Garchomp @ Salac Berry
Trait: Rough Skin
EVs: 252 Spd / 252 Atk
Jolly Nature
- Swords Dance
- Substitute
- Earthquake
- Dragon Claw
garchomp is my main sweeper, a lot of the time i'll be down and seemingly out and all i have to do is bring in chomper at a good time and i'll sweep. it has saved my ass a lot of times! by nature he forces a lot of switches and his excellent speed tier makes him a prime candidate for salac. sometimes you can strategically swords dance so sub isn't necessary, like once i sd'd on LO scizor bullet punch, and then quaked it to death while he activated my salac. sr resist means i can switch him around without fucking up salac and use him along with keldeo to pressure the other guy. also this guy is pretty much dead weight if the opp has a skarmory which kind of really sucks, but he makes up for it in the other matches!
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 56 Spd / 200 SDef
Calm Nature
- Giga Drain
- Hidden Power [Fire]
- Recover
- Baton Pass
my main rain counter and helps me vs landorus and latios. surprisingly bulky, can even wall specs latios indefinitely outside of sand, barring trick. baton pass is so there's no funny business with scizor or tyranitar. hp fire is kind of nice because it can nail skarmory who is otherwise a pain to kill and surprise KOs on scizor and forretress are always nice. pretty much the anchor of my team, since along with hippowdon they can cover most threats as long as i don't play stupid
Keldeo @ Choice Specs
Trait: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Surf
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
this is where most of my offensive output comes from. works well with celebi because he can baton pass out of like skarm or tar or sciz or whatever people switch into celebi these days and get off a free attack. also means that i generally don't lose to rain offense since specs hpump OHKOs politoed i think with sr and so every time pony comes out i get a ko. i usually use this one to apply pressure, because without some offense i'd just be switching around until the opponent makes a good play or just plain breaks me. also makes other duder play more cautiously because keldeo + spikes destroys, which i can play to my advantage
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
have to have sand if you ain't using rain so that sun doesn't smash you, and it helps to keep specs keld and tornadus in check. basically use this guy as a catch all, he's really good at getting up rocks and usually i do stuff like leave him in on celebi to eat a weak giga drain and get up my rocks as they do pittance. main switch-in to chomper, rak, volcarona, ttar, gengar, jirachi, etc. only bad part about this is that since he walls so much he can get worn down pretty easily, like if i have to ww a +1 volc or ddnite, i have to play cautiously to not let them set up. but he's pretty much a great failsafe and overall tank
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball
i hate playing with hazards on my side of the field, they limit my switching and make me feel constricted in the plays that i can make. so forretress can come in on a lot of stuff and spin. he also sets spikes which is great, my team is kind of weak offensively compared to a lot of stuff out there, so the extra damage is great. often used in conjunction with jirachi u-turn, celebi baton pass, and hippowdon ww to rack up good damage before going in for the kill. my best check to terrakion since he can spin away the rocks from the sash version and eat any attack even a cb cc, and from there i can volt or get up a layer. helps me vs those dumb stallish teams since volt switch mauls jellicent and if they don't have a spinner i can have a field day
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 200 Atk / 252 Spd / 56 SDef
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Trick
glue of my team. checks EVERYTHING that the rest of the team can't. it's great for u-turn abuse, as well. i play this thing kind of conservatively, most of the time it'll be the one to eat the draco meteor if i mispredict and latios gets in for free; it also handles SD chomp, SD rak, gengar if hippo's down, shuts down ddnite, and its nice set of resistances gets it in a lot. like, how mamoswine fucks me over really but usually i can keep it at bay by getting sr+spikes and then using this guy to force it out. same with stuff like tornadus, latias, cube, starmie, thundurus. this is one of my favorite 'mons in bw2 because of how good his typing is. trick is used only occasionally but its often instrumental because if i can trick skarmory chomper will crush, if i trick jelli forrey can have a good match, etc. healing wish doesn't do it for me since jirachi is so integral to the team that i almost never blindly sacrifice him.
well, that's my team. i went about 54-15 with it. the main issues are volcarona, dragonspam, teams with spikes + jellicent, and u-turn landorus.
