After playing OU for a while I was getting pretty tired of seeing so many damn legendaries on every team (including my own! :O). So I decided to try to build a team with NO LEGENDARIES. Interestingly enough, after being stuck in the 1500s for a long time with a team that had 2 legendaries (Heatran/Terrakion), I was finally able to break the 1600 mark almost immediately after using this legendary-less team.
Team Preview
Building the Team
Here's a quick look at the thought process I had in building the team.
I wanted to play with a Multiscale Dragonite, so that's the first piece I added.
Starmie is one of my all-time favorites, and I needed a reliable spinner to keep Multiscale intact. Although Starmie isn't as viable as it once was, it still excels at pulling off a fast Rapid Spin. Here the purpose wasn't exactly the best spinner, but I just wanted to use a 'mon that I liked for reasons other than competitive viability.
Rotom-Wash and Scizor make a great VoltTurn core. Dragonite, Rotom-W, and Scizor complement each other's typings very well. Starmie/Scizor also cover each other pretty well offensively.
I actually wasn't sure who to add to support me here. I had never used Gothitelle before, so I decided to give it a shot. That's basically the only reason I added it.
Scizor attracts a lot of burns, so I needed a burn absorber. I didn't want to use Heatran, and I wanted one more physical attacker. I also needed someone to sponge special attacks, so I selected Conkeldurr.
Remember that this whole time, I restricted myself to non-legendaries only.
The Team
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance
The main sweeper of the team, this guy usually comes in late game, sets up DD, and sweeps. The (intended) goal for this team is to let this guy set up and wreck havoc. Alternatively, he can come in mid-game, bait a SE attack, and then punch huge holes, if not an outright sweep. I used to run Lum Berry, but then I found out about Weakness Policy. Lum Berry would probably be the more reliable option, but I find Weakness Policy to be more exciting/thrilling. Dragon Claw over Outrage for versatility, as it is often difficult to kill off every Steel and Fairy type before attempting a sweep. EQ over Fire Punch to hit Aegislash and Heatran. Ferrothorn and Skarmory are handled by Gothitelle, usually. ExtremeSpeed is for good priority for Talonflame, Mega-Pinsir, weakened Scarfers, and possible mind games with Sucker Punch Bisharp. Extremespeed at +3 has a chance to 2HKO standard 4/0 Bisharp.
On another note, I've also won many games without even using this guy, so despite this guy being the original player I built my team around, he's definitely replaceable with the likes of ZardX, Garchomp, or something like that. However, for the time being I specifically do NOT want to use ZardX (I hate this overpowered bastard). Garchomp is pretty cool though, but I really wanted to play with Multiscale Weakness Policy, so here we are.
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
An old favorite of mine, I run the defensive spinning set. Starmie's purpose here isn't to net kills or weaken enemies, but rather to keep rocks n stuff like that off the field. The Speed EVs allow it to outside max speed Gengar. 4 SpA EVs to OHKO 4 HP/ 0 Def Gengar with Psyshock. Also deals decent damage to Mega-Venusaur. Scald is useful STAB move for netting some burns, like Aegi on the switch or something. Scald also works as a psychological weapon, as opponents will risk a burn when switching in a Bisharp/Tyranitar on a Scald. Recover+Natural Cure is a great combo and keeps Starmie healthy to get rid of hazards should the opponent insist on trying to set rocks. I really need rocks off the field to preserve DNite's Multiscale.
This set also stops Keldeo, who otherwise might give me some trouble. Specs Hydro Pump deals <56%, which means I can stall it out with Recover + Leftovers. Also easily deals with standard specially defensive Heatran carrying rocks (SE Scald, Recover off damage, Natural Cure for burns). The spread is also enough to take a hit from CB Talonflame Brave Bird (<95%), Mega Pinsir Return (<99.6%), Conkeldurr Knock Off (<99%), and Landorus-T Knock Off (<93%), if I desperately need to get a spin off (after a Recover to restore me to full HP).
I chose Starmie over Excadrill because of Recover + Natural Cure and higher unScarfed speed. Starmie also resists Ice, which really threatens DNite. Excadrill resists Rock and Fairy, which Starmie does not, but almost every user of Rock moves also carries Fighting or Ground moves, so...yeah. Fairy types also almost never stay in on Excadrill, and Lando-T easily sets up rocks again in Excadrill's face. Starmie is better at dealing with SR Landorus-T. Excadrill is able to deal with Aegislash (spinblocker) and SR Tyranitar much better with STAB EQ, but Aegislash is about to get banned (hopefully), so this shouldn't be an issue anymore, and Conkeldurr/Rotom-W manhandle TTar. I also carry a big Fire weakness in my one of my defensive pivots (Scizor), so I didn't want to add another one. Starmie shares a Grass weakness with Rotom-W, but Scizor and DNite 4x resist Grass.
