Introduction:
The Final Conflict is the second of the two teams that Ciaran and I created in CALibur round 2. It's an extremely powerful Bulky Offense team that reached as high as 1467 on the Smogon Ladder. 1467 is extremely high for my standards, and I am very happy on that accomplishment. I have used this team for a while now (since the beginning of December), and feel that it's time for this team to be retired, but may make a comeback due to its great success. I have used this team sort of like I would use a Hyper Offense team. It has massive power, and therefore can do such a task. Every type is resisted at least twice, which allows for survival, and the use of Hyper Offense's greatest traits. Its core is made up of the bulkiest and strongest OU threats in the metagame, at least in my opinion, Gyarados and Magnezone.These two have perfect synergy and councter each other's counters nicely.
Team Building:


Magnezone and Gyarados provide an excellent core for a Bulky Offense team, defeating OU's biggest threats, such as Celebi, Gyarados (without Earthquake), Magnezone, Forretress, Skarmory, some variations of Jirachi, and Scizor. They have perfect synergy and can function outstanding together.



Our next plan of action was to add a Pokemon with great coverage that could also check Salamence and Infernape. Starmie was the obvious choice because not only could he do massive damage to both aforementioned threats, but also serve as an effective Rapid Spinner and lead.




Ciaran and I felt that Salamence was still running rabid over my team, despite the addition of Starmie. Scizor was added to provide more insurance to this, as he could easily revenge Salamence with a little prior damage. This also gave me a Celebi check, bar Hidden Power Fire, and a Cresselia, Latias, and Gengar check. Gyarados could also be revenged with his moveset.





I looked at my team and came to the conclusion that it was generally very slow. I needed something that could outspeed base 130s and other Pokemon carrying a Choice Scarf. I also needed something that had synergy with the rest of my team. I chose Latias. She fit these requirements exceptionally. She has not only the power, but the speed required to fill in the gaps of my team.






The final member took Ciaran and I a while to conjure up. I suggested a Metagross, mainly for his ability to set up Stealth Rock, and Ciaran complied, with the requirement that he needed a Shuca Berry to kill off Tyranitar easier. I liked this set because it supplies a fourth Salamence check, and could blow up on misc. other threats. That sealed the deal to allow for The Final Conflict to end.
Type Chart:

A Closer Look:

Starmie @ Life Orb
Natural Cure
252Spd, 252SAtk, 4Def
Timid Nature (+Spd, -Atk)
-Hydro Pump- Hydro Pump is a great move to have on Starmie, despite it's mediocre 80% accuracy. It has massive power, and when equipped with a Life Orb, can OHKO many threats in OU, and even doing ~35% to standard Blissey. This move is very beneficial to my team, which checks Infernape, Heatran, and various other Fire, Ground, and Rock-types.
-Thunderbolt- Thunderbolt allows for the ability to revenge Gyarados, and threaten Skarmory if my opponent is stupid enough to stay in.
-Ice Beam- Ice Beam is great for the revenging of Salamence, and is often forgotten on Starmie. It also does enormous damage to Roserade, one of OU's most common leads. This move is the final attacking move on this set, and when grouped with the other three, nothing resists the combination of Water, Ice, and Electric besides Shedinja, which Stealth Rock eliminates on entry.
-Rapid Spin- Starmie isn't a suicide lead that most of you may think he is. He usually take out 1-2 Pokemon at the maximum and then returns to clear the field of my opponent's Entry Hazards. This allows for Gyarados to enter safely after the Stealth Rocks are cleared.

Natural Cure
252Spd, 252SAtk, 4Def
Timid Nature (+Spd, -Atk)




Why use Starmie?
Starmie has the ability to clear the field of Stealth Rock and other Entry Hazards, which my team doesn't appreciate too much. He also has the speed and power to revenge some of the biggest threats in OU, Gyarados, Infernape, and Salamence. With his excellent type coverage, not much can safely come into the Water, Ice, and Electric-type combination, live to take another hit, and wall this set completely. Those that do (Blissey) are easily handled by the other members of my team. That brings another point across; synergy. His overall synergy with my team is outstanding, and is what Ciaran and I wanted: something that could take out the aforementioned threats and maintain such precious synergy.
Starmie has the ability to clear the field of Stealth Rock and other Entry Hazards, which my team doesn't appreciate too much. He also has the speed and power to revenge some of the biggest threats in OU, Gyarados, Infernape, and Salamence. With his excellent type coverage, not much can safely come into the Water, Ice, and Electric-type combination, live to take another hit, and wall this set completely. Those that do (Blissey) are easily handled by the other members of my team. That brings another point across; synergy. His overall synergy with my team is outstanding, and is what Ciaran and I wanted: something that could take out the aforementioned threats and maintain such precious synergy.
Lead Comparison:

