Quivering Swords
A BW2 OU RMT
Explanation of Choices
I love Volcarona. I don't know why but I love the thing and can't get it off my team. The interesting typing, the quiver dance, and the visuals just make an awesome pokemon. To keep it alive I threw on Forrestress, to spin and spike. Lucario fit in well, complementing Vol's typing, and working as a physical sweeper. Originally I wanted a Cloyster, but Lucario just felt like a better fit. I wanted to run Toxic stalling Gliscor, because I've seen it wreck me sooooo many times. My Sp. Wall used to be a Blissey, but I recently tried Jellicent, and was amazed at how well he did the job, so he has earned his spot. For my final pokemon I felt I needed a revenge killer. This one took a lot of thinking. It was originally a Dugtrio, then an Infernape, and both were fine, but I wanted something different. I decided to use Zoroark, and I'm really happy about the choice. He disguises as Jellicent, and gets hit by a dark, or ghost move, and can get to the killing with ease. With that said, let's get to the actually team.
The Team
Forretress (M) @Leftovers
Ability: Sturdy
EVs: 252 HP,176 D, 80 Sp.D.
Relaxed nature
~ Stealth Rock
~ Toxic Spikes
~ Rapid Spin
~ Volt Switch
This guy is a beautiful mon. He usually starts games for me, unless I see a Ninetails. I opted to use toxic spikes because I lack a phaser, so I can't get many forced switches to rack up spike damage. He hides for a good bit of the game, in order to stay alive to spin. If he goes down, Volcarona is usually going to as well. He is built to survive physical attacks, but has huge problems against sun teams. Also his build doesn't allow him to really do much aside from traps and spins, so I gave him volt switch. I figure getting him out and keeping him alive was more important than him doing actual damage.
Volcarona (F) @Lifeorb
Ability: Flame Body
EVs: 252 Sp.A, 252 speed 4 sp.d.
Timid nature
~ Quiver dance
~ Firey dance
~ Buzz bug
~ Hidden power: Electric
This is the meat of the team. If I switch in right, I can get off a quiver, and start racking up damage. One of my main problems was water pokemon, so HP:E manages to drop them after a QD. They used to come in and force me to switch out, losing all of my buffs. This thing does it's job beautifully, it just all comes down to switching in at the right time. This thing is the basis for the team, and it does it's job beautifully, just as long as those around it do theirs.
Lucario (M) @Lifeorb
Ability: Justified
EVs: 252 Attack, 252 speed 4 HP.
Adamant nature
~ Swords dance
~ Close Combat
~ Ice punch
~ Extreme speed
This guy is needed for two big reasons. If I'm against a sandstorm team, he can drop hold his own with Close Combat. The second is dragons. He can switch in and take out Haxorus, Dragonite, and Salamence better than anything else I have. If he goes down before the enemies dragons, I'm in a bad position. I've heard about Terrakion, but Luke just feels like a better fit on the team. His resistances and weaknesses compliment Vol's better than Terrakion's do, so Lucario has kept the spot over him.
Zoroark (M) @Choice Scarf
Ability: Illusion
EVs: 252 Sp.A, 252 speed 4 HP.
Timid nature
~ Dark Pulse
~ Grass knot
~ Flamethrower
~ Focus Blast.
My revenge killer. This thing has crazy speed and coverage. He can really make a pivotal difference in the fight. I can usually get a favorable matchup against my opponent, which can be enough to turn the entire fight around. Both Zoro, and Jellicent take the same damage from Stealth Rock, which keeps him hidden. He's been great in his slot, and at what he does, but if I leave him out for a second to long, he gets trounced and dies. Effective, but short lived.
Gliscor (M) @Poision orb
Ability: Poison Heal
EVs: 252 HP, 184 Def, 72 Spe
Impish nature
~ Substitute
~ Toxic
~ Protect
~ Earthquake
This thing stalled and killed me so many times that I had to get one. He performs flawlessly. He comes in, they switch, sub goes up. If Tspikes are there, I don't need to toxic, and then just start protecting. I can get some of the bigger threats out of the way if I switch in at the right time. Gliscor can take a hit with relative ease, but he can also throw one back. I'm contemplating switching EQ to facade for the surprise element, but EQ reliably helps their health keep dropping. This things is amazing.
Jellicent (M) @Leftovers
Ability: Water absorb
EVs: 252 HP / 36 Def / 220 SpD
Calm nature
~ Scald
~ Recover
~ Will O' Wisp
~ Ghost Ball
Tired of Blissey? I was too. This thing is a great new alternative. It's typing, and abilities make it an amazing special wall. I wait for a water type to come in, and eat their attack. Then they'll usually switch, and if it's a physical attacker, I can get a burn off, assuming I haven't laid toxic spikes yet (or they've been spun). I had toxic for a while, but I wanted to change it up. This things soaks up a lot of otherwise devastating hits for my team. Fire attacks aimed at Forretress, and Ice attacks at Gliscor get reduced to nothing by this mustached behemoth.
A BW2 OU RMT






