Well, not like the status confusion, but messing with my opponents heads. Switching to a counter, but facing something completely different. The whole goal of this team is to make the opponent think one thing, but be faced with a whole different set than they predicted.
Team Preview:
Now for the sets:
Jynx @ Choice Scarf
Timid 252 SpA 252 Spe 4 HP
Ability: Forewarn
~ Ice Beam
~ Psychic
~ Grass Knot
~ Focus Blast / HP Fighting
Jynx leads the team off. Being able to hit most common leads pretty hard, and outspeed the non-scarfed ones also, she does a pretty good job of it. Also being almost non existant in the OU metagame, most people won't know what she does and stay in to take it, that is, if they don't play UU. I am still deciding, however, on Focus Blast vs HP fighting.
Jirachi @ Choice Band
Jolly 80 HP 252 Atk 176 Spe
~ Zen Headbutt
~ Ice Punch
~ Thunder Punch
~ Fire Punch/Drain Punch
Most people will expect a special version of Jirachi. This packs a Physical punch to whatever decides to switch in to it. Zen Headbutt with serene grace gives me big flinch hax, and even the punches have their secondary effects boosted by a little bit. Drain Punch vs. Fire Punch is still troubling me. Drain Punch lets me hit Tyranitar, heatran, and some other steels who trouble me, but fire punch makes me attack all steels who try to wall me. I'm leading towards Drain Punch more because of the next pokemon, who gets completely walled by heatran.
Metagross @ Choice Specs *
Modest 252 HP 252 SpA 4 Def
~ Shadow Ball
~ HP Fire
~ Grass Knot
~ Explosion/Psychic
Call me crazy, but I saw an opportunity and took it. Base 95 SpA and some nice Special moves is great for some confusion! This set covers everything but Heatran and Houndoom (If I carry Psychic instead of Explosion). HP Fire hits other steels who think they can come in on me and wall, Grass Knot does the same with grounds. Shadow Ball is there for coverage. Psychic and Explosion don't do very much in the coverage department, but Psychic offers STAB and Explosion is used when I'm low in health.
Arcanine @ Life Orb
Naive 228 SpA 92 Atk 188 Spe
Ability: Flash Fire
~ Flare Blitz
~ Flamethrower
~ Dragon Pulse
~ HP Ground
As I'm sure you saw, I have three Fire weaks. In arcanine, I saw a way to use them as bait to gain my Flash Fire boost and break some walls. He is more special oriented, but when that Blissey comes in, I smack her with Flare Blitz. LO recoil and Flare blitz may be a bit much, but I think I can handle it.
Mesprit @ Leftovers
Calm 252 HP 164 SpD 92 SpA
~ Thunderbolt
~ Ice Beam
~ Stealth Rock
~ Thunder Wave
Special wall/supporter. Sets up Stealth Rock and Paralyzes. Also helps around my ground weaknesses. I was going to try and find a defensive flying other than Skarmory, but took a suggestion and used it.
Kingler @ Leftovers *
Impish 252 HP 232 Def 24 Atk
Ability: Hyper Cutter
~ Crabhammer
~ Knock Off
~ Haze
~ Toxic
Looking for a different pokemon, I saw Kingler and his Base 115 defense. His HP isn't great, but I think I can make do. Crabhammer gives him some attacking strength. As for his support moves, Knock Off works wonders taking away the opponents items, and haze can be a suprise also eliminating any stat changes, and Toxic statuses anything not Paralyzed.
Most of the sets are designed to take out most common counters and leave the opponent wondering what will happen next as they won't be able to predict correctly. Using this strategy, weakneses are limited unless the opponent knows my team or figures out during the battle. Rate away!
*Made by me
Team Preview:






Now for the sets:

Timid 252 SpA 252 Spe 4 HP
Ability: Forewarn
~ Ice Beam
~ Psychic
~ Grass Knot
~ Focus Blast / HP Fighting
Jynx leads the team off. Being able to hit most common leads pretty hard, and outspeed the non-scarfed ones also, she does a pretty good job of it. Also being almost non existant in the OU metagame, most people won't know what she does and stay in to take it, that is, if they don't play UU. I am still deciding, however, on Focus Blast vs HP fighting.

Jolly 80 HP 252 Atk 176 Spe
~ Zen Headbutt
~ Ice Punch
~ Thunder Punch
~ Fire Punch/Drain Punch
Most people will expect a special version of Jirachi. This packs a Physical punch to whatever decides to switch in to it. Zen Headbutt with serene grace gives me big flinch hax, and even the punches have their secondary effects boosted by a little bit. Drain Punch vs. Fire Punch is still troubling me. Drain Punch lets me hit Tyranitar, heatran, and some other steels who trouble me, but fire punch makes me attack all steels who try to wall me. I'm leading towards Drain Punch more because of the next pokemon, who gets completely walled by heatran.

Modest 252 HP 252 SpA 4 Def
~ Shadow Ball
~ HP Fire
~ Grass Knot
~ Explosion/Psychic
Call me crazy, but I saw an opportunity and took it. Base 95 SpA and some nice Special moves is great for some confusion! This set covers everything but Heatran and Houndoom (If I carry Psychic instead of Explosion). HP Fire hits other steels who think they can come in on me and wall, Grass Knot does the same with grounds. Shadow Ball is there for coverage. Psychic and Explosion don't do very much in the coverage department, but Psychic offers STAB and Explosion is used when I'm low in health.

Naive 228 SpA 92 Atk 188 Spe
Ability: Flash Fire
~ Flare Blitz
~ Flamethrower
~ Dragon Pulse
~ HP Ground
As I'm sure you saw, I have three Fire weaks. In arcanine, I saw a way to use them as bait to gain my Flash Fire boost and break some walls. He is more special oriented, but when that Blissey comes in, I smack her with Flare Blitz. LO recoil and Flare blitz may be a bit much, but I think I can handle it.

Calm 252 HP 164 SpD 92 SpA
~ Thunderbolt
~ Ice Beam
~ Stealth Rock
~ Thunder Wave
Special wall/supporter. Sets up Stealth Rock and Paralyzes. Also helps around my ground weaknesses. I was going to try and find a defensive flying other than Skarmory, but took a suggestion and used it.

Impish 252 HP 232 Def 24 Atk
Ability: Hyper Cutter
~ Crabhammer
~ Knock Off
~ Haze
~ Toxic
Looking for a different pokemon, I saw Kingler and his Base 115 defense. His HP isn't great, but I think I can make do. Crabhammer gives him some attacking strength. As for his support moves, Knock Off works wonders taking away the opponents items, and haze can be a suprise also eliminating any stat changes, and Toxic statuses anything not Paralyzed.
Most of the sets are designed to take out most common counters and leave the opponent wondering what will happen next as they won't be able to predict correctly. Using this strategy, weakneses are limited unless the opponent knows my team or figures out during the battle. Rate away!
*Made by me