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
A standard physically defensive Rotom-W set, this handles common threats such as Talonflame and Mega-Pinsir with ease. Also better at dealing with ZardX than the specially defensive spread. Will-o-Wisp wrecks big physical attackers e.g. TTar, Bisharp, Scizor, Azumarill, Garchomp, Mawile, etc. Volt Switch and Hydro Pump is sufficient offensive movepool. Pain Split is a semi-reliable, semi-gimmicky way of restoring HP, but it works great on switches or other high HP walls like Chansey, who otherwise DGAF about the other moves.
Rotom-W and Starmie are also great lures for Ferrothorn, Chansey, and Mega Venusaur. A Volt Switch on their switch to Gothitelle can really screw up their defensive core, although this requires a little prediction.
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Aerial Ace
- Roost
My choice of mega, Scizor is also one of my favorite pokes outside of competitive worth. This guy forms a great VoltTurn combo with Rotom-W and can switch into basically any unboosted physical attacker without a Fire move. U-Turn is mandatory for a pivot, and Bullet Punch provides good priority. Aerial Ace might seem like a weird move, as opposed to Knock Off, but it deals good surprise damage to common threats like Mega-Venusaur, Conkeldurr, Mega-Pinsir, Amoonguss, (Mega) Scizor, and Keldeo on the switch (I really hope Aegislash gets banned). Plus Conkeldurr carries Knock Off, and Gothitelle has Trick, so I'd say I don't need another Knock Off. Knock Off and Trick also risk interfering with each other. Scizor will be U-Turning most of the time anyway.
Roost is useful here rather than another attacking move because Scizor's purpose is to be a defensive pivot rather than an all-out attacker. I could have run the max-Def spread, but a max attack U-Turn is much more useful for the likes of TTar and Rotom-W on the switch. Max Attack Bullet Punch also makes killing TTar and Clefable much easier, and not having to deal with a surprise Fire Blast or Flamethrower. Scizor's uninvested Defense is already awesome anyway.
Defog is certainly usable here, as I have no hazards of my own, but I would like to keep Aerial Ace as a surprise factor. Defog Scizor would also mean I need to run more a defensive spread, which compromises his offensive capabilities. Bisharp also loves switching into Defog, and I only have 1 Dark resist and 2 Dark weaknesses, so I would like to avoid giving out +2 Atk boosts for Bisharp.
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
- Psyshock
- Thunderbolt
- Hidden Power [Fire]
- Trick
I originally added Gothitelle just to try Shadow Tag to help trap the likes of Ferrothorn and Skarmory. After playing a few battles, I came to realize how ridiculous difficult Gothitelle can be to deal with for opponents. Turns out this role player turned out to be one of the most dangerous members on my team. A reliable spinner + a slow VoltTurn to bring in Gothitelle works wonders, easily crippling defensive cores. I initially tried a standard max SpA/Spe spread, but I decided Gothitelle was already so slow I only needed to outspeed a few threats. Thus, I tuned the Speed EVs to outspeed uninvested neutral-natured base 80 speed 'mons, e.g. Mega Scizor and Mega Venusaur. The rest are pumped into HP to tank the biggest hits possible.
I know Starmie already has Psyshock, but I wanted Psyshock again on Gothitelle to guarantee kills on CM Keldeo and Conkeldurr. Removing Keldeo also makes Starmie more expendable. Thunderbolt works well with Shadow Tag, preventing the opponent from switching to a Ground type, and destroys Skarmory and Mandibuzz. HP Fire is specifically for Ferrothorn and Scizor, who otherwise would endanger a sweep attempt by Dragonite. Getting rid of Ferrothorn also usually means I can permanently get rid of rocks. Energy Ball would also help me against Quagsire, but I can cripple Quagsire with Trick, and I really need Thunderbolt. The EV spread also allows me to tank some important hits. Here are some notable damage calcs.
252+ Atk Choice Band Talonflame Brave Bird vs. 132 HP / 0 Def Gothitelle: 246-289 (78.3 - 92%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 4 HP / 0 SpD Talonflame: 352-416 (118.1 - 139.5%) -- guaranteed OHKO
252 Atk Aerilate Mega Pinsir Return vs. 132 HP / 0 Def Gothitelle: 259-306 (82.4 - 97.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 0 HP / 0 SpD Mega Pinsir: 284-336 (104.7 - 123.9%) -- guaranteed OHKO
Of course, surviving these hits means I need to keep hazards off the field and bring Gothitelle in safely, usually accomplished with a slow VoltTurn, but taking out something like Mega Pinsir mid-game at the cost of Gothitelle is likely to decide the match.
