RU Teambuilding

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RU is a tough metagame to start off in, probably because there is so much to use and lots of things to keep track of. Well, fear not, because this thread will help you build solid teams very quickly! This project is designed to show new RU players what to use and what not to use by splitting up the RU threats into different roles. Hopefully people will become more knowledgeable about the RU tier and catch on quicker!

If you have a good set, post it here and follow the outline. If your set is not good, it will go in the "sets not to use" category. Don't be offended if your set goes into the sets not to use section, we'll explain why! Use this thread to discuss which sets are viable or not. You can also make a request/ask questions about a Pokemon if necessary, and hopefully someone will respond!

If you are going to post a set, here is the format:

Code:
[SET]
[B]Role:[/B] Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, etc.
[B]What it does:[/B] mention what it counters and why it is good at its role OR say why it's bad if you're purposely posting something not to use
[B]Good Teammates:[/B] stuff it works well with
[B]What counters it:[/B]
[B]Any Additional Info:[/B]
Export the Pokemon from Pokemon Online so others can import your set!

Please don't post gimmicks, as those belong in the Project RarelyUsed thread!

Stuff to use:



Lanturn (M) @ Leftovers
Trait: Volt Absorb
EVs: 40 HP / 252 Def / 216 SDef
Calm Nature (+SDef, -Atk)
- Volt Switch / Rest
- Thunder Wave / Sleep Talk
- Scald
- Heal Bell / Protect

Role: Special Wall
What it does: Lanturn has remarkably high HP and usable Special Defense, but what really makes it good is its Electric / Water typing, Volt Absorb ability, and good support moves. It walls many special attackers such as Moltres, Manectric, Galvantula, Magmortar, Magneton, Omastar (to an extent), Typhlosion, Slowking, Rotom, Cryogonal, and more. It's a great pivot on offensive teams, absorbing hits then Volt Switching out to give you the momentum. It also spreads paralysis, and can cure sweepers or walls from status with Heal Bell. You should use RestTalk if you need Lanturn to stay alive for a while; this works best on defensive oriented teams. Lanturn has a lot of resistances which makes it a great wall.
Good Teammates: Good teammates are those who appreciate cleric support, such as Steelix. Cryogonal is also a good teammate, as together, Lanturn and Cryogonal make a good specially defensive core and cover up each others weaknesses. Slower sweepers, such as Nidoqueen, appreciate Lanturn's paralysis support and benefit from the momentum Lanturn brings with Volt Switch. It's also good in a Fire/Water/Grass core as it takes on Fire-types well.
What counters it: Grass-types, such as Sceptile, Roselia, Rotom-C and Lilligant, are the biggest threats to Lanturn. Taking advantage of Lanturn's low Defense stat is also a good way to take it down, as it doesn't have reliable recovery.
Additional info: Use Volt Switch and Twave on offensive teams, RestTalk on defensive teams.
By DittoCrow



Steelix (F) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 96 Def / 160 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Earthquake
- Gyro Ball
- Roar

Role: Physical Wall
What it does: Steelix is one of the best physical walls in RU due to its massive base 200 Defense and great support options. It is one of the most reliable users of Stealth Rock in the tier, and nothing can OHKO it unless it already has damage on it, due to Sturdy (it's not like Steelix is going to be easily OHKOed anyways). Steelix walls so many physical attackers in the tier, including Aggron, Aerodactyl, Archeops, Bouffalant, Crustle, Drapion, Druddigon, Escavalier, Klinklang, Scolipede, Scyther, and more. Gyro Ball and Earthquake are STAB moves, and hit the aforementioned Pokemon hard with Steelix's usable base 85 Attack. Finally, Steelix has access to Roar, so it can phaze out any threat such as SubCM Uxie or rack up entry hazard damage on the opponent.
Good Teammates: Good teammates for Steelix include those that can take on its weaknesses to Fire-, Fighting-, Ground-, and Water-type moves. Slowking is one of the best partners, as it resists three of these types and can take the special attacks aimed at Steelix. Poliwrath is another good partner, as the duo walls almost every physical attack in RU. Since Steelix lacks reliable recovery, it really appreciates Wish support so it can continue to wall the opponent. Basically, bulky Water-types and Wish supporters are great partners for Steelix.
What counters it: Special Attackers such as Moltres, Slowking, and Tangrowth manhandle Steelix. They also take little from Steelix's STAB moves. Additionally, because Steelix lacks reliable recovery, many strong physical attacks such as Choice Band Druddigon's Superpower will weaken Steelix. Some checks include Sceptile, Magmortar, Entei, Gallade, and Feraligatr.
By DittoCrow

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[SET]
Rotom @ Leftovers
Trait: Levitate
EVs: 252 HP / 208 Def / 48 Spe
Bold Nature (+Def, -Atk)
- Will-O-Wisp
- Pain Split
- Shadow Ball
- Thunderbolt

Role: Physical Wall (Spinblocker)
What it does: While Rotom doesn't have Cofagrigus's amazing defenses, what it does have is an excellent typing in Electric/Ghost alongside Levitate that let it wall many troublesome Pokemon in the RU metagame. Flying-type Pokemon such as Swellow and Braviary deal little to no damage to Rotom, while the powerhouse Escavalier isn't capable of inflicting much damage on the switch. Electric/Ghost isn't just good for defense though, as it gives Rotom excellent STAB coverage that can threaten a lot of Pokemon in RU. Steelix, who would could come into Rotom's STABs fearlessly can't do much damage to Rotom thanks to it's defensive investment and access to Will-O-Wisp. This EV spread allows Rotom to outspeed positive Speed nature base 55 Pokemon such as Crawdaunt, Omastar, and Bouffalant and disrupt them before they lay a hand (or claw, tentacle, etc) on Rotom.
Good Teammates: Drapion is a great partner for Rotom as it takes advantage of Rotom shutting down Steelix and Escavalier for an easier SD sweep, while maintaining excellent type synergy. Clerics such as Lanturn, Clefable, and Lickilicky share good type synergy with Rotom and can cure Rotom of any status ailment.
What counters it: CRYOGONAL, it gets through most Ghost-types and can Toxic stall Rotom thanks to Recover and it's massive special bulk. Clefable is immune to burn thanks to Magic Guard, can easily take any hit Rotom has, and start setting up Calm Minds in its face.
Any Additional Info: This Pokemon is deceptively bulky and cute :3
By EBeast



Kabutops @ Life Orb
Trait: Weak Armor
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Aqua Jet
- Stone Edge
- Rapid Spin / Waterfall

Role: Physical Sweeper / Rapid Spinner
What it does: Kabutops is one of the most prominent threats in the RU metagame, and is a staple on almost all offensive teams as a physical sweeper, spinner, and Moltres check, all wrapped into one pokemon! With the ability to OHKO even defensive cofagrigus with stone edge at +2, while using aqua jet to dispose of rotom, kabutops is by far the best offensive rapid spinner in the tier. Swords Dance is the crux of this set, boosting kabutops's already high attack to insane levels. Stone Edge, while inaccurate is kabutops's most powerful STAB move, and is perfectly capable of tearing through even the bulkiest of pokemon if it doesnt miss. Aqua Jet allows Kabutops to pick off faster threats, most importantly moltres, one of the most dominant pokemon in the tier with ease. It also makes Kabutops much harder to revenge kill. Rapid Spin is great because kabutops forces many switches, giving kabutops many chances to spin. If you already have a Rapid Spinner, waterfall is a stronger alternative to Aqua Jet, but one of the main reasons you should be using Kabutops is because its a near foolproof spinner, making this a lesser option.
Good Teammates: Kabutops has trouble with Bulky Grass-types like tangrowth, Amoonguss, Ferroseed. Faster Grass-types such as lilligant and sceptile can revenge kill Kabutops. Therefore, Kabutops really needs a teammate to break through these pokemon. Moltres is one of the best teammates for kabutops, easily switching in on anything that isnt a super effective hidden power or a sleep move, and either setting up a Substitute or blasting the switch in. Kabutops also supports moltres by spinning away the ever present Stealth Rock. For faster grass-types such as lilligant and sceptile, Bulky Grasses such as amoonguss and Escavalier, and Ferroseed are all good options. They take any hit the pokemon can throw at them while striking back with strong poison and bug-type moves. Ferroseed can use thunder wave to cripple them for the rest of the match. Entry hazards really help Kabutops get a late game sweep going, putting many potential revenge killers in KO range for aqua jet. Roselia is by far the best option for spiking, taking all the grass-types kabutops hates, in return, kabutops can switch in on fire blasts and flare blitzes for Roselia.
What Counters it: Ferroseed and Tangrowth are the best counters to kabutops, being able to take even boosted Stone Edges and KOing kabutops in return with Gyro Ball/Seed Bomb and Giga Drain, respectively. Ferroseed can also set up spikes on Kabutops. Other Grass-types are also excellent checks, being able to take most hits from kabutops and destroying the crab with STAB grass-type moves. Lilligant, Sceptile, and Rotom-C are the best offensive checks available to kabutops, taking even a boosted Aqua Jet and KOing back with Giga Drain, Leaf Storm, or Volt Switch. Steelix and Rhydon are actually good checks to kabutops despite the water weakness, as most kabutops dont run waterfall these days. If you cant fit any of these pokemon on your team, try to make sure kabutops cannot set up a Swords Dance, kabutops is pretty frail on the special side and has many common weaknesses.
Any Additional Info: +2 LO Kabutops rapid spin vs 0/0 jynx. 722 Atk vs 106 Def & 271 HP (20 Base Power): 127 - 150 (46.86% - 55.35%)
By Molk

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Cryogonal @ Leftovers
Trait: Levitate
EVs: 248 HP / 168 Def / 92 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Ice Beam
- Haze
- Recover

Role: Rapid Spinner
What it does: Rapid Spins! Cryogonal is no doubt the best Rapid Spin user in the tier. The only two Ghost-type Pokemon it can't beat one-on-one are Spiritomb and Dusknoir. Dusknoir sucks, and with this EV spread, Cryogonal will always live a Choice Band Pursuit from Spiritomb. Cryogonal has Haze to beat the most common Ghost-type, Nasty Plot Cofagrigus. Cryogonal also has access to Recover, allowing it to live longer and spin throughout the match. With it's high base 135 Special Defense, Cryogonal can take quite a few special hits as well.
Good Teammates: Slowking is a good teammate because it resists the Fire- and Fighting-type attacks aimed at Cryogonal. Defensive partners such as Poliwrath or Cofagrigus are also good because they can take on the physical threats such as Entei and Feraligatr that give Cryogonal problems. And of course, Pokemon that appreciate the removal of entry hazards, such as Moltres, love having Cryogonal as a teammate.
What counters it: Physical attackers mainly: Entei, Aggron, Feraligatr, Escavalier. Also Munchlax and Hariyama due to their Thick Fat ability. Psychic-type Pokemon, such as Slowking (it also resists Ice Beam), with the move Psyshock can take advantage of Cryogonal's horrible base 30 Defense and KO it.
Any Additional Info: Best spinner, just watch out of CB Spiritomb. You can also go with an EV spread of 248 HP / 8 SpA / 252 SpDef to make it a specially defensive wall, or add 24 Speed EVs to outspeed Modest Nidoqueen with 252 Spe EVs.
By DittoCrow



Smeargle (F) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Spikes
- Spore
- Stealth Rock
- Whirlwind / Magic Coat / Rapid Spin

