Gen V OU Threatlist

Reserving Gorebyss.


Gorebyss
Typing: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has always been in the depths of NU, but this Generation it received a wonderful gift: Shell Smash. Being one of the best boosting moves, it can allow Gorebyss to sweep despite its otherwise decent stats. While attempting to sweep, it will hold either a Lum Berry or a Life Orb. However, sweeping isn't the most dangerous thing Gorebyss can do; it and Huntail are the only Pokemon that can Baton Pass Shell Smash. Therefore, Gorebyss is an amazing support Pokemon that, in only one turn, can set up a sweep for one of its teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, thus reducing its set-up opportunities, and Prakster users can prevent it from passing the boosts. To solve the first problem, Gorebyss is almost always paired with Dual Screens Deoxys-S, which means it'll survive all but the most powerful hits, and runs White Herb to nullify the defenses drop. The second is easier to fix since all the Prankser users are weak against Ice Beam, so Gorebyss can OHKO them while they Taunt and attempt to finish its job later. All in all, if Gorebyss can successfully set up Shell Smash, the opponnent will be in huge troubles.
 

Virizion
Typing: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 128 SpD / 108 Spe
Abilities: Justified

Being a member of the musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear to be meagre, Virizion can boost both effectively with Swords Dance and Calm Mind, respectively, giving it a fair amount of versatility. However, what sets Virizion apart from the average Fighting-type is its fantastic base 128 Special Defense and wonderful Grass / Fighting typing, making it an excellent check to sandstorm teams. Virizion is no slow customer either, as it boasts a high 108 base Speed that allows it to outspeed threats such as Garchomp. Though Virizion has a small movepool with only Hidden Power to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and set up on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense won't allow it to take powerful physical attacks anytime soon. 108 base Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Jirachi and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is always a dangerous threat, and can make unprepared teams pay heavily.
 

Crobat
Typing: Poison / Flying
Base Stats: 85 HP / 90 Atk / 80 Def / 70 SpA / 80 SpD / 130 Spe
Abilities: Inner Focus / Infiltrator (Dream World)

Crobat is a magnificient starter whit probably the fastest Taunt in metagame. Moreover, Crobat is a perfect booster pokemon with Nasty Plot+Sludge Bomb+Heat Wave+Dark Pulse. With this set in the 1st place of your team you can do 2 or 3 Nasty Plot and OHKO Forretress and Ferrothorn, then, you will punished potencial Psychic counters and with the stab of Sludge Bomb, sweepers like Salamence or Thundurus. You can choose Hypnosis to garantized 3 Nasty Plot

I used it a lot and always has excellent results


Sorry form my expressions, I'm just a student of Ensglish language
 

Aerrow

hunter
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Updated. Btw, Landorus, Scrafty, and Victini are all still up for grabs!

Crobat
Typing: Poison / Flying
Base Stats: 85 HP / 90 Atk / 80 Def / 70 SpA / 80 SpD / 130 Spe
Abilities: Inner Focus / Infiltrator (Dream World)

Crobat is a magnificient starter whit probably the fastest Taunt in metagame. Moreover, Crobat is a perfect booster pokemon with Nasty Plot+Sludge Bomb+Heat Wave+Dark Pulse. With this set in the 1st place of your team you can do 2 or 3 Nasty Plot and OHKO Forretress and Ferrothorn, then, you will punished potencial Psychic counters and with the stab of Sludge Bomb, sweepers like Salamence or Thundurus. You can choose Hypnosis to garantized 3 Nasty Plot

I used it a lot and always has excellent results


Sorry form my expressions, I'm just a student of Ensglish language
I'm sorry, but Crobat isn't on the threatlist.
 

Victini
Typing: Psychic / Fire
Base Stats: 100 / 100 / 100 / 100 / 100 / 100
Ability: Victory Star

Victini is the new 600 BST pixie with a unique Psychic-Fire typing that is both a blessing and a curse. With its Psychic typing comes a rather annoying Pursuit weakness, along with a Stealth Rock weakness due to its secondary Fire typing. However, do not let Victini's mediocre typing fool you. Its stat spread makes it extremely bulky on both ends of the spectrum even without investment. Victini's movepool is immense both special and physical, and it has access to several signature moves including the ridiculously powerful V-create with 180 base power even before STAB, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder. In addition, Victini has an interestingly varied support movepool consisting of Thunder Wave, Will-o-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is the Choice Band set with V-create. Under the sun, a Choice Banded V-create can 2HKO Kingdra, a 4x resist. Anything without Flash Fire will be decimated by a Choice Banded, Sun-boosted, V-create. Victini can also run an effective Choice Scarf set to revenge faster threats. As a final note, Victini is also one of the select few Pokemon that received the move, Final Gambit, a move which sacrifices the user and does damage based on the HP of the user, a useful move in last-ditch endeavors. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.
 

Landorus

Typing: Ground / Flying
Base Stats: 89 / 125 / 90 / 115 / 80 / 101
Ability: Sand Force / Sheer Force

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish and above average defensive stats allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it all the more harder to wall, as physical walls such as Gliscor are destroyed by Hidden Power Ice. As if this weren't enough, Sand Force boosts the power of Earthquake and Stone Edge in a sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set and rip apart teams to shreds. Unfortunately, Landorus's weird base 101 Speed leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to the grave by exploiting its glaring 4x Ice-type weakness. Despite this glaring weakness, Landorus cannot be taken lightly; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.


Scrafty
Typing: Dark / Fighting
Base Stats: 65 / 90 / 115 / 45 / 115 / 58
Ability: Shed Skin / Moxie / Intimidate

With wonderful defensive stats, a usable base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. STAB Drain Punch and Crunch also get near-perfect neutral coverage, allowing Scrafty to hit a large range of theats hard with just the two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, while the latter makes it all the more harder to wall each time it scores a KO. Scrafty's offensive movepool is not small, either, as it has options such as the elemental punches to hit switch-ins such as Gliscor hard and Dragon Tail to phaze the opponent and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers, respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed, allowing fast Fighting-types such as Infernape to outspeed and pummel Scrafty with their STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.
 

Volcarona
Typing: Bug / Fire
Base Stats: 85 / 60 / 65 / 135 / 105 / 100
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats in the new metagame. However, people quickly realized that with just one turn of set up, Volcarona was set to wreak havoc on those unprepared. With an excellent stat distribution and unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane to Hidden Power. Along with Shell Smash, Quiver Dance is one of the most dangerous set up moves in the game, boosting Special Attack, Special Defense, and Speed in one turn. In addition, Volcarona's below average Defense stat can be remedied by its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.
 
I'll take Venusaur


Venusaur
Typing: Grass/Poison
Base Stats: 80 / 82 / 83 / 100 / 100 / 80
Abilities: Overgrow / Chlorophyll

Venusaur was often known as "The King of UU" in 4th Generation as it's balanced stats, amazing movepool, and decent typing in a tier infested with Fighting-types really made it one of the best Pokemon in the tier. You might be wondering "If it's so good, why wasn't it in OU?", well that's because the power shift from 3rd Gen to 4th Gen made sure that even Venusaur's great defensive stats would have trouble taking hits. But 1 Generation later, Venusaur got one of the best abilities in the form of Chlorophyll, along with Drought Ninetales and the boost that Growth got made Venusaur one of the best Chlorophyll sweepers around as no other Chlorophyll sweeper had a good defensive stats as Venusaur, as well as a large movepool. Sadly, Venusaur with Chlorophyll is only obtainable through Dream World, where the Bulbasaur is only level 10 and Male, which means that Venusaur misses out on moves like Power Whip and Giga Drain obtainable from Breeding. Still, with these drawbacks Venusaur still remains a staple on most Sun teams and should always be considered when thinking Sun.
 

Aerrow

hunter
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Updated. This article is now ready to be GP Checked! FYI, Calm_Pokemaster will be giving this article its first check.
 
I oblige.

Note: It will take Aerrow an entire lifetime to make the changes if I go with the usual ''red for remove; blue for adding; black for comments etc'' format. My check will thus be in copy-pastable form.

Offensive:

Abomasnow
Typing: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Ability: Snow Warning

Abomasnow is quite unique in standard play, as it is the only fully evolved Pokemon which can summon permanent hail. However, it is somewhat limited due to its only decent offenses and mediocre Speed. Therefore, it will often seen holding a Choice Scarf to make up for the latter, donning the role of a very capable revenge killer. It almost always carries Blizzard and a Grass-type attack, usually either Grass Knot or Wood Hammer. Its coverage options include Hidden Power Fire and Earthquake to deal with the Steel-types which resist its STAB attacks. Abomasnow also makes a pretty annoying SubSeed user, as it can slowly chip away at the opponent's health with Leech Seed and damage from hail while carrying Blizzard to punish any Grass-type trying to make this strategy void. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for bulky Water-types.

Arcanine
Typing: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received a notable boost this generation in the form of Close Combat and Wild Bolt, as well as a now +2 priority ExtremeSpeed. Its most common uses are as a Life Orb or Choice Band attacker, particularly under the sun, which gives it a deadly boost to its STAB attacks and a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat deals with Rock-type checks such as Tyranitar and finishes off any meddling Heatran, while Wild Bolt or Crunch may be used for added coverage. ExtremeSpeed also makes Arcanine a great check to fast, frail sweepers. Balanced stats and abilities which give it good utility by absorbing Fire-type attacks or a cushion for physical hits mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Typing: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Huge Power / Thick Fat / Sap Sipper (Unreleased)

Although BW might not have brought anything new for Azumarill to play with, it still has a niche role to play in the metagame. With the onslaught of so many fast, powerful attackers and setup sweepers, powerful priority is a must in this metagame, and Azumarill certainly provides that. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smacking defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to boosted Waterfall and Aqua Jet in the rain. Azumarill also has coverage options such as Ice Punch to fall back on, and its great Water typing and above average defenses allows it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played carefully.

Bisharp
Typing: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Competitive Spirit / Inner Focus

With a unique typing which gives it excellent dual STAB moves, a high base 125 Attack stat, and a good movepool, Bisharp has all the tools required to be a powerful physical attacker. Access to Swords Dance and a powerful STAB priority attack in Sucker Punch makes Bisharp a dangerous setup sweeper. As a boosting sweeper, Bisharp can utilize its Steel typing to switch in on walls such as Ferrothorn, set up a Substitute and then start boosting its Attack with Swords Dance. Between its STAB attacks and Brick Break, Bisharp gets great neutral coverage as well. However, Bisharp is not without its faults. It is held back by its poor base 70 Speed, which allows faster Substitute users to dispose of Bisharp easily. Moreover, due to the compulsion of running both Substitute and Swords Dance, Bisharp will find itself limited to running only 2 offensive moves. The Steel typing also gives Bisharp unwanted weaknesses to common Fighting- and Ground-type attacks. Despite these flaws, Bisharp is not to be underestimated - if given the chance to set up, it can easily tear entire teams apart.

Bouffalant
Typing: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a somewhat underrated threat in OU, but can surprise many foes with its powerful afro of steel. A high base 110 Attack stat allows Bouffalant to dish out quite some hurt, with Sap Sipper, Swords Dance, and Choice Band being options to boost its impressive Attack. Bouffalant also sports a great physical movepool, with moves such as Afro Break, Megahorn, Wild Charge, Stone Edge, and Earthquake. Bouffalant isn't frail either, as it packs great bulk with 95 / 95 / 95 defenses, meaning it can take neutral hits when needed; even some super effective hits at times. Reckless and Sap Sipper are both great abilities for an offensive Pokemon like Bouffalant, with the former boosting the power of Afro Break and Wild Charge to huge levels and the latter allowing Bouffalant to gain a free Attack boost by switching into any Grass-type attack, even support moves such as Spore! Thus, even with its low Speed and predictability, Bouffalant can be a thorn in the flesh for unprepared teams.

Breloom
Typing: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / (Unreleased) Technician

A top tier threat in DPP OU, Breloom returns for another round in the fifth generation. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom is such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will more often than not take out a Pokemon for the rest of the match. Our mushroom friend has a number of effective sets it can run, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Breloom also has coverage options such as Stone Edge and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, dare not underestimate it - it can be a massive threat to any unprepared team.

Chandelure
Typing: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the scene, Chandelure has more than enough to set it apart from its ghostly brethren. A gigantic base 145 Special Attack, two very powerful STAB attacks in Shadow Ball, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user. Though unreleased, Chandelure's Dream World ability - Shadow Tag - makes it a fantastic revenge killer as well. Its movepool also grants it useful coverage options such as Energy Ball to deal with troublesome Water-types, as well as boosting moves such as Calm Mind and Flame Charge. It is not bereft of support options either, having access to useful moves such as Will-O-Wisp and Haze. Though Chandelure has a sub-par base 80 Speed and sports weaknesses to Stealth Rock and common Water-, Rock-, and Ground-type attacks, handle it with care - one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / (Unreleased) Overcoat

Cloyster has always leaned on its massive Defense stat and solid support movepool consisting of Spikes, Toxic Spikes, and Rapid Spin to function as a reasonable choice in DPP UU. However, it hit the jackpot in the fifth generation, getting one of the the best boosting moves in the game - Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's attacking stats skyrocket to massive levels, and it can thus OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also essentially gives Icicle Spear and Rock Blast maximum Base Power, meaning even users of Focus Sash and Substitute will rarely be stopping Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users such as Conkeldurr can prey on Cloyster's lowered Defense and weakness to their attacks, checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip unprepared teams to shreds if not met with a check.

Conkeldurr

Typing: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest threats in the metagame. Its physical movepool isn't half bad either, giving it coverage options such as Stone Edge and Payback to go with STAB Drain Punch and Mach Punch. Conkeldurr is also very bulky, sporting good HP and Defense stats which allow it to take the odd hit or two when setting up. Though common Psychic-types such as Latios and Reuniclus can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Typing: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, even those who resist its attacks. With a Sheer Force-boosted Flare Blitz, Darmanitan can break through most Pokemon who aren't outright immune to Fire-type attacks. For those who are, it can take advantage of a encourage-boosted Rock Slide and even use U-turn to escape sticky situations. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to residual damage, which will ultimately be its downfall. Its poor defenses and low Speed also mean that faster threats can revenge kill it easily should it not be using a Choice Scarf, and even if it does, the ubiquity of faster Choice Scarf users ensures that Darmanitan won't be too hard to bring down. Still, Darmanitan is a dangerous threat, and its raw power will help it score at least one KO every game.

Deoxys-S
Typing: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Abilities: Pressure

At first glance, the most striking feature of Deoxys-S is its blistering base 180 Speed stat. It is thanks to this Speed that Deoxys-S manages to find a home even in the most rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by Prankster leads such as Thundurus and Whimsicott. That, coupled with its access to a variety of supporting moves such as Stealth Rock, Spikes, Light Screen, and Reflect, makes Deoxys-S a very useful lead on more or less any offensively-oriented teams. Deoxys-S, along with being an excellent support Pokemon, can also surprise its opponents and run an offensive set courtesy of its decent base 95 offenses and wonderful mixed movepool which allows it to check an astonishly wide range of threats pretty well.

