WEIRD FISH
Introduction:
Hello, Smogon! After the release of B/W2, I convinced myself I would make a somewhat decent team, that was noot only good but fun to play with. I had a lot of trouble adapting to the metagame, and finding new and under the radar ways to deal with the prominent weather teams that had increased immensely in popularity. Every team I made was either Rain or Sun weak, and I went through about 15 variations of the same team before I finally arrived at one conclusion. Out of all the viable lower tiered Pokemon, there was something that stood out and had a special niche against the aforementioned Rain Teams. I stumbled upon this weird creature, called Lanturn. The combination of superb typing and an even better ability meant that Lanturn had an easy time in OU. Being one of the very few Pokemon that could stand up to the combination of Tornadus-T, Thundurus-T and Genesect under Rain was something that set it apart from every other Pokemon I had used or seen. I tried it for a couple matches, and it worked incredibly. I was torn upon a set for Lanturn, as it had so much potential and after a lot of testing, I arrived at the conclusion that a ResTalk set would be best, being able to beat the aforementioned trio and even check Keldeo and Politoed to an extent.
Now that I had a Pokemon to base a team around, I just needed the correct support. Lanturn was a Pokemon that performed well against Rain, but Rain wasn't all I was facing. While it was an obnoxious playstyle to face, there were also Sun teams that essentially made Lanturn useless. I needed to add support for Lanturn so I actually had a chance against other playstyles that weren't Rain. Stall is near unviable in this metagame due to how offensive everything is, so I didn't want to go down that route. Offense on the other hand, was a pretty interesting concept. Lanturn forms as a phenomenal defensive pivot against teams using genies or Keldeo, and I could easily grab momentum with Lanturn's slower Volt Switch. This would pave the way for something to come in and start firing off powerful moves. I added Keldeo, Terrakion and Genesect, together forming the Offensive core my team needed. Keldeo could just hit stuff hard on either side of the spectrum, while Terrakion was a great wallbreaker. Genesect was also a great late game sweeper while getting free switches into either of Terrakion and Keldeo. It was at this point I realised I was a little Sun weak, despite the mons I added. Sheer Force Landorus was a cool Pokemon I wanted to try, and with a Rock Polish up it mauled the Sun Teams using Genesect + Chlorophyll abuser who caused problems for the rest of my team. Finally, I needed a lead, as well as Stealth Rock. I came to the conclusion of Mew, but not just any set. I chose a much more offensive set than the norm, aiming to grab a kill as well as Stealth Rock which is ideal for an offensive team. I wanted momentum right from the start and needed to prevent Stealth Rock for obvious reasons. The underrated Mew set caught a lot of people off guard.
I tested the team extensively on PS! and on PO a little aswell. It seemed like many people weren't prepared for Lanturn, and had no idea how to play around it. People would often keep using Hurricane or Focus Blast against Lanturn, only for me to restore all my health back. Combine that with a 2/3 chance of pulling Scald / Volt Switch, meaning a potential burn or momentum respectively and it really caused a lot of problems for a lot of players using Rain. I think the main thing that allowed me to win a lot of my matches was the surprise factor of the team. Users who I faced more than once had a good idea of what to expect, which heavily deterred away from the effectiveness of the team. Despite this, it is still a fun team to use, and definitely the most solid B/W2 team I've made thus far. Offense was something I never really got the hang of, and I always stuck to balanced or stall teams. This team alone has really taught me how to play offense well, and also testing some new and cool sets I can use for other teams. Overall, it really goes to show how effective some Pokemon can be due to how the metagame is, and some Pokemon have a certain niche that allows them to singlehandely beat some archetypes of team.






