All recent Pokemon changes are in bold. PLEASE NOTE THAT THE FOLLOWING PARAGRAPH IS NOTHING MORE THAN WHAT I'VE OBSERVED IN THE OU METAGAME. The new Therian formes and Keldeo have certainly made an impact on the landscape of OU. Rain teams are more rampant, and with the release of new Dream World abilities, Pokemon such as Mamoswine, Amoonguss, and Sandslash are starting to emerge from their holes and storm through OU. Several highly noted threats from BW1, such as Scizor [use this bro, you won't be disappointed], Heatran, and Terrakion have tumbled down the usage stats a bit, due to the metagame being more hostile to them, but still lurk the corners, just as powerful as ever. This cluster of offense also leaves a bit of room for stall to shine, due to the release of defensive threats such as Regenerator Amoonguss. The new move tutors haven't proved to be a disappointment, as seen with Salamence, who can now run Moxie, Dragon Dance, and Outrage without any legality issues, Ferrothorn, who can now use the holy trifecta of Stealth Rock, Spikes, and Leech Seed also without any legality issues, and Mamoswine, who now has a reason to run its excellent hidden ability, Thick Fat. Meanwhile, some Pokemon, such as Starmie, Blissey [and by extension Chansey], and Skarmory, while not being affected too much by the move tutors or the newly released abilities, still maintain their respectable usage by an enduring niche. The name for this RMT comes from the name of the background music heard in Episode 8 (The Red Coin Fish) of the Noki Bay area in Super Mario Sunshine. The name seemed fitting for a rain team, due to the fact that the music played in an underwater level. It's strangely beautiful and calming, which helps provide a stark contrast to the blitzkrieg-esque offense that this team utilizes. Haha. With that said, enjoy reading the rest of this RMT. np: Deep Sea of Mare (Move your mouse to reveal the content) np: Deep Sea of Mare (open) np: Deep Sea of Mare (close) [youtube]8sMy1PZpRcY[/youtube] When I started building this team, the concept that I wanted to use was priority abuse. Since most of the current B2W2 OU metagame revolves around outspeeding the relevant threats while trying to avoid being outsped yourself, I reasoned that priority would be a way to stay ahead of the curve. I went with my usual trio of Breloom, Dragonite, and Mamoswine as a base, since they all have access to powerful priority, and then I added Azumarill so I could gain insurance against opposing Mamoswine and Fire-types, such as Victini and Volcarona. Since I was using Azumarill, I decided to use Politoed, due to its access to Drizzle. Drizzle reduces the intensity of Breloom's Fire weakness, grants Mamoswine a pseudo-resistance to Fire-type attacks (when paired with Thick Fat), bestows upon Dragonite the ability to blaze past physical walls, and bolsters the power of Azumarill's STAB moves. Politoed itself also provides the team revenge-killing services for threats such as Weavile and Chlorophyll sweepers. I found a small weakness to Conkeldurr when running through the team, so I decided to add Latios to the team. It also provided another resistance to Ground-, Water-, and Fighting-type moves, something which the team needed. Latios also gave the team a means of crippling at least one member of stall, and if need be, a status absorber. With that, I thought the team was completed. Upon playtesting this team, I noticed that Latios was more dead weight than anything else on the team. It also didn't solve a problem that was created by entry hazards, such as Stealth Rock, which ruined Dragonite's life on the field. While it did keep Keldeo in check (very effectively, I must add), it just wasn't doing enough to justify its spot on the team. Enter Starmie. It's just a little weaker than Latios, but its increased Speed helps against plenty of threats. It also checks Keldeo, while boasting the ability to keep hazards off the field. I didn't enjoy having to get rid of one of the sources of priority for the team, Dragonite, but this change solidified the team even further. Thanks to a recommendation from Jirachi and my friend Expert Physics, I decided to change Dragonite to a specially defensive Jirachi. While Expert Physics recommended replacing Azumarill, calling it "redundant," I replaced Dragonite, who actually was the most redundant member of the team. Everything it did was covered by another Pokemon. A suitable revenge killer for Chlorophyll sweepers? Mamoswine has that covered. A set-up sweeper that can ravage in the late-game? Breloom has