Re: Team

ZIEj+xdhT4MAAAAASUVORK5CYII=
Hey again, Smogon,

I haven't really found much time to place the entirety of my focus on this game due to school, work, and life in general (in fact, I've only had at the most a combined total of an hour a day to work on this team) so it's been a good while since I've made a RMT. As I'd mentioned in my previous RMT, Blessings of the Six Generals, I have a tendency to build my teams around underrated, but still very viable Pokemon. Since then, my style of team building has changed and now build around individual cores, which is how this team came to be born.

I'd first began with a simple Offense|Defense|Defense build containing an offensive Latias running Reflect Type, Substitute + Swords Dance Landorus, defensive Rotom-W, Virizion, Hippowdon, and specially defensive Jirachi. After the team itself proved to be fairly underwhelming on PO's ladder, I'd decided to go back to the drawing board, but remained adhered to the idea of using Reflect Type Latias as a method of maintaining momentum.

That's when I'd switched the build to Defense|Offense|Offense, as the lack of damaging potential is what caused the downfall of the team I'd used before. From there, the choice was pretty simple: I'd use Latias + another special sweeper to complete one of the offensive cores and two physical attackers in order to make up the other offensive core. Deoxys-S was able to fit the role of a secondary special sweeper very well, pulling in multiple wins on its own with blistering speed and access to Superpower in order to smash through most of what can tackle BoltBeam + Psycho Boost.

The rest of the team came pretty naturally to me. Choice Band Terrakion is a pretty solid offensive threat, ramming past the wide array of Steel-types that give Latios and Deoxys problems. Tyranitar came next, as it's able to weaken Terrakion's main threats severely, or pick them off the Pokemon that Terrakion dents.

Finally the defensive core was all that remained and while I had a wide array of Pokemon to choose from, running something with Stealth Rock was of the utmost importance. At that point, my team lacked a reliable check to Latios and the entire dragon bunch, so finding and running a Steel-type was essential. Sub + SD Garchomp (which was quickly gaining popularity...), Gliscor, and Doryuuzu (yeah, you will never catch me using its American name. Ever.) were also threats to this team, so I'd chosen to run Skarmory for a short time before quickly switching to Bronzong because I wanted to actually THREATEN the Pokemon that give my team problems. The final slot was completely up for debate, as I could've chosen pretty much ANYTHING to cover the remaining threats to my team. I'd used Rotom-W for bit of time, my heart ultimately settled on Jellicent, as it was able to shut down more threats to this team with Taunt, Will-O-Wisp, and Cursed Body.

The team name stems from the fact that I mostly use PMs in order to make RMTs.

This team has been very fun to use and on top of that, has been very effective, getting me to 18th on PO's ladder before getting haxed back down to 20th.
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At A Glance...
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A quick breakdown:

  • All types resisted at least twice except for Dragon, Ghost, and Electric
  • Two Pokemon immune to Spikes and Toxic Spikes
  • Two Pokemon resist Stealth Rock
  • Three checks to most special threats
  • Four checks to most physical threats
  • One stat-boosting sweeper
  • Only one Choiced attacker
  • One spinblocker
  • Stealth Rock is available as an entry hazard
  • Three Pokemon break at least 345 Speed
  • One Pokemon has a priority attack
  • Half of my team is blue <3
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A Closer Look
("When you use this team..." sections are italicized and underlined)
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~ I'm going to start things off with the defensive core. It's the backbone of this team, giving me something reliable to fall back on so I'm not forced to sack a sweeper against bulkier, but powerful threats, namely Scizor and Gliscor. This core is made up of an underused tank and a celebrated, yet unappreciated wall ~
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Bronzong @ Leftovers
Trait: Levitate
EVs: 252 HP / 84 Atk / 80 Def / 92 SDef
Sassy nature (+SDef, -Spd)
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The metagame shift from D/P/P to B/W had a "better or worse" effect on a lot of OU's previous top contenders. Some previous OU Pokemon, such as Rotom-W and Gliscor, gained new, but very important roles in this metagame due to either a change in certain mechanics or [effectiveness in] Dream World. On the other hand, some Pokemon, namely OU's preceding tanks, lost quite a bit of effectiveness thanks to the prevalence of Drizzle, incredibly powerful threats such as Latios and Doryuuzu, and of course, defensively-inclined Pokemon like Ferrothorn. A prime example of a Pokemon that lost most of its efficiency in OU is none other than Bronzong, who was one of OU's best tanks thanks to its fantastic defensive typing and stats, access to a plethora of support options, and of course, usable offenses. This gen, Bronzong became much less useful due to being outright overpowered by strong physical attackers and outclassed in almost every other regard as a support on the average team - Jirachi and Reuniclus generally outclass Bronzong in terms of providing entry hazard and Trick Room support, respectively. As mentioned before, Bronzong was chosen over Skarmory mostly for the sole purpose of maintaining momentum without having to rely on with shitty luck with pHazing. Thanks to its great typing and bulk, Bronzong is able to reliably get Stealth Rock up for this team to abuse while forming great defensive synergy with the rest of my team; it doesn't stop there, however, as Bronzong works as a great lure for Pokemon that give Terrakion, Tyranitar, or Latios the free chance to switch in and start causing as much damage as possible.

This set has been the standard for Bronzong since the early stages of D/P (HP Ice very well compensating for the accuracy drop in Hypnosi) and hasn't let me down yet. Gyro Ball and Earthquake give Bronzong the ability to take out a myriad of threats to this team, most notably Air Balloon Doryuuzu while Hidden Power Ice enables Bronzong to take on Gliscor and Garchomp more reliably without me having to fall back on Deoxys or Latios to beat them. I haven't really experienced problems regarding the EVs, as they provide pretty balanced defenses and give Bronzong a respectable amount of "oomph" behind its physical attacks; of course, the speed IV was dropped to 2 in order to maximize the power of Gyro Ball while keeping Hidden Power Ice at 70 BP.

I always keep Bronzong in the lead position, as it offers potential Pokemon for Terrakion to munch on with its dual STAB. Such a move also gives me the perfect chance to scout for Choice item users, as they typically can become a huge problem later in the game if left alone. For example, Politoed usually takes no hesitation switching into Bronzong in order to get rain up as early as possible. Leading off with Tyranitar usually gives away my opponent's moveset i.e; if Sand Stream goes up last, Politoed is likely Scarfed, meaning that it's much easier to handle defensively, but can "surprise" Terrakion or Tyranitar with a speedy Hydro Pump and therefore has to be played around carefully.