So it turns out that even though I had intended Dragonite to be the most important piece, Gothitelle is often the one deciding matches, and DNite barely seeing any action. Thus, Gothitelle, you da real MVP (reference to Kevin Durant's 2014 NBA MVP award acceptance speech, for those of you who didn't know).
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
AV Conkeldurr completes the team, covering special attacks for physically defensive Rotom-W and Mega Scizor. Talonflame/M-Pinsir are manhandled by physically defensive Rotom-W, and Conkeldurr can take basically any special attack except Psyshock/Psychic, or the rare Hurricane/Air Slash. Drain Punch, Mach Punch, and Knock Off are all pretty standard moves, getting good neutral coverage.
Ice Punch over Stone Edge because Rotom-W hard counters Talonflame, and DNite sets up all over ZardY. I also need something to kill Landorus-I/T. Lando-T is a very common SR user, and Gothitelle can't trap Lando-T because of U-Turn, so Ice Punch comes in handy. Landorus-T very commonly switches into Conkeldurr for the Intimidate, only to U-Turn out again, so predicting Ice Punches for the switch isn't too difficult, although after the Intimidate drop it's not a OHKO.
Guts also works as a great status absorber, welcoming burns, poisoning, and to a lesser extent, paralysis. Punishes will-o-wisps aimed at Scizor/DNite. Also works well with Starmie's Natural Cure.
Additional comments
I HATE THIS GUY. ugh. ZardX at +1 runs through my team like a hot knife through butter. Sometimes I think this guy is more overpowered than Aegi. Who the hell counters this guy anyway? Does he have any counters? Azumarill and Scarfchomp can check? Fuck this, get this asshole up for a suspect test...okay in all seriousness, one possible solution I had in mind was to make sure DNite could survive a +1 Dragon Claw. That could be done with a bulkier EV Spread like 116 HP / 180 Atk / 212 Spe. With Multiscale, this can survive a Dragon Claw from Jolly +1 ZardX. Speed EVs are reallocated to alleviate the attack drop, while still outspeeding Alakazam and Greninja. I have yet to test this out, but I'm not sure what I would pay for that attack drop. I don't really want to have to run a goddamn Quagsire or something just to deal with DD ZardX...
HAZARDS. I struggled with this decision, but I decided to go against the norm a little bit and try a team that doesn't have any hazard setters. Unsurprisingly, I struggled hard against a team with 5 U-Turners (man fuck that shit, but somehow it went down to the wire. Still lost though). At the same time, not having to spend a turn setting up rocks, and not trying to maintain rocks frees up a lot of turns. Also makes dedicated hazard removers like Mandibuzz pretty useless. However, I still feel having the ability to set up hazards at least once would be nice. Normally I have Heatran/Terrakion do this, but as stated way back, I wanted to play a team with no legendaries for the sake of no legendaries. Maybe Clefable or Garchomp?
Some philosophical comments. As previously stated, I had intended the team to be built around Multiscale Dragonite, with everyone else being a supporting cast. I'm not quite sure I accomplished this. Gothitelle almost always gets at least 1 kill. Conkeldurr can often punch huge holes. Rotom-W and Scizor often soften up much of the enemy team. Half the time I lose is because I let ZardX set up a single DD and watch my team get ripped to shreds. I've lost a number of times from being too aggressive with Gothitelle, and let someone else set up on my Choice-locked move (ZardX, Mega-Houndoom, DNite, (Mega) Gyarados).
Here are some replays if you'd like to see this team in action.
http://replay.pokemonshowdown.com/ou-144517968
This one I was running CB Scizor, but you can see that I almost lost because I let Houndoom set up a Nasty Plot.
http://replay.pokemonshowdown.com/ou-144578988
http://replay.pokemonshowdown.com/ou-144784456
Games where DNite didn't participate (directly). Also shows a good use of Aerial Ace on Scizor.
http://replay.pokemonshowdown.com/ou-144565743
Outpredicted for most of the game. Trading Gothitelle for Mega Pinsir saved me here (still a OHKO regardless of crit).
Incidentally, I've only rarely been able to get a Weakness Policy boost off on DNite. I only remember it happening 3-4 times out of the ~20 games I've played with this team.
Please feel free to make suggestions regarding replacements with legendaries. At the moment I probably will not implement them, but they will still be useful for me to see. I'm not gonna impose this no-legendary self-restriction forever either.
Lastly, thanks for taking the time to read this (this RMT is kinda lengthy), and let me know what you think! Constructive criticism is always welcome.
Importable:
Team Preview