Role: Hazards User
What it does: Smeargle is an amazing pokemon that is one of the strongest Setup leads in the RU metagame. It can easily setup hazards due to it being the most unique pokemon in whole metagame having access to the move sketch. Sketch allows Smeargle to run the combo of Spore and Hazards which in tandem with a focus sash allows Smeargle to Setup at least 2 layers of hazards before being taken down. Because it boasts a base 75 speed it only reaches 273 meaning it can put many leads to sleep before they can do anything rendering them useless.
Good Teamates: As Smeargle relies on spore and hazards to function, it almost always needs a pokemon that can counter Bouffalant as it has the ability sap sipper. Such counters include Spiritomb, Dusknoir as they can burn bouffant and break its subs, Quagsire also beat bouffalant 1 on 1. Because all that smeargle does is setup hazards, it is almost crucial to have a Ghost type to block rapid spin so all of Smeargle's work is not in vain. Some of the best spinner blockers include Spiritomb, and Dusknoir though other ghost types can work just as well such as Cofagrigus, Rotom and Misdreavus. Other pokemon that pair well with Smeargle and a Ghost type are Phazers to fully utilize the damage that hazards can bring to the board. Other pokemon that use U-Turn and Volt Switch can also force switches and will result in further hazards damage which fit snug on a team featuring smeargle.
What Counters it: The pokemon that best counter Smeargle are fast taunt users such as Aerodactyl and Whimsicott, but you must watch out for magic coat. Bouffalant can also stop Smeargle hard in its tracks as spore will be ineffective and Bouffalant can setup on Smeargle easily and 2HKO everything on the opposing team besides a few select counters. Another Pokemon to counter could be lum berry Crustle with rock blast but that is a really obsure option.
Additional Comments: Surprise Rapid Spinner
By Bigblue

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Rhydon (M) @ Eviolite
Trait: Rock Head
EVs: 252 HP / 4 Atk / 252 Def (Can Be evd many different ways to serve your team)
Impish Nature (+Def, -SAtk)
- Stealth Rock / Megahorn
- Earthquake
- Rock Blast
- Megahorn / Roar / Substitute

Role: Hazard User / Physical Wall
What it does: Rhydon is one of the most underrated pokemon in the RU tier. With its impressive physical stats, and surprisingly usable special defense after eviolite is factored in, rhydon is perhaps one of the best tanks available. Rhydon doesnt just boast the best physical bulk in RU, but also the best physical bulk in the entirety of pokemon, enabling it to take things like LO feraligatr waterfall. Stealth Rock is almost required on any bulky pokemon that learns it, its sheer utility of weakening some big threats like moltres is too much to give up. Earthquake and Rock Blast are very powerful STAB attacks that provide all the coverage rhydon needs for the most part, and they sure hurt even without investment, as rhydon's attack approaches 300 even without evs. The last slot depends on what you need, Megahorn takes down tangrowth and slowking on the switch, while roar allows rhydon to phaze every physical threat without a water or grass move (even +2 toxic boost zangoose). Substitute is best used with a more offensive ev spread to hit things hard from behind the safety of a sub that many opponents struggle to break. If using sunstitute, use megahorn in the first slot. Rhydon can run a myraid of ev spreads to adapt to what attacks you want it to take or how hard you want it to hit.
Good Teammates: Rhydon practically needs a teammate to take its water and grass weaknesses, this is really the only easy way to take out rhydon so most opponents will attempt to get their slowking, tangrowth or whatever in as quickly as possible. Grass types such as tangrowth, amoonguss, and roselia are excellent choices to take on these weaknesses, switching in easily and either crippling opposing pokemon with status, or in rose's case, stacking spikes up to rack up hazards damage. Slowking is also a good partenr, being able to take on all of rhydons weaknesses bat STAB grass-type moves, and also taking some of the load off of rhydon with regenerator, meanwhile rhydon beats drapion and choice band spiritomb for slowking with its impressive bulk. Due to rhydon's lack of reliable recovery, wish support from things such as clefable, lickilicky, audino, and shitmola is a good way to keep rhydon alive.
Any Additional Info: Life Orb Adamant Feraligatr Waterfall vs 252/252+ rhydon : 268 - 324 (64.73% - 78.26%)
By Molk

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Druddigon @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
- Outrage
- Sucker Punch
- Fire Punch
- Stealth Rock

Role: Hazard User (Primarily), Physical Sweeper (Secondary)
What it does: Druddigon primary purpose is to be the glue that holds the team together. He can use his resistances to come in on common 'mons like Manectric, use the switches caused by it to set up SR, or simply outright attack the switch in. This guy is a godsend on offense teams, who need a switch-in for when saccing isn't the right move and don't want a hazard user that can't get any momentum when wanted.
Good Teammates: As it is adept at weakening steels (and Tangrowth) through recoiless Fire Punch, so most physical sweepers benefit from it to a small degree. It also helps hazard stacking teams, as it can beat Cryogonal after SR with Sucker Punch.
What counters it: Most physically bulky pokemon (say, Uxie) used along a live steel type (like Steelix). This combination means you can't Outrage without the steel switching in and taking the Outrages like they're nothing and wearing you down with LO recoil, and Fire Punch won't do much the physically bulky pokemon (Even with SF, it's still only a 75 BP attack). After which, you're very easy to revenge kill.
Any Additional Info: Gamefreak didn't give Druddigon Dragon Rush, which would be 100 BP STAB that is Sheer Force boosted and doesn't lock you into Outrage. And I checked, Sheer Force Dragon Rush is stronger than Outrage. Incredibly ironic, since Druddigon is the one pokemon who would use it.
By Sound



Escavalier (M) @ Choice Band
Trait: Swarm
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature (+Atk, -SAtk)
- Megahorn
- Iron Head
- Pursuit
- Return

Role: Wallbreaker
What it does: Escavalier has a monstrous attack stat that can rip holes through damn near anything. With a massive base 135 Attack Stat AND access to the strongest Bug- type move in the game, Escavalier hits almost anything really hard. Megahorn will be your primary attack here, as a STAB'd Choice Banded BP 120 move coming off of a base Attack stat of 135 is frightening to all but the most physical of walls (a resistance is almost required, too). Iron Head acts as a nice secondary STAB move and can hit the likes of Rhydon hard. Pursuit is perfect if you need to get a quick revenge kill in and is a great way to take out already weakened Slowking or Cofagrigus, especially if you predict the switch. Return adds some very nice neutral coverage to the set as well, hitting a lot of things very hard. Honestly, if Escavalier had gotten Drill Run from the move tutor, it would be damn near unstoppable.
Good Teammates: Due to Escavalier's abysmally slow Speed, Trick Room users such as Cofagrigus can really help it out, as in Trick Room there are very few things that will actually go before it. It also loves working with Pokemon that can absorb those pesky Fire- type attacks aimed at it such as Slowking, who is also an excellent counter to Magmortar and Moltres who would otherwise destroy Escavalier.
What counters it: Steelix is the best counter there is to Escavalier, as it completely walls every move it can throw it's way (why did you not give it Drill Run, Game Freak?). Aggron also does well at walling it. In terms of offensive threats, any Fire- type such as Moltres or Magmortar can chase it out, but they have to be weary about taking a hit.
Any Additional Info: If it was given Drill Run, Escavalier would possibly be the hardest Pokemon to wall in the tier, as it would now have a way to hit Steelix super effectively.
By assassinfred

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Nidoqueen (F) @ Life Orb
Trait: Sheer Force
EVs: 88 HP / 252 SAtk / 168 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock / Sludge Wave
- Earth Power
- Thunderbolt
- Fire Blast

Roles: Hazard User / Wallbreaker
What It Does: Nidoqueen has a great ability in Sheer Force, good natural bulk, and access to Stealth Rock. So what better way to take advantage of all of that then to use a SR + 3 Attacks set. Nidoqueen can use her good natural bulk to setup Stealth Rock for her team early in the game. After that, she can break down the opposing team with LO Sheer Force boosted attacks with exceptional coverage. Earth Power is a useful STAB move and anything that can't resist it will be taking heavy damage. Thunderbolt sticks it to Slowking, Mandibuzz, and Omastar among others. Fire Blast obliterates Tangrowth, Escavalier, Rotom-C, and Sceptile as well as many others.
Good Teamates: A Spikes user is a good place to start as the extra damage really helps Nidoqueen. Scolipede is a good Spiker for more offensive teams and Roselia is better suited for more defensive teams. Ghost types like Cofagrigus and Spiritomb are good spinblockers that can keep opponents from spinning Nidoqueen's SR away. Fast Special Sweepers are good options as well. Sceptile appreciates Nidoqueen's ability to force out and weaken things like Clefable, Munchlax, Moltres, and Cofagrigus. With these threats weakened or outright KOed, Sceptile can find it much easier to clean out a team. These two also have decent defensive synergy as Nidoqueen can come in on Poison and Bug type moves that threaten Sceptile while Sceptile appreciates Nidoqueen's knack for drawing out Water and Ground type attacks. Beware of the shared Ice weakness though.
What Counters It: Clefable and Munchlax are two of the few defensive Pokemon that can stand up to Nidoqueen's assaults. Faster threats such as Sceptile, Moltres, and Gallade can use their powerful moves to cut through Nidoqueen. Gallade is of particular note as it's not hit super-effectively by any of Nidoqueen's moves, has at least decent special bulk, and can come after Nidoqueen with STAB Zen Headbutt and Psycho Cut. Cryogonal outspeeds Nidoqueen, can spin away Stealth Rock, and KO with Ice Beam. However, a well-timed Fire Blast will quickly back it into a corner.
Any Additional Info: Sludge Wave can be used over Fire Blast or Stealth Rock, though the loss of super effective coverage on Cryogonal can be a pain. Focus Blast can be used to hit Munchlax and Clefable harder, but Nidoqueen is better off leaving those 2 to her teammates.
By EonX-

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Magmortar (M) @ Expert Belt
Trait: Vital Spirit
EVs: 44 HP / 32 Def / 252 SAtk / 180 Spe
Modest Nature (+SAtk, -Atk)
-Fire Blast
-Thunderbolt
-Focus Blast
-Hidden Power [Grass]

Role: Wallbreaker
What it does: Well, I've been talking about Magmortar a lot in the past month, but I assure you that this will likely be my last post about it and its awesomeness. I'm sure we all know what it does by now; it switches in on Tangrowth, predicts the switch to Slowking and hits it with Thunderbolt, and then you win. It's arguably the best wallbreaker in the tier because its power and coverage means that even Slowking and Lanturn, the premier Fire-type resists, can't beat Magmortar. Fire Blast and Thunderbolt provide really good coverage in RU, with the only notable Pokemon that resist them being Quagsire, Rhydon, and Lanturn. HP Grass puts them all in their place, and Focus Blast is good for Clefable and Munchlax, although the latter will need some entry hazards to secure the 2HKO. It's also Magmortar's strongest move against opposing Fire-types such as Entei, Typhlosion, and other Magmortar. Magmortar is mainly good against stall, although it can check some offensive Pokemon too. Lilligant needs HP Rock in order to beat it, along with Stealth Rock and a Life Orb to secure the KO. Magmortar is a pretty strong Moltres check too, since it can take a Hurricane and KO back with Thunderbolt (although Moltres was significantly easier to check with Air Slash).
Good Teammates: Paralysis support is completely necessary for Magmortar to even stand a chance against most offensive Pokemon. Although it has decent special bulk, it's physical bulk is just bad and anything with Earthquake beats it (except for Tangrowth :P). Pursuit support is cool if you don't feel like playing the prediction game with Slowking. Spiritomb and Escavalier are your best choices for that, especially since Spiritomb can also dispose of Munchlax by getting rid of its Eviolite with Trick. Rhydon is a good partner that can switch into some of Magmortar's less common counters such as Flareon and Camerupt and beat them, and sets up Stealth Rock. Stealth Rock and other hazards are a priority to get up when using Magmortar; Smeargle is cool for offensive teams while Steelix, Rhydon, Ferroseed, etc. can all do it too.
What counters it: Not much. Munchlax is its best common counter, but with some hazards Focus Blast approaches the 2HKO. Other than that, a bunch of obscure things counter it, like Altaria, Camerupt, Grumpig, and Flareon. However, they are all dealt with by Rhydon.
Any Additional Info: The spread may look a little weird, but the Speed outruns Cryogonal before it can spin. I don't aim for Medicham, Absol, Ferliagatr, and other things around base 80 Speed because they all have priority, or in Medicham's case, are usually Scarfed so you wouldn't be staying in on them anyway. The HP and Defense allow Magmortar to always live univested Tangrowth's Earthquake after Stealth Rock. Of course, you could use 232 Speed Timid with Life Orb, but personally I like my spread better.
By complete_legitimacy