Metagross @ Shuca Berry
Clear Body
252Hp, 80Atk, 176SDef
Adamant Nature (+Atk, -SAtk)




Why use Metagross?
When Ciaran and I were creating this team, we realized that there was no Stealth Rock setters anywhere. I proposed a Metagross because of his massive power, ability to set up Stealth Rock, ability to check Mence, Tyranitar, and Latias, and because of his overall bulk. To check the aforementioned threats a little bit easier, Ciaran proposed using a Shuca Berry, and I complied. Metagross here can survive a Hippowdon's Earthquake no problem, a +2 Salamence's Earthquake while it does a minor 62-73% to him with his Shuca Berry intact. Metagross can also live a Choice Banded Tyranitar's Earthquake 100% of the time as it does only 81-95% to him, while Meteor Mash is a sure OHKO.

Latias @ Choice Scarf
Levitate
252Spd, 252SAtk, 4Hp
Timid Nature (+Spd, -Atk)




Why Use Latias?
Ciaran and I needed a Pokemon that could revenge the fastest threats in OU, maintain Offensive and Defensive synergy, and be the best counter to MixApe. Only one Pokemon fit the bill; Latias. Latias' pure power, and 525 speed after the Choice Scarf boost is only outsped by Pokemon with 111 base speed or higher. Those that actually use a Choice Scarf with a base 110 and above Speed (Starmie) are easily defeated by Latias. Not only Latias quickly dispose of Infernape and Salamence, but she also gets rid of Heatran and Rotom-A (which is one of this team's biggest threats). She, in my own views is this team's MVP, as she eliminates my team's biggest threats.

Scizor @ Choice Band
Technician
252Atk, 248Hp, 10SDef
Adamant Nature (+Atk, -SAtk)




Why Use Scizor?
Ciaran and I chose Scizor here for a few reasons: One, we needed an extra Salamence and Tyranitar check, as they are great threats in the OU metagame. That was accomplished greatly by Scizor. Next, we needed something that could dish out powerful priority. Once again, Scizor stepped up to the plate. Finally, I wanted something that could scout out my opponent's moves and use them to my advantage in the simplest way possible; U-Turn. Not only does Scizor check and beat many of OU's biggest threats, but also provides my core, Gyarados and Scizor, perfect synergy to go with his power. In the time I've used this team, the only think that can honestly say they counter this set is Skarmory, Rotom-H, and Zapdos. Luckily, all but Rotom-H is handled nicely by the rest of my team (Although, he can be worked around with a little bit of glorified guess work). I love spamming U-Turn to get the type advantage. Scizor is a definite spot on this team for that ability to keep my opposition on their feet.

Tyranitar @ Babiri Berry
Sand Stream
252Atk, 252Spd, 4Hp
Jolly Nature (+Spd, -SAtk)




Why Use Tyranitar?
Dragon Dance Babir Berry Tyranitar ftw. I have been using this guy in replace of Magnezone for a few reasons. Reason number one is that Magnezone was just dead weight, as Scizor wasn't really a problem. Reason two is that he allows for the check of the Rotom Appliances and Zapdos. Those two originally gave me some major problems, but as of now, not so much. I usually use Tyranitar as a mid game sweeper, clearing the place for Gyarados to clean up. I can't tell you how many times out of the few times I've used him in battles that he swept entire teams. Jolly nature is for the outspeeding of Infernape after a Dragon Dance, while still gaining some key KO's that Gyarados likes.

Gyarados @ Leftovers
Intimidate
252Atk, 88Def, 168Spd
Jolly Nature (+Spd, -SAtk)




Why Use Gyarados?
Gyarados is the Pokemon I asked Ciaran to build a team around. He works exceptionally well on a Bulky Offense team, and therefore should be partnered with Magnezone, as they work extremely well together. He not only has access to a stat boosting move in Dragon Dance, but also has great defensive typing, being only hit for Super Effective damage by Electric and Rock-type attacks. The former is so underused in the OU metagame, and those that do use Rock-type attacks, namely Stone Edge, are usually of typing that is hit Super Effectively by Water-type attacks. Gyarados is usually used as my mid to late game sweeper, and comes in on the likes of Scizor, if Magnezone is somehow dead.
Major Threats

