NU Teambuilding


NU 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 NU players what to use and what not to use by splitting up the NU threats into different roles. Hopefully people will become more knowledgeable about the NU 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 or Pokemon Showdown! so others can import your set!

Please don't post gimmicks.

Stuff to use:


Lickilicky @ Leftovers
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
  • Wish
  • Protect
  • Heal Bell
  • Body Slam / Dragon Tail

Role: Special Wall

What it does: Lickilicky is one of the best support Pokemon in the tier. It can switch into many of the special sweepers such as Gorebyss, Charizard, and Exeggutor and beat them one-on-one, making it a great addition to balanced or stall teams if you are weak to any of these threats. Solid Heal Bell or Wish users are hard to come by in NU, and Lickilicky provides both of them at once. With Dragon Tail, it can force out many set-up sweepers such as Serperior, Swoobat, or Musharna.

Good Teammates: Physical walls that can take Fighting-type attacks work very well with Lickilicky. Pokemon such as Misdreavus, Musharna, and Amoonguss can form solid two-Pokemon defensive cores that can handle most of the tier. Toxic Spikes could also be beneficial since it allows Lickilicky to stall out a large amount of Pokemon by spamming Wish and Protect.

What counters it: If you're not running Dragon Tail, any Ghost-type will beat Lickilicky one-on-one. Even with Dragon Tail, Ghost-types that utilize Substitute such as Golurk will still beat Lickilicky since it hits like a wet paper bag. Rock and Steel types also take very little damage and can hit it with powerful attacks from the physical side. Since Lickilicky does not rely on Toxic or any other form of passive damage, anything that does not mind paralysis and has a form of recovery can handle Lickilicky.

Any Additional Info: Hazards really deter Lickilicky's ability to wall certain threats. Since there aren't many decent Rapid Spinners in the tier, the best way to deal with this is to not switch in Lickilicky recklessly at every special attacker, even if Lickilicky may be able to beat them.



Articuno @ Leftovers
-Pressure
-EVs 162 HP / 252 SpDef / 96 Spe
-Calm nature
-Roost
-Heal Bell
-Toxic
-Ice Beam

Role: Special wall
What it does: Walls the living $h!t outta special sweepers (excluding fire and electric types) and even stalls out other NU walls such as Amoongus and Alomomola.
Now I'm sure you're all wondering..."Yo GS WTF is up with the EVs in Speed?", well i'll tell ya sucka, it's to outrun those punks with a base speed of 55 such as Ampharos, If they've fully invested into Speed. Otherwise you could just run the standard 252HP / 252SpDef spread. But I don't take those chances, this beauty is bulky enough to sacrifice a lil HP for some Speed IMO.
Good teammates: Rapidash! What could be better than pairing two beautiful pokemon together? Plus the synergy is great. Rapidash has Flash Fire thus canceling out any fire type attacks heading Articuno's way and giving itself a boost. Lampent also fills this role well. As for the Electric weakness, Torterra and Zebstrika both fit that role easily. I prefer Zebstrika because of its Lightningrod ability, but I know alot of fellow NU players love them some Torterra.
What counters it: Heh, well just about any fire or electric type sweeper, but we try not to let Cuno die that easily, after all, thats what its teammates are for.


Amoonguss @ Rocky Helmet
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Giga Drain
- Sludge Bomb
- Spore
- Synthesis

Role: Physical Wall, Pivot

What it does: Amoonguss is one of the best walls in Never Used with the ability to stop the likes of Sawk cold in it's tracks. This ability only gets better with Rocky Helmet as Cinccino now takes 85% from using Tail Slap or 16/17% from using U-turn , it's two most effective moves against the mushroom. You also become a better pivot as you can switch in on most physical contact moves cause 16/17% damage then proceed to either Spore and halt the opponent's momentum or switch out and regain most of your health.

You do need Synthesis without leftovers as Regenerator alone isn't enough to keep you alive for elongated periods against well played Ice Punch Gurdurr or Psycho Cut Absol

Good Teammates: It's Amoonguss so it partners well with anything that can take Fire and Psychic attacks well. The most notable things to sponge are Emboar's Flare Blitz and Absol's Psycho Cut from the physical side and the usual Psychic type Psychics from the special.

What counters it: Primarily Cinccino but other physical attacks are worn down a lot faster. Physical Samurott, Scarf Sawk, most physical attackers such as Tauros and non Psycho Cut, non Fire Blast Absol.



Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish / Bold Nature
  • Wish
  • Protect
  • Toxic / Knock Off
  • Waterfall / Scald
Role

Physical Wall

What it does

Alomomola is one of the most sturdiest physical wall of the meta. She can counter every physical hit, even not boosted STAB physical attack that she's weak can't do more then half of her HP. Wish+Protect is a classic combo that can serves a self heal or act as a cleric healing other team member (she also have huge HP, so she can full restore most of her team mates). Toxic is here to spread status, but if you have any toxic spiker in your team, Knock off is another good choice to remove opponents items like leftovers from the incoming Amoongus or Eviolite from the incoming Tangela, two of the common switch in. Waterfall or Scald are your choice. Waterfall does more damage and Scald have that sexy 30% chance to burn the opponent (in the case you use scald, you have change the nature in Bold.

Good Teammates

Amoongus is the partner of choice since he resists all the attack that Alomomola is weak to. The big murshroom can also act as a mixed wall, so he can tank hits from both sides since Alomomola is pretty weak from the special side.
Another good team mate is Probopass that offers Stealth Rock support, a slow Volt Switch, useful resistances and good special defense.
Garbodor is another good team mate if you wanna build a stall team, since he can setup Spikes and/or Toxic Spikes and, especially t-spikes are usefull since Alomomola can stall with huge wishes and Protect. Garbodor can also absorb T-spikes that really reduces Alomomola tank capability.
Any other special wall (Lickylicky, Regice, Audino) and any mons with Grass and Electric immunity are always good team mates.

What counters it

Special Grass/Electric move and Toxic principally murders her. Alomomola is also pretty weak from the special side, so she can tank a special hit or two before she dies.

Any Additional Info

if your field is full of hazards, keep Alomomola away from switching 'till you have spinned away. Since there aren't good spinners, you have to kill quickly any hazards setter. She laught at a layer of spikes or two or only to SR, but if they are combined, Alomomola starts to be less threating.


Regirock @ Leftovers
Trait: Clear Body
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
  • Stealth Rock
  • Drain Punch
  • Stone Edge
  • Thunder Wave

Role: Physical Wall, Hazard User, Bulky Offense.

What it does: With its titanic Defense, Regirock can survive almost any physical assault and set up Stealth Rock with ease. Base 100 Attack means that it won't be set-up bait, especially with great coverage between its offensive options. Regirock can act as a check against powerful attackers such as Zangoose, Cinccino,, Braviary, and Absol, surviving their super effective hits and retaliating with a powerful Drain Punch or Stone Edge.

Good Teammates: Regirock doesn't need much support and can fit on any team requiring a Stealth Rock user. Bulkier teams would be better off with a Specially Defensive spread though.

What counters it: Bulky Ground-types that aren't weak to Drain Punch such as Torterra, Marowak, or Golurk can counter Regirock with ease, striking hard it hard with Earthquake and not caring about Thunder Wave. Physically Defensive Grass-types such as Amoonguss and Tangela can beat Regirock, but are bother slightly by Thunder Wave. Powerful Water-types such as Special Samurott and Gorebyss can deal huge damage to Regirock with their attacks, but have to be wary of Thunder Wave and Stone Edge when switching in.

Any Additional Info: Rocky Helmet can be used to rack up extra damage on resisted Returns and Brave Birds, but Regirock appreciates all the recovery it can get.



Weezing @ Black Sludge
Trait: Levitate
Evs: 252Hp/252Def/4SpAtk
Bold Nature

-Pain Split
-Sludge Bomb
-Haze/Clear Smog
-Will O Wisp

Role: Physical Wall

What it does: Weezing's great physical bulk, good defensive typing, and awesome ability in levitate makes him one of the best defensive mons in the tier. His typing allows him to tank fighting and grass attacks with ease. Couple that with levitate allowing for an immunity to ground, Weezing only has one weakness which is to psychic. Pain Split is a semi reliable recovery move that is for longevity. Sludge Bomb is the stab of choice as it has a chance to poison and can ko weakened switch ins such as Exeggutor. Clear Smog is so Weezing doesnt become set up fodder while damaging at the same time, however haze can be used to hit through substitutes. Will O Wisp is to cripple physical attackers and set up sweepers.

Good teammates: Because Weezing has only a weakness to psychic, a good special defensive mon such as lickilicky would be a great partner as the synergize really well. Because psychics are its only weakness, dark types such as Absol or Skuntank work well with Weezing, as they are able to trap and kill with pursuit.

What counters it: Due to his small special bulk, most special attackers will be able to ko Weezing. Fire types can switch in on a Will O Wisp and strike back with a powerful fire attack. Like i mentioned before, any psychic type stops Weezing in its tracks and forces him out. Lastly, any substitute user can give him trouble as he will have a tough time breaking it. Haze helps with this though as they will not be able to set up.

Any additional info: Taunt, thunderbolt, and fire blast can all be used on this set if youre looking for other options or more coverage. Memento can also be used to allow Set up sweepers such as Belly Drum Linoone to get a free boost and proceed to sweep.



Torkoal (F) @ White Herb
Trait: Shell Armor
EVs: 4 Def / 252 SAtk / 252 Spd
Modest Nature (+SAtk, -Atk)
- Shell Smash
- Rapid Spin
- Fire Blast
- Hidden Power [Grass] / Earth Power

Role: Rapid Spinner / Special Sweeper (Secondary)

What it does: While Torkoal is normally looked at as a defensive Pokemon, it actually does have a pretty good base 85 Special Attack and access to Shell Smash. Now you might ask yourself, "How could this possibly work out?". Well the answer is simple, Torkoal is capable of beating Golurk, Drifblim, and Misdreavus with Fire Blast, while OHKOing Haunter easily. With Shell Smash Torkoal is capable of not only outspeeding potential spinblockers, but can easily destroy them to allow a free opportunity to Rapid Spin or even sweep if need be. Torkoal's spread allows it outspeed positive Speed natured base 70 Pokemon and hit as hard as possible, while White Herb makes up for Shell Smash's decrease in defenses. With max Speed Torkoal also hits 139 Speed, enough to outspeed standard Golem to get off a Hidden Power Grass early game. While it won't be outspeeding Haunter at +2, Haunter is easily just taken down by a Fire Blast on the switch. (If they switch at all, otherwise it's a free Spin regardless) HP Grass is there to provide some pretty good coverage alongside Fire Blast and allows Torkoal to give the Alomomola + Amoonguss some trouble.

  • 252 +2 SpAtk Torkoal (+SpAtk) Fire Blast vs 172 HP/0 SpDef Golurk: 107.18% - 126.24% (Guaranteed OHKO)
  • 252 +2 SpAtk Torkoal (+SpAtk) Fire Blast vs 252 HP/0 SpDef Eviolite Misdreavus: 75.93% - 89.81% (2 hits to KO) [Not a big deal though as Missy can't do much with Shadow Ball after White Herb. You can even set up another Shell Smash on it to sweep if needed]
  • 252 +2 SpAtk Torkoal (+SpAtk) Fire Blast vs 0 HP/4 SpDef Drifblim: 119.73% - 141.04% (Guaranteed OHKO)

Good Teammates: Torkoal functions best on more offensive Fire/Water/Grass cores as it provides the bulk and power that those team look for, and it's too offensive to function all that well on defensive cores such as Alomoonguss. Special Samurott and Torterra make good partners for this as they can easily keep the offensive momentum and cover a huge amount of threats.

What counters it: Most Fire-types such as Emboar, Rapidash, and Camerupt can easily stop Torkoal from sweeping although they can't stop it from accomplishing its main goal of getting off a Rapid Spin.

Any Additional Info: Let's hope that next gen White Smoke stops Overheat SpA drops. :)




Armaldo (M) @ Lum Berry
Trait: Battle Armor
EVs: 200 HP / 252 Atk / 56 Spd
Adamant Nature (+Atk, -SAtk)
- Swords Dance
- Rapid Spin
- Rock Blast
- Aqua Tail

Role: Rapid Spinner / Physical Sweeper (Secondary)

What it does: Armaldo follows the same "If you can't Spin through Ghosts, smash them" mentality as Torkoal. Having great bulk and excellent Attack Armaldo makes a great user of Swords Dance, and relies on all of these traits to terminate the Ghosts that haunt and overshadow Armaldo's ability to Rapid Spin. After a single Swords Dance Armaldo's Attack skyrockets to a massive 766 and can start destroying the Ghost-types that will attempt to stop its Rapid Spin. Rock Blast and Aqua Tail provide good coverage and allows Armaldo to deal with Substitute using Ghost-types such as Drifblim and Haunter as well as OHKO Golurk, respectively. Lum Berry is a great item on SD Armaldo as it allows it to easily shrug any Will-O-Wisps that the Ghost-types like to throw around and follow it up with a powerful attack. EVs are set to allow Armaldo to outspeed uninvested base 50 Pokemon such as Regirock, max Attack to give it more of a punch, and 200 HP to make use of its good 75/100/80 defenses.