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Archeops (M) @ Life Orb / Expert Belt
Trait: Defeatist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stone Edge
- Earthquake
- Heat Wave
- Roost / Aqua Tail

Role: Wallbreaker / Physically-based Sweeper (item and 4th move determine its role)
What it does: Gone are the days Archeops has to rely on Acrobatics to cause major damage to stuff. With BW2 move tutors, Archeops gained some much needed coverage moves and a recovery move in Roost. This set attempts to utilize all of this and turn Archeops into a really good Physically-based Sweeper or an even better Wallbreaker than it has been depending on the last move you choose. Stone Edge is Archeops's main STAB and if you don't pack a resist to it, you will take heavy damage. Moltres, Entei, non-Scarf Galvantula, Charizard, and Cryogonal are just a few of the things that get decimated by this move. Earthquake forms the ever-popular EdgeQuake combination and it will smack the likes of Drapion, Electivire, and Nidoqueen where it hurts. Heat Wave is really the move that Archeops needed. Before, bulky Steel types such as Steelix and Ferroseed were among the easiest things to throw out there to stop an Archeops in its tracks. Now, however, both of these Steel types are 2HKOed and OHKOed respectively. Heat Wave also allows Archeops to have a more reliable way around Tangrowth, Exeggutor, and the lesser seen Torterra by preying on their weaker Special Defense. The newcomer, Escavalier, also gets hit really hard by this move. The last move and item go hand-in-hand. When running Life Orb, Roost is the best move to use in order to keep Archeops from going into Defeatist range too quickly. Aqua Tail goes with Expert Belt and is the best move Archeops will have against Rhydon, OHKOing one of the best physical tanks with just a little bit of prior damage. The move can also catch a Cofagrigus on the switch. Since Aqua Tail would make physical contact, Archeops would then gain Mummy, thus allowing it to not have to worry about going into Defeatist range.
Good Teammates: Archeops wants Rapid Spin support, even if it's running Roost. This will allow Archeops to dish out more attacks for longer periods of time. Cryogonal, Sandslash, and Hitmonchan are good for this. Wish Support from the likes of Clefable and Alomomola is also welcome. Tangrowth is a good defensive partner for Archeops thanks to Regenerator and helpful resistances to Water and Electric type moves. Tangrowth can also put something to sleep, which can be a big help to Archeops if it's a physical wall. Slowking can cripple faster threats with paralysis and also tanks the Ice and Water type moves that are aimed at Archeops. A Ghost type such as Cofagrigus or Spiritomb can switch into the Fighting types that Archeops can't get itself around without Acrobatics.
What counters it: Rhydon is a full stop to the Life Orb variation. Without Aqua Tail, Archeops is completely helpless against it. Qwilfish is also an issue with Intimidate and good physical bulk. Sturdy physical walls that aren't hit hard by Heat Wave can also be problematic. Stuff like Uxie and Mesprit can tank a Stone Edge and either cripple Archeops with paralysis or kill it off with Ice Beam or Thunderbolt. Faster attackers such as Sceptile and Choice Scarf users such as Manectric, Galvantula, and Primape can almost effortlessly revenge kill Archeops. Without a strong Flying move, Gallade, Hitmonchan, and other Fighting types can prove to be problematic.
Any Additional Info: Earth Power can be used over Earthquake if you want to get around Qwilfish and Rhydon should you forego Aqua Tail, but it has little use outside of this. Rock Slide is more accurate than Stone Edge, but the power loss is significant. The flinch rate can come in handy during a pinch though. Should you want to use Aqua Tail with the Life Orb variation, it should be used over Earthquake. You can also use a set with Flying Gem and Acrobatics.
By EonX-

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Tauros (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Rock Climb
- Earthquake
- Rock Slide
- Fire Blast

Role: Wallbreaker
What it does: Tauros is an excellent wallbreaker. Rock Climb after STAB, Life Orb, and Sheer Force hits ridiculously hard, and this easily allows it to break through Slowking. If people switch to Tangrowth, they get smashed by Fire Blast; this makes it one of the best counters to the TanKing core. Fire Blast also smashes Ferroseed and Escavalier. It is also very fast at 110 Base Speed, allowing it to outrun a lot of the metagame. Earthquake does a solid chunk to CB Tomb as well, and forces them to play a prediction game with you to see who gets out alive. Rock Slide provides excellent coverage alongside Earthquake, and is boosted by Sheer Force as well. This allows Tauros to take out things like Archeops and Moltres easily.
Good Teammates: Anything that benefits from the removal of annoying Steel-types and Tangrowth. Feraligatr is a good partner because Tauros can knock out both Ferroseed and Tangrowth. A plethora of other physical attackers are also good partners, such as Linoone and SD Sandslash. A Pursuiter, such as Spiritomb, is also a good partner in order to knock out the annoying Ghost-types that can trouble this set.
What counters it: Cofagrigus is a major pain for this Tauros, as is Rhydon since it doesn't take too much damage from Earthquake. Dusknoir is also a problem, as is Spiritomb, especially defensive variants.
Any Additional Info: Tauros is a motherfucking boss. That is all.
By ShakeItUp

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Golurk @ Choice Band
Trait: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spd OR 208 Hp / 252 Atk / 48 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Ice Punch
- Drain Punch

Role:Wallbreaker
What it does: If you want to use Choice Band Golurk in RU, please use Iron Fist on it, not shitty No Guard which is currently in what not to use. Anyways, with a combination of 2 excellent STABs, Iron Fist to boost its coverage moves, an awesome attack stat, and usable bulk along with a mixed bag of a typing. Golurk is one of the strongest, if not most underrated wallbreakers available in RU. Earthquake OHKOs most offensive pokemon, and 2hkos any defensive pokemon that doesnt resist it. Shadow Punch provides good coverage, and is powered up by iron fist. Shadow Punch allows Golurk to OHKO slowking. Shadow punch also lets golurk break through many bulky psychic and ghost types more effectively, such as uxie, mesprit, cofagrigus, and Rotom. Ice Punch scores a solid 2hko on tangrowth after Stealth Rock, while also KOing braviary, swellow, and other flying types. Drain Punch is mainly filler, but the recovery is awesome and is a good move to spam if the opponent has a ground immunity, but you need to break through some shit like steelix or klinklang.
Good Teammates: Although golurk is able to 2hko every pokemon in the tier, it still enjoys a bit of support to get past its checks. One of the best ways to support your golurk is through entry hazards. Stealth Rock and Spikes make golurk even more devastating then it already is, giving regenerator pokemon such as tangrowth and amoonguss less breathing room, while also securing 2hkos on alomomola and physically defensive tangrowth. Golurk also appreciates a fast teammate such as sceptile or manectric to clean up after golurk has broken down the opposing defensive core. Moltres and Magmortar are also good partners, as they can cleanly OHKO the only common pokemon that has any chance to wall golurk, tangrowth, in return golurk can threaten opposing slowking and lanturn (it can take weak scalds at least once, just be aware of a burn).
What counters it: Golurk is happy to say that it has a grand total of 2 shaky as hell counters. Weezing is not 2hkoed by any attack golurk has and can burn in return, but isnt very common and only has pain split for recovery, meaning golurk can still beat it. Tangrowth can freely switch in on any attack not named ice punch and sleep powder either it or one of its teammates to death, or giga drain/leaf storm for the KO. The most reliable way to beat golurk is to revenge kill it with a faster grass, water, ice, dark, or ghost type pokemon. Be aware that golurk is actually decently bulky and can take UnStabbed/weak moves that hit it super effectively
Any Additional Info: Its a 9 foot tall possesed mecha that can fly, of course its going to smash shit.
By Molk



Gallade (M) @ Lum Berry
Trait: Steadfast
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Drain Punch
- Zen Headbutt
- Leaf Blade / Shadow Sneak
Role: Physical Sweeper
What it does:
With its avarage bulk, decent speed and very good attack stats, after a single boost it can sweep entire teams. I mean this monster should really get more love, with a single boost it reaches an outstanding 766 Attack! And with 200 EVs in HP it can take several hits and heal simply back with that stab drain punch, it can even beat the mighty metang!!!. Lum berry provies it just a one time protection against status, and it lets it set up on opponents like non-dragon tail slowking, or sleep powder Tangrowth even easier. Zen headbutt is a very nice stab attack that doesnt let stuff like Cofragrigus and Qwilfish wall this monster, and it also hits the newly dropped Nidoqueen which has already a nice usage. Leaf Blade lets you hit Quagsire and Slowking which are very important, however Shadow sneak lets you hit Rotom just any other fast ghost types, it really just depends on the rest of your team.
Good Teammates: Entry hazards really come in handysince most if its counters are weak to rocks, Aerodactyl and rhydon are some examples as they resist stuff like air slash from moltres or brave bird from braviary and threat them with stabbed rock attack. Also SD taunt Drapion gets a special mention as it beats problematic ghost types like Cofragigus andcan take non hp groud/unboosted sigyliph down too. Also Gallade can bring down stuff like Steelix and Poliwrath which otherwise would wall drapion.
What counters it: Almost anything can have a good switch in to this guy, but it can be easily revenged kill by stuff like Acrobatics Archeops, Airslash Moltres or Sigyliph, or even aerial ace slyther. Also escavalier could take a hit or two and answer with that amazing Megahorn stab.
Oh yeah and of course Scarfed braviary.
Any Additional Info: Gallade should always be a threat to cover in any team. Idk why people havent had said anything about him
By TheMexican

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Entei @ Choice Band
Trait: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature (+Atk, -SAtk)
- Flare Blitz
- Extreme Speed
- Stone Edge
- Sleep Talk / Bite

Role: Physical Sweeper / Revenge Killer
What it does: CB Entei is perhaps one of the most threatening Pokemon in the tier. 361 Attack alongside STAB Flare Blitz is a force to be reckoned with. Extreme Speed allows Entei to revenge kill a large amount of threats as well, such as Zangoose, Lilligant, Gallade, Absol and many others. Entei is the premiere physical Fire-type in RU, using its 115/100 offensive stats to the fullest. Bite is mostly used for a clean 2HKO on Slowking, but Sleep Powder allows Entei to absorb sleep from Tangrowth, Smeargle, Lilligant, and others while still being quite threatening.
Good Teammates: Rapid Spin Kabutops is a good way to keep Stealth Rock off of the field so Entei can continue to come in, as well as being a good way to weaken opposing bulky Water-types via Swords Dance + Life Orb boosted Stone Edges. Roselia can come into Bulky Water-types as well and set up Spikes, which Entei appreciates as they help to wear down Slowking + Tangrowth cores. On a more offensive team, Rotom-c and Sceptile can be used to come into Bulky Water-types and force them out with the threat of super effective attacks. Moltres makes good use of Entei smashing even Fire-type resists like Lanturn, and vice versa as well as being able to break the Slowking/Tangrowth core that is able to plague Entei with proper prediction.
What Counters It?: Rhydon, Poliwrath, Omastar. Most bulky Water/Rock mons can switch in atleast once
Any Additional Info: :toast:
By august

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Zangoose (M) @ Toxic Orb
Trait: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance / Night Slash
- Close Combat
- Facade
- Quick Attack

Role: Physical Sweeper
What it does: Zangoose hits ridiculously hard because of Toxic Boost, and after 1 SD and a Toxic Boost, it reaches over 1000 Attack, with a massive base 140 STAB move at its disposal. Needless to say, it hits ridiculously hard. It even has Close Combat to massacre Steel-types such as Steelix. Even faster Pokemon can't stop it, as a +2 Toxic Boost Quick Attack massacres most of the things faster than Zangoose after entry hazard support. However, one can use Night Slash over Swords Dance in order to hit the Ghost-types, such as Cofagrigus, that wall this set.
Good Teammates: Pursuiters are very good partners, as Zangoose will draw in Ghost-types quite easily. Entry hazard support is also very helpful, so this makes Pokemon such as Qwilfish good partners.
What counters it: Ghost-types are a major problem for this Zangoose. Even with Night Slaws, Cofagrigus can beat it since Mummy cancels out Toxic Boost. Spiritomb is also a problem, and can trap and kill Zangoose with Pursuit.
Any Additional Info: Zangoose is amazing. This shit is one of the best Pokemon in the metagame, and should seriously be used more.
By ShakeItUp