that done. A wallbreaker that has plenty of bulk? Azumarill also has that down. Removing Dragonite also removed a Stealth Rock and Ice weakness that nagged the team whenever facing a hail team down. Alongside a multitude of smaller changes made for nearly every member of the team, I ended up replacing Starmie with Rotom-W, a change that was recommended by LucaroarkZ. With it, I'm able to blast through more threats, such as Gyarados, which, upon further testing, gave me several problems. I also didn't really need Rapid Spin because Wish helped keep the team healthy. Needless to say, it improved the team somewhat noticeably. PHP: Politoed (F) @ Choice ScarfTrait: DrizzleEVs: 4 HP / 252 SAtk / 252 SpdTimid Nature (+Spd, -Atk)- Hydro Pump- Ice Beam- Focus Blast- EncoreAzumarill (F) @ Choice BandTrait: Huge PowerEVs: 212 HP / 252 Atk / 44 SpdAdamant Nature (+Atk, -SAtk)- Aqua Jet- Waterfall- Superpower- Ice PunchJirachi @ LeftoversTrait: Serene GraceEVs: 252 HP / 32 Def / 224 SDefSassy Nature (+SDef, -Spd)- Iron Head- Thunder- Wish- U-turnBreloom (F) @ Life OrbTrait: TechnicianEVs: 24 HP / 252 Atk / 232 SpdAdamant Nature (+Atk, -SAtk)- Spore- Low Sweep- Bullet Seed- Mach PunchMamoswine (F) @ Life OrbTrait: Thick FatEVs: 4 HP / 252 Atk / 252 SpdJolly Nature (+Spd, -SAtk)- Ice Shard- Icicle Crash- Earthquake- Stealth RockRotom-W @ Choice ScarfTrait: LevitateEVs: 4 HP / 252 SAtk / 252 SpdTimid Nature (+Spd, -Atk)- Volt Switch- Thunder- Hydro Pump- Trick [BOX]Politoed probably is the weakest out of every member in this team, but it plays an irreplacable role by providing the Drizzle support that the team needs. While I've used the Specs, 3 Attacks, and defensive versions in the past, the Scarfed variant seems to be the most effective variant in this Speed-oriented metagame, due to its ability to catch weather-dependent sweepers, such as Venusaur and Stoutland, off-guard. Hydro Pump is Politoed's most powerful STAB-boosted move available, and it allows Politoed to assume a role similar to that of Scarf Kyogre in the Ubers realm. Ice Beam works wonders against dragons, Therians, and Chlorophyll sweepers, due to their weakness against it. Focus Blast lets Politoed catch Tyranitar, Abomasnow, and Ferrothorn off-guard. While it won't kill them off just yet, it can deal a hefty amount of damage to each of them. Encore is a fascinating addition to Politoed that punishes Baton Pass teams and set-up sweepers, such as the ever-annoying SubCM Jirachi and SubDD Gyarados, and forces switches like nothing else. The EVs give Politoed the ability to outspeed Tornadus-T, +1 Adamant Dragonite, and every Chlorophyll sweeper, and the IVs minimize confusion and Foul Play damage. Having Politoed in the lead position in Team Preview can force the hand of opposing weather teams by goading them into leading with their weather abuser just so they can get the perceived "advantage" against this team. This can be exploited by the rest of the team, which has weapons that can be used against every other weather starter out there. Due to its access to Choice Scarf, Politoed can act as a great revenge killer against weather-dependent sweepers and the inducers themselves. Once opposing weather sweepers and inducers are down and out for the count, Politoed can be used as death fodder so a teammate can get a free switch-in. All in all, Politoed is a weak member of the team, but it's also simultaneously the most and least important member of the team.[/BOX] [BOX]Azumarill is the first priority abuser the team has. Due to Drizzle being nearly everywhere, Azumarill gets a great boost to its STAB Aqua Jet and Waterfall, all at no cost to itself. Also, due to the frailty of many threats that are established in OU, such as Thundurus-T, Gengar, and Lucario, Azumarill and its powerful Aqua Jet really gets its chance to shine in this metagame. While its counters are numerous, they're rather obvious, and are extremely easy to outmaneuver. Aqua Jet is Azumarill's best move, due to its ability to snipe powerful threats, even after a speed boost, such as Volcarona, Terrakion, and Espeon. Waterfall helps Azumarill demolish stall teams by breaking past physical walls, such as Skarmory, Deoxys-D, and Forretress, who don't resist it. In the rain, the amount of damage Azumarill's Waterfall can do is comparable to the giants of OU such as Dragonite and Haxorus spamming Outrage. Superpower helps Azumarill cripple Ferrothorn, Rotom-W, and Gastrodon looking for a free switch-in, often leaving them with barely enough HP to continue being problems for the rest of the