Under the Microscope:


Mew @ Normal Gem
Trait: Synchronize
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Taunt
- Tailwind
- Explosion
Every Offensive team needs a reliable lead, and this team is no exception. Mew provides the team with Stealth Rock, a necessity on every team to grab potential OHKOs or 2HKOs which can change matches. While most Mew sets tend to be performing a defensive role whether it be stallbreaker or part of a Baton Pass team, this Mew set goes against that, often surprising opponents. Mew is a fantastic lead for an offensive team, being able to get up Stealth Rock against most common leads. It has the bulk to live Scarf Politoed hits, while being able to get up Stealth Rock. One of the only common situations where Mew cannot get up Stealth Rock is against Genesect, where the 4 Def EVs come in handy. I'd much rather switch into a +1 Bug Buzz than a +1 U-Turn as Genesect does not get a free switch into whatever I switch into. Another situation where Mew cannot get up Stealth Rock is against +Spe Deoxys-D, which is why I am considering using Jolly over Adamant.As for Mew's other moves, Taunt shuts down opposing hazard setters. This is important because I do not have a user of Rapid Spin, so I'll need to prevent hazards at all costs. It's also great against 'mons that try to stat boost, most notably Cloyster, Dragonite and Volcarona, who can be Taunted and then Exploded on. What differentiates this from most leads is Explosion. Normal Gem Explosion with Adamant is incredibly strong. This is probably the main reason I try to keep Mew around after I have Stealth Rock up. It easily eliminates 'mons such as Latias and Celebi who stand in the way of Keldeo, while Explosion does around 94% to 252 HP / 172 Def Gliscor, meaning I can easily revenge it with Terrakion. Removing one of Keldeo's / Terrakion's counters can easily mean the difference between a sweep, and being walled. Against stall teams, it's amazing removing Tentacruel as it tries to spin, leaving your opponent open against Terrakion / Keldeo. It's also good because it's not expected, so it's not likely your opponent will switch into their bulky Steel / Ghost, especially after seeing Taunt. Normal Gem Explosion already does around 35-45% to Ferrothorn, putting it into KO range for Keldeo. The final move is Tailwind, which initially started out as a filler option, but I slowly started to see the effectiveness of it. In some scenarios where I have a good lead matchup, I can Stealth Rock, then Tailwind then Explosion, and switch into anything else while killing something with Explosion. This is especially important against Sun which is one of my worst matchups, and Landorus can effectively kill everything on Standard Sun with Stealth Rock up. It also gives Keldeo and Terrakion +2 for a couple turns, giving me a lot more freedom to beat faster mons, namely Sand Rush / Chlorophyll abusers and faster Scarfers.
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Lanturn (M) @ Leftovers
Trait: Volt Absorb
EVs: 36 HP / 252 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Sleep Talk
- Rest
- Volt Switch
Introducing the MVP of the team, Lanturn. Lanturn was what this team was made around, so you can be sure it's something special. Lanturn has a certain niche in this metagame, given the prevalence of Rain Teams in the metagame. Offensive Politoed, Genesect, Tornadus-T and Thundurus-T are all massive threats, and can easily rip through teams without a designated wall. Lanturn mitigates all of these problems, and more. Given Lanturn's amazing typing, it has a number of great resistances. These include Ice and Water, as well as an Electric immunity thanks to Volt Absorb. This means Lanturn can easily switch in on all of the aforementioned threats easily, and with ResTalk it can continually do this. Thanks to Mew preventing hazards against a lot of the common leads, Lanturn has no problem switching in and out time after time. Another great thing about Lanturn is how easily it gels with the rest of the team. Given that Lanturn has Rest + Sleep Talk + Volt Switch, it can potentially Volt Switch out of anything that switches in. For example, low health Lanturn vs Tornadus-T. Tornadus Hurricanes, Lanturn survives at low health and uses Rest. Lanturn is at 100% and Tornadus-T is walled. Tornadus-T switches out into something that can hope to set up against Lanturn, Lanturn Sleep Talks a Volt Switch and goes into Keldeo or Terrakion to revenge. It's that simple, and between Rest, Scald and Volt Switch there's a likelihood you're gonna pull either Scald or Volt Switch, meaning a potential burn / rain boosted STAB Scald, or momentum in your favour. It's surprisingly hard to beat Lanturn. Rest means it doesn't care about status or hazards, and with an already brilliant HP stat, Lanturn can afford to go mixed with it's defences. It's a lot of fun to use, and something that separates this team from any other I've made. Lanturn beats a lot of Keldeo's checks (Tornadus-T, Genesect, Thundurus-T), while Volt Switching out of Celebi, Latias and Jellicent as they inevitably switch in. Lanturn fills the role of a defensive pivot that can continually switch in, and without it, this team would simply lose to Rain every time.