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Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 252 Atk / 252 Spd
Jolly Nature
- Dragon Dance
- Outrage
- Aqua Tail / Low Kick
- Taunt

Role: Physical Sweeper
What it does:It sets up Dragon Dance to boost its already good Attack Stat to beat down most pokemon in the tier with. Outrage is obvious, it is Fraxure's strongest Attack and everything that is not a steel type won't want to take one of those, even when unboosted. Third Slot is up to what you feel you need to hit harder, Aqua Tail his Rhydon and Archeops pretty hard without Locking itself in outrage and has overall pretty good coverage being resisted only by Ferroseed, if you danced before, it also helps in checking Moltres. Low Kick offers perfect coverage and hits pokemon such as Steelix, and Aggron harder than Aqua Tail would, it also allows Fraxure to OHKO defensive Cryogonal no matter what without locking itself in Outrage. Taunt is awesome for DD fraxure, because it allows it to set up on most defensive pokemon that will try to status it first, allowing it to get at least a Dragon Dance.Eviolite is the preferred item because it gives Fraxure extra bulk that allows it to set up on pokemon such as Tangrowth lacking hidden power Ice,and non specs Manectric, but a Life Orb can work too if you really want the extra power, but the added bulk will be more helpful most of time. Jolly allows Fraxure to hit a prety good 384 speed stat , allowing it to outspeed everything unboosted in the tier that is not called Aerodactyl and Accelgor.
Good Teammates: Pretty much anything that can set up hazards and fits on an offensive team. Gallade is also a great partner because it beats down the few things that Fraxure can't 2HKO depending on its coverage move. Magneton is also a great teammate, trapping the steel-types that resist Fraxure STAB, and helps him in allowing Fraxure to mindlessly click Outrage later.
What counters it: Ferroseed is probably the closest thing to a counter, but unless it is packing Gyro Ball, Fraxure uses it as set up fodder. Steelix is also close to being a counter and can avoid the 2HKO from a +1 Aqua Tail and hit Fraxure pretty hard with Gyro Ball in return. Rhydon is also a great counter if Fraxure is not using Aqua Tail, because Low Kick is barly a 3HKO while Earthquake 2HKOes Fraxure.
Any Additional Info: Strongth. Don't use Superpower on DD Fraxure please, Low Kick gets overall the same kills, the only thing you are really missing a stronger hit on is Ferroseed.
By TropiOUs

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Feraligatr @ Life Orb
Trait: Torrent
EVs: 104 HP / 252 Atk / 152 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Aqua Jet
- Waterfall
- Return / Crunch

Role: Physical Sweeper
What it does: Sweeps lategame with powerful Swords Dance boosted attacks, one of which is priority to destroy weakened revenge killers. The Speed EVs let Feraligatr outspeed Timid Omastar and the rest go in HP. Torrent is a great ability that Feraligatr can easily use after taking a few hits and suffering from Life Orb recoil, a Torrent boosted +2 Waterfall is extremely powerful as is Aqua Jet. Return provides perfect neutral coverage except for Ferroseed and Cradily while Crunch takes care of Slowking and Cofagrigus.
Good Teammates: Anything that can get rid of Tangrowth basically. Magmortar, Entei, etc can all break through Tangrowth and Ferroseed and weaken walls such as Cofagrigus and some Druddigon for Feraligatr. Hazard support from Pokemon such as Ferroseed is useful to weaken revenge killers into Aqua Jets OHKO range. Ferroseed also resists Grass and Electric type attacks.
What counters it: Tangrowth is the biggest counter as it can easily sponge Feraligatr's attacks and reply with Giga Drain. Quagsire and Ferroseed also wall Feraligatr although Torrent boosted Waterfalls will hurt Quagsire. Revenge killers that resist Aqua Jet such as Rotom-C are also good as long as they aren't weakened alot.
Any additional info: Pretty underrated sweeper that can actually sweep fairly easily after certain Pokemon have been removed
By Endorphins

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Crawdaunt (M) @ Leftovers
Trait: Adaptability
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Substitute
- Waterfall
- Crunch
Role: Physical Sweeper, Late-game Cleaner
What it does: SubDD Crawdaunt is getting more common these days, and for good reason! Crawdaunt is a very threatening sweeper capable of doing major damage to the opposing team if it can get in safely (hint: send it in vs slowking, bar toxic or twave Slowking cant do much damage to it). Crawdaunt is pretty good at forcing switches, and Substitute takes full advantage of this, giving Crawdaunt either a free turn to Dragon Dance, or seriously hurt their check to Crawdaunt with a powerful Adaptability boosted STAB attack. Dragon Dance is the crux of this set, boosting Crawdaunts already intimidating Attack stat to monsturous levels, while boosting its lackluster Speed stat to the point where it can outspeed a good amount of the unboosted metagame. Waterfall and Crunch are Crawdaunt's STAB attacks, and are only resisted by Poliwrath and Ferroseed in this tier. Superpower can also be used over Substitute with a Life Orb, but the utility of sub is much preferred.
Good Teammates: Crawdaunt may be powerful, but it needs a fair amount of support to work to its full potential. Crawdaunt greatly appreciates entry hazards on the field to help ease its sweep and weaken its counters, most of which are vulnerable to Stealth Rock and Spikes. Roselia is an excellent partner for hazard setting, being able to sponge electric, grass, fighting, and even some bug moves with the right EVs, while setting up spikes for crawdaunt to abuse, and as a bonus it also threatens the bulky grass-types that plauge Crawdaunt with sludge bomb, while taking out Poliwrath and Quagsire with Giga Drain. Even after a Dragon Dance, fast Pokemon such as sceptile, cincinno, and scarfers are still able to outspeed and KO it, therefore paralysis support is a great idea. Slowking is pretty good at spreading Thunder Wave around with its good bulk, and due to its similar typing it tends to lure in pokemon that threaten crawdaunt such as sceptile and lilligant. Lastly, Crawdaunt appreciates having teammates with U-turn and Volt Switch, as they can get crawdaunt in safely if the opponent decides to switch out.
What counters it: Bulky grass types, Poliwrath, Quagsire, and fast revenge killers all pose a problem to crawdaunt, completely walling it and striking back with STAB attacks to wear it down, Crawdaunt's physical bulk is acceptable, but its nothing amazing. Aside from those things, good luck lol
Any Additional Info: Get on Crawdaunt's level kids
By Molk



Moltres @ Life Orb
Trait: Pressure
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Hurricane
- Hidden Power [Grass]
- Roost

Role: Special Sweeper
What it does:
Moltres is one of the most dominant threats in RU and functions really well as a special sweeper. Moltres is able to 2 or 3HKO the entire tier which is really powerfull. Fire Blast is the main STAB move and severely weakens anything that does not resist it. BW2 gave Moltres Hurricane, which is chosen above Air Slash as the power difference is easily notable. This 120 BP STAB move backend by LO can even 2HKO SpD Slowking (if it hits twice in a row, which is a 0,49% chance). Its accuracy hinder the move and will act like Focus Miss with only a 70% accuracy. Hidden Power Grass OHKO's switchins like Kabutops and Rhydon (if not with max SpD), even without hazards. Roost is there for survivabilty and can mean the difference between a sweep or death.
Good Teammates:
Stealth Rocks are a problem for Moltres, thus it needs a spinner to function well. Kabutops is a nice choice since it fits on an offensive team and can beat the tiers spinblockers. Moltres in return beats the many grass types threatening Kabutops. Another option for a rapid spinner is Cryognoal. If you do this, be sure to add a solid rock resistance since both are weak to Rock. Lanturn is one of the few things that wall Moltres and thus a way to deal with Lanturn s a good choice. A strong physical pokemon can usually break through Lanturn. An example is Drapion, who can use Earthquake to dispose of Lanturn. A Grass type like Sceptile or Tangrowth can deal with Lanturn pretty well too. Roselia is also a good choice since it can even take toxics and ice beams while setting up spikes. Speaking of spikes, Moltres appreciates hazards support. For example, with SR up, Moltres can beat Slowking with a combination of Hurricane and HP Grass rather than relying on Hurricane hitting twice.
What counters it:
Stealth Rocks limits Moltres's opportunities of switching in and also makes revenge killing a lot easier. Aside from that, Lanturn is the best counter to Moltres. It resists it's STAB moves and HP grass is a 3HKO after Leftovers (not counting hazards). It can paralyse Moltres with Thunder Wave or 2HKO with Scald because of Life Orb recoil. It can also Volt Switch to a revenge killer. Specially defensive Rhydon gets a special mention, as HP Grass does 78,26% - 92,75% to 252/252 with a boosting nature and eviolite and Rhydon can OHKO back with Rock Blast. For offensive checks, anything that is faster and with a strong Super Effective move can beat Moltres. Examples include Archeops's Head Smash, Kabutops's Waterfall or Rotom's Thunderbolt.
Any Additional Info:
252 SpAtk Life Orb Moltres (+SpAtk) Hurricane vs 252 HP/252 SpDef Slowking (+SpDef) : 46,7% - 55,08%, 2HKO after SR
(but who runs max/max Slowking these days?)
By Twannes

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Sigilyph @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Psyshock
- Air Slash / Heat Wave
- Roost / Hidden Power [Ground]

Role: Special Sweeper / Wallbreaker, depending on the team you're playing against and your fourth move
What it does: Demolishes the bulky cores you know and love. Slowking / Tangrowth? Sets up on both and proceeds to dominate the other team. Roselia? It can't even touch you. You think you can Whirlwind it away with Munchlax? Think again, +1 Psyshock does like 63%. This thing cleanly 6-0's nearly every stall team lacking something like Pursuit Escavalier (which can be eliminated with proper teambuilding, too). Teams like SV and DC's have no hope to stop this monster. It's definitely not useless against offensive teams, either; it outruns stuff like Drapion and Moltres and OHKOes with the appropriate move. Its main role depends on whether you're using Roost or HP Ground; HP Ground eliminates the need for team support, KOing some troubling stuff like bulky Rock-types, Steelix, and Aggron (as well as doing quite a bit more to SpD Drapion), but Roost allows it to not worry so much about switching into Pokemon like Slowking and can really be important for a late-game sweep.
Good Teammates: Sigilyph cannot get through Escavalier (or other Steel-types, if you're not running HP Ground) very easily even with a couple of boosts under its belt, so pairing it with Magneton may be a good idea. Other Pursuit users like Spiritomb can be very obnoxious to handle, so it's important to get them out of the way before trying to send in Sigilyph so that you can avoid unnecessary mindgames with Pursuit / Sucker Punch. Sceptile can be used in conjunction with Sigilyph; while it does share a counter in Escavalier with Sigilyph, it can severely damage most Pursuit users and other Steel-types with its incredibly strong Leaf Storm (remember, it does upwards of 60% on offensive Drapion) and greatly appreciates Sigilyph's ability to switch freely into Roselia and Munchlax (although Body Slam paralysis is rather annoying). Other Pokemon who have trouble with prominent defensive cores like Entei, Klinklang, and Hitmonlee will definitely appreciate Sigilyph's ability to shake things up.*
What counters it: SpD Escavalier is a solid option, CB works just as well. Pursuit/Sucker Punch users: Spiritomb, Absol. Steel-types are very frustrating if Sigilyph doesn't carry HP Ground; Aggron takes like 25% from +2 Air Slash and dominates it with Head Smash. Faster Pokemon can prove difficult to handle before it gets some boosts, thanks to its mediocre defenses. Tricking it a Choice item will make life difficult for Sigilyph, as it's unable to boost and loses to power from LO. Bulky Rock-types like Regirock can be a pain, although they're rare.*
Any additional info: It's a fucking boss and several people can attest to it cleanly sweeping them.
By Zebraiken

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Sceptile @ Life Orb
Trait: Overgrow
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Substitute / Leaf Storm
- Giga Drain
- Hidden Power [Rock]
- Focus Blast