Good Teammates: Since Armaldo is troubled by Fighting-types and bulky, albeit weak attackers Gothitelle makes the perfect partner for it. Specs Gothitelle will remove Gurdurr, Machoke, Alomomola, Tangela, Amoonguss, Weezing, and Garbodor easily for Armaldo, while appreciating Armaldo's ability to beat down Ghost-types that can badly hurt Gothitelle.

What counters it: Fighting-type Pokemon such as Gurdurr and Machoke truly don't care about any of Armaldo's moves and can start retaliating or boosting up with Bulk Up. Alomomola and Tangela also take minimal damage from this Armaldo's attacks and can easily stall it out while having Regenerator to recover whenever needed. Weezing and Garbodor can take Armaldo's attacks fairly well and reset its boosts with Clear Smog/Haze.

Any Additional Info: Rock/Water Armaldo would have been the best thing ever and I would have used that on probably every team



@ Leftovers
~Trait: Sand Veil
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature (+Atk, -SpA)
~Spikes / ~Encore / ~Bullet Seed / ~Sucker Punch[/CENTER]

Role: Hazards User

What it does: Cacturne, also known to some as NU's best offensive Spikes user is no newcomer. Being brought out to light after Roselia's sad farewell over to RU, Cacturne has emerged as one of the tier's best Spikers. Thought not nearly as bulky as Garbodor, Cacturne has a great offensive typing, excellent offenses, and the right movepool for the job. Although Cacturne's Dream World ability, Water Absprb, is actually useful for it unlike Sand Veil, Cacturne cannot use Encore or Bullet Seed with it. Encore makes up for Cacturne's lack of bulk to allow it a few free turns to set up its valuable Spikes. Encore can turns massive threats such as Calm Mind Musharna into set up fodder or grant Cacturne the ability to get a free hit on something with its excellent base 115 Attack. Bullet Seed lets Cacturne beat Golem past sturdy and Sucker Punch allows Cacturne to make up for it's poor speed and hit with priority. Another perk of being an offense Spiker with such great attacking prowess is the ability to force switches, which lets Cacturne take advantage of its own Spikes; after 2 layers Cinccino will be unable to stomach a Sucker Punch. EVs are set up so that Cacturne outspeeds max speed Golem and other base 45 Pokemon.

Good Teammates: Pokemon to take advantage of Cacturne's Spikes such Specs Altaria, Emboar, Braviary, Zangoose, and Cinccino make good teammates for Cacturne. Altaria in specific can switch into Fighting-, Bug-, and Fire-type attacks aimed at Cacturne and begging bringing the pain with Choice Specs boosted Draco Meteor.

What counters it: Emboar and Klang are the Pokemon that stand out the most that can handle Cacturne since they resist it's dual STAB and can either destroy it or in Klang's case possibly force it out and set up on the switch

Any Additional Info: Shaqtus is a great commercial for those who haven't seen it



Probopass @ Leftovers
Trait: Sturdy
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Thunder Wave
- Volt Switch
- Power Gem/Earth Power

Role: Special Wall/Hazard User
What it does:
Probopass is one of the best users of Stealth Rock, due to it's typing (granting many resistances), it's amazing Sturdy ability, and it's terrific stats overall. As long as Mold Breaker isn't involved, getting up Stealth Rocks with this guy is almost inevitable. Sturdy allows it to live any potential ohko attack (generally Ground type and Fighting type physical attacks), letting it set up rocks no matter what. It's Rock/Steel typing allows it to resist Normal, Flying, Rock, Bug, Ghost, Dark, Psychic, Ice, and Dragon types, along with being immune to Psychic. That's more than half of the pokemon types! It's Special Defense isn't bad at all either, being at a maximum of 483 with a maximum of 324 hp. Provided with a really low speed, Probopass is able to take a hit and slowly Volt Switch into a partner.
Good Teammates: Probopass can work very well with anything weak to the plethora of types it resists (see above for a list), and generally any team weak the birds. It's also a really great partner to slower pokemon, such as Guts Ursaring, if Thunder Wave is utilized. I should also mention that stall teams that rely a little bit on hazards enjoy his ability to force switches. Misdreavus is pretty cool, as it is immune to both Ground and Fighting, and with Calm Minds can take special water hits. Parasect gets perfect synergy with Probopass, I think.
What counters it: Barber/Fighting/Ground/Water types.
Any Additional Info:
Probopass, got the stache.
And, a bit more of an offensive set can be used, (not sure if I should post), for the more offensive teams. It does more damage, less stalling, but can still take some hits.



Ursaring @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Crunch
- Swords Dance / Protect

Role: Wallbreaker

What it does: Crushes villages. This demon bear literally lights itself on fire and proceeds to obliterate everything in its path. Sometimes it brandishes a sword that it dances with to further increase its offensive power, while other times it surrounds itself with a powerful barrier of protection, allowing it to light itself on fire without being attacked first. Once this blazing fury has been unleashed, it uses a ridiculously strong Facade to annihilate anything that does not resist the attack or is immune to it. Its coverage options are slightly weaker, but just as ferocious.

Good Teammates: Ursaring functions quite well as a stand-alone sweeper; it needs almost no support to really do its job. However, Light Screen and Reflect are extremely helpful to it, as well as Paralysis support. If this thing can outspeed the opposition, it will crush it; if it can't outspeed the opposition, then it needs to be able to take a clean hit so it can crush it after being attacked. Being a sweeper, Ursaring also appreciates entry hazards. With this in mind, Pokemon like Gardevoir quickly come to mind, as well as any of the Pranksters. Regirock and Probopass are notable examples as they can spread Paralysis and use Stealth Rock.

What counters it: Priority tends to hurt Ursaring quite seriously. It can easily be revenge killed by Absol, and possibly Gurdurr. As long as the Pokemon is faster, it has a good chance at being able to revenge kill Ursaring. This is due to the fact that by the time Ursaring has set up and started attacking, a good portion of its health is already gone.
Faster Ghost Pokemon can come in on a predicted Facade and take Ursaring out with Hidden Power Fighting / Focus Blast before it has a chance to hit back. Defensive walls such as Tangela and Regirock are also able to sustain damage from Ursaring and heal it off with Giga Drain and Drain Punch, respectively. Remember that Ursa is also on a timer due to Flame Orb, so if you have a way to stall it out, you can win. Good luck finding something that isn't 2HKO'd by this monster though.

Any Additional Info: Why the fuck aren't you using this yet?


@ Choice Specs
~Trait: Natural Cure
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature (+SpA, -Atk)
~Draco Meteor / ~Hidden Power [Ground] / ~Dragon Pulse|Fire Blast / ~Rest[/CENTER]

Role: Wallbreaker

What it does: With a very good Dragon/Flying typing, great 75 / 90 / 105 defenses, and a lackluster 70 Special Attack stat one would think that Altaria should stick solely to playing defensive. That assumption however would lead to missing out on a powerful wallbreaker and excellent offensive pivot. With those excellent defenses and the Natural Cure + Rest combination
Altaria can last very long in a match for it to break things apart with it's destructive Draco Meteors. Even though Dragon + Fire is better coverage than Dragon + Ground (Though only missing Champion Bronzor isn't that big a deal) the most common Steel-type Pokemon is indeed Probopass who isn't weak to Fire Blast and can eat them for breakfast. HP Ground however 2HKOes any Probopass set barring those with Shuca Berry (lol) and Air Balloon. One of it's biggest perks is the ability to beat SD Samurott better than any other Altaria set thanks to it's ability to outspeed, easily take any of it's moves, and OHKO with Draco Meteor.

Good Teammates: SpecsTaria 101: Spam Draco Meteor, if the opponent happens to have a Pokemon bulky enough to handle it (read: SpD Lickilicky, SpD Cradily, SpD Gardevoir, SpD Lapras, SpD Flareon ; all must be SpD sets to prevent getting 2HKOed >:] ) then switch into your partner of choice. The best partners for SpecsTaria that continue the wallbreaking fun are Choice Band Torterra and Choice Band Emboar. Both destroy what SpecsTaria cannot, however Emboar gets the nod over Torterra for having better type synergy with Altaria.

What counters it: *shameless copypasta* (read: SpD Lickilicky, SpD Cradily, SpD Gardevoir, SpD Lapras, SpD Flareon ; all must be SpD sets to prevent getting 2HKOed >:] )

Any Additional Info: I love this set :) and big blob is a Draco Meteor btw

Golurk @ choice band
~iron fist
~252 atk/ 252spe
or
252atk/252hp
~adamant
~ shadow punch
earthquake
drain punch
ice punch
Role: Bulky attacker/ wallbreaker
What it does:A great wallbreaker. It can come in easiely due to its 3 immunities and some useful resistances. Then it can use its most powerful move against the opponent. But be careful because 3 of its moves give free switchins to some of the most threatening mons in the tier (birds, normals, ghosts). So prediction is key while using this monster. Shadow punch is stab and is useable despite low power due to iron fist boost. Earthquake is a great move as always. Drain punch to hit normals and recover some health can also be used to hit rock types if you dont want to give free switchins to birds. Ice punch is for birds and for general coverage alongside earthquake.
Good teammates : Its main task is to soften walls so that a teammate can set up and sweep. So good cleaners like zangoose and absol are good team-mates. Cacturne can come in on water, dark , ghost and grass type attacks aimed at golurk and set up spikes or attack back. Entry hazard support is also good.
What counters it: A little prediction is all you need. You can bring a pokemon immune to one of its moves. And force it out. Tangela can put it to sleep and neuter it for the rest of the match. It cant do anything against strong sucker punchers like absol but absol cant switch into it easiely. And a strong faster pokemon with a SE move can easiely dispatch of it.



Klang @ Eviolite
Trait: Clear Body
EVs: 76 Hp / 252 Atk / 180 Spe
Adamant Nature
Substitute
Shift Gear
Gear Grind
Return

Role: Physical Sweeper / Late Game Cleaner

What it does: In a metagame where bulky grass-types, birds and cincinno dominate, Klang is here to save the day! With good 60/95/85 defensive stats further bolstered by Eviolite and arguably the best mono typing in the game, Klang can devastate teams that underestimate it. Substitute allows Klang to evade status moves such as spore, sleep powder, and Will-o-wisp, most importantly turning Tangela and Amoonguss into set up bait. Weaker attacks also struggle to break the substitute, such as Alomomola's waterfall. Shift Gear is what makes Klang so dangerous, in fact, anything with this move or a special varient is dangerous is its literally Dragon Dance 2.0. Gear Grind has the same effective base power as meteor mash and has the bonus of breaking sub users. Return rounds off klang's coverage by making sure everything is hit neutrally except frillish, lampent, and opposing Klang/Mawile. While Klang isnt exactly a top tier threat, a lot of the current metagame loses to it, so watch out!
Good Teammates: Klang base attack is a modest 80, more than enough to sweep but not enough to damage bulkier pokemon, therefore Klang works best with entry hazards. Garbodor is an excellent teammate, setting up spikes and toxic spikes while also taking fighting-type attacks from sawk and gurdurr for klang. Klang also appreciates the help of wallbreakers to punch through any bulky things that klang struggles to damage. a great teammate for klang is Musharna, it takes earthquakes and close combats quite easily, while also setting up on many of klang's checks.
What counters it: the best counter to klang is Frillish, who completely walls the machine and wears it down with night shade, recovering off most damage in the process. Bulky Fighting-types such as Gurdurr and Emboar also do a good job, being able to take a hit from klang and striking back with strong drain punches and flare blitzes. Scarf Zebstrika can easily revenge kill a +2 klang with overheat, but has no hope of defeating a klang that has boosted twice. Water-types such as samurott and seadra also give Klang trouble. Torterra hard walls klang and KOes back with Earthquake
Any Additional Info: You're all going to be in trouble if klinklang drops ;)


Leafeon @ Leftovers
Trait: Chlorophyll
Evs: 4Hp/ 252Atk/ 252Spd
Jolly Nature

Leaf Blade
Return
Substitute
Swords Dance

Role: Physical Sweeper

What it does: Coupling its great attack and speed stats, Leafeon is certainly a force to reckoned in the Nu metagame. After a swords dance boost, the verdant pokemon is able to punch gaping holes in the opposing team and deal hefty damage to those that don't resist its stab. Return is a great coverage move that does heavy damage to those that do resist its stab. Swords Dance is the krux of the set, so to speak, as without it, Leafeon will not be able to pull off a sweep. While behind a substitute, leafeon gets a free attacking or set up turn, as well as an immunity to status which can really hurt its chances of sweeping.

