
I don't really have a story behind the name this time, the irc told me to do it. Sorry, no overly long introduction on this RMT. I maxed at #29 on the UU ladder with this team (the highest I've ever gotten :jump:)
The team is based around paralysis - quartering the opponents speed while also making them have a quarter chance of being "fully paralyzed". The team revolves around the free turns created along with the speed boost given from para.
I said no long intro this time, so here we go!
Froslass@Choice Scarf
Timid - 252SpA/252Spe/4Def
~Thunder Wave
~Trick
~Confuse Ray/Spikes
~Shadow Ball
Froslass is my first go at paralyzing the foe. Some ways that I fare vs. other leads:
Froslass: Just Trick them into Taunting. A scarfed Froslass is no problem for this team, and neither is spikes really. After switch to my go-to switch, Moltres.
Ambipom: Fake Out is rendered obsolete by the ghost typing - Just trick a scarf onto it. A scarfed Ambipom is hardly a threat, especially with all my twaves flying around.
Arcanine: Trick again - it might ko with Flare Blitz, but that means a free attack with Moltres which always dents things.
...and so on. Trickscarf on a team full of paralysis is great. If I come into another lead that I think is a trick lead, (Alakazam, Uxie) then I just paralyze it to see what it's going to do, then switch to an appropriate counter.
Moltres@Choice Specs
Modest - 252SpA/252Spe/4Def
~Air Slash
~Overheat
~Fire Blast
~Hidden Power[Grass]
Ahh, Moltres. Air Slash 2HKOs everything that doesn't resist it bar Milotic, which makes it my go-to move. HP Grass can help with those annoying Water/Grounds that wall this team to death. The two fire STAB options are incredibly strong coming off of 573 Special Attack.
I run Modest over Timid for the firepower - I don't really feel like I'm outspeeding much with Timid > Modest, and the power drop is definitely noticeable.
The only other thing would be Life Orb > Choice Specs. I haven't really tested Life Orb - Does Air Slash + HPGrass KO Milotic? If it does, I should probably make the switch. The thing I don't like though is that Specs Moltres will be able to switch into rocks twice while LOTres can only switch in once. I dunno...
Tangrowth@Leftovers
Impish - 252HP/252Def/4Att
~Stun Spore
~Swords Dance
~Power Whip
~Earthquake
Tangrowth is my switch for any pesky ground types, namely Donphan and Rhyperior, while also being a great switch to most any physical attacker.
Stun Spore has a nice chance of catching those grounds with para, and then getting a chance to SD.
Power Whip and EQ get pretty good coverage also, and can sweep an unsuspecting team that is ridded of most special attackers and/or mostly paralyzed.
Slowking@Leftovers
Bold - 212HP/252Def/44SpA
~Thunder Wave
~Nasty Plot
~Surf
~Psychic
Again, a great pokemon with paralysis support. No ground type would ever switch in on a Slowking, so you're free to paralyze at least one thing with this guy.
Afterwards I can stat up and wreak havoc with my duel-STAB moves coming off a decent 492 SpA after a Nasty Plot. Again, the coverage is quite good and can beat many unprepared teams lacking an electric/grass type that isn't paralyzed.
Registeel@Leftovers
Careful - 252HP/252SpD/4Def
~Thunder Wave
~Swagger
~Iron Head
~Earthquake/Curse
Registeel is a nice counter for any random special threat I encounter without a STAB fire move, and even then I can survive some of those to paralyze with a T-wave and allow for easy pickings by someone else.
Registeel is also a very good Raikou counter - that would be why I went with EQ over Curse, although curse has its merits also.
Curse > Swagger might be something to try, but I really like the parafusion combo, especially on frail physical attackers - theres a 50% chance that they will attack themselves, doing as much as 60% damage to themselves with cases such as Dugtrio and Gallade.
Gallade@Leftovers
Adamant - 252HP/252SpD/4Att
~Substitute
~Swords Dance/Bulk Up
~Drain Punch
~Night Slash
The crux of this team - Drain Punching Gallade with immense paralysis support is a sight most who have played me probably haven't forgotten.
Drain Punch is better than Close Combat/Brick Break mainly because the HP gained from Drain Punch makes many pokemon that would regularly counter me struggle to do net damage. In other words, pokemon that don't resist fighting usually don't do more damage than I regain from Drain Punch.
The parts that hurt the most is the meager 8 PP and 60 Base Power, but coming from Gallade's massive attack score you can barely tell that the move is only 60 Base Power.
Night Slash rounds the set out with a move that gives great coverage, along with a way to hit psychics that feel smart switching in.
--------------------------
Hhopefully you can still see if there's improving needed, as recently I haven't been preforming as well with this one.
Rates, go!
The team is based around paralysis - quartering the opponents speed while also making them have a quarter chance of being "fully paralyzed". The team revolves around the free turns created along with the speed boost given from para.
I said no long intro this time, so here we go!