All in all, while Bronzong can be a bit difficult to use at times with it being setup fodder for a lot of Pokemon, it's been able to perform the task of checking various threats and getting Stealth Rock bouncing around on my opponent's side of the field very well. I honestly can't see myself replacing it, as Bronzong's wide array of resistances and very good defenses give it quite a few chances to switch in, get Stealth Rock up while maintaining good enough health to check things like Excadrill, Garchomp, and Tornadus later in the game. Skarmory has to play carefully when attempting to switch in and set up entry hazards, as it can easily become setup fodder itself (not to mention that it HAS to Whirlwind Doryuuzu, Gliscor, Garchomp, and the like out in order to "check" them). Ferrothorn's own typing is usually its downfall both offensively and defensively, and requires me to run another Pokemon as well else in order to effectively check sand sweepers in general. Finally we get to Gliscor, which lacks the oh-so-important Steel-typing that gives this team a much easier time cushioning hits from Lati@s and other Dragons.

Base Bronzong's importance solely off of team preview. If you see a combination of sand sweepers, remember to keep Bronzong at good health, as it can switch in and check the lot of them. If you see a Politoed without Tornadus in the wings, then feel free to use Bronzong as death fodder, as it won't be walling many rain teams anytime soon. If you see things like Ferrothorn and / or Hippowdon in team preview, then try to lure them out of hiding by switching Bronzong into play and double switching back to Jellicent or Terrakion (whichever one fits your liking; I'd recommend Jellicent though due to Taunt + status). Try your hardest not to lay down rocks the second that Bronzong switches in, as most players will take that as your first move and will act accordingly. For example, you may find it best to Gyro Ball first if you see Espeon in team preview. Bronzong will either be of extreme or no importance to this team if you choose to run around on the ladder with it, so keep that in mind at least.

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Jellicent @ Leftovers
Trait: Cursed Body
EVs: 248 HP / 156 Def / 104 Spd
Bold nature (+Def, -Atk)
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Old school defensive Pokemon aside, Black and White managed to give birth to some new and very effective defensive walls of its own, Jellicent being one of them. With its exclusive Water/Ghost typing, well spread stats, two fantastic abilities, and a support movepool that Suicune would kill for, Jellicent quickly become one of the premier defensive threats in OU. Jellicent is a very important member of this team, not only forming a solid defensive core with Bronzong, but also checking very specific threats and keeping the momentum going for my team. That said, in almost every match, Jellicent is this team's MVP and has, alongside Terrakion, given me my ranking on PO's server.

I'm running the standard Burungeru set here, with Taunt instead of a Ghost typed attack in order to to prevent Jellicent from turning into bait for pretty much anything that doesn't really care for a burn, such as Blissey. Stall and balanced teams regularly give me problems, so in addition to running the standard set for Jellicent, I also invested pretty heavily in Speed in order to Taunt things like Skarmory, Breloom, opposing Jellicent, and the Pokemon that aim to hit 181 Speed (no, seriously, not running 182 Speed almost made me lose a stall war vs a stupid subseed Breloom). Cursed Body is an extremely underrated ability and is the reason behind Jellicent's MVP status. Cursed Body prevents CM Reuniclus, Ferrothorn, Terrakion, and most choiced attackers from completely stomping on this team and it also serves as a last-second answer to Doryuuzu if luck is in my favor. Speaking of luck, Jellicent normally has about an 83% chance of beating most physical attackers with a combination of Cursed Body and Will-O-Wisp, not counting evasion boosts of course. I rarely use Scald, but it really helps when it comes to preventing most of Jellicent's checks and counters from switching in safely thanks to its handy burn rate.

Jellicent has been incredibly effective overall and I can't for the life of myself fathom finding a replacement for him. Rotom-W and Vaporeon were possibilities at one time in order to check Dory better and provide Wish support, respectively, but Jellicent usually comes out on top with access to both Taunt and Recover; most of my offensive Pokes don't really need Wish support anyway, as they're either a bitch to switch in, or I'll usually end up sacking them if they're low on health.

Play Jellicent as if every opponent is badly poisoned and simply Taunt + Recover as much as possible while tossing status around every now and then. With that in mind, you still have to play Jellicent carefully because Pokemon who are immediate threats to it such as Thundurus, Latios, and Rotom-W will take no hesitation to switch in on a Will-O-Wisp or Scald so the rest of their team doesn't have to. While Jellicent check Reuniclus pretty hard, don't rely on it as your first check to it. Most of the time, falling back on Tyranitar and risking a Focus Blast is better than having Jellicent take 35%~ from Psychic. If you really have to, scout for potential threats by risking Cursed Body not activating. Most of what can force Jellicent out will take no hesitation to set up, so crippling or Taunting it will definitely help prevent this team from getting swept.

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~ With the defensive core of this team introduced and explained, it's time to move onto the wall breaking crew consisted of a new offensive powerhouse and a classic sweeper. This core is responsible for causing as much damage as possible and order to secure a late game sweep for the core following it ~
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Terrakion @ Choice Band
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
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Black and White introduced more offensive threats than defensive and with them came surprisingly versatile powerhouses - Landorus can easily change its array of checks and counters by running Hidden Power Ice, Swords Dance, or a Choice Scarf, for example. Terrakion is without a doubt one of those said powerhouses, boasting the ability to run dual boosting moves and Choice items very effectively. With a Choice Band attached in fact, Terrakion breaks so many power barriers that it's not even funny, 2HKOing even Pokemon that resist its STAB and OHKOing the rest. For my team, Terrakion is one of two wall breakers, softening up the load for both Latios and Deoxys to finish the sweep. Terrakion's importance to this team is only amplified by its ability to easily give me momentum from the start of the game - and I can't stress it enough how reliant on momentum this team is.