team. Ice Punch rips through Multiscale Dragonite, Amoonguss, and Toxicroak, leaving them open against the rest of the team. The EVs maximize the damage that Azumarill can create, while granting it a respectable amount of bulk. The Speed EVs grant Azumarill the ability to outspeed minimum Speed Blissey [Chansey] and demolish it with Waterfall / Superpower. Azumarill is this team's strongest member, and due to that strength, is one of my main weapons used against stall teams. Not many physical walls can eat an unresisted Waterfall and walk off with over half of their HP left, and most that can are often weak to Fighting- or Ice-type moves. The only Pokemon that can switch in with relative impunity is Jellicent, which is prime set-up fodder for Breloom. Azumarill is also why I don't worry if an opposing Volcarona or Terrakion somehow manages to get more than one boost under its belt. This team needs Azumarill alive if it wants to have a chance against Pokemon such as Mamoswine, who would otherwise have a field day with the team, and Heatran, who can give Jirachi and Breloom some issues. To cap all of this praise for Azumarill off, it's one of the most important members of this team, and one that I am reluctant to change.[/BOX] [BOX]Jirachi helps patch up an issue with attacks from opposing Latios and Tornadus-T. While this team did have revenge killing options, they would often require a sacrifice to be made so the killer could switch in. Jirachi also gives this team some recovery through Wish, increasing the team's durability. The most common trappers, Magneton, Magnezone, and Dugtrio, can't OHKO Jirachi barring a lucky crit; this gives the team momentum by allowing Jirachi to switch off to a counter to said trapper. Iron Head is one of the most rage-inducing moves available to use in the metagame, due to the effective 60% flinch rate Serene Grace gives it. Thunder slows down the opponent's team so the priority abusers can comfortably move along without too much opposition. Wish enhances the durability of the team by providing recovery, and it especially helps Starmie, whose main duty is the removal of hazards. U-turn provides momentum for the team, and due to Jirachi's slowness, often guarantees that its teammate gets in safely. The 32 EVs in Defense guarantee that Jirachi is never 2HKOed by Outrage when it's at full health, giving the team some leeway against Haxorus and other weaker dragons. The rest of the EVs are dedicated to maximizing special bulk. Defensively, Jirachi's the most important team member, due to its access to Wish and an auspicious Steel / Psychic typing. While this Jirachi can't paralyze Ground-types, those are beaten by the rest of the team. Wish helps the rest of the team withstand the test of time, automatically granting 202 HP to the recipient of the Wish. On its own, Jirachi can function modestly well as an annoyer, thanks to its convenient access to the paraflinching combo of Iron Head and Thunder. Due to the differences in the way Jirachi and the rest of the team operates, Jirachi's contributions can't be measured in the amount of Pokemon it can beat, but in the way it can keep the team afloat. While Jirachi may not be an offensive juggernaut, it most certainly has proven that it's a competent member of the team, and worthy of the slot.[/BOX] [BOX]Breloom is the second priority abuser the team has and the only team member to possess a status-inducing move. Breloom can incapacitate at least one member of the opponent's team almost permanently thanks to its access to the nearly exclusive move Spore, the only sleep move with perfect accuracy. As mentioned earlier, Spore is Breloom's ace in the hole, being able to incapacitate one member of the opponent's team, which gives Breloom the opportunity to set itself up. Low Sweep has been successful in testing, slowing down common switch-ins, such as Latios, Latias, and Espeon, to the point where Breloom can either Spore the slowed-down target or annihilate it with Bullet Seed. Bullet Seed is Breloom's best STAB move, due to the release of Technician. Due to its ability to hit multiple times, Bullet Seed is a great answer to Pokemon that abuse Focus Sash and / or Sturdy, such as Dugtrio and Donphan. Mach Punch is Breloom's priority move of choice, being able to demolish Terrakion, Lucario, and Cloyster. The EVs give Breloom the handy ability to outspeed everything up to positive Timid base 110s after a Low Sweep and the power to 2HKO offensive Latios with Low Sweep after Stealth Rock damage. The remaining 24 EVs were tossed into HP, for lack