Building the Team
Here's a quick look at the thought process I had in building the team.

I wanted to play with a Multiscale Dragonite, so that's the first piece I added.


Starmie is one of my all-time favorites, and I needed a reliable spinner to keep Multiscale intact. Although Starmie isn't as viable as it once was, it still excels at pulling off a fast Rapid Spin. Here the purpose wasn't exactly the best spinner, but I just wanted to use a 'mon that I liked for reasons other than competitive viability.




Rotom-Wash and Scizor make a great VoltTurn core. Dragonite, Rotom-W, and Scizor complement each other's typings very well. Starmie/Scizor also cover each other pretty well offensively.





I actually wasn't sure who to add to support me here. I had never used Gothitelle before, so I decided to give it a shot. That's basically the only reason I added it.






Scizor attracts a lot of burns, so I needed a burn absorber. I didn't want to use Heatran, and I wanted one more physical attacker. I also needed someone to sponge special attacks, so I selected Conkeldurr.
Remember that this whole time, I restricted myself to non-legendaries only.

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance
The main sweeper of the team, this guy usually comes in late game, sets up DD, and sweeps. The (intended) goal for this team is to let this guy set up and wreck havoc. Alternatively, he can come in mid-game, bait a SE attack, and then punch huge holes, if not an outright sweep. I used to run Lum Berry, but then I found out about Weakness Policy. Lum Berry would probably be the more reliable option, but I find Weakness Policy to be more exciting/thrilling. Dragon Claw over Outrage for versatility, as it is often difficult to kill off every Steel and Fairy type before attempting a sweep. EQ over Fire Punch to hit Aegislash and Heatran. Ferrothorn and Skarmory are handled by Gothitelle, usually. ExtremeSpeed is for good priority for Talonflame, Mega-Pinsir, weakened Scarfers, and possible mind games with Sucker Punch Bisharp. Extremespeed at +3 has a chance to 2HKO standard 4/0 Bisharp.
On another note, I've also won many games without even using this guy, so despite this guy being the original player I built my team around, he's definitely replaceable with the likes of ZardX, Garchomp, or something like that. However, for the time being I specifically do NOT want to use ZardX (I hate this overpowered bastard). Garchomp is pretty cool though, but I really wanted to play with Multiscale Weakness Policy, so here we are.