Dragonite
Typing: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite was shunned in favour of its fellow Dragon-types Salamence and Garchomp due to their higher offensive stats. However, Dragonite's new ability Multiscale makes it a fantastic mixed tank and bulky sweeper. With support moves such as Thunder Wave, Dragon Tail, and Heal Bell, Dragonite can not only wall dangerous threats such as Virizion, but also support the rest of the team. Dragonite can also run a more offensive bulky Dragon Dance set as with Multiscale, Dragonite can set up multiple times whilst healing off the damage with Roost. Dragonite also fits into rain teams very well, as it can abuse a 100% accurate STAB Hurricane which will devastate anything that doesn't resist it. Finally, Dragonite can run a highly efficient wallbreaking set with moves such as Draco Meteor, Fire Blast, and Superpower, allowing it to tear gaping holes in defensively-oriented teams. Though Dragonite does have its flaws, namely a huge weakness to Ice-type moves, it makes a great choice for any team that needs a sturdy wallbreaker or bulky sweeper.

Espeon
Typing: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Mirror

At first glance, Espeon might appear to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats, as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing or stats, but in its Dream World ability: Magic Mirror. Magic Mirror acts as an auto-Magic Coat, reflecting status moves back at the opponent. This gives Espeon a unique niche on standard teams as a entry hazard stopper and status switch-in. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the ability to pass Wish and Calm Mind (although Baton Pass is illegal with Magic Mirror), as well as being able to set up and sweep in some scenarios, Espeon makes a great choice for any team that needs a way to prevent entry hazards from going up.

Excadrill
Typing: Ground / Steel
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Abilities: Sand Rush / Sand Force / Mold Breaker

Looking at Excadrill's stats and Sand Rush, one immediately realizes why this bad-ass looking mole is one of the biggest threats in OU. Its unmatched Speed under a sandstorm and amazing Attack stat allow it to outspeed the whole metagame and hit hard off the bat. As if this wasn't enough, Excadrill can also boost its Attack to massive levels with Swords Dance, allowing it to overcome the bulkier Pokemon in OU, such as Ferrothorn and Jellicent. However, Excadrill has a few problems. The first one is that it is pretty much limited to run a Swords Dance set with Earthquake and Rock Slide being mandatory for both STAB and coverage. The final move is a choice between Return, X-Scissor, and Brick Break to further enhance its coverage, or Rapid Spin to support its team. It also has weaknesses to common Ground-, Fire-, and Fighting-type attacks. The latter is compounded by the fact that Conkeldurr and Lucario usually pack Mach Punch and Vacuum Wave, respectively, to make sure the mole doesn't sweep. Finally, its only decent Speed means it can't work properly without sand support. All in all, one should always have Excadrill in mind when building a team, since getting swept by it will otherwise occur with depressing regularity.

Gengar
Typing: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat even in the fifth generation. Wonderful immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a lot of opportunities to switch in. Along with a powerful STAB Shadow Ball, Gengar has some wonderful coverage options in Thunderbolt, Focus Blast, and Hidden Power, not to mention the fact that Shadow Ball and Focus Blast together hand Gengar perfect neutral coverage. It also has some amazing support options in Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats and can be revenge killed by faster threats such as Thundurus and Starmie as well as priority unless it is safely tucked away behind a Substitute. Pursuit users such as Tyranitar and Scizor wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Typing: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats such as Tyranitar and Lucario and threaten them with its STAB Earthquake. It can then use Swords Dance to boost its Attack as they switch out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Along with Swords Dance, Gliscor will typically use Earthquake as a powerful STAB attack while supplementing it with some combination of Stone Edge, Taunt, Ice Fang, and even Protect. An alternative is to run Fling on the set, allowing Gliscor to effectively use a full-power Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared teams will quickly be decimated by it.

Gorebyss
Typing: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has always been in the depths of NU. This generation, however, it received a wonderful gift: Shell Smash. Being one of the best boosting moves, it can allow Gorebyss to sweep despite its otherwise average stats. While attempting to sweep, it will hold either a Lum Berry or a Life Orb. However, sweeping isn't the most dangerous thing Gorebyss can do; it and Huntail are the only Pokemon that can Baton Pass Shell Smash boosts. Therefore, Gorebyss is an amazing support Pokemon that, in only one turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, thus reducing its opportunities to set up, and Prankster users can prevent it from passing the boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits, and runs White Herb to nullify the drop to its defenses. The second is easier to fix, since all both Prankster users are weak to Ice Beam, so Gorebyss can OHKO them while they Taunt, and attempt to finish its job later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been a fearsome threat for generations due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation has been in the form of Moxie, an ability that increases its Attack by one stage every time it KOs an opponent. Gyarados is thus a very versatile threat. First, it can be a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set running Intimidate, usually with STAB Waterfall and two of Bounce, Ice Fang, and Earthquake. It is not unlikely that Stone Edge will be run over Bounce on a bulky variant, too. An offensively oriented Dragon Dance set with Moxie, though rare, is much more frightening, having the ability to hit 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Gyarados can also run Choice Band to hit very hard without setting up first. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set. Though Gyarados sports a nasty weakness to Electric-type attacks and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Haxorus
Typing: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Mold Breaker / Rivalry / Unnerve (Unreleased)

Haxorus was a vastly over-hyped threat in the early stages of the fifth generation, and is not quite the terror that its massive 147 base Attack might declare it to be. It is a pretty dangerous threat, however. Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves such as Dragon Dance and Swords Dance makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, meaning phazing walls such as Skarmory won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can dish out massive damage to Steel-types such as Ferrothorn and Skarmory! What does keep our axe-faced dragon from being a top-tier threat, however, is its weird base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Ice-type attacks. Still, make sure you pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Typing: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets ranging from all-out offensive ones to defensive ones. With great balanced stats and a unique and effective typing, Heatran can run a very effective offensive set which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it outspeeds many popular unboosted sweepers such as Thundurus while being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Heatran also has a variety of support options, and its respectable defenses allow it to sponge most neutral attacks. With great support options such as Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which is somewhat remedied by Protect and Leftovers though. Despite having a nasty weakness to common Ground- and Fighting-type attacks, Heatran is still quite the threat, and makes a great addition to any team looking for a bulky, powerful attacker.

Hydreigon
Typing: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give Hydreigon a unique niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal counters by running physical moves such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack . Unfortunately, Hydreigon's odd base 98 Speed leaves it outsped by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. It also has unfortunate weaknesses to common Fighting- and Bug-type attacks. As if those flaws weren't enough, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat who can raze unprepared teams easily if given the chance, thanks to its sheer offensive power and movepool.

Infernape
Typing: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Ability: Blaze / Iron Fist

Although Infernape received a massive amount of competition with all the new Fighting-types introduced in the fifth generation, one can't do any worse than take its offensive prowess for granted. Sporting great offensive stats and a high base 108 Speed, Infernape can effectively function as a wonderful mixed attacker. Infernape also has a good movepool to back it up, having powerful physical and special STAB moves to go with coverage options such as Earthquake, Stone Edge, Grass Knot, and Hidden Power, and priority in the form of Mach Punch and Vaccuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the dangerous Garchomp. Infernape also has access to boosting moves such as Nasty Plot, Swords Dance, and Work Up, making it a wonderful setup sweeper as well. Unfortunately, our fiery ape has its fair share of problems. Although fast, offensive threats such as Thundurus and Gengar outspeed it. This is compounded by the fact that Infernape has poor defensive stats, meaning it can rarely take more than one hit. Despite these flaws, Infernape is a dangerous offensive threat that can run away with the game if you are not careful.

Jirachi
Typing: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Abilities: Serene Grace

It's not a stretch to say that Jirachi is one of the most extremely useful, versatile Pokemon in the fifth generation. With the number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's offensive capabilities are sorely needed on many teams. Jirachi has many things going for it; in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with Serene Grace, along with many options to make use of it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other. On the special side, Jirachi can utilize its infamous Calm Mind sets to lure and eliminate a number of defensive threats with ease. Physically, Jirachi poses a massive threat with the notorious Iron Head, which has a 60% chance to flinch the opponent thanks to Serene Grace, complemented with coverage options to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon with that ever-serene smile on its face.

Kingdra
Typing: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Ability: Swift Swim / Sniper / Damp (Unreleased)

Kingdra is often compared with other Dragon-types for a team slot. While its stats may indicate mediocrity, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing to consider is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, being resisted only by the common Ferrothorn and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used in multiple ways for an imminent sweep, Rain Dance sets have the power to immediately break through teams; especially the very popular weather-oriented ones. In rain conditions, Kingdra can take advantage of its ability, Swift Swim, to outrun the whole metagame, making it especially difficult to revenge kill. It may be a good idea to pair Kingdra with a Drizzle Politoed; however, since the combination of Swift Swim and Drizzle is banned, Kingdra will have to resort to the classic methods it used last generation, which doesn’t stop it from being a significant offensive threat.

Kyurem
Typing: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Abilities: Pressure

At a first glance, Kyurem appears to be an enormously powerful mixed attacker capable of tearing through even the bulkiest of walls. Excellent base stats along with powerful mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a bad Dragon / Ice typing which gives it weaknesses to common Fighting- and Steel-type priority attacks in addition to a Stealth Rock weakness. Still, Kyurem is not to be underestimated. With just Focus Blast and its dual STAB attacks, Kyurem achieves perfect neutral coverage, and this can be put to good use with its mixed attacking stats, allowing it to function as an effective mixed stallbreaker. Kyurem also has a unique move in Glaciate to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for long. Despite having several crippling disadvantages, Kyurem cannot be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Typing: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Ability: Sand Force / Sheer Force

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish and above average defensive stats allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it all the more harder to wall, as physical walls such as Gliscor are destroyed by Hidden Power Ice. As if this weren't enough, Sand Force boosts the power of Earthquake and Stone Edge in a sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set and rip apart most teams to shreds. Unfortunately, Landorus's weird base 101 Speed leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to the grave by exploiting its 4x Ice-type weakness. Despite this glaring weakness, Landorus cannot be taken lightly; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Typing: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Abilities: Levitate

The transition to Black and White has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the Soul Dew. Nonetheless, Latias is capable of using its high Speed, power, access to instant recovery, and formidable bulk to merit use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed by its counterpart, Latios, and as such finds itself using sets that emphasize its higher bulk. These include the mono-attacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias provides an excellent answer to various sweepers, such as Heatran and Zapdos, and can easily heal off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed nearly all of the latter, it can be both a great choice for and a grave threat to any team.

Latios
Typing: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Abilities: Levitate

It's no mystery as to why Latios is one of the most powerful, and feared, Pokemon in the OU tier; with its massive base 130 Special Attack and base 110 Speed stats, coupled up with a passable amount of bulk, Latios is one of the most effective sweepers on the ladder - its ‘signature’ attack, Draco Meteor, has enough power to heavily dent even the likes of Ferrothorn! Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind, and even to Dragon Dance (the latter being a special variant). However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways; now, Steel-types which resist Draco Meteor, such as Scizor, can come in almost unscathed (especially if Latios has already used Draco Meteor and lowered its Special Attack stat) and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently at doing this. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Magnezone
Typing: Steel / Electric
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Ability: Magnet Pull / Sturdy / Analytic

With the abundance of Steel-types in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords Magnezone the ability to trap any pesky Steel-type, and either KO it straightaway with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone might lack a large movepool, Hidden Power Fire and its STAB moves give it near-perfect coverage. Its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of walls, Steel-types in particular, for a Pokemon to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to deal with. A painful 4x weakness to common Ground-type attacks is probably the biggest, as Magnezone is not handling these attacks anytime despite its respectable 115 base Defense. Magnezone is also slow, meaning that speedy Fighting- and Fire-type Pokemon can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without blinking an eye.

Mew
Typing: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the few Pokemon with base 100 stats across the board, helping it immensely offensively. With access to every TM and non-exclusive tutor move in the game, Mew is an extremely versatile threat that can run an incredible amount of sets, many of which capitalizing on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. However, it can just as easily sweep on its own with Nasty Plot, using its great Special Attack and Speed, and STAB Psyshock to take down even special walls such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch, capitalizing more on its bulk and access to an instant recovery move in Roost. Additionally, a stallbreaker set exploiting Will-O-Wisp, Taunt, and Recover can beget great results, if given the proper support. Overall, be very wary of Mew, as no matter how you decide to deal with it, you are facing a big offensive presence.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First off, it is one of the fastest Fighting-types in the game with base 105 Speed, allowing it to outrun Pokemon sitting in the base 100 Speed benchmark. Its offenses aren't bad either, as Mienshao sports a high 125 base Attack and a usable base 95 Special Attack, giving it a fair amount of versatility. It has a relatively shallow movepool, but this does contain lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, and Work Up to toy with. Access to Regenerator is the icing on the cake, as with it Mienshao worries less about residual damage from Life Orb, sandstorm, entry hazards, and status, enhancing its longevity by leaps and bounds. However, Mienshao is frail and won't take too many hits anytime soon, struggling against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and can run diverse sets even with its small movepool.

Nidoking

Typing: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to abuse its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, also allowing it to remove Toxic Spikes when switched in. It has access to powerful STAB moves such as Earth Power and Sludge Bomb, which are buffed up thanks to Sheer Force, as well as the trio of Flamethrower, Thunderbolt, and Ice Beam. And while the amount of Sheer Force-boosted physical moves is lacking, Nidoking received Hone Claws, a way to boost its decent Attack and raise its accuracy, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, being an able check (or even counter) to the threatening Conkledurr speaks volumes of Nidoking's newfound truck-hitting abilities.

Ninetales
Typing: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather unassuming Fire-type. It shared Flash Fire with Heatran and Arcanine, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. In the fifth generation, things looked even worse for Ninetales with the introduction of Chandelure, who had Flash Fire and much higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Drought, previously exclusive to Groudon, allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon, like Lilligant, up to a usable level, and make top-tier threats such as Heatran and Chandelure even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can replace the sunlight with rain instantly and destroy Nintales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Politoed
Typing: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

Though one of the most outclassed Water-types in the previous generations, Politoed has shot to instant stardom with the arrival of the fifth generation. It received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such a boost to Swift Swim that the two were banned together on the same team. Although its primary use is gone, Politoed's rain contributes to rain stall teams and teams that need other weathers removed. Politoed functions well both as a bulky Water-type and a Choice Scarf user, as thanks to its reasonable bulk and moderate speed, it can revenge kill many unboosted sweepers while checking threats such as non-Choice Scarf Jirachi amongst others. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither take much damage from any of Politoed's attacks and are both able to cripple it with a status move. Despite these flaws, Politoed should be your number one choice when looking for a defensive Pokemon to set up rain and check sandstorm.

Reuniclus
Typing: Psychic

Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard

Reuniclus is one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability Magic Guard, along with Recover, helps it in no small way. A complete immunity to all forms of passive damage, including Life Orb recoil and entry hazards, and access to a reliable recovery move are two of the biggest boons a sweeper can get. It is no small wonder thus that Reuniclus is one of the biggest threats in the metagame. It can also function very effectively in Trick Room, and cripple physical attackers with Psycho Shift, making it all the more harder to take down. Reuniclus's bulk allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming to be invincible, Reuniclus has some problems - namely its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus's existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to have as an adversary. If given the chance to set up, it will be very difficult to stop.


