No, no, no. You're still misunderstanding what I'm saying. The turn "123456" stuff is AFTER (I even said it in my last post and quoted and bolded it as proof) everything is set up. Meaning you did you whole routine that you just listed on the REAL turn 1 and subsequent turns to get the Rays up, the Eels up, energies placed where ever you need. Everything you need to attack is ready, and in my suggestion, Skyarrow Bridge for quick switch outs. That's where my turn 12345 scenario kicks in.
You still with me? Okay here is the point I'm trying to make is.
Turn A) Your active Rayquaza #1 (who has already all the electric energy needed to OHKO anything) attacks and deals 180, and then all the energies are discarded.
-opponents turn-catcher's up you're dynamotor, you have no switch in hand (even after N and juniper), making next turn is invalid, and or option B eviolited landorus (you fail to ohko) then hit's rayquaza
Turn B) On your following turn the second Rayquaza on the bench is loaded up with 2-4 energies from dynamotoring. AND THEN, you free-treat to the benched Rayquaza the active Rayquaza (who has only the fire energy on it) for the benched Rayquaza (who now has the energy from the dynamotor) making it the new active pokemon, so it can attack and do between 120-240 damage.can't do that with 3 even
-opponents turn-(opponent catcher's up the rayquaza that was hit for 30, ohko lando style.
Turn C) Repeat what you did on the previous turn. Load up Rayquaza on the bench with electric energy, retreat the active Rayquaza that doesn't have a retreat cost and who doesn't have the attacking energy to it and move it to the bench. So that Rayqaza who had all the energy placed on it that was on the bench earlier is now the active pokemon to attack.
-opponents turn-then ohko active rayquaza the turn after wards
All you are doing is cycling between 2 Rayquaza's that attack on alternating turns.