for if I manage to burn Tyranitar on the switch, it cannot KO me even with Pursuit while fleeing, and ResTalk is the main Strategy of this set and, as you can see this Rotom is not meant to do much more than stay alive and support by Status and Spinblocking.
Who?
Rotom's main job Synergy-wise is to take any and all Ground type attacks aimed at either Heatran or Jirachi, for Levitate guarantees no damage to the little Toaster. Also, it serves as an Electric resist in case something happens to Swampert, and can buffer the attacks aimed at both Gyarados and Skarmory. It's two weakness's Ghost and Dark, are easily handled by both Skarmory and Heatran, who take minimal damage, and the Ghost type attacks usually go to Heatran, while the Dark's go to Skarmory and her awesome Physical bulk, but because they are both decently bulky on both sides, it can be Vice Versa if i feel the opponent may try to be witty and outpredict me.
Revenger
Tyranitar@Choice Scarf
Ability: Sand Stream
EV's: 4 Hp / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpAtk)
-Crunch
-Pursuit
-Stone Edge
-Superpower
After a TON of testing, I decided to replace my Heatran with this Tyranitar. It still has many of Heatran's key resistances the team needed, all I miss out on is the Ice resists, and most pokemon with an Ice attack also carry a water so Heatran wasn't that helpful there anyway. Also, Tyranitar provides Sand Stream which is actually more helpful than I imagined because add that onto Spikes and SR and the opponent is hurting...big time. Crunch is a great and reliable STAB attack on Tyranitar, and is my main attack once its resists have been eliminated. Pursuit rids my team of the likes of Starmie, Gengar and Latias for good, who used to REALLY cause this team trouble. Stone Edge is a very strong secondary STAB, but the shaky accuracy sometimes sucks, and Superpower coming off Tyranitar's Sky High attack stat puts a hurt on even those who resist it.
StallBreaker
Jirachi@Leftovers
Abiltiy: Serene Grace
EV's: 252 Hp/ 80 Def / 176 Spe
Timid Nature (+Spe, -Atk)
-Calm Mind
-Wish
-Flash Cannon
-Thunderbolt
Why?
This Jirachi was originally a Choice Scarf Jirachi, and was who this team was originally based around, but has changed so much since then that it is now more centered around Heatran then it is Jirachi, but Jirachi still plays a very key role in this teams success. While Jirachi was Scarfed, this team had no problem at all with offensive teams, but was walked all over by stall, now, both playstyles are dealth with relatively easily. Offensive teams are Phazed around for residual damage until I feal they are significantly weakened to the point where Heatran and Jirachi can have some fun, Stall is absolutely ripped apart by this Jirachi, as it is able to heal itself and is immune to both Sanstorm and Toxic, so it cannot be taken down by normal Stall means.
How?
Calm Mind is a great stat boosting move on Jirachi, because not only does it boost its average SpAtk to great levels, it also makes Jirachi surprisingly hard to take down with anything but strong, Physical Fire or Groung type attacks. Psychic is the Primary STAB option here, and has surprisingly good Neutral Coverage in the OU Metagame, and Thunderbolt is a strong attack that with a couple of Calm Mind boosts, takes care of most pokemon that resist Psychic with relative ease, hitting almost all of them for Neutral Damage. The last move on this set is was originally Flash Cannon for a secondary STAB, but I found myself hardly ever using it, so I decided that my team was going to need Wish support anyway, and it makes this set even more of a nuisance for for Stall teams.
Who?
Honestly, Jirachi's only real job on the team is to sometimes take Grass type attacks aimed at Swampert, and deal with Stall. It's two weaknesses, Fire and Ground, are easily covered by the team and each have 3 resists. Fire can go to Gyarados, who resists both of Jirachi's weakness's, Heatran, or Swampert, and Ground can go to either Gyarados, Rotom, or Skarmory.
Dancer
Gyarados(F)@Leftovers
Ability: Intimidate
EV's: 156 Hp / 88 Atk / 96 Def / 168 Spe
Jolly Nature (+ Spe, -SpAtk)
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
Why?
At this point, I ended up going over the the Marriland Team builder and taking a look at the teams weakness's and I noticed one thing, I was in DIRE need of a water resist, and a Fighting Resist. Now, without doubling up on too many weaknesses, I needed someone who could resist both of these types and also provide support and fit in with the general theme of this team. Who can do all this? Gyarados. Gyarados is a great pokemon in today's metagame, and having two stat uppers, one Special and one Physical always goes a long way towards wearing out the opponents team. Also, it gives me a second Taunter which has been pretty helpful to stop Baton Pass chains and the likes of Skarmory coming in and trying to just Whirlwind me away and ruin my sweep.
How?
Clearly, Dragon Dance is the key to this set, for it allows Gyarados to boost its Attack to monstrous levels, and allows it to outspeed everything thats not scarfed in the OU metagame due to the Ev's that I gave it. It was originally the simple BulkyDos spread, but I was sick and tired of faster pokemon ruining my fun even after a Dragon Dance, so I went with a Jolly Nature and minimum speed EV's so that I reach 396, ouspeeding even positive natured base 130's after a Dragon Dance, then dumped the leftover EV's into attack to go a little way to make up for the loss of power due to going from Adamant to Jolly. Watefall is the primary STAB move on this set and is a great and reliable one at that, and the random Flinching never hurts, and Stone Edge is a risky but great move for coverage, as well as hitting the likes of Salamence hard, as well as other Gyara's. Taunt on the other hand, is great at stopping Phazers from coming in and ruining my sweep, as well as anyone thinking to Status me, and also helps a little against Stall teams and Baton Pass chains.
Who?
Gyarados's unique typing is great for my team. It helps by sometimes taking Fire attacks aimed at Skarmory and Jirachi, Although it is usually switched in to a Ground attack aimed at Heatran or Jirachi because buffering a hit and taking SR damage isnt the most tempting, and there are better choices for taking the Fire attacks, such as Heatran and Swampert. Also, it helps to take Fighting type attacks aimed at Heatran, though rotom is usually the first recipient of those due to its Immunity. It's one weakness, Electric, is easily handled by Swampert due to its Immunity, but Rotom can also buffer hits because it can just Rest off any damage.
Thanks for reading...any suggestions will be tested and considered.