Role:Special Sweeper
What it does: With a blazing base 120 speed coupled with a powerful 105 Special Attack, Sceptile is hands down one of the best Special Sweepers in the tier. Most people dont run Substitute on Life Orb Sceptile, but its a very effective option, probably moreso than leaf storm. Sceptile forces a lot of switches, giving it ample oppritunity to set up. Substitute also means sceptile can safely bring itself to overgrow range to OHKO some bulkier threats, while getting most of its hp back in the process. Leaf Storm gives sceptile some incredible raw power to blast through walls with, but sceptile loses to utility of Substitute. Giga Drain is an excellent move, especially on sceptile. With Sceptile's low hp stat, one giga drain can bring sceptile back to near full hp, basically giving sceptile reliable recovery. Hidden Power Rock takes care of Fire and Flying-types, most importantly Moltres and Entei. Focus Blast rounds off Sceptile's coverage, hitting ferroseed, bulky normal-types, and most importantly, Bouffalant. Its also Sceptile's best non hidden power attack against Escavalier.
Good Teammates: Moltres is an excellent teammate for sceptile, Sceptile removes Slowking, Kabutops, Feraligatr, and Lanturn for Moltres, giving Moltres a much better chance at sweeping. Moltres kills Roselia, Amoonguss, Escavalier, and Cryogonal for Sceptile, allowing Sceptile to clean up late game. Kabutops is also a great teammate for Sceptile, switching in on Entei, provided Sceptile doesnt have a Substitute up. Kabutops also spins away entry hazards for Sceptile, which can severely decrease its longetiveity otherwise. Escavalier is also a good teammate, taking on many of Sceptile's counters, while Sceptile can lure in Fire-Types for escavalier and hit them with Hidden Power Rock.
What Counters It:Roselia and Amoonguss are the best switch ins to Special Sceptile available, resisting Giga Drain and Focus Blast, while not caring very much about Hidden Power Rock, they can also hit back with Sludge Bomb and Clear Smog, respectively, Mandibuzz can take any Attack Sceptile has to throw at her, and can either phaze Sceptile out, or simply KO it with Brave Bird, Roosting off all damage in the process. Specially defensive Drapion Can Easily Switch in on Sceptile, and can 2hko with Crunch. Druddigon and Escavalier can come in on Sceptile rather easily, and threaten the opponents team with some of the most powerful unboosted attacks in the tier. Bouffalant and Nidoqueen have the bulk to take on sceptile once, but will be worn down by repeated switch ins. Entei can reliably revenge kill Sceptile with a Banded Extremespeed.
Any Additional Info: Sceptile is strong as hell, and more people should use substitute, its a great move on it.
By Molk
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Lilligant (F) @ Lum Berry / Life Orb
Trait: Chlorophyll
EVs: 24 HP / 252 SpA / 232 Spe
Timid Nature (+SAtk, -Atk)
- Sleep Powder
- Quiver Dance
- Giga Drain
- Hidden Power Rock / Hidden Power Fire

Role: Special Sweeper
What it does: Lilligant is one of RU's most dangerous special sweepers, thanks to its access to Sleep Powder and Quiver Dance. In addition, Lilligant boasts a great base 90 Speed, which allows it to outrun the majority of the RU tier and get off a Sleep Powder + Quiver Dance combination. In addition, it has a great base 110 Special Attack stat, the highest of any Grass-type in the tier along with Tangrowth. Despite the fact that it has almost no coverage moves, it doesn't really need it. With a boosted Giga Drain and Hidden Power of your choice, Lilligant easily decimates teams. Of course, Lilligant will either be walled by Escavalier or Moltres depending on which Hidden Power is chosen, but that's what teammates are for. Lum Berry is a great option for getting rid of troublesome status such as paralysis or Toxic poison, while Life Orb provides a good power boost. Leftovers is also an option, but usually inferior since Lilligant is rather frail anyway, and Giga Drain also provides healing of some sort.
Good Teammates: Depending on what Hidden Power type is chosen, certain targets need to be eliminated before attempting to sweep with Lilligant. If Hidden Power Fire is chosen, Moltres, Entei, and Fire-types in general need to be taken out, as they will completely wall Lilligant's moveset. If Hidden Power Rock is chosen, Steel-types not neutral to Grass-type moves such as Escavalier, Magneton, and Klinklang need to be eliminated before attempting a sweep. In addition, Lilligant may be quite powerful, but if you aren't running a Life Orb, entry hazards are crucial to get some easier KOes.
What Counters It: As previously mentioned, counters to Lilligant depends on what Hidden Power type you choose - Fire-types wall Lilligant with HP Fire, while Steel-types wall Lilligant with HP Rock. Of course, even then, they aren't completely safe due to Lilligant's access to Sleep Powder. Pokemon with the Sap Sipper ability, such as Bouffalant or Sawsbuck make decent checks, but they must beware a boosted Hidden Power.
Any Additional Info: Lilligant is one of RU's most prominent threats, and should always be taken into consideration when building a team. Make sure to figure out what Hidden Power type it is running, and then you can more easily gain the upper hand.
By Omicron



Braviary (M) @ Choice Scarf
Trait: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature (+Atk, -SAtk)
- U-turn
- Return
- Superpower
- Brave Bird
Role: Physical Sweeper, Late-game Cleaner, Revenge Killer
What it does: Braviary is perhaps one of the best Choice Scarf pokemon in RU. U-turn in conjunction with 123 Base Attack allow you to do a fair amount of damage while still scouting switch ins. With 2 100+ bp STAB attacks, Braviary is also an incredible late game cleaner, 2HKOing the omnipresent Tangrowth / Slowking core with Brave Bird, or playing it safe against offensive teams with a non recoil Return. Superpower, although situational, gives Braviary flawless coverage and allows it to hit Steel-type switch ins like Aggron or Steelix.
Good Teammates: Braviary faces violent opposition from a good deal of Rock and Steel-type pokemon, like Steelix and Rhydon. The beautiful thing about all of Braviary's counters, though, is that they are grounded. Spikes Roselia can set up hazards to wear down Steelix and Rhydon, as well as scaring Rhydon out with the threat of Giga Drain. Braviary should be used in conjunction with a powerful set up sweeper capable of taking out bulky Rock and Steel-types, like Crawdaunt or potentially Feraligatr. While not completely necessary, a Rapid Spinner will alleviate Braviary's Stealth Rock weakness.
What counters it: As mentioned previously: Rhydon, Steelix, Omastar, bulky Rock/Steel-types, etc.
Any Additional Info: When in doubt, U-turn out~
By august


Stuff not to use:



Munchlax (M) @ Eviolite
Trait: Thick Fat
EVs: 136 HP / 124 Def / 248 SDef
Careful Nature (+SDef, -SAtk)
- Rest
- Sleep Talk
- Body Slam
- Whirlwind

Role: Special Wall
Why it's bad: Munchlax is terrible at absorbing special attacks. It doesn't have reliable recovery, no recovery in Leftovers, and most strong special moves can 3HKO it. This means that it will sometimes be 2HKOed after hazards damage by something like Magmortar. Munchlax is also set up fodder for a lot of Pokemon, such as Kabutops, who resists Body Slam. If you choose Whirlwind, you will take a lot of damage in the process and be unable to restore your health easily because Rest is so unreliable.
What counters it: Any strong Fighting-type or Pokemon with Psyshock. Most physical attackers also do a lot of damage, such as Kabutops and Druddigon. Taunt users such as Mandibuzz and Drapion also shut it down.
Any Additional Info: Don't use Munchlax.



Whimsicott @ Leftovers
Trait: Prankster
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Leech Seed
- Substitute
- Encore
- Toxic

Role: Physical Wall (Death Fodder)
Why it's bad: Priority subseed sounds really annoying in theory, but in actual practice it is not as successful as one might think thanks to the availability of plenty of good grass-types in the tier that simply don't give a fuck about anything Whimisccott will do to them. Giving free +1 to Bouffalant and the rare but still effective Sawsbuck is not something you really want to happen when it can do shit to them. Also if it gets forced out, giving Sigylyph a free turn to boost or simply sit there to outstall you is not a good idea either.
Any Additional Info: this thing gets walled and stopped by a mighty lv 1 bulbasaur. If you really want to use Whimsicott, use it with U-turn, Stun Spore, and Taunt to keep momentum in your favor and maybe prevent hazards fro being layed down, because except for Scolipede, Roselia, and Accelgor, Whimsicott has pretty good matchup against common hazard setters and can taunt them before they do anything or simply u-turn the fuck out.

-


Dusknoir (M) @ Leftovers
Trait: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature (+Def, -SpA)
- Will-O-Wisp
- Pain Split
- Shadow Sneak
- Earthquake

Role: Physical Wall (Spinblocker)
What it does and why it's outclassed: Dusknoir's Ghost-typing allows it to block Rapid Spin while walling the Fighting-type powerhouses in RU with it's great 45 / 135 / 135 defenses. Access to Pain Split gave it a niche over Cofagrigus, but ever since Cofagrigus gained Pain Split for itself things haven't been the same for Dusknoir. The addition of Spiritomb in the tier made matters even worse for Dusknoir as Spiritomb holds similar bulk to Dusknoir, but better offensive options. Even with it's decent base 100 Attack Dusknoir isn't hitting very hard with it's weak Shadow Sneak and most Pokemon with Substitute can beat Dusknoir one on one. Even as a physical attacking Spinblocker Cryogonal can still deal with it thanks to Toxic and Ice Beam being a 3HKO, while Dusknoir's Shadow Sneak only pulls off being a 2HKO. In this regards Spiritomb does a better job thanks to it's ability to Pursuit trap Cryogonal or deal devastating damage with Sucker Punch.
What counters it: CroTomb sets up on this like no tomorrow and Moltres doesn't care about Shadow Sneak and can set up a Substitute or get a free hit off.
Any Additional Info: Due to Dusknoir's hands I always thought he looked like a bouncer, preventing threats from passing through your team. Sadly this isn't true anymore as Cofagrigus, Spiritomb, and even Rotom do a better job in this metagame.



Hitmonchan (M) @ Leftovers
Trait: Iron Fist
EVs: 252 HP / 40 Def / 216 Spd
Adamant Nature (+Atk, -SAtk)
- Foresight / Mach Punch
- Rapid Spin
- Drain Punch
- Ice Punch

Role: Rapid Spinner
Why it's bad: Hitmonchan cannot beat Ghost-types, it's as simple as that. Not only are Ghost-types immune to Rapid Spin, but also to Hitmonchan's STAB Fighting-type moves, so Hitmonchan becomes useless. It's also surprisingly frail, and Drain Punch is a horrible recovery move, if you can even call it that. Sacrificing a move for Foresight is extremely unappealing, and Hitmonchan is usually useless outside of using Foresight + Rapid Spin.
What counters it: GHOST-TYPES and Psychic-types such as Slowking and Sigilyph.
Any Additional Info: Hitmonchan's brother, Hitmonlee, is also horrible at spinning.

-

Wartortle

Why it's bad: Wartortle is just awful. This thing cannot spin vs. any Ghost-type in the tier since it has no form of recovery. Spiritomb beats it 1 on 1, as does Cofagrigus, Rotom, and Dusknoir even. The only way to reliably get a spin off is to run Foresight, and if you run that, you have to forgo Haze, which means that every Pokemon with Substitute / Steel- or Poison-Type will use you as set-up fodder as you attempt to Rapid Spin. Even with Foresight, Rotom outpeeds and slaughters Wartortle. Also, since this thing has no form of recovery, it can get weakened easily, especially since it doesn't even have Leftovers. Cryogonal is a much, much better choice due to recovery, the ability to not be set-up fodder since it actually has room to run Haze, good Special Attack, and the ability do major damage to the Ghost-types in the tier. Even Sandslash is a better option since it can at least dent Rotom with Stone Edge, and set up an SD on Spiritomb and Cofagrigus and kill them.



Nidoqueen (F) @ Black Sludge
Trait: Poison Point
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature (+SpD, -Spe)
-Stealth Rock
-Toxic Spikes
-Dragon Tail
-Earth Power

Reason: Toxic Spikes is horrible in RU, as there are so many Poison-types to absorb them. Nidoqueen is much better used as an offensive sweeper.