Rotom-W
Typing: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Abilities: Levitate

With only one weakness in total, and two great STAB attacks, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses and a solid Special Attack stat, allows Rotom-W to both dish out damage and take hits in return. STAB Thunderbolt and Hydro Pump hit hard when backed by Choice Specs, and Rotom-W can thus act as a great counter to the rain and sand teams which are very common in the current metagame. Our affable washing machine also has Hidden Power to fall back on when faced by walls such as Ferrothorn that resist its STAB moves, and it thus gets great coverage. Rotom-W also has access to a semi-reliable recovery move in Pain Split that also allows it to hurt walls such as Blissey at the same time. Though Rotom-W is not game-breaking as an offesive force, its ability to both take hits and return them back hard is what makes it a Pokemon to look out for.

Salamence
Typing: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie (Unreleased)

Salamence has continued to be a major threat in the OU metagame. Its high Base Stats are one reason for this - 135 base Attack and 110 base Special Attack are nothing to scoff at, even with the power creep that occurred this generation. Dragon Dance also allows it to run roughshod over entire teams with just a single turn of setup. Salamence's large movepool also makes it quite unpredictable, as it can run many different sets ranging from a classic Dragon Dance set to even a defensive set with Wish and Dragon Tail. However, Salamence is no longer secure as the best Dragon-type in OU, as Latias and Latios dropped down from Ubers this generation, while other threats, new and old, threaten to take over Salamence's place at the top of OU. Both Latios and Latias outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks, Dragonite has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat that makes it great with a Choice Scarf or Choice Band. There are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the rarely-used Cresselia counters it fully. Despite the presence of other powerful Dragon-types and new threats looking to steal its role, Salamence is still a solid contender and should never be overlooked as a threat when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll, Sap Sipper, Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as a resident Chlorophyll user on sun teams, Sawsbuck is nonetheless a deadly offensive threat, as it can run a very dangerous Swords Dance set. With its dual STAB attacks and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a large range of threats very hard while being walled by few Ghost-types. It is able to sweep entire teams who lack the Fighting-type priority it hates if given the opportunity to set up. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, as it outspeeds almost the entire metagame while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as hitting opposing Grass-types harder, though Synthesis may (rarely) be present for recovery instead.


Scizor
Typing: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence of many new threats in Generation 5, especially Chandelure, Scizor continues to be a powerhouse and staple on many teams. Its standard set back in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both pack quite the punch and can blow holes in the opposing team regardless of the situation. U-turn coming off of Scizor's base 130 Attack deals plenty of damage while also allowing Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The aforementioned Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since last generation, Scizor is still a strong threat in the OU metagame, and will likely remain there for generations to come.

Scrafty
Typing: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Ability: Shed Skin / Moxie / Intimidate

With wonderful defensive stats, a usable base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. STAB Drain Punch and Crunch also get near-perfect neutral coverage, allowing Scrafty to hit a large range of theats hard with just the two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, while the latter makes it harder to stop each time it scores a KO. Scrafty's offensive movepool is not small, either, as it has options such as Ice Punch to hit switch-ins such as Gliscor hard, and Dragon Tail to phaze the opponent and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers, respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed, allowing fast Fighting-types such as Infernape to outspeed and pummel Scrafty with their STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Typing: Water / Psychic
Base Stats: 65 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analyze

Starmie has a great combination of blistering Speed, great coverage, and fantastic Special Attack. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set. Recover makes it even harder to take down, allowing it to hang around for a long time. Starmie is also blessed with the fairly exclusive Rapid Spin, which can make life for more defensive teams a lot more difficult. Although Starmie is equipped with the perfect tools for a special sweeper, it misses the utility given with a boosting move, and it is also horribly walled by Ferrothorn unless wielding Hidden Power Fire. Just make sure that you have a check to Starmie in your team, or it will sweep unhindered.

Terrakion
Typing: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justice Heart

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed which allows it to outspeed a significant proportion of the metagame even before boosts, and access to both Swords Dance and Rock Polish makes it a fantastic setup sweeper. Its STAB moves are also resisted only by a handful of uncommon Pokemon such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to the kind of team it is up against. Terrakion can also run a Choice set very well with its high Attack and Speed, making it a versatile threat. Justice Heart also allows it to snatch an Attack boost by switching in on Dark-type boosts. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats such as Starmie and Gengar, underestimate it at your own peril - it can

• • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • • •

Thundurus
Typing: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Competitive Spirit (Unreleased)

Thundurus boasts incredible offensive stats, as well as access to the holy grail for any special attacker: Nasty Plot. STAB Thunderbolt after a Nasty Plot destroys anything that does not resist it, while Hidden Power Ice and Focus Blast will clean up everything else. Access to the fairly exclusive Prankster ability also allows Thundurus to cripple any meddling threats with Thunder Wave before they even get to attack! Thundurus is also one of the few special attackers that aren't walled by the pink blobs, Chansey and Blissey, as it can cripple them with Taunt and go for the KO with Hammer Arm, coming from a very respectable 115 base Attack. Fortunately, Thundurus is very frail, and can be revenge killed by anything that doesn't mind getting paralyzed or sports an immunity to Electric-type attacks. Its typing also gives it weaknesses to common Rock- and Ice-type attacks. All in all, ensure that you have a fast attacker or something else to guard against Thundurus, or you will be blown to bits once it sets up.

Tornadus
Typing: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from Thundurus is its powerful Flying-type STAB, Hurricane, which rivals Latios's Draco Meteor in power without any drawback in the rain. This allows Tornadus to run an extremely threatening Choice Specs set and just spam Hurricane, which generally only Tyranitar and defensive Steel- and Electric-types like Jirachi and Raikou can check reliably, and even then the 30% probability of confusion may give them trouble, too. Tornadus can also run an effective mixed set, try its hand at a Bulk Up set with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination. However, a vulnerability to priority moves and over-reliance on rain let Tornadus down, as it is almost useless outside of rain. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully, as one wrong switch can result in an irreparable loss.

Toxicroak
Typing: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Dry Skin / Anticipation / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon at best. However, Toxicroak’s viability in OU comes from its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type and set up in their face. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot to increase its clout as a setup sweeper significantly. Its large movepool includes useful priotiy options such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can also deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is a seriously underrated threat and should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve (Unreleased)

The mighty Tyranitar storms through the metagame in Gen V with a thunderous roar. Tyranitar sports many worthwhile traits such as fantastically balanced stats overall, great Dark and Rock STABs, the amazing Sand Stream ability, and a very diverse movepool. Tyranitar can effectively run various roles and sets such as Choice Band, Mix, Choice Scarf, Curse, and Dragon Dance, or support any team with Sandstorm support and niche support moves like Roar, Dragon Tail, Stealth Rock, Taunt, and Thunder Wave. Probably the biggest thing about Tyranitar though is that it's a great partner for Sandstorm-reliant Pokemon, notable ones being Excadrill and Landorus, which benefit from Tyranitar's support. However, Tyranitar is not perfect. Tyranitar packs many weakness to common types such as Ground, Water, Bug, Steel, and Fighting, a somewhat underwhelming speed stat, and suffers somewhat from four-moveslot syndrome; it can do a lot but not everything at once. Tyranitar also has many threats that exist to stop Tyranitars fun, such as Drizzle Politoad, various new fighting types like Terrakion and Conkeldurr, Water-types Pokemon, Scizor, and ironically opposing Excadrill and Landorus. Even with these set backs, Tyranitar is still a solid and diverse threat that you should watch out for at all costs.

Venusaur
Typing: Grass/Poison
Base Stats: 80 / 82 / 83 / 100 / 100 / 80
Abilities: Overgrow / Chlorophyll

Venusaur was often known as "The King of UU" in 4th Generation as it's balanced stats, amazing movepool, and decent typing in a tier infested with Fighting-types really made it one of the best Pokemon in the tier. You might be wondering "If it's so good, why wasn't it in OU?", well that's because the power shift from 3rd Gen to 4th Gen made sure that even Venusaur's great defensive stats would have trouble taking hits. But 1 Generation later, Venusaur got one of the best abilities in the form of Chlorophyll, along with Drought Ninetales and the boost that Growth got made Venusaur one of the best Chlorophyll sweepers around as no other Chlorophyll sweeper had a good defensive stats as Venusaur, as well as a large movepool. Sadly, Venusaur with Chlorophyll is only obtainable through Dream World, where the Bulbasaur is only level 10 and Male, which means that Venusaur misses out on moves like Power Whip and Giga Drain obtainable from Breeding. Still, with these drawbacks Venusaur still remains a staple on most Sun teams and should always be considered when thinking Sun.

Victini
Typing: Psychic / Fire
Base Stats: 100 / 100 / 100 / 100 / 100 / 100
Ability: Victory Star

Victini is the new 600 BST pixie with a unique Psychic-Fire typing that is both a blessing and a curse. With its Psychic typing comes a rather annoying Pursuit weakness, along with a Stealth Rock weakness due to its secondary Fire typing. However, do not let Victini's mediocre typing fool you. Its stat spread makes it extremely bulky on both ends of the spectrum even without investment. Victini's movepool is immense both special and physical, and it has access to several signature moves including the ridiculously powerful V-create with 180 base power even before STAB, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder. In addition, Victini has an interestingly varied support movepool consisting of Thunder Wave, Will-o-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is the Choice Band set with V-create. Under the sun, a Choice Banded V-create can 2HKO Kingdra, a 4x resist. Anything without Flash Fire will be decimated by a Choice Banded, Sun-boosted, V-create. Victini can also run an effective Choice Scarf set to revenge faster threats. As a final note, Victini is also one of the select few Pokemon that received the move, Final Gambit, a move which sacrifices the user and does damage based on the HP of the user, a useful move in last-ditch endeavors. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.

Virizion
Typing: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 128 SpD / 108 Spe
Abilities: Justified

Being a member of the musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear to be meager, Virizion can boost effectively with both Swords Dance and Calm Mind, respectively, giving it a fair amount of versatility. However, what sets Virizion apart from the average Fighting-type is its fantastic base 128 Special Defense and wonderful Grass / Fighting typing, making it an excellent check to sandstorm teams. Virizion is no slow customer either, as it boasts a high 108 base Speed that allows it to outspeed threats such as Garchomp. Though Virizion has a small movepool with only Hidden Power to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and set up on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense won't allow it to take powerful physical attacks anytime soon. 108 base Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Jirachi and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is always a dangerous threat, and can make unprepared teams pay heavily.

Volcarona
Typing: Bug / Fire
Base Stats: 85 / 60 / 65 / 135 / 105 / 100
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats in the new metagame. However, people quickly realized that with just one turn of set up, Volcarona was set to wreak havoc on those unprepared. With an excellent stat distribution and unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane to Hidden Power. Along with Shell Smash, Quiver Dance is one of the most dangerous set up moves in the game, boosting Special Attack, Special Defense, and Speed in one turn. In addition, Volcarona's below average Defense stat can be remedied by its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Whimsicott
Typing: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Dream World)

Whimsicott is a very different Pokemon, but it fully deserves to be featured in everyone's threat list. It's rather lackluster stats are made up for thanks to its immense support movepool, along with its ability: Prankster. With all of its support moves given priority, it can effectively be one of the best SubSeeders in existence, as it is guaranteed to get a Substitute up first. When combined with other support moves such as Taunt and Stun Spore, Whimsicott can be a great check to a variety of offensive threat too, being able to paralyze fast threats, meaning that they can easily be taken down by a teammate. Whimsicott is also able to give many teams an effective resistance to Ground- and Water-type attacks, which are omnipresent in the metagame thanks to Tyranitar and Politoed. Whimsicott's life is not all good however, as it can be easily taken down by good prediction and a any moderately powerful attack. Be ready for Whimsicott, or you will surely have a burden to deal with.

Zoroark
Typing: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Abilities: Illusion

Zoroark is well-known as one of the earliest revealed pokemon in Black and White, and for good reason. With its exclusive Illusion ability, Zoroark is able to copy the sprite, gender, and nickname of the pokemon in the sixth team slot, which allows it to play serious mind games with an opponent who is already wary of the fox thanks to team preview. Zoroark often uses the ability to lure in the checks of a particular pokemon and strike them with a super-effective move, both giving its trainer the upper hand and providing excellent support to whichever pokemon Zoroark is masquerading as. However, this is not all there is to Zoroark - it has excellent offensive stats that allow it to serve as a viable user of Choice Scarf, Choice Specs, or Life Orb, and it accentuates its sweeping potential with access to both Swords Dance and Nasty Plot even if the Illusion should fail. Furthermore, it has access to powerful coverage moves such as Flamethrower and Focus Blast to compliment its Dark-type STAB. Not to be overlooked is its key speed tier, which manages to outpace the heavily populated Base 100 Speed tier and various other pokemon such as Landorus and Garchomp. Underestimate it at your peril, as it is capable of inflicting serious damage at a moment's notice, Illusion or not.

Defensive:

Blissey
Typing: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural cure / Serene Grace

Even while receiving nothing from this new generation, as well as the huge buff to Chansey, the original Pink Blob, with her massive HP, always seems to come back. With the near-unmatched ability to wall nearly any special attacker in the game, Blissey can find a place in any team fearing special sweepers. Also, with her wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to heal almost any pokemon in the game to near full health, Blissey can be a fantastic team supporter or status-spreader on a stall or offensive team, and despite it being somewhat outclassed in defenses by Eviolite Chansey, Blissey maintains some distinct advantages over her pre-evolution that allow it to take precedence in many team slots. With a usable base 75 special attack stat, Blissey can use moves such as Ice Beam or Flamethrower to take advantage of her surprising physical bulk, a side effect of her fantastic HP stat, and with the ability to use Leftovers, Blissey can prevent herself from taking residual damage from weather, and help offset whatever more damage she would take than Chansey. With massive special defense, workable physical defense, a usable special attack and a useful movepool, Blissey once again proves that if something isn't broken, you need not fix it.

Bronzong
Typing: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Dream World)

With fantastic mixed defenses, and a typing that gives it only one weakness in conjunction with either of its non Dream World abilities, Bronzong is a fantastic wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel / Psychic typing, Bronzong makes one of the few reliable checks to the ferocious Dragon-types that roam OU, including Garchomp and the Lati twins. Bronzong is also able to provide a great support role, as it can reliably set up Stealth Rock, along with being able to provide Dual Screen and Trick Room support. Bronzong also has the ability to go offensive by taking up a more tanking role, where it sports Earthquake, Gyro Ball, and a Hidden Power of choice to help to take on as many different Pokemon as possible. However Bronzong isn't completely invunerable, as its low HP stat, and lack of reliable recover mean that it can be worn down without difficulty, and KOed after receiving a lot of residual damage. All in all, Bronzong is a competent Pokemon, that when used to its advantages, makes a very effective use of a teamslot.

