I've been a long time lurker of smogon and I figured that my first post should showcase one of my 3 teams I've been using in the new BW2 Metagame!! And so I present my team! ^_^
Testing:
- SubDD+Roost set over Dragonite's current moveset.
- Offensive Spinner Starmie over Cloyster.
- Scarf Latios over Salamence.
- Not going to test all out Shell Smash Cloyster.
- SR Mamoswine over Wobb. Kind of enh, I missed Wobbuffet's capabilities during testing.
- SD or Band Scizor over Cloyster. SD Scizor didn't work, and Bulky CB Scizor ALWAYS came up short KOing things at the most important times -- and I believe a Starmie can still handle Gengar's on the revenge while still providing Rapid Spin. (my team loves revenging. lol :P)
- Dual Chop over Dragon Claw on Haxorus. Love this change, imperfect acc. isn't bothersome as this slot is for scouting, and breaking subs is nice.
- Charge Beam over Flash Cannon on Magnezone Love this, let's Magnezone dish out a bigger hit on whatever comes in after the slain steel.
- HP Ice over HP Fire on Magnezone. Love this too, HP Fire hasn't been missed due to Ferro being set-up fodder (along with other steels, and Thunderbolt does enough damage to all the other steels. Also nails the abundant ice weaks [commonly Gliscor] that come in after killing a steel.)
- White Herb on Cloyster. No. I like my Leftovers, but Cloyster is likely going to be replaced.
- Contemplating Waterfall/Aqua Tail on Offensive DD Dragonite somewhere?
Haxorus (F) @ Choice Band
Trait: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dual Chop / Dragon Claw
- Outrage
- Earthquake
- Superpower
This is a pretty standard Band Haxorus moveset, except instead of Aqua Tail I chose to run Dragon Claw. I basically use this set to punch holes early game with Outrage, or to fish out Steel type switch-ins with Dragon Claw.
I barely ever use Earthquake or Superpower before either of his STAB moves because one scouts for Steels, and the other is to just put the hurt on anything that doesn't resist it -- and leave a lasting mark on things that do. Most of you know what Band Haxorus does, and its Wallbreaking role is irreplaceable. Not much else to say, Haxorus is a bro. Except Female.
Salamence (F) @ Choice Scarf
Trait: Moxie
EVs: 232 Atk / 24 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Claw
- Outrage
- Earthquake
- Fire Blast
The 2nd Dragon of my trio exists in the form of a Salamence sporting a fabulous Scarf! I run Dual STAB Dragon moves just like I do on Haxorus. Dragon Claw serves the same role here -- but for Salamence, Outrage is the move I NEVER use until Steels are all eliminated and the opponent's team is pretty battered by the assaults of my powerful early-game (usually Haxorus). Once she gets a kill with Outrage (and sometimes Dragon Claw), he becomes near unstoppable thanks to Moxie making him more powerful with each poor soul he slays down.
Oh, and I don't often use Earthquake (very dangerous to be choice locked into)... but it's been there for stray Heatrans lacking a balloon thinking they can tank a Dragon move. It requires prediction to nail a Heatran (or any Ground weak for that matter) -- but I often don't go for a snowball effect with it. Same goes for Fire Blast, it's to roast physically defensive Steel types as well as Scizor switchins. Also, it goes without saying that I don't achieve a snowball sweep until Steels are bye-bye. PS -- ScarfMence is a fabulous revenger.
Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Fire Punch (thinking of trying Waterfall)
- ExtremeSpeed (thinking of trying Waterfall)
The final member of my Dragon trio, and I'm sure it's quite the obvious pick. I chose to go with a standard Offensively inclined Dragon Dance set. I chose the offensive set due to the fast paced nature of this team. Onto the set itself, it's very easy to setup at any stage in the game as long as I've kept my side of the field clear of those pesky Rocks. Status becomes less problematic while setting up thanks to Lum Berry, and Multiscale near always ensures I live any attack to do a dance. :P
I can usually sweep weakened (or even D-nite weak) teams with ease after only a single dance, but if the opportunity presents itself -- I'm not shy about racking up more to further ensure a sweep. Dragonite's role is to reliably and consistently setup, and if anything, just to do some damage. He can punch holes early game, or clean up late game -- he's amazingly consistent at what he does. Fire Punch is for obvious coverage, and Extremespeed is often helpful for picking off things that are fairly weakened, as well as outdoing other dangerous priority like Mamoswine's ice shard.
Testing SubDD+Roost set.
Magnezone @ Leftovers
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
IVs: 2 Atk, 30 Def for 70 power HP Ice without a reduction in Speed IVs.
- Substitute
- Thunderbolt
- Charge Beam
- Hidden Power [Ice] / [Fire]
Magnezone is my magnetic magnet pokemon of choice. Magnezone's role is merely to catch steel types off guard, trap them, and more often then not -- eliminate their defensive threat to my 3 highly dangerous Dragons. Against better players, I never get to just switch directly in to trap a steel -- therefore I often have to play around them via double switching or even purposely sacrifice another member to the steel type and revenge trap(?) them with 'zone. His role is clear, pave the way for my 3 dragons to dish out destruction. :3
I use Charge Beam and HP [ice] instead of Flash Cannon and HP [Fire] because I find that Ferrothorns lacking Bulldoze are so easy to setup on. To just KO it without some added benefit seems kinda like wasted potential -- therefore I use Charge Beam instead to get as many boosts as I can, and am able to then quickly whittle away at it with boosted Thunderbolts (STAB T-bolt resisted is better than neutral HP Ice). HP Fire is almost uneccessary for common Steel-types (outside of Ferrothorn), as a Thunderbolt or two is enough to do the job.
Wobbuffet (M) @ Leftovers
Trait: Shadow Tag
EVs: 28 HP / 252 Def / 224 SDef / 4 Spd
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Safeguard
I love Wobbuffet. He's definetly in my top 5 favorite pokemon. That isn't why I chose him though. :P
Wobbuffet serves as a universal trapper, unique-ish revenge killer, and support. Counter and Mirror Coat are what make consistent revenge killing possible, as it's very difficult to one-shot Wobbuffet without further boosting -- which Encore dissuades. Encore often lets me lock a trapped opponent into a move like Spikes or Will-O-Wisp. From there I can bring in an appropriate team member to handle whatever move they're locked in. Safeguard is very handy to prevent crippling burns and paralysis, as well. Wobb is pretty great for this team because sometimes Magnezone just doesn't always do the job. :(
Cloyster (M) @ Leftovers (testing White Herb)
Trait: Skill Link
EVs: 248 HP / 40 Atk / 156 Def / 64 Spd
Impish Nature (+Def, -SAtk)
- Rapid Spin
- Shell Smash
- Icicle Spear
- Rock Blast
And last but not least, the team slot which has been many things... so many things that I forget what all of them were. All I know is that during the early stages of this team, I needed a spinner... but Starmie, despite being my favorite pokemon ever, didn't really work well with the rest of this team. Therefore, I present a less commonly seen Rapid Spinning water type -- Cloyster! I give thanks to user Princess Bri who created this EV spread... (I knew I recognized that username) it's fantastic!
This Cloyster serves as a physical stop to many things, a pinch sweeper, and most importantly -- a rapid spinner! Cloyster has many roles, and he performs them pretty well. For a while I neglected rapid spin, and stealth rocks just ate my team alive. Now I realize how important it is with half my team being neutral or weak to it. :P
Cloyster is most subject to change, I'm open to suggestions here! My biggest concern for the team as a whole is my lack of hazards, opinions on this are appreciated.
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And that's my team! Thanks for taking the time to read this monster, and no I'm not going to type up a Team History. 2/3 of the team stayed the same the whole time, and the last two slots changed too much for me to have even kept track of. The only notable changes I remember are adding in Cloyster, and switching Haxorus' and Dragonite's roles around. :P
All feedback is greatly appreciated, this is my favorite team I've ever created and I want it to be the best it can be for the BW2 metagame!! I thank you for reading, I hope this is RMT write-up is up to par, and have a fabulous day/night. :3