-


THIS SUCKS @ Eviolite
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Stealth Rock
- Meteor Mash
- Earthquake
- Explosion

Role: Death Fodder, Hazard Setter
Why it's bad: Metang is absolutely terrible, and is the worst steel type in the game that people actually use, it has literally nothing over escavalier, steelix, or klinklang. As i always say: Metang does nothing, it sets up Stealth Rock and does nothing else. If you seriously want to use this shit, you need to go to B101 for a LONG time.
Any Additional Info: Metang loses to everything, INCLUDING ITSELF. Metang losing to magikarp: http://pokemon.aesoft.org/replay-MrT...ad--2012-05-03 Bp team but still lol



Golurk @ Choice Band
Trait: No Guard
EVs: 252 HP / 252 Atk
Adamant Nature (+Atk, -SAtk)
- Earthquake
- DynamicPunch
- Ice Punch
- Shadow Punch

Role: Wallbreaker
Why it's bad: With the introduction of the tutors in BW2 any use No Guard Gourk would have is simply gone. First with access to the new punching moves, it gets some kind of recovery with Drain Punch that gets a decent boost to 90 bp that in the long run is not really far from what Dynamic Punch would do. Calcs:
Drain Punch: 96-114 (23.76 - 28.21%) -- possible 4HKO after Stealth Rock. This is CB Iron Fist Drain Punch vs Physically Defensive Tangrowth.
DynamicPunch: 107-127 (26.48 - 31.43%) -- guaranteed 4HKO after Stealth Rock. This is the same target but with CB No Guard Dynamic Punch.
Ice Punch while it might never happen in a battle, has the potential to 2HKO Tangrowth ,though it is small chance, but still possible. Iron Fist also turns Shadow Punch from pathetic STAB move to a simply below average STAB move. Stone Edge could be argued here for a No Guard use here, but Golurk already gets all the kills on Stone Edge Targets if it picks any punching move that is not Drain Punch while they try to come in an Earthquake that they are inmune to, the only real benefit over Ice Punch is having a guaranteed OHKO on Mandibuzz after Stealth Rock Damage.
Any Additional Info:Out of "lol su random confusion hax XD", this set does nothing than an Iron Fist Golurk wouldn't do better. Only No Guard is bad. Iron Fist is usable.







This exercise is for learning, so don't be afraid to post your own sets. Remember, it's not a bad thing to have a set in the "Stuff not to use section."

Credit to SilentVerse for helping with the idea!
 

Tauros (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Rock Climb
- Earthquake
- Rock Slide
- Fire Blast

Role: Wallbreaker
What it does: Tauros is an excellent wallbreaker. Rock Climb after STAB, Life Orb, and Sheer Force hits ridiculously hard, and this easily allows it to break through Slowking. If people switch to Tangrowth, they get smashed by Fire Blast; this makes it one of the best counters to the TanKing core. Fire Blast also smashes Ferroseed and Escavalier. It is also very fast at 110 Base Speed, allowing it to outrun a lot of the metagame. Earthquake does a solid chunk to CB Tomb as well, and forces them to play a prediction game with you to see who gets out alive. Rock Slide provides excellent coverage alongside Earthquake, and is boosted by Sheer Force as well. This allows Tauros to take out things like Archeops and Moltres easily.
Good Teammates: Anything that benefits from the removal of annoying Steel-types and Tangrowth. Feraligatr is a good partner because Tauros can knock out both Ferroseed and Tangrowth. A plethora of other physical attackers are also good partners, such as Linoone and SD Sandslash. A Pursuiter, such as Spiritomb, is also a good partner in order to knock out the annoying Ghost-types that can trouble this set.
What counters it: Cofagrigus is a major pain for this Tauros, as is Rhydon since it doesn't take too much damage from Earthquake. Dusknoir is also a problem, as is Spiritomb, especially defensive variants.
Any Additional Info: Tauros is a motherfucking boss. That is all.
 


Scyther @Choice Band
Trait: Technician
EVs: 252 atk, 4 SpD, 252 Spe, Jolly
-U-turn
-Aerial Ace
-Brick Break
-Quick Attack

Role: Physical Sweeper/Scout(should that be a category?)
What it does: Scyther is a really excellent pokemon in the current metagame. Scyther is able to hit really hard straight off the bat and preserve momentum at the same time. STAB CB U-turn seriously dents everything that doesn't resist it thanks to its solid base 110 attack (that is if it doesn't straight up OHKO it) and keeps the momentum going which is essential for any offensive team. It is also difficult to out-speed without scarfers, meaning that it is very capable of cleaning up teams with CB technician STAB aerial aces thanks to flying's good coverage in RU. It's very capable of smashing through common cores such as tangking and with its technician quick attack, makes a respectable revenge-killer too.
Good team-mates: One of the down-sides to scyther is that it needs quite a lot of support to work, however, it really makes great use of this support, making it a good choice to build a team around. Spinners are the obvious choices, cryogonal and sandslash are both good choices, with the former able to consistently spin throughout the match as well as take on cofagrigus, a bit of a tough opponent for scyther. Other than spinners, magneton makes a fantastic partner, resisting 3 of scyther's four weaknesses and being able to remove steel-types, the thorn in scyther's side. Other good partners are pokemon that can set up hazards such as rhydon as hazards are greatly appreciated by any scout. Other volturners make good partners too.
What counters it: Steelix is the #1 counter to scyther, not even taking much from brick break thanks to its collosal defense. Rhydon is a close second, but has no recovery and isn't resistant to u-turn, though it isn't trappable by magneton. Cofagrigus is also a possible check, but even defensive cofagrigus suffers a good chance of being 2hkoed by aerial ace with SR and a layer of spikes.
Any additional info: It's a ninja bug. Use it.
 
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Nidoqueen (F) @ Leftovers
Trait: Sheer Force
EVs: 252 HP / 252 def. / 4 sp. def
Bold Nature ( +def, -att)
-Toxic spikes
-Earth Power
-Sludge Wave
-Stealth Rock/Dragon Tail/Roar

Role: Hazard User
What It Does: Nidoqueen has access to Toxic Spikes and Stealth Rock allowing her to support your team. Furthermore she has phazing moves such as Roar and Dragon Tail. Due too Sheer Force her moves have a nasty bite even when uninvested preventing the opponent from easily setting up on her. Having 90/87/85 defenses making her bulky enough to take hits. She counters fighting types such as Hariyama, Hitmonlee, Primeape, Hitmonchan lacking ice punch, and other threats like escavalier. Nidoqueen also easily fits on most teams needing Hazards such as stall teams.
Good Teamates: Sadly Nidoqueen lacks instant recovery so she enjoys wish support. The most notable wish passers are Hypno and Gardevoir. They work well Nidoqueen because of the good Synergy, covering Pyschic and special attacks aimed at Nidoqueen, while Nidoqueen can take Bug and physical attacks. Other good partners are Pokemon who can can abuse Toxic spikes and stealth rock such as phazers like Munchlax.
What Counters It: Generally Anything that hits hard from the special side can take on Nidoqueen. Pokemon such as Jynx, Magmortor, Moltres, Calm mind Spirtomb and Cofagrigus can take Special hits and set up or go for the KO. Roselia can take special hits and absorb toxic spikes and keep up with giga drain. Cryogonal can take special hits and is immune to Toxic Spikes, can recover health lost, and can spin away hazards or KO her with Ice Beam.
Any Additional Info: Nidoqueen has access to a ton of special moves. Usable special moves include: Ice Beam, Thunderbolt, Fire blast, and Focus Blast which can be used as an attacking option. Nidoqueen can become specially bulky by simply relocating the Evs and having a calm nature.
 

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Nidoqueen (F) @ Life Orb
Trait: Sheer Force
EVs: 88 HP / 252 SAtk / 168 Spd
Modest Nature (+SAtk, -Atk)
- Stealth Rock
- Earth Power
- Thunderbolt
- Fire Blast

Role: Hazard User / Wallbreaker (can we have one in two categories?)
What It Does: Nidoqueen has a great ability in Sheer Force, good natural bulk, and access to Stealth Rock. So what better way to take advantage of all of that then to use a SR + 3 Attacks set. Nidoqueen can use her good natural bulk to setup Stealth Rock for her team early in the game. After that, she can break down the opposing team with LO Sheer Force boosted attacks with exceptional coverage. Earth Power is a useful STAB move and anything that can't resist it will be taking heavy damage. Thunderbolt sticks it to Slowking, Mandibuzz, and Omastar among others. Fire Blast obliterates Tangrowth, Escavalier, Rotom-C, and Sceptile as well as many others.
Good Teamates: A Spikes user is a good place to start as the extra damage really helps Nidoqueen. Scolipede is a good Spiker for more offensive teams and Roselia is better suited for more defensive teams. Ghost types like Cofagrigus and Spiritomb are good spinblockers that can keep opponents from spinning Nidoqueen's SR away. Fast Special Sweepers are good options as well. Sceptile appreciates Nidoqueen's ability to force out and weaken things like Clefable, Munchlax, Moltres, and Cofagrigus. With these threats weakened or outright KOed, Sceptile can find it much easier to clean out a team. These two also have decent defensive synergy as Nidoqueen can come in on Poison and Bug type moves that threaten Sceptile while Sceptile appreciates Nidoqueen's knack for drawing out Water and Ground type attacks. Beware of the shared Ice weakness though.
What Counters It: Clefable and Munchlax are two of the few defensive Pokemon that can stand up to Nidoqueen's assaults. Faster threats such as Sceptile, Moltres, and Gallade can use their powerful moves to cut through Nidoqueen. Gallade is of particular note as it's not hit super-effectively by any of Nidoqueen's moves, has at least decent special bulk, and can come after Nidoqueen with STAB Zen Headbutt and Psycho Cut. Cryogonal outspeeds Nidoqueen, can spin away Stealth Rock, and KO with Ice Beam. However, a well-timed Fire Blast will quickly back it into a corner.
Any Additional Info: Sludge Wave can be used over Fire Blast, though the loss of super effective coverage on Cryogonal can be a pain. Focus Blast can be used to hit Munchlax and Clefable harder, but Nidoqueen is better off leaving those 2 to her teammates.
 

Tauros (M) @ Life Orb
Trait: Sheer Force
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Rock Climb
- Earthquake
- Rock Slide
- Fire Blast
Tauros hits really hard due to its base 100 Attack and its Sheer Force ability. It's also great at sweeping or revenge killing because it has a high base 110 Speed. This thing definitely dents walls, I've even used it before :p. Tauros is definitely a good mon and I think I'll add it to stuff that should be used if there are no objections!

spuds4ever said:
Scyther @Choice Band
Trait: Technician
EVs: 252 atk, 4 SpD, 252 Spe, Jolly
-U-turn
-Aerial Ace
-Brick Break
-Quick Attack
I dunno about Scyther. It's SR weakness is the worst, and unlike Moltres, Scyther can't hit very hard because there are so many things that resist U-turn (Steelix, Cofagrigus, Entei, Moltres, etc.). Lots of Pokemon such as Sceptile and Lilligant also run HP Rock, which isn't helping Scyther as it's 4x weak to Rock-type moves. Not really sure if I should add it, let's see what other people have to say :o.

Espo said:
Nidoqueen (F) @ Leftovers
Trait: Sheer Force
EVs: 252 HP / 252 def. / 4 sp. def
Bold Nature ( +def, -att)
-Toxic spikes
-Earth Power
-Sludge Wave
-Stealth Rock/Dragon Tail/Roar
Definitely outclassed by the offensive set. Toxic Spikes should almost never be used in RU, as Poison-types such as Drapion, Roselia, and Nidoqueen herself are very common. Furthermore, this set can't scare out the best spinner, Cryogonal, because it lacks Fire Blast D:. This would be something not to use, sorry :(.

Also if you guys could please export the Pokemon from Pokemon Online that would be really helpful so others can import your set!
 
Added EonX-'s Nidoqueen! Pretty good set, I just slashed Sludge Wave with Stealth Rock :p.

Also if any of you have something to add to the OP, please make a post detailing the additions/deletions.
 