Chansey
Typing: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healing Heart

In the previous generations, Chansey was overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, the 5th Generation brought about a new item called the Eviolite which increases the defenses of NFE Pokemon by 50%. This has transformed Chansey into an enormously bulky Pokemon who can wall a huge number of threats with its enormous HP stat and large base 105 Special Defense (which are further enlarged by the Pre-Evolution Stone), and reliable recovery in the form of Softboiled. The new generation also brought about a change in the mechanics associated with Wish - Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus perform several different roles in teams. It can be a team supporter, with Wish and status moves such as Toxic and Thunder Wave, or it can be a pure wall, focussing on walling threats with its huge defensive stats and chipping away at the opponent's health through residual damage and an attacking option (usually Seismic Toss). However, Chansey is still completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss as its only form of offense. This leaves Chansey without any form of offense against Ghost-types. The compulsion of having to use the Pre-Evolution Stone as a hold item means that Chansey also cannot avail of the constant recovery which Leftovers provides. Despite these flaws, Chansey shines as one of the best Special walls in the metagame and is one defensive threat which every team should be capable of dealing with.

Deoxys-D
Typing: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Abilities: Pressure

With enormous base 160 defenses apiece, a gigantic support movepool which includes a reliable recovery move in Recover, and the ability Pressure, Deoxys-D appears to be tailor-made for stalling. Along with Cosmic Power and Recover, and a wide variety of support moves such as Toxic, Taunt, Magic Coat and Protect, Deoxys-D can stall out a large number of threats. It is not limited to stalling, though. It can utilise its fantastic defensive stats to lay entry hazards such as Spikes, or be a team supporter by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon with Mischievous Heart such as Thundurus, Whimsicott and Sableye unless it carries Magic Coat. Despite these middling flaws, Deoxys-D stands out as one of the most potent stallers in the metagame, and is a defensive threat that can stall out entire teams unless they are prepared to deal with it.

Ferrothorn
Typing: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Abilities: Iron Barbs

With
74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn can be a very useful check to rain-based teams, since it can counter threats such as Kabutops and Starmie. Ferrothorn also has a very interesting ability- Iron Barbs, which allows it to bring down powerful Dragon-type threats such as Salamence, Garchomp, and Dragonite locked into Outrage. It is a great way to kill weak Pokémon by just switching in. Thanks to this, Ferrothorn can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, and even set up with Curse easily. Ferrothorn is not invincible, though. Powerful Fire-types such as Heatran and Infernape can easily turn Ferrothorn to scrap metal with their STAB attacks. Despite this, Ferrothorn is an amazing wall that can fit itself on almost any team.

Forretress
Typing: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat

Forretress, the premier spinner of the fourth generation, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche that he shares with no other pokemon. An impressive physical defense and workable special defense (with EV investmment), as well as access to all hazards and the ability to Rapid Spin, go a long way toward making Forretress a near must-have for any stall team. With the ability to set up all hazards, Forretress can be used easily to cover up holes in a stall team's hazard repertoire, and with Rapid Spinning capability, makes him even more useful as an add-on. Yet hazards work is not all Forretress can do. With its colossal defense, Forretress can tank most physical sweepers and take advantage of his surprisingly usable 90 base attack stat. Using Gyro Ball along with his dismal speed allows Forretress to counter many speedy sweepers, and with a buffed Sturdy, can abuse Custap Berry if need be to ensure two hits on a frightening sweeper. So whether one needs a stalling master, a rapid spinner, a clutch counter, or a catch-all defensive giant, Forretress is always there.

Gliscor
Type: Flying / Ground
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Ability: Hyper Cutter / Sand Veil / Poison Heal

Gliscor is one of the most common threats in the metagame, because it is able to put a full stop to some of the most common Pokemon in it. Excadrill, spouted at the launch of BW as the most broken new Pokemon in OU is completely countered by it, and Landlos is also beaten unless it has Hidden Power Ice. For healing, it runs either Roost or Toxic Orb + Poison Heal, both of which are enough for it to last much of the game. It uses Taunt, Knock Off and Toxic or Fling to beat Stall teams and its passable attacking stats to launch strong STAB Earthquakes and Acrobats at teams, and can support the team using Stealth Rock or Baton Pass with Agility and Swords Dance as well. If you are playing with an offensive (or defensive) Sandstorm team, you will need at least one way to get around Defensive Gliscor, because it will be one of your biggest problems.

Hippowdon
Typing: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream, Sand Force (Dreamworld: Unreleased)

Although Hippowdon gained practically nothing this generation, with the plethora of new physical attackers running around, it became a valuable wall in today's metagame, having the ability to check many dangerous physical threats such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to wall some special attackers with the right investment. Hippowdon still sports a decent support movepool, with options such as Stealth Rock, Roar and Slack Off available to him, and can help out his teammates with ease. Hippowdon's ability, Sand Stream, allows it to add more residual damage to the table, whilst making him the perfect partner to both Excadrill and Landorus. Finally, Hippowdon can surprise many of it's usual checks and counters with a Choice Band set that allows him to utilise his respectable Attack stat and STAB Earthquake to do heaps of damage.

Jellicent
Type: Water/Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation 5 introduced its answer to a Bulky Water type and Spin Blocker in the form of Jellicent. Jellicent supports a unique Water/Ghost typing with plenty of key resistances and immunities, its usable abilities Water Absorb and Cursed Body, solid 100/70/105 defenses, instant recovery, surprisingly decent offensive movepool, and niche support moves like Taunt, Will-O-Wisp, and Trick Room. Jellicent's primary role on a team is to tank hits and render Rapid Spin useless, which is why its often pared up with a entry hazard using Pokemon; most notably Ferrothorn. Ferrothorn and Jellicent form a partnership similar to SkarmBliss, where Ferrothorn sets up hazards while Jellicent Spin Blocks with the bonus of covering each others weaknesses and counters to an extent. Thanks to it's traits, Jellicent can go toe to toe with some of the metagame's biggest threats like Heatran, Mienshao, Swords Dance Lucario lacking Crunch, Volcarona, Terrakion, Choice Band Scizor, opposing Bulky water types ranging from Vaporeon to Slowbro, Latios, Latias, and even Chansey or Blissey to an extent. Jellicent does suffer from being set up bait for some Pokemon like Suicune, taunt users like Whimsicott, and general power houses like Garchomp, but if you need a solid tank to use that can block Rapid Spin then Jellicent could be your jellyfish.

Jirachi

Typing: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Abilities: Serene Grace

Thanks to its balanced HP and defensive stats, which are some of the bulkiest in the standard tier, Jirachi is highly adept at taking advantage of its excellent defensive typing to serve as a roadblock to an impending sweep, and it has the movepool to support this as well. Jirachi is often seen spreading paralysis to the opposing team, using either Thunder Wave or Body Slam, which has a 60% chance of paralysis thanks to Serene Grace. Being a normal-type attack, it gives Jirachi an exploitable niche in paralyzing ground-types, though it is unable to paralyze ghosts should it be chosen. Jirachi is also capable of setting up Reflect and Light Screen, and serves as a great check to dragon-types, particularly Latios, due to its typing. However, the main draw of using defensive Jirachi is Wish. Having so many resistances, great bulk, and being faster than a variety of offensive threats even without speed investment, the Pokemon can easily use the attack to replenish its own health or that of a teammate, and does so reliably throughout the match. As it often carries maximum EV investment in HP, defensive Jirachi finds itself restoring up to 202 HP on any recipient of its Wish, which can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Thus, Jirachi is a defensive threat that, if left unchecked, will render damage to the rest of the team null and void. Be sure to pack Fire- or Ground-type attacks to deal with the star - it is notoriously difficult to 2HKO otherwise.

Mew
Typing: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing a punch offensively using Nasty Plot or Calm Mind, it can also go in the completely opposite direction and become a very defensive Pokemon. With Base 100 defenses and access to an instant recovery move, it will not be taken down too easily. It is an ideal supporter, being able to pass any type of boost, defensive or offensive, such as Amnesia, Calm Mind, and Bulk Up. It literally can pass any boost to anything. If you face a Baton Pass variant, it will often be carrying a +2 move for an attacking stat and Speed, ready to make the recipient a true juggernaut. While Baton Pass is a main selling point on Mew, it can also run a nice support set that can just as easily spread status while stalling the opponent with a mix of Taunt, Roost, Will-o-wisp, and a filler move. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Typing: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / (Unreleased) Analyze

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank that can come in on some of the top threats of OU and force them out or KO them. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, leaving only powerful STAB Fighting attacks in most cases. With this powerful bulk, a fantastic ability in Trace, and reliable recovery, Porygon2 can easily come in on many threats and use their abilities against them, taking advantage of great coverage in Ice Beam and Thunderbolt, paralyzing with Thunder Wave, and using Recover to offset the loss of leftovers. All in all, Porygon2 is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Typing: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got its chance to shine in the OU metagame because of the magnificent gift he got from Dream World: Unaware. With Unaware, respectable amount of bulk, and Recover, Quagsire can be easily considered as a check to some of the most dangerous physical sweepers such as Excadrill, Cloyster and Blaziken. Quagsire can even run Curse to attempt to sweep. However, as any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic and, although he's able to handle physical sweepers, special ones give him trouble. Well, as six Pokemon can be in a team, those reasons aren't enough to not use Quagsire, because that cute face can spoil your opponent's fun without impunity, if given the chance.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is commonly seen as a heavily offensive physical sweeper, it can also use its defensive prowess to become an excellent wall. With Rest and Sleep Talk, it becomes fairly hard to take down, especially since anything that might try could possibly be phazed out by Roar or Dragon Tail. Even when it is awake, it can still threaten with STAB Waterfall off of its great base 125 Attack. It can also abuse its Attack stat further by running a defensive version of the bread-and-butter Dragon Dance set, capitalizing on its good HP, base 100 Special Defense, and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Latias
Typing: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Abilities: Levitate

Despite the loss of Soul Dew in the generation shift, Latias can still function very well as a special wall with her massive base 130 Special Defense, as well as neat resistances to Electric-, Water-, and Fighting-type attacks. She can easily run a set of Wish, Dragon Pulse, and two filler moves, usually a status move or Roar. Wish Latias also partners up very well with Nattorei, each covering each other's resistances almost flawlessly. Besides being able to pass Wish, Latias also has Recover, allowing it to recover in a single turn rather than two. She also learns Refresh, which can be used with a high level of effectiveness. Latias can also run a good Dual Screener set, using her great bulk to come in repeatedly during the match and set up screens. An added bonus is that she can also run a good Calm Mind set, boosting her Special Defense to outstanding levels, while being able to hit the opponent very hard back with STAB Dragon Pulse. Whatever set Latias is running, make sure to be on your toes!

Slowbro
Type: Water/Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Ability: Regeneration / Oblivious / Own Tempo

Slowbro has been a superb physical bulky water since he was released in the RBY generation. This generation has given Slowbro a palpable boost with the ability Regeneration, restoring 1/3 of his HP when switching out. With good defenses and special attack, Slowbro can serve many roles--though he is a physical wall first and foremost. With his natural bulkiness and the ability to run STAB moves such as Surf and Psychic, he is a great counter for Conkeldurr and Doryuuzu. This makes Slowbro one of the best anti-metagame Pokemon available this generation, as both of these offensive threats are very common. Slowbro has a large support movepool, containing such moves as Yawn, Thunder Wave, and Toxic, while having Slack Off for instant recovery. He can also support his team by setting up dual screens. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but a special wall as well. After a few boosts, he may also be able to put quite a large dent in teams with his STAB Surf, Scald, or Psychic. Slowbro can also run Flamethrower and Ice Beam, two great coverage options. Due to Slowbro's terrible base Speed he is a prime user of Trick Room. There are also Choice Specs Slowbro sets, which are hard to counter due to their impressive coverage and good base Special Attack.

Skarmory
Typing: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Broken Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought Skarmory a useful buff to its ability Sturdy, which now acts as a Focus Sash for Skarmory whenever it is at full health. Reliable recovery in the form of Roost, and its Steel typing, which lends Skarmory neutrality to a wide range of attacking types in addition to a valuable Ground-type immunity, help Skarmory wall a large number of threats including but not limited to Excadrill, Garchomp, Landorus, Haxorus and Conkeldurr. Skarmory can also utilise its physical bulk and typing well to lay entry hazards such as Spikes and Stealth Rock. It also has Whirlwind and Taunt in its arsenal to cause further grief to the opponent by phazing stat boosts, causing residual damage and shutting down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB attack in Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and a weakness to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Thundurus, Starmie, Magnezone, Zapdos and Heatran. Still, its physical bulk and typing make Skarmory a very handy physical wall who can be a great asset to any team.

Spiritomb
Typing: Ghost / Dark
Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 30 Spe
Abilities: Pressure / (Unreleased) Slip Trough

Spiritomb's interesting Ghost / Dark typing, and decent defenses coupled with Pressure and acceptable offensive stats make him an odd and excellent Pokemon in a metagame infested with Fighting-type Pokemon and moves. Spiritomb has a precise support movepool that can usually get the job done, including Will-O-Wisp, Taunt and Hypnosis. Being neutral to Dark is also a reason to use him over other Ghosts such as Jellicent and Dusclops. This is not the end, as with respectable 92 in both offensive stats, Spiritomb can act as a great special sweeper with Calm Mind, physical attacker with Choice Band, or even a mixed wallbreaker! Even though Spiritomb has problems with extremely strong attackers such as Darmanitan and Haxorus, and the lack of a reliable recovery move outside Rest and Pain Split really hurts, Spiritomb is still a good Pokemon if played correctly, no matter if used as a wall, a sweeper, or a staller, and should not be underestimated by any circumstances.

Starmie
Typing: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / (Unreleased) Analyze

While Starmie may be famous for its fantastic Life Orb set of the fourth generation, one of its new most dominant uses is no doubt it ability to function as a Rapid Spinner and all in all highly useful defensive pokemon. As the 3rd-fastest Rapid Spinner (only only outsped by Sandslash and Doryuuzu in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a rapid spinner. Also as an advantage of its great speed, Starmie can use its great coverage and and good special attack stat to common many prominent and common spinblockers, such as Jellicent or to a lesser extent, Dusclops.These advantages, as well as a great ability in Natural Cure, which makes it near immune to status moves outside of Toxic Spikes, makes Starmie a very useful defensive pokemon, and well worth a mention outside of its many offensive sets.

Tentacruel
Typing: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / (Unreleased) Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky pokemon, it possesses a few distinctive qualities that elevate it high above that position. With the interesting typing of Water, and Poison, Tentacruel possesses many resistances to common attacking types, as well as the ability to absorb Toxic Spikes. This, along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes goes a long way towards earning it a spot on most stall, or defensively-orientated teams; it's formidable bulk and overall defenses also contribute heavily towards this. In short, Tentacrual, although an uncommon Pokemon, is capable of of doing many things, if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy

Most Pokemon can be classed into a few broad categories: Physical Sweeper, Special Wall and others. Wobbuffet can not, because it is completely unique in what it does, which is because of its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if it is choiced. It can also use Encore against Pokemon which try to setup against it and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming switching in sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor speed, and it has no other moves available but Splash, but it does not need anything more to become the ultimate anti-metagame Pokemon which it is. Unfortunately, you can not really prepare for Wobbuffet, it is a definite threat in the OU tier and above.