Good Teammates: Leafeon works quite well with the Combusken set posted above, as Leafeon is able to remove bulky water and ground types that give Combusken trouble, while Combusken is able to deal with the steel and grass types that give Leafeon trouble. Flareon is notable as it is able to tank fire, ice, and bug moves aimed at the Eeveelution. Another good teammate would be a strong psychic type such as Musharna, as it is able to take out bulky poison types, namely Weezing and Amoonguss, that can easily tank Leafeon's attacks and threat to ko with their poison type attacks.

What counters it: As mentioned previously, steel types such as Klang and Bastiodon can easily tank Leafeon's unboosted attacks as the former resists both of them. Bulky poison types as mentioned above also give Leafeon trouble, as they take little damage from unboosted return and can threaten heavy damage with their poison attacks. Finally, fire and flying type such as Emboar and Braviary can threaten to ko with their strong stab attacks, however a +2 return will hit quite hard.

Any Additional Info: Life Orb can be used over leftovers to get some extra power on Leafeon's attacks, however it is uneeded after an SD boost and he prefers the longevity. An adamant nature can be used over jolly to add to Leafeon's attack, but its attack is already boosted to great heights with SD, so the extra speed is appreciated. Quick attack can be used over return for some priority.



Sawsbuck @ Life Orb
Trait: Sap Sipper
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Horn Leech
- Double-Edge
- Nature Power

Role: Physical Sweeper
What it does: Sets up a Swords Dance on something it threatens and then goes to town. After a Swords Dance its attack hits 598, which means that combined with its good Speed stat, things are going to die. Horn Leech gives decent coverage, a reliable STAB, and a useful healing ability, Double-Edge is a powerful option for a second STAB move whose recoil is offset by Horn Leech, and Nature Power (which becomes Earthquake in Wifi Battles) gives Sawsbuck perfect neutral coverage on everything but Shedinja and Haunter.
Good Teammates: Sawsbuck, like most sweepers, enjoys hazards support, so pokemon that can provide this are good partners. Garbodor is great for its ability to set up Spikes while resisting Sawsbuck's Fighting weakness. Also, things that lure in Grass Type attacks make for good partners as well, as Sawsbuck can come in on a Grass type attack and get an attack boost thanks to Sap Sipper. Seismitoad can set up SR while luring in Grass attacks due to its 4x weakness to grass. Things that can help take care of Choice Scarf users that can halt a sweep are also appreciated.
What Counters It: Anything that can outrun Sawsbuck and hit with a powerful attack can probably kill it, as Sawsbuck is pretty frail. Things such as Choice Scarf Emboar, Choice Scarf Braviary, and Choice Scarf Sawk can all outspeed and KO with their respective SE moves. If Sawsbuck has Chlorophyll and Sunny Day support however, it can outspeed all of these threats and KO them. Powerful priority attacks also work well at picking off Sawsbuck. Absol has a good chance to OHKO Sawsbuck with Sucker Punch after SR with a Life Orb and an Adamant nature.
Any Additional Info: If you run this on a Sunny Day team, then Chlorophyll is a better choice than Sap Sipper to allow it to outspeed many more threats. They need to make another Bambi movie because he grows up to be a boss.


@ Leftovers
~Trait: Intimidate / Shed Skin
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature (+Atk, -SpA)
~Coil / ~Gunk Shot / ~Earthquake / ~Sucker Punch

Role: Physical Sweeper

What it does: Coil was a blessing to Poison-type Pokemon as it gave them a boosting move that gave them an impressive +1 Atk, +1 Def, +1 Accuracy. This allows Arbok to take advantage of its good typing with the defense boost and makes the Poison-type Pokemon's coveted Gunk Shot more than a gamble. After a single Coil Arbok has good power, good defense, and a reliable 120 BP STAB move and ready to do some serious damage to enemy teams. Earthquake provides great coverage alongside Gunk Shot and hits Pokemon such as Probopass, Klang, and Mawile who would give Arbok serious trouble otherwise. Without Quagsire in NU, Arbok is free to forgo Seed Bomb and can take advantage of Sucker Punch to get off a last minute hit on things or beat Pokemon such as Scarf Haunter. Even though Intimidate is preferred ability, Arbok can also make use of Shed Skin and set up with, for the most part, not fearing status from things such as Will-O-Wisp, Thunder Wave, and of course the almighty Static (Ban Static! -Keiran)

Good Teammates: Sawk is a great partner due to ability to lure in Ghost-types and wear them down alongside Arbok. Sawk can also lure Poison-type Pokemon such as Garbodor or Amoonguss for Arbok to set up on. Absol can do serious damage to the Ghost-types that beat Arbok while having Psycho Cut to deal with Weezing that might want to switch in.

What counters it: Even with Sucker Punch Ghost-type Pokemon still make quick work of Arbok. SubDisable AcroDrifblim and Haunter fear absolutely nothing, while Misdreavus can Burn and Taunt Arbok all day or even Substitute and Nasty Plot all day and night. Weezing also stops this cold in its tracks with the ability to Will-o-Wisp and Haze, but let's not forget Champion Bronzor.

Any Additional Info: Snake? Snake! SNNNAAAAAAKEEEEE!!!




Fraxure @ Eviolite
Trait: Mold Breaker
EVs: 252Spe / 252Atk / 4HP
Adamant Nature
-Dragon Dance
-Outrage
-Taunt
-Low Kick/Aqua Tail

Role: Physical Sweeper/Late Game Clean Up
What it does: Idealy it would set up atleast one Dragon Dance later in the game after its major threats are taken care of, then sweep with Outrage. Even without the Dragon Dance it can still do a lot of damage. The Eviolite helps keep it alive longer, i find it helps when you don't get your Dragon Dance up because it lets him live long enough to KO at least one mon. Taunt is not something i end up using a lot but can be handy, and i use Low Kick as opposed to the Aqua Tail but honestly i usually don't use it.
Good Teammates: At least a good fire type to help take care of the ice mons that would put Fraxure down. Works well with a fast strong Sunny Day team, and hazard set up is all ways good but i tend to have a spinner to destroy any hazards.
What counters it: A Special Attack that is just regularly effective but taking a boost in some way will probably 1KO him. While his Defense is a little better anything scarfed will destroy him.



Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Trick
- Air Slash
- Hidden Power [Ground]

Role: Revenge Killer/Scarfer

What it does: NU can be played incredibly offensively if the player choses to, because we have a few huge threats like Gorebyss, Exeggutor, and Sawk. You are almost required to run a Choice Scarfer that can come in after something dies and revenge kill, and Rotom Fan is one of the best Scarfers in the tier. Aside from decent dual STAB Hidden Power Ground can hit sturdy walls like Probo and Bastiodon for good damage as well as opposing Electrics.

Good Teammates: Rotom-S is easily fitted on most teams in need for a Scarfer really. It would prefer no Stealth Rocks though due to the part Flying and no recovery so any fast Taunter, Anti-lead or a good spinner is appreciated. A strong Fighting type for Lickilciky can help out a lot too.

What counters it: Rotom's dual STAB doesn't exactly have the best coverage, but that's what HP Ground is for. Eelektross can easily switch in though and hit back hard and with SR up special walls will be a pain. Rotom is pretty much meant to hit and run anyways though.

Any Additional Info: Lol Gorebyss, I haz Rotoms.


Gardevoir @ Choice Scarf
Trait: Trace
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Psychic
- Shadow Ball
- Focus Blast
- Trick / Thunderbolt

Role: Revenge Killer / Late-game Cleaner.

What it does:
Gardevoir is fantastic in the current metagame as her powerful base 125 SpAtk allows her to 2HKO almost anything that doesn't resist her attacks, and her great base 80 Spe is boosted to intimidating levels with a Choice Scarf. Choice Scarf Gardevoir is the fastest standard Psychic Pokemon set in the tier, and should never be underestimated. Gardevoir can easily sweep unprepared teams, and once its checks / counters have been removed it can rip apart a weakened team.

Good Teammates: Entry hazards make Gardevoir's job easier than it already is, and Pokemon like Glalie, Garbodor, and Cacturne can attract Psychic and Fighting moves that Gardevoir can easily switch into. Gardevoir fits well on most offensive teams and will work great with any Pokemon that cause significant offensive pressure, such as Absol, Emboar, Samurott, etc.

What counters it: Skuntank will always beat Gardevoir. It has access to Pursuit as well as Sucker Punch, which basically makes Gardevoir flip a coin on whether it gets to live or not once Skuntank comes in. Being a Choice Scarf user, Gardevoir can be countered by any Dark-types if she's locked into Psychic, any Normal-types if she's locked into Shadow Ball, and any Ghost-types if she's locked into Focus Blast. Prediction is key against Gardevoir; you need to make smart switches. If she scores a neutral hit on your counter, it will probably be 2HKO'd. Gardevoir doesn't like priority too much, but it can take a few weaker hits before going down. Faster users of Choice Scarf can revenge kill Gardevoir if they're packing an attack that is SE against her.

Any Additional Info: Although an older post, this Gardevoir thread has a few other sets that are quite useful, as well as more discussion on Gardevoir and how it affects the NU tier. Gardevoir is one of the best Psychic-types in the tier, and can fit on most teams needing a Scarfer, or any team having trouble with weather.




While this weird psychic russian doll thing probably won't stay in NU for very long it's a beast of a trapper for the time being.


Role: Revenge Killer/Trapper/Bulky Attacker

Gothitelle @ Choice Specs
252hp/252spatk/4spe
Modest Nature
-Psychic
-Thunderbolt
-HP Fighting / Ground
-Grass Knot / Trick

While I've seen many different Gothitelle sets that utilise Calm Mind or Torment, this is the most effective in my opinion. Come in on an attack that she doesn't fear, then proceed to hit the enemy with the most powerful move available to you as they will be unable to switch. Stuff like Amoonguss and Garbodor are zapped by Psychic, and most neutral targets will take heavy damage, making it the move of choice in most scenarios. Thunderbolt is for Alomolola and other bulky waters, as well as doing heavy damage to flying types. HP Fighting hits normal types slightly harder than Psychic, as well has hitting Rock and Steel types like Probopass, Bastiodon, Lairon heavier than any other move on the set. HP Ground has a similar purpose, while hitting Electric types such as Luxray much harder. The last move is up to you: Grass Knot takes out stuff like Golem and Seismitoad with ease, while Trick can cripple a wall for a whole game.

Good team-mates would include those who benefit from having specific checks removed. Amoongbro putting a damper on your Sawk sweep? Let Gothitelle blast the shroom with Psychic. Alomolola stalling you to death? The Goth can easily remove it with a Thunderbolt.
Watch out for status while using Gothitelle, though. Sleep ruins her, so it may be best to activate sleep clause before sending her in. Maybe team her up with a cleric such as Miltank or Megainum to stop her from being Toxic-ed by certain walls.

Gothitelle is very prone to revenge killing, especially if you use a Choice Specs like the above, so Pursuit users like Absol or Skuntank are a threat. Also don't even try to trap pokemon such as Misdreavus, as they may set up on you and hit you with a Super-Effective Shadow Ball.



@ Eviolite
~Trait: Levitate
EVs: 28 HP / 252 SpA / 228 Spe
Modest Nature (+SpA, -Atk)
~Substitute / ~Nasty Plot / ~Shadow Ball / ~Thunderbolt[/CENTER]

Role: Special Sweeper

What it does: Thanks to Misdreavus's good bulk with Eviolite, handy Normal-, Fighting-, and Ground-type immunities give it the opportunity to come up with devilish ideas and boost up its Special Attack. After a Nasty Plot boost Missy is ready to deal serious damage to enemy teams. Shadow Ball and Thunderbolt provide great coverage and allows Misdreavus to check and take down dangerous Water- and Flying-type Pokemon such as Samurott, Gorebyss, Carracosta, and Braviary (+2 HP Fighting does 46% - 55%) that Hidden Power Fighting doesn't. Substitute can be relatively easy to set up taking all of Misdreavus's resistances into account and allows Misdreavus so safely attack Sucker Punch users such as Skuntank and Absol, while avoiding the hazing effects of Amoonguss and Garbodor's Clear Smog.