Testing:
- SubDD+Roost set over Dragonite's current moveset.
- Offensive Spinner Starmie over Cloyster.
- Scarf Latios over Salamence.
- Not going to test all out Shell Smash Cloyster.
- SR Mamoswine over Wobb. Kind of enh, I missed Wobbuffet's capabilities during testing.
- SD or Band Scizor over Cloyster. SD Scizor didn't work, and Bulky CB Scizor ALWAYS came up short KOing things at the most important times -- and I believe a Starmie can still handle Gengar's on the revenge while still providing Rapid Spin. (my team loves revenging. lol :P)
- Dual Chop over Dragon Claw on Haxorus. Love this change, imperfect acc. isn't bothersome as this slot is for scouting, and breaking subs is nice.
- Charge Beam over Flash Cannon on Magnezone Love this, let's Magnezone dish out a bigger hit on whatever comes in after the slain steel.
- HP Ice over HP Fire on Magnezone. Love this too, HP Fire hasn't been missed due to Ferro being set-up fodder (along with other steels, and Thunderbolt does enough damage to all the other steels. Also nails the abundant ice weaks [commonly Gliscor] that come in after killing a steel.)
- White Herb on Cloyster. No. I like my Leftovers, but Cloyster is likely going to be replaced.
- Contemplating Waterfall/Aqua Tail on Offensive DD Dragonite somewhere?