Choice Band Terrakion is a criminally overlooked threat, as it 2HKOes even the sturdiest of walls with only Close Combat and Stone Edge. As a testament to its sheer power, Terrakion does 41.1% - 48.5% to support Groudon (252/252 Impish) with Close Combat. While a 2HKO isn't guaranteed without SR + 2 layers of Spikes, the simple fact that Terrakion can do that much damage to what's easily the most defensively bulky Pokemon in the game (while maintaining a great 346 Speed stat) shows just how painful it can be to deal with. With that much known, however, most players usually predict the Rock Polish + Swords Dance or Choice Scarf variant and assume that Terrakion either lacks power, or is vulnerable to being revenged by something faster or bulky with Earthquake. This gives me the perfect chance lure in a few of Terrakion's usual checks such as Gliscor and Skarmory and 2HKO them without much effort, making wallbreaking much easier for Tyranitar.

DAT NIGGA STRONGTHHHH
(*shrug* had to be said at some point)

The final two slots didn't really matter to me much, but definiately have come in handy whenever I'm in a pinch. Earthquake has helped this team completely destroy Toxicroak (got swept by a stupid ass Taunt + Bulk Up variant once before and I'm not letting that shit happen again) and Quick Attack is there to simply pick off things that are pretty low on health, but can really cause this team problems later in the game (does like 15% to 4/0 Dory iirc, which is pretty impressive for such a piss-weak priority move). Regarding Terrakion's other offensive options, being locked into Weak-Scissor sucks and rarely am I ever in a situation where Sacred Sword will come in handy more than Close Combat.

Terrakion, like the two Pokemon before it, is one of the main keys to this team's success. So, unless someone can figure out another Pokemon that can fill its role better, I'm not going to replace it for anything. Swords Dance and / or Rock Polish lack the immediate power that I need and while Air Balloon would help my team with its Dory weakness, Terrakion would have to switch out far more often than it needs to due to the lack in power and surprisingly enough, speed. Choice Scarf Terrakion falls into the same category, except that it has no way of boosting its Attack outside of Justified.

Close Combat and Stone Edge disintegrate everything that doesn't resist them and that's what you should be using most of the time. No, seriously, NEVER use either of the last two attacks unless you REALLY need to. Earthquake has a load of immunities in this metagame while Quick Attack is far too weak and will become setup fodder for pretty much anything in decent health. Get sandstorm going if you plan on using Terrakion a LOT, as it can be a pretty useful check to Latias and even Rotom-W if it has enough HP left. Last, but not least, don't and I repeat: DON'T be predictable with Terrakion. While its STABs are powerful, they can be walled with relative ease if your prediction sucks; STONE EDGE the Tyranitar if you see a Gliscor in team preview.

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Tyranitar @ Life Orb
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
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In a metagame such as B/W's, which Drizzle, Drought, Snow Warning, and Sand Stream are usable and abusable, having a method of playing against 'specialized' weather teams is imperative. To be frank, it's fairly easy to make ones team "anti-weather" with Pokemon such as Virizion and defensive cores such as Gliscor/Jirachi/Rotom-W in fluctuation, but the most used and effective options to combat dedicated weather teams is simply changing the weather itself. If you snatch away the crutches from a man with a broken leg, he'll have a hard time walking or won't walk at all; the same logic is applied when running a weather inducer. The ability to completely gimp 75% of the weather teams in this metagame, in one turn, is simply too valuable to give up, but the main problem exists with which type of weather to run. Sun generally provides a more of an advantage to offensively-inclined teams, as there are many more Pokemon that can take advantage of the power boost and typical ability advantage. Hail gives defensive teams the advantage due to the lack of reliable offensive abilities and a much smaller pool of Pokemon immune to the residual damage. Sand and rain are much more "balanced" weather conditions, as they can function well for both defensive and offensive teams (i.e, they usually give both offensive and defensive boosts). For my team, running rain would've naturally been the best choice, as I can completely eliminate almost any weaknesses to both sun- and sand-themed teams, but after thinking about it, I eventually settled on Tyranitar as my only weather changer. Tyranitar holds the importance of not only keeping the weather in my control, but also assisting Terrakion in breaking down opposing teams.

Tyranitar has so many options when it comes to wallbreaking. It can go mixed, run a Choice Band and just abuse its very good natural bulk and already sky-high Attack, or bluff even a choiced set in order to take out specific threats. In this case, however, I'd decided to go with Dragon Dance Tyranitar as my second wallbreaker and here's why: It carries just as much utility later in the game as Terrakion does. Granted, Mach Punch, Aqua Jet, and Bullet Punch suck, but Tyranitar is usually spamming its STAB the second it gets into play in order to catch a few of its checks off guard, thereby not wasting any boosts attained by forced switches. +1 Tyranitar outpaces pretty much all of the unscarfed Pokemon in this metagame and can put a huge dent into common walls such as Gliscor and Skarmory with Stone Edge. In the influx of mixed Tyranitar and the commonality of Pursuit, I've even found it fairly easy to net a Dragon Dance and take at least one Pokemon out while severely denting another.

The moveset is simple, as it's meant to cause as much damage as possible. Fire Punch was chosen over Ice Punch (yeah, fuck you too Gliscor) in order to combat Ferrothorn better and catch a few unsuspecting Scizor off guard. Stone Edge hits pretty much everything that doesn't resist it for some pretty boss damage while Crunch completes this ensemble by covering the Psychics in OU and picking off slightly weakened Garchomp.

Replacing Tyranitar... grrr, that's a tough one tbh, as it's been single-handedly responsible for keeping the game in my favor with Sand Stream. I suppose that the most logical option would be to replace Tyranitar with Taunt + SD Gliscor and use Latios as my second wallbreaker instead, but Terrakion and Tyranitar compliment each other so well on both the defensive and offensive spectrum. Terrakion and Tyranitar snap their usual checks in two with combined assaults. On the less aggressive side, Tyranitar gives boosts Terrakion's already passable Special Defense to much higher levels with a sandstorm. Scrapping Tyranitar for Gliscor would also give me a larger weakness to Rotom-W, Jellicent, and Reuniclus, which is another reason behind why I'm reluctant to make such a change.