Good Teammates: Since this set uses Shadow Ball and TBolt, Cacturne is a relatively safe switch in, barring the 2HKO from +2 Shadow Ball. Specially Defensive Altaria walls this set and can even phaze, while Choice Specs can switch in and retaliate. Without Hidden Power Fighting Probopass has a safe time switching it, but the advent of more offensive Probopass sets means it takes less for Misdreavus to take it down. If anything can pair up nicely to beat these it would have to be Amoonguss thanks to it's excellent mixed bulk and Regenerator while ability to hit all those these Pokemon neutrally.

What counters it: Sucker Punch users such as Cacturne, Absol, Skuntank, and Golem can put pressure onto Misdreavus but the correct partners to eliminate them, Missy will have a much easier time breaking things apart. Probopass can definitely take on Misdreavus if lacking HP Fighting and will usually beat it one on one.

Any Additional Info: Missy so cute :3

Serperior @ Leftovers
Trait: Overgrow
EVs: 4 HP / 252 Special Attack / 252 Speed
Nature: Timid
-Substitute
-Calm Mind
-Giga Drain
-Hidden Power (Rock) / Hidden Power (Ice) / Dragon Pulse

Role: Special Sweeper
What it does: Anyone who've used a SubCM set, like with Jirachi or Raikou, know how successful these can be. Sub blocks status and gives you opportunities to set up Calm Minds against walls, particularly grasses and bulky waters. Giga drain is a notably good STAB here because you no longer run into problems using sub too much and running out of HP. As far as coverage goes, both hit flying types, HP ice is good against grass types while rock can be used if you're afraid of random fire types (even though Magmortar is gone) and particularly hits Charizard, and Mantine I guess. Very little outspeeds Serperior and Sub protects you from getting revenged by those that do. Essentially, SubCM is a sort of "snowball" that gets stronger the longer you take to respond to it.

Good Teammates: Samurott deals with fire types and can smash through Special walls, and carries priority for Swellow and friends. Regirock or Golem does this job well too, and sets rocks to destroy Charizard.

What counters it: Don't let it set up. Any wall with roar can do that, and if you get rid of its sub (you may have to fodder to do so), any faster attacker like scard Sawk, Swellow, and scarf Rotom can revenge it.

Any Additional Info: you can play this set off as subseed to mess with people and weaken their team before sweeping.


Combusken @ Life Orb
Trait : Speed Boost
EVs : 4 HP / 252 SpA / 252 Spe
Modest Nature

- Fire Blast
- Focus Blast
- Protect
- Substitute

Role : Special Sweeper

What it does : Combusken is a great cleaner and a hard-hitting special attacker. Although Combusken's stats may look sub-par, Speed Boost allows Combusken's speed to reach frightening levels and Combusken can easily boost his speed through Protect and Substitute. After a couple of boosts, not even revenge killers can outspeed Combusken. Combusken can do a lot of damage with his two 120 base power STAB moves that are also boosted by a Modest nature and a Life Orb. Combusken's dual STAB provides great coverage and can break down most walls. Substitute allows Combusken to bypass incoming Sucker Punches. Even though Substitute and Life Orb recoil might be unfavorable, Combusken won't last long either way.

Good Teammates : Combusken is an amazing stand-alone sweeper but pokemon such as Samurott can create a powerful offensive core. Entry hazards create many OHKOs that Combusken would not be able to get. Pokemon such as Garbodor, Cacturne or Probopass come to mind for laying entry hazards. Pursuit users such as Absol and Skuntank can take out threatening Psychic types for Combusken.

What counters it : Bulky Psychic types such as Musharna can take one of Combusken's attacks and retaliate with a super-effective Psychic. In particular, Grumpig resists both of Combusken's attacks due to Thick Fat. Pokemon that resist Combusken's dual STABs such as Frillish, Altaria, and Lampent can also counter Combusken as Combusken fails to do much damage. Priority from Gurdurr, Swellow, Samurott, and Zangoose can also put a stop to Combusken's sweep.

Any Additional Info : Eviolite can be used over Life Orb to take weaker attacks such as Sucker Punch but Combusken will greatly miss the power that Life Orb provided. Hidden Powers such as Hidden Power Ice can be used over Substitute but Substitute provides more utility in the long run. A Timid nature can be used to outspeed base 95s after one boost but Combusken needs all the power he can get.



Ludicolo (F) @ Life Orb
Trait: Swift Swim
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature (+SAtk, -Atk)
- Rain Dance
- Hydro Pump
- Ice Beam
- Giga Drain


Role: Special Sweeper
What it does: Thanks to its above average special bulk, Ludicolo can easily set up Rain Dance against a multitude of Pokemon, doubling its speed as well as making its Hydro Pump ridiculously powerful. Ice Beam hits Grass- and Dragon-types while Giga Drain hits Water-types and keeps Ludicolo healthy for a prolonged sweep.
Good Teammates: As Ludicolo outspeeds most Choice Scarfers with ease, the main problem are Pokemon it can't break through easily, such as Lickilicky, Regice and specially defensive Amoonguss. Hence, strong physical attackers such as Braviary, Emboar and Eelektross are good partners for it, threatening all of the above Pokemon; Eeelektross has the added advantage of a slow U-turn, which allows it to bring in Ludicolo safely; Furthermore, most Eelektross switch-ins such as Golem, Golurk and Tangela give Ludicolo a free turn to set up Rain Dance or just attack away.
What counters it: If rain is not present, strong physical attackers such as Braviary and Sawk have no problem OHKO'ing Ludicolo. If rain is up, most Choice Scarfers will fail to outspeed Ludicolo; Charizard can outspeed Modest Ludicolo under rain, but Air Slash won't OHKO. Zebstrika can do the same, but Thunderbolt does even less; neither of those can switch in though, and Timid Ludicolo outspeeds and OHKO's both of them as well. The best counters to Ludicolo are Pokemon that can take a hit while threatening it: Specially Defensive Amoonguss takes an Ice Beam without much trouble and can either Spore Ludicolo or just 2HKO with Sludge Bomb. Lickilicky can stall out the rain turns with Wish + Protect and Body Slam it for a 3HKO as well as a possible paralysis. Regice can paralyze it with Thunder Wave and 3HKO with Ice Beam, but has to watch out more than the other two thanks to no reliable recovery. A specially defensive Ludicolo can counter its offensive counterpart by burning it with Scald and then wearing it down with Giga Drain; while Synthesis only heals 25% in rain, it's still enough outstall Ludicolo. Toxic Spikes are also a notable measure, as they cut down the time Ludicolo can stay on the field immensely, especially coupled with Life Orb recoil.
Any Additional Info: Leftovers or Damp Rock can be used as an item over Life Orb, but Ludicolo will lose a lot of power that way. The same can be said for a Timid nature instead of Modest as well as Surf over Hydro Pump. All of them are viable alternatives nonetheless.



@ Leftovers
~Trait: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature (+Spe, -Atk)
~Quiver Dance / ~Sleep Powder / ~Substitute / ~Bug Buzz

Role: Special Sweeper

What it does: Back in RBY days Butterfree was one of the worst fully evolved Pokemon in the entire game. With the introduction of Ledian in GSC, Beautifly in ADV, and Male Combee IN DPPt (BAN MALE COMBEE IN LC PLOX) things started to look better for Butterfree as Gamefreak was introducing Pokemon even worse than it. However things changed in the 5th Generation when Gamefreak decided to actually improve Bug-type Pokemon rather than making worse ones every generation to make the Bug Veterans look better by comparison. Quiver Dance was the name of the game, and what a good one it was. With its massive +1 SpA, +1 SpD, and +1 Spe boosts Quiver Dance is one of the best boosting moves around and one of the things that make Butterfree good. Alongside Sleep Powder and Tinted Lens Butterfree can make quick work of her opponents. If you look at Butterfree's stats you might notice that it has similar stats to OU powerhouse Volcarona, Butterfree's just being much more watered down. Butterfree's 80 SpA, 80 SpD, and 70 Spe are just enough to be effective by having just enough power, just enough speed, and just enough bulk to abuse Substitute at +1. With a Timid nature Butterfree can outspeed the entire unboosted metagame including Swellow, who goes down to a +1 Tinted Lens buffed Bug Buzz.

Good Teammates: Even with Tinted Lens Butterfree still struggles against Pokemon such as Emboar who still resists Bug Buzz and Braviary who's bulk allows it to live a +1 Bug Buzz even after Stealth Rock. Physically Defensive Seismitoad is bulky enough to take a few assaults from Emboar and Braviary and can stay alive with RestTalk, or can even set up Stealth Rock to aid in Butterfree's sweep later. Garbodor can help Butterfree by stetting up Spikes to help against Butterfree's #1 counter in Emboar as other checks such as Golem and Armaldo, while sharing decent synergy together.

What counters it: Emboar, Probopass, and Lickilicky can easily take a +1 Bug Buzz and retaliate

Any Additional Info:No Cryogonal is bittersweet for Butterfree as it means no extremely reliable Spin Support, but at the same no strong special wall to counter it.


Vigoroth @ Eviolite
Trait: Vital Spirit
EVs: 252 HP / 56 Def / 200 SDef
Impish Nature
- Bulk Up
- Frustration
- Slack Off
- Taunt

Role: Stall Breaker

What it does: I started using this as a sort of counter to non-focus blast Jynx but it's uses reach far beyong that. Thanks to it's excellent speed, taunt and Vital Spirit allows it come in on the likes of Amoonguss and Tangela and Eggy and begin setting up or just causing a little damage. Bulk up allows you to clean some defensive teams but can be replaced with Toxic or even something like Amnesia.

Good Teammates: Anything that and sponge physical fighting attacks such as Amoonguss and Tangela. Heal Bell Support is also appreciated in case you get a bad cold, poison or burn this makes the like of Musharna and Vileplume great teammates.

What counters it: As a mono-attacker any Ghost type can counter this set if it doesn't opt for Toxic or Night Slash over Bulk Up. Strong Fighting types also do a lot of damage such as Band Emboar's Superpower or Band Sawks' Close Combat.

Any Additional Info:

Detailed Result:
252 SpAtk Choice Specs Exeggutor (+SpAtk) Leaf Storm vs 252 HP/200 SpDef Eviolite Vigoroth (+SpDef) : 73.63% - 86.81%
2 hits to KO

This means you can come in on Eggy and outspeed to Slack Off on the second attempt. Modest Eggy reachs 209 speed while 0 Speed Vigoroth reachs 216. Though Timid Eggy of course out-speeds.




Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
  • Moonlight
  • Psychic
  • Signal Beam / Heal Bell
  • Calm Mind

Role: Special Sweeper / Physical Wall

What it does: Musharna is a full stop to most Fighting-types in the tier due to its typing and huge physical bulk. Many other physical attackers such as Tauros and Drifblim will struggle to 2HKO Musharna, which makes it a reliable physical wall for many types of teams. That's not all Musharna can do though; if left unchecked, it can sweep through the opponent, using its defensive capabilites to set up multiple Calm Minds. If it chooses to use Heal Bell, walls that rely on Toxic for damage will have no chance to beat Musharna one-on-one, which makes it a huge threat to stall teams.

Good Teammates: Fighting-types that can take Crunches and Night Slashes aimed at Musharna are great options for teammates. They can also break down special walls such as Lickilicky, whom Musharna has trouble damaging without multiple boosts. Speaking of Lickilicky, it can form a deadly pair with Musharna, being able to remove Musharna's status if you choose to use Signal Beam.

What counters it: Dark-types are the bane of Musharna's existence; they are able to damage it severely while being immune to its STAB attacks. Powerful attackers such as Choice Band Emboar, Braviary, and Torterra can also pick off a Musharna once it has been damaged a bit, although they will move likely lose if Musharna is at full health. Trick users and other Calm Minders, most notably Swoobat, can either lock Musharna into a move, rendering it useless, or boost up faster than it and beat it, receptively.

Any Additional Info: You can literally 6-0 someone by leading with this and setting up if they don't have any of the counters mentioned above.



Gurdurr @ Eviolite
Trait: Guts
EVs: 252 HP / 252 ATK / 4 SpD or 252 HP / 4 ATK / 252 SpD
Adamant / Careful Nature
  • Bulk Up
  • Mach Punch
  • Drain Punch
  • Payback / Stone Edge
Role

Physical Sweeper (I think that is role is more "Bulky offense" or similar)

What it does

Gurdurr main role is to boost with Bulk Up 1-2 times and starts sweeping. You can switch him in on every resisted attack, predicting Toxic/Burn or obviusly after one of your pokes is dead. Gurdurr have useful defenses boosted by Eviolite, and can recover HP thanks to a STAB and powerful Drain Punch. Bulk Up is the setup move of choice, boosting his attack and defense by 1 every time is used and just one is fine to kill many things. Mach Punch is Gurdurr's particular move since is the best abuser (if not the only) of this STAB priority and most top-tier mons like Cinccino, Absol and Zangoose are weak to it. Payback gives Gurdurr perfect coverage, i think is a better choice over Stone (miss) Edge but that depend if you feel lucky. The ability Guts helps Gurdurr to be a sort of Status absorber since he can come in on predicted Toxic/Burn to gain a boost and Drain Punch covers the HP lost. The EV are at your choice. You can run a more offensive Gurdurr with the first EV spread and an Adamant nature for more immediate power, and a more defensive using the second EV spread and a Careful nature if you are certain to gain many Bulk Ups since without them, Gurdurr is pretty weak in ATK and DEF.

