So I'm popping back in the game after not playing B/W or B/W2 at all. Kind of interesting what the game looks like now. Anyway, here's what I've arrived at so far (and have been having loads of fun slaying).
@ Leftovers ; Multiscale
252 HP ; 164+ ATK ; 92 DEF ; - SpA
Dragon Dance
ExtremeSpeed
Dragon Claw
Fire Punch
So, I took one look at Dragonite's new ability from this generation...and I knew I had to lead with him. It's absolutely terrifying to imagine him having this ability in older generations. I find it to be incredibly relevant now, too.
I like leading with him because it means he doesn't have to worry about Rocks breaking his Multiscale. Unless my opponent is very likely to start the game off with something that can Burn or threaten Dragonite, I'm going to lead with him and Dance right away. If their lead is something that normally sets up rocks on turn one, the above is even more true.
With one Dance behind him, he's very threatening. If he's got two, he can cripple teams quickly. It's like welcoming back an old friend.
"Hadrian"
@ Life Orb ; Sheer Force
4 HP ; -ATK ; 252 SpATK ; 252+ SPE
Earth Power
Hidden Power [Ice]
Psychic
Focus Blast
So I understand that 115 Base Special Attack and 101 Base Speed are no laughing matter. Couple that with 1.69x Damage on netural hits with no life orb recoil and you have an absolute beast. This was one of the pokemon that really, really impressed me from the new generation. Even though looking at him I have no idea what he is...
I decided to go with all attacks instead of Rock Polish (it's my understanding that that's the standard?) because I find he outpaces a lot of things anyway. There have been rare occasions, even, that I've taken 2HKO's with one of the other moves I'd have to drop for Polish instead of using FB for the one shot as well, just because I know that my luck makes me exceptionally prone to...crucial misses. I'd be open to being convinced otherwise, however. It's one of the choices I'm not dead set on.
"Nero"
244 HP ; 252 + ATK ; - SpATK ; 12 SPE
@ Choice Band ; Technician
Bullet Punch
Superpower
Pursuit
U-Turn
The standard Bulky-band Scizor, but I added a few points to speed so that I could pretend I'm just getting lucky and winning the speed ties and making people mad when he mirrors another Scizor. I love this guy. Have since Gen II. He's an absolute titan and he's terrifying to see pop out when you've got your Rock or Ice type poke exposed.
"Caesar"
@ Choice Scarf ; Sand Stream
4 HP ; 252 ATK ; - DEF ; 252+ SPE
Stone Edge
Crunch
Superpower
Ice Beam
This set. This set. So much anger, so much rage, so much butt hurt when your Latias get's Crunched. When your Gliscor gets Ice Beamed. When your own T-Tar gets Superpowered. When your Gyarados gets Stone Edged. This set is my favorite Tyranitar set of all time, and I'm so excited that an already under-used set has fallen in popularity even more since my time. My goal in many games has come down to "bait out things Tyranitar can't hit super, whittle them away, then let T-Tar walk and talk.". This guy has a fear of very few things - the biggest being Mach and Bullet Punch...so...
"Vitellus"
@ Leftovers ; Water Absorb
248 HP ; - ATK ; 216+ DEF ; 44 SPE
Recover
Will-O-Wisp
Scald
Taunt
In comes this guy. He ruins whole teams by just Taunting and Will-O-Wisp'ing away. If I predict a physical sweeper coming in to set up on him, Will-O-Wisp as he comes in, Taunt as he tries to set up anyway or goes out. Walls can't wall him like they should, thanks to taunt. Scald lets me spread burns even to Fire types. And did I mention that he heals off a type my team would otherwise fear? I've swept with this guy, and not through direct damage. Just...burning and healing away.
"Constantine"
@ Rocky Helmet ; Iron Barbs
252 HP ; 88+ DEF ; 168 SpDEF ; -SPE
0 Spe IV
Leech Seed
Protect
Stealth Rocks / Spikes
Gyro Ball
And then you have this horses arse. I don't think he's fair at all. He's not weak to much, if you're physical you gotta back up off him, he sets up sustain as you swap out, he puts entry hazards up for his team, and when all else fails he can actually whop you pretty hard with the spin-2-win move. He compliments the team well, and he's a solid wall. What more can you ask?
About the team as a whole ;
As you can see, other than my Dragonite, there's no one on the team who needs any set-up. No dances, no speed boosts, etc. The reason being / the goal of this is to use Dragonite to get an unexpected set-up early and dent their team as hard as possible, breaking their defensive pokemon enough to make it easy for these non-boosting pokemon to finish them off despite not having any stat-vamp. Then, when their set-up pokes come in, I can kill or wound them while they try, making it easy for my walls to finish them off. It's been working well in my limited testing.
Type Chart ;
Normal ; 0 Weak / 4 Resist
Fight ; 2 Weak / 3 Resist
Flying ; 0 Weak / 1 Resist
Poison ; 0 Weak / 5 Resist
Ground ; 1 Weak / 2 Resist
Rock ; 1 Weak / 2 Resist
Bug ; 1 Weak / 4 Resist
Ghost ; 1 Weak / 3 Resist
Steel ; 1 Weak / 3 Resist
Fire ; 2 Weak / 3 Resist
Water ; 2 Weak / 3 Resist
Grass ; 2 Weak / 3 Resist
Electr ; 1 Weak / 2 Resist
Psych ; 0 Weak / 3 Resist
Ice ; 2 Weak / 2 Resist
Dragon ; 1 Weak / 2 Resist
Dark ; 1 Weak / 3 Resist
At a Glance ;






