Goal: Use the move metronome as many times as possible.
Effect: People often ragequit for no reason. Though sometimes it is for a reason, like when my Clefable uses blue flare on their scizor. 99/100 times I use a splash-substitute instead.
Rules: Other moves are only for the purpose of being able to use metronome more. Thus, toxic is banned, but will-o-wisp is not, as it lowers their attack.
Jirachi @ Light Clay
Ability: Serene Grace
EVs: 252 HP / 252 Spd / 4 Def
Timid Nature
- Metronome
- Reflect
- Light Screen
- Stealth Rock
My lead. I find screens help me perform my noble task well. I often set up rocks for the residual damage of the enemy switching due to the inherent confusion on what I'm doing. I tend to use it mostly to support other nomers but sometimes it'll get its chance to shine with Serene grace doubling the chances of secondary effects from moves.
Clefable @ Leppa berry
Ability: Unaware
EVs: 60 SDef / 252 HP / 196 Def
Sassy Nature
- Metronome
-Aromatherapy Cosmic Power
-Moonlight Rest
-Encore Lucky Chant
Most teams tend to start setting up or doing random stuff so I like to encore whatever they do and metronome away. If they stay in with a stat-booster I switch to Hariyama for 2nd iteration of encored move and use whirlwind on 3rd. Aromatherapy helps me deal with unfortunate status problems that might prevent me from nome'ing. The ability unaware is vital as it helps me stall out attackers with moonlight, encore without much worry, and metronome longer when all hope is lost for my team. Magic guard would be pretty useless as I have aromatherapy + defog on my team. Clefable has problems with multiple uses of things like overheat, as unaware makes it always do high damage, but most people don't realize it's unaware. Note that unaware+softboiled isn't allowed, hence moonlight.
As suggested by Thelostrune, I am going with cosmic power and metronome. Rest gives me an immunity to toxic, while cosmic power, lucky chant, and unaware let me wall all damage ever (hopefully). I slowly use as many metronomes as I can. Work-up is probably a superior option for sweeping over lucky chant, but I'm more interested in using all the metronomes I can.
Hariyama @ Red Card
Ability: Thick Fat
EVs: 40 SDef / 248 HP / 220 Def
Relaxed Nature
- Metronome
- Whirlwind
- Rest
- Sleep Talk
My phazer and sleep talker. If enemy leads with sleeper I switch to Hariyama of course. Think you can setup while I'm sleeping? Nope. It also gives me a nice sleep clause immunity for my other pokes often & works well as an emergency phazer with Red Card. Sheer force isn't compatible with Metronome, but Thick Fat is nice for resisting common special attacks that have been boosted for the Red Card switch.
Poliwrath @ Chesto berry
Ability: Water Absorb
EVs: 184 Def / 252 HP / 72 SDef
Impish Nature
- Metronome
-Attract Rest
- Haze
- Circle Throw
My single pokemon that is technically allowed to deal with taunt, as it's a phazing move. Haze is also useful and sometimes I want to show the enemy my love with attract. Encore conflicts with Metronome unfortunately. I am considering Rest+Chesto over attract. Doesn't tend to live super long. Note that showdown gives all pokemon random genders. I'm not sure if one gender is more common than the other. You see that hypnotizing spiral? It makes things fall in love <3
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Metronome
- Trick Room
- Pain Split
- Will-O-Wisp
My real tank of the team. Fears knock off, but does surprisingly well even when it happens. Takes ~30% from knock off before and after it's happened. Pain split tends to let me metronome at least one thing to death. Will-o-wisp for longevity of course. Often gets some stat-ups from things like geomacy and bulk up. Then it proceeds to use water gun and parting shot to the opponent's confusion.
Mew @ Starf Berry
Ability: Synchronize
EVs: 140 SDef / 252 HP / 116 Def
Calm Nature
- Metronome
- Baton Pass
-Soft-Boiled Heal Bell
- Defog
Defog user in case of ridiculous amount of hazards. Setup sweeper with starf berry (random stat+2 when <25% hp) and metronome. Baton pass to let something take advantage of that, and soft-boiled to heal. I'm considering switching Mew with a Togekiss. Togekiss is more resistant to Knock-off and common dark/ghost moves, though it is weak to Ice, Elec, Rock, Steel, and Poison. Immunity to spikes/toxic/web for weakness to SR. My team resists Togekiss' weaknesses better, though I see mew as overall better.
Not-a-threat:
Ditto is the one pokemon I can beat pretty much every time! Hurray.
Threats: Everything else, though I try to minimize their advantage.
General: Taunt shuts my stuff down. I switch pokemon to try and scare the opponent into switching or thinking I have a super-effective move & not using taunt.
Knock-off is an annoying move that can be hard to deal with. Clefable generally resists pokemon that use this.
Special sweepers with a psychic move (not that common) destroy both my phazers. Clefable tends to do well against these, though once it goes down, I've got nothing. I try to use light screen and get Red Card to force a swap. Or Metronome with clefable to damage stuff, while ignoring calm mind SpD boosts.
Substitute is hard to deal with as I can only Whirlwind it away or use Metronome until it breaks. So common subbers like Breloom are bad.
Things with high attack and low defense give me lots of problems since my attacks are very unreliable.
Aegislash gives me problems, being immune to many of metronome's moves and being able to deal with psychic and fairy types. Poliwrath can haze set-up attempts and use metronome, but he doesn't have a recovery method, and I don't like to waste Hariyama's red card against Aegislash.
Bisharp also gives me problems, especially when Metronome decides to use Tail Whip and give it a free boost.
Greninja is a major problem. None of my pokemon are good enough against special attacks imo.
Mega-Alakazam traces Clefable's unaware, which means Clefable can be destroyed quickly. My main hope is to use Jirachi's metronome. Dusclops tends to scare it off.
Mega-Charizard Y.
Talonflame is something I have trouble preventing setup with. Immune to will-o-wisp and destroys my screens Jirachi. Brave bird on my 2 phazers. I can Red Card it with Jirachi -> Hariyama switch, and if I have rocks up, I can sometimes even kill one with Dusclops or Clefable.
Mega-Pinsir also destroys my phazers. Dusclops can burn it though, so it isn't that bad.
Please suggest some improvements I could make to my team. Remember, the goal is to use metronome the highest # of times.
Here's a 6-0 replay: http://replay.pokemonshowdown.com/ou-103995465
Effect: People often ragequit for no reason. Though sometimes it is for a reason, like when my Clefable uses blue flare on their scizor. 99/100 times I use a splash-substitute instead.
Rules: Other moves are only for the purpose of being able to use metronome more. Thus, toxic is banned, but will-o-wisp is not, as it lowers their attack.