Good Teammates

Gurdurr works well in a classic Psychic/Fight/Dark core and still better if the team mate are bulky like Musharna and Skuntank. Rock/Steel type pokes like Probopass and Bastiodon can tank Psychic and Flying attack aimed to Gurdurr and set up rocks for him and/or paralyzing enemys.

What counters it

Psychic and Flying mons pretty much put a full stop to him. So be sure to get rid of any of them if you want to have a Gurdurr sweep. Loosing Eviolite by opposing Knock Off is a huge drawback, even worst when an opponent trick to you a Choice Scarf/Specs removing you the possibility to choose the move freely and decreasing DEF/SpD with the loss of Eviolite. Sleep is the only real status that gives Gurdurr problem since he can't attack. Other status have minor drawback and give Gurdurr an useful +1(sort of)

Any Additional Info

Gurdurr is weak to every hazards (SR resist), but if you send him on a single layer of Toxic Spikes, you can turn a disadvantage into a huge advantage with the only drawback of a -12,5% x turn that you can easly recover with Drain Punch. So Spikes are maybe another enemy of Gurdurr. The only suggestion that i give is to abuse Mach Punch very hard since is unique in this meta and can catch a lot of opponent off guard.

@ Eviolite
Trait: Thick Fat
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Earthquake
- Icicle Spear
- Stealth Rock
- Ice Shard

Role: Hazard-user primarily, but is strong enough to be a physical wall and physical attacker as well
What it does: It can set up hazards against all the common rock type leads, it can switch into seemingly 90% of the meta, it has 100 Base attack and amazing STABs to retaliate to anything that dares to stay in.
Good Teammates: Anything that needs hazards, stuff like Golurk, Zangoose, Swellow make good teammates. Anything that struggles against rock types(Swellow) makes an exceptionally good teammate
What counters it: Special attackers, particularly Water types such as Mantine or Ludicolo do very well. Because of Thick Fat is has no problem tanking a fire move or two. So the only way to really defeat Piloswine is to attack it on its weaker defence with a very powerful move. Since very few physical moves seriously threaten it.
Any Additional Info: Piloswine is a boss, like really amazing right now. If you are using Golem or any other hazards user try using Piloswine instead.


Stuff not to use:


Shuckle (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Encore
- Toxic
- Rest

Role: Special Wall

What it does: Ideally it sets up Stealth Rock, Encores the opponent into a weak offensive move or a support move, spams Toxic, and Rests up to full health. Then it switches out so that the team cleric can wake it up for later walling. More often than not though, it becomes Taunt bait or gets 2HKO by the strong attackers of the tier thanks to its low HP and lack of resistances.

Good Teammates: A Rapid Spinner like Wartortle is important due to Shuckle's vulnerability to both Spikes and its weakness to Stealth Rock. Wish support from the likes of something like Alomomola would be highly appreciated by Shuckle as well. Something to take advantage of the Stealth Rock wouldn't be amiss either, especially if they are also a cleric. Grumpig and Altaria both fill this role. Finally, something to beat Steel and Poison types is necessary, such as Golem or Marowak.

What counters it: Anything with Taunt, Encore, strong Rock moves, good set-up sweepers, Substitute, strong moves that hit at its uninvested defensive stat, and hazards all hard counter it. Swords Dance Armaldo is a great counter, with Lum Berry for Toxic, Rapid Spin for Stealth Rock, and Stone Edge to 2HKO Shuckle (or it can set up an easy Swords Dance while Shuckle is using Toxic, Rest or Stealth Rock).

Any Additonal Info: Shuckle has no offensive presence, a horrible HP stat, and is Taunt bait. Really the only reason to use Shuckle is if you want a Stealth Rock setter than can double as a Special Wall. But even so, Bastidon and Probopass both outclass it in the Special Walling department.




Wartortle (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Rapid Spin
- Rest
- Seismic Toss

Role: Rapid Spinner
Why it's bad: Spinning sounds cool until you realize you are giving your opponent easy set up for whatever that is not hazards thanks to its pathetic offenses making it unable to do damage to anything at all without Seismic toss or you can simply 2hko it with anything with decent power and set up your hazards again making Wartortle have no real impact on the game. It also lacks leftovers, making it even easier to wear down.
Any Additional Info:WARTORTLE IS SHIT, STOP USING IT. If you really want a spinner, just use Armaldo instead of this turtle. It is way better in every single way and beats all Ghost-types in the tier. Armaldo also gets the cool perk of greatly punishing mons that will set Hazards thanks to its pretty good base 125 Attack.



@ Eviolite
Trait: Natural cure
EVs: doesnt matter they all suck
Timid Nature
- Rapid Spin
- Recover
- Hydro Pump / Surf
- Thunderbolt

Role: Rapid Spinner
Why it's bad: Sure it can spin against Golurk, but it has 0 bulk even with eviolite so you'll have to sac something to get it in. And then sac Staryu in order to pull a spin off. So you basically lose 2 pokemon in order to spin. It has 0 offensive presence even with max spatk evs against anything not weak to its STAB. Staryu is in Wartortle territory when it comes to spinning.
Any Additional Info: is still dank.








CM Alomomola (For not to use)]

@ Leftovers
~Trait: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature (+Def, -Atk)
~Calm Mind / ~Wish / ~Scald / ~Protect|Ice Beam

Role: Special Sweeper (Closest category, have fun sweeping with this)

What it does and why it fails: Good physical bulk and Calm Mind? MUST BE GOOD! As cool as it might seem, this is far from true as CM Alomomola is anything but good. With its abysmal base 40 SpA, a Scald coming from it only does enough to 3-4HKO a Camerupt... Even after a ton of boosts it's Scald are still hella weak and don't do anything to the many Pokemon that would would come in on it. This set is a much worse supporter than the standard and still loses to its counters such as Amoonguss who literally laughs at Alomomola's Scald can easily remove it's boosts with Clear Smog. Even Gothita is a stronger Calm Mind user than Alomomola.

What counters it: All of standard Alomomola's counters still counter this set, while without Toxic it opens up more things to come in and set up on it. Amoonguss is everywhere in this metagame and has no problems coming into Alomomola.

Any Additional Info:IDGI this is worse than Ambipom in UU (which is somehow #23 o_o)







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 DittoCrow and SilentVerse for the idea
 

watashi

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Lickilicky @ Leftovers
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
  • Wish
  • Protect
  • Heal Bell
  • Body Slam / Dragon Tail

Role: Special Wall

What it does: Lickilicky is one of the best support Pokemon in the tier. It can switch into many of the special sweepers such as Gorebyss, Charizard, and Exeggutor and beat them one-on-one, making it a great addition to balanced or stall teams if you are weak to any of these threats. Solid Heal Bell or Wish users are hard to come by in NU, and Lickilicky provides both of them at once. With Dragon Tail, it can force out many set-up sweepers such as Serperior, Swoobat, or Musharna.

Good Teammates: Physical walls that can take Fighting-type attacks work very well with Lickilicky. Pokemon such as Misdreavus, Musharna, and Amoonguss can form solid two-Pokemon defensive cores that can handle most of the tier. Toxic Spikes could also be beneficial since it allows Lickilicky to stall out a large amount of Pokemon by spamming Wish and Protect.

What counters it: If you're not running Dragon Tail, any Ghost-type will beat Lickilicky one-on-one. Even with Dragon Tail, Ghost-types that utilize Substitute such as Golurk will still beat Lickilicky since it hits like a wet paper bag. Rock and Steel types also take very little damage and can hit it with powerful attacks from the physical side. Since Lickilicky does not rely on Toxic or any other form of passive damage, anything that does not mind paralysis and has a form of recovery can handle Lickilicky.

Any Additional Info: Hazards really deter Lickilicky's ability to wall certain threats. Since there aren't many decent Rapid Spinners in the tier, the best way to deal with this is to not switch in Lickilicky recklessly at every special attacker, even if Lickilicky may be able to beat them.

Lickilicky @ Leftovers
Trait: Own Tempo
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature
- Wish
- Protect
- Heal Bell
- Body Slam
 
Rocky Helmet Amoonguss
Amoonguss @ Rocky Helmet
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Giga Drain
- Sludge Bomb
- Spore
- Synthesis

Role: Physical Wall , Pivot

What it does: Amoonguss is one of the best walls in Never Used with the ability to stop the likes of Sawk cold in it's tracks. This ability only gets better with Rocky Helmet as Cinccino now takes 85% from using Tail Slap or 16/17% from using U-turn , it's two most effective moves against the mushroom. You also become a better pivot as you can switch in on most physical contact moves cause 16/17% damage then proceed to either Spore and halt the opponent's momentum or switch out and regain most of your health.

You do need Synthesis without leftovers as Regenerator alone isn't enough to keep you alive for elongated periods against well played Ice Punch Gurdurr or Psycho Cut Absol

Good Teammates: It's Amoonguss so it partners well with anything that can take Fire and Psychic attacks well. The most notable things to sponge are Emboar's Flare Blitz and Absol's Psycho Cut from the physical side and the usual Psychic type Psychics from the special.

What counters it: Primarily Cinccino but other physical attacks are worn down a lot faster. Physical Samurott , Scarf Sawk , most physical attackers such as Tauros and non Psycho Cut , non Fire Blast Absol.




Bulk Up Vigoroth

Vigoroth @ Eviolite
Trait: Vital Spirit
EVs: 252 HP / 56 Def / 200 SDef
Impish Nature
- Bulk Up
- Frustration
- Slack Off
- Taunt

Role: Stall Breaker

What it does: I started using this as a sort of counter to non-focus blast Jynx but it's uses reach far beyong that. Thanks to it's excellent speed, taunt and Vital Spirit allows it come in on the likes of Amoonguss and Tangela and Eggy and begin setting up or just causing a little damage. Bulk up allows you to clean some defensive teams but can be replaced with Toxic or even something like Amnesia.

Good Teammates: Anything that and sponge physical fighting attacks such as Amoonguss and Tangela. Heal Bell Support is also appreciated in case you get a bad cold , poison or burn this makes the like of Musharna and Vileplume great teammates.

What counters it: As a mono-attacker any Ghost type can counter this set if it doesn't opt for Toxic or Night Slash over Bulk Up. Strong Fighting types also do a lot of damage such as Band Emboar's Superpower or Band Sawks' Close Combat.

Any Additional Info:

Detailed Result:
252 SpAtk Choice Specs Exeggutor (+SpAtk) Leaf Storm vs 252 HP/200 SpDef Eviolite Vigoroth (+SpDef) : 73.63% - 86.81%
2 hits to KO

This means you can come in on Eggy and outspeed to Slack Off on the second attempt. Modest Eggy reachs 209 speed while 0 Speed Vigoroth reachs 216. Though Timid Eggy of course out-speeds.
 

Glalie @ Focus Sash
Trait: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Taunt
- Ice Fang
- Explosion / Crunch

Role: Hazard User.

What it does: Glalie is the fastest Spikes user in NU. As a lead, it will almost always get up two layers of Spikes due to its Focus Sash, if not more. Taunt stops opposing Pokemon from laying their own hazards or setting up boosts.

Good Teammates: Obviously, any Pokemon that can take advantage of Spikes is a friend of Glalie's. Certain Stealth Rock setters, such as Golem, are also helpful; they can easily tank Rock attacks aimed at Glalie while laying out more hazards. Golurk can switch into Fighting moves aimed at Glalie as well as Spinblock. Golurk is also a great offensive Pokemon that can take advantage of Spikes.

What counters it: Anything with Rock Blast can easily beat Glalie. Users of Taunt will also practically shut it down. Glalie is pretty frail (you really need that Sash), and most Pokemon will be able to 2HKO it. Ironically, Garbodor, a rival hazard user, has access to Rock Blast.

Any Additional Info: Glalie is suited for offensive teams that appreciate Spikes but also don't like being slowed down by things like Garbodor. This thing is meant to get in, lay Spikes, and die. Go out with a bang, if you get my drift.

(note: I'm not sure which category this thing really belongs in, as their are many reasons to use and not use it.)


Ursaring @ Flame Orb
Trait: Guts
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Close Combat
- Crunch
- Swords Dance / Protect

Role: Physical Sweeper.