Froslass@Choice Scarf
Timid - 252SpA/252Spe/4Def
~Thunder Wave
~Trick
~Confuse Ray/Spikes
~Shadow Ball
Froslass is my first go at paralyzing the foe. Some ways that I fare vs. other leads:
Froslass: Just Trick them into Taunting. A scarfed Froslass is no problem for this team, and neither is spikes really. After switch to my go-to switch, Moltres.
Ambipom: Fake Out is rendered obsolete by the ghost typing - Just trick a scarf onto it. A scarfed Ambipom is hardly a threat, especially with all my twaves flying around.
Arcanine: Trick again - it might ko with Flare Blitz, but that means a free attack with Moltres which always dents things.
...and so on. Trickscarf on a team full of paralysis is great. If I come into another lead that I think is a trick lead, (Alakazam, Uxie) then I just paralyze it to see what it's going to do, then switch to an appropriate counter.

Moltres@Choice Specs
Modest - 252SpA/252Spe/4Def
~Air Slash
~Overheat
~Fire Blast
~Hidden Power[Grass]
Ahh, Moltres. Air Slash 2HKOs everything that doesn't resist it bar Milotic, which makes it my go-to move. HP Grass can help with those annoying Water/Grounds that wall this team to death. The two fire STAB options are incredibly strong coming off of 573 Special Attack.
I run Modest over Timid for the firepower - I don't really feel like I'm outspeeding much with Timid > Modest, and the power drop is definitely noticeable.
The only other thing would be Life Orb > Choice Specs. I haven't really tested Life Orb - Does Air Slash + HPGrass KO Milotic? If it does, I should probably make the switch. The thing I don't like though is that Specs Moltres will be able to switch into rocks twice while LOTres can only switch in once. I dunno...

Tangrowth@Leftovers
Impish - 252HP/252Def/4Att
~Stun Spore
~Swords Dance
~Power Whip
~Earthquake
Tangrowth is my switch for any pesky ground types, namely Donphan and Rhyperior, while also being a great switch to most any physical attacker.
Stun Spore has a nice chance of catching those grounds with para, and then getting a chance to SD.
Power Whip and EQ get pretty good coverage also, and can sweep an unsuspecting team that is ridded of most special attackers and/or mostly paralyzed.

Slowking@Leftovers
Bold - 212HP/252Def/44SpA
~Thunder Wave
~Nasty Plot
~Surf
~Psychic
Again, a great pokemon with paralysis support. No ground type would ever switch in on a Slowking, so you're free to paralyze at least one thing with this guy.
Afterwards I can stat up and wreak havoc with my duel-STAB moves coming off a decent 492 SpA after a Nasty Plot. Again, the coverage is quite good and can beat many unprepared teams lacking an electric/grass type that isn't paralyzed.

Registeel@Leftovers
Careful - 252HP/252SpD/4Def
~Thunder Wave
~Swagger
~Iron Head
~Earthquake/Curse
Registeel is a nice counter for any random special threat I encounter without a STAB fire move, and even then I can survive some of those to paralyze with a T-wave and allow for easy pickings by someone else.
Registeel is also a very good Raikou counter - that would be why I went with EQ over Curse, although curse has its merits also.
Curse > Swagger might be something to try, but I really like the parafusion combo, especially on frail physical attackers - theres a 50% chance that they will attack themselves, doing as much as 60% damage to themselves with cases such as Dugtrio and Gallade.

Gallade@Leftovers
Adamant - 252HP/252SpD/4Att
~Substitute
~Swords Dance/Bulk Up
~Drain Punch
~Night Slash
The crux of this team - Drain Punching Gallade with immense paralysis support is a sight most who have played me probably haven't forgotten.
Drain Punch is better than Close Combat/Brick Break mainly because the HP gained from Drain Punch makes many pokemon that would regularly counter me struggle to do net damage. In other words, pokemon that don't resist fighting usually don't do more damage than I regain from Drain Punch.
The parts that hurt the most is the meager 8 PP and 60 Base Power, but coming from Gallade's massive attack score you can barely tell that the move is only 60 Base Power.
Night Slash rounds the set out with a move that gives great coverage, along with a way to hit psychics that feel smart switching in.
--------------------------
Hhopefully you can still see if there's improving needed, as recently I haven't been preforming as well with this one.
Rates, go!