Swampert(F)@Leftovers
Ability: Torrent
EV's: 252 Hp / 252 Def / 4 Spe
Relaxed Nature (+Def, -Spe)
-Stealth Rock
-Ice Beam
-Earthquake
-Roar
Why?
After I started this team, the first thing I knew is that I was going to want entry hazards, and a lot of them. I wanted a lead who was going to be able to semi-reliably get Stealth Rock down early on, and if unable, severely damage or KO the other lead. After A long while of playtesting, I settled on Swampert, and personally I think it to be one of the best leads at the time. She can reliably get down Stealth Rock, which is a great asset to any team, take down many common leads, and Phaze away, racking up damage on the opponents team as well as revealing it, which greatly helps my ability to predict around their switches. Also, if she manages to stick around till late game at good health, she helps check Salamence for even a +1 Outrage cannot KO at full health.
How?
Stealth Rock and Roar work together beautifully by racking up damage on the opponents team, and are one of the reasons I chose Swampert. Earthquake is the main STAB attack on Swampert, and even without any Attack EV's, it destroys anything that is weak to it, and can take a sizeable chunk out of many that are Neutral to it. Ice Beam, on the other hand, is majorly just a coverage move, and is much weaker, but just as important as Earthquake is. It allows Swampert not to be walled as easily, and also makes being Intimidated much less of an issue. And the 4 Speed EV's are for outspeeding other Lead Swamperts and getting in the Roar before they can.
Who?
Swampert contributes to the team's Synergy by doing two things. She absorbs all Electric attacks aimed at Skarmory and Gyarados, which is always EXTREMELY helpful, and she takes some of the Fire attacks aimed at Skarmory and Jirachi, which is nice because then I dont have to reveal Heatran until late game. Also, with only one weakness, to Grass, she is covered easily by Skarmory, Heatran, and Jirachi. Also, She and Skarmory resist eachothers weaknesses flawlessly so they form a great pair of Phazers.



Skarmory(F)@Shed Shell
Ability: Keen Eye
EV's: 252 Hp/ 36 Spe / 222 SpDef
Careful Nature (+SpDef, -SpAtk)
-Taunt
-Spikes
-Roost
-Whirlwind
Why?
As stated earlier, in the first stages of this team I knew I wanted entry hazards, and I knew Stealth Rock wasnt going to be enough to abuse. So I knew I wanted Spikes, and I also felt that in order to REALLY abuse the entry hazards, I was going to need more than one phazer, who needed to work well with Swampert. Looking through the list of Spikers I didnt have much options, and Skarmory was the only one who really fit the requirements. She efficiently lays down Spikes, and because of her Special Defensive EV spread, can take most special attacks aimed at Swampert, and the two of them make a great pair of phazers, resisting eachothers weaknesses perfectly.
How?
Spikes and Whirlwind, much like Stealth Rock and Roar on Swampert, are the staples of this set. Spikes and Stealth Rock together rack up immense dammage on the opponents team, making it much easier for my sweapers to do their job. Originally, I had Brave Bird over Taunt, and a Physically defensive EV Spread, but switched the spread when I saw how much of a difference it can make at being able to lay spikes on more pokemon, and take hits aimed at Swampert, which are mainly Special, much better. Taunt came after multiple people pointed out that my team was immensely weak to stall, and it helps a little, as well as letting me set up against other Phazers. Roost and Shed Shell make Skarmory THAT much harder to kill, for Magnezone is no longer able to trap me and the majority of the time she wont die to weak consecutive hits for she can just Roost off the damage.
Who?
Skarmory adds to the the teams synergy by taking 4 main types of attacks aimed at its teammates. It is usually the first switch in to Grass type attacks aimed at Swampert, and creates a great Phazing combo with her, as well as taking the Dark and Ghost type attacks that are aimed at my precious Toaster. Also, she provides a Ground Immunity which is extremely helpful in order to get her in safely. Her two weaknesses, Electrica and Fire are pretty easily covered by the rest of the team. Swampert resists both and is the primary switch in, but the Electric attacks can also go to Rotom, and the Fire attacks can also go to either Heatran or Gyarados.



Rotom-H@Leftovers
Ability: Levitate
EV's: 252 Hp/ 168 Def / 88 Spe
Bold Nature (+Def, -Atk)
-Will-O-Wisp
-Discharge
-Rest
-Sleep Talk
Why?
The second most important thing on a team that abuses Entry Hazards is a Spin-Blocker, to stop the opponent from simply Spinning away all the Entry-Hazards you worked so hard to set up. Now, the list of Spin-Blockers that I even considered were Gengar, Spiritomb, Dusknoir, and Rotom-A. Gengar, is faster and more powerful then the other 3, but that is not what I was looking for. Dusknoir is decent, but in my opinion outclassed by Rotom-A, and the only thing Spiritomb has over Rotom-A is that it isnt Pursuit bait, but Rotom-A has better typing, and the clear advantage, Levitate. It provides Status support through Will-O-Wisp and Discharge, which is always welcome, and Levitate is a great asset.
How?
Discharge is this Rotom's only attacking move, which isnt as much of a hinderence as you would think, for practically every Ground OU pokemon doesnt appreciate a burn anyway, and no Grass pokemon would dare switch into Rotom-H in fear of Overheat until the opponent knows its whole moveset, and the random paralysis is always invited. Actually, that is the reason I chose Rotom-H over the other Rotom forms. The abililty to scare away Grass Types and probably the most common Pursuit user, Scizor, is a bigger deal than it seems when it comes to Rotom's overall longevity. Will-O-Wisp is a great move in respect to keeping my little Phantom Toaster alive and well, for if I manage to burn Tyranitar on the switch, it cannot KO me even with Pursuit while fleeing, and ResTalk is the main Strategy of this set and, as you can see this Rotom is not meant to do much more than stay alive and support by Status and Spinblocking.
Who?
Rotom's main job Synergy-wise is to take any and all Ground type attacks aimed at either Heatran or Jirachi, for Levitate guarantees no damage to the little Toaster. Also, it serves as an Electric resist in case something happens to Swampert, and can buffer the attacks aimed at both Gyarados and Skarmory. It's two weakness's Ghost and Dark, are easily handled by both Skarmory and Heatran, who take minimal damage, and the Ghost type attacks usually go to Heatran, while the Dark's go to Skarmory and her awesome Physical bulk, but because they are both decently bulky on both sides, it can be Vice Versa if i feel the opponent may try to be witty and outpredict me.



Tyranitar@Choice Scarf
Ability: Sand Stream
EV's: 4 Hp / 252 Atk / 252 Spe
Jolly Nature (+Spe, -SpAtk)
-Crunch
-Pursuit
-Stone Edge
-Superpower
After a TON of testing, I decided to replace my Heatran with this Tyranitar. It still has many of Heatran's key resistances the team needed, all I miss out on is the Ice resists, and most pokemon with an Ice attack also carry a water so Heatran wasn't that helpful there anyway. Also, Tyranitar provides Sand Stream which is actually more helpful than I imagined because add that onto Spikes and SR and the opponent is hurting...big time. Crunch is a great and reliable STAB attack on Tyranitar, and is my main attack once its resists have been eliminated. Pursuit rids my team of the likes of Starmie, Gengar and Latias for good, who used to REALLY cause this team trouble. Stone Edge is a very strong secondary STAB, but the shaky accuracy sometimes sucks, and Superpower coming off Tyranitar's Sky High attack stat puts a hurt on even those who resist it.