What it does: Crushes villages. This demon bear literally lights itself on fire and proceeds to obliterate everything in its path. Sometimes it brandishes a sword that it dances with to further increase its offensive power, while other times it surrounds itself with a powerful barrier of protection, allowing it to light itself on fire without being attacked first. Once this blazing fury has been unleashed, it uses a ridiculously strong Facade to annihilate anything that does not resist the attack or is immune to it. Its coverage options are slightly weaker, but just as ferocious.

Good Teammates: Ursaring functions quite well as a stand-alone sweeper; it needs almost no support to really do its job. However, Light Screen and Reflect are extremely helpful to it, as well as Paralysis support. If this thing can outspeed the opposition, it will crush it; if it can't outspeed the opposition, then it needs to be able to take a clean hit so it can crush it after being attacked. Being a sweeper, Ursaring also appreciates entry hazards. With this in mind, Pokemon like Gardevoir quickly come to mind, as well as any of the Pranksters. Regirock and Probopass are notable examples as they can spread Paralysis and use Stealth Rock.

What counters it: Priority tends to hurt Ursaring quite seriously. It can easily be revenge killed by Absol, and possibly Gurdurr. As long as the Pokemon is faster, it has a good chance at being able to revenge kill Ursaring. This is due to the fact that by the time Ursaring has set up and started attacking, a good portion of its health is already gone.
Faster Ghost Pokemon can come in on a predicted Facade and take Ursaring out with Hidden Power Fighting / Focus Blast before it has a chance to hit back. Defensive walls such as Tangela and Regirock are also able to sustain damage from Ursaring and heal it off with Giga Drain and Drain Punch, respectively. Remember that Ursa is also on a timer due to Flame Orb, so if you have a way to stall it out, you can win. Good luck finding something that isn't 2HKO'd by this monster though.

Any Additional Info: Why the fuck aren't you using this yet? (Edit: Oh yeah, because Zangoose exists.)
 
Please don't post gimmicks.
This ruins most of my ideas. Anyways, i like most of the sets that are up so far, Ill definately post once i can figure out a custom set thats good in this metagame. Keep up the good work everyone!
 

WhiteDMist

Path>Goal
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This is a Pokemon that should probably go firmly in the What Not to Use area. I've seen only new players try and use it because they are tricked by its amazing defensive stats. Hopefully this is a good reality check.

Shuckle (M) @ Leftovers
Trait: Sturdy
EVs: 252 HP / 4 Def / 252 SDef
Careful Nature (+SDef, -SAtk)
- Stealth Rock
- Encore
- Toxic
- Rest


Role: Special Wall


What it does: Ideally it sets up Stealth Rock, Encores the opponent into a weak offensive move or a support move, spams Toxic, and Rests up to full health. Then it switches out so that the team cleric can wake it up for later walling. More often than not though, it becomes Taunt bait or gets 2HKO by the strong attackers of the tier thanks to its low HP and lack of resistances.


Good Teammates: A Rapid Spinner like Wartortle is important due to Shuckle's vulnerability to both Spikes and its weakness to Stealth Rock. Wish support from the likes of something like Alomomola would be highly appreciated by Shuckle as well. Something to take advantage of the Stealth Rock wouldn't be amiss either, especially if they are also a cleric. Grumpig and Altaria both fill this role. Finally, something to beat Steel and Poison types is necessary, such as Golem or Marowak.


What counters it: Anything with Taunt, Encore, strong Rock moves, good set-up sweepers, Substitute, strong moves that hit at its uninvested defensive stat, and hazards all hard counter it. Swords Dance Armaldo is a great counter, with Lum Berry for Toxic, Rapid Spin for Stealth Rock, and Stone Edge to 2HKO Shuckle (or it can set up an easy Swords Dance while Shuckle is using Toxic, Rest or Stealth Rock).



Any Additonal Info: Shuckle has no offensive presence, a horrible HP stat, and is Taunt bait. Really the only reason to use Shuckle is if you want a Stealth Rock setter than can double as a Special Wall. But even so, Bastidon and Probopass both outclass it in the Special Walling department.
 
I completely agree with WhiteDMist; Shuckle is fucking terrible, and I still see it somewhat often. People need to know that it's not okay to use Shuckle.

Another "what not to use" Pokemon: Kingler.


Kingler @ Life Orb
Trait: Hyper Cutter
EVs: 48 HP / 252 Atk / 208 Spe
Adamant / Jolly Nature
- Agility
- Swords Dance
- Crabhammer
- Return

Role: Physical Sweeper.

What it does: Tries to be Samurott, is not successful. Kingler is apparently supposed to set up Swords Dance and an Agility without getting killed by something, after which it is supposed to sweep. Granted, this is possible, just highly unlikely. While the ideal situation is to use both boosting moves, Kingler is able to work with just one if it can only afford one turn to boost. A base Atk of 130 is quite intimidating at +2, but Kingler also appreciates the +2 to its mediocre base 75 Spe. In theory, this thing looks somewhat good, but don't let that fool you: Kingler is quite a lackluster physical sweeper.

(EDIT: Why it's bad: Kingler has terrible special bulk, and will almost never take more than one special hit. Samurott completely outclasses it in almost every set that it attempts to run. Its abilities are both almost useless. If Kingler doesn't get the Agility boost, it is going to lose before it can get more than 1 KO; if Kingler does not get the Swords Dance boost, it is going to lose before it can get more than 1 KO. Common defensive walls (some of which that can be easily handled by Samurott) can put a full stop to Kingler, Tangela being the best example.)

Good Teammates: Kingler loves paralysis support and entry hazards. Sap Sipper Miltank can take any Grass attacks aimed at Kingler, use Stealth Rock, and use a few moves that cause Paralysis. Lickilicky is a great special wall that can sponge the barrage of special attacks that are going to be launched at our large crab, and he can also pass him wishes!

What counters it: With a base HP of 55 and a base SpDef of 50, any special attacker with a somewhat powerful attack is probably going to make short work of Kingler. Alomomola absolutely does not give a fuck about anything Kingler can dish out. Amoonguss resists Crabhammer and can Clear Smog Kingler's boosts away. Scarfed Rotom formes can easily revenge kill Kingler with Thunderbolt. Also, Hyper Cutter doesn't stop burns from reducing Kingler's Atk. This somewhat lowers its viability as Will-O-Wisp is commonly used on physical attackers lacking Substitute or a Fire typing.

Any Additional Info: Kingler also has access to Sheer Force, which is usually a great ability. Sadly, Kingler has few moves to actually abuse under this it, and should probably just stick to Hyper Cutter. (Edit: Seriously, you should just be using Samurott if you want an offensive, Swords-Dancing Water Pokemon.)
 

Rotom-S @ Choice Scarf
Trait: Levitate
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Trick
- Air Slash
- Hidden Power [Ground]

Role: Revenge Killer/Scarfer

What it does: NU can be played incredibly offensively if the player choses to, because we have a few huge threats like Gorebyss, Exeggutor, and Sawk. You are almost required to run a Choice Scarfer that can come in after something dies and revenge kill, and Rotom Fan is one of the best Scarfers in the tier. Aside from decent dual STAB Hidden Power Ground can hit sturdy walls like Probo and Bastiodon for good damage as well as opposing Electrics.

Good Teammates: Rotom-S is easily fitted on most teams in need for a Scarfer really. It would prefer no Stealth Rocks though due to the part Flying and no recovery so any fast Taunter, Anti-lead or a good spinner is appreciated. A strong Fighting type for Lickilciky can help out a lot too.

What counters it: Rotom's dual STAB doesn't exactly have the best coverage, but that's what HP Ground is for. Eelektross can easily switch in though and hit back hard and with SR up special walls will be a pain. Rotom is pretty much meant to hit and run anyways though.

Any Additional Info: Lol Gorebyss, I haz Rotoms.
 


Alomomola @ Leftovers
Trait: Regenerator
EVs: 252 HP / 252 Def / 4 SDef
Impish / Bold Nature
  • Wish
  • Protect
  • Toxic / Knock Off
  • Waterfall / Scald
Role

Physical Wall

What it does

Alomomola is one of the most sturdiest physical wall of the meta. She can counter every physical hit, even not boosted STAB physical attack that she's weak can't do more then half of her HP. Wish+Protect is a classic combo that can serves a self heal or act as a cleric healing other team member (she also have huge HP, so she can full restore most of her team mates). Toxic is here to spread status, but if you have any toxic spiker in your team, Knock off is another good choice to remove opponents items like leftovers from the incoming Amoongus or Eviolite from the incoming Tangela, two of the common switch in. Waterfall or Scald are your choice. Waterfall does more damage and Scald have that sexy 30% chance to burn the opponent (in the case you use scald, you have change the nature in Bold.

Good Teammates

Amoongus is the partner of choice since he resists all the attack that Alomomola is weak to. The big murshroom can also act as a mixed wall, so he can tank hits from both sides since Alomomola is pretty weak from the special side.
Another good team mate is Probopass that offers Stealth Rock support, a slow Volt Switch, useful resistances and good special defense.
Garbodor is another good team mate if you wanna build a stall team, since he can setup Spikes and/or Toxic Spikes and, especially t-spikes are usefull since Alomomola can stall with huge wishes and Protect. Garbodor can also absorb T-spikes that really reduces Alomomola tank capability.
Any other special wall (Lickylicky, Regice, Audino) and any mons with Grass and Electric immunity are always good team mates.

What counters it

Special Grass/Electric move and Toxic principally murders her. Alomomola is also pretty weak from the special side, so she can tank a special hit or two before she dies.

Any Additional Info

if your field is full of hazards, keep Alomomola away from switching 'till you have spinned away. Since there aren't good spinners, you have to kill quickly any hazards setter. She laught at a layer of spikes or two or only to SR, but if they are combined, Alomomola starts to be less threating.
 

watashi

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Musharna @ Leftovers
Trait: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
  • Moonlight
  • Psychic
  • Hidden Power [Fighting] / Heal Bell
  • Calm Mind

Role: Special Sweeper / Physical Wall

What it does: Musharna is a full stop to most Fighting-types in the tier due to its typing and huge physical bulk. Many other physical attackers such as Tauros and Drifblim will struggle to 2HKO Musharna, which makes it a reliable physical wall for many types of teams. That's not all Musharna can do though; if left unchecked, it can sweep through the opponent, using its defensive capabilites to set up multiple Calm Minds. If it chooses to use Heal Bell, walls that rely on Toxic for damage will have no chance to beat Musharna one-on-one, which makes it a huge threat to stall teams.

Good Teammates: Fighting-types that can take Crunches and Night Slashes aimed at Musharna are great options for teammates. They can also break down special walls such as Lickilicky, whom Musharna has trouble damaging without multiple boosts. Speaking of Lickilicky, it can form a deadly pair with Musharna, being able to remove Musharna's status if you choose to use Hidden Power Fighting.

What counters it: Dark-types are the bane of Musharna's existence; they are able to damage it severely while being immune to its STAB attacks. Powerful attackers such as Choice Band Emboar, Braviary, and Torterra can also pick off a Musharna once it has been damaged a bit, although they will move likely lose if Musharna is at full health. Trick users and other Calm Minders, most notably Swoobat, can either lock Musharna into a move, rendering it useless, or boost up faster than it and beat it, receptively.

Any Addition Info: You can literally 6-0 someone by leading with this and setting up if they don't have any of the counters mentioned above.
 
Edited the OP with the contributions in the thread so far. Keep it up, guys!

I didn't include Kingler and Glalie because I want more discussion on whether they should be in the stuff to use or stuff not to use section.
 
Like I said, Glalie is kind of a toss up with me; I like it, and I've successfully used it, but it has quite a large list of negatives.

Kingler, on the other hand, is completely outclassed by Samurott. Seriously, unless Samurott leaves NU, Kingler should never see any usage. Kingler has far less coverage, no priority, and relies on boosting twice before attempting most sweeps. Also:

252 SpAtk Choice Specs Farfetch'd (+SpAtk) Air Slash vs 0 HP/0 SpDef Kingler: 83.67% - 98.41%
2 hits to KO
Farfetch'd is almost guaranteed an OHKO on this thing after Stealth Rock damage.

252 SpAtk Choice Specs Unown (+SpAtk) Hidden Power Electric vs 0 HP/0 SpDef Kingler: 117.13% - 138.65%
Guaranteed OHKO

Of course, I know that Kingler will never be up against things this pitiful. The point is that he can be beaten by anything packing more power than a Farfetch'd on the special side.

EDIT: Also, the OP has messed up formatting for "stallbreakers" in the "what not to use" section.
 

CrashinBoomBang

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is a Top Tiering Contributor Alumnusis a Contributor Alumnusis a defending SPL Champion
I don't think Glalie is too bad; it has more speed than Garbodor as well as Taunt, so I don't see why it shouldn't be used as a suicide spiker. Of course, its defensive typing is way inferior, but that really shouldn't matter if all you want is Spikes. I'd probably add it.
 