Explanation of Choices
I love Volcarona. I don't know why but I love the thing and can't get it off my team. The interesting typing, the quiver dance, and the visuals just make an awesome pokemon. To keep it alive I threw on Forrestress, to spin and spike. Lucario fit in well, complementing Vol's typing, and working as a physical sweeper. Originally I wanted a Cloyster, but Lucario just felt like a better fit. I wanted to run Toxic stalling Gliscor, because I've seen it wreck me sooooo many times. My Sp. Wall used to be a Blissey, but I recently tried Jellicent, and was amazed at how well he did the job, so he has earned his spot. For my final pokemon I felt I needed a revenge killer. This one took a lot of thinking. It was originally a Dugtrio, then an Infernape, and both were fine, but I wanted something different. I decided to use Zoroark, and I'm really happy about the choice. He disguises as Jellicent, and gets hit by a dark, or ghost move, and can get to the killing with ease. With that said, let's get to the actually team.
The Team

Forretress (M) @Leftovers
Ability: Sturdy
EVs: 252 HP,176 D, 80 Sp.D.
Relaxed nature
~ Stealth Rock
~ Toxic Spikes
~ Rapid Spin
~ Volt Switch
This guy is a beautiful mon. He usually starts games for me, unless I see a Ninetails. I opted to use toxic spikes because I lack a phaser, so I can't get many forced switches to rack up spike damage. He hides for a good bit of the game, in order to stay alive to spin. If he goes down, Volcarona is usually going to as well. He is built to survive physical attacks, but has huge problems against sun teams. Also his build doesn't allow him to really do much aside from traps and spins, so I gave him volt switch. I figure getting him out and keeping him alive was more important than him doing actual damage.

Volcarona (F) @Lifeorb
Ability: Flame Body
EVs: 252 Sp.A, 252 speed 4 sp.d.
Timid nature
~ Quiver dance
~ Firey dance
~ Buzz bug
~ Hidden power: Electric
This is the meat of the team. If I switch in right, I can get off a quiver, and start racking up damage. One of my main problems was water pokemon, so HP:E manages to drop them after a QD. They used to come in and force me to switch out, losing all of my buffs. This thing does it's job beautifully, it just all comes down to switching in at the right time. This thing is the basis for the team, and it does it's job beautifully, just as long as those around it do theirs.

Lucario (M) @Lifeorb
Ability: Justified
EVs: 252 Attack, 252 speed 4 HP.
Adamant nature
~ Swords dance
~ Close Combat
~ Ice punch
~ Extreme speed
This guy is needed for two big reasons. If I'm against a sandstorm team, he can drop hold his own with Close Combat. The second is dragons. He can switch in and take out Haxorus, Dragonite, and Salamence better than anything else I have. If he goes down before the enemies dragons, I'm in a bad position. I've heard about Terrakion, but Luke just feels like a better fit on the team. His resistances and weaknesses compliment Vol's better than Terrakion's do, so Lucario has kept the spot over him.

Zoroark (M) @Choice Scarf
Ability: Illusion
EVs: 252 Sp.A, 252 speed 4 HP.
Timid nature
~ Dark Pulse
~ Grass knot
~ Flamethrower
~ Focus Blast.
My revenge killer. This thing has crazy speed and coverage. He can really make a pivotal difference in the fight. I can usually get a favorable matchup against my opponent, which can be enough to turn the entire fight around. Both Zoro, and Jellicent take the same damage from Stealth Rock, which keeps him hidden. He's been great in his slot, and at what he does, but if I leave him out for a second to long, he gets trounced and dies. Effective, but short lived.

Gliscor (M) @Poision orb
Ability: Poison Heal
EVs: 252 HP, 184 Def, 72 Spe
Impish nature
~ Substitute
~ Toxic
~ Protect
~ Earthquake
This thing stalled and killed me so many times that I had to get one. He performs flawlessly. He comes in, they switch, sub goes up. If Tspikes are there, I don't need to toxic, and then just start protecting. I can get some of the bigger threats out of the way if I switch in at the right time. Gliscor can take a hit with relative ease, but he can also throw one back. I'm contemplating switching EQ to facade for the surprise element, but EQ reliably helps their health keep dropping. This things is amazing.

Jellicent (M) @Leftovers
Ability: Water absorb
EVs: 252 HP / 36 Def / 220 SpD
Calm nature
~ Scald
~ Recover
~ Will O' Wisp
~ Ghost Ball
Tired of Blissey? I was too. This thing is a great new alternative. It's typing, and abilities make it an amazing special wall. I wait for a water type to come in, and eat their attack. Then they'll usually switch, and if it's a physical attacker, I can get a burn off, assuming I haven't laid toxic spikes yet (or they've been spun). I had toxic for a while, but I wanted to change it up. This things soaks up a lot of otherwise devastating hits for my team. Fire attacks aimed at Forretress, and Ice attacks at Gliscor get reduced to nothing by this mustached behemoth.
Closing Remarks
So, that's my team at a glance. My main problems are weather teams, but I've tried to put in mons who can counter different weathers, but the results are okay at best. I've tried a lot of combinations but I still have trouble once a weather war has started. Aside from that, I've managed to catch a lot of people off guard with my team combination. I feel take a lot of risk running my team without weather with how the game is now, but I was tired of trying to keep my sun or rain up, so this team was something completely new for me in BW. I've had decent success with this team, but I'm hoping to improve it. Any advice is greatly appreciated, and I thank you for taking the time to read this.