This thread is here to archive teams from the Black and White OverUsed metagame and showcase popular playstyles and archetypes of the current metagame. Its aim is to help beginners and intermediate level players to get acclimated to the tier, or simply to help anyone in need of a solid team to play.
The teams here are added, replaced and updated by knowledgeable hosts who are directly in touch with top players and the general playerbase, to keep them up to date with the current metagame. Thus, submissions are closed unlike in current generation tiers.
Any general feedback on the content and quality here is appreciated to further make this a better resource.
Click on the Pokemon sprites to get the paste!
Sand Teams___________________________________________________________


Sand's chief advantage is its flexibility. Its main setter, Tyranitar, is at the top of BW OU's food chain. Hippowdon is no slouch either, with its immediate recovery and staying power. On top of that, Sand's supporting cast has great synergy with the weather. Every turn Sand is up, your main threats ignore its damage, while the opponent's take 6.25% damage for free. Sand teams come in many flavors: from the slow, sluggish teams that abuse passive damage, to grind down the opposition to the more dynamic VoltTurn chains with Spikes and Psychic types, and anything inbetween. Whatever your playstyle preference, there's a solid Sand team out there that will work for you.
Sand Nō 1: Rotom Psyspam






Sand Nō 2: Life Orb Alakazam + Keldeo by crucify






Sand Nō 3: Terrakion Volt Turn by harshest






Sand Nō 4: Hippo Clef Jelli Semi-Stall by dice






Sand Nō 5: Italy Skarm Jelli by Raiza & Asuya






Sand Nō 6: Heatran Bulky Offence






Sand Nō 7: Xatu Forre Stall by ABR






Sand Nō 8: Hippo Clef Reuni by Feaniix






Sand Nō 9: Mix Chomp Rachi Sand Offence by zaaya








Rain teams rely on the extra powered offered by their weather. Few things in BW can match the explosive power of Water moves in Rain. Thundurus-Therian is Rain's other central piece thanks to its Electric immunity, typing, and perfect coverage to cover Rain's most annoying enemies. With Rain, you want to be on the offensive by getting your strongest attackers on the field while your weather is up. Unfortunately, all of that also means that keeping Rain up is far more important for your team than it is for Sand, and Politoed can struggle with that compared to Sand's far better setters.
Rain Nō 1: Big 6






Rain Nō 2: CB Scizor + Scarf Keld






Rain Nō 3: U-Turn Thundy + CB Mamo by peng & Monai






Rain Nō 4: Scarf Rachi + Sub Keldeo by Shoka








Hyper Offense teams try to finish the game fast. They live or die by turn 20, 30 at the very latest. To do so, they forego any defensive capability, favoring sacrifices for momentum and strong set-up sweepers that either pack strong priorities (like Scizor and Breloom), force a revenge kill that lets a teammate set up afterwards (like Garchomp), or that trade favorably into a lot of metagame staples (like Conkeldurr). Every turn you play with (or against) an HO team counts. Aggressive doubles and hard prediction rule their gameplay. If you let them dictate the pace of the game, you'll find yourself on the back foot.
HO Nō 1: Smurf by Smurf.






HO Nō 2: Volcarona Dragonite Double Healing Wish by Fakes






HO Nō 3: 4A Conkeldurr + Lead Terrakion by MeEsSm






HO Nō 4: Hail Dragspam by Cow








To help capture the changes over the years old teams have been left untouched in the previous version of this thread, which can be found here. Teams stored there were once influencial and represented a trend or structure common then, but are no longer as effective in the current meta as they once were.
Shoutout FNH for the format & LuckOverSkill for assisting with writing
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