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Keldeo @ Choice Specs
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spe
Timid Nature (+Spd, -Atk)
- Surf
- Hydro Pump
- Hidden Power [Ghost]
- Secret Sword
Ah yes, Specs Keldeo. This is probably my Keldeo set to use, and is arguably one of the best wallbreakers in the game. If hazards are up, Keldeo gets a kill on something should it predict correctly. While Sub Calm Mind and Life Orb 4 Attacks Keldeo are certainly potent, they don't provide the sheer power Specs Keldeo does, and it is devastating how much work this thing does. Keldeo is one of the few Pokemon that can break through it's checks. For example, with Stealth Rock up, Latias, Celebi and Jellicent cannot switch in. These are the three main answers to any variant of Keldeo but all are 2HKOd with Stealth Rock up. This is just a testament to how powerful this thing is. It's also a great backup against Stall. Surf / Secret Sword beats a lot of common Stall cores, namely SkarmBliss, while also being able to hit most physical + special walls for a lot of damage. Under Rain, this thing becomes even more deadly. It 2HKOs everything, I'm not kidding. It's a lot easier to deal with when you know the set, but it's not that simple. You're not going to freely switch your Skarmory into a Keldeo, which is why it is so hard to play around. Your checks are turned into liabilities and given how little actually deals with Keldeo, it's easy to play around. Keldeo is also the main abuser of Mew's Tailwind, whilst under Rain something is gonna die. Keldeo also has pretty nice bulk, given how hard it hits. It is not OHKOd by a Latias Psyshock or a Genesect Thunderbolt, which is nice because these are two of the few common answers to Keldeo. I'm really surprised how little I've seen of this set, and how few people actually prepare for Keldeo. You might have something to revenge it, but that isn't stopping Keldeo. Every time something switches in, you're at risk of losing something. It's a perfect 'mon for any offensive team and with Lanturn being able to handle or Volt Switch out of all of Keldeo's main checks, it becomes even more potent as a sweeper in that respect.
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Genesect @ Choice Scarf
Trait: Download
EVs: 112 Atk / 144 SAtk / 252 Spe
Naive Nature (+Spd, -SDef)
- U-turn
- Bug Buzz
- Ice Beam
- Thunderbolt
With every team I make, I always seem to come back to this same set. Scarf Genesect is without a doubt, the best scouter and maybe even the best scarfer in the tier. It performs so many needed roles, being able to reliably revenge Dragons, being able to force switches, to switch into stray Draco Meteors and Ice Shards. Genesect is a fallback revenge killer if Keldeo or Landorus cannot pull through. A great stat spread plus download means Genesect can hit really hard. Combine this with Genesect's brilliant movepool and you simply cannot know Genesect's moveset until you've seen all 4 moves. This makes it even harder when trying to switch into Genesect, as your Gyarados may risk a +1 Thunderbolt. As for the four moves I've chosen, I do think these are the most effective moves on Genesect. BoltBeam + Bug Buzz is enough for being able to revenge what you need to, while Ferrothorn or Forretress rarely stay in risking a Flamethrower, and are 2HKO'd by Genesect's coverage moves. Like every other Genesect set, the main focus of the set is U-Turn. I've decided to pump up the Atk EVs on Genesect to add some additional power into the U-Turn. 112 Atk is all I need to OHKO 252 HP Latias which is important because it outspeeds both Keldeo and Landorus while being able to 2HKO both and live a hit from both. This is great because I either force Latias to switch racking up more Stealth Rock damage on whatever switches in, or I OHKO Latias paving the way for Landorus or Keldeo to sweep. In general, Genesect is just a great Scarfer, being able to revenge so many threats makes it a great candidate and Pokemon to consider for any team.
