Team ParaHax (OU RMT)
Hey guys, I've been trying to build a few teams that have more focus and purpose than my last few teams. With this team I think I'm onto something, but I'm missing a few key elements to make this team tick. This team was largely inspired by obi's "We are the Machampions" team, but I felt his more defensive/balanced approach didn't fit my style, and that Bulky Offensive was the way to go in the metagame.
Hey guys, I've been trying to build a few teams that have more focus and purpose than my last few teams. With this team I think I'm onto something, but I'm missing a few key elements to make this team tick. This team was largely inspired by obi's "We are the Machampions" team, but I felt his more defensive/balanced approach didn't fit my style, and that Bulky Offensive was the way to go in the metagame.
Team at a Glance






Changes in Bold
Gotcha!
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/8 Atk/216 Def/32 Spd
Impish nature (+Def, -SAtk)
- Wish
- Iron Head
- Body Slam
- Stealth Rock
---
Ripped almost directly from obi's team, with the notable exception of switching out Zen Headbutt for Iron Head, which is more effective in this metagame. The great thing about this lead is a lot of people mistakenly assume its Scarfed and make terrible switches as I proceed to Body Slam them. Body Slam in and of itself makes this set work allowing my other sweepers better chances to sweep, or even giving me a chance to do a pseudo Wish/Protect with Iron Head Flinches. Stealth Rock rounds out the set. Against Azelf leads I usually just Body Slam on the Taunt or Stealth Rock, then proceed to Flinch Hax to death if I get the Paralysis, same for Aerodactyl. There are other leads I don't do well against, including Metagross and Roserade, so I sometimes have to switch out, however in Roserades case they often assume its scarfed so I can sometimes force a switch. I often have to make sure to not sacrifice Jirachi too early as he is very useful later in the match
Trapper Keeper
Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Hidden Power [Grass]
- Thunderbolt
- Explosion
---
I use Magnezone for 2 reasons. 1, to be able to trap steels hampering my Latias and Salamence, and 2 to have a pokemon to fill out some of the type weaknesses in the team and have synergy with Mence. This gives me game against LeadPert (Switch to Salamence on the Earthquake, switch to Magnezone on the Ice Beam, OHKO with Grass Knot.). Explosion helps me with Blissey who like to come in and try to wall me and my team. and Substitute can help me get off an attack on whatever comes in on me after I finish my trap.
Seeing Stars
Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/128 Atk/128 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Payback
- Substitute
---
No Guard Machamp has always been one of my favorite pokemon conceptually. Dynamic Punch hits so hard on the majority of pokemon its hard to switch in. Combine that with confusion, and there are no true counters (sans Own Tempo Slowbro). I opted for the Substitute set unlike obi because I figured I'd be able to pass wishes to Machamp. If I get Paralysis support for Machamp there is a very low likely hood of the defending pokemon being able to get an attack off. Payback can hit hard on Rotom, Latias, and Starmie among others and Stone Edge is for extra coverage against things like Gyarados and Salamence.
The Right Choice
Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 216 HP/252 Spd/42 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Trick
- Thunderbolt
---
Choice Scarf Rotom gives me game against Gyarados much like Porygon2 did, but doesn't force me to be wrecked by opposing Lucario. One thing is that it does make it harder against opposing Mence if they are Dragon Dancers. However this also gives me another way to cripple Blissey by handing it a Scarf. I can also hurt opposing Latias with Shadow Ball, as well as have a useful Fighting and Ground immunities. The guys at #RateMyTeam suggested the spread for added bulkiness, but the drop in power is sometimes a pain in the butt.
The Lure
Latias (F) @ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Surf
- Recover
Latias made its way on the team in large part due to its great resistances that complimented my team in its earlier versions, though it could very well be one of the weaker links to the team as the other members have been swapped around a lot more. The Calm Mind set can come in later in the game, especially if Blissey has been dealt with. Recovery allows for more staying power and for me to repeatedly switch into attacks
A Mason's Worst Nightmare
Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Roost
- Earthquake
- Outrage
- Dragon Dance
---
The guys at #RateMyTeam suggested a recovering Dragon Dance Salamence. This allows me to switch in multiple times into stealth rock and threaten my opponent. Late game this guy can pack a wallop especially if their scarfer is down. Adamant is for extra power because no one is going to send anything in that doesn't out speed the Timid version anyways.
Former Team Members
Gotcha!