Jirachi@Leftovers
Abiltiy: Serene Grace
EV's: 252 Hp/ 80 Def / 176 Spe
Timid Nature (+Spe, -Atk)
-Calm Mind
-Wish
-Flash Cannon
-Thunderbolt
Why?
This Jirachi was originally a Choice Scarf Jirachi, and was who this team was originally based around, but has changed so much since then that it is now more centered around Heatran then it is Jirachi, but Jirachi still plays a very key role in this teams success. While Jirachi was Scarfed, this team had no problem at all with offensive teams, but was walked all over by stall, now, both playstyles are dealth with relatively easily. Offensive teams are Phazed around for residual damage until I feal they are significantly weakened to the point where Heatran and Jirachi can have some fun, Stall is absolutely ripped apart by this Jirachi, as it is able to heal itself and is immune to both Sanstorm and Toxic, so it cannot be taken down by normal Stall means.
How?
Calm Mind is a great stat boosting move on Jirachi, because not only does it boost its average SpAtk to great levels, it also makes Jirachi surprisingly hard to take down with anything but strong, Physical Fire or Groung type attacks. Psychic is the Primary STAB option here, and has surprisingly good Neutral Coverage in the OU Metagame, and Thunderbolt is a strong attack that with a couple of Calm Mind boosts, takes care of most pokemon that resist Psychic with relative ease, hitting almost all of them for Neutral Damage. The last move on this set is was originally Flash Cannon for a secondary STAB, but I found myself hardly ever using it, so I decided that my team was going to need Wish support anyway, and it makes this set even more of a nuisance for for Stall teams.
Who?
Honestly, Jirachi's only real job on the team is to sometimes take Grass type attacks aimed at Swampert, and deal with Stall. It's two weaknesses, Fire and Ground, are easily covered by the team and each have 3 resists. Fire can go to Gyarados, who resists both of Jirachi's weakness's, Heatran, or Swampert, and Ground can go to either Gyarados, Rotom, or Skarmory.



Gyarados(F)@Leftovers
Ability: Intimidate
EV's: 156 Hp / 88 Atk / 96 Def / 168 Spe
Jolly Nature (+ Spe, -SpAtk)
-Dragon Dance
-Waterfall
-Stone Edge
-Taunt
Why?
At this point, I ended up going over the the Marriland Team builder and taking a look at the teams weakness's and I noticed one thing, I was in DIRE need of a water resist, and a Fighting Resist. Now, without doubling up on too many weaknesses, I needed someone who could resist both of these types and also provide support and fit in with the general theme of this team. Who can do all this? Gyarados. Gyarados is a great pokemon in today's metagame, and having two stat uppers, one Special and one Physical always goes a long way towards wearing out the opponents team. Also, it gives me a second Taunter which has been pretty helpful to stop Baton Pass chains and the likes of Skarmory coming in and trying to just Whirlwind me away and ruin my sweep.
How?
Clearly, Dragon Dance is the key to this set, for it allows Gyarados to boost its Attack to monstrous levels, and allows it to outspeed everything thats not scarfed in the OU metagame due to the Ev's that I gave it. It was originally the simple BulkyDos spread, but I was sick and tired of faster pokemon ruining my fun even after a Dragon Dance, so I went with a Jolly Nature and minimum speed EV's so that I reach 396, ouspeeding even positive natured base 130's after a Dragon Dance, then dumped the leftover EV's into attack to go a little way to make up for the loss of power due to going from Adamant to Jolly. Watefall is the primary STAB move on this set and is a great and reliable one at that, and the random Flinching never hurts, and Stone Edge is a risky but great move for coverage, as well as hitting the likes of Salamence hard, as well as other Gyara's. Taunt on the other hand, is great at stopping Phazers from coming in and ruining my sweep, as well as anyone thinking to Status me, and also helps a little against Stall teams and Baton Pass chains.
Who?
Gyarados's unique typing is great for my team. It helps by sometimes taking Fire attacks aimed at Skarmory and Jirachi, Although it is usually switched in to a Ground attack aimed at Heatran or Jirachi because buffering a hit and taking SR damage isnt the most tempting, and there are better choices for taking the Fire attacks, such as Heatran and Swampert. Also, it helps to take Fighting type attacks aimed at Heatran, though rotom is usually the first recipient of those due to its Immunity. It's one weakness, Electric, is easily handled by Swampert due to its Immunity, but Rotom can also buffer hits because it can just Rest off any damage.
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**Oh and if you didnt see my last Thread, this team is named after the song Don't Stop Believin' by Journey because of the way the opponent is lead into a false sense of confidence while I am setting up, then smashed by one of my three sweepers late game**





Thanks for reading...any suggestions will be tested and considered.
DON'T STOP BELIEVIN' V.2.O