Where to start, where to start...
I guess the idea for this team started when I saw that Kyurem-B is now in OU, along with seeing that he got Roost. It made me want to create a Hazard Shuffling team. Without further ado, here we go. Honestly, this is my first shot at a team for the BW2 metagame so I'm not sure how well it's put together.
Kyurem-B
Item: Leftovers
Ability: Terravolt
EVs: 252 Hit Points / 252 Defense / 4 Speed
Nature: Impish
~ Dragon Tail
~ Hone Claws
~ Roost
~ Substitute
Seeing as I wanted to start the team because of Kyurem-B it's a no-brainer that he'll be where I start the team from. He may not have the best typing due to his Ice half, but he has quite a lot of bulk. 125/100/90 to be exact. That's plenty of reason to make him stally, so he can set up some pretty big Substitutes that the Seismic Tosses and Night Shades I've seen a lot of lately can't get through. Roost is there to keep him full of health since he'll be Subbing down. I wanted him to have a phasing move to go with what I have planned for the team, and since I only see 1 in his movelist, it's Dragon Tail. Hone Claws is there to raise his already sky-high Attack and make it so that Dragon Tail won't be missing.
Forretress
Item: Leftovers
Ability: Sturdy
EVs: 252 Hit Points / 252 Defense / 4 Special Defense
Nature: Relaxed
~ Rapid Spin
~ Volt Switch
~ Spikes
~ Toxic Spikes
When someone think of hazards, the first Pokémon that comes to mind is Forretress as he has access to all of them. The 2 most important ones for hazard shuffling are of course Spikes and a single layer of Toxic Spikes, so let's start there. Rapid Spin is here because the main member of the team happens to be part Ice and Stealth Rocks will do a pretty penny to him. It'll also get rid of Toxic Spikes and Spikes as those will quickly wear down my defensive core. Volt Switch is here for utility, allowing me to get in and out of the fray easier and making my opponent switch when I bring in a check, wracking up more hazard damage.
Landorus-T
Item: Leftovers
Ability: Intimidate
EVs: 252 Hit Points / 4 Attack / 252 Defense
Nature: Relaxed
~ Earthquake
~ U-Turn
~ Hidden Power (Ice)
~ Stealth Rocks
I've really been wanting to use this defensive set for a long time, but it hasn't fit anywhere onto my other teams thus far. He's an amazing physical wall thanks to intimidate and can even set up the final form of entry hazard with Stealth Rocks. Earthquake for generic STAB, and U-Turn for switch advantage which is so very important with a hazard team. I was juggling around the fourth slot til I found out I have a huge problem with Gliscors, so here's Hidden Power Ice for you. It doesn't hurt that he resists Fighting, which my main member is weak to, along with providing a vital immunity to Electric and Ground.
Snorlax
Item: Leftovers
Ability: Thick Fat
EVs: 252 Hit Points / 4 Attack / 252 Special Defense
Nature: Careful
~ Body Slam
~ Sleep Talk
~ Whirlwind
~ Rest
So far I only have 1 phaser which is pathetic for a hazard team, and Snorlax couples nicely with Landorus-T, resisting the Ice moves thanks to Thick Fat while Landorus-T can handle the Fighting moves. First off is Body Slam for STAB, although I'm thinking about switching it out for Return since the opponent can't get Poisoned from Toxic Spikes if it Paralyzes them. Whirlwind is for phasing since, as I said, I only had 1 phaser up til now. Rest is his only form of recovery since Metronome will most likely never get any, Recycle on a Sitrus Berry would be pretty inifitiant, and Stockpile + Swallow is just downright terrible. Sleep Talk so he won't be a giant target while napping.
Jellicent
Item: Leftovers
Ability: Water Absorb
EVs: 252 Hit Points / 4 Special Attack / 252 Special Defense
Nature: Calm
~ Scald
~ Shadow Ball
~ Recover
~ Hail
It's at this point that I realized I forgot to pick a Ghost-type to act as a Spin Blocker since I have all 3 forms of hazards on this team. I decided to go with Jellicent because he can do that along with taking on the powerful Water moves coming from Rain teams thanks to Water Absorb. I'm aware that not everything is going to be able to be Poisoned so I gave it Scald for STAB and to burn things. I know it can learn Will-O-Wisp, but I don't like it here as most of the time things will be Poisoned. Shadow Ball is for obligatory STAB. Recover is around for exactly what the name says. Then finally I have Hail on this set because I despise all the permanent Rain and Sand that's running around. Even Sun hurts me pretty bad.
Tangela
Item: Eviolite
Ability: Regenerator
EVs: 252 Hit Points / 252 Defense / 4 Special Attack
Nature: Bold
~ Giga Drain
~ Hidden Power (Fire)
~ Leech Seed
~ Protect
As the final member of the team, and since I couldn't think of another phaser off the top of my head, I decided to use someone that compliment Jellicent perfectly. It can take the Grass and Electric moves while it's partner can handle the Ice and Fire moves. I decided to use a pseudo form of phasing here and went with Leech Seed so they'll have to switch out at some point. Protect to couple with Leech Seed and Toxic Spikes, and some much needed scouting. Giga Drain for STAB and some recovery, especially against the Water-types I don't have much of a check for. Hidden Power Fire is around because of the Ferrothorns that keep trying to come in on me predicting a Leech Seed.
I'd just like to say that I like the 4 Pokémon defensive core consisting of Landorus-T, Snorlax, Jellicent, and Tangela. Mainly for the fact that it's made up of 2 seperate mini-cores that can function just fine without the other half of the main core, along with the fact that Landorus-T and Forretress have Volt-Turn making it even easier to manage the attacks coming at me.
Feel free to be as harsh as you'd like in the rating, honesty can never hurt me as I know I'm nowhere near the best there is and am always looking for ways to improve.
I guess the idea for this team started when I saw that Kyurem-B is now in OU, along with seeing that he got Roost. It made me want to create a Hazard Shuffling team. Without further ado, here we go. Honestly, this is my first shot at a team for the BW2 metagame so I'm not sure how well it's put together.
Kyurem-B
Item: Leftovers
Ability: Terravolt
EVs: 252 Hit Points / 252 Defense / 4 Speed
Nature: Impish
~ Dragon Tail
~ Hone Claws
~ Roost
~ Substitute
Seeing as I wanted to start the team because of Kyurem-B it's a no-brainer that he'll be where I start the team from. He may not have the best typing due to his Ice half, but he has quite a lot of bulk. 125/100/90 to be exact. That's plenty of reason to make him stally, so he can set up some pretty big Substitutes that the Seismic Tosses and Night Shades I've seen a lot of lately can't get through. Roost is there to keep him full of health since he'll be Subbing down. I wanted him to have a phasing move to go with what I have planned for the team, and since I only see 1 in his movelist, it's Dragon Tail. Hone Claws is there to raise his already sky-high Attack and make it so that Dragon Tail won't be missing.
Forretress
Item: Leftovers
Ability: Sturdy
EVs: 252 Hit Points / 252 Defense / 4 Special Defense
Nature: Relaxed
~ Rapid Spin
~ Volt Switch
~ Spikes
~ Toxic Spikes
When someone think of hazards, the first Pokémon that comes to mind is Forretress as he has access to all of them. The 2 most important ones for hazard shuffling are of course Spikes and a single layer of Toxic Spikes, so let's start there. Rapid Spin is here because the main member of the team happens to be part Ice and Stealth Rocks will do a pretty penny to him. It'll also get rid of Toxic Spikes and Spikes as those will quickly wear down my defensive core. Volt Switch is here for utility, allowing me to get in and out of the fray easier and making my opponent switch when I bring in a check, wracking up more hazard damage.
Landorus-T
Item: Leftovers
Ability: Intimidate
EVs: 252 Hit Points / 4 Attack / 252 Defense
Nature: Relaxed
~ Earthquake
~ U-Turn
~ Hidden Power (Ice)
~ Stealth Rocks
I've really been wanting to use this defensive set for a long time, but it hasn't fit anywhere onto my other teams thus far. He's an amazing physical wall thanks to intimidate and can even set up the final form of entry hazard with Stealth Rocks. Earthquake for generic STAB, and U-Turn for switch advantage which is so very important with a hazard team. I was juggling around the fourth slot til I found out I have a huge problem with Gliscors, so here's Hidden Power Ice for you. It doesn't hurt that he resists Fighting, which my main member is weak to, along with providing a vital immunity to Electric and Ground.
Snorlax
Item: Leftovers
Ability: Thick Fat
EVs: 252 Hit Points / 4 Attack / 252 Special Defense
Nature: Careful
~ Body Slam
~ Sleep Talk
~ Whirlwind
~ Rest
So far I only have 1 phaser which is pathetic for a hazard team, and Snorlax couples nicely with Landorus-T, resisting the Ice moves thanks to Thick Fat while Landorus-T can handle the Fighting moves. First off is Body Slam for STAB, although I'm thinking about switching it out for Return since the opponent can't get Poisoned from Toxic Spikes if it Paralyzes them. Whirlwind is for phasing since, as I said, I only had 1 phaser up til now. Rest is his only form of recovery since Metronome will most likely never get any, Recycle on a Sitrus Berry would be pretty inifitiant, and Stockpile + Swallow is just downright terrible. Sleep Talk so he won't be a giant target while napping.
Jellicent
Item: Leftovers
Ability: Water Absorb
EVs: 252 Hit Points / 4 Special Attack / 252 Special Defense
Nature: Calm
~ Scald
~ Shadow Ball
~ Recover
~ Hail
It's at this point that I realized I forgot to pick a Ghost-type to act as a Spin Blocker since I have all 3 forms of hazards on this team. I decided to go with Jellicent because he can do that along with taking on the powerful Water moves coming from Rain teams thanks to Water Absorb. I'm aware that not everything is going to be able to be Poisoned so I gave it Scald for STAB and to burn things. I know it can learn Will-O-Wisp, but I don't like it here as most of the time things will be Poisoned. Shadow Ball is for obligatory STAB. Recover is around for exactly what the name says. Then finally I have Hail on this set because I despise all the permanent Rain and Sand that's running around. Even Sun hurts me pretty bad.
Tangela
Item: Eviolite
Ability: Regenerator
EVs: 252 Hit Points / 252 Defense / 4 Special Attack
Nature: Bold
~ Giga Drain
~ Hidden Power (Fire)
~ Leech Seed
~ Protect
As the final member of the team, and since I couldn't think of another phaser off the top of my head, I decided to use someone that compliment Jellicent perfectly. It can take the Grass and Electric moves while it's partner can handle the Ice and Fire moves. I decided to use a pseudo form of phasing here and went with Leech Seed so they'll have to switch out at some point. Protect to couple with Leech Seed and Toxic Spikes, and some much needed scouting. Giga Drain for STAB and some recovery, especially against the Water-types I don't have much of a check for. Hidden Power Fire is around because of the Ferrothorns that keep trying to come in on me predicting a Leech Seed.
I'd just like to say that I like the 4 Pokémon defensive core consisting of Landorus-T, Snorlax, Jellicent, and Tangela. Mainly for the fact that it's made up of 2 seperate mini-cores that can function just fine without the other half of the main core, along with the fact that Landorus-T and Forretress have Volt-Turn making it even easier to manage the attacks coming at me.
Feel free to be as harsh as you'd like in the rating, honesty can never hurt me as I know I'm nowhere near the best there is and am always looking for ways to improve.