My first ever RMT. After putting it off for months, I've finally build a team around Wobbuffet. It was alot more difficult then I thought it would be when I started. I'm using a weatherless team, which means I'm already trying to cover every weather boosted threat, while using type synergy to take advantage of Wobbu's Encore. The challenge was trying to fit everything you need in 5 slots.
IN-DEPTH
(that's what I think you put here)
Wobbuffet @ Custap Berry
Trait: Shadow Tag
EVs: 12 HP / 252 Def / 244 SpD
IVs: 0 Atk
Calm Nature
- Encore
- Counter
- Mirror Coat
- Destiny Bond
Yes. The main man. Wobbuffet became alot more useful when Custap was released, easing prediction and allowing him to 2-1 against many offensive teams. While not OMG amazing, his bulk is good enough to do his job at taking out those pesky Scarfers and trolling bulky set-up sweepers like Jirachi and Latias. The EVs ensures Wobbuffet will never OHKO'd by Specs Politoed's Hydro Pump after rocks, Specs Latios' Draco Meteor after rocks, and Haxorus' Outrage after rocks. It also ensures that Choice Scarf Landorus-T's Earthquake will never 2HKO you after rocks.
There are a few other reasons why I chose Calm over Bold. Weakened U-Turns tend to OHKO the switch alot more while I have Calm Nature. I'm also just as vulnerable to CB TTar in Bold as I am in Calm, and I have no business staying in on Scizor anyway. Calm also gives me the ability to survive most unboosted Volcarona attacks, I only have a 18% chance to be OHKOd by Timid LO Bug Buzz after rocks. Finally, pokemon who aim status at Wobbuffet tend to be specially based; if I Encore an attacking move, I won't be taking as much in Calm then Bold.
Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 132 Atk / 68 Def / 56 SDef
IVs: 0 Spe
Sassy Nature
- Stealth Rock
- Spikes
- Power Whip
- Gyro Ball
The dedicated hazard setter. Ferrothorn has amazing typing, allowing it to absorb Leech Seed and Toxic from pokemon that will inevitably aim it at Wobbuffet as he Encores. Ferrothorn can then use the free turns to set up Spikes. The combination of Hazards + Iron Barbs will punish the Volt-Turn teams trying to capitolize on Wobbuffet, and the common spinner on those teams, Starmie, will lose to Ferrothorn 1 vs 1. Great pivot as well, checking Gyarados, Dragon's locked into Outrage, and that bastard Cloyster without LO. 252 HP maximizes overall bulk, 1320Atk allows Ferrothorn to always OHKO Cloyster after rocks and 1 layer of Spikes. It also allows me to OHKO non-defensive Politoed, bulky Rotom-W, 0/4 Keldeo and 52 HP Kyurem-B, all after rocks. Lastly, after SR it will put offensive Volcarona in range from killing itself from LO recoil. 68Def ensures that Ferrothorn is never 2HKO'd by Kyurem-B's Outrage after rocks, and will always survive +2 White Herb Naive Cloyster's Icicle Spear. The rest is dumped into SDef to be able to handle those powerful special attacks roaming around these days, like Specs Draco from Latios.
Infernape @ Choice Band
Trait: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn
I know what some of you are thinking. WTF why are you using Infernape, he doesn't deserve the usage he gets, he's mediocre in BW2, blah, blah, blah. Well Choice Band Ape has been amazing for me. It absorbs Will-o-Wisp aimed at Wobbuffet, has 4x resistance to U-Turn, resists Crunch, neutral to SR as a Fire type, has great speed, and CB Mach Punch will always OHKO -1 Cloyster after rocks. Checking Scizor doesn't hurt either. CB IMO is the best set Infernape can run. It hits surprisingly hard, especially if you happen to be up against sun teams; not even Landorus-T is switching into it in the sun. Close Combat and Flare Blitz are obviously staples, Mach Punch priority is extremely important for hitting Cloyster as well as Salac abusers and that annoying Riolu. U-Turn wrecks Starmie and the Lat twins thinking they have a decent switch, and allows him to scout while pressuring with Ferrothorn's spike support.
Garchomp @ Yache Berry
Trait: Rough Skin
EVs: 40 HP / 216 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Outrage
- Earthquake
- Fire Fang
Well he's definitely a previous Uber, but unlike Wobbuffet, he gets great usage. For good reason. Garchomp absorbs the Thunder Wave, and electric attacks that Wobbuffet Encores, and take advantage with SD. Good answer for VoltTurn teams as well; he's immune to Volt Switch and Rough Skin punishes U-Turn. His bulk is ridiculous, with 40 HP he will always survive LO Hydro Pump from Timid Keldeo after rocks, and +2 LO Mach Punch from Breloom after rocks. Obviously this extends to +2 Lucario's ES, and +2 Bullet Punch from Scizor. Speed is maximized to be able to outspeed 101s and below, and the rest is dumped into Atk. Yache lets me survive Ice moves from Starmie, Mamoswine, Scarf Jirachi, and Scarf Thundurus-T to name a few. Nothing really too fancy but it gets the job done.
Gyarados @ Leftovers
Trait: Intimidate
EVs: 88 HP / 240 Atk / 12 Def / 168 Spd
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- BounceWobbuffet takes out the Scarfers so that he can sweep late-game. It's good typing and Intimidate allows it to counter Scizor and check Breloom and a weakened Lucario. Volcarona is also checked depending on the set, and if my opponent is packing Drizzle, it gains a power boost. It also takes advantage of the free turns Wobbuffet buys with Substitute. Really, it's not far from the standard Gyarados set, the only difference is the 12 Def EVs instead of 4 so that Gyarados will never be OHKO'd by +2 Close Combat from Lucario after rocks.
Tornadus @ Flying Gem
Trait: Prankster
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Acrobatics
- Superpower
- Bulk Up
- Tailwind
Last, but not least, is my insurance policy. Tornadus pairs decently with Wobbuffet. Using free turns to Bulk Up, it can get to +2 Atk and Def before my opponent can do anything. It's typing makes it a decent check to Breloom, and it's 111 troll speed outpaces almost every non-scarfer in OU. Acrobatics is almost unresisted in OU, and Superpower hits some of the few things that does resist it. Late game is where Tornadus really shines. It can Bulk and muscle through my opponent's team or Tailwind and clean up the mess. Prankster Tailwind is obviously one of the reasons why I use Tornadus; Volcarona is a huge threat in the sun, and with Tailwind, it can be revenge killed by Tornadus or my teammates, even if it's at +2. That goes for almost every booster in OU. Nothing complicated about the Evs: 252 into Atk and Spe, 4 into SDef. Flying Gem to boost up Acrobatics.
Volcarona: Biggest threat to the team. Mentioned it before; in the sun, it's a monster. Keeping SR up is my #1 priority, the problem with that though is that the SR user on my team screams "Volcarona please switch into me". If it does manages to get to +1 in the sun, Tailwind Tornadus is my only hope.
Cloyster: Not as big of a threat as Volcarona, but still pretty dangerous. Im not talking about that White Herb set, LO is much more dangerous IMO, especially in the rain. It shouldn't be able to setup, but if it does(screen support) Infernape can take it out after rocks.
Gyarados: Can become problematic if Ferrothorn goes down, mainly because it sometimes carries Taunt, which screws Wobbuffet over. Tailwind should let me revenge kill it as a last resort.
Keldeo: What team isn't threatened by Specs Keldeo in the rain? I can revenge kill it well enough, but man, what a pain.
Mew: Never know what it's running, and that's the main problem. It can end up killing my counter to something else if I'm not careful. Wobbuffet is bulky enough to take some hits to scout its set.
Reuniclus: My team's not that weak to it, but it can be dangerous late-game if left unchecked.
Tornadus: Nothing likes taking Hurricane on my team. Wobbu can get it if it's locked into a move, Ferrothorn can tank a Hurricane once. Tailwind can be a problem if used at a critical time.
Venusaur: Another sun threat. Sleep Powder makes predicting alot more difficult. If Wobbu is at full Health and Sleep Clause is active, it can take it down with it at the very least, and Pransker Tailwind means my team will be able to outspeed it.
Espeon: Baton Pass can be a problem if I let it get too many boosts. It almost makes me want to run Taunt instead of Bulk Up on Tornadus.
And that's pretty much it. Rate/Fixes would be greatly appreciated. Thanks for your time!






