Blissey (F) @ Leftovers
Trait: Natural Cure
EVs: 252 Def / 252 SDef / 4 HP
Bold Nature
- Toxic
- Softboiled
- Seismic Toss
- Wish / Thunder Wave
This handles everything you would expect it to. Blissey usually splits the job with Celebi, as they handle each other's weaknesses pretty well. Wish + Softboiled is because well, Wish is busted on Blissey, and it also ensures safety against Critical hits. I've considered Thunder Wave over Wish for more offensive teams. I don't really like anything over Stoss here. Even with Perish Song for CMers like Jirachi or Raikou, Seismic Toss allows me to hit Lucario, Infernape, TTar, Hippowdon switching in instead of something weird. I suppose Fire Blast wouldn't be a terrible move to consider though.
Skarmory @ Leftovers
Trait: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Bold Nature
- Roost
- Spikes
- Whirlwind
- Toxic
Skarmory handles most physical crap with Toxic + Whirlwind. Losing to Taunt sucks but it happens. This Skarmory can immediately make Hippowdon + Abomasnow almost none-factors for the rest of the duel with its Toxic, and it can outstall threats that I don't want to Brave Bird, such as CB TTar, Landorus-T, etc. The Bold nature is intentional guys, gives me less confusion damage.
Heatran @ Leftovers
Trait: Flash Fire
EVs: 68 Spd / 248 HP / 192 SDef
Calm Nature
- Lava Plume
- Roar
- Toxic
- Protect
Toxic allows this to take on Jellicent who can annoy me with Taunt. I mean, this has always been the best Pokemon in B/W in my opinion so I dunno what would compel me to change it. It just handles too many variables like Ferrothorn and Sun sweepers. The Speed is for Scizors or weird CM shit like Cresselia. Opposing Heatran do worry me though, I wouldn't be opposed to Earth Power, but it is really hard to fit it in over anything. Toxic Spikes would certainly help here if I had them.
Gyarados @ Leftovers
Trait: Intimidate
EVs: 216 HP / 176 Def / 116 SDef
Careful Nature
- Roar
- Rest
- Sleep Talk
- Waterfall
Is basically how I handle Baton Pass w/ Vaporeon. Vaporeon seems to be the goto switch on this Mon when I Waterfall. Roar then takes it out. Other than that, it's main purpose is to serve with Landorus as the Physical Breaker. Gyarados usually can handle Lucario, other Gyarados, Gliscor, Infernape, etc. while Landorus takes on Terrakion and Tyranitar. With them both having Intimidate, nothing is really safe. Actually prefer to have this thing sleeping at all times. Sleep Talk Roar is usually my best bet when it comes to opposing stall.
Landorus-Therian (M) @ Leftovers
Trait: Intimidate
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Earthquake
- Toxic
- U-turn
It seems like crappy Water-types want to switch in on Landorus a lot. Stone Edge proved to be useless while Toxic just gave me 4 mons with Toxic as status, basically guaranteeing I don't lose to bullshit sweepers. U-Turn and Earthquake keep up a physical presence and I heard Stealth Rock was pretty good so yeah. This kind of glues up the physical weakness this team has pretty well, and allows me to keep momentum with U-Turn. I also like that it forces out Tentacruels just as a presence. They fear it's faster and take even more hazard damage. Fine by me.
Celebi @ Leftovers
Trait: Natural Cure
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Leech Seed
- Perish Song
- Recover
- Psychic
Finally, the last resort to Gengar, Keldeo, Baton Pass, Thundurus, and who knows what else. Scizor has a tough time vs this team, so it'll have to hope to get advantage from switching into predicted Celebis. The truth is, that is usually just really easy to read and gets Skarmory in there to Spike. The real issue is Tornadus-T or just fast sweepers I can't abuse, but with Heatran + Blissey, they aren't a huge threat. This is my counter to Breloom and Amoongus, who are also very annoying to most stall-teams.
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Flaws: I don't have a Ghost-type or Rapid Spin. I don't see any way I lose to Rain, Sun, Sand, or Baton Pass, but I lose to good people using stall pretty easily. Obviously explosive OU teams just kill me, but I find I can Intimidate + SDef block for a while that I actually gain advantage. It's hard to replace anything here though because it all serves very specific purposes.
This team is definitely not for everyone though. I have to double switch a lot to get value out of my Intimidates + Hazards. I'm sure there's a 100 players who could run it better than me, but please keep in mind that this team isn't as cut and dry as switch in and switch out. I have to play it very aggressively because I can't rely on a Spinner or a Ghost to clear hazards or protect my own, so just keep that in mind as you rate. And I would love to add them, it's just hard to replace like I said.