Xatu
Typing: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Mirror

Xatu is the perfect example of a Pokemon that needed a boost in Generation 5 and got exactly what it needed to compete: Magic Mirror. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, as well as a Ground immunity and resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass, as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it can't stop the setup. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop setup or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon you look at.


I will keep editing in whenever I find time. Each time I make some progress, I will use a marker to show how much I have finished and how much I have left.
 
Lucario and defensive Rotom-W were left out of the OP; also, defensive Gyarados and Latias are out of alphabetical order.

no offense to anyone meant, but sorry, I really couldn't GP Venusaur properly and so rewrote it. (I left a copy of the original in the post though if that'd be violating some qc procedure or something.) I made huge changes to defensive Gliscor too >.> and lastly, I'm wondering if Ninetales should be rewritten or more mention made of its offensive capabilities.

Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning / Soundproof (Unreleased)

Abomasnow is unique in standard play as the only fully evolved Pokemon that can summon permanent hail. It is somewhat limited by its only decent offenses and mediocre Speed; therefore, it is often seen running a Choice Scarf set to make up for the latter, taking on the role of a revenge killer. It typically carries Blizzard and either Grass Knot or Wood Hammer, as well as Hidden Power Fire or Earthquake to deal with the Steel-types that resist its STABs. Abomasnow also makes an annoying SubSeed user, as Leech Seed works in tandem with hail damage to slowly chip away at the opponent's health; it also has STAB Blizzard to severely punish any Grass-type trying to nullify this strategy. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for bulky Water-types.

Arcanine
Type: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received notable boosts this Generation in the form of Close Combat and Wild Charge, as well as a now +2 priority ExtremeSpeed. It is most commonly seen as a Life Orb or Choice Band attacker under sun, which provides it with both a boost to its STAB attacks as well as a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat lets it deal with Rock-type checks such as Tyranitar and finishes off any meddling Heatran, Wild Charge or Crunch may also be used for added coverage, and lastly, ExtremeSpeed makes Arcanine a great check to fast, frail sweepers. Balanced stats and good abilities that enable it to either absorb Fire-type attacks or serve as a cushion for physical hits mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Sipper

Although BW has not brought anything new for Azumarill, it still has a niche role in the metagame. With the onslaught of many fast, powerful attackers and frail setup sweepers, powerful priority is virtually a must for any team, and Azumarill certainly provides this. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smack defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to a boosted Waterfall in rain. Azumarill also has coverage options such as Ice Punch to fall back on, and its great Water typing and above average defenses allows it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played against carefully.

Bisharp
Type: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Defiant / Inner Focus / Pressure (Unreleased)

With a unique typing that grants it excellent dual STAB, a high base 125 Attack stat, and a good movepool, Bisharp has all the tools required to be a powerful physical attacker. Access to Swords Dance and a powerful STAB priority attack in Sucker Punch makes Bisharp a dangerous offensive threat. As a boosting sweeper, Bisharp can utilize its Steel typing to switch in on walls such as Ferrothorn, set up a Substitute, and then start boosting its Attack with Swords Dance, getting perfect neutral coverage between its STAB moves and Brick Break. However, Bisharp is not without its faults; firstly, it is held back by its poor base 70 Speed, which allows faster Substitute users to dispose of Bisharp easily. Moreover, running both Substitute and Swords Dance means Bisharp finds itself limited to only two offensive moves. Its Steel typing also gives Bisharp unwanted weaknesses to common Fighting- and Ground-type attacks. Despite these flaws, Bisharp is not to be underestimated: if given the chance to set up, it can easily tear entire teams apart.

Bouffalant
Type: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a somewhat underrated threat in OU, but it can surprise many foes with its powerful afro of steel. A high base 110 Attack stat allows Bouffalant to dish out quite some hurt, and Sap Sipper, Swords Dance, and Choice Band provide it with a multitude of ways to boost this even further. Bouffalant also sports a great physical movepool, including Afro Break, Megahorn, Wild Charge, Stone Edge, and Earthquake. Bouffalant isn't frail either with 95 / 95 / 95 defenses, meaning it can take neutral hits when needed; even some super effective hits at times. Reckless and Sap Sipper are both great abilities for an offensive Pokemon like Bouffalant, with the former boosting the power of Afro Break and Wild Charge to huge levels, and the latter allowing Bouffalant to gain a free Attack boost by switching into any Grass-type attack, even support moves such as Spore! Even with its low Speed and predictability, Bouffalant can put the hurt on unprepared teams.

Breloom
Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / Technician (Unreleased)

A top tier threat in DPP OU, Breloom returns in Generation V largely unchanged. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom remains such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will now more often than not incapacitate a Pokemon for the rest of the match. This punching mushroom can run a number of effective sets, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Aside from the abovementioned moves, Breloom also has coverage options such as Stone Edge, and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, do not underestimate it - it can be a massive threat to any unprepared team.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the BW OU metagame, Chandelure has more than enough to set it apart from its ghostly brethren. A gigantic base 145 Special Attack, two powerful STABs, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user and revenge killer. Through Dream World, it also stands to gain the ability Shadow Tag, the reason for Wobbuffet's ban from standard play in previous Generations. Its movepool includes useful coverage options such as Energy Ball to deal with troublesome Water-types, as well as the boosting moves Calm Mind and Flame Charge. Access to useful moves such as Will-O-Wisp and Haze means it is not bereft of support options either. Though Chandelure has a sub-par base 80 Speed and sports weaknesses to Stealth Rock and common Water-, Rock-, and Ground-type attacks, handle it with care; one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / Overcoat (Unreleased)

Cloyster has traditionally relied on its massive Defense stat and solid support movepool consisting of Spikes, Toxic Spikes, and Rapid Spin to snag it a place on teams in DPP UU. However, it hit the jackpot in Generation V, gaining one of the the best boosting moves in the game: Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's offensive stats skyrocket to massive levels, enabling it to OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also gives Icicle Spear and Rock Blast maximum Base Power, meaning that not even Focus Sash, Substitute, Multiscale, or Sturdy can stop Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users such as Conkeldurr can prey on Cloyster's lowered Defense and weakness to their attacks, checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip teams to shreds if not met with a check.

Conkeldurr
Type: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest threats in the metagame. Conkeldurr's good HP and Defense stats further allow it to take the odd hit or two when setting up; STAB Drain Punch complements this well, significantly boosting its survivability. Powerful priority in Mach Punch also adds to its utility, letting it revenge threatening sweepers like Excadrill. Its physical movepool isn't half bad either, giving it coverage options such as Stone Edge and Payback to complement its abovementioned STABs. However, its ability is what lets it stand out from the pack. Guts lets Conkeldurr scoff at the Achilles heel of many other physical attackers, enabling it to set up on walls that beat many of its fellows with status or Scald's burn chance, Toxic Gliscor in particular. Aside from traditional Bulk Up boosting and Choice Band sets, Conkeldurr can also abuse Guts directly with Flame Orb or Toxic Orb. Though common Psychic-types such as Latios and Reuniclus can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Type: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, including those that resist its attacks. With a Sheer Force-boosted Flare Blitz under sun, Darmanitan can power its way through just about all Pokemon who aren't outright immune to Fire-type attacks. Those who are face the threat of a similarly boosted Rock Slide or Superpower, or a quick U-turn to a counter. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to all forms of entry hazards and residual damage, which will ultimately be its downfall. Its poor defenses and unfortunate base 95 Speed also mean that faster threats can revenge kill it easily. Nonetheless, Darmanitan is indeed a dangerous threat: underestimate its raw power at your own peril.

Deoxys-S
Type: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Ability: Pressure

At first glance, Deoxys-S' most striking feature is its blistering base 180 Speed. It is thanks to this that Deoxys-S manages to find a home in the rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by Prankster leads such as Thundurus and Whimsicott. Access to a variety of supporting moves such as Stealth Rock, Spikes, Light Screen, Reflect, and Taunt makes Deoxys-S a very useful lead on more or less any offensively oriented team. As well as providing excellent team support, Deoxys-S can also surprise its opponents with an offensive set courtesy of its decent base 95 offenses, wonderful mixed movepool, and access to high-powered moves, allowing it to check an astonishly wide range of threats well.

Dragonite
Type: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite found itself shunned in favour of its fellow Dragon-types Salamence and Garchomp due to their higher offensive stats. However, the tables have turned with the introduction of Dragonite's new ability Multiscale, which makes it a fantastic tank and bulky sweeper. With support moves such as Thunder Wave, Dragon Tail, and Heal Bell, Dragonite can not only wall dangerous threats such as Virizion, but also support the rest of its team. Dragonite can also run a more offensive bulky Dragon Dance set, taking full advantage of Multiscale and Roost to boost up multiple times. Dragonite also fits nicely into rain teams, as it can abuse a 100% accurate Thunder and STAB Hurricane, as well as a boosted Surf. Finally, Dragonite can run a highly effective wallbreaking set, with moves such as Draco Meteor, Fire Blast, and Superpower tearing gaping holes in defensively oriented teams. Though Dragonite does have its flaws, namely weaknesses to Ice and Rock, its impressive versatility makes it a great choice for any team.

Espeon
Type: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Bounce

At first glance, Espeon appears to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing, stats, or moves, but in its Dream World ability: Magic Bounce. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt not only gives it a niche on standard teams, but also allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the capability to pass Wishes and Calm Minds, as well as set up and sweep itself, Espeon is an excellent support choice for any team.

Excadrill
Type: Ground / Steel
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Abilities: Sand Rush / Sand Force / Mold Breaker (Unreleased)

Just one glance at Excadrill's stats and ability will be enough for one to realize why this bad-ass-looking mole is one of the biggest threats in OU. Its unmatched Sand Rush-boosted Speed in sandstorm and amazing Attack stat allow it to outspeed and immediately threaten nearly the whole metagame. Excadrill can furthermore boost its Attack to massive levels with Swords Dance, allowing it to overcome even bulkier OU Pokemon such as Ferrothorn and Jellicent. However, Excadrill has a few problems. The first is predictability: it is pretty much limited to a Swords Dance set with Earthquake and Rock Slide for both STAB and coverage; its final move is a choice between Return, X-Scissor, and Brick Break to further enhance its coverage, or Rapid Spin to support its team. It also has weaknesses to common Ground-, Fire-, and Fighting-type attacks, the latter of which is compounded by the fact that Conkeldurr and Lucario usually pack Mach Punch and Vacuum Wave respectively, to make sure the mole doesn't have free reign. Finally, its only passable base 88 Speed means it is completely reliant on sand support. All in all, one should always have Excadrill in mind when building a team, since getting swept by it will otherwise occur with depressing regularity.

Gengar
Type: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat four generations after its introduction. Convenient immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a wealth of opportunities to switch in and wreak havoc. Along with a powerful STAB Shadow Ball, Gengar has fantastic coverage options in Thunderbolt, Focus Blast, Energy Ball, and a Hidden Power of choice. As Shadow Ball and Focus Blast achieve perfect neutral coverage together, Gengar can simultaneously make use of its multitude of support options including Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and even walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats, and can be revenge killed by faster threats such as Thundurus and Starmie, as well as by priority, unless it is safely tucked away behind a Substitute. Pursuit users such as Tyranitar and Scizor wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats such as Tyranitar and Lucario and threaten them with its STAB Earthquake. It can then Swords Dance to boost its Attack as they switch out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Gliscor will typically supplement its powerful boosted STAB Earthquake with some combination of Stone Edge, Taunt, and Ice Fang. A lesser-seen alternative is Fling, which enables Gliscor to effectively use a full-powered Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared team will quickly be decimated by it.

Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has consistently wallowed in the depths of NU. This generation, however, it received one of the best boosting moves, Shell Smash, enabling Gorebyss to sweep despite its otherwise average stats. However, sweeping isn't the most dangerous thing Gorebyss can do: it and Huntail are the only Pokemon that can Baton Pass said Shell Smash boosts. This turns Gorebyss into an unparalleled support Pokemon that, in a single turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, leaving it wanting for setup opportunities, and Prankster users can prevent it from passing its boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits; White Herb also serves to nullify the drop to its defenses. The second is easier to fix: since all Prankster users are weak to Ice Beam, Gorebyss can OHKO them while they Taunt, and attempt to finish its job later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been a familiar and fearsome threat due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation came in the form of Moxie, an ability that increases Gyarados' Attack by one stage every time it KOes an opponent; this turns Gyarados into a very versatile threat. First, it can be a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set with Intimidate, STAB Waterfall, and two of Bounce, Ice Fang, Stone Edge, and Earthquake. An offensively oriented Dragon Dance set with Moxie, though rare, is much more immediately threatening, reaching 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set; Gyarados can also utilize Choice Band to hit very hard without any setup, or Choice Scarf and boost its Attack through Moxie. Though Gyarados sports a nasty weakness to Electric-type attacks and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Haxorus
Type: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Rivalry / Mold Breaker / Unnerve (Unreleased)

Haxorus was a vastly overhyped threat in the early stages of Generation V, and is not quite the terror that its massive base 147 Attack might make it seem. It is a pretty dangerous threat, however. Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves such as Dragon Dance and Swords Dance makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, which means that phazing walls such as Skarmory won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can power through even the likes of Steel-types such as Ferrothorn and Skarmory! What does keep our axe-faced dragon from being a top-tier threat, however, is its odd base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Ice-type attacks. Still, be sure to pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets, ranging from all-out offensive ones to defensive ones. With great balanced stats, a unique and effective typing, as well as a useful ability in Flash Fire, Heatran can run a fantastic offensive set which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it can then outspeed many popular unboosted sweepers such as Thundurus while simultaneously being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Finally, Heatran has a variety of support options, and its respectable defenses allow it to sponge most neutral attacks. With a great support movepool including Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which nonetheless can be somewhat remedied by Protect and Leftovers. Despite having a nasty weakness to common Ground- and Fighting-type attacks, Heatran is still quite the threat, and makes a great addition to any team looking for a bulky, powerful attacker.

Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack, a unique typing, and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give this new dragon a niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal would-be counters by running physical moves such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack. Unfortunately, Hydreigon's odd base 98 Speed leaves it outpaced by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. Its Dark part-typing also bestows on it unfortunate weaknesses to common Fighting- and Bug-type attacks. Offensively, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat that, thanks to its sheer offensive power and wide movepool, can raze unprepared teams easily if given the chance.

Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Abilities: Blaze / Iron Fist

Although Infernape received a massive amount of competition from all the new Fighting-types introduced in Black and White, do not make the mistake of overlooking it, for it is as great a threat as ever. Sporting great balanced offensive stats and a high base 108 Speed, Infernape can effectively function as a wonderful mixed attacker. Infernape also has a good movepool to back it up, with its powerful physical and special STAB moves complemented by good coverage options in Earthquake, Stone Edge, Grass Knot, ThunderPunch, U-turn, and Hidden Power, and priority in the form of Mach Punch and Vacuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the likes of Jirachi and Tyranitar. Access to boosting moves such as Nasty Plot, Swords Dance, and Work Up also makes Infernape one of the most dangerous setup sweepers around. Unfortunately, our flaming ape has its fair share of problems. Although it is not by any means slow, offensive threats such as Thundurus and Gengar outspeed it; this is compounded by the fact that Infernape has poor defensive stats. Despite these flaws, Infernape is easily a top-tier threat that can run away with the game if you are not careful.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

It's not a stretch to say that Jirachi is one of the most versatile and useful Pokemon in the BW OU metagame. With the number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's well-rounded combination of offense and defense is sorely needed on many teams. Jirachi has many things going for it: in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with the amazing ability Serene Grace, along with many options with which to abuse it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other. On the special side, Jirachi can utilize Calm Mind to lure and eliminate a number of physically defensive threats with ease. Physically, too, Jirachi poses a massive threat with the notorious Iron Head, which thanks to Serene Grace has a massive 60% flinch chance, complemented with coverage options in the elemental Punches to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon – still with that ever-serene smile on its face.

Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Abilities: Swift Swim / Sniper / Damp (Unreleased)

Kingdra often faces huge competition from its Dragon-typed brethren for a team slot. While its stats seem merely mediocre, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing that sets it apart is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, resisted only by the common Ferrothorn and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used on many builds of Kingdra, Rain Dance sets also have the power to immediately break through teams, especially popular weather-oriented ones. In rain, Kingdra can take advantage of its ability, Swift Swim, to outrun just about the whole metagame, making it especially difficult to revenge kill. You may be very tempted to pair Kingdra with a Drizzle Politoed; however, the combination of Swift Swim and Drizzle is banned, so Kingdra will have to resort to the classic methods it used last generation. Nonetheless, this doesn't stop it from being a significant offensive threat.

Kyurem
Type: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Ability: Pressure

At first glance, Kyurem appears to be a very mighty attacker capable of tearing through even the bulkiest of walls. Excellent base stats along with high-powered mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a defensively atrocious Dragon / Ice typing, which gives it weaknesses to common Fighting- and Steel-type priority attacks, in addition to a Stealth Rock weakness. As rarely seen as it is, Kyurem is not to be underestimated. Kyurem achieves perfect neutral coverage with just Focus Blast and its STAB attacks, and this, in conjunction with its equally outstanding offenses, allow it to function as an effective mixed stallbreaker. Kyurem's signature move, Glaciate, also allows it to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for a while. Despite having several crippling disadvantages, Kyurem should not be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Type: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Abilities: Sand Force / Sheer Force (Unreleased)

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish as well as above average defenses allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it especially tough to counter, as physical walls such as Gliscor are destroyed by Hidden Power Ice. Sand Force additionally boosts the power of Earthquake and Stone Edge in sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set to rip teams to shreds. Landorus' base 101 Speed is a mixed blessing, which enables it to outspeed the many base 100 Pokemon, but leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to a quick death by exploiting its 4x Ice-type weakness. Despite this glaring flaw, do watch out for this sand genie; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

The transition to BW has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the as-yet-unreleased Soul Dew. Nonetheless, Latias is capable of putting its high Speed, power, access to instant recovery, and formidable bulk to good use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed offensively by its brother Latios, and as such finds itself using sets that take advantage of its higher bulk. These include the monoattacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias functions as an excellent answer to various sweepers, such as Heatran and Zapdos, and a first-rate switch-in to specially based weather inducers Ninetales and Politoed, easily healing off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed nearly all of the latter, it can be both a great choice for and a serious threat to any team.

Latios
Type: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Ability: Levitate

It's no mystery as to why Latios is one of the most feared Pokemon out there: with its massive base 130 Special Attack and base 110 Speed stats, as well as passable bulk, Latios is one of the most effective sweepers in the metagame. Draco Meteor, perhaps its most common attack, has enough power to heavily dent even the likes of Ferrothorn, and has become the standard by which all special walls in OU are judged. Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind to even Dragon Dance. However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways. Scizor in particular can utilize its resistance to Draco Meteor to come in almost unscathed and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently in this role. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Lucario
Type: Fighting / Steel
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SpA / 70 SpD / 90 Spe
Abilities: Steadfast / Inner Focus / Justified (Unreleased)

Lucario's base stats tell all that needs to be said: it is a top-tier sweeper, both physically and specially; that it receives the amazing boosting moves Swords Dance, Nasty Plot, and Work Up is the icing on the cake. When combined with powerful STAB moves in Close Combat and Aura Sphere, good coverage in Ice Punch, Crunch, or Dark Pulse, as well as priority in the form of Extremespeed and Vacuum Wave, Lucario becomes a Pokemon that must be treated with extreme caution. Aforementioned excellent coverage and strong priority also gives Lucario the ability to run an effective Choice Band or Specs set, dealing great damage off the bat while also having the ability to revenge kill dangerous threats such as Excadrill—after some prior damage—with Vacuum Wave. A counter to Lucario is a must for any team, and one should always be wary if Lucario is seen in Team Preview.

Magnezone
Type: Electric / Steel
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Abilities: Magnet Pull / Sturdy / Analytic (Unreleased)

With the abundance of Steel-typed defensive walls in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords Magnezone the ability to trap virtually any pesky Steel-type, and either promptly KO it with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone's movepool isn't the largest, Hidden Power Fire and its STAB moves give it all the coverage it needs; its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of walls—Steel-types in particular—for a teammate to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to contend with. A painful 4x weakness to common Ground-type attacks is probably the biggest; Magnezone cannot handle these attacks despite its respectable base 115 Defense. Magnezone is also slow, meaning that speedy Fighting- and Fire-type attacks can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without so much as blinking an eye.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the growing number of legendary pixie Pokemon with base 100 stats across the board; however, what sets it apart is its access to every TM and non-exclusive tutor move in the game, making Mew unparalleled in its versatility. It can run an incredible amount of sets, many of which capitalizing on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. With its great Special Attack and Speed, however, it can just as easily sweep on its own with Nasty Plot, utilizing STAB Psyshock to take down even special walls such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch; this places more emphasis on its bulk and access to an instant recovery move in Roost. Additionally, a stallbreaker set exploiting Will-O-Wisp, Taunt, and Recover can beget great results if given the proper support. Overall, be very wary of Mew, as behind its pink pixie exterior lies immense versatility and power.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First, it is one of the fastest Fighting-types in the game with base 105 Speed; this especially enables it to outrun the many Pokemon sitting at the base 100 Speed benchmark. Its offenses—a high 125 base Attack and a usable base 95 Special Attack—aren't bad either, allowing it a fair amount of versatility. Though its movepool is relatively shallow, it nonetheless contains lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, Work Up, Hidden Power Ice and even Grass Knot. Access to Regenerator is the icing on the cake, as with it Mienshao need not worry about residual damage from Life Orb, sandstorm, entry hazards, and status, as well as recoil from Hi Jump Kick, enhancing its longevity by leaps and bounds. However, Mienshao is frail and can't take too many hits, and also struggles greatly against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and even with its small movepool can run surprisingly diverse sets.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to make full use of its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, and also allows it to remove Toxic Spikes when switched in. It has access to powerful STAB moves such as Earth Power and Sludge Bomb, which gain a further Sheer Force buff, as well as the elemental trio of Flamethrower, Thunderbolt, and Ice Beam. If you find the number of Sheer Force-boosted physical moves disappointing, Nidoking also received a way to boost its decent Attack and raise its Accuracy with Hone Claws, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, its ability to counter even the threatening Conkledurr speaks volumes of Nidoking's newfound power.

Ninetales
Type: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather underwhelming Fire-type. It shared Flash Fire with Heatran, Arcanine, and Houndoom, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. Things looked set to get even worse for Ninetales in BW with the introduction of Chandelure, who had Flash Fire and drastically higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Previously exclusive to Groudon, Drought allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon like Lilligant up to a usable level, and make top-tier threats such as Heatran and Infernape even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks bar Will-O-Wisp, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can instantly replace the sunlight with rain and destroy Ninetales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Politoed
Type: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

One of the most outclassed Water-types in previous generations shot to instant stardom with the arrival of Gen V: Politoed received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such an exceptional boost to Swift Swim that the two were banned together on the same team. Although perhaps its best abusers are gone, Politoed's rain contributes to rain stall teams and teams that need other weathers removed. Politoed itself functions well both as a bulky Water-type and a Choice Scarf user, as its reasonable bulk and moderate Speed allow it to revenge kill many sweepers, particularly those that depend on another weather, like Excadrill, as well as check threats such as non-Choice Scarf Jirachi. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither takes much damage from any of Politoed's attacks and can cripple it with a status move. Despite these flaws, Politoed is an excellent choice to base a weather team around or to check opposing weather.

Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Reuniclus is hands down one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability, Magic Guard, helps it in no small way: complete immunity to all forms of passive damage, including Life Orb recoil, status, and entry hazards, and access to a reliable healing move in Recover are two of the biggest boons a bulky sweeper can get. It is no small wonder thus that Reuniclus is one of the top threats to watch out for. It can also function very effectively as a late-game Trick Room cleaner, and cripple physical attackers with a Flame Orb and Psycho Shift, making it all the more difficult to take down. Reuniclus' bulk also allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming virtually invincible, Reuniclus is let down by its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus' existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to face. If given the chance to set up, it will be very difficult to stop.

Rotom-W
Type: Electric / Water
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

With only one weakness thanks to its ability Levitate, as well as two great offensive STABs, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses and a solid Special Attack stat, allows Rotom-W to both take hits and dish out damage in return. STAB Thunderbolt and Hydro Pump hit hard when backed by Choice Specs, enabling Rotom-W to counter the rain and sand teams so common in the current metagame. This affable washing machine also has Hidden Power to surprise walls that resist its STAB moves, such as Ferrothorn and Gastrodon, thus gaining great coverage. Its low base HP further allows Rotom-W to make good use of its semi-reliable recovery move in Pain Split; that this hurts walls such as Blissey at the same time is a bonus. Though Rotom-W is not game-breaking as an offensive force, its ability to both take hits and retaliate hard is what makes it a Pokemon to look out for.

Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie (Unreleased)

This controversial DPP Uber continues to be a major threat in the BW OU metagame. Its high offensesare one reason for this: base 135 Attack and base 110 Special Attack are nothing to scoff at, even with the power creep this Generation. Dragon Dance allows it to run roughshod over entire teams with just a single turn of setup; however, Salamence's large movepool makes it unpredictable, as it works equally well as a mixed wallbreaker and as a bulky phazer with Wish and Dragon Tail. However, Salamence's throne as the best Dragon-type in OU has become much less secure. Latias and Latios dropped down from Ubers this generation; both outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks. Dragonite has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat that it can abuse with boosting moves or Choice items. There are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the very rare Cresselia counters it fully. Despite the introduction of other powerful Dragon-types and new threats looking to usurp its role, Salamence is still a very solid threat and should never be overlooked when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as the requisite Chlorophyll sweeper on sun teams, Sawsbuck is nonetheless a deadly offensive threat with its dangerous Swords Dance set. With its unique dual STAB and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a wide range of threats very hard. If given the opportunity to set up, it can easily sweep entire teams that lack the Fighting-type priority it hates. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, outspeeding almost the entire metagame while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep, and is therefore generally less of a threat. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as to hit opposing Grass-types harder, though Synthesis may rarely be present for recovery instead.

Scizor
Type: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence of many new threats in Generation V, Scizor continues to be a powerhouse and staple on many teams. Its standard set in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both pack quite the punch and can blow holes in the opposing team regardless of the situation: U-turn coming off of Scizor's base 130 Attack deals plenty of damage while also allowing Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's STAB- and Technician-boosted priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The newly introduced Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since the generation shift, Scizor is still a strong threat in the OU metagame, and will likely remain a staple for generations to come.

Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate (Unreleased)

With wonderful defensive stats, a decent base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. Its STABs achieve near-perfect neutral coverage, allowing Scrafty to score many hits with just these two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former not only protects it from status, but also allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, and allowing it many more boosts. The latter, on the other hand, makes it harder to stop each time it scores a KO, and can be devastating in conjunction with Speed boosts from Dragon Dance. Scrafty's offensive movepool also includes options such as Ice Punch to hit switch-ins such as Gliscor hard, and Dragon Tail to phaze boosting opponents and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed and Fighting-type weakness, which allows faster Fighting-types such as Infernape to outspeed and pummel Scrafty with STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic

This long-time OU veteran of all four previous generations has a tried-and-tested combination of blistering Speed, fantastic Special Attack, great coverage, and devastating high-powered moves. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set, with Recover making it much harder to take down than its mediocre defenses may suggest. Starmie is also blessed with the fairly exclusive Rapid Spin and the useful Natural Cure to thwart the efforts of opposing defensive teams. Although Starmie is equipped with the perfect tools for a special sweeper, it is sorely let down by its lack of a boosting move, and it is also walled by common rain counters Ferrothorn and Gastrodon, as well as classic special walls Blissey and Chansey. Just be sure to carry a check to Starmie, or it will sweep unhindered.

Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed which even unboosted outpaces a significant proportion of the metagame, and access to both Swords Dance and Rock Polish makes it a fantastic setup sweeper. Its STAB moves are resisted only by a handful of uncommon Pokemon such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to better threaten the kind of team it is facing. Terrakion also functions brilliantly with Choice sets with its high Attack and Speed, making it a versatile threat. Its ability, Justice Heart, further allows it to snatch an Attack boost by switching in on Dark-type moves such as Tyranitar's Crunch. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats such as Starmie, the Lati siblings, and Gengar, underestimate it at your own peril.

Thundurus unchecked
Type: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Thundurus boasts incredible offensive stats, as well as access to the holy grail for any special attacker: Nasty Plot. STAB Thunderbolt after a Nasty Plot destroys anything that does not resist it, while Hidden Power Ice and Focus Blast will clean up everything else. Access to the fairly exclusive Prankster ability also allows Thundurus to cripple any meddling threats with Thunder Wave before they even get to attack! Thundurus is also one of the few special attackers that aren't walled by the pink blobs, Chansey and Blissey, as it can cripple them with Taunt and go for the KO with Hammer Arm, coming from a very respectable 115 base Attack. Fortunately, Thundurus is very frail, and can be revenge killed by anything that doesn't mind getting paralyzed or sports an immunity to Electric-type attacks. Its typing also gives it weaknesses to common Rock- and Ice-type attacks. All in all, ensure that you have a fast attacker or something else to guard against Thundurus, or you will be blown to bits once it sets up.

Tornadus
Type: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from Thundurus is its powerful Flying-type STAB, Hurricane, which rivals Latios' Draco Meteor in power and comes without any drawback in rain. This alone allows Tornadus to run an extremely threatening Choice Specs set, which generally only Tyranitar and defensive Steel- and Electric-types like Jirachi and Raikou can check reliably, and even then, the 30% probability of confusion may prove problematic. Tornadus can also run an effective mixed set, a Bulk Up set with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination. However, a vulnerability to priority moves as well as an overreliance on rain let Tornadus down, as it is effectively neutered once its weather is removed. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully.

