BW Threat List

Tyranitar
Type: Rock/Dark
100/134/110/95/100/61

Tyranitar is an all-around great Pokemon for the OU metagame because of not only its brute strength, but its abilities that it brings to the table. Weather is very important to most teams, and Tyranitar automatically sets up a sandstorm to abuse. With that sandstorm comes a 50% boost to Special Defense of all Rock-type Pokemon, including Tyranitar. With this, Tyranitar can easily absorb Special Attacks (barring Fighting-type ones) and has a deep enough movepool and high enough offensive stats to hit hard back with moves such as Crunch, Stone Edge, Flamethrower, Ice Beam, and Pursuit. Most commonly, Tyranitar carries Leftovers, but in order to gain an advantage in either speed or power, Tyranitar is also often seen carrying either a Choice Scarf or a Choice Band. Overall, Tyranitar's high stats across the board (except speed), varying movesets, and large movepool, make it a large threat in the BW OU Metagame.

I know it's hard for a Pokemon as flexible as Tyranitar, but try to keep it short! Substitute and Focus Punch can be removed because it's just not a common set anymore, Thunder Wave is also rare and doesn't really deserve a mention. Be careful with some phrases ("all three types weak to fire are super-effective against Tyranitar", what about Ice?). The writing is good, just try and work on cutting down the word count.
 
Infernape
Type: Fire/Fighting
Stats: 76/104/71/104/71/108

Infernape is one of the most dangerous Pokemon in OU due to its unpredictable movepool and great stat spread. Fire and Fighting STAB offer nearly unresisting coverage to most of OU, Thanks to its stat spread, Infernape can go mixed to break through most dedicated walls. Infernape's movepool is very wide with attacking moves such as Fire Blast, Close Combat, U-turn, Stone Edge, Grass Knot, and Mach Punch, while Infernape even has some supporting moves such as Encore and Stealth Rock. Infernape's movepool is further complimented by boosting moves in the form of Nasty Plot and Swords Dance. Despite all of these amazing things, Infernape is very frail and will usually be nearly dead even after a neutral attack. Another setback is that it suffers from four-move syndrome meaning that if Infernape options out on a certain move, it will struggle against something that the other move handled.

Good in terms of content, but be wary of superfluous words and phrases. "Thanks to its stat spread" can be removed because it's already been made clear that Infernape has good offenses. Fire and Fighting are good offensive types, but aren't "nearly unresisting" (Dragonite, Latios, Jellicent, Tentacruel, Gyarados). The last section explaining Infernape's weaknesses doesn't really need to be there, we're just going through why Pokemon are threatening for now.

Onononokusu is up next.
 
Never mind, I'll just copy what the others do here :p

Skarmory
Type: Steel/Flying
Stats: 65/80/140/40/70/70

Skarmory is an old Pokemon, that has survived the passages of time all the way from Generation II, and has good reason. First off, look at Skarmory's typing. With Steel as part of its type, it resists 11 of the 17 elemental types. Now, let's get into the one thing Skarmory is most famous for; its defense. Straight up it has 140 base defense, which is something Ferrothorn wishes it had, which means Skarmory can come in on major physical threats with ease, which brings us to his common, set, which consists of Roost, Spikes/Stealth Rock, Whirlwind, and Brave Bird. With this set, Skarmory can stop many users in their tracks and Whirlwind them away, even being able to shrug off the attacks and recover, or just set up entry hazards. Skarmory is a good Pokemon that can wall a variety of common Choice Band and set up Pokemon and is a good choice to consider when making your team.

Edited:
Skarmory has survived the passages of time, and for good reason: its typing and resists. Being able to easily resist 11 of the elemental types and having a base defense of 140 gives it a major advantage. Skarmory is also know for his move set, a la Whirlwind, Roost, Brave Bird, and Spikes/Stealth Rock. This combination of moves is possibly Skarmory's most infamous set, easily taking any physical attack and having the power to whirlwind him away. Skarmory is an amazing wall and should be considered on any team.

Try and keep the writing style fairly formal, and avoid using too many descriptive words. There isn't too much to say about Skarmory so this should be a relatively short analysis, so try and cut it down.
Edited and shortened it.
Doing Celebi and Gengar next
 
Comments in italic, I would prefer it if people finished their current Pokemon before moving onto new ones. Thanks for contributing!
 