Jirachi @ Light Clay
Ability: Serene Grace
EVs: 252 HP / 252 Spd / 4 Def
Timid Nature
- Metronome
- Reflect
- Light Screen
- Stealth Rock
My lead. I find screens help me perform my noble task well. I often set up rocks for the residual damage of the enemy switching due to the inherent confusion on what I'm doing. I tend to use it mostly to support other nomers but sometimes it'll get its chance to shine with Serene grace doubling the chances of secondary effects from moves.

Clefable @ Leppa berry
Ability: Unaware
EVs: 60 SDef / 252 HP / 196 Def
Sassy Nature
- Metronome
-
-
-
As suggested by Thelostrune, I am going with cosmic power and metronome. Rest gives me an immunity to toxic, while cosmic power, lucky chant, and unaware let me wall all damage ever (hopefully). I slowly use as many metronomes as I can. Work-up is probably a superior option for sweeping over lucky chant, but I'm more interested in using all the metronomes I can.

Hariyama @ Red Card
Ability: Thick Fat
EVs: 40 SDef / 248 HP / 220 Def
Relaxed Nature
- Metronome
- Whirlwind
- Rest
- Sleep Talk
My phazer and sleep talker. If enemy leads with sleeper I switch to Hariyama of course. Think you can setup while I'm sleeping? Nope. It also gives me a nice sleep clause immunity for my other pokes often & works well as an emergency phazer with Red Card. Sheer force isn't compatible with Metronome, but Thick Fat is nice for resisting common special attacks that have been boosted for the Red Card switch.