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Terrakion @ Rock Gem
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature (+Spe, -SAtk)
- Substitute
- Stone Edge
- Close Combat
- Swords Dance
Every team needs a dedicated wallbreaker, and alongside Keldeo, Terrakion makes sure this is done. Terrakion was added to patch up a stall weakness, as very very little wants to switch into either a +2 Close Combat, or even a more powerful Rock Gem boosted Stone Edge. Like Keldeo, if Terrakion can set up safely, it will net a kill. This is surprisingly easy with Terrakion, given that Substitute allows it to block any attempts to status Terrakion, while it can boost up. This is especially important because after a Swords Dance Terrakion can break through it's counters, just like Keldeo. Gliscor and Slowbro will not appreciate a +2 Rock Gem Stone Edge, while Skarmory can only hope to Whirlwind Terrakion out as a +2 Close Combat does more than Skarmory's Roost is recovery. For a sweeper to be able to beat it's counters after 1 turn is exceptional, as it heavily limits what you can safely switch into Terrakion to beat it. This is very important on an offensive team where you can easily rack up that extea 12% on your opponent as they try to beat Terrakion. +2 Rock Gem Stone Edge OHKOs Gliscor after Stealth Rock, showing just how powerful Terrakion is. Terrakion and Keldeo together are a phenomenal pair -- together, they break through eachother's counters, making them almost unplayable if you can predict well. Terrakion is also another prime example of a Pokemon taking advantage of Genesect's U-Turn to get free switches. For example, Genesect vs Celebi, Genesect U-Turns out as Celebi switches into Heatran, Genesect U-Turns into Terrakion. Terrakion vs Heatran, Terrakion Substitutes as Heatran switches into Celebi, Terrakion Swords Dances as Celebi breaks Terrakions Substitute. From here, something will die which can be one part of a stall core that will make it much easier for other team members to sweep.
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Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 SAtk / 4 SDef / 252 Spe | 30 Atk / 30 Def
Timid Nature (+Spe, -Atk)
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Arguably one of the most potent and destructive lategame sweepers in this metagame, Landorus completes the team as the late game sweeper, and was added to the team to help with Sun. Landorus benefits incredibly from Mew's Stealth Rock, as Standard Sun cannot compete with Landorus if Stealth Rock is up. One free turn is all Landorus needs to set up in order to wreck havoc. After a Rock Polish, Landorus mauls Chlorophyll abusers trying to outpace it, while hitting everything else hard with its amazing coverage. You can't hope to switch into Landorus safely, as you really don't know all of Landorus' coverage moves. This is just another reason why Tailwind is so good on Mew, essentially giving Landorus a Rock Polish for a couple turns. It's damn hard to switch into Landorus if you don't have a Rotom or a Latias, as Landorus hits so hard with Sheer Force. While Modest would be appreciated for the extra power, Timid is there to avoid being outsped by Sub CM Jirachi and other positive base 100s. There are few Pokemon who can just begin sweeping after one turn, but Landorus is one that does it better than most. It fills a much needed role as a late game sweeper, and I don't send it out until I'm sure it can sweep. Landorus benefits from the work of Genesect, as Genesect removes all common answers to Sheer Force Landorus, namely Celebi and Latias. Once these are gone, it's damn easy to sweep. Landorus is incredibly anti metagame right now, and with a couple great immunities it finds a lot of easy switch-ins. Being able to switch in against choiced Rotom-W or even opposing Landorus is great, because like I said, that one turn is all you need.
Threat List:



Importable:
Mew @ Normal Gem
Trait: Synchronize
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Taunt
- Tailwind
- Explosion
Lanturn (M) @ Leftovers
Trait: Volt Absorb
EVs: 36 HP / 252 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Sleep Talk
- Rest
- Volt Switch
Keldeo @ Choice Specs
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Hydro Pump
- Hidden Power [Ghost]
- Secret Sword
Genesect @ Choice Scarf
Trait: Download
EVs: 112 Atk / 144 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Bug Buzz
- Ice Beam
- Thunderbolt
Terrakion @ Rock Gem
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Stone Edge
- Close Combat
- Swords Dance
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]
Trait: Synchronize
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Taunt
- Tailwind
- Explosion
Lanturn (M) @ Leftovers
Trait: Volt Absorb
EVs: 36 HP / 252 Def / 220 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Sleep Talk
- Rest
- Volt Switch
Keldeo @ Choice Specs
Trait: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Surf
- Hydro Pump
- Hidden Power [Ghost]
- Secret Sword
Genesect @ Choice Scarf
Trait: Download
EVs: 112 Atk / 144 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- U-turn
- Bug Buzz
- Ice Beam
- Thunderbolt
Terrakion @ Rock Gem
Trait: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Substitute
- Stone Edge
- Close Combat
- Swords Dance
Landorus (M) @ Life Orb
Trait: Sheer Force
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Rock Polish
- Earth Power
- Focus Blast
- Hidden Power [Ice]