deinosaur
now available in lowercase
Any and All Ways to Lose
Its been a long, long time since I posted an RMT. Well, its been a long time since I built a team of my own. Normally, I just take other people's teams and use them on ladder for fun. Anyway, this is my first BW2 team that I have made, and it is definitely far from perfect. I don't really have time to write lengthy descriptions, I just want to get some help.
I feel like I should warn you all that I am not an offensive player. I love using stall or semi-stall teams as much as possible. So the first month or two of BW2 are gonna be tough for me, but I'll keep pushing through with stall.
This is a rain-based stall team that I call: "Any and All Ways to Lose."
In-Depth Analysis
Politoed @ Leftovers
Drizzle | Relaxed (+Def, -Spe)
252 HP / 188 Def / 68 SpD
-Scald
-Toxic
-Protect
-Perish Song
(Spe IV: 10)
Politoed has a very simple role on this team: Make it rain. Essentially, I just need Toed to live longer than the opposing weather starter. The rain does many wonderful things for my team, liking making Tentacruel unkillable and providing powerful Scalds for the members of my team that make use of the boiling water. Politoed will often lead when the opponent has no weather starter, and usually when they do, to get the rain up. But if the opponent has Politoed as well, I will lead with whatever I see fit.
Scald is a STAB move for Politoed that gets boosted in the self-brought rain and burns everything. It is fairly strong, and with some luck, it can bring sweeps to a halt before they even happen. Toxic is another great move, even though I'm using Toxic Spikes, because I won't set them up if there is a poison type on the opposing team. Protect is basically for scouting purposes, and also to get a little bit of extra lefties recovery. And finally, Perish Song is for last Pokemon set-uppers and Baton Pass chains.
Tentacruel @ Black Sludge
Rain Dish | Bold (+Def, -Atk)
252 HP / 208 Def / 4 SpD / 44 Spe
-Scald
-Toxic Spikes
-Protect
-Rapid Spin
Tentacruel fills an important role in my team as the bulky water and Rapid Spinner. Not only can Tentacruel fulfill both of these roles, it can lay down Toxic Spikes to ruin my enemies. Toxic Spikes are such an underrated hazard, they can shorten or even halt sweeps, or prevent support Pokemon from doing their thing. With Rain Dish, 12% recovery every turn, Tenta doesn't die nearly as fast as most opponents would hope. Tentacruel is an important Pokemon to this team most definitely.
Scald is there for a STAB attack and the lucky burn chance. With rain it becomes a decent power move. Toxic Spikes, as I explained, are incredible. They shorten the life spans of anything they touch, except stinky Steel- or Poison-types. Usually I will look at a team in preview, and if important members of their team are affected by TSpikes, I'll put 'em down. PROtect is amazing on Tentacruel because every turn it gets 18% of its health back, and it also allows scouting of choiced mons. Rapid Spin is one of the most coveted moves in Pokemon. It allows the user to remove any entry hazards the opponent has set up, meaning my team won't have to worry about it. Toxic Spikes usually gets rid of most spinblockers, and Gengar can get beaten by a couple good Scalds.
Jirachi @ Leftovers
Serene Grace | Careful (+SpD, -SpA)
252 HP / 224 SpD / 32 Spe
-Stealth Rock
-Wish
-Body Slam
-Iron Head
Jirachi is my foremost special sponge. It can take on Tornadus-T and Thunderus-T usually without a huge amount of difficulty. It is also my Stealth Rock user, which definitely helps me wear down the genies. Throwing out paralysis and wishes is quite helpful for my slow and bulky team, meaning Jirachi is a lovely team player. Basically, I like to have two special sponges, and Jirachi + Tentacruel so far has worked quite well.
Stealth Rock is important for a team who loves to use entry hazards because it hits everything, especially those who don't touch my spikes or toxic spikes. Wish is important for keeping both Jirachi alive and Politoed, who my team depends on. Body Slam is great for paralysis, I would have preferred to use Thunder Wave, but Volt Absorb Thunderus-T shot that idea down quickly. And last, but most definitely not least, Iron Head. What the haxmaster Jirachi is known for. After paralysis, Jirachi will usually outspeed (Quick Feet Jolteon ._.) and can flinch to death if need be.
Skarmory @ Leftovers
Sturdy | Impish (+Def, -SpA)
252 HP / 232 Def / 24 Spe
-Spikes
-Roost
-Whirlwind
-Brave Bird
Skarmory is one of my physical defensive core. Skarmory + Gliscor is very good and can stop a lot of physical sweepers in the metagame. Also, Spike-stacking is used on this team as my main way of dishing out damage. Without these hazards and phazing, my team would have trouble with everything.
