Now that I have some time in my hands, I will present the team I used in the final, along with some of the "clause-abusing" sets I liked the most during this tournament.
First of all, the team,
Rainy (Holy?) Trinity
Crobat @ Damp Rock
Inner Focus - Jolly nature
EVs: 168 HP/88 Def/252 Spe
- Rain Dance
- Taunt
- Roost
- U-turn
I always had a soft spot in my heart for the "goddamn purple bat" (credits to Heysup for the nickname). I guess everyone knows how good of a lead Crobat can be, especially on a Rain Dance team (and if you don't know why...
http://www.smogon.com/dp/articles/rain_offense#ou_leads). But in the Just Clause environment, Crobat shines even more. A Taunt coming from base 130 Speed can be invaluable, when moves like Double Team and Sleep Powder loom at every corner. Moreover, Crobat is an awesome Breloom check, since it outspeeds even Scarf versions, and then proceed to shut him down with Taunt and X4 resistances to Grass and Fighting. Sure, Crobat can do this in OU too, but in an environment where there is no Sleep Clause, checking Breloom and his nasty Spore becomes much more crucial (incidentally, I encountered Breloom only once with this team, and I did not even need to use Crobat).
Anyway, the way it works is apparent.
Rain Dance against most leads to get the Rain going, or
Taunt if you suspect a status move or a Screen from something like Roserade or Bronzong (Taunting SR is generally worthless, this team doesn't switch a lot).
U-turn away when you are done, but be wary of slower Explosions blowing up one of your sweepers (a common situation against Metagross and Bronzong leads). Generally, Crobat will need to come back only once or twice, but if the battle requires it,
Roost is there to keep Crobat healthy. The lack of Brave Bird may seem odd, but Taunt ensures you won't become setup bait for anything.
EVs are taken from the Smogon analysis, and grant Crobat a good amount of physical bulkiness without compromising his excellent Speed.
Bronzong @ Damp Rock
Levitate - Impish nature
EVs: 252 HP/128 Atk/128 Def
- Stealth Rock
- Explosion
- Rain Dance
- Hypnosis
Bronzong @ Damp Rock
Levitate - Impish nature
EVs: 252 HP/128 Atk/128 Def
- Payback
- Explosion
- Rain Dance
- Hypnosis
Another Pokémon which is good on its own, but is even better in the Just Clause environment. Again, if you don't know why Bronzong is so fantastic on a Rain team, check
this article. But why, you may ask, I opted for not only one, but TWO Bronzong, with all the excellent alternatives out there (Zapdos, Scizor and Rotom-W to name a few?). Allow me to explain. First of all, I wanted two Rain starters, not two Rain sweepers. Their job is not to batter the opposition, but to call for the Rain and then get the hell out of there. Moreover, as you will realize later, I needed some hardcore insurance against Dragon moves. So, I ruled non-Steels and Scizor (which is not a good answer to Dragons because of the obnoxious x4 Fire weakness) out. This basically left me with Bronzong and Jirachi. Jirachi is a bit bulkier, and much better offensively thanks to Thunder, but Bronzong finally won his place because of three fantastic assets: Levitate, which coupled with the Rain, gives Bronzong as many weaknesses as Spiritomb (with a gazillon resistances to boast); Explosion, which is the very definition of "getting the hell out of here" and allows my sweepers to come in unscathed; and, most importantly, Hypnosis, which prevents any Pokémon short of Substitute, Sleep Talk, Taunt or Insomnia/Vital Spirit from setting up on Bronzong (something the steel bell can't brag about in standard OU).
Rain Dance is quite obvious, and Bronzong excels at setting it up for the reasons stated above.
Stealth Rock is a much welcome entry hazard (not a common luxury for Rain Dance teams, which often struggle to find a place for it on the team) and helps me get some nice OHKOes easier.
Hypnosis may be unaccurate (Silentecho will probably object on this, but whatever), but Bronzong has the bulk to afford a miss, and the absence of Sleep Clause make it far too appealing of a move.
Explosion has been discussed earlier.
Payback is a nice replacement for Stealth Rock, and strikes hard pesky ghosts attempting to switch in to take the boom.
Again, EVs are taken from the Smogon analysis.
Kingdra @ Life Orb
Swift Swim - Rash nature
EVs: 184 Atk/252 SpA/72 Spe
- Draco Meteor
- Hydro Pump
- Waterfall
- Signal Beam
Kingdra @ Life Orb
Swift Swim - Naughty nature
EVs: 252 Atk/184 SpA/72 Spe
- Dragon Dance
- Waterfall
- Outrage
- Hydro Pump
Kingdra @ Lum Berry
Swift Swim - Adamant nature
EVs: 252 Atk/4 Def/252 Spe
- Substitute
- Dragon Dance
- Waterfall
- Outrage
The Rainy Trinity. The core of the team. Most teams struggle to withstand the 6 turns of rampage boasted by a Kingdra under the rain, but very few can take on a gauntlet of THREE Kingdra under the rain and live to tell the tale. Some of you may think that Ludicolo or Kabutops have their perks over Kingdra, but the truth his that, while you can rely on Blissey to take out Ludicolo, or on Scizor to revenge kill Kabutops, Kingdra can muscle its way through almost every team which lacks Empoleon (and don't count on the SubPetaya - unless you have the Defensive Penguin build, you won't stop the rampage).
