Hello! This is my second RMT, and hopefully it will be better than my first! Well, after a pretty successful run with my rain stall team that I posted up a while ago (under the same username) I decided I wanted to have a second team which I could use. I wanted it to be different from the first, so definitely not a rain team and preferably weatherless or a balanced/offensive team. I experimented with a sort of trap team using Dugtrio and Gothitelle but that didn't work too well, I tried trick room too, but this wasn't a huge success either. So after a couple of days thinking about it, and after coming across a helpful Smogon article (Core Crisis) I decided to build my team. Although the article was outdated from the rapidly developing metagame, I was pretty sure the same basic principles would apply. The suggested core was Jirachi and Machamp, so with little thinking I thought I would add Togekiss to the fray to create a truly annoying combination. I didn't want the team to simply rely on parahax however (although it is a handy outcome!) so I added pokemon that I felt had good offensive and defensive synergy with the rest if the team. I have always liked Togekiss and he seemed like a natural partner for Jirachi, having good synergy with eachother. I have had good success with this team and although I have had quite a large amount of people raging at me through chat, this is of course down to the two paraflinching pokemon, I do not howver rely on the luck aspect to win games as I have been winning consistently with this team and therefore it has not in fact been down to luck. I don't want this team to be given the label of a 'hax' team either as the team, I believe, is well balanced and would work well without Togekiss and Jirachi having paralysing or flinching moves. Well, enough background information, here's the team!
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 164 HP / 168 Atk / 176 Spd
Jolly Nature
- Iron Head
- Fire Punch
- Thunder Wave
- Substitute
The first of my paraflinch combo. Jirachi acts as my main status spreader, the basic aim is to paralyse the opponents pokemon, then proceed to either switch or spam iron head if the opponent's pokemon does not pose much of a threat. Jirachi can be incredibly annoying for the opposition as the combination of iron head and paralysis leaves them with only a 30% chance to move every turn. Combine this with good stats across the board and a great typing and Jirachi becomes a great all round pokemon. The moves are pretty easy to understand, Iron Head to get the flinches, fire punch against steel types such as Scizor or Ferrothorn, Thunder Wave to induce the paralysis and Substitiue to avoid status, or against weaker attacking pokemon. Substitute is also great against opposing Jirachi if they lack Fire Punch. Leftovers are pretty essential to recover health when the opponent can't move and the EVs and nature balance some bulk with attack and speed. Jirachi also works well outside of paralysis, thanks to its great stats and typing.
Togekiss @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Body Slam
- Air Slash
- Flamethrower
- Roost
If my opponent thought they had removed my paraflincher when they defeated Jirachi, they are in for a shock. Jirachi and Togekiss are really what the team is based around, and despite being UU Togekiss has excellent bulk, comfortably taking attacks such as Politoed's Hydro Pump or Tornadus' Hurricane and proceeding to paralyse and recover health through Roost until the opponent loses a turn though paralysis. Although Jirachi had a sure way to paralyse with thunder wave, Togekiss has body slam, enabling me to paralyse ground pokemon. Body Slam also gets STAB which is always useful. Air Slash is here to flinch and Togekiss can often reel off about three or four of these without getting touched. Flamethrower fries any steel types such as Scizor, Ferrothorn or Skarmory and Roost provides good and important recovery and helps to avoid rock, ice or electric moves which would otherwise be super effective if Togekiss can move first. Leftovers are useful in the same way as they are for Jirachi, to regain health whilst often not losing any. EVs and nature maximise special bulk. Although, paralysis really helps this guy along, even without it, he can wall special attackers through a combination of Roost and Air Slash, although normally it is worth using Body Slam especially against faster threats.
Machamp @ Lum Berry
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- DynamicPunch
- Ice Punch
- Payback
- Bullet Punch
Machamp has one main downfall in my opinion, and that is his speed (although it is true his defences are not fantastic either!). Remove this problem and he becomes a terrifying pokemon, with massive base attack and STAB 100% accurate guaranteed confusion Dynamic Punch, he can even break through some of the toughest of walls. Machamp will often come in after another has fainted, or switch into to a paralysed pokemon it counters and threaten it with Dynamic Punch. Although he will be mostly using Dynamic Punch, Ice Punch hits pokemon such as Landorus, Dragonite and Gliscor for pretty big damage, Payback is great against pokemon weak to dark type, even if this move does not combine very well with paralysis as Machamp will be going first, and Bullet Punch to finish off an unparalysed opponent or to to revenge kill a weakened opponent. This set obviously benefits greatly from paralysis, but it again, works outside without it. Machamp hits like a truck, regardless of whether he moves first or second. Lum Berry mainly to take a burn or another status move to make sure it can deliver its Dynamic Punch at its full power, and all the EVs and nature dumped into attack to maximise this asset, whilst HP investment to make it a bit bulkier.
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 SDef
Impish Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Volt Switch
Although Jirachi can take physical hits pretty well, forretress can take them even better. He acts as my rapid spinner and hazard setter, whilst taking physical hits well. Stealth rock to lay some hazards down and Rapid Spin to remove them, then Earthquake and Volt Switch to deal some damage too. EVs to take physical hits with some investment in special and an impish nature over the general relaxed one. This is because he does not run gyro ball and will often outspeed paralysed pokemon which can be useful. Leftovers again for recovery.
Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 248 HP / 232 SDef / 28 SAtk
Calm Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Rotom provides good bulk and offense at the same time. He has fantastic offensive and defensive synergy with Jirachi in particular and fits well into the team. Volt Switch keeps up momentum and allows a switch whilst dealing damage. STAB Hydro Pump needs no explaining, even this specially defensive version has good special attack and hits hard. Thunder Wave adds to this teams strategy by paralysing even more of the opponents's pokemon and Pain Split provides semi reliable recovery and combines well with Rotom's low HP statistic. As explained already, this Rotom-W is specially defensive and the EVs and nature reflect this. Leftovers for, actually I think I have explained this enough times by now!!
Latios (M) @ Life Orb
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Roost
- Hidden Power [Fire]
When the battle is almost done and both sides are worn. My side with severely weakened pokemon and the opponent with a bunch of paralysed pokemon, this monster can come in and pretty much finish the job. Although it can be useful to take electric and fire hits with can cause problems especially if Rotom-W is down, this pokemon only really has one purpose and that is late game sweeping and revenge killing. EVs and nature are easy to understand, max out its speed and special attack, and Life Orb (huh? not Leftovers?!) gives an extra boost whilst allowing him to switch moves. Draco meteor severely dents any pokemon not called Blissey, Chansey or who isn't a steel type, and surf and hidden power fire deal with many of these counters. Roost is useful to recover Life Orb damage and can be useful to regain health if it has the time to do so, however, I am not sure whether Psyshock would be a better option.
Possible changes I have considered:
Any suggestions over these points would be of great help!
1.Having a grass move somewhere? Gastrodon can be annoying, and I do not have any grass attacks either whereas most other important attacking types are covered. Should I change Latios' HP to grass? Or introduce a grass move somewhere else? Or is it even necessary?
2.Choice Specs/Scarf or Life Orb on Latios? And is Roost necessary or would Psyshock be better?
3.Donphan over Forretress?
Conclusion
This team has brought me good success and has achieved a higher rating than my previous team before the suggested changes were made to it. I find it easy to use, but satisfying at the same time, and I'm sure I would hate to have to face it myself! Which is always a good sign. I have not in fact come across any obvious threats which is why the threat list is non existant. I suppose the only real problems I have found are teams with clerics, although aromatherapy celebi is uncommon, and the pink blobs often do not carry heal bell and if they do, Machamp can scare them away with some good timing. Although rare, trick room teams could cause me some problems although I have only faced two or three so I cannot really judge, this is as paralysis helps them more than hinders them. I think that is all I have to say, so I hope you enjoyed reading! Any changes whether they are big or small are gratefully welcomed and much appreciated! Be as harsh as you like, you are the experts! But please do not criticise the play style itself. I understand people may not like it, but it is perfectly legitimate and I enjoy using it and the most important part is to win and have fun!