Haxorus (F) @ Choice Band
Trait: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dual Chop / Dragon Claw
- Outrage
- Earthquake
- Superpower
This is a pretty standard Band Haxorus moveset, except instead of Aqua Tail I chose to run Dragon Claw. I basically use this set to punch holes early game with Outrage, or to fish out Steel type switch-ins with Dragon Claw.
I barely ever use Earthquake or Superpower before either of his STAB moves because one scouts for Steels, and the other is to just put the hurt on anything that doesn't resist it -- and leave a lasting mark on things that do. Most of you know what Band Haxorus does, and its Wallbreaking role is irreplaceable. Not much else to say, Haxorus is a bro. Except Female.

Salamence (F) @ Choice Scarf
Trait: Moxie
EVs: 232 Atk / 24 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Dragon Claw
- Outrage
- Earthquake
- Fire Blast
The 2nd Dragon of my trio exists in the form of a Salamence sporting a fabulous Scarf! I run Dual STAB Dragon moves just like I do on Haxorus. Dragon Claw serves the same role here -- but for Salamence, Outrage is the move I NEVER use until Steels are all eliminated and the opponent's team is pretty battered by the assaults of my powerful early-game (usually Haxorus). Once she gets a kill with Outrage (and sometimes Dragon Claw), he becomes near unstoppable thanks to Moxie making him more powerful with each poor soul he slays down.
Oh, and I don't often use Earthquake (very dangerous to be choice locked into)... but it's been there for stray Heatrans lacking a balloon thinking they can tank a Dragon move. It requires prediction to nail a Heatran (or any Ground weak for that matter) -- but I often don't go for a snowball effect with it. Same goes for Fire Blast, it's to roast physically defensive Steel types as well as Scizor switchins. Also, it goes without saying that I don't achieve a snowball sweep until Steels are bye-bye. PS -- ScarfMence is a fabulous revenger.

Dragonite (M) @ Lum Berry
Trait: Multiscale
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Dragon Dance
- Outrage
- Fire Punch (thinking of trying Waterfall)
- ExtremeSpeed (thinking of trying Waterfall)
The final member of my Dragon trio, and I'm sure it's quite the obvious pick. I chose to go with a standard Offensively inclined Dragon Dance set. I chose the offensive set due to the fast paced nature of this team. Onto the set itself, it's very easy to setup at any stage in the game as long as I've kept my side of the field clear of those pesky Rocks. Status becomes less problematic while setting up thanks to Lum Berry, and Multiscale near always ensures I live any attack to do a dance. :P
I can usually sweep weakened (or even D-nite weak) teams with ease after only a single dance, but if the opportunity presents itself -- I'm not shy about racking up more to further ensure a sweep. Dragonite's role is to reliably and consistently setup, and if anything, just to do some damage. He can punch holes early game, or clean up late game -- he's amazingly consistent at what he does. Fire Punch is for obvious coverage, and Extremespeed is often helpful for picking off things that are fairly weakened, as well as outdoing other dangerous priority like Mamoswine's ice shard.
Testing SubDD+Roost set.