MMF

Give me the strength to part this sea


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

Role: Late-Game Cleaner/Physical Sweeper

What it does: Zangoose is probably the most dangerous late game Pokemon in NU right now. If your check is dead or your counter is weakened enough then you will most likely be on the receiving end of a Zangoose sweep. In an offensive meta like NU's Zangoose is king.

Good Teammates: Good teammates include other offensive Pokemon that can either break down walls for Zangoose or clean up after Zangoose has done its work. This includes, Swellow, Kangaskhan, Haunter, and many others. Many things pair well with Zangoose.

What counters it: While there are no "counters" Zangoose, there are various ways to check it. Priority is a good way of stopping most Zangoose, preferably a Mach Punch from Gurdurr or Extremespeed from Linoone as Zangoose can dodge Sucker Punch with Quick Attack. Any scarfer that can take a hit and KO Zangoose also works such as Emboar, Braviary, and Haunter(with some prior damage). Another good way to take Zangoose down is by utilizing Protect and switching between resist/immunities. Eventually Toxic Orb will take a toll on Zangoose's health until it runs out.

Any Additional Info: Hazards are Zangoose's best friend as they let him break through Alomomola and other physical walls that much easier. (Hint: Garbodor and Carcturne are cool)
 
I completely agree with the above post. I've been using Zangoose in almost all my NU teams lately, and it works wonders as a revenge killer/late game cleaner. I will emphasize, however, that it is extremely frail, and most forms of priority will kill it (not to mention Toxic damage wearing it down).

You can slash Swords Dance with any of the coverage moves, but to be honest Zangoose finds it hard to get a free turn to set up, especially with its frailty. If you can support it though, a +2 Toxic Boost Zangoose will rip anything to shreds. The move you give up (Night Slash, Close Combat or Quick Attack) will then determine what walls/checks Zangoose, be it ghosts, steels, or faster pokes.
 
This should go under the What Not to Use section. I've seen it only on a couple teams, but hopefully this will spread the word on why Omanyte sucks.


Omanyte @Eviolite
Trait: Shell Armor
EVs: 252 HP/252 Def/4 SpD
Bold Nature (+Def, -Atk)
-Spikes
-Stealth Rock/Toxic Spikes
-Scald
-Hidden Power Rock/Toxic

Role: Physical Wall

What it Does: Basically a Garbodor wannabe, as he sets up Toxic Spikes and Spikes and tanks physical hits. This is easier said than done due to Grass, Fighting, and Ground being common attacking moves in NU. It's low HP also doesn't do it any favors. However, it is 4x resistant to Fire attacks and can check the birds.

Good Teammates: Grass Pokemon really appreciate Omanyte's ability to scare away Fire-types (excluding Emboar) and birds. Stealth Rock support hampers them from coming in safely. The risk of getting burned by Scald is bad for any physical attacker. Speaking of Grass, Omanyte hates them with a passion! Having a Fire, Flying, or Poison type of your own can deal with them. It's also good to note that adding a Fire poke forms the infamous F/W/G core, which checks many threats in the tier! Rotom-S is a fantastic partner as it checks Grass-types and is immune to Ground. Omanyte can be easily worn down by Toxic because it lacks reliable recovery. It is recommended to have a cleric, such as Miltank, Lickilicky, or Vileplume. Misdreavus deserves a special mention for its ability to take Fighting attacks.

What Counters It: Any Grass-type mon will make Omanyte tremble and is the best way to force it out. It's biggest drawback is its pathetic HP and special defense. Special attackers do tremendous damage to it! Omanyte does not have reliable recovery and can be worn down by entry hazards.

Any Additional Information: Tentacool can do everything Omanyte does better. It can also use Rapid Spin to get rid of hazards and is immune to Toxic. Overall, use Omanyte in LC if you want to use it at all.
 
Kingler

Kingler is okay and that is it. While it can be effective with a DoubleDance or ChoiceBand set it is largely outclassed by Samurott. I'd put in stuff to be used rather than not be used because it is considerably faster than Samurott and does have the Double Dance niche over it .

Galie, do not use Galie ever.. Unless I suppose you could abuse moody or using a set with Sing. I find it to be ineffectual as a suicide lead since common leads carry the likes of Rock Blast that only allow it to set up a single layer of spikes. Base 80 isn't too much faster than the far more utility Garbodor who can choose Spikes or Toxic Spikes , threaten common leads like Probopass and Golem with Drain Punch and Seed Bomb and do a wee bit of a damage in general.

In fact that brings me onto Garbodor


Garbodor @ Air Balloon
Trait: Stench / Aftermath
EVs: 4 HP / 252 Atk / 252 Spd
Timid Nature
- Spikes / Toxic Spikes
- Drain Punch
- Gunk Shot
- Seed Bomb


Role: Hazard User
What it does: This hazard setter not only is able to consistently get 2 layers of spikes up but can also be an offensive pressure. Some common leads include Probopass and Golem both of which a 2HKOd by Garbodor and can't do much back. Though Garbodor is no offensive behemoth he still packs a fair punch with Gunk Shot. Personally I'd always use spikes just now with the prominence of Amoonguss as your Toxic Spikes would just be absorbed.

Good Teammates: I've found it works well with just about everything being a fast hazard setter but more specifically phasers benefit from the increased amount of passive damage. Throh and Dragon Tail Lickilicky are both able to shuffle the opponents team fairly well. Some of NU's powerful sweepers just need that little bit to push them over the edge such as Tauros who can narrowly miss out on the OHKO or 2HKO.

What counters it: This Garbodor is really frail and is OHKO'd by most powerful special attack such Samurott's Hydro Pump. It can't do anything to Psychic types other than launch Gunk Shot and hope it does something making the likes of Musharna and Kadara good counters

Any Additional Info:

Aftermath or Stench is mostly a trivial choice, while aftermath seems attractive on something that can play as a suicide lead you soon realise that Garbodor is nearly never killed by a contact move and so the random flinching can really help verus the likes of Probopass who you can 2HKO before it launches up Stealth Rocks
 

TROP

BAN DRUDDIGON. FIREWALL DRAGON DID NOTHING WRONG
is a Tiering Contributor Alumnus
Just leaving a suggestion here. For stuff that should not be used, I think copying the format for some of the pokemon in the RU Thread would be better, because good teammamtes beats the purpose when you are saying it should not be used. Adding them to the OP with just a reson of why it is bad is enough too.

For reference the why it is bad format (taken from the mighty Metang entry in the RU thread):
Role:
Why it's bad:
Any Additional Info:

Also leaving something for the should not be used:

Wartortle (M) @ Eviolite
Trait: Torrent
EVs: 252 HP / 4 Def / 252 SDef
Calm Nature (+SDef, -Atk)
- Scald
- Rapid Spin
- Rest
- Seismic Toss

Role: Rapid Spinner
Why it's bad: Spinning sounds cool until you realize you are giving your opponent easy set up for whatever that is not hazards thanks to its pathetic offenses making it unable to do damage to anything at all without Seismic toss or you can simply 2hko it with anything with decent power and set up your hazards again making Wartortle have no real impact on the game. It also lacks leftovers, making it even easier to wear down.
Any Additional Info:WARTORTLE IS SHIT, STOP USING IT. If you really want a spinner, just use Armaldo instead of this turtle. It is way better in every single way and beats all Ghost-types in the tier. Armaldo also gets the cool perk of greatly punishing mons that will set Hazards thanks to its pretty good base 125 Attack.

Not posting Armaldo, because I lack experience with it.
 

jake

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I'm actually not really convinced that Omanyte sucks, to be honest. It's still a reliable answer to Swellow and friends although I personally prefer the offensive set. It's got fantastic synergy with Amoonguss although the two are still weak to certain Pokemon or combinations of mons (namely stuff like Golurk, Zangoose w/ CC, and non-Choice Emboar). Its ability to set up Spikes and maintain decent bulk is what's important here; it's also got solid offensive presence with base 90 SpA and the standard Water / Ice / Hidden Power coverage. I really would not say that Tentacool is better since it's just run over by so much of the current metagame (Toxic Spikes are just awful right now because of Amoonguss, and the few things it does beat are unpopular atm).
 
I totally disagree with you, Majestic Electric. Omanyte is a fantastic Pokemon. Out of all of the Spike users in NU, it's the bulkiest and it's also actually stronger than Garbodor. It has always been extremely useful for any team that I've used it on and it's definitely better than Tentacool, although comparing the two is silly. Omanyte can Spike, Toxic Spike and SR... Tentacool can spin terribly and Toxic Spikes are pretty bad in this meta anyways. Omanyte can also actually hurt stuff with its 90 base Special Attack. 30 / 100 bulk with Eviolite is more than respectable, and physical bulk is much better than special bulk in this metagame, especially considering Omanyte's typing. Really, Omanyte is very underrated rather than outclassed and shouldn't be used.
 

watashi

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World Defender


Absol @ Life Orb
Trait: Super Luck
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
  • Night Slash
  • Superpower
  • Sucker Punch
  • Pursuit

Role: Trapper / Late-game Cleaner

What it does: This Absol set trades sweeping capabilites in order to adapt to this fast paced metagame where it's hard to find a free turn to set-up. With Pursuit, Absol takes over as the top trapper over its Dark-type brethren Skuntank thanks to its ability to OHKO threats like Cinccino and Zangoose with Sucker Punch and Golurk with Night Slash. Pursuit is a nice surprise for any weakened Amoonguss or Alomomola looking to switch out and regain HP, and is useful for dealing damage to Pokemon Absol would normally force out, such as Lickilicky and Musharna. Although it can no longer reliably switch into Psychic-types carrying Fighting or Bug type moves, Absol is probably the better choice over Skuntank if your team is in need of a trapper. It can also clean up wonderfully late-game thanks to its powerful Sucker Punch and flawless coverage.

Good Teammates: This set functions well on its own and doesn't require much team support. It is best used on teams needing of a powerful priority user and trapper. Pokemon that enjoy having Psychic-types removed—such as Gurdurr and Sawk—form great cores with Absol. Bulky Psychic-types such as Musharna can take advantage of the Fighting-types Absol tends to lure out and set up on them.

What counters it: Gurdurr resists Absol's STAB attacks and can recover the HP lost from Superpower with Drain Punch, which is an OHKO. Other Fighting-types can also kill off Absol but take huge amounts of damage from Superpower. Dedicated physical walls such as Amoonguss, Alomomola, and Tangela also have an easy time tanking Absol's hits. Faster Pokemon with Substitute who can KO Absol such as Haunter, Gardevoir, or Sawsbuck can also usually beat Absol by winning the prediction war.

Any Additional Info: Absol can pick off many speedy threats such as Dragons locked into Outrage, Swift Swimmers, and Gorebyss with its powerful priority. You most likely won't need to run a Choice Scarf user if you opt to use Absol on your team.





Golem @ Leftovers
Trait: Sturdy
EVs: 212 HP / 252 Atk / 44 Spd
Adamant Nature
  • Stealth Rock
  • Earthquake
  • Sucker Punch
  • Rock Blast

Role: Hazard User / Bulky Pivot

What it does: Even with Pokemon such as Cinccino and Amoonguss running around on every team, Golem is still one of the most reliable Stealth Rock users in the tier. Its typing and ability grants it many chances to set up Stealth Rock throughout the course of a game. Even after it has done its job, Golem's bulk, power, and coverage allows it to stick around and do much more than other hazard users can. It can plow through offensive teams using its great Rock and Ground type coverage while picking off weakened sweepers with Sucker Punch. Golem makes a great switch-in to the numerous Normal-types in the tier and usually lands one or two good hits on them, surviving attacks such as Drain Punch and Earthquake along the way.

Good Teammates: Golem is easy to slap on every type of team except for possibly stall. Since it tends to be forced out a lot, it works well with any solid defensive core if it's a memeber of a balanced team. On offensive teams, you're usually better off sacrificing Golem, dealing as much possible damage with it as you can, and then sweeping with Pokemon which enjoy the extra damage provided by Stealth Rock.

What counters it: Most physical walls that don't take super effective damage from Golem can beat it. This list includes Misdreavus, Amoonguss, Tangela, amd Alomomola. Most special attackers can dent Golem pretty hard, as can powerful Fighting and Ground types.

Any Additional Info: If you don't like the fact the Golem gets OHKO'ed by Bullet Seed before it can use Stealth Rock, just don't lead with it.