IN-DEPTH
(that's what I think you put here)

Wobbuffet @ Custap Berry
Trait: Shadow Tag
EVs: 12 HP / 252 Def / 244 SpD
IVs: 0 Atk
Calm Nature
- Encore
- Counter
- Mirror Coat
- Destiny Bond
Yes. The main man. Wobbuffet became alot more useful when Custap was released, easing prediction and allowing him to 2-1 against many offensive teams. While not OMG amazing, his bulk is good enough to do his job at taking out those pesky Scarfers and trolling bulky set-up sweepers like Jirachi and Latias. The EVs ensures Wobbuffet will never OHKO'd by Specs Politoed's Hydro Pump after rocks, Specs Latios' Draco Meteor after rocks, and Haxorus' Outrage after rocks. It also ensures that Choice Scarf Landorus-T's Earthquake will never 2HKO you after rocks.
There are a few other reasons why I chose Calm over Bold. Weakened U-Turns tend to OHKO the switch alot more while I have Calm Nature. I'm also just as vulnerable to CB TTar in Bold as I am in Calm, and I have no business staying in on Scizor anyway. Calm also gives me the ability to survive most unboosted Volcarona attacks, I only have a 18% chance to be OHKOd by Timid LO Bug Buzz after rocks. Finally, pokemon who aim status at Wobbuffet tend to be specially based; if I Encore an attacking move, I won't be taking as much in Calm then Bold.