Spikes are on the bird for obvious purposes. Skarmory's bulk gives it free turns to put down the real damage-getters. Roost allows Skarmory to stay alive much, much longer, and to stop many threats without breaking stride. Whirlwind is used to get rid of set-up sweepers and force mons to eat Spikes and likely Toxic Spikes, while Skarmory calmly takes their hits and Roosts himself back to good health.
Gliscor @ Toxic Orb
Poison Heal | Impish (+Def, -SpA)
252 HP / 174 Def / 72 Spe
-Toxic
-Taunt
-Roost
-Earthquake
Gliscor fits with Skarmory to stop many physical threats. Gliscor deals with a lot of Fighting-types because his resistance makes it easy. Also the new toy it obtained is Roost, meaning he can stay alive for much longer than usual and stop more threats. I also have thought about fitting SR on Gliscor, but it has 4MSS sometimes. :/
Toxic is a great move for Gliscor because it can wall sweepers for days on end while they die slowly to a powerful poison. Taunt is so slower set-up mons like Forretress can't do their stuff, and to keep set-up sweepers from boosting to +6 to break through me. Roost is the move Gliscor was looking for, in my opinion. Instant 50% recovery, followed by 12% recovery, and you still can't be statused. Just wonderful. :D And Earthquake is for simple STAB and decent power, I really don't use it unless I need just a little extra to knock something out or weaken it to death by poison.
Jellicent @ Leftovers
Water Absorb | Bold (+Def, -Atk)
248 HP / 216 Def / 44 Spe
-Scald
-Will-O-Wisp
-Taunt
-Recover
Jellicent is the other half of my bulky water core, with Tentacruel, and I suppose Politoed gets a mention, too. Jelli is my spinblocker, which is an important role for a team that relies on indirect damage, so it can't be spun away. Jellicent beats Forretress and Tentacruel, but Starmie is troublesome if played well. Stinker.
Scald is a lovely move for all bulky waters, as it can burn and ruin a sweeper's day. Rain boosted Scald isn't too weak coming off Jellicent's alright Special Attack stat, either. Will-O-Wisp is a great move for when something is immune to TSpikes or hasn't been statused. It absolutely ruins Forretress and it will mess with any defensive mon by eliminating leftovers recovery. Taunt once again stops slower Pokemon from statusing or putting up hazards. Set-uppers beware. I think that Recover is fairly self-explanatory, any bulky Pokemon loves instant recovery, and Jellicent is no different.
So that's the team, sorry about the short descriptions. Thanks for reading!
Politoed @ Leftovers
Trait: Drizzle
EVs: 252 HP / 188 Def / 68 SDef
Relaxed Nature
IVs: 10 Spd
- Scald
- Toxic
- Protect
- Perish Song
Tentacruel @ Black Sludge
Trait: Rain Dish
EVs: 252 HP / 208 Def / 4 SDef / 44 Spd
Bold Nature
- Toxic Spikes
- Scald
- Rapid Spin
- Protect
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- Wish
- Iron Head
- Body Slam
- Stealth Rock
Skarmory @ Leftovers
Trait: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost
Gliscor @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Earthquake
- Roost
- Taunt
- Toxic
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover
Trait: Drizzle
EVs: 252 HP / 188 Def / 68 SDef
Relaxed Nature
IVs: 10 Spd
- Scald
- Toxic
- Protect
- Perish Song
Tentacruel @ Black Sludge
Trait: Rain Dish
EVs: 252 HP / 208 Def / 4 SDef / 44 Spd
Bold Nature
- Toxic Spikes
- Scald
- Rapid Spin
- Protect
Jirachi @ Leftovers
Trait: Serene Grace
EVs: 252 HP / 224 SDef / 32 Spd
Careful Nature
- Wish
- Iron Head
- Body Slam
- Stealth Rock
Skarmory @ Leftovers
Trait: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Spikes
- Brave Bird
- Whirlwind
- Roost
Gliscor @ Toxic Orb
Trait: Poison Heal
EVs: 252 HP / 184 Def / 72 Spd
Impish Nature
- Earthquake
- Roost
- Taunt
- Toxic
Jellicent @ Leftovers
Trait: Water Absorb
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Scald
- Will-O-Wisp
- Taunt
- Recover