Jirachi @ Leftovers
Trait: Serene Grace
EVs: 164 HP / 168 Atk / 176 Spd
Jolly Nature
- Iron Head
- Fire Punch
- Thunder Wave
- Substitute
The first of my paraflinch combo. Jirachi acts as my main status spreader, the basic aim is to paralyse the opponents pokemon, then proceed to either switch or spam iron head if the opponent's pokemon does not pose much of a threat. Jirachi can be incredibly annoying for the opposition as the combination of iron head and paralysis leaves them with only a 30% chance to move every turn. Combine this with good stats across the board and a great typing and Jirachi becomes a great all round pokemon. The moves are pretty easy to understand, Iron Head to get the flinches, fire punch against steel types such as Scizor or Ferrothorn, Thunder Wave to induce the paralysis and Substitiue to avoid status, or against weaker attacking pokemon. Substitute is also great against opposing Jirachi if they lack Fire Punch. Leftovers are pretty essential to recover health when the opponent can't move and the EVs and nature balance some bulk with attack and speed. Jirachi also works well outside of paralysis, thanks to its great stats and typing.

Togekiss @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Body Slam
- Air Slash
- Flamethrower
- Roost
If my opponent thought they had removed my paraflincher when they defeated Jirachi, they are in for a shock. Jirachi and Togekiss are really what the team is based around, and despite being UU Togekiss has excellent bulk, comfortably taking attacks such as Politoed's Hydro Pump or Tornadus' Hurricane and proceeding to paralyse and recover health through Roost until the opponent loses a turn though paralysis. Although Jirachi had a sure way to paralyse with thunder wave, Togekiss has body slam, enabling me to paralyse ground pokemon. Body Slam also gets STAB which is always useful. Air Slash is here to flinch and Togekiss can often reel off about three or four of these without getting touched. Flamethrower fries any steel types such as Scizor, Ferrothorn or Skarmory and Roost provides good and important recovery and helps to avoid rock, ice or electric moves which would otherwise be super effective if Togekiss can move first. Leftovers are useful in the same way as they are for Jirachi, to regain health whilst often not losing any. EVs and nature maximise special bulk. Although, paralysis really helps this guy along, even without it, he can wall special attackers through a combination of Roost and Air Slash, although normally it is worth using Body Slam especially against faster threats.

