Machamp (M) @ Lum Berry
Trait: No Guard
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- Payback/(Thunderpunch?)
- Bullet Punch
- Dynamic Punch
- Stone Edge
Machamp, the Anti-lead
While weather has been the fad of OU, like a blight, almost never ending and in every team you can find a weather-inducer, I have decided to use a lead that destroys most weather users. Welcome Machamp the Anti-lead! With high evs pumped into attack and a adamant nature, it can decimate weather-inducers who are weak to Dynamic Punch (Opposing Tyranitar and occasional occurences of Abomasnow) and Stone Edge (Ninetales). It seems like this form of Anti-lead is largely outmoded in OU (from what I infer, its disappearance of this build from Smogon) these few days and I think it can make quite a big surprise. Bullet Punch is firstly, for guaranteed 2HKO if the power moves of Dynamic Punch and Stone Edge are unable to fully clear the foes, and secondly, for late game clearing, of highly weakened foes, but this is unlikely since the Anti-lead plays a large part in most of early game. Payback is highly effective to deal against the ethereal and untouchable Ghost-types and the psionic Psychic-types.
No Guard is obviously chosen to compensate low accuracies in the moves that are required to pulverize the above mentioned weather-inducers. Of course, with occasional status inducers such as Breloom, or even Sableye (Will-O-Wisp) and etc, Lum Berry is effective to nullify these conditions and allow the Anti-lead to pack another effective punch before falling. The Anti-lead is able to go against most entry hazard setting up, with the exception of perhaps Skarmory, whose flying move is able to penetrate the Anti-Leads buff muscles. But however I have other options to counteract. Also, Politoed seem to be a problem also, since the Anti-lead is unable to fully take it out within one hit and Politoed, with the powers of rain, can wash the Anti-lead out. (After damage calculations, I figured that Dynamic Punch deals the same damage as Thunderpunch to Politoed so there is no use in changing Payback to Thunder Punch)
Tyranitar (M) @ Focus Sash
Trait: Sand Stream
EVs: 4 Atk / 252 SAtk / 252 Spd
Mild Nature (+SAtk, -Def)
- Stealth Rock
- Fire Blast
- Ice Beam
- Crunch
Tyranitar, the Emperor of Sand
Clearly, I clear other weather inducers, for the convenience to set-up my own. With Machamp eliminating the weather-inducers, The Emperor of Sand can safely come out and play (and its fainting would not be a big impact to the team since the weather is already set-up). The Emperor of Sand has a focus sash to prevent it from dying from doing anything useful. I decided on a more specially-based Tyranitar because firstly, it is less predictable than the all powerful and tyrant physically-based Tyranitar and secondly, in the realms of ground, rock and sand, there are few that are able to cast special attacks effectively in terms of (at least it has a sizeable Special Attack) base stats and movepool. The Emperor of Sand is able to destroy (some) of the foes the Anti-lead is unable to decimate. For example, the pesky Skarmory. Ice Beam also allows utility to destroy the all popular Dragon-types trying to set-up, with the likes of Salamence (who thinks it can deter the EoS (I am tired of typing in full) because he is usually more physical than special) and Garchomp, just to name a few. Stealth Rock is a effective and simple move to set-up to let the foes stack up damage from entry as well as accumulate sandstorm damage, for more easy clean-up for rest of the team. And of course Crunch to deal some sizeable amount of STAB damage.
Gastrodon (F) @ Leftovers
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature (+Def, -Atk)
- Earth Power
- Scald
- Ice Beam
- Recover
Gastrodon, the Sponge
While it is popular to run Sand Force in a Sandteam boosting Ground moves of Gastrodon even further, it is a even better option to have the Sponge to soak up the common Water weaknesses of the Ground and Rock types. Not to mention, Water-types are also becoming commonplace due to popularity of Politoed. Like a Sponge, she functions to soak-up Water damage in bid to raise her S Atk., also to force switches in Choice Variants of Politoed. Scald is to make up for her impoverish Defence stats, inflicting burn to those pesky Dragon Dance Sweepers like Gyarados, Dragonite and Salamence, while they try to set-up, and once inflicted with burn, Ice Beam is used to finish the latter two off (but I can actually do so right from the start). Recover is effective for sustaining the Sponge's time on the battlefield. Last but not least, Earth Power provides additional alternative for those who resist her Scald and Ice Beam.