Magnezone @ Leftovers
Trait: Magnet Pull
EVs: 36 HP / 252 SAtk / 220 Spd
Timid Nature (+Spd, -Atk)
IVs: 2 Atk, 30 Def for 70 power HP Ice without a reduction in Speed IVs.
- Substitute
- Thunderbolt
- Charge Beam
- Hidden Power [Ice] / [Fire]
Magnezone is my magnetic magnet pokemon of choice. Magnezone's role is merely to catch steel types off guard, trap them, and more often then not -- eliminate their defensive threat to my 3 highly dangerous Dragons. Against better players, I never get to just switch directly in to trap a steel -- therefore I often have to play around them via double switching or even purposely sacrifice another member to the steel type and revenge trap(?) them with 'zone. His role is clear, pave the way for my 3 dragons to dish out destruction. :3
I use Charge Beam and HP [ice] instead of Flash Cannon and HP [Fire] because I find that Ferrothorns lacking Bulldoze are so easy to setup on. To just KO it without some added benefit seems kinda like wasted potential -- therefore I use Charge Beam instead to get as many boosts as I can, and am able to then quickly whittle away at it with boosted Thunderbolts (STAB T-bolt resisted is better than neutral HP Ice). HP Fire is almost uneccessary for common Steel-types (outside of Ferrothorn), as a Thunderbolt or two is enough to do the job.

Wobbuffet (M) @ Leftovers
Trait: Shadow Tag
EVs: 28 HP / 252 Def / 224 SDef / 4 Spd
Bold Nature (+Def, -Atk)
IVs: 0 Atk
- Counter
- Mirror Coat
- Encore
- Safeguard
I love Wobbuffet. He's definetly in my top 5 favorite pokemon. That isn't why I chose him though. :P
Wobbuffet serves as a universal trapper, unique-ish revenge killer, and support. Counter and Mirror Coat are what make consistent revenge killing possible, as it's very difficult to one-shot Wobbuffet without further boosting -- which Encore dissuades. Encore often lets me lock a trapped opponent into a move like Spikes or Will-O-Wisp. From there I can bring in an appropriate team member to handle whatever move they're locked in. Safeguard is very handy to prevent crippling burns and paralysis, as well. Wobb is pretty great for this team because sometimes Magnezone just doesn't always do the job. :(

Cloyster (M) @ Leftovers (testing White Herb)
Trait: Skill Link
EVs: 248 HP / 40 Atk / 156 Def / 64 Spd
Impish Nature (+Def, -SAtk)
- Rapid Spin
- Shell Smash
- Icicle Spear
- Rock Blast
And last but not least, the team slot which has been many things... so many things that I forget what all of them were. All I know is that during the early stages of this team, I needed a spinner... but Starmie, despite being my favorite pokemon ever, didn't really work well with the rest of this team. Therefore, I present a less commonly seen Rapid Spinning water type -- Cloyster! I give thanks to user Princess Bri who created this EV spread... (I knew I recognized that username) it's fantastic!
This Cloyster serves as a physical stop to many things, a pinch sweeper, and most importantly -- a rapid spinner! Cloyster has many roles, and he performs them pretty well. For a while I neglected rapid spin, and stealth rocks just ate my team alive. Now I realize how important it is with half my team being neutral or weak to it. :P
Cloyster is most subject to change, I'm open to suggestions here! My biggest concern for the team as a whole is my lack of hazards, opinions on this are appreciated.
-------------------------------------------
And that's my team! Thanks for taking the time to read this monster, and no I'm not going to type up a Team History. 2/3 of the team stayed the same the whole time, and the last two slots changed too much for me to have even kept track of. The only notable changes I remember are adding in Cloyster, and switching Haxorus' and Dragonite's roles around. :P
All feedback is greatly appreciated, this is my favorite team I've ever created and I want it to be the best it can be for the BW2 metagame!! I thank you for reading, I hope this is RMT write-up is up to par, and have a fabulous day/night. :3