Smeargle (F) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Spikes
- Spore
- Stealth Rock
- Whirlwind

Role: Hazards User
What it does: Smeargle is an amazing pokemon that is one of the strongest Setup leads in the RU metagame. It can easily setup hazards due to it being the most unique pokemon in whole metagame having access to the move sketch. Sketch allows Smeargle to run the combo of Spore and Hazards which in tandem with a focus sash allows Smeargle to Setup at least 2 layers of hazards before being taken down. Because it boasts a base 75 speed it only reaches 273 meaning it can put many leads to sleep before they can do anything rendering them useless.
Good Teamates: As Smeargle relies on spore and hazards to function, it almost always needs a pokemon that can counter Bouffalant as it has the ability sap sipper. Such counters include Spiritomb, Dusknoir as they can burn bouffant and break its subs, Quagsire also beat bouffalant 1 on 1. Because all that smeargle does is setup hazards, it is almost crucial to have a Ghost type to block rapid spin so all of Smeargle's work is not in vain. Some of the best spinner blockers include Spiritomb, and Dusknoir though other ghost types can work just as well such as Cofagrigus, Rotom and Misdreavus. Other pokemon that pair well with Smeargle and a Ghost type are Phazers to fully utilize the damage that hazards can bring to the board. Other pokemon that use U-Turn and Volt Switch can also force switches and will result in further hazards damage which fit snug on a team featuring smeargle.
What Counters it: The pokemon that best counter Smeargle are fast taunt users such as Aerodactyl and Whimsicott, but you must watch out for magic coat. Bouffalant can also stop Smeargle hard in its tracks as spore will be ineffective and Bouffalant can setup on Smeargle easily and 2HKO everything on the opposing team besides a few select counters. Another Pokemon to counter could be lum berry Crustle with rock blast but that is a really obsure option.
Additional Comments: Damn racist giving it a beret since it paints stuff.
 

Zangoose (M) @ Toxic Orb
Trait: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance / Night Slash
- Close Combat
- Facade
- Quick Attack

Role: Physical Sweeper
What it does: Zangoose hits ridiculously hard because of Toxic Boost, and after 1 SD and a Toxic Boost, it reaches over 1000 Attack, with a massive base 140 STAB move at its disposal. Needless to say, it hits ridiculously hard. It even has Close Combat to massacre Steel-types such as Steelix. Even faster Pokemon can't stop it, as a +2 Toxic Boost Quick Attack massacres most of the things faster than Zangoose after entry hazard support. However, one can use Night Slash over Swords Dance in order to hit the Ghost-types, such as Cofagrigus, that wall this set.
Good Teammates: Pursuiters are very good partners, as Zangoose will draw in Ghost-types quite easily. Entry hazard support is also very helpful, so this makes Pokemon such as Qwilfish good partners.
What counters it: Ghost-types are a major problem for this Zangoose. Even with Night Slaws, Cofagrigus can beat it since Mummy cancels out Toxic Boost. Spiritomb is also a problem, and can trap and kill Zangoose with Pursuit.
Any Additional Info: Zangoose is amazing. This shit is one of the best Pokemon in the metagame, and should seriously be used more.
 

Smeargle (F) @ Focus Sash
Trait: Own Tempo
EVs: 252 HP / 4 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Spikes
- Spore
- Stealth Rock
- Whirlwind
Yeah this set is really nice. It is one of the best leads, especially since it outruns a lot of stuff, and most of the things it doesn't outrun, it can just Spore after Focus Sash lets it live a hit. However, I would make Magic Coat a second slash next to Whirlwind, as it can be really helpful. It can allow this Smeargle to beat most other Smeargle instead of risking it on a Speed tie, stop the ever-common Taunt SD Drapion, and also make a battle with Aerodactyl into a prediction war instead of an auto-loss.
 

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Magmortar (M) @ Expert Belt
Trait: Vital Spirit
EVs: 44 HP / 32 Def / 252 SAtk / 180 Spe
Modest Nature (+SAtk, -Atk)
-Fire Blast
-Thunderbolt
-Focus Blast
-Hidden Power [Grass]

Role Wallbreaker

What it does: Well, I've been talking about Magmortar a lot in the past month, but I assure you that this will likely be my last post about it and its awesomeness. I'm sure we all know what it does by now; it switches in on Tangrowth, predicts the switch to Slowking and hits it with Thunderbolt, and then you win. It's arguably the best wallbreaker in the tier because its power and coverage means that even Slowking and Lanturn, the premier Fire-type resists, can't beat Magmortar. Fire Blast and Thunderbolt provide really good coverage in RU, with the only notable Pokemon that resist them being Quagsire, Rhydon, and Lanturn. HP Grass puts them all in their place, and Focus Blast is good for Clefable and Munchlax, although the latter will need some entry hazards to secure the 2HKO. It's also Magmortar's strongest move against opposing Fire-types such as Entei, Typhlosion, and other Magmortar. Magmortar is mainly good against stall, although it can check some offensive Pokemon too. Lilligant needs HP Rock in order to beat it, along with Stealth Rock and a Life Orb to secure the KO. Magmortar is a pretty strong Moltres check too, since it can take a Hurricane and KO back with Thunderbolt (although Moltres was significantly easier to check with Air Slash).

Good Teammates: Paralysis support is completely necessary for Magmortar to even stand a chance against most offensive Pokemon. Although it has decent special bulk, it's physical bulk is just bad and anything with Earthquake beats it (except for Tangrowth :P). Pursuit support is cool if you don't feel like playing the prediction game with Slowking. Spiritomb and Escavalier are your best choices for that, especially since Spiritomb can also dispose of Munchlax by getting rid of its Eviolite with Trick. Rhydon is a good partner that can switch into some of Magmortar's less common counters such as Flareon and Camerupt and beat them, and sets up Stealth Rock. Stealth Rock and other hazards are a priority to get up when using Magmortar; Smeargle is cool for offensive teams while Steelix, Rhydon, Ferroseed, etc. can all do it too.

What counters it: Not much. Munchlax is its best common counter, but with some hazards Focus Blast approaches the 2HKO. Other than that, a bunch of obscure things counter it, like Altaria, Camerupt, Grumpig, and Flareon. However, they are all dealt with by Rhydon.

Any Additional Info: The spread may look a little weird, but the Speed outruns Cryogonal before it can spin. I don't aim for Medicham, Absol, Ferliagatr, and other things around base 80 Speed because they all have priority, or in Medicham's case, are usually Scarfed so you wouldn't be staying in on them anyway. The HP and Defense allow Magmortar to always live univested Tangrowth's Earthquake after Stealth Rock. Of course, you could use 232 Speed Timid with Life Orb, but personally I like my spread better.
 

Nidoqueen (F) @ Black Sludge
Trait: Poison Point
EVs: 252 HP / 252 Def / 4 SpD
Sassy Nature (+SpD, -Spe)
-Stealth Rock
-Toxic Spikes
-Dragon Tail
-Earth Power

Role: Hazard User
What it does: Nidoqueen is a fantastic hazards user. With access to both Stealth Rock and Toxic Spikes, it has two different hazards it can set to support the team. Nidoqueen also has excellent overall bulk, usually allowing it to survive long enough to get up all the hazards it needs. On top of all of this, it has access to Dragon Tail, which allows it to shuffle the enemy team around a bit and spread that hazard damage around. It also forces your opponent to either switch or work with a Pokemon they don't want to have in that situation, and can really mess up their game plans if the Pokemon they wanted out to fight Nidoqueen gets switched to something unfavourable. Earth Power is a good STAB attack that can deal with an annoying threat to Nidoqueen like Lanturn or Roselia who love to come in and either fire off STAB Scalds and threaten your bulk or just get rid of your Toxic Spikes, respectively. Black Sludge is the chosen item on Nidoqueen. It gives it the same recovery that Leftovers does while at the same time messing with Trick users who would love to have some recovery.
Good Teammates: A hazrd user's best friend is a spin-blocker. This makes Ghost-types like Cofagrigus or Spiritomb incredibly effective teammates for Nidoqueen, switching in when you see a Rapid Spin coming from Sandslash and just stopping it dead in it's tracks. Cofagrigus can also take STAB Earthquakes from Sandslash all day every day, which also really benefits the queen of rhinos, who is weak to them.
What counters it: Foresight Hitmonchan and Hitmonlee are notable ones here, being able to Rapid Spin through the Ghost- typing with Foresight, but to a lesser extent spinners in general are a good counter to this hazard user. Sandslash is the best direct counter to Nidoqueen, being able to spin away any hazards she sets up while also having super effective Earthquakes, but Cofagrigus and Spiritomb usually have no problem stopping it. Smeargle can also give Nidoqueen problems, using Spore to put her to sleep before she can get any hazards up. Encore users such as Whimsicott and Accelgor can also give Nidoqueen problems if they can lock her in to Stealth Rock. Even still, Foresight Hitmonchan and Hitmonlee are probably your best counters as it can hit Rapid Spin through the Ghost types one would use to spin-block.
Any Additional Info: The given EVs gives Nidoqueen incredible all-around bulk, a trait a hazard user loves to have. They generally keep Nidoqueen alive long enough to set up both forms of entry hazards and fulfill it's job early. This set also works incredibly well as a lead and you can get hazards up very early if you do, and keep them there for the majority of the game.
 
I dunno about Scyther. It's SR weakness is the worst, and unlike Moltres, Scyther can't hit very hard because there are so many things that resist U-turn (Steelix, Cofagrigus, Entei, Moltres, etc.). Lots of Pokemon such as Sceptile and Lilligant also run HP Rock, which isn't helping Scyther as it's 4x weak to Rock-type moves. Not really sure if I should add it, let's see what other people have to say :o.
As I said, OTR cofagrigus is easily 2hkoed by aerial ace, moltres and entei both take huge damage from it too (OHKOed by it after SR I believe, and non CB entei's e-speed won't KO even after scyther's switched into SR). It's ability doesn't stand in switching in easily, but in doing big damage while being difficult to threaten safely and keeping momentum.
 

Druddigon @ Life Orb
Trait: Sheer Force
EVs: 252 HP / 252 Atk / 6 Def
Adamant Nature
- Outrage
- Sucker Punch
- Fire Punch
- Stealth Rock

Role: Hazard User (Primarily), Physical Sweeper (Secondary)
What it does: Druddigon primary purpose is to be the glue that holds the team together. He can use his resistances to come in on common 'mons like Manectric, use the switches caused by it to set up SR, or simply outright attack the switch in. This guy is a godsend on offense teams, who need a switch-in for when saccing isn't the right move and don't want a hazard user that can't get any momentum when wanted.
Good Teammates: As it is adept at weakening steels (and Tangrowth) through recoiless Fire Punch, so most physical sweepers benefit from it to a small degree. It also helps hazard stacking teams, as it can beat Cryogonal after SR with Sucker Punch.
What counters it: Most physically bulky pokemon (say, Uxie) used along a live steel type (like Steelix). This combination means you can't Outrage without the steel switching in and taking the Outrages like they're nothing and wearing you down with LO recoil, and Fire Punch won't do much the physically bulky pokemon (Even with SF, it's still only a 75 BP attack). After which, you're very easy to revenge kill.
Any Additional Info: Gamefreak didn't give Druddigon Dragon Rush, which would be 100 BP STAB that is Sheer Force boosted and doesn't lock you into Outrage. And I checked, Sheer Force Dragon Rush is stronger than Outrage. Incredibly ironic, since Druddigon is the one pokemon who would use it.
 

Double01

Hate it or love it the under dog's on top
As I said, OTR cofagrigus is easily 2hkoed by aerial ace, moltres and entei both take huge damage from it too (OHKOed by it after SR I believe, and non CB entei's e-speed won't KO even after scyther's switched into SR). It's ability doesn't stand in switching in easily, but in doing big damage while being difficult to threaten safely and keeping momentum.
I just feel scyther doesn't have the power to break through walls and scyther still loses to a bunch of SR users such as Steelix, Defensive Omastar, and even Sandslash. Maybe if it could beat the SR users it would be more useful but it would be very hard to keep sr off the field when scyther gets walled by the SR users. Also Scyther doesnt have the best coverage so being locked into a move and being very weak to SR doesnt help it because it is so easy to wall scyther once it is locked into a move and scyther will have to keep switching into sr everytime it gets locked into a move.
 