Machamp @ Lum Berry
Trait: No Guard
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- DynamicPunch
- Ice Punch
- Payback
- Bullet Punch
Machamp has one main downfall in my opinion, and that is his speed (although it is true his defences are not fantastic either!). Remove this problem and he becomes a terrifying pokemon, with massive base attack and STAB 100% accurate guaranteed confusion Dynamic Punch, he can even break through some of the toughest of walls. Machamp will often come in after another has fainted, or switch into to a paralysed pokemon it counters and threaten it with Dynamic Punch. Although he will be mostly using Dynamic Punch, Ice Punch hits pokemon such as Landorus, Dragonite and Gliscor for pretty big damage, Payback is great against pokemon weak to dark type, even if this move does not combine very well with paralysis as Machamp will be going first, and Bullet Punch to finish off an unparalysed opponent or to to revenge kill a weakened opponent. This set obviously benefits greatly from paralysis, but it again, works outside without it. Machamp hits like a truck, regardless of whether he moves first or second. Lum Berry mainly to take a burn or another status move to make sure it can deliver its Dynamic Punch at its full power, and all the EVs and nature dumped into attack to maximise this asset, whilst HP investment to make it a bit bulkier.

Forretress @ Leftovers
Trait: Sturdy
EVs: 252 HP / 176 Def / 80 SDef
Impish Nature
- Rapid Spin
- Stealth Rock
- Earthquake
- Volt Switch
Although Jirachi can take physical hits pretty well, forretress can take them even better. He acts as my rapid spinner and hazard setter, whilst taking physical hits well. Stealth rock to lay some hazards down and Rapid Spin to remove them, then Earthquake and Volt Switch to deal some damage too. EVs to take physical hits with some investment in special and an impish nature over the general relaxed one. This is because he does not run gyro ball and will often outspeed paralysed pokemon which can be useful. Leftovers again for recovery.

Rotom-Wash @ Leftovers
Trait: Levitate
EVs: 248 HP / 232 SDef / 28 SAtk
Calm Nature
- Volt Switch
- Hydro Pump
- Thunder Wave
- Pain Split
Rotom provides good bulk and offense at the same time. He has fantastic offensive and defensive synergy with Jirachi in particular and fits well into the team. Volt Switch keeps up momentum and allows a switch whilst dealing damage. STAB Hydro Pump needs no explaining, even this specially defensive version has good special attack and hits hard. Thunder Wave adds to this teams strategy by paralysing even more of the opponents's pokemon and Pain Split provides semi reliable recovery and combines well with Rotom's low HP statistic. As explained already, this Rotom-W is specially defensive and the EVs and nature reflect this. Leftovers for, actually I think I have explained this enough times by now!!

Latios (M) @ Life Orb
Trait: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Roost
- Hidden Power [Fire]
When the battle is almost done and both sides are worn. My side with severely weakened pokemon and the opponent with a bunch of paralysed pokemon, this monster can come in and pretty much finish the job. Although it can be useful to take electric and fire hits with can cause problems especially if Rotom-W is down, this pokemon only really has one purpose and that is late game sweeping and revenge killing. EVs and nature are easy to understand, max out its speed and special attack, and Life Orb (huh? not Leftovers?!) gives an extra boost whilst allowing him to switch moves. Draco meteor severely dents any pokemon not called Blissey, Chansey or who isn't a steel type, and surf and hidden power fire deal with many of these counters. Roost is useful to recover Life Orb damage and can be useful to regain health if it has the time to do so, however, I am not sure whether Psyshock would be a better option.
Possible changes I have considered:
Any suggestions over these points would be of great help!
1.Having a grass move somewhere? Gastrodon can be annoying, and I do not have any grass attacks either whereas most other important attacking types are covered. Should I change Latios' HP to grass? Or introduce a grass move somewhere else? Or is it even necessary?
2.Choice Specs/Scarf or Life Orb on Latios? And is Roost necessary or would Psyshock be better?
3.Donphan over Forretress?
Conclusion
This team has brought me good success and has achieved a higher rating than my previous team before the suggested changes were made to it. I find it easy to use, but satisfying at the same time, and I'm sure I would hate to have to face it myself! Which is always a good sign. I have not in fact come across any obvious threats which is why the threat list is non existant. I suppose the only real problems I have found are teams with clerics, although aromatherapy celebi is uncommon, and the pink blobs often do not carry heal bell and if they do, Machamp can scare them away with some good timing. Although rare, trick room teams could cause me some problems although I have only faced two or three so I cannot really judge, this is as paralysis helps them more than hinders them. I think that is all I have to say, so I hope you enjoyed reading! Any changes whether they are big or small are gratefully welcomed and much appreciated! Be as harsh as you like, you are the experts! But please do not criticise the play style itself. I understand people may not like it, but it is perfectly legitimate and I enjoy using it and the most important part is to win and have fun!