Mamoswine (M) @ Life Orb
Trait: Thick Fat
EVs: 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Icicle Crash
- Ice Shard
- Earthquake
- Superpower
Mamoswine, the Bulldozer
What is more perfect than Mamoswine, who can break and clear foes quickly and effectively. Icicle Crash is useful for crushing slower foes and inflicting a lucky flinch, whereas Ice Shard is effective to kill weakened foes and boosting opponents, such as the likes of the Dragon-types mentioned above. Earthquake and Superpower are standard moves for wider coverage against a wider range of opponents. The Bulldozer's main role is to clear out most members of the opponent teams, and some faster threats with priority Ice Shard, to win the game of course. His role is more mid game. A Life Orb would boost his offensive prowess to new level of excellence, whereas a Jolly nature allows him to outspeed some foes, with his slightly above acceptable levels of speed.
Reuniclus (F) @ Life Orb
Trait: Magic Guard
EVs: 192 HP / 64 Def / 252 SAtk
Quiet Nature (+SAtk, -Spd)
- Trick Room
- Focus Blast
- Shadow Ball
- Psyshock
Reuniclus, the Jester
You must be wondering, why is there a Trick room user doing here! Precisely! What the hell is it doing here, but therefore, it undoubtedly fits the role of the Jester (and the spirit of non-conformity and anti-meta). While large parts of metagame focus on speed and power, most of my team are not as fast compared to mainstream metagame attackers. Trick Room is both effective for the rest of the team and the Jester, bringing about an element of surprise and trickery to the team. Also, in the sand, like I mentioned earlier, there is some lack of effective, efficient special attackers, hence the Jester, synergises well with her other other teammates.
Sizeable bulk is invested in the Jester to allow him to at least set-up Trick Room in order for it to sweep effectively in subsequent turns. Psyshock is chosen over Psychic to counteract Blisseys and Chanseys who can eat delicious Focus Blasts in their tummy. Shadow Ball and Focus Blast are clearly for optimal coverage. Magic Guard is compatible in terms of the Sand, and the use of Life Orb to boost its damage to higher levels. Also, the Jester also acts as an absorber of Status moves for the other teammates, such as the Bulldozer and Rampage (Garchomp) who absolutely abhors status problems. The Jester can eat Burn and Toxic like nothing and Paralysis (unless full paralysis) does no harm but benefit in view of Trick Room. Sleep is another problem all together.
Garchomp (M) @ Choice Band
Trait: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Claw
- Outrage
- Fire Fang
- Earthquake
Garchomp, the Rampage
The epitome of BW2 OU, power and speed is all in this monster called Rampage. The Rampage's is a more late game one, with most of the threats cleared (Ice and faster dragons), the Rampage deals a fast and decisive victory for the team. Choice Band is clearly to boost its attacks to skyrocketting levels without the need to set up Swords Dance, also a Jolly Nature allows it to outspeed most unscarfed or supposedly slower foes most of the time. Dragon Claw serves as an alternative to the ever-risky Outrage, which maybe a bad idea locking into a Ferrothorn or other Steel-types. Fire Fang is also for optimal coverage, since I only have EoS carrying 1 Fire Blast, no harm having more Fire-type moves. Earthquake is absolutely necessary, for optimal STAB damage. Unless in early game the team faces a problems, the Rampage would not be reserved till the end.
Possible Threats? Anybody? Most of the time this teams wins by a large margin (3-4 Pokes) remaining but sometimes in facing boosting sweepers such as Conkeldurr (with Bulk Up) I cant seem to do anything to it (knocked out Reuniclus with a few hits).