Honko

he of many honks
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As I said, OTR cofagrigus is easily 2hkoed by aerial ace, moltres and entei both take huge damage from it too (OHKOed by it after SR I believe, and non CB entei's e-speed won't KO even after scyther's switched into SR). It's ability doesn't stand in switching in easily, but in doing big damage while being difficult to threaten safely and keeping momentum.
OTR Cofagrigus is never 2HKOed unless you have multiple layers of hazards (44.37 - 52.5% on the first hit, and then Mummy removes Technician and you do 29.37 - 35% on the second). Entei is never OHKOed even after SR (60.64 - 71.42%). LO Entei's ExtremeSpeed will virtually always OHKO after SR (49.11 - 57.65%).

Please don't just make things up.
 
That's true, I forgot to take in account of mummy. And that was a mistake on my part about entei (though I have been seeing a lot of flame plate entei around recently). Idk, I find so long as you pack something to check common SR setters, cryogonal itself makes a good choice for things like sandslash while magneton can bring down steelix (presuming you're carrying magnet rise). Scyther has worked for me, maybe it just needs too much support to justify its use.
 
Drapion (M) @ Choice Band
Trait: Battle Armor
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Fire Fang
- Crunch
- Poison Jab

Role: Wallbreaker/Physical Sweeper (Honestly don't know the difference)

What it does: It hits things hard..Very hard. Just done a quick 1vsall calc (here) and after rocks, it can nearly 2HKO the whole of RU.

Good Teammates: I've only used it in one team, but it works well with Moltres, Mesprit and Galvantula for me.

What counters it: Bulky ground types/Flying types. Physically defensive mons with no weaknesses to it.

Any Additional Info: I used it as a gimmick..It's turned out to be fricking awesome.


I dont know if this is good enough but if it's not, i'm sorry :pimp:
 

EonX

Battle Soul
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Been uncovering how good Archeops's tutor moves from BW2 really are:


Archeops (M) @ Life Orb / Expert Belt
Trait: Defeatist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stone Edge
- Earthquake
- Heat Wave
- Roost / Aqua Tail

Role: Wallbreaker / Physically-based Sweeper (item and 4th move determine its role)
What it does: Gone are the days Archeops has to rely on Acrobatics to cause major damage to stuff. With BW2 move tutors, Archeops gained some much needed coverage moves and a recovery move in Roost. This set attempts to utilize all of this and turn Archeops into a really good Physically-based Sweeper or an even better Wallbreaker than it has been depending on the last move you choose. Stone Edge is Archeops's main STAB and if you don't pack a resist to it, you will take heavy damage. Moltres, Entei, non-Scarf Galvantula, Charizard, and Cryogonal are just a few of the things that get decimated by this move. Earthquake forms the ever-popular EdgeQuake combination and it will smack the likes of Drapion, Electivire, and Nidoqueen where it hurts. Heat Wave is really the move that Archeops needed. Before, bulky Steel types such as Steelix and Ferroseed were among the easiest things to throw out there to stop an Archeops in its tracks. Now, however, both of these Steel types are 2HKOed and OHKOed respectively. Heat Wave also allows Archeops to have a more reliable way around Tangrowth, Exeggutor, and the lesser seen Torterra by preying on their weaker Special Defense. The newcomer, Escavalier, also gets hit really hard by this move. The last move and item go hand-in-hand. When running Life Orb, Roost is the best move to use in order to keep Archeops from going into Defeatist range too quickly. Aqua Tail goes with Expert Belt and is the best move Archeops will have against Rhydon, OHKOing one of the best physical tanks with just a little bit of prior damage. The move can also catch a Cofagrigus on the switch. Since Aqua Tail would make physical contact, Archeops would then gain Mummy, thus allowing it to not have to worry about going into Defeatist range.
Good Teammates: Archeops wants Rapid Spin support, even if it's running Roost. This will allow Archeops to dish out more attacks for longer periods of time. Cryogonal, Sandslash, and Hitmonchan are good for this. Wish Support from the likes of Clefable and Alomomola is also welcome. Tangrowth is a good defensive partner for Archeops thanks to Regenerator and helpful resistances to Water and Electric type moves. Tangrowth can also put something to sleep, which can be a big help to Archeops if it's a physical wall. Slowking can cripple faster threats with paralysis and also tanks the Ice and Water type moves that are aimed at Archeops. A Ghost type such as Cofagrigus or Spiritomb can switch into the Fighting types that Archeops can't get itself around without Acrobatics.
What counters it: Rhydon is a full stop to the Life Orb variation. Without Aqua Tail, Archeops is completely helpless against it. Qwilfish is also an issue with Intimidate and good physical bulk. Sturdy physical walls that aren't hit hard by Heat Wave can also be problematic. Stuff like Uxie and Mesprit can tank a Stone Edge and either cripple Archeops with paralysis or kill it off with Ice Beam or Thunderbolt. Faster attackers such as Sceptile and Choice Scarf users such as Manectric, Galvantula, and Primape can almost effortlessly revenge kill Archeops. Without a strong Flying move, Gallade, Hitmonchan, and other Fighting types can prove to be problematic.
Any Additional Info: Earth Power can be used over Earthquake if you want to get around Qwilfish and Rhydon should you forego Aqua Tail, but it has little use outside of this. Rock Slide is more accurate than Stone Edge, but the power loss is significant. The flinch rate can come in handy during a pinch though. Should you want to use Aqua Tail with the Life Orb variation, it should be used over Earthquake.
 


Cryogonal @ Leftovers
Trait: Levitate
EVs: 248 HP / 168 Def / 92 SDef
Calm Nature (+SDef, -Atk)
- Rapid Spin
- Ice Beam
- Haze
- Recover

Role: Rapid Spinner
What it does: Rapid Spins! Cryogonal is no doubt the best Rapid Spin user in the tier. The only two Ghost-type Pokemon it can't beat one-on-one are Spiritomb and Dusknoir. Dusknoir sucks, and with this EV spread, Cryogonal will always live a Choice Band Pursuit from Spiritomb. Cryogonal has Haze to beat the most common Ghost-type, Nasty Plot Cofagrigus. Cryogonal also has access to Recover, allowing it to live longer and spin throughout the match. With it's high base 135 Special Defense, Cryogonal can take quite a few special hits as well.
Good Teammates: Slowking is a good teammate because it resists the Fire- and Fighting-type attacks aimed at Cryogonal. Defensive partners such as Poliwrath or Cofagrigus are also good because they can take on the physical threats such as Entei and Feraligatr that give Cryogonal problems. And of course, Pokemon that appreciate the removal of entry hazards, such as Moltres, love having Cryogonal as a teammate.
What counters it: Physical attackers mainly: Entei, Aggron, Feraligatr, Escavalier. Also Munchlax and Hariyama due to their Thick Fat ability. Psychic-type Pokemon, such as Slowking (it also resists Ice Beam), with the move Psyshock can take advantage of Cryogonal's horrible base 30 Defense and KO it.
Any Additional Info: Best spinner, just watch out of CB Spiritomb.


I think this should be added without question.. xD
 

Endorfins

Your Worst Nightmare
is a Contributor Alumnus


Feraligatr @ Life Orb
Trait: Torrent
EVs: 104 HP / 252 Atk / 152 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Aqua Jet
- Waterfall
- Return / Crunch

Role: Physical Sweeper
What it does: Sweeps lategame with powerful Swords Dance boosted attacks, one of which is priority to destroy weakened revenge killers. The Speed EVs let Feraligatr outspeed Timid Omastar and the rest go in HP. Torrent is a great ability that Feraligatr can easily use after taking a few hits and suffering from Life Orb recoil, a Torrent boosted +2 Waterfall is extremely powerful as is Aqua Jet. Return provides perfect neutral coverage except for Ferroseed and Cradily while Crunch takes care of Slowking and Cofagrigus.
Good Teammates: Anything that can get rid of Tangrowth basically. Magmortar, Entei, etc can all break through Tangrowth and Ferroseed and weaken walls such as Cofagrigus and some Druddigon for Feraligatr. Hazard support from Pokemon such as Ferroseed is useful to weaken revenge killers into Aqua Jets OHKO range. Ferroseed also resists Grass and Electric type attacks.
What counters it: Tangrowth is the biggest counter as it can easily sponge Feraligatr's attacks and reply with Giga Drain. Quagsire and Ferroseed also wall Feraligatr although Torrent boosted Waterfalls will hurt Quagsire. Revenge killers that resist Aqua Jet such as Rotom-C are also good as long as they aren't weakened alot.
Any additional info: Pretty underrated sweeper that can actually sweep fairly easily after certain Pokemon have been removed
 

Zangoose (M) @ Toxic Orb
Trait: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance / Night Slash
- Close Combat
- Facade
- Quick Attack

Role: Physical Sweeper
What it does: Zangoose hits ridiculously hard because of Toxic Boost, and after 1 SD and a Toxic Boost, it reaches over 1000 Attack, with a massive base 140 STAB move at its disposal. Needless to say, it hits ridiculously hard. It even has Close Combat to massacre Steel-types such as Steelix. Even faster Pokemon can't stop it, as a +2 Toxic Boost Quick Attack massacres most of the things faster than Zangoose after entry hazard support. However, one can use Night Slash over Swords Dance in order to hit the Ghost-types, such as Cofagrigus, that wall this set.
Good Teammates: Pursuiters are very good partners, as Zangoose will draw in Ghost-types quite easily. Entry hazard support is also very helpful, so this makes Pokemon such as Qwilfish good partners.
What counters it: Ghost-types are a major problem for this Zangoose. Even with Night Slaws, Cofagrigus can beat it since Mummy cancels out Toxic Boost. Spiritomb is also a problem, and can trap and kill Zangoose with Pursuit.
Any Additional Info: Zangoose is amazing. This shit is one of the best Pokemon in the metagame, and should seriously be used more.
I want to comment on this set.

Obviously SIU has had great success with this thing. One thing that concerns me though is Swords Dance. I primarily abuse the hell out of Zangoose in NU, but I've also got an RU team with Zangoose, and needless to say it shreds. However, not once have I used Swords Dance. Never. Niemals. Mai. The opportunity to actually get a boost is nigh on impossible. People always expect it, and will never, ever switch out for fear of giving Zangoose the opportunity to set up. I'm not saying it's unviable, just that I've never had a SD Pokemon that could never find an opportunity to set up. Therefore, I've always used Quick Attack (once I realized how impossible SD was). Quick Attack is one of the best ways to activate Toxic Orb, and plenty of times one of your other Pokemon will have left an opponent at around 25%. Zangoose can simply revenge kill the opponent (generally speaking if it's faster than Zangoose it's frail as well, and if its slower obviously you can just use a 70BP facade or other move). Once Zangoose gets that kill, the Orb activates and the rampage is ready to begin. The amount of Pokemon that a +1 Quick Attack can pick off is incredible after Sr damage: Galvantula, Moltres, Accelgor etc. I run a Choice Band Spriritomb on my team, and it's the only reason Zangoose can't sweep me. This truly is a little monster of a Pokemon, and easily, EASILY one of the best in RU at them moment. Quite a lot of NU threats have been popping up recently, if you consider Magmortar...
 
Been uncovering how good Archeops's tutor moves from BW2 really are:


Archeops (M) @ Life Orb / Expert Belt
Trait: Defeatist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Stone Edge
- Earthquake
- Heat Wave
- Roost / Aqua Tail
I prefer this set:

Archeops (M) @ Flying Gem
Trait: Defeatist
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature (+Spd, -SDef)
- Acrobatics
- U-turn / Stone Edge
- Earth Power
- Roost

Heat Wave isn't really important imo. Tangrowth and Ferroseed are handled by Acrobatics, and Steelix and other Steel-types are handled by Earth Power. This also opens up a slot for Roost / U-turn, which are helpful. Acrobatics just hits everything so hard; I hate to give it up because Archeops really needs a good Flying-type STAB move. Do any Archeops experts have an opinion on this??
 
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