Instead of discussing each moveset and explain 3 times why Waterfall is a good move, I'll discuss the single moves, relying on your superb intellectual faculties for putting the pieces together.
Waterfall and
Outrage are two amazing physical STAB moves. The former takes advantage of the Rain boost, and sometimes can doom even the supposed Rain checks with a flinch. The latter packs a huge power: if it is coupled with Life Orb, it can steamroll even some of the less bulky Steels (let alone non-Steel Pokémon), while if it is coupled with Lum Berry, it can foil the opponent's attempt to stall out the rampage turns (with the added bonus of allowing Kingdra to pick the probably weakened Steels out with Waterfall).
Hydro Pump is even worse, sometimes. The specially based Kingdra can 2HKO even 252HP/0 SpD Celebi (and if Celebi does survive, just click
Signal Beam), while the physically based variant will employ the watery artillery to annihilate Skarmory and other Steel-typed wannabies.
Draco Meteor is rarely employed, but Latias won't enjoy the hit.
Dragon Dance is a good way to put the pressure on the opponent, since he can no longer rely on the Rain dying out to stop you, not when he must face a DD boosted Kingdra shortly after. Most importantly, Dragon Dance couples excellently with
Substitute. Most opponents will be wary of switching out a sleeping foe from Bronzong in fear of letting the iron bell send another mate to slumberland. This gives Kingdra a wonderful opportunity to come in and set a Substitute for free. From there, Dragon Dance and/or attack to your heart's content.
The EVs are a bit more customized, this time. The mixed Kingdra have 72 Speed EVs in order to outspeed Scarf Roserade in the rain (a serious threat in this metagame), with 252 EVs in the main attacking stat and the leftovers put into the other one. The Sub/DD variant, on the contrary, packs max Speed, because I didn't want Scarf Latias to spoil my fun (having to switch to Bronzong multiple times isn't desireable).
This is the team. With the speed boost granted by the rain, I can manage to limit my checklist to few Pokémon (a top priority in a metagame when you can pack multiple Salamence or Lucario), which my Rain setuppers can easily stop, in a way or another. What I fear, however, is the fact that the absence of Species Clause, as once Mind told me, turn the battle into a Rock-Paper-Scissor game. For example, the above team can be twarted by an opposing Protect/Roar defensive Empoleon, but if you don't have it, you are basically screwed most times. Although 4 games can't produce a reliable analysis on a metagame, I think that the lack of Species Clause pushes the pressure on the team match up to the point that the 90% of battles are already decided at the start of the match.
Another point I wanted to make is about the Evasion Clause. While I can't speak for the OHKO clause, since I refrained from abusing it (the lack of decent users and the common weaknesses of the main ones put me off), I can boldly say that those who think that Double Team has no competitive uses are wrong. Allow me to introduce you to this lil' mon:
Jolteon @ Leftovers
Volt Absorb - Timid nature
EVs: 4 Def/252 SpA/252 Spe
- Substitute
- Double Team
- Baton Pass
- Thunderbolt
The concept here is simple, yet effective. Thanks to his blistering speed and decent power, Jolteon can force many switches during a match. After setting up a Substitute, you can start to Double Team, letting the evasion chance and the leftovers recovery prolong the set up through multiple Subs. When you are done, Baton Pass to the appropriate recipient (I will show it below). This set is much more troubling than it appears on paper because a lot common phazers (Skarmory, Gyarados, Suicune) have no business against Jolteon. Moreover, Double Team has a chance of foiling even Roar/Whirlwind attemps, leaving Perish Song Celebi as the only foolproof check against this strategy. You may think that something like Swampert may have a chance against this, but that's when I Baton Pass to...
Breloom @ Toxic Orb
Poison Heal - Adamant nature
EVs: 204 HP/252 Atk/40 Spe/12 SpD
- Spore
- Focus Punch
- Substitute
- Seed Bomb
Breloom is annoying. The SporePuncher is incredibly annoying. The thought of a Breloom behind a Sub, and with 4-5 Double Teams under its belt, is terribly frightening, and most battlers would prefer to not even think about it. But when you think your Swampert is gonna crush that little Jolteon with Earthquake, Breloom makes his ugly appearance, and start the madness. If it has been Baton Passed some Evasion boosts from Jolteon, it is almost impossible to defeat without a lot of luck. But even luck may not be enough, because when you factor in that even Salamence may fail to OHKO with Fire Blast, you'll see that it takes little for Breloom to sweep the opposition effortlessly. If you think that what I'm saying is pure garbage, ask Ala.
To wrap it up, I don't think that what I'm pulling here is anything beyond brokenness, but people who think "DT is for noobs" are kidding themselves.
That's it. Thanks to those who believed in me despite me being the underdog (undergod?) each round!