Gliscor
Type: Flying/Ground
Stats: 75/95/125/45/75/95

In the transition to Generation V, Gliscor received a great ability: Poison Heal. Gliscor has turned from a Defensive tank into a threatening sweeper, as it no longer needs to run Roost to ensure survival. Gliscor can gladly abuse Swords Dance, as it has a ton of chances to set up, many resistances, two immunities, no fear of status (thanks to poison heal), and only 2 weaknesses. Earthquake and Ice Fang will provide great type coverage, while Facade, Taunt, or Substitute can all be used to hit the appropriate pokemon. Gliscor can still take on a very effective defensive role with massive base 125 Defense, and Protect, which will allow Gliscor to heal 1/4 of its HP every other turn.

Be a bit careful with how you word things. Gliscor hasn't "turned into" a threatening sweeper because this implies he can no longer function as a defensive tank. Explain why Poison Heal is good in the first sentence when it's first mentioned. You can probably group the defensive options of Taunt, Substitute and Protect into one sentence and the offensive options of Earthquake, Ice Fang and Facade into another (just to keep things nice and categorised). Also don't forget Fling and Acrobatics I guess. I really like this though, it's concise and informative which is exactly what we want, just play around with the structure a little so things flow more nicely and it should be good to go.

LMK what you think.
 
@Teapot: Poison Heal grants an immunity to poison type moves? I get what you're saying with the three immunities, but I think it could be worded a little differently. I also think that the first sentence could possibly be deleted, as it doesn't help describe why Gliscor is a threat in Gen.5.

Here's Starmie. I wasn't sure if two entries were wanted (Life Orb offense and Rapid Spin support), but I put them into one. Let me know if you'd like them as two separate entries.
Starmie
Type: Water/Psychic
Stats: 60/75/85/100/85/115

With a blistering base 115 speed, access to the Thunderbolt and Ice Beam (BoltBeam) combination, solid Water-type STABs and Recover, it is easy to see why Starmie is an offensive menace. An impressive 115 base speed makes it the second fastest Pokemon on the OU list (losing only to Deoxys-Speed) allows Starmie to outrun the majority of OU. This high speed, along with reasonable Special Attack, BoltBeam and Water-type STAB (offering nearly flawless coverage) makes Starmie a deadly finisher after opponents have been weakened. Also, access to Rapid Spin makes Starmie's ability to use Rapid Spin makes it a valuable Pokemon on a team that features partner to Pokemon with Rock-type weaknesses, who fear entry hazards like Dragonite and Volcarona. Natural Cure allows Starmie to rid itself of crippling status, especially paralysis, whenever it switches out, ensuring that Starmie will always be an annoyance, and. Despite its frailty, Recover keeps the Mysterious Pokemon around for a while.

Finished edit:

An impressive 115 base speed allows Starmie to outrun the majority of OU. This high speed, along with reasonable Special Attack, BoltBeam and Water-type STAB (offering nearly flawless coverage) makes Starmie a deadly late game sweeper after opponents have been weakened. Starmie's ability to use Rapid Spin makes it a valuable partner to Pokemon who fear entry hazards like Dragonite and Volcarona. Natural Cure allows Starmie to rid itself of crippling status whenever it switches out, ensuring that Starmie will always be an annoyance. Despite its frailty, Recover keeps the Mysterious Pokemon around for a while.

Looks good! My edit looks horrible, but all I've really done is cut out some phrases and made them shorter, stuff like that. The over alI content is good. Just be sure to keep down the length of your sentences. The first sentence repeats a lot of things said in the rest of the analysis so I've cropped that out too.
 
Okeydoke, fixed up Hydreigon. Let me know if there's something else you think should be changed :D. Sorry if it seems a bit long, there was a lot to cram in there.
 
Gastrodon
Type: Water/Ground
Stats: 111/83/68/92/82/39

Gastrodon walks into B/W OU with a bit of a swagger, with some new toys that make him all the more threatening. Storm Drain now provides Gastrodon with not only a Water immunity, but a means of boosting its decent special attack. Its decent special attack really compliments his good coverage, with Ice Beam, Scald, and Earth Power up his sleeve. However, most people choose Gastrodon due to its ability to tank hits and wall many common pokemon in OU, such as Heatran, Politoed, Rotom-W, and Offensive Gliscor, and entire Rain Teams will have problems with him. However, one must scout for HP Grass, which can surprise and OHKO Gastrodon. Overall, Gastrodon is a solid team player, and really should be considered if you have problems with Rain.

I like this, but you need to mention Gastrodon's movepool more. Recover and Toxic in particular, with a small mention of Stockpile. Be a bit careful with redundant phrases too, like "decent special attack" being used consecutively. After you've shortened your sentences a little (aim for 5-6 lines) and added those extra moves, it should be good to go.
 
Peachy said:
@Teapot: Poison Heal grants an immunity to poison type moves? I get what you're saying with the three immunities, but I think it could be worded a little differently. I also think that the first sentence could possibly be deleted, as it doesn't help describe why Gliscor is a threat in Gen.5.