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
An old favorite of mine, I run the defensive spinning set. Starmie's purpose here isn't to net kills or weaken enemies, but rather to keep rocks n stuff like that off the field. The Speed EVs allow it to outside max speed Gengar. 4 SpA EVs to OHKO 4 HP/ 0 Def Gengar with Psyshock. Also deals decent damage to Mega-Venusaur. Scald is useful STAB move for netting some burns, like Aegi on the switch or something. Scald also works as a psychological weapon, as opponents will risk a burn when switching in a Bisharp/Tyranitar on a Scald. Recover+Natural Cure is a great combo and keeps Starmie healthy to get rid of hazards should the opponent insist on trying to set rocks. I really need rocks off the field to preserve DNite's Multiscale.
This set also stops Keldeo, who otherwise might give me some trouble. Specs Hydro Pump deals <56%, which means I can stall it out with Recover + Leftovers. Also easily deals with standard specially defensive Heatran carrying rocks (SE Scald, Recover off damage, Natural Cure for burns). The spread is also enough to take a hit from CB Talonflame Brave Bird (<95%), Mega Pinsir Return (<99.6%), Conkeldurr Knock Off (<99%), and Landorus-T Knock Off (<93%), if I desperately need to get a spin off (after a Recover to restore me to full HP).
I chose Starmie over Excadrill because of Recover + Natural Cure and higher unScarfed speed. Starmie also resists Ice, which really threatens DNite. Excadrill resists Rock and Fairy, which Starmie does not, but almost every user of Rock moves also carries Fighting or Ground moves, so...yeah. Fairy types also almost never stay in on Excadrill, and Lando-T easily sets up rocks again in Excadrill's face. Starmie is better at dealing with SR Landorus-T. Excadrill is able to deal with Aegislash (spinblocker) and SR Tyranitar much better with STAB EQ, but Aegislash is about to get banned (hopefully), so this shouldn't be an issue anymore, and Conkeldurr/Rotom-W manhandle TTar. I also carry a big Fire weakness in my one of my defensive pivots (Scizor), so I didn't want to add another one. Starmie shares a Grass weakness with Rotom-W, but Scizor and DNite 4x resist Grass.

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
A standard physically defensive Rotom-W set, this handles common threats such as Talonflame and Mega-Pinsir with ease. Also better at dealing with ZardX than the specially defensive spread. Will-o-Wisp wrecks big physical attackers e.g. TTar, Bisharp, Scizor, Azumarill, Garchomp, Mawile, etc. Volt Switch and Hydro Pump is sufficient offensive movepool. Pain Split is a semi-reliable, semi-gimmicky way of restoring HP, but it works great on switches or other high HP walls like Chansey, who otherwise DGAF about the other moves.
Rotom-W and Starmie are also great lures for Ferrothorn, Chansey, and Mega Venusaur. A Volt Switch on their switch to Gothitelle can really screw up their defensive core, although this requires a little prediction.

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Aerial Ace
- Roost
My choice of mega, Scizor is also one of my favorite pokes outside of competitive worth. This guy forms a great VoltTurn combo with Rotom-W and can switch into basically any unboosted physical attacker without a Fire move. U-Turn is mandatory for a pivot, and Bullet Punch provides good priority. Aerial Ace might seem like a weird move, as opposed to Knock Off, but it deals good surprise damage to common threats like Mega-Venusaur, Conkeldurr, Mega-Pinsir, Amoonguss, (Mega) Scizor, and Keldeo on the switch (I really hope Aegislash gets banned). Plus Conkeldurr carries Knock Off, and Gothitelle has Trick, so I'd say I don't need another Knock Off. Knock Off and Trick also risk interfering with each other. Scizor will be U-Turning most of the time anyway.
Roost is useful here rather than another attacking move because Scizor's purpose is to be a defensive pivot rather than an all-out attacker. I could have run the max-Def spread, but a max attack U-Turn is much more useful for the likes of TTar and Rotom-W on the switch. Max Attack Bullet Punch also makes killing TTar and Clefable much easier, and not having to deal with a surprise Fire Blast or Flamethrower. Scizor's uninvested Defense is already awesome anyway.
Defog is certainly usable here, as I have no hazards of my own, but I would like to keep Aerial Ace as a surprise factor. Defog Scizor would also mean I need to run more a defensive spread, which compromises his offensive capabilities. Bisharp also loves switching into Defog, and I only have 1 Dark resist and 2 Dark weaknesses, so I would like to avoid giving out +2 Atk boosts for Bisharp.