If your opponent is running Toed, then lube Tyranitar up and try to squeeze it in when you need to. His initial purpose is to keep the weather in this team's control and tbh, I've found it pretty easy to switch Tyranitar into Rain teams on predicted Thunders / Hurricanes. Now here's the thing, you don't want to set up a Dragon Dance the very first turn that you have Tyranitar in play. If you want to sweep with DDTar, then change its item to something less suicidal and then the team itself. You're usually better off spamming Crunch / Stone Edge and catching random Steels with Fire Punch in order to cause switches, which will cause more overall damage to your opponent's team. ONLY Dragon Dance if you can predict a switch or a turn on which Tyranitar won't be in any harm, as a +1/+1 Tyranitar with a Life Orb and nearly full health can be pretty devastating to the average team, late-game or not. Don't be a greedy little bumblefuck and actually learn to switch EVEN if you get a boost. I've managed to keep so much momentum because someone believes that I'm going to keep Tyranitar in for a "sweep".
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~ Finally we get to the third and last core of this team, which exists for the sole purpose of ending a game with a solid sweep. The core is comprised of two previously Uber Pokemon who do a fantastic job at cleaning up the trash Terrakion and Tyranitar leave in their destruction ~
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Latios @ Expert Belt
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid nature (+Spd, -Atk)
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The Uber and OU tiers have been constantly intertwining with each other over the past few years. Last gen, Deoxys-S, Skymin, Garchomp, Manaphy, Wobbuffet, the Lati twins, even lower leveled Groudon and Kyogre were allowed to see the light of the OU metagame before getting dismissed or slammed right back into the Ubers tier. This generation brought about the resurrection of most of the aforementioned Pokemon, as well as Darkrai, Deoxys-N / A, and Mew - most of which have been banned already. Latios surprisingly (at least IMO) remained amongst his OU victimmmmmm-... I mean brethren and has been nothing short of one of the top threats in OU. With Choice Specs attached, he can spam stupidly powerful Draco Meteors and utilize his great special movepool to beat his usual checks and counters. Latios, akin to his sister, is also capable of running Calm Mind, capitalizing on switches by making himself increasingly harder to heal with. Latios serves a very different purpose for this team, however, as its mostly used to pick up a sweep later in the game wherever the chance arises and check Rotom-W reliably.

I'm running an all-out attacking variant of Latios, as he rarely finds time to heal, and the ability to switch attacks in order to destroy a few select Pokemon (see: Scizor and Tyranitar) is simply invaluable. Grass Knot is VERY important when it comes to keeping Latios alive, as it can 2HKO 252/252 Sassy Tyranitar with the aid of Stealth Rock. Whenever I manage to get Latios in, I usually fish for potential switch ins with Grass Knot, as it's pretty reliable and doesn't require me having to rage over Tyranitar switching in to sponge the HP Fire / Draco Meteor (that cocky bastard...). From there, I'll just use Latios's Speed and ability to freely switch attacks to my advantage by taking down one Pokemon after another. Hidden Power Fire complements Grass Knot very well, KOing the standard Ferrothorn with some residual damage and OHKOing most Scizor, because some of you assholes still run 252/252 Careful 9_9. Draco Meteor simply put, is "my last resort", as I only use it when Latios REALLY needs the increase in damage (which is much more often than you may think) or if Latios needs to be sacked so something else can switch in safely. I'm currently using an Expert Belt instead of LO or Specs in order to preserve Latios's health and have it work as a lure for a sufficient of threats to this team, but the loss of power can be really noticeable and I constantly find myself wishing for that extra pump in damage.

Latios was once a Latias at one time, filling a much more defensive role with Reflect Type, but I'd realized how much power I'd been missing out on. So, for those who want to suggest Latias, don't. Latios's typing has been one of the main reasons behind why I've kept it for so long, as I can actually get breathing room when pitted against Rotom-W, Thundurus, Penisaur, Zapdos, Garchomp, Hippowdon (generally any Pokemon that commonly uses Earthquake), Jellicent, and a load more. A defensive pivot in the form of an offensive juggernaut is truly a rarity and thus, I'm going to have a hard time finding a replacement for Latios as well.

Ok, now we get to the riskiest player on this team. Latios requires prediction against most teams so that it doesn't die, so for the love of all that's holy, don't use Draco Meteor as soon as possible. I mean, it's very possible to fuck Tyranitar with a fishing hook if you play Latios intelligently and use Grass Knot first. Just play Latios like Starmie, except don't spam his STAB so he doesn't get Pursuit raped.

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Deoxys-S @ Life Orb
Trait: Pressure
EVs: 56 Atk / 200 SAtk / 252 Spd
Naive nature (+Spd, -SDef)
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When one thinks of the phrase "late-game sweep", the first things that usually come to ones mind are speed and priority. What makes a late-game sweep successful is ensuring that most if not all bulkier threats are well taken care of - and my team does just that - but an intelligent player usually keeps their faster and bulkier attackers safe from harm in order to ensure that a late-game sweep isn't very possible. Walls typically fall before offensive Pokemon, which is what makes Deoxys-S such a great choice for a late-game sweeper, as it has major problems mowing through dedicated defensive threats such as Ferrothorn and Eviolite Chansey. With half of my team ripping stuff apart with their excellent STABs, Deoxys has absolutely no problem ending a game without being threatened much and that's exactly what it does for my team

Mixed attacking Deoxys-S is usually overlooked and passed off as a support variant in team preview. However, in the right hands, Deoxys can be a pretty painful threat to deal with. The moveset... it-it-it... it should be self-explanatory, as Deoxys doesn't be running anything else if it's aiming to sweep. The slight investment in Attack ensures an OHKO on 252/0 Tyranitar without the aid of Stealth Rock. Psycho Boost serves the exact same purpose as Draco Meteor does on Latios: causing more damage whenever the time calls for it.

Lemme make this as clear as possible, I love Deoxys with a passion, but it's the weakest link of this team. I can't for the life of me figure out what to replace it with, however, as there really isn't much that can fill its role as effectively. Deoxys can revenge quite a few Pokemon at +1 Speed, such as Dragonite and Haxorus, but doesn't lock itself into a single attack, which really helps maintain momentum for this team. Deoxys is also very capable of picking up where Latios leaves off in a sweep, as their checks and counters are pretty much the same. ScarfToed is the best and only choice at this point to replace Deoxys with, as it doesn't have much trouble revenging +1 Dragonite, Garchomp, and stuffs, and can really help with my Dory / Lando weakness.

Keep Deoxys at nearly full health if you wish for it to sweep anything because priority and the constant residual damage will be bothersome in keeping Deoxys alive. Only switch Deoxys in early if you let something go crazy with +1 Speed or if you give something like Conkeldurr a couple of free turns to do whatever.
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Conclusion
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Despite not having much time to play around with it, I've enjoyed every bit of this team. I tend to play more recklessly than I should though, as most of the games that I've won recently have really been close calls - I mean, relying on high damage rolls when I could've just switched, making rash overpredictions... those are just a few examples. On the few occasions which I play this team how it's meant to be played, however, it's very common for me to drag in easy wins. Don't let my CRE on PO at the current moment fool you as this team is pretty legit if you manage to follow the directions that I gave in each description.