Toxicroak
Type: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Anticipation / Dry Skin / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon. However, Toxicroak's viability in OU lies in its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type and set up in their faces. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot to increase its clout as a setup sweeper significantly. Its large movepool includes useful priority options such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can in particular deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is an extremely underrated threat that should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve (Unreleased)

The mighty sand tyrant returns to take the BW OU metagame by storm – and for good reason too. Tyranitar sports many impressive traits such as fantastically balanced stats overall, great typing that grants it excellent dual STAB, a surprisingly diverse movepool, and of course, Sand Stream. With fantastic Attack and access to boosting moves like Curse and Dragon Dance, as well as the capability to make good use of Choice Band or Choice Scarf, Tyranitar can effectively run a large variety of sets. It can also serve as a lure, surprising common switchins with excellent special moves such as Fire Blast and Ice Beam, or assist its team with support moves like Roar, Dragon Tail, Stealth Rock, Taunt, and even Thunder Wave. Probably the main reason to use Tyranitar, though, is that its everlasting sandstorm greatly powers up Pokemon with sandstorm-reliant abilities, most notably Excadrill and Landorus. However, Tyranitar packs many weakness to common types such as Ground, Water, Bug, Steel, and most especially Fighting, a somewhat underwhelming Speed stat, and also suffers from four-moveslot syndrome: it can do a lot, but not everything at once. Due to Tyranitar's popularity, there also exist many threats that easily stop Tyranitar's fun: Drizzle Politoed; various Fighting-types—both old and new—like Terrakion, Conkeldurr, and Machamp; bulky Water-types; Scizor; and ironically opposing Excadrill and Landorus. Even with these setbacks, this tyrant is still a solid threat to be overlooked at your own peril.

Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Chlorophyll

You will probably be most familiar with this overgrown plant monster as the undisputed king of DPP UU. Do not be fooled by its failure to achieve OU glory, however, for Venusaur received a massive boost in the generation shift, vastly increasing its sweeping potential. First and foremost, it received the ability Chlorophyll through the Dream World; this combines perfectly with the buff to Growth in sun to transform Venusaur into an unstoppable monster with just one turn of setup. It is the premier Chlorophyll sweeper mainly for its large movepool, but there are generally only two variants of Venusaur one needs to prepare for. The specially based set works off Venusaur's higher offensive stat, but access to powerful physical moves like Return and Earthquake also allow Venusaur to run an effective mixed set that easily lures in and destroys its usual counters. Venusaur also has the options of Synthesis for recovery and Sleep Powder to buy it a free turn of setup, compensating somewhat for its underwhelming defenses, though it should be noted that Venusaur may not always be able to spare the necessary moveslots. Finally, Chlorophyll is incompatible with Venusaur's egg moves, most especially Power Whip; nonetheless, Venusaur on a dedicated sun team is a threat one should definitely be prepared for.

Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

The newest addition to the pool of pixielike Pokemon with 600 BST, Victini possesses a unique Psychic / Fire typing that is both blessing and curse. Its Psychic typing grants it a rather annoying Pursuit weakness, and its Fire typing confers on it a Stealth Rock weakness. However, do not be put off by Victini's poor defensive typing. Its stat spread makes it extremely bulky all around even without investment. Victini's movepool is likewise impressive on both the physical and special sides, and it furthermore enjoys sole access to a multitude of signature moves including the 180 Base Power V-create, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder, as well as the support moves Thunder Wave, Will-O-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is its Choice Band set, as a sun-boosted V-create decimates all but Flash Fire Pokemon. Victini can also run an effective Choice Scarf set to revenge faster threats. Lastly, Victini is one of the select few Pokemon to receive the move Final Gambit, which finds great utility thanks to Victini's large base HP. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.

Virizion
Type: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 129 SpD / 108 Spe
Ability: Justified

Being a member of the newest musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear underwhelming for a supposed offensive threat, Virizion can boost these effectively with Swords Dance and Calm Mind respectively, giving it a fair amount of versatility. However, what sets Virizion apart from its many Fighting-type counterparts is its fantastic base 129 Special Defense and wonderful Grass / Fighting typing, which makes it an excellent check to sandstorm and rain teams alike. STAB Grass moves are particularly useful to let Virizion break through Unaware Quagsire, a full stop to many other Fighting-types. Virizion is no slow customer either, as it boasts one of the highest base Speeds of all Fighting types. Though Virizion has a small movepool with only Hidden Power and Stone Edge to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and boost up itself on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense prevents it from taking powerful physical attacks, despite useful resistances such as to the EdgeQuake combo. Base 108 Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Latias and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is a dangerous threat that can make unprepared teams pay heavily.

Volcarona
Type: Bug / Fire
Base Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats of the new metagame. However, people quickly realized that with just one turn of set up, this seemingly underwhelming moth Pokemon could wreak absolute havoc on unprepared teams. With an excellent stat distribution and a unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast / Fiery Dance alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane, to most typically a Hidden Power. Alternatively, Volcarona can forgo a coverage move for other useful options such as Rest, Morning Sun, or even Substitute. Quiver Dance is one of the most dangerous setup moves in the game, making Volcarona not only a fast and hard-hitting sweeper, but also very hard to take down with special attacks. Revenge killers that would prey on Volcarona's poor Defense stat instead have to contend with its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Whimsicott
Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott is a very peculiar Pokemon, but it fully deserves to be on everyone's threat list. Its rather lackluster stats are more than compensated for by its immense support movepool, along with its ability: Prankster. With all of its non-attacking support moves given priority, it can effectively be one of the best SubSeeders in existence, as it is guaranteed to get a Substitute up first. Access to support moves such as Taunt and Stun Spore also allows Whimsicott to check a variety of offensive threats well; the ability to paralyze fast threats means that they can easily be taken down by a teammate. Whimsicott can also able to give many teams a useful resistance to Ground- and Water-type attacks, which are omnipresent in the metagame thanks to Tyranitar and Politoed. Whimsicott's life is not all good however, as it can be easily taken down by good prediction and just about any moderately powerful attack. Nonetheless, be ready for Whimsicott, or you will surely be in for the headache of your life.

Zoroark
Type: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Ability: Illusion

Zoroark is well-known as one of the earliest revealed Pokemon in Black and White; this is in fact ironic as its exclusive Illusion ability enables Zoroark to copy the sprite, gender, and nickname of the Pokemon in the sixth team slot, which lets it play mind games with its opponents. Zoroark often uses this ability to lure in the checks of one of its teammates and eliminate them with an unexpected super effective move. However, Zoroark has much more than mere surprise value: excellent offensive stats allow it to serve as a viable user of Choice Scarf, Choice Specs, or Life Orb, and it accentuates its sweeping potential with access to both Swords Dance and Nasty Plot even if the Illusion should fail. Furthermore, it has access to powerful coverage moves such as Flamethrower and Focus Blast to complement its Dark-type STAB. Not to be overlooked is its key base 105 Speed, which outpaces the heavily populated base 100 Speed tier. Underestimate it at your peril, as it is capable of inflicting serious damage at a moment's notice, Illusion or not.

Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

Despite receiving no new toys from the new Generation, and in fact facing greater competition thanks to the huge buff to Chansey, the (original) pink blob proves frustratingly resilient. With a near-unmatched ability to wall just about any special attacker in the game, Blissey can find a place in any team hurting for a bit more special bulk. With a wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to fully revitalize almost all Pokemon in the game, Blissey can be a fantastic team supporter, cleric, or status-spreader on stall and offensive teams alike. Despite being somewhat outclassed in defensively by Eviolite Chansey, Blissey maintains some advantages of its own that account for its greater usage. First, her usable base 75 Special Attack stat means that Blissey can run Ice Beam or Flamethrower to take advantage of her surprising physical bulk—largely due to her fantastic HP stat—; secondly, Leftovers negates residual damage Blissey may take from weather, and also helps offset whatever more damage she would take than Chansey. With massive Special Defense, decent physical Defense, a usable Special Attack and a good movepool, Blissey yet again proves that if something isn't broken, you need not fix it.

Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Unreleased)

With fantastic mixed defenses, and a combination of typing and choice of abilities that gives it only one weakness, Bronzong is a fantastic mixed wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel typing, Bronzong is one of the few reliable checks to the ferocious Dragon-types that roam OU, including Latios and Haxorus. Bronzong functions brilliantly in a support role, as it can reliably set up Stealth Rock, as well as provide dual screens and Trick Room support. Bronzong also has the ability to go on the offense as a tank that can both take hits and deal damage; such a set commonly sports Earthquake, Gyro Ball, and Hidden Power Ice to take on as many different Pokemon as possible. However Bronzong isn't completely invulnerable. Its low HP stat and lack of reliable recovery means that it will easily be whittled down over the course of the match. All in all, Bronzong is a competent Pokemon that when used rightly, will be a very effective use of a teamslot.

Chansey
Type: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

In previous Generations, Chansey found itself overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, with the advent of BW came a new item, the Eviolite, which increases the defenses of NFE Pokemon by 50%. This instantly transformed Chansey into an enormously bulky Pokemon, who can wall a huge number of threats with defenses that now far surpass Blissey's, as well as reliable recovery in the form of Softboiled. Generation V also brought about a change in the mechanics of the move Wish; Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus contribute to its team in many ways: aside from Wish, it gets access to status moves such as Toxic and Thunder Wave, as well as Aromatherapy and Heal Bell. It can alternatively be a pure wall that focuses on walling threats and forcing switches with its huge defensive stats, chipping away at the opponent's health mainly through residual damage. However, Chansey remains completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss; this leaves Chansey without any form of direct offense against Ghost-types. Having to hold Eviolite also deprives Chansey of Leftovers recovery, a disadvantage particularly in unfavorable weather. Despite these flaws, Chansey shines as one of the best special walls in the metagame and is one defensive threat which every team should be prepared for.

Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

With enormous equal base 160 defenses, a gigantic support movepool that includes a reliable recovery move, and the ability Pressure, Deoxys-D appears tailor-made for stalling. Access to Cosmic Power and Recover, as well as a wide variety of support moves such as Toxic, Taunt, Magic Coat, and Protect, Deoxys-D can stall out a large number of threats. It is hardly limited to stalling, though: it can utilize its fantastic defensive stats to lay entry hazards such as Spikes, or support a frail sweeper by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy of its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon such as as Thundurus, Whimsicott, and Deoxys-S, unless it carries Magic Coat. Despite these flaws, Deoxys-D stands out as one of the most potent stallers in the metagame that can stall out entire unprepared teams.

Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

With 74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, Ice, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn is an extremely useful check to rain-based teams, easily absorbing powerful attacks from the likes of Rotom-W, Starmie, and Kingdra. Ferrothorn's unique ability, Iron Barbs, also adds greatly to the headaches of physically based Pokemon and Rapid Spinners, and is an especially great way to pick off weakened Pokemon by just switching in. Ferrothorn's movepool is equally impressive: it can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, mitigate its lack of a reliable recovery move with Leech Seed, Substitute, and Protect, and even set up with Curse. Ferrothorn is not invincible, though: a neutrality to Ground and a weakness to Fighting greatly hamper its physical walling capabilities. Powerful Fire-types such as Heatran and Infernape can easily incinerate Ferrothorn with their STAB attacks. This glaring quadruple weakness is also an invitation for many special sweepers that are otherwise helpless against Ferrothorn, such as Latios and the aforementioned Starmie and Rotom-W, to surprise it with Hidden Power Fire.

Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat (Unreleased)

Forretress, the premier spinner of DPP, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche in the BW OU metagame. Access to all entry hazards and the ability to Rapid Spin go a long way toward making Forretress a virtual necessity for any stall team; an impressive physical Defense and salvageable Special Defense allow him to find a place on many a balanced and even offensive team as a reliable wall and pivot as well. Indeed, Forretress has far more on his resume than mere hazards work. With his colossal Defense, Forretress can tank most physical sweepers, and retaliate with his surprisingly usable base 90 Attack stat. STAB Gyro Ball along with his dismal Speed allows Forretress to counter many speedy sweepers, most frequently Outrage-locked Dragons, and a buffed Sturdy enables Forretress to abuse Custap Berry—once released—if need be to ensure two hits on a dangerous sweeper. Whether one needs an unbreakable staller, a Rapid Spinner, a clutch counter, or a catch-all defensive giant, look no further than Forretress.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Gliscor needs no hyperbole: it is one of the most common sights in the BW OU metagame simply because it is able to put a full stop to some of the most threatening sweepers. Excadrill, which general consensus holds as the greatest threat in OU, is completely countered by it, and Landorus is also beaten unless it has Hidden Power Ice, making it a top-tier counter to offensive sand-based teams. Indeed, perhaps the greatest testament to Defensive Gliscor's effectiveness is the sheer number of physical Pokemon that run an Ice move solely for Gliscor: Tyranitar, Mienshao, and Virizion are just a few examples. While Gliscor's Dream World ability is incompatible with Roost, the combination of Toxic Orb + Poison Heal, and possibly even Substitute and Protect, is more than enough for it to last through the game.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is more commonly seen as an offensive physical sweeper, it can also make good use of its good defenses and excellent typing with a bulkier set. Reliable recovery in Rest makes it surprisingly hard to take down, especially since anything that might try would likely find itself promptly phazed out by a Sleep Talk Roar or Dragon Tail. This sleeping sea monster can waken too to threaten with STAB Waterfall off of its great base 125 Attack. It can also boost this even further by running greater defensive investment on its bread-and-butter Dragon Dance set, capitalizing on its solid 95 / 79 / 100 defenses and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream / Sand Force (Unreleased)

The generation shift has not been especially generous to Hippowdon; however, its value as a physical wall has only increased with the plethora of new physical attackers introduced to the metagame, such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to take several special hits with the right investment. A decent support movepool, with options such as Stealth Rock, Roar, Yawn, and Slack Off, further enables Hippowdon to help out its teammates with ease. Hippowdon's ability, Sand Stream, not only allows it to add more residual damage to the tally, but also makes it the perfect partner to both Excadrill and Landorus, letting it find a place on all kinds of teams.