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 132 HP / 252 SpA / 124 Spe
Modest Nature
- Psyshock
- Thunderbolt
- Hidden Power [Fire]
- Trick
I originally added Gothitelle just to try Shadow Tag to help trap the likes of Ferrothorn and Skarmory. After playing a few battles, I came to realize how ridiculous difficult Gothitelle can be to deal with for opponents. Turns out this role player turned out to be one of the most dangerous members on my team. A reliable spinner + a slow VoltTurn to bring in Gothitelle works wonders, easily crippling defensive cores. I initially tried a standard max SpA/Spe spread, but I decided Gothitelle was already so slow I only needed to outspeed a few threats. Thus, I tuned the Speed EVs to outspeed uninvested neutral-natured base 80 speed 'mons, e.g. Mega Scizor and Mega Venusaur. The rest are pumped into HP to tank the biggest hits possible.
I know Starmie already has Psyshock, but I wanted Psyshock again on Gothitelle to guarantee kills on CM Keldeo and Conkeldurr. Removing Keldeo also makes Starmie more expendable. Thunderbolt works well with Shadow Tag, preventing the opponent from switching to a Ground type, and destroys Skarmory and Mandibuzz. HP Fire is specifically for Ferrothorn and Scizor, who otherwise would endanger a sweep attempt by Dragonite. Getting rid of Ferrothorn also usually means I can permanently get rid of rocks. Energy Ball would also help me against Quagsire, but I can cripple Quagsire with Trick, and I really need Thunderbolt. The EV spread also allows me to tank some important hits. Here are some notable damage calcs.
252+ Atk Choice Band Talonflame Brave Bird vs. 132 HP / 0 Def Gothitelle: 246-289 (78.3 - 92%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 4 HP / 0 SpD Talonflame: 352-416 (118.1 - 139.5%) -- guaranteed OHKO
252 Atk Aerilate Mega Pinsir Return vs. 132 HP / 0 Def Gothitelle: 259-306 (82.4 - 97.4%) -- guaranteed 2HKO
252+ SpA Choice Specs Gothitelle Thunderbolt vs. 0 HP / 0 SpD Mega Pinsir: 284-336 (104.7 - 123.9%) -- guaranteed OHKO
Of course, surviving these hits means I need to keep hazards off the field and bring Gothitelle in safely, usually accomplished with a slow VoltTurn, but taking out something like Mega Pinsir mid-game at the cost of Gothitelle is likely to decide the match.
So it turns out that even though I had intended Dragonite to be the most important piece, Gothitelle is often the one deciding matches, and DNite barely seeing any action. Thus, Gothitelle, you da real MVP (reference to Kevin Durant's 2014 NBA MVP award acceptance speech, for those of you who didn't know).

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
AV Conkeldurr completes the team, covering special attacks for physically defensive Rotom-W and Mega Scizor. Talonflame/M-Pinsir are manhandled by physically defensive Rotom-W, and Conkeldurr can take basically any special attack except Psyshock/Psychic, or the rare Hurricane/Air Slash. Drain Punch, Mach Punch, and Knock Off are all pretty standard moves, getting good neutral coverage.
Ice Punch over Stone Edge because Rotom-W hard counters Talonflame, and DNite sets up all over ZardY. I also need something to kill Landorus-I/T. Lando-T is a very common SR user, and Gothitelle can't trap Lando-T because of U-Turn, so Ice Punch comes in handy. Landorus-T very commonly switches into Conkeldurr for the Intimidate, only to U-Turn out again, so predicting Ice Punches for the switch isn't too difficult, although after the Intimidate drop it's not a OHKO.
Guts also works as a great status absorber, welcoming burns, poisoning, and to a lesser extent, paralysis. Punishes will-o-wisps aimed at Scizor/DNite. Also works well with Starmie's Natural Cure.
Additional comments