"Marcus"
@ Leftovers ; Multiscale
252 HP ; 164+ ATK ; 92 DEF ; - SpA
Dragon Dance
ExtremeSpeed
Dragon Claw
Fire Punch
So, I took one look at Dragonite's new ability from this generation...and I knew I had to lead with him. It's absolutely terrifying to imagine him having this ability in older generations. I find it to be incredibly relevant now, too.
I like leading with him because it means he doesn't have to worry about Rocks breaking his Multiscale. Unless my opponent is very likely to start the game off with something that can Burn or threaten Dragonite, I'm going to lead with him and Dance right away. If their lead is something that normally sets up rocks on turn one, the above is even more true.
With one Dance behind him, he's very threatening. If he's got two, he can cripple teams quickly. It's like welcoming back an old friend.
"Hadrian"
@ Life Orb ; Sheer Force
4 HP ; -ATK ; 252 SpATK ; 252+ SPE
Earth Power
Hidden Power [Ice]
Psychic
Focus Blast
So I understand that 115 Base Special Attack and 101 Base Speed are no laughing matter. Couple that with 1.69x Damage on netural hits with no life orb recoil and you have an absolute beast. This was one of the pokemon that really, really impressed me from the new generation. Even though looking at him I have no idea what he is...
I decided to go with all attacks instead of Rock Polish (it's my understanding that that's the standard?) because I find he outpaces a lot of things anyway. There have been rare occasions, even, that I've taken 2HKO's with one of the other moves I'd have to drop for Polish instead of using FB for the one shot as well, just because I know that my luck makes me exceptionally prone to...crucial misses. I'd be open to being convinced otherwise, however. It's one of the choices I'm not dead set on.
"Nero"

244 HP ; 252 + ATK ; - SpATK ; 12 SPE
@ Choice Band ; Technician
Bullet Punch
Superpower
Pursuit
U-Turn
The standard Bulky-band Scizor, but I added a few points to speed so that I could pretend I'm just getting lucky and winning the speed ties and making people mad when he mirrors another Scizor. I love this guy. Have since Gen II. He's an absolute titan and he's terrifying to see pop out when you've got your Rock or Ice type poke exposed.
"Caesar"

@ Choice Scarf ; Sand Stream
4 HP ; 252 ATK ; - DEF ; 252+ SPE
Stone Edge
Crunch
Superpower
Ice Beam
This set. This set. So much anger, so much rage, so much butt hurt when your Latias get's Crunched. When your Gliscor gets Ice Beamed. When your own T-Tar gets Superpowered. When your Gyarados gets Stone Edged. This set is my favorite Tyranitar set of all time, and I'm so excited that an already under-used set has fallen in popularity even more since my time. My goal in many games has come down to "bait out things Tyranitar can't hit super, whittle them away, then let T-Tar walk and talk.". This guy has a fear of very few things - the biggest being Mach and Bullet Punch...so...
"Vitellus"

@ Leftovers ; Water Absorb
248 HP ; - ATK ; 216+ DEF ; 44 SPE
Recover
Will-O-Wisp
Scald
Taunt
In comes this guy. He ruins whole teams by just Taunting and Will-O-Wisp'ing away. If I predict a physical sweeper coming in to set up on him, Will-O-Wisp as he comes in, Taunt as he tries to set up anyway or goes out. Walls can't wall him like they should, thanks to taunt. Scald lets me spread burns even to Fire types. And did I mention that he heals off a type my team would otherwise fear? I've swept with this guy, and not through direct damage. Just...burning and healing away.
"Constantine"

@ Rocky Helmet ; Iron Barbs
252 HP ; 88+ DEF ; 168 SpDEF ; -SPE
0 Spe IV
Leech Seed
Protect
Stealth Rocks / Spikes
Gyro Ball
And then you have this horses arse. I don't think he's fair at all. He's not weak to much, if you're physical you gotta back up off him, he sets up sustain as you swap out, he puts entry hazards up for his team, and when all else fails he can actually whop you pretty hard with the spin-2-win move. He compliments the team well, and he's a solid wall. What more can you ask?
About the team as a whole ;
As you can see, other than my Dragonite, there's no one on the team who needs any set-up. No dances, no speed boosts, etc. The reason being / the goal of this is to use Dragonite to get an unexpected set-up early and dent their team as hard as possible, breaking their defensive pokemon enough to make it easy for these non-boosting pokemon to finish them off despite not having any stat-vamp. Then, when their set-up pokes come in, I can kill or wound them while they try, making it easy for my walls to finish them off. It's been working well in my limited testing.
Type Chart ;
Normal ; 0 Weak / 4 Resist
Fight ; 2 Weak / 3 Resist
Flying ; 0 Weak / 1 Resist
Poison ; 0 Weak / 5 Resist
Ground ; 1 Weak / 2 Resist
Rock ; 1 Weak / 2 Resist
Bug ; 1 Weak / 4 Resist
Ghost ; 1 Weak / 3 Resist
Steel ; 1 Weak / 3 Resist
Fire ; 2 Weak / 3 Resist
Water ; 2 Weak / 3 Resist
Grass ; 2 Weak / 3 Resist
Electr ; 1 Weak / 2 Resist
Psych ; 0 Weak / 3 Resist
Ice ; 2 Weak / 2 Resist
Dragon ; 1 Weak / 2 Resist
Dark ; 1 Weak / 3 Resist