Yes this is officially my first black and white RMT ever. I have done a few teams before but to be perfectly honest, they really sucked. They were pretty much just "random sweeper on either attack type, random physical wall, blissey and a wildcard." I paid no mind to synergy whatsoever so this team will be a relatively new way to do things for me. I decided to just look through the serebii dex and see what kind of pokemon I could find that would be good and try to make a decent team out of what I could see was good. I am by no means good at this. Case in point, I thought durant would dominate the metagame... yeah... anyway, of course I also got a bit of help from the OU analysis thread which helped me a bit. I more or less wanted to make just a generic balanced team with an actual cohesive core, so here I go!
Team Building Process:
I started off by simply pre-ordering the game, which gave me a free liberty pass. Hooray! So I figured, I have a Victini, why not use it? So caught it, and tryed to think of different pokemon that would compliment it well type-wise. My first musketeer
I immediately thought of virizion. It has typing that works awesomely well with victini, and the bulk to swith in on certain threats to Victini. Also, yes I know it's shady making this one of my musketeers but frankly, I don't care, this is my second musketeer.
Even with the cool type synergy Victini and Virizion have, there was still one glaring weakness sticking out, the 4x flying weakness. Yes, I know there isn't much to warrant a fear of flying types, but the weakness was really bothering me. So far, he's been a great contributer to the team and I do believe I made a good choice with him. Better than Dos because of priority taunt, but still has decent bulk to switch in. My third musketeer.
Every good main character has a good supporting cast, and seeing as how my core is primarily offensive, I need some defence there to help it out. The first thing I really wanted to get out of the way was a pressing Chandelure weakness. I tossed a lot of ideas around but eventually just sprung for a bulky water. I origionally had a gastrodon that worked out pretty well, until I realized that stealth rock sucks, so I decided to get a spinner so, why not tentacruel?
SO I had the special side covered, all I wanted now was a good physical check, so I decided to see what all this ruckus people were making about Ferrothorn was about. I tried it and let me tell you, it's AMAZING. I can't believe how much this thing can survive. Needless to say he's not going anywhere.
So I had the flesh of my team done, all I needed was a poke to be the default "first slot" poke. Enter the Flygon that I bred in the dying days of Platinum. I bred him up in about the middle of the metagame, back when B/W where just rumours, EV'd him, and gave him an item. Unfortunately, I then forgot about him till B/W where in my hands. Now, I've given him a chance to shine and I'm rather pleased about how well he's transitioned between gens. He still works, and quite well tbh, though I have thought of switching him with my old Garchomp...
In Depth Look:
EVs: 80 Atk / 176 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Draco Meteor
- Fire Blast
This old flygon has had a pretty good run as the first in my lineup. With the concept of leads being completely gone, I find the emphasis on surprise to be quite a big factor and it has worked out quite well with this guy. Many people I find will switch in their skarmories predicting either physical or choice only for them to be fried by fire blast. I think I origionally meant for this thing to have a scarf but to be perfectly honest, I can't remember... but it works as it is so whatever.
Tentacruel @ Leftovers
Trait: Liquid Ooze
EVs: 252 HP / 64 Def / 176 SDef / 16 Spd
- Rapid Spin
- Toxic Spikes
Origionaly a gastrodon, I decided to switch because entry hazards really suck. As of switching my bulky waters, the problem of hazards has decreased quite a bit. It takes special hits like a beast (which is what I wanted it for in the first place) and even sets up hazards to boot. The problem is it seems to get killed a lot more than gastrodon did. The lack of instant recovery is troubling too, but I really don't want to give up my spin support...
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 48 Def / 208 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Power Whip
The primarily physical side of my wall core (though it can take a few special hits too). My god, the sheer amount of things this thing can KO through attricion in ridiculous. I actually almost outstalled a Forry with it, and I still firmly believe that if it didn't have 120+ rapid spins, I would have won. I also find that even though I have no spin blocker on my team, my hazards usually persist. Usually because this thing can stay in on so much stuff. I like it.
Victini @ Life Orb
Trait: Victory Star
EVs: 4 HP / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Focus Blast
- Searing Shot
The first part of my offensive core that the team is based around. As the first musketeer, it seems to have more trouble actually getting in and killing things that aren't steel type than the other two.On it's own though, it is pretty nice. it has the best physical bulk out of all of my three core pokes and can switch in on quite a few physical attacks. would just like to note that it has to have a modest nature because of my foolishness, and I just put a life orb on it for the sake of having one other poke without leftovers.
Virizion @ Leftovers
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Leaf Blade
- Sacred Sword
- Swords Dance
- Stone Edge
I put in Virizion to compliment Victini's type combo and it does so very well. It can even snag a neat attack boost from any stray dark attacks that may be aimed at Victini. As a sweeper, it's great. With an SD up, It KOs stuff like it's going out of style, and even without an SD it's very effective at cleaning up after the opposing team has been softened up by the other members of my team, not to mention the hazards set up.
Thundurus @ Expert Belt
EVs: 32 Atk / 220 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Hidden Power [Ice]
- Hammer Arm
The final member of my intrepid trio is probably the one that has seen the most use. His priority taunt is incredible, and lets me shut down a lot of stuff that wants to set up or pass around status and/or phaze. Surprisingly (at least to me) being a wallbreaker hasn't affected his lethality on the special side very much at all. Though the physical end of the spectrum leaves a little to be desired, often just barely needing a OHKO to end stuff. I realize that this is essentially what it's supposed to do, but running around at -2 speed is somewhat annoying.
So that's my team, Sudgestions/Critical analysis would be helpful. I want to see how solid it actually is before using it as my sole Wi-Fi team...