Poliwrath @ Chesto berry
Ability: Water Absorb
EVs: 184 Def / 252 HP / 72 SDef
Impish Nature
- Metronome
-
- Haze
- Circle Throw
My single pokemon that is technically allowed to deal with taunt, as it's a phazing move. Haze is also useful and sometimes I want to show the enemy my love with attract. Encore conflicts with Metronome unfortunately. I am considering Rest+Chesto over attract. Doesn't tend to live super long. Note that showdown gives all pokemon random genders. I'm not sure if one gender is more common than the other. You see that hypnotizing spiral? It makes things fall in love <3

Dusclops @ Eviolite
Ability: Pressure
EVs: 252 Def / 252 HP / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Metronome
- Trick Room
- Pain Split
- Will-O-Wisp
My real tank of the team. Fears knock off, but does surprisingly well even when it happens. Takes ~30% from knock off before and after it's happened. Pain split tends to let me metronome at least one thing to death. Will-o-wisp for longevity of course. Often gets some stat-ups from things like geomacy and bulk up. Then it proceeds to use water gun and parting shot to the opponent's confusion.

Mew @ Starf Berry
Ability: Synchronize
EVs: 140 SDef / 252 HP / 116 Def
Calm Nature
- Metronome
- Baton Pass
-
- Defog
Defog user in case of ridiculous amount of hazards. Setup sweeper with starf berry (random stat+2 when <25% hp) and metronome. Baton pass to let something take advantage of that, and soft-boiled to heal. I'm considering switching Mew with a Togekiss. Togekiss is more resistant to Knock-off and common dark/ghost moves, though it is weak to Ice, Elec, Rock, Steel, and Poison. Immunity to spikes/toxic/web for weakness to SR. My team resists Togekiss' weaknesses better, though I see mew as overall better.
Not-a-threat:

Ditto is the one pokemon I can beat pretty much every time! Hurray.
Threats: Everything else, though I try to minimize their advantage.
General: Taunt shuts my stuff down. I switch pokemon to try and scare the opponent into switching or thinking I have a super-effective move & not using taunt.
Knock-off is an annoying move that can be hard to deal with. Clefable generally resists pokemon that use this.
Special sweepers with a psychic move (not that common) destroy both my phazers. Clefable tends to do well against these, though once it goes down, I've got nothing. I try to use light screen and get Red Card to force a swap. Or Metronome with clefable to damage stuff, while ignoring calm mind SpD boosts.
Substitute is hard to deal with as I can only Whirlwind it away or use Metronome until it breaks. So common subbers like Breloom are bad.
Things with high attack and low defense give me lots of problems since my attacks are very unreliable.

Aegislash gives me problems, being immune to many of metronome's moves and being able to deal with psychic and fairy types. Poliwrath can haze set-up attempts and use metronome, but he doesn't have a recovery method, and I don't like to waste Hariyama's red card against Aegislash.

Bisharp also gives me problems, especially when Metronome decides to use Tail Whip and give it a free boost.

Greninja is a major problem. None of my pokemon are good enough against special attacks imo.

Mega-Alakazam traces Clefable's unaware, which means Clefable can be destroyed quickly. My main hope is to use Jirachi's metronome. Dusclops tends to scare it off.

Mega-Charizard Y.

Talonflame is something I have trouble preventing setup with. Immune to will-o-wisp and destroys my screens Jirachi. Brave bird on my 2 phazers. I can Red Card it with Jirachi -> Hariyama switch, and if I have rocks up, I can sometimes even kill one with Dusclops or Clefable.

Mega-Pinsir also destroys my phazers. Dusclops can burn it though, so it isn't that bad.
Please suggest some improvements I could make to my team. Remember, the goal is to use metronome the highest # of times.
Here's a 6-0 replay: http://replay.pokemonshowdown.com/ou-103995465
Code:
Jirachi @ Light Clay
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Metronome
- Reflect
- Light Screen
- Stealth Rock
Dusclops @ Eviolite
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature
IVs: 0 Spd
- Metronome
- Trick Room
- Pain Split
- Will-O-Wisp
Poliwrath @ Chesto Berry
Ability: Water Absorb
EVs: 252 HP / 184 Def / 72 SDef
Impish Nature
- Metronome
- Rest
- Haze
- Circle Throw
Mew @ Starf Berry
Ability: Synchronize
EVs: 252 HP / 116 Def / 140 SDef
Calm Nature
- Metronome
- Baton Pass
- Heal Bell
- Defog
Hariyama @ Red Card
Ability: Thick Fat
EVs: 248 HP / 220 Def / 40 SDef
Relaxed Nature
- Metronome
- Whirlwind
- Rest
- Sleep Talk
Clefable @ Leppa Berry
Ability: Unaware
EVs: 252 HP / 188 Def / 68 SDef
Sassy Nature
- Metronome
- Lucky Chant
- Rest
- Cosmic Power
Last edited: