I've come up with an interesting idea trying to counter common rain teams. There's a small weakness in trying o take care of fighting types such as Conkeldurr, Terrakion, Breloom, etc... so if there is any ideas to fix this issue please make improvisations.
Tyranitar (M) @ Chople Berry
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Stone Edge
- Thunder Punch
- Dragon Dance
Ttar doesn't necessarily hold any specific role outside of establishing the weather advantage. Thunderpunch is here to counter common mons that are mainstays on common rain teams such as Keldeo, Politoed, Tentacruel, etc.. I realize that thunderpunch isn't very strong against these pokemon without a boost but that's why i use it on ddance rather than on a mixed set as i would prefer thunder if it was a mixed or special variant. Crunch and Stone Edge is just standard.
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Grass]
Keldeo is probably the most important part of this team as without Keldeo, this team completely falls apart if sand is not up. Hydro Pump is here just to abuse the pure power that Keldeo has in rain as it 2hko's nearly anything not named Blissey or Gastrodon. Scald is here to take care of physical offense mons and crippling them with burns. Secret Sword needs no further explanation and HP Grass is here to take care of common counters such as Starmie, Slowking, Rotom W, etc..
Excadrill (M) @ Life Orb
Ability: Sand Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Drill is here for to establish offensive pressure against common defensive mons and spin blockers while using rapid spin support to maintain stability for the other mons that are put in vulnerable positions from hazard stacking teams. Sand Force is here instead of Mold Breaker because it provides the additional damage necessary to maintain pressure otherwise there's I would just go with a standard utility drill set. I originally went with scarf but that hindered it's ability to create holes in teams that I need to put the nail in the coffin instead going for life orb to add to make drill that much more damaging.
Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Protect
Heatran is here to 2 specific reasons, 1. to put pressure on the ever-present ferrothorn that is everywhere, and 2. absorb special hits in a pinch to prevent a sweep from set up mons such as CM reuniclus. Outside of that it's nothing different from your average spdef Heatran.
Mamoswine (M) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Earthquake
- Stealth Rock
I've experimented with common Drag-mag teams and the results that Mamo gets have led me to believe that Mamo is severely underrated and is far more useful than the usage stats would say. Obviously, Mamo holds a similar role to what is has in Drag-mag teams preventing the Garchomps and Latios from setting up and sweeping, keeps steel-type mons from running wild if Keldeo and Heatran are down. And finally, It sets up rocks to hinder mons like Volcarona and flying types. I preferred sash because of it's relatively low speed tier for BW OU.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W was not my preferred defensive mon but because I don't have a mon to get momentum I decided to use it instead of a mon like Forretress that would hurt the pace of the team. Again, just a standard defensive Rotom Set.
If there are modifications that you find for this team, please provide input and I will see if the adjustments work accordingly.
Tyranitar (M) @ Chople Berry
Ability: Sand Stream
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Stone Edge
- Thunder Punch
- Dragon Dance
Ttar doesn't necessarily hold any specific role outside of establishing the weather advantage. Thunderpunch is here to counter common mons that are mainstays on common rain teams such as Keldeo, Politoed, Tentacruel, etc.. I realize that thunderpunch isn't very strong against these pokemon without a boost but that's why i use it on ddance rather than on a mixed set as i would prefer thunder if it was a mixed or special variant. Crunch and Stone Edge is just standard.
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Grass]
Keldeo is probably the most important part of this team as without Keldeo, this team completely falls apart if sand is not up. Hydro Pump is here just to abuse the pure power that Keldeo has in rain as it 2hko's nearly anything not named Blissey or Gastrodon. Scald is here to take care of physical offense mons and crippling them with burns. Secret Sword needs no further explanation and HP Grass is here to take care of common counters such as Starmie, Slowking, Rotom W, etc..
Excadrill (M) @ Life Orb
Ability: Sand Force
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin
Drill is here for to establish offensive pressure against common defensive mons and spin blockers while using rapid spin support to maintain stability for the other mons that are put in vulnerable positions from hazard stacking teams. Sand Force is here instead of Mold Breaker because it provides the additional damage necessary to maintain pressure otherwise there's I would just go with a standard utility drill set. I originally went with scarf but that hindered it's ability to create holes in teams that I need to put the nail in the coffin instead going for life orb to add to make drill that much more damaging.
Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Toxic
- Protect
Heatran is here to 2 specific reasons, 1. to put pressure on the ever-present ferrothorn that is everywhere, and 2. absorb special hits in a pinch to prevent a sweep from set up mons such as CM reuniclus. Outside of that it's nothing different from your average spdef Heatran.
Mamoswine (M) @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Earthquake
- Stealth Rock
I've experimented with common Drag-mag teams and the results that Mamo gets have led me to believe that Mamo is severely underrated and is far more useful than the usage stats would say. Obviously, Mamo holds a similar role to what is has in Drag-mag teams preventing the Garchomps and Latios from setting up and sweeping, keeps steel-type mons from running wild if Keldeo and Heatran are down. And finally, It sets up rocks to hinder mons like Volcarona and flying types. I preferred sash because of it's relatively low speed tier for BW OU.
Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Rotom-W was not my preferred defensive mon but because I don't have a mon to get momentum I decided to use it instead of a mon like Forretress that would hurt the pace of the team. Again, just a standard defensive Rotom Set.
If there are modifications that you find for this team, please provide input and I will see if the adjustments work accordingly.