I HATE THIS GUY. ugh. ZardX at +1 runs through my team like a hot knife through butter. Sometimes I think this guy is more overpowered than Aegi. Who the hell counters this guy anyway? Does he have any counters? Azumarill and Scarfchomp can check? Fuck this, get this asshole up for a suspect test...okay in all seriousness, one possible solution I had in mind was to make sure DNite could survive a +1 Dragon Claw. That could be done with a bulkier EV Spread like 116 HP / 180 Atk / 212 Spe. With Multiscale, this can survive a Dragon Claw from Jolly +1 ZardX. Speed EVs are reallocated to alleviate the attack drop, while still outspeeding Alakazam and Greninja. I have yet to test this out, but I'm not sure what I would pay for that attack drop. I don't really want to have to run a goddamn Quagsire or something just to deal with DD ZardX...
HAZARDS. I struggled with this decision, but I decided to go against the norm a little bit and try a team that doesn't have any hazard setters. Unsurprisingly, I struggled hard against a team with 5 U-Turners (man fuck that shit, but somehow it went down to the wire. Still lost though). At the same time, not having to spend a turn setting up rocks, and not trying to maintain rocks frees up a lot of turns. Also makes dedicated hazard removers like Mandibuzz pretty useless. However, I still feel having the ability to set up hazards at least once would be nice. Normally I have Heatran/Terrakion do this, but as stated way back, I wanted to play a team with no legendaries for the sake of no legendaries. Maybe Clefable or Garchomp?
Some philosophical comments. As previously stated, I had intended the team to be built around Multiscale Dragonite, with everyone else being a supporting cast. I'm not quite sure I accomplished this. Gothitelle almost always gets at least 1 kill. Conkeldurr can often punch huge holes. Rotom-W and Scizor often soften up much of the enemy team. Half the time I lose is because I let ZardX set up a single DD and watch my team get ripped to shreds. I've lost a number of times from being too aggressive with Gothitelle, and let someone else set up on my Choice-locked move (ZardX, Mega-Houndoom, DNite, (Mega) Gyarados).
Here are some replays if you'd like to see this team in action.
http://replay.pokemonshowdown.com/ou-144517968
This one I was running CB Scizor, but you can see that I almost lost because I let Houndoom set up a Nasty Plot.
http://replay.pokemonshowdown.com/ou-144578988
http://replay.pokemonshowdown.com/ou-144784456
Games where DNite didn't participate (directly). Also shows a good use of Aerial Ace on Scizor.
http://replay.pokemonshowdown.com/ou-144565743
Outpredicted for most of the game. Trading Gothitelle for Mega Pinsir saved me here (still a OHKO regardless of crit).
Incidentally, I've only rarely been able to get a Weakness Policy boost off on DNite. I only remember it happening 3-4 times out of the ~20 games I've played with this team.
Please feel free to make suggestions regarding replacements with legendaries. At the moment I probably will not implement them, but they will still be useful for me to see. I'm not gonna impose this no-legendary self-restriction forever either.
Lastly, thanks for taking the time to read this (this RMT is kinda lengthy), and let me know what you think! Constructive criticism is always welcome.
Importable:
Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Aerial Ace
- Roost
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psyshock
- Thunderbolt
- Hidden Power [Fire]
- Trick
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
Ability: Multiscale
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 32 Def / 4 SpA / 224 Spe
Timid Nature
- Scald
- Psyshock
- Rapid Spin
- Recover
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Aerial Ace
- Roost
Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
- Psyshock
- Thunderbolt
- Hidden Power [Fire]
- Trick
Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch
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