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP/8 Atk/216 Def/32 Spd
Impish nature (+Def, -SAtk)
- Wish
- Iron Head
- Body Slam
- Stealth Rock
---
Ripped almost directly from obi's team, with the notable exception of switching out Zen Headbutt for Iron Head, which is more effective in this metagame. The great thing about this lead is a lot of people mistakenly assume its Scarfed and make terrible switches as I proceed to Body Slam them. Body Slam in and of itself makes this set work allowing my other sweepers better chances to sweep, or even giving me a chance to do a pseudo Wish/Protect with Iron Head Flinches. Stealth Rock rounds out the set. Against Azelf leads I usually just Body Slam on the Taunt or Stealth Rock, then proceed to Flinch Hax to death if I get the Paralysis, same for Aerodactyl. There are other leads I don't do well against, including Metagross and Roserade, so I sometimes have to switch out, however in Roserades case they often assume its scarfed so I can sometimes force a switch. I often have to make sure to not sacrifice Jirachi too early as he is very useful later in the match
Trapper Keeper

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 172 HP/84 Spd/252 SAtk
Modest nature (+SAtk, -Atk)
- Substitute
- Hidden Power [Grass]
- Thunderbolt
- Explosion
---
I use Magnezone for 2 reasons. 1, to be able to trap steels hampering my Latias and Salamence, and 2 to have a pokemon to fill out some of the type weaknesses in the team and have synergy with Mence. This gives me game against LeadPert (Switch to Salamence on the Earthquake, switch to Magnezone on the Ice Beam, OHKO with Grass Knot.). Explosion helps me with Blissey who like to come in and try to wall me and my team. and Substitute can help me get off an attack on whatever comes in on me after I finish my trap.
Seeing Stars

Machamp (M) @ Leftovers
Ability: No Guard
EVs: 252 HP/128 Atk/128 Spd
Adamant nature (+Atk, -SAtk)
- Dynamicpunch
- Stone Edge
- Payback
- Substitute
---
No Guard Machamp has always been one of my favorite pokemon conceptually. Dynamic Punch hits so hard on the majority of pokemon its hard to switch in. Combine that with confusion, and there are no true counters (sans Own Tempo Slowbro). I opted for the Substitute set unlike obi because I figured I'd be able to pass wishes to Machamp. If I get Paralysis support for Machamp there is a very low likely hood of the defending pokemon being able to get an attack off. Payback can hit hard on Rotom, Latias, and Starmie among others and Stone Edge is for extra coverage against things like Gyarados and Salamence.
The Right Choice

Rotom-h @ Choice Scarf
Ability: Levitate
EVs: 216 HP/252 Spd/42 SAtk
Timid nature (+Spd, -Atk)
- Overheat
- Shadow Ball
- Trick
- Thunderbolt
---
Choice Scarf Rotom gives me game against Gyarados much like Porygon2 did, but doesn't force me to be wrecked by opposing Lucario. One thing is that it does make it harder against opposing Mence if they are Dragon Dancers. However this also gives me another way to cripple Blissey by handing it a Scarf. I can also hurt opposing Latias with Shadow Ball, as well as have a useful Fighting and Ground immunities. The guys at #RateMyTeam suggested the spread for added bulkiness, but the drop in power is sometimes a pain in the butt.
The Lure

Latias (F) @ Leftovers
Ability: Levitate
EVs: 4 HP/252 Spd/252 SAtk
Timid nature (+Spd, -Atk)
- Calm Mind
- Dragon Pulse
- Surf
- Recover
Latias made its way on the team in large part due to its great resistances that complimented my team in its earlier versions, though it could very well be one of the weaker links to the team as the other members have been swapped around a lot more. The Calm Mind set can come in later in the game, especially if Blissey has been dealt with. Recovery allows for more staying power and for me to repeatedly switch into attacks
A Mason's Worst Nightmare

Salamence (M) @ Life Orb
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk, -SAtk)
- Roost
- Earthquake
- Outrage
- Dragon Dance
---
The guys at #RateMyTeam suggested a recovering Dragon Dance Salamence. This allows me to switch in multiple times into stealth rock and threaten my opponent. Late game this guy can pack a wallop especially if their scarfer is down. Adamant is for extra power because no one is going to send anything in that doesn't out speed the Timid version anyways.
Type Chart
A Look Back

A Look Back






Thanks to the guys in #RateMyTeam for helping me fine tune this team
Former Team Members
The Niche
Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Ice Beam
- Thunderbolt
- Thunder Wave
- Recover
---

Porygon2 @ Leftovers
Ability: Trace
EVs: 252 HP/216 Def/40 SAtk
Bold nature (+Def, -Atk)
- Ice Beam
- Thunderbolt
- Thunder Wave
- Recover
---