Code:
Bronzong @ Leftovers
Trait: Levitate
EVs: 252 HP/84 Atk/80 Def/92 SDef
Sassy nature (+SDef, -Spd)
- Stealth Rock
- Gyro Ball
- Earthquake
- Hidden Power [Ice]

Jellicent (M) @ Leftovers
Trait: Cursed Body
EVs: 248 HP/156 Def/104 Spd
Bold nature (+Def, -Atk)
- Will-O-Wisp
- Taunt
- Recover
- Scald

Terrakion @ Choice Band
Trait: Justified
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack

Tyranitar (M) @ Life Orb
Trait: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spd
Jolly nature (+Spd, -SAtk)
- Dragon Dance
- Stone Edge
- Crunch
- Fire Punch

Latios (M) @ Expert Belt
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid nature (+Spd, -Atk)
- Draco Meteor
- Grass Knot
- Hidden Power [Fire]
- Dragon Pulse

Deoxys-S @ Life Orb
Trait: Pressure
EVs: 56 Atk / 200 SAtk / 252 Spd
Naive nature (+Spd, -SDef)
- Ice Beam
- Thunderbolt
- Superpower
- Psycho Boost
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Get @ my success
 
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Abomasnow: Hail really isn't that much of a hindrance to my team given that I'm not reliant on sandstorm being up, but Abomasnow itself can cause some pretty nasty damage if I let it get in safely. Usually, spamming super effective attacks and Taunt will keep Abomasnow out of play, given that almost every one of them will be running SubSeed. Weird offensive variants, once they're revealed of course, are checked handily by Bronzong and Jellicent due to the lack of prediction needed. Tyranitar is and will always be alive if I see Abomasnow in team preview; because weather control is extremely important, I have to keep Tyranitar alive.
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Azelf: Azelf? I haven't seen one of those in ages to be honest, but the ones that I HAVE come in contact with were Scarfed, meaning that Jellicent, Tyranitar, and Latios can come in on pretty much anything and proceed to KO Azelf with the appropriate move, or just use that time to set up. Nasty Plot variants are a lot easier to handle due to the absence of U-turn, as the Pokemon I'd mentioned as checks to the Choice Scarf set can still be considered safe checks for NP Azelf.
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Azumarill: Rabbits hate jellyfish. Well, that logic is horribly flawed, but that's how it works in Pokemon. Jellicent is easily my safest check to Azumarill, switching into just about everything Azumarill can dish out safely and threatening it with a burn. In the case that Jellicent is out of play, I'll usually switch Bronzong in to tank its attack and switch to the corresponding resistance.
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Bisharp: I've never seen a single Bisharp while laddering, but they seem to be pretty easy to handle. Based off of the battles in which I'd seen Bisharp being used, it's pretty safe to assume that most if not all of them will either attempt to setup a free Substitute or Swords Dance on a predicted switch, realizing that Dark/Steel typing can be countered pretty easily and Bisharp doesn't have the best defenses around. The only Pokemon that's forced out by Bisharp is Latios and even then, I have Jellicent, Bronzong, and Terrakion to fall back on; because none of them really flinch in the face of a Sucker Punch and can beat Bisharp effortlessly, all three Pokemon serve as pretty good checks.
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Blissey: Oh god, why are people still using Blissey? Is Flamethrower / Ice Beam really that important? Anyway, Blissey gets wrecked pretty hard by most of my team on the switch in, and is usually severely weakened or just flat out dead by the time Latios switches in. Though, in the cases that Blissey slips by, I'll normally switch Bronzong in to scout for its status and act accordingly. If Blissey is carrying Toxic, then I'll simply switch to Terrakion, as it's normally a hit-and-run Pokemon anyway and my team is pretty susceptible to Toxic damage. If Blissey happens to be carrying Thunder Wave instead, I'll switch to Jellicent, Taunt, and switch Terrakion or Tyranitar in. If Blissey doesn't use a status move off the bat, I just pay attention to its actions and assume its status move from those; if Blissey chooses to switch or attack Bronzong, I can easily assume Toxic and the Blissey running Thunder Wave instead have a tendency to spam it in hopes of a switch.
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Breloom: "Good luck switching in lol", but once it does, Breloom can be nothing but a dickhead to play against. It can Spore Jellicent or Bronzong with ease, but can be beaten by either (Cursed Body and HP Ice, respectively). If luck isn't in my favor or if I decide to scrap one of my defensive mons to Breloom, then Latios is usually my best bet. If I can prevent offensive variants from getting a sub up, they're much, MUCH easier to handle. SubSeed Breloom is much less of a headache to deal with, as it can't hit or outstall Jellicent thanks his Speed investment and Taunt. SubSeed Breloom can also be beaten by Latios, given than it's already Spore something on my team.
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Bronzong: Bronzong can effectively wall half of my team, but can't switch into the other half safely. I usually keep Latios, Deoxys, my own Bronzong, and Tyranitar in the back whenever I see an opposing Bronzong in team preview. Terrakion can 2HKO with Close Combat and Jellicent can REALLY scare Bronzong away with the threat of Will-O-Wisp and Taunt. Outside of those methods, Tyranitar can 2HKO with an unboosted Fire Punch and Latios can 2HKO variants that don't invest much in Special Defense with Hidden Power Fire.
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Celebi: Due to past habits in Gen IV, I've grown accustomed to switching to the Steel-types on my team when pitted against Celebi. Now is no different, as I can't really take many risks due to how badly this team is crippled by Thunder Wave. Whenever Celebi switches in, I'll usually switch to Bronzong for an immediate answer to both Nasty Plot and defensive Celebi. Likely due to the heavy abundance of Fighting-types in OU, I've only seen "defensive" Celebi with the moveset of Psychic|Giga Drain|Recover|Thunder Wave, giving Bronzong an easy time handling it. Nasty Plot Celebi normally attempts to boost or attack on the switch, which are both options that Bronzong doesn't really mind. From there, I'll handle Celebi like any other sweeper that Bronzong comes in contact with - hammering it with Gyro Ball and one of its coverage attacks to preserve PP. If Celebi manages to blow past Bronzong, or is carrying HP Fire, then I'll rely on Latios for the revenge kill, as HP Fire normally 2HKOes and Celebi never has anything to hit Latios for at least neutral damage. I've also seen Calm Mind variants of Celebi, but they're much easier to handle due to the obvious lack of power; after the first Calm Mind, I send Tyranitar in to tank whatever Celebi dishes out and KO back with Crunch.
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Chansey: I handle Chansey in the same manner which I handle Blissey. The only difference here is that due to the lack of Leftovers recovery, Chansey is usually forced to heal the turn it switches in because of the amount of damage that my team regularly dishes out. That said, it's not very difficult to figure out my initial switch for Chansey, as variants on more offensive teams commonly carry Thunder Wave and the same is true for Toxic on stall.
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Cloyster: Cloyster is one of the few Pokemon that are still given way too much credit than what they're worth. I, personally, haven't seen many Cloyster, but whenever I catch a glimpse of one in team preview, it's really a simple matter of not spamming Draco Meteor with Latios or locking Terrakion into Weak Attack or Earthquake. Cloyster has a pretty tough time setting up on my team and it's really just a matter of preventing it from getting a free setup. Outside of those means, Cloyster is countered hard by Jellicent before boost (and after, if luck is in my favor) and can still be revenged by Deoxys after.
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Conkeldurr: Game Freak's take on steroid abuse messes this team up pretty badly if I give it the chance to set up, which can happen very often. Upon seeing one in team preview, I'll keep a mental note to never send Bronzong or Tyranitar in thoughtlessly, because both of them can become very easy setup fodder if I allow it. If Conkeldurr gets a boost or two, I'll usually wear it down with whichever Pokemon is of least importance that match and send in Deoxys or Latios for the revenge kill.
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Darmanitan: I only see these guys on sun teams, but they're pretty easy to handle once I've been able to scout their item. Choice Band / LO variants are a bitch to switch into, but lack the speed to be threatening. Choice Scarf Darmanitan on the other hand, lack that much needed power and get completely shat on by Jellicent.
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Deoxys-D: Hm, I didn't think that I'd ever see the day when a Deoxys form dropped down to UU, but hey, Deoxys-D can be a giant roadblock to the average team. With a pretty good Speed stat, Recover, and Taunt, Deoxys can completely shut down Jellicent and Bronzong while causing pretty big problems for the rest of my team due to its great defensive potential. I never really bother trying to counter Deoxys on the rare occasions which I ever see one, but rather, I'll try my hardest to prevent it from doing much by forcing it to recover very often. A task such as that is very possible with Terrakion and Latios spamming Stone Edge and Draco Meteor, respectively. Tyranitar can also wail on Deoxys with Life Orb-boosted Crunches, but I tend to stray away from that, as Tyranitar can be worn down very easily with Toxic + LO recoil.
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Deoxys-S: Hey, it's fast, so logic will tell you that Gyro Ball will wreck its shit. No, really, I simply switch Bronzong in whenever I see a Deoxys - I mean, Tyranitar can just OHKO every variant with Crunch + SS damage, but some people are smart and run Superpower on support Deo - and just Gyro Ball until it's dead. Jellicent, Latios, and my own Deoxys work as pinch checks to offensive variants, as they can take at least one attack and hit back with a KO, given that some extra damage had taken place.
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Doryuuzu: Oh look, it's Doryuuzu! He's arguably the biggest threat to my team and the reason to why I'm considering running a different type of weather. Bronzong is without a doubt my only check to it, meaning that it has to remain in good health until Dory's dead. Other than that, I just have to ensure that no member on my team gives it a free chance to Swords Dance and it's very easy to do that so long as I play Deoxys, Latios, and Terrakion safely.
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Dragonite: Dragonite's moveset can be a bitch to scout at times, but Bronzong usually is my best bet when it comes to figuring out which set my opponent is running. If Dragonite is intended to abuse rain with Hurricane / Thunder, then I'll switch Tyranitar in so sandstorm can do its work and dramatically reduce the accuracy of both attacks. From there, Bronzong, Latios, and even Jellicent can handle the job of taking Dragonite down. DDNite can potentially hurt, but I can usually play around it. If Dragonite dances on the switch to Bronzong, then I'll just HP Ice for comfort and to also scout whether or not its an offensive DDNite. If Dragonite is fairly bulky, it normally lacks the power needed to plow through Jellicent, so I'll just rely on a burn from Will-O-Wisp in order to bring it down; if push comes to shove, however, and Dragonite nets too many boosts after getting burned, I'll just stall it out with Taunt + Recover until Cursed Body activates, and switch from there. (Latios can take on a Dragon Claw-less Dragonite any day while Terrakion can tank a boosted Dragon Claw after Dragonite gets burned and OHKO back with Stone Edge.) CB Nite is what really gives this team problems, as it can take pretty much any hit with Multi-Scale and simply just pound on everything with Outrage. Thankfully enough, CBNite usually leads off a game, giving Bronzong / Latios a pretty big advantage.
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Dugtrio: What a troll. Dugtrio works so well in this metagame if ones intention is complete weather control, but it really has a tough time switching in without something else on its team having been KOed or though a double switch. Dugtrio can effectively trap and kill most of my team if it happens to be banded, but can't switch into much itself, so countering Dugtrio is really a matter of preventing it from switching in safely. Thanks to team preview, though, I know to play very safely if my opponent happens to be carrying one.
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Electivire: The only way Electivire will be ever remotely threatening to my team is if it gets a Speed boost, which can only occur with Deoxys, who OHKOes with Psycho Boost, anyway. Everything else on my team has a solid method of beating on crippling Electivire at least.
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Forretress: Akin to Chansey and Blissey, Forry is handled in a pretty similar way as I handle Nattorei, except with more supportive potential than offensive. Most people use Forretress for Toxic Spikes, as it's normally the first entry hazard it sets up. If that's the case, I'll switch Jellicent in first and Taunt Forry so it can't get up anymore than a single layer of Toxic Spikes, then I'll switch Jellicent out (usually to Tyranitar) and back in before the second layer of Toxic Spikes gets up so he can still stall if it ever needs to.
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Garchomp: Ahahahaha get banned you fuckstick
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Gengar: One of the two remaining OU veterans still poses a significant threat to even my most successful teams. Gengar has a pretty easy time switching in on Jellicent or Terrakion locked into anything but Stone Edge and setting up a substitute. Bronzong is normally my best bet against it, but I have to REALLY play carefully when it comes to SubDisable Gengar. However, because that's Gengar's dominant set, I'll just Gyro Ball with Bronzong once and switch to Deoxys and threaten Gengar with a KO. Every other variant of Gengar is handled by Bronzong very well.
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Gliscor: Latios and Jellicent can take just about any and every attack from Gliscor and both can hit back with 2HKO's. Terrakion can 2HKO with Stone Edge while Gliscor can't OHKO back with Earthquake if I'm ever stuck in such a situation. Oh and LOL Bronzong laughs at Gliscor.
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Gorebyss: FUCK SHELL PASS, but yeah, Deoxys can outpace after a Shell Smash and nail Gorebyss with Thunderbolt for the OHKO. I usually have to scrap Terrakion to a Surf in order to prevent Gorebyss from passing too early, but it's normally worth it to see entire teams shrivel up and crumble due to the lack of their (usually) only Baton Passer.
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Gyarados: It's actually quite rare that I'll ever see a Gyarados, but on the off occasion that my team happens to lock eyes with one, Jellicent is my go-to check for Gyarados. If Jellicent happens to have been weakened or KOed by the time Gyarados switches in, Deoxys and Latios to a lesser extent can check it after a Dragon Dance. RestTalk Gyara are much easier to handle, as they can't harm my team much outside of shuffling with Dragon Tail (which usually doesn't last long anyway with Bronzong being the only Pokemon that can't do much). Jellicent, once again, is my main switch-in for Gyarados in this case, but he has a much easier time due to the lack of power and coverage on Gyara's part.
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Haxorus: At first, I thought that Haxorus was pretty legit, but PK / Jabba's team has shown me how much of a pansy Haxy really is. All this guy really does is sit in the back of a team until all of the steels are gone and that's not gonna happen with Bronzong laughing at Magnezone with Earthquake. That said, every Pokemon on my team is very capable of handling Haxorus offensively, giving CBHaxy a tough time to switch in and do its shit. Scarfed variants are what really destroy this team, as they can net some pretty surprising KOes with surprisingly good Speed. Deoxys can still outpace and KO with Ice Beam though, and Bronzong can sponge a few Outrages, so it's all good. DD Haxorus is seldom used, but it can really wreck my shit if I let it set up. Luckily enough for me, I'll only have to scrap a single Pokemon if it gets to +1 because Deoxys has it going for him like that.
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Heatran: Yeah, Jellicent needs a break, so I normally shift Tyranitar into full gear upon seeing a Heatran in play. Tyranitar can tank a hit, spam Stone Edge, or set up a Dragon Dance later in the game. Latios serves as a nice pivot to absorb Heatran's attacks, which really eases the prediction (AND it also scouts for HP Ice > Dragon Pulse and vice versa!). If Tyranitar's weak, Terrakion and Jellicent can take most variants on without breaking a sweat, but both can be worn down easily if Heatran is carrying an attack that hit them for super effective damage, respectively (i.e, predicted HP Grasses and Earth Powers kind of screw my best secondary switches on Heatran). Defensive variants, like every other defensive threat, gets assmangled by my team, as none of them get past Jellicent or take a hit from Terrakion, who switches in with almost impunity. Bronzong can even take a hit from most defensive Heatran and KO right back with Earthquake.
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Hippowdon: Erp, defensive threats like Hippowdon, how are just nothing short of FAT, really make me wish that I'd posted my second team instead of this one (which is a MUCH better, crappy choice team btw), as the I'd have no problem ramming right through them. With that much out of the way, it should be fairly obvious that Hippowdon needs a bit of manhandling before it goes down, and it can take one or two of my heavier hitters out if I'm not careful. Most Hippowdon are delegated to defensive teams, making Latios my primary switch if SR is up. However, Hippowdon is almost always paired with Eviolite Chansey, which CAN work as a double-edged sword, depending on my opponent's team. If I make a double switch back to Terrakion as Hippowdon switches out, I can go for the 2HKO with Close Combat. Most of the time, though, my opponent is carrying a ghost along with the two aforementioned Pokemon, making it VERY difficult to get a solid hit in. If Stealth Rock isn't up, it's very safe to assume that Hippowdon is carrying it, so I'll try my hardest to lure it in while backtracking to Jellicent in order to prevent rocks from forming up on my side of the field. Outside of those means, Deoxys can do 60%~ with Ice Beam and Bronzong laughs at just about every offensive variant of Hippowdon, so I won't have to rely on two of my best players in order to take it out.
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Hydreigon: Oh look, it's Latios! Oh wait, it's just Hydreigon... All jokes aside, Hydreigon is more of pain to deal with than Latios IMO. A load of inexperienced players use it wrong, or just run LO, which makes it pretty hard to predict at times. One the other hand, the players who DO use Hydreigon correctly mindgame me pretty hard with VERY good coverage and U-turn (though, most of them run Specs anyway, so it's pretty easy to secure my primary switch anyway). Depending on the situation of course, Bronzong is normally my first resulting switch, as it tanks Draco Meteors all day and doesn't mind a U-turn or Focus Blast. From there, it's really just a matter of prediction, as one Fire Blast can completely ruin me if I mispredict.
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Infernape:
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Jellicent:
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Jirachi:
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Jolteon:
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Kingdra:
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Kyurem:
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Landorus:
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Latias:
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Latios:
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Lucario: Lucario is and will always be my favorite Pokemon of all time, but can't really do much to my team. Bronzong and Latios can soak up his attacks pretty well and both can hit back with an OHKO after some residual damage has taken place, making them this team's most reliable checks to Luke. Terrakion resists Extremespeed and can take a +2 Vacuum Wave under sandstorm, so it's usually my first switch-in for a revenge kill. Deoxys can revenge Lucario in a pinch so long as it doesn't have a / isn't SD.
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Machamp: Jellicent doesn't laugh at predicted Paybacks, but he really shits on Machamp thanks to the speed investment and No Guard. Latios and Bronzong can take a hit or two, but both generally suck as checks, as they have a pretty solid chance of losing to confusion.
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Magnezone: Yeah, I can't really counter something that switches in primarily to trap Bronzong or revenge kill - and because Bronzong can punish greedy Magnezone with Earthquake, I really don't worry much whenever I see one in team preview. Aside from preventing Maggy from switching in, I tend to fall back on Latios and Tyranitar as checks due to their respectable Special Defense.
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Metagross:
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Mew: Mew desperately needs more love, as it's nothing but an absolute bitch to this team. Defensive variants shut down most of my team, forcing me to rely on Tyranitar as my safest "check" to it. Baton Passing Mew, which are much more common from my experience, can set up on pretty much everything but Tyranitar, Terrakion, and if my opponent isn't expecting taunt, Jellicent, but are generally much easier to handle due to the lack of Will-O-Wisp and Recover. Nasty Plot Mew sets up on less members of this team, but can be a huge problem if left unattended. Seriously people, fuck Espeon, use Mew.
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Mienshao: Finally, here's a solid reason to why Medicham should never curse OU with its presence. Mienshao can be a bit troubling at times due to it U-turning everywhere, but Jellicent is always my first and most reliable switch-in to it. Jellicent will cause Mienshao to stray away from using Hi Jump Kick and takes very little damage from the rest of Mienshao's attacks, which is really all I need in order to keep this thing in check. If Jellicent's down, lol, the rest of my team handles Mienshao very well due almost each member outpacing and OHKOing it.
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Nattorei: Nattorei is just another defensive threat that "tries to counter everything". Latios can lure it in and 2HKO Nattorei with HP Fire while Tyranitar has a knack for surprising quite a few of them with a boosted Fire Punch and if I can lure Nattorei into Leech Seeding, Terrakion can switch in and scare it out. Jellicent can stall Nattorei out so long as my luck is terribad. As I've said before, Nattorei's typing is its own weakness - it's either walled or hit for SE damage easily - so keeping it under ropes is normally pretty easy.
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Ninetales: Sun teams are pretty easy to handle so long as I keep Tyranitar safe from harm. Spamming Close Combat usually ensures that SOMETHING dies and from there, it's just a simple switch to Bronzong and back to Tyranitar in order to get sandstorm up. Ninetales itself is pretty weak without Specs, so I normally just scout for those first by switching to Jellicent and moving from there.
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Politoed: Poiltoed gets raped by Jellicent and if it's choiced, then Latios works very well as my switch-in for it. As for rain teams in general, with the lack of Swift Swim sweepers to abuse, this team fares well against opposing teams what rely on rain to net the advantage. Bronzong checks Tornadus and Dragonite very well while Tyranitar can switch into predicted Thunders and Hurricanes and drop their accuracy down to a laughable 50%. Jellicent works wonders against rain stall, especially vs Toxicroak, as it can stall the lot of them out with Taunt + Cursed Body + burn. Latios can't switch into Hurricanes directly, nor can it take repeated boosted Water-type attacks, but he can switch switch in at least once and mess something up pretty badly with Draco Meteor or Grass Knot. Deoxys is normally my last resort vs rain, but it can end a game pretty easily with just Thunderbolt and Ice Beam, thanks to the large amount of rain teams being BoltBeam weak.
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Porygon2:
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Raikou:
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Reuniclus:
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Rotom-W:
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Salamence:
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Sawsbuck:
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Scizor:
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Scrafty:
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Sharpedo:
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Shaymin:
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Sigilyph:
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Skarmory:
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Slowbro:
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Snorlax:
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Starmie:
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Suicune: Another one of my favorites gets dickhandled by my team pretty easily. Jellicent and Latios take a huge shit on most Suicune while Deoxys and Terrakion can take an attack and ram through Suicune with Thunderbolt and Close Combat, respectively. Seriously, I've never seen a Suicune play past Jellicent without getting raped by Cursed Body + Taunt nor have I seen one beat Latios one on one without dieing to repeated Grass Knots. Offensive CM variants give Jellicent and Latios problems due to the freedom in coverage and extra power, but can be handled in the same manner much more easily due to the lack of recovery.
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Swampert:
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Tentacruel:
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Terrakion:
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Thundurus: Waiting until this fucker becomes Uber so I can update this team with Gliscor >>>>> Deoxys. Yes, Deoxys and Latios are my best "CHECKS" to Thundurus (implying that nothing on my team is really safe when it switches in).
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Tornadus:
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Toxicroak:
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Tyranitar:
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Vaporeon:
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Venusaur:
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Victini:
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Virizion:
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Volcarona:
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Whimsicott:
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Wobbuffet:
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Xatu:
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Zapdos:
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Zoroark: My team has a fairly easy time dealing with all of my favorite Pokemon and Zoroark is no exception. While Illusion makes playing against Zoroark so much fun, there's just so little reward for my opponent to reap from the surprise factor. Thanks to entry hazards and Zoroark's pretty unique movepool, it's not very hard to determine weather or not I'm facing an illusion. For example, Volcarona only shares Flamethrower and U-turn with Zoroark and its Fire/Bug typing ensures that 50% of its HP gets chipped off by Stealth Rock. There are other multiple instances in which Zoroark is easily revealed, ranging from damage reliant on the item it's holding - such as Tyranitar's LO Flamethrower doing "too much" damage - to something as simple as Doryuuzu using Nasty Plot. Regarding counters for Zoroark, Terrakion and Tyranitar are normally my best bets, followed up by Bronzong if Nasty Plot and / or Flamethrower is present.
 
hey, nice team, just one thing i suggest. I have used a near identical Deoxys set, its really amazing, most poeple just think he carries screens and hazards, but i would make two changes. First, it doesnt really need 252 speed EV's, i think 244 or 240 will still outspeed 252 jolly scarf garchomp, and really, there's not much faster than that that would be too much of a threat (looking at ninjask). And instead of psycho boost i would give it HP fire, trust me, it really completes an anti-metagame look being able to hit ferro/forre/scizor looking to switch into thunderbolt or ice beam. Psycho boost is powerful and stab, but the -2 special attack forces u to switch and deoxys really is too frail to switch in and out often. I think the pyschic typing would scare away fighting types anyway before you could hit them with pyscho boost. plus with Hp fire you cover all 4 of the major 4x weaknesses in the metagame, from dragons with ice, gyrados (rare but still can hit skarmory) with thunderbolt, ferro/forry/scizz with fire and tyranitar
 
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