Here's Starmie. I wasn't sure if two entries were wanted (Life Orb offense and Rapid Spin support), but I put them into one. Let me know if you'd like them as two separate entries.
Starmie
Type: Water/Psychic
Stats: 60/75/85/100/85/115

With a blistering base 115 speed, access to the Thunderbolt and Ice Beam (BoltBeam) combination, solid Water-type STABs and Recover, it is easy to see why Starmie is an offensive menace. Its 115 base speed makes it the second fastest Pokemon on the OU list (losing only to Deoxys-Speed). This high speed, along with reasonable Special Attack, BoltBeam and Water-type STAB (nothing resists this combination) makes Starmie a deadly finisher after opponents have been weakened. Also, access to Rapid Spin makes Starmie a valuable Pokemon on a team that features Pokemon with Rock-type weaknesses, like Dragonite and Volcarona. Natural Cure allows Starmie to rid itself of crippling status, especially paralysis, whenever it switches out, ensuring that Starmie will always be an annoyance, and despite its frailty, Recover keeps the Mysterious Pokemon around for a while.

Oops lol. Thank you. Fixed it now.
 
Peachy said:
along with reasonable Special Attack, BoltBeam and Water-type STAB (nothing resists this combination)

Lies. Lanturn (and technically Chinchou) with Volt Absorb are immune to Electric and resist Ice and Water. Sure, you almost never see Lanturn, but I still think it would be more accurate if you just added "except for the obscure Lanturn" or something along those lines to the end of that.

Anyway, I may do this, I'd have to check and see what ones are taken first.
 
As Lanturn isn't an important Pokemon, it would be better to just say "nearly flawless coverage" or something along those lines (Shedinja counts too if we want to be picky). Keeping word count down is vital, so be sure to remove things that aren't important or are blatantly obvious already to the reader.

I've added comments and stuff, I probably come across as harsh so apologies!
 
Skarmory's article edited:

Skarmory
Type: Steel/Flying
Stats: 65/80/140/40/70/70

Skarmory has survived the passages of time, and for good reason: its typing and resists. Being able to easily resist 11 of the elemental types and having a base defense of 140 gives it a major advantage. Skarmory is also know for his move set, Whirlwind, Roost, Brave Bird/Taunt, and Spikes/Stealth Rock. This combination of moves is possibly Skarmory's most infamous set, easily taking any physical attack and having the power to whirlwind them away, set up entry hazards, or easily recover health. Taunt is a fun option that can stop other Skarmory, or even stop an opponent from attempting to setup on sweeping, although the only downfall is Skarmory itself is Taunt bait should the opponent have a faster taunter. Skarmory is an amazing wall and should be considered on any team.

Gengar's article:
Gengar
Type: Ghost/Poison
Stats: 60/65/60/130/75/110

Part of the original 151, Gengar survives to this day with a new (technically old) toy that has gotten a major boost in Gen V: Disable. With Disable's new accuracy boost, Gengar runs what is now probably his most popular/greatest set ever, consisting of Substitute, Shadow Ball, Focus Blast, and Disable. Behind a substitute, Gengar isn't afraid of anything, being able to disable predicted threats from the likes of Choice item users. And, thanks to Gengar's Focus Blast and Shadow Ball combination, Gengar can play on any team totally unresisted to any one Pokemon in today's metagame.

Celebi coming later.
 
Gliscor
Type: Flying/Ground
Stats: 75/95/125/45/75/95

In the transition to Generation V, Gliscor received a great ability: Poison Heal. This new ability allows Gliscor to recover 1/4th of its HP every other turn with Protect, so it no longer needs to use rest in order to survive. Taunt and Substitute are two more great defensive options. Taunt allows Gliscor to shut down phazers or hazards, while Sub alongside Poison Heal can let you stall out a wide array of Pokémon. A massive base 125 Defense allows Gliscor to handle many physical threats, like Scizor or Conkeldurr. Gliscor can gladly abuse Swords Dance, as it has a ton of chances to set up with its many resistances, two immunities, no fear of status (thanks to poison heal), and only 2 weaknesses. Earthquake and Ice Fang will provide great type coverage, Taunt can be used to turn pokemon like Ferrothorn into setup bait, while Facade can be used to surprise Pokémon like Wash Rotom.

How's this one?
 
In the OP, under Conkeldurr it says "it's bulk and small-but-effective movepool"; it should be "its".

The main reason why I popped in, though, is that it says Gliscor's Poison Heal restores its HP by 1/4 of its maximum every turn. It doesn't; it's 1/8.
 
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