Cinccino @ Life Orb
Trait: Skill Link
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
  • Tail Slap
  • Rock Blast
  • Bullet Seed
  • U-turn

Role: Physical Sweeper / Late Game Cleaner

What it does: Cinccino is one of the deadliest sweepers in the tier, with powerful multi-hit moves along with good Attack and Speed. It makes opponents think twice about using Substitute sweepers and leading with Sturdy Stealth Rock users such as Golem and Carracosta. Cinccino outruns most of the tier and can KO many offensive threats. Bulky Pokemon such as Amoonguss and Gurdurr can be 2HKOed on the switch with hazards on the field. Even Pokemon that can wall Cinccino can be worn down by U-Turn. Every team should be prepared for this evil chinchilla.

Good Teammates: Cinccino works best on offense teams that can take advantage of weakened walls and momentum gained from U-Turn. Zangoose, Absol, Sawk, or Torterra are all good examples of Pokemon who are extremely powerful and hard to wall when combined with Cinccino.

What counters it: Steel-types such as Bastiodon, Probopass, and Mawile can switch into Cinccino without much fear and hit it for decent damage thanks to its lackluster defensive. However, the former two cannot take multiple Bullet Seeds, and they are all put in a bad position if they come in on a U-Turn. Misdreavus is immune to Tail Slap and can burn Cinccino, rendering it useless for the rest of the match. Rocky Helmet Pokemon such as Amoonguss and Carracosta deserve a special mention since they can switch in on a resisted attack and deal a huge amount of recoil due to Cinccino hitting them five times. Cinccino is also extremely vulnerable to priority, especially Absol's Sucker Punch, which will OHKO Cinccino.

Any Additional Info: Tail Slap misses everytime :(
 

jake

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Alex_Arthur, I think you should be running Adamant on that Garbodor (rather than Jolly, which I assume you meant). Not only do you still outrun everything important that Jolly nabs, you also get an assured 2HKO on standard Golurk with Seed Bomb, as well as outspeeding even the faster variants regardless. Aftermath is probably also the superior ability, imo.

I'll probably be posting an SD Armaldo set that I've been tinkering around with later. I love the effort so far though guys! x)
 

WhiteDMist

Path>Goal
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Seeing as almost everybody is posting good sets, I feel like posting another set that people should NOT use to compliment the one I already posted. This is also another Pokemon that I see in teams made by new players who want a Steel type.

Wormadam-S (F) @ Leftovers/Damp Rock/Heat Rock
Trait: Anticipation
IVs: 0 Spe
EVs: 252 HP / 252 Def / 4 SDef
Relaxed Nature (+Def, -Spd)
- Stealth Rock
- Toxic
- Protect/Rain Dance/Sunny Day
- Gyro Ball

Role: Hazard Setter/Support

What it does/Why it's bad: It can usually set up Rocks, and maybe even set up weather. Other than that, it doesn't really do anything else. It does tank priority moves very well though, as well as walling Cincinno (and most Normal-type attackers). With Protect it is an okay scout, but it is basically outclassed by more defensive Pokemon such as Regirock and Golem, who can also inflict respectable damage.

'Good Teammates': Sweepers for the appropriate weather condition. Otherwise, something that draws in physical attacks, preferably ones that are not very effective. It's supposed to support its teammates, so it doesn't really need anything to support it.

What Counters It: Anything with Taunt that isn't hit super-effectively by Gyro Ball (not Glalie basically). Fire-types are public enemy #1, as are anything with an offensive Fire-type move. Anything that combines Substitute with a set-up move, or has a Lum Berry that sets up can basically use it as set-up fodder. Encore and Magic Coat are also rather evil to poor Wormadam-S. Steel-types can also do whatever they want, since Wormadam-S can't do anything to them (Probopass and Mawile both have Taunt as well).

Any Additional Info: Set. Up. Bait. Enough said.
 

canno

formerly The Reptile
Not sure if I'm qualified to post this, as I haven't used him in the new meta. However, I have used him in the old meta and he was amazing. In fact, I dare say he's one of the top 5 pokemon in NU (or at least was). All talk about Amoongus is theorymoning, seeing as it's not weak to Megahorn like Tangela but isn't as bulky. If someone could correct my part on Amoongus, feel free to do so (My damage calculator is bad I recently learned, and I don't know of any other good ones, so that's that). Also, it's not letting me put this into a hide box, so I'm just going to post it like this.

EDIT: Slapped Ice Beam onto a potential attack, since it completely wrecks most of Samurotts counter. Would love to know how much investment is needed to kill at least Bulky Altaria (my damage calculator is horrible, and I don't know where to get a better one.) Right know, I think putting all the HP investment into Special Attack isn't a bad idea. However, knowing the minimum investment would be great.


Samurott @ Life Orb / Lum Berry
Torrent
112 HP / 252 Atk / 144 Spe
Adamant Nature

•Sword Dance•
•Aqua Jet / Ice Beam•
•Waterfall / Aqua Tail•
•Megahorn•

Role
Swords Dance Samurott is a Physical Sweeper, however, due to it's mediocre speed, one could argue that it is a wall breaker.

What it does
Samurott is a shining example as to what a physical water-type should be. Much like Feraliagtr in RU, Samurott is suppose to set-up a Sword Dance, which isn't difficult thanks to it's decent bulk and great typing. What truly makes Samurott so great is it's access to Megahorn, a 120 BP Bug-type move. Bug / Water has amazing coverage, especially in NU, as Bug takes care of the Grass-types while also hitting Water- and Dragon-types for neutral damage. Megahorn is strong enough to 2HKO Tangela after rocks damage if a Life Orb is used, which isn't something most physical attacks can boast. Aqua Jet lets it bypass it's mediocre speed by hitting things that are faster than it, which are usually not bulky enough to take a +2 Aqua Jet. The choice between Life Orb and Lum Berry really depends on the team, Lum Berry allows you to set-up on multiple threats that rely on status such as Misdreavus. However, the extra power given by Life Orb is usually desired, as it allows it to secure more 2HKOs than with Lum Berry, the best example being Tangela. Lum Berry has the advantage of leaving you in Torrent Range however, unlike Life Orb where you would be withered down, and Torrent Boosted Aqua Jets/Waterfalls hurt. Aqua Tail can be used if you don't mind the 90% accuracy and want the slight power boost, but Waterfall usually gets the job done and is more reliable. The EVs are simple. Max attack to increase power, enough speed to outspeed Adamant Torterra, Modest Exeggutor, and uninvested Misdreavus. The rest is dumped into HP for better bulk. However, Ice Beam can be used over Aqua Jet due to it's ability to kill it's counters. If you do opt to use Ice Beam over Aqua Jet, place all of the HP investment into Special Attack, and change to either a Naughty or a Lonely nature. However, despite killing off it's main counters, keep in mind that you do lose priority Aqua Jet, making it easier to revenge kill you. Also note that you lose a bit of bulk by doing this.

Good Teammates
Skuntank is an excellent teammate for Samurott. Even with Lum Berry, Poison is a very harmful status for Samurott, as Samurott is pretty easy to wear down once it's poisoned. Skuntank can absorb the toxic spikes that haunt Samurott. It also threatens any Ghost-type pokemon that intend on burning Samurott. Scarf Rotom-S is also a great partner for Samurott, as it can remove faster pokemon that can take an Aqua Jet such as Sawk and potentially Gorebyss after a smash. A grass-type is also a good partner for Samurott, as it can take Grass- and Electric-type attacks for Samurott, while Samurott takes Fire- and Ice-type attacks for it, not to mention Samurott enjoys the extra healing from a potential Leech Seed. Amoongus comes to mind as a good partner, as it can absorb Toxic Spikes for Samurott as well as doing it's grass-type things. It can also Spore a potential counter, which is always nice. Finally, Wish Passers and Clerics aren't necessary, but Samurott does appreciate the removal of status and the extra healing.

What counters it
Not much can truly say that they counter Samurott at +2. In general, bulky Waters and Grasses are your best bet, other than Altaria. Bulky Altaria can wall it amazingly, and can either threaten a counter-sweep or end up killing it. Tangela can take a hit and Sleep Powder/Giga Drain, but prior damage puts it at a 2hko range from +2 Megahorn if Lum Berry, and a sure-fire 2hko range after rocks if he packs a LO. Physically Defensive Amoongus also does a good job at countering Samurott, and can Spore/Giga Drain it much like Tangela. Alomomola can take +2 Megahorns, but it's best bet is to Scald Burn, as it cannot do much back. A decent check to Samurott is Leafeon, as it has superb physical bulk, outspeeds it, and resists Aqua Jet, not to mention a Leaf Blade is going to hurt. However, it must be wary of Megahorn, especially at +2. Generally speaking, anything that outspeeds it (which isn't hard due to it's disappointing speed) and can take at least a +2 Aqua Jet is a good check to Samurott. Note that all of these are destroyed by Ice Beam with some investment. However, he is much easier to revenge kill if you opt for Ice Beam over Aqua Jet.

Any Additional Info
Samurott is a tricky bastard to fight. Unlike it's inferior brother Kingler, it is not a one-trick pony. Samurott can run a specially offensive set just as effectively. It should also be pointed out that Samurott can run Taunt and Encore if you so desire, but giving up Aqua Jet and Megahorn is painful.

Samurott @ Life Orb
Trait: Torrent
EVs: 252 Atk / 112 HP / 144 Spd
Adamant Nature
- Aqua Jet
- Megahorn
- Swords Dance
- Waterfall
 
Kingler

Kingler is okay and that is it. While it can be effective with a DoubleDance or ChoiceBand set it is largely outclassed by Samurott. I'd put in stuff to be used rather than not be used because it is considerably faster than Samurott and does have the Double Dance niche over it .

Galie, do not use Galie ever.. Unless I suppose you could abuse moody or using a set with Sing. I find it to be ineffectual as a suicide lead since common leads carry the likes of Rock Blast that only allow it to set up a single layer of spikes. Base 80 isn't too much faster than the far more utility Garbodor who can choose Spikes or Toxic Spikes , threaten common leads like Probopass and Golem with Drain Punch and Seed Bomb and do a wee bit of a damage in general.
First off, I'll make another point about Kingler. Kingler is not "considerably faster" than Samurott; its base Speed is only 5 points higher. Seismitoad and Bibarel are the only Pokemon in NU that Kingler will always outspeed that Samurott can't at least tie with. Of course, Kingler does have access to Agility, which can make it significantly faster. Kingler appreciates the Speed more than the extra Attack, and I think it would be better off scrapping Swords Dance for an extra coverage move. I refuse to believe that the Double Dance set should be considered for use as you're running a coverage combination of Water and Normal and relying on two turns of setup before you really have a huge shot of sweeping your opponent.
Samurott, who only asks for one turn of boosting, still gets OHKOs on defensive walls such as Weezing (EDIT: Okay, made a mistake; I did my calculations wrong here, it's a 2HKO for Samurott at +2. Kingler at +2 has a huge chance to OHKO Weezing if Stealth Rock is up. Sorry about that.) and Regirock, and also has the ability to take down Tangela in one shot with Megahorn if Stealth Rock is up. Aqua Jet is nice as well, but can also be replaced with special attacks such as Ice Beam, which further expands Samurott's coverage. You have no reason to use Kingler over Samurott.

As for Glalie: Moody is banned; Sing is stupid. Glalie's standard set is the only thing you should consider using. You do have a point about the speed though, as the only Pokemon Glalie will always outspeed that Garbodor can't at least tie with are Vanilluxe and Watchog (I'm serious). So this further throws Glalie's viability out the window. Of course, Glalie has access to Taunt, as well as Spikes, which sets it apart from Garbodor in a much more significant way. Garbodor has the offensive presence to force out certain leads, while Glalie can shut others down with Taunt (as there are very few things threatened by its weak Ice Fang).

(EDIT:
I don't think Kingler is completely outclassed by Samurott. Kingler's job is to set up an Agility against fast offensive teams or a Swords Dance against slow bulky teams and from that proceed to sweep, just like Double Dance Terrakion. Kingler has higher base Attack and Speed than Samurott, doesn't suffer LO recoil and his Crabhammer is boosted by Sheer Force. Why is Hyper Cutter the ability of choice?

To sum it up, Samurott may be the better Pokémon most of the time, but Kingler has his own niche and shouldn't be included in the "What not to use" list.
Faster offensive teams will almost always have a Scarfer that is faster than Kingler that can put a swift end to a potential sweep. Even boosted by Agility, there are plenty of common offensive Pokemon in the tier that can outspeed Kingler's mediocre base 75 Spe stat. There are few Pokemon that a slow bulky team will use that aren't KO'd just as easily by Samurott as they are by Kingler. Hell, Samurott can sometimes have an easier time against many slow and bulky Pokemon, such as Altaria, simply because Samurott has access to a powerful Ice Beam. Furthermore, Crabhammer is not boosted by Sheer Force, neither is Return.)
 

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