Ferrothorn @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 132 Atk / 68 Def / 56 SDef
IVs: 0 Spe
Sassy Nature
- Stealth Rock
- Spikes
- Power Whip
- Gyro Ball
The dedicated hazard setter. Ferrothorn has amazing typing, allowing it to absorb Leech Seed and Toxic from pokemon that will inevitably aim it at Wobbuffet as he Encores. Ferrothorn can then use the free turns to set up Spikes. The combination of Hazards + Iron Barbs will punish the Volt-Turn teams trying to capitolize on Wobbuffet, and the common spinner on those teams, Starmie, will lose to Ferrothorn 1 vs 1. Great pivot as well, checking Gyarados, Dragon's locked into Outrage, and that bastard Cloyster without LO. 252 HP maximizes overall bulk, 1320Atk allows Ferrothorn to always OHKO Cloyster after rocks and 1 layer of Spikes. It also allows me to OHKO non-defensive Politoed, bulky Rotom-W, 0/4 Keldeo and 52 HP Kyurem-B, all after rocks. Lastly, after SR it will put offensive Volcarona in range from killing itself from LO recoil. 68Def ensures that Ferrothorn is never 2HKO'd by Kyurem-B's Outrage after rocks, and will always survive +2 White Herb Naive Cloyster's Icicle Spear. The rest is dumped into SDef to be able to handle those powerful special attacks roaming around these days, like Specs Draco from Latios.

Infernape @ Choice Band
Trait: Iron Fist
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- U-turn
I know what some of you are thinking. WTF why are you using Infernape, he doesn't deserve the usage he gets, he's mediocre in BW2, blah, blah, blah. Well Choice Band Ape has been amazing for me. It absorbs Will-o-Wisp aimed at Wobbuffet, has 4x resistance to U-Turn, resists Crunch, neutral to SR as a Fire type, has great speed, and CB Mach Punch will always OHKO -1 Cloyster after rocks. Checking Scizor doesn't hurt either. CB IMO is the best set Infernape can run. It hits surprisingly hard, especially if you happen to be up against sun teams; not even Landorus-T is switching into it in the sun. Close Combat and Flare Blitz are obviously staples, Mach Punch priority is extremely important for hitting Cloyster as well as Salac abusers and that annoying Riolu. U-Turn wrecks Starmie and the Lat twins thinking they have a decent switch, and allows him to scout while pressuring with Ferrothorn's spike support.

Garchomp @ Yache Berry
Trait: Rough Skin
EVs: 40 HP / 216 Atk / 252 Spd
Jolly Nature
- Swords Dance
- Outrage
- Earthquake
- Fire Fang
Well he's definitely a previous Uber, but unlike Wobbuffet, he gets great usage. For good reason. Garchomp absorbs the Thunder Wave, and electric attacks that Wobbuffet Encores, and take advantage with SD. Good answer for VoltTurn teams as well; he's immune to Volt Switch and Rough Skin punishes U-Turn. His bulk is ridiculous, with 40 HP he will always survive LO Hydro Pump from Timid Keldeo after rocks, and +2 LO Mach Punch from Breloom after rocks. Obviously this extends to +2 Lucario's ES, and +2 Bullet Punch from Scizor. Speed is maximized to be able to outspeed 101s and below, and the rest is dumped into Atk. Yache lets me survive Ice moves from Starmie, Mamoswine, Scarf Jirachi, and Scarf Thundurus-T to name a few. Nothing really too fancy but it gets the job done.

Gyarados @ Leftovers
Trait: Intimidate
EVs: 88 HP / 240 Atk / 12 Def / 168 Spd
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

Tornadus @ Flying Gem
Trait: Prankster
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Acrobatics
- Superpower
- Bulk Up
- Tailwind
Last, but not least, is my insurance policy. Tornadus pairs decently with Wobbuffet. Using free turns to Bulk Up, it can get to +2 Atk and Def before my opponent can do anything. It's typing makes it a decent check to Breloom, and it's 111 troll speed outpaces almost every non-scarfer in OU. Acrobatics is almost unresisted in OU, and Superpower hits some of the few things that does resist it. Late game is where Tornadus really shines. It can Bulk and muscle through my opponent's team or Tailwind and clean up the mess. Prankster Tailwind is obviously one of the reasons why I use Tornadus; Volcarona is a huge threat in the sun, and with Tailwind, it can be revenge killed by Tornadus or my teammates, even if it's at +2. That goes for almost every booster in OU. Nothing complicated about the Evs: 252 into Atk and Spe, 4 into SDef. Flying Gem to boost up Acrobatics.
Threats









And that's pretty much it. Rate/Fixes would be greatly appreciated. Thanks for your time!