Trait: Rough Skin
EVs: 252 Spd / 252 Atk
Jolly Nature
- Swords Dance
- Substitute
- Earthquake
- Dragon Claw
garchomp is my main sweeper, a lot of the time i'll be down and seemingly out and all i have to do is bring in chomper at a good time and i'll sweep. it has saved my ass a lot of times! by nature he forces a lot of switches and his excellent speed tier makes him a prime candidate for salac. sometimes you can strategically swords dance so sub isn't necessary, like once i sd'd on LO scizor bullet punch, and then quaked it to death while he activated my salac. sr resist means i can switch him around without fucking up salac and use him along with keldeo to pressure the other guy. also this guy is pretty much dead weight if the opp has a skarmory which kind of really sucks, but he makes up for it in the other matches!
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 56 Spd / 200 SDef
Calm Nature
- Giga Drain
- Hidden Power [Fire]
- Recover
- Baton Pass
my main rain counter and helps me vs landorus and latios. surprisingly bulky, can even wall specs latios indefinitely outside of sand, barring trick. baton pass is so there's no funny business with scizor or tyranitar. hp fire is kind of nice because it can nail skarmory who is otherwise a pain to kill and surprise KOs on scizor and forretress are always nice. pretty much the anchor of my team, since along with hippowdon they can cover most threats as long as i don't play stupid
Keldeo @ Choice Specs
Trait: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Surf
- Hydro Pump
- Secret Sword
- Hidden Power [Ghost]
this is where most of my offensive output comes from. works well with celebi because he can baton pass out of like skarm or tar or sciz or whatever people switch into celebi these days and get off a free attack. also means that i generally don't lose to rain offense since specs hpump OHKOs politoed i think with sr and so every time pony comes out i get a ko. i usually use this one to apply pressure, because without some offense i'd just be switching around until the opponent makes a good play or just plain breaks me. also makes other duder play more cautiously because keldeo + spikes destroys, which i can play to my advantage
Hippowdon @ Leftovers
Trait: Sand Stream
EVs: 252 HP / 4 Atk / 252 SDef
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Whirlwind
have to have sand if you ain't using rain so that sun doesn't smash you, and it helps to keep specs keld and tornadus in check. basically use this guy as a catch all, he's really good at getting up rocks and usually i do stuff like leave him in on celebi to eat a weak giga drain and get up my rocks as they do pittance. main switch-in to chomper, rak, volcarona, ttar, gengar, jirachi, etc. only bad part about this is that since he walls so much he can get worn down pretty easily, like if i have to ww a +1 volc or ddnite, i have to play cautiously to not let them set up. but he's pretty much a great failsafe and overall tank
Forretress @ Leftovers
Trait: Sturdy
EVs: 252 Def / 252 HP / 4 Atk
Relaxed Nature
IVs: 0 Spd
- Spikes
- Rapid Spin
- Volt Switch
- Gyro Ball
i hate playing with hazards on my side of the field, they limit my switching and make me feel constricted in the plays that i can make. so forretress can come in on a lot of stuff and spin. he also sets spikes which is great, my team is kind of weak offensively compared to a lot of stuff out there, so the extra damage is great. often used in conjunction with jirachi u-turn, celebi baton pass, and hippowdon ww to rack up good damage before going in for the kill. my best check to terrakion since he can spin away the rocks from the sash version and eat any attack even a cb cc, and from there i can volt or get up a layer. helps me vs those dumb stallish teams since volt switch mauls jellicent and if they don't have a spinner i can have a field day
Jirachi @ Choice Scarf
Trait: Serene Grace
EVs: 200 Atk / 252 Spd / 56 SDef
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Trick
glue of my team. checks EVERYTHING that the rest of the team can't. it's great for u-turn abuse, as well. i play this thing kind of conservatively, most of the time it'll be the one to eat the draco meteor if i mispredict and latios gets in for free; it also handles SD chomp, SD rak, gengar if hippo's down, shuts down ddnite, and its nice set of resistances gets it in a lot. like, how mamoswine fucks me over really but usually i can keep it at bay by getting sr+spikes and then using this guy to force it out. same with stuff like tornadus, latias, cube, starmie, thundurus. this is one of my favorite 'mons in bw2 because of how good his typing is. trick is used only occasionally but its often instrumental because if i can trick skarmory chomper will crush, if i trick jelli forrey can have a good match, etc. healing wish doesn't do it for me since jirachi is so integral to the team that i almost never blindly sacrifice him.
well, that's my team. i went about 54-15 with it. the main issues are volcarona, dragonspam, teams with spikes + jellicent, and u-turn landorus.