Jellicent
Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation V introduced a very welcome 2-in-1 Pokemon: Jellicent, simultaneously both a bulky Water and spinblocker. Along with Jellicent's unique Water / Ghost typing comes plenty of key resistances and immunities, two usable abilities in Water Absorb and Cursed Body, solid 100 / 70 / 105 defenses, instant recovery, a surprisingly decent offensive movepool, as well as support moves like Taunt, Will-O-Wisp, and Trick Room; in other words, all you could ask for. Jellicent's primary role on a team is typically to render Rapid Spin useless, which is why it is often found paired with a entry hazard layer, most commonly Ferrothorn. The FerroCent core is Gen V's answer to SkarmBliss: not only do their typings complement perfectly, Ferrothorn also sets up hazards which Jellicent then prevents the opponent from removing. Thanks to these traits, Jellicent can go toe to toe with some of the metagame's biggest threats, such as Heatran, Volcarona, Infernape, Mienshao, Terrakion, Swords Dance Lucario lacking Crunch, and Choice Band Scizor, just to name a few. Access to Toxic and Taunt also allow it to fare well against opposing bulky Water-types and walls. Jellicent does suffer from being setup bait for Pokemon such as ChestoRest variants of Volcarona, Nasty Plot Celebi, is largely shut down by faster Taunters like Whimsicott, and cannot stand up to the sheer power of the likes of Choice Specs Latios and Choice Band Haxorus. Nonetheless, if you need a solid defensive spinblocker and utility counter, this is the jellyfish for you.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Thanks to its large HP and balanced defensive stats, which are some of the most impressive in standard play, as well as its excellent defensive typing, Jirachi easily presents an insurmountable roadblock to thwart many an impending sweep. Jirachi is far from a passive sponge, however: its wide movepool allows it to be an extremely dynamic Pokemon. Jirachi is often seen spreading paralysis using either Thunder Wave or Body Slam, the latter of which has a 60% chance of paralysis thanks to Serene Grace. As a Normal-type attack, this gives Jirachi a niche ability to paralyze Ground-types. Jirachi is also an excellent team supporter with dual screens, Trick Room, or even Gravity, as it has U-turn to conserve momentum after setting up. Its Steel typing and immense special bulk further lets it check Dragon types, particularly Latios, sponging even Choice Specs Draco Meteors with ease. However, the main draw of defensive Jirachi is Wish. A multitude of resistances, great bulk, and the ability to outspeed a variety of threats even without investment lets Jirachi replenish its own health or that of a teammate reliably throughout the match. That Jirachi often maximizes investment on its already large base HP stat further enhances its capabilities, as with the new Wish mechanics, Jirachi's 202 HP Wishes can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Jirachi's ability to render damage to the rest of its team null and void is what makes it such a defensive threat: be sure to pack powerful Fire- or Ground-type attacks to deal with the star, as it is notoriously difficult to 2HKO otherwise.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

Despite losing Soul Dew in the generation shift, Latias still functions excellently as a special wall in standard play with her massive base 130 Special Defense, as well as neat resistances to Water-, Fire-, Electric-, Psychic-, and Fighting-type attacks. Wish Latias in particular partners very well with Ferrothorn: each covers the other's resistances almost flawlessly. Besides being able to pass Wish, Latias has access to Recover and Roost as well, allowing it to regain health in a single turn rather than two. This makes a bulky Calm Mind set an excellent choice for Latias, letting her boost her impressive Special Defense to outstanding levels and enabling her to hit very hard with STAB Dragon Pulse; Substitute, Wish, Roar, and Refresh all have good utility on this set for a variety of reasons. Finally, Latias can also be more of a team player by running an effective dual screens support set, making use of her great bulk and multitude of resistances to come in repeatedly during the match to perform her job.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing an offensive punch with Nasty Plot, it can also go in the completely opposite direction as a very defensive Pokemon. With balanced base 100 defenses and access to an instant recovery move, it will not knuckle down easily. The ability to pass any type of boost—offensive as well as defensive—such as Amnesia, Calm Mind, and Bulk Up makes it perhaps the premier Baton Passer in existance. Dedicated Baton Pass variants typically carry moves that boost both an offensive stat and Speed, instantly making the recipient a true juggernaut. Mew is also a first-rate choice for a dual screens support on offense-oriented teams, as its excellent bulk and access to a speedy Taunt virtually guarantees protection for frail, high-powered sweepers. Finally, Mew's support set functions just as well on defensive teams, easily spreading status, denying its unfortunate opponent of recovery with Taunt, and stalling it out with Roost. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic (Unreleased)

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank capable of coming in on some of the top threats of OU and forcing them out. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, mostly leaving only powerful STAB Fighting attacks. Immense bulk, a fantastic ability in Trace, and reliable recovery enables Porygon2 to easily come in on many threats, such as Heatran, Gliscor, and Intimidate Salamence and Gyarados, and use their abilities against them. Ice Beam and Thunderbolt give it great coverage, Thunder Wave lets it provide paralysis support, Recover offsets the loss of Leftovers healing. All in all, don't underestimate this strange duck, for it is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got his chance to shine in the OU metagame thanks to the magnificent gift he received from Dream World: Unaware. With the ability to ignore an opponent's stat boosts, a respectable amount of bulk, and Recover, Quagsire can easily check even the most dangerous physical sweepers such as Excadrill, Cloyster, and Lucario. Quagsire can even run Curse to attempt to sweep, or Stockpile to become even harder to take down. However, as with any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic, cannot handle special sweepers as well as he can physical ones, and has a crippling weakness to Grass-type moves. Finally, he can be muscled through by sheer brute force such as a Choice Band Haxorus' Outrage. Nonetheless, these reasons should not put you off from giving Quagsire a chance, because this cute clueless blue blob can save you from many a tight spot.

Rotom-W
Type: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While the loss of his Ghost typing has hurt Rotom-W as a spinblocker, he still possesses a few important characteristics that make him worthy of a defensive role. As one of the few Pokemon who learn both Rest and Sleep Talk, Rotom-W can use his significant bulk to stall out many threats. Access to Will-O-Wisp to cripple physically offensive threats further allows him the freedom to invest more heavily in Special Defense. Rotom-W also possesses a surprisingly high Special Attack stat and access to powerful STAB Thunderbolt, Thunder, and Hydro Pump, which gives him the ability to scare off many threats that are unable to OHKO him. Finally, Rotom-W has to his name a very unorthodox typing that packs a multitude of resistances and only one true weakness (excluding Mold Breaker Earthquake), enabling him to easily fit himself into many defensive teams.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Weak Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy of its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought a useful buff to Skarmory's ability Sturdy, in effect giving it a Focus Sash whenever it is at full health. Reliable recovery in the form of Roost, a multitude of resistances thanks to its Steel typing, as well as a valuable Ground-type immunity help Skarmory wall a large number of threats, including but not limited to Excadrill, Landorus, Haxorus, and Conkeldurr. Skarmory can also utilize its physical bulk and typing to lay entry hazards such as Spikes and Stealth Rock; furthermore, it has Whirlwind and Taunt in its arsenal to phaze stat boosters, cause residual damage, and shut down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and weaknesses to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Infernape, Rotom-W, Starmie, Magnezone, and Heatran. Still, its physical bulk and typing make Skarmory a very reliable physical wall and a great asset to any team.

Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro has been a superb choice for the role of physical bulky water ever since he made his first appearance in RBY. BW has given Slowbro a significant boost with the ability Regenerator, which restores 1/3 of his HP when switching out. With a great typing, good defenses, and decent Special Attack, Slowbro can serve many roles; however, he is commonly first and foremost a physical wall. With his natural bulk and a choice of STAB moves such as Scald, Surf, Psychic, and Psyshock, he is a great counter to the many hard-hitting Fighting-types and physical sweepers that abound, in particular Conkeldurr and Excadrill. This makes Slowbro one of the best anti-metagame Pokemon, as both these offensive threats are very common. Slowbro has a large support movepool, containing moves such as Yawn, Thunder Wave, and Toxic, as well as Slack Off for instant recovery. He can also support his team by setting up dual screens or Trick Room. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but very hard to break specially as well. After a few boosts, he may also be able to go on the offensive and put quite a large dent in the opposing team, with good coverage options like Fire Blast, Flamethrower, and Ice Beam. There are also Choice Specs Slowbro variants, which—don't laugh—can be surprisingly hard to counter due to his impressive coverage and good base Special Attack.

Spiritomb
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 30 Spe
Abilities: Pressure / Infiltrator (Unreleased)

Spiritomb's interesting Ghost / Dark typing and decent defenses, coupled with Pressure and acceptable offensive stats, make him an odd and excellent Pokemon in a metagame infested with both Fighting-type Pokemon and their Psychic-type counters. Spiritomb has a small but useful support movepool that can usually get the job done, including Will-O-Wisp, Taunt, and Hypnosis. A neutrality to Dark is also a fine reason to use him over bulkier Ghosts such as Jellicent and Dusclops. With respectable balanced base 92 offenses, Spiritomb can run a great bulky boosting Calm Mind set, a surprisingly workable Choice Band set with Sucker Punch, Pursuit, and Trick, or even function as a mixed wallbreaker! Even though Spiritomb has problems with extremely strong attackers such as Darmanitan and Haxorus, and is let down by the lack of a reliable recovery move, Spiritomb is still a good Pokemon if played correctly, no matter if used as a wall, a sweeper, or a staller, and should never be underestimated.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic (Unreleased)

While Starmie may be famous for its fantastic Life Orb set of the DPP era, it is also valued highly this generation for its ability to function as a defensive Rapid Spinner and glue for a team. As both the fastest Rapid Spinner (only outsped by Sand Rush Excadrill and Sandslash in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a Rapid Spinner. Starmie can use its famously great coverage and and good Special Attack stat to overwhelm common spinblockers, such as Jellicent, Dusclops, and Spiritomb. Also on Starmie's defensive resume are key resistances to Water-, Ice-, Fire-, and Fighting-type moves, which let it come in comfortably on a wide range of attacks to perform its duty despite its underwhelming defenses. These advantages, as well as a great ability in Natural Cure, which removes status such as from the likes of Toxic Spikes, makes Starmie a very useful defensive Pokemon, and noteworthy even outside of its many offensive sets.

Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky Water, it possesses a few qualities that let it stand out from the pack. First is its interesting Water / Poison typing, which bestows on Tentacruel resistances to many common attacking types, as well as the ability to absorb Toxic Spikes upon entering the field. Along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes, this goes a long way towards earning it a spot on most stall or defensively-orientated teams. Its Rain Dish ability in particular works excellently on rain-based stall, giving it phenomenal recovery and alleviating perhaps its greatest weakness: its lack of a reliable recovery move. Liquid Ooze, on the other hand, has the niche of letting it counter the few Pokemon that use health-draining moves, particularly special Virizion, Conkeldurr, and Ferrothorn. In short, Tentacruel, although an uncommon Pokemon, is capable of many great things if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy (Unreleased)

Most Pokemon can be classed into a few broad categories: sweeper, wall, and others. Wobbuffet cannot, however, because it is completely unique in what it does, thanks to its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if said opponent is Choice-locked. It can also use Encore against Pokemon which try to set up against it, and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming incoming sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor Speed, and it literally has no other moves available but Splash. Nonetheless, it does not need anything more to become the ultimate anti-metagame Pokemon that it is. Team Preview has made preparing for Wobbuffet slightly easier, but it is as uncounterable as ever, and a definite threat in the OU tier.

Xatu
Type: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Bounce

Xatu is the perfect example of a Pokemon that sorely needed a boost, and got exactly what it needed to compete in Generation V: Magic Bounce. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, a Ground immunity, as well as resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it couldn't stop said hazards being set up. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop entry hazards or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon to look at.


-----

Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning / Soundproof (Unreleased)

Abomasnow is unique in standard play as the only fully evolved Pokemon that can summon permanent hail. It is somewhat limited by its only decent offenses and mediocre Speed; therefore, it is often seen running a Choice Scarf set to make up for the latter, taking on the role of a revenge killer. It typically carries Blizzard and either Grass Knot or Wood Hammer, as well as Hidden Power Fire or Earthquake to deal with the Steel-types that resist its STABs. Abomasnow also makes an annoying SubSeed user, as Leech Seed works in tandem with hail damage to slowly chip away at the opponent's health; it also has STAB Blizzard to severely punish any Grass-type trying to nullify this strategy. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for bulky Water-types.

Arcanine
Type: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received notable boosts this Generation in the form of Close Combat and Wild Charge, as well as a now +2 priority ExtremeSpeed. It is most commonly seen as a Life Orb or Choice Band attacker under sun, which provides it with both a boost to its STAB attacks as well as a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat lets it deal with Rock-type checks such as Tyranitar and finishes off any meddling Heatran, Wild Charge or Crunch may also be used for added coverage, and lastly, ExtremeSpeed makes Arcanine a great check to fast, frail sweepers. Balanced stats and good abilities that enable it to either absorb Fire-type attacks or serve as a cushion for physical hits mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Sipper

Although BW has not brought anything new for Azumarill, it still has a niche role in the metagame. With the onslaught of many fast, powerful attackers and frail setup sweepers, powerful priority is virtually a must for any team, and Azumarill certainly provides this. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smack defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to a boosted Waterfall in rain. Azumarill also has coverage options such as Ice Punch to fall back on, and its great Water typing and above average defenses allows it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played against carefully.

Bisharp
Type: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Defiant / Inner Focus / Pressure (Unreleased)

With a unique typing that grants it excellent dual STAB, a high base 125 Attack stat, and a good movepool, Bisharp has all the tools required to be a powerful physical attacker. Access to Swords Dance and a powerful STAB priority attack in Sucker Punch makes Bisharp a dangerous offensive threat. As a boosting sweeper, Bisharp can utilize its Steel typing to switch in on walls such as Ferrothorn, set up a Substitute, and then start boosting its Attack with Swords Dance, getting perfect neutral coverage between its STAB moves and Brick Break. However, Bisharp is not without its faults; firstly, it is held back by its poor base 70 Speed, which allows faster Substitute users to dispose of Bisharp easily. Moreover, running both Substitute and Swords Dance means Bisharp finds itself limited to only two offensive moves. Its Steel typing also gives Bisharp unwanted weaknesses to common Fighting- and Ground-type attacks. Despite these flaws, Bisharp is not to be underestimated: if given the chance to set up, it can easily tear entire teams apart.

Bouffalant
Type: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a somewhat underrated threat in OU, but it can surprise many foes with its powerful afro of steel. A high base 110 Attack stat allows Bouffalant to dish out quite some hurt, and Sap Sipper, Swords Dance, and Choice Band provide it with a multitude of ways to boost this even further. Bouffalant also sports a great physical movepool, including Afro Break, Megahorn, Wild Charge, Stone Edge, and Earthquake. Bouffalant isn't frail either with 95 / 95 / 95 defenses, meaning it can take neutral hits when needed; even some super effective hits at times. Reckless and Sap Sipper are both great abilities for an offensive Pokemon like Bouffalant, with the former boosting the power of Afro Break and Wild Charge to huge levels, and the latter allowing Bouffalant to gain a free Attack boost by switching into any Grass-type attack, even support moves such as Spore! Even with its low Speed and predictability, Bouffalant can put the hurt on unprepared teams.

Breloom
Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / Technician (Unreleased)

A top tier threat in DPP OU, Breloom returns in Generation V largely unchanged. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom remains such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will now more often than not incapacitate a Pokemon for the rest of the match. This punching mushroom can run a number of effective sets, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Aside from the abovementioned moves, Breloom also has coverage options such as Stone Edge, and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, do not underestimate it - it can be a massive threat to any unprepared team.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the BW OU metagame, Chandelure has more than enough to set it apart from its ghostly brethren. A gigantic base 145 Special Attack, two powerful STABs, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user and revenge killer. Through Dream World, it