of a better place. Breloom is a problem Pokemon for most teams due to its access to Spore. This can most readily be seen when facing stall teams, who usually can't afford to have a member asleep. Due to the lack of power behind a stall team's moves, Breloom can force multiple entry opportunities against such teams due to its speed and the threat of an impending Spore. Those stall teams that have focused themselves around the core of Jellicent, Heatran, and Ferrothorn are especially hurt by this Breloom. Offensive teams that rely on Latios and Espeon to check Breloom are also crippled by it. Low Sweep is an amazing move that lets Breloom turn the tables on its supposed "counters" by outspeeding and 2HKOing them. If Sleep Clause hasn't been activated, then Breloom is even more threatening. Overall, Breloom is deserving of its place on this team, and will not be changed anytime soon.[/BOX] [BOX]Mamoswine is the third priority abuser this team has. It's the only member with an entry hazard, and the only one with an immunity to Electric-type moves, making it a major team member. Mamoswine's STAB moves allow it to act as a reliable Stealth Rock layer and mid-game wallbreaker without too many issues. Thanks to Thick Fat and Drizzle, it obtains a pseudo-resistance to Fire-type moves, giving it the ability to switch in on moves such as Salamence's Fire Blast or Jolteon's Hidden Power Ice. Ice Shard is Mamoswine's obligatory priority move, and the reason the team doesn't care about Chlorophyll sweepers or if DD MoxieMence has somehow managed to get itself to +6. Icicle Crash gives the team a more reliable answer when facing down Amoonguss and Celebi. Earthquake is Mamoswine's other STAB move, and the most reliable move to use when facing down several components of rain stall, such as Tentacruel and Slowbro. Stealth Rock is the obligatory entry hazard that EVERY team needs if they want to have an easier time living. The EVs maximize power and speed, and the Jolly nature protects the team from all Breloom assaults, while conveniently outspeeding the common Ninetales and every non-Scarfed Heatran and Lucario. Mamoswine is played carefully due to the utilitarian nature of its Ice Shard, which can properly eliminate many threats present in OU, such as the Therians, dragons, and Chlorophyll sweepers, and its auspicious resistances to Ice- and Electric-type moves, which give the team an easier time moving around. Every one of its weaknesses can be exploited by the rest of the team, and Mamoswine in return can work with some of their weaknesses. Also, due to its speed, Mamoswine can act as a powerful revenge killer against opposing Techniloom, which would otherwise pose a problem for the team. All in all, Mamoswine's multiple roles solidify its position as a member of this team.[/BOX] [BOX]The background for Rotom-W is achromatic, but Rotom-W's purpose for being on the team isn't. It might be massive Thundurus-T set-up fodder because of the use of two Electric-type moves, both of which are very important for its mission, but the other team members can deal with it extremely easily. Volt Switch is the scouting move, and while it may not be as powerful as some of the other attacks that can be found on this team, it helps Rotom-W establish itself as the scout of the team. Hydro Pump is Rotom-W's most powerful STAB move under the rain, and is able to score many 2HKOs and OHKOs after Stealth Rock damage. Thunder helps Rotom-W corner Gyarados and other Electric-weak Substitute abusers extremely efficiently. Trick gives Rotom-W the ability to act as a stall-crippler and punish set-up sweepers. The EVs maximize Speed and Special Attack, and the IVs minimize confusion and Foul Play damage. Some readers may be confused as to why Rotom-W was chosen over other scarfers, such as Thundurus-T, Terrakion, and Landorus. For one, Rotom-W had that advantageous typing that gave the team another option in dealing with Tornadus-T. Also, with its sole weakness to Grass, it gave Breloom and Jirachi plenty of entrance options. With only its STAB moves, this Rotom-W is sitting bait for Gastrodon to come in. However, this team can and will capitalize on Gastrodon switch-ins. Another question that might be brought up is why Rotom-W was chosen when this team already has a Scarfed revenge killer in Politoed. The reasoning is actually fairly simple: Politoed doesn't have an Electric-type move, Levitate, and the ability to revenge kill +1 Gyarados. Rotom-W also works well with the rest of the team, as mentioned above.[/BOX] Former Team Members (Move your mouse to reveal the content) Former Team Members (open) Former Team Members (close) [BOX]Dragonite is one of two set-up sweepers present on this team, and the second of four priority abusers found on the team. Multiscale, in conjunction with the Lum Berry it's holding, makes obtaining one Dragon Dance a non-issue. After obtaining one Dragon Dance, it can muscle its way past most of an opponent's team almost effortlessly. With the three attacking moves this Dragonite is using, it gets neutral coverage on every Pokemon in the game except for Ferrothorn, Empoleon, and Shedinja. Dragon Dance is the obligatory set-up move that helps make up for the lack of a Choice item to boost Dragonite's power. Outrage is Dragonite's best STAB move, and oftentimes is the main move Dragonite spams, until the confusion sets in. Waterfall lets Dragonite muscle past Gliscor and Heatran, some of its usual "counters." ExtremeSpeed is Dragonite's priority move, and allows Dragonite to surprise a Mamoswine or Weavile looking to get a free KO on it with Ice Shard. It also alleviates mindgames encountered when facing down Pokemon such as Venusaur and Toxicroak by assuring that Dragonite will always get the first strike in. The EVs maximize Dragonite's Speed and power, while Multiscale buffers Dragonite's impressive bulk. The Lum Berry allows Dragonite to either obtain 4-6 Outrages or a free Dragon Dance / Outrage on a status shooter. Due to Multiscale, Dragonite is often played a bit more recklessly than the other team members. When facing a sun team down, Dragonite often takes the lead position, being able to set up a Dragon Dance on Ninetales (unless it has Roar) or the appropriate sweeper / support member and sweep from there. It can rip apart opposing sun and rain teams if they lack the necessary preparations to deal with it, and it can give stall teams a bad time if they lack the necessary preparations to deal with it. Also, due to its access and use of Waterfall, it can even torment sand teams that lack Ferrothorn. To wrap things up smoothly, Dragonite definitely deserves the title of "Best Dragon in OU," and definitely is the most important team member when facing down opposing weather teams.[/BOX] [BOX]Starmie has yet to disappoint. Its speed and power on the special end of the spectrum are a wonder to behold. The lack of an Electric-type move is justified, considering that Thundurus-T got Volt Absorb, which would otherwise make Starmie set-up fodder for it, and Keldeo isn't KOed by a Specs Thunder at +1. Hydro Pump is Starmie's most powerful STAB move, being able to OHKO threats such as Conkeldurr and CM Reuniclus in the rain. Psyshock is for beating down Keldeo, Toxicroak, and Virizion. Trick gives Starmie the ability to ruin the walling potential of at least one stall member, and Rapid Spin keeps the team healthy, which is important, considering that none of the team members have reliable recovery. The EVs maximize speed and power (yet again), and the IVs minimize confusion and Foul Play damage. Choice Specs were used over another item due to their power boost and potential to ruin stall teams when Tricked over to them. Starmie is usually brought out to face down Pokemon such as Keldeo and Conkeldurr. Its speed and power usually are enough to see it through such battle situations without sustaining too much harm. However, Starmie's biggest contributions are seen when facing against stall teams, where it can fire off powerful STAB attacks (before using Trick) and cripple key members, such as Blissey and Ferrothorn, with Trick. Also, due to Starmie's typing, it can act as Pursuit bait for any Tyranitar brave enough to switch into a Hydro Pump or Trick. It's these contributions which have solidified Starmie's place over Latios on this team, and shaped it to be a great replacement.[/BOX] Well, writing my first B2W2 RMT was a blast. Messing around with Photoshop to create the various banners was also fun. I'd like to give a special mention for my two [unofficial] tutees Harsha and Expert Physics for being great, respectable guys and a pleasure to work with and tutor. Another mention goes to Motagua, who revolutionized my way of team building with his B2W2 team, Sacred Rain. The Pokemon art used in this RMT (except for Rotom-W, which was made by Ken Sugimori) was by Pearlsaurus, and all of the banners were made by me. Well, now that that's over with, I hope you, the reader, enjoyed going through this RMT. If you like the team, give it a Luvdisc, and if you have a comment, then post it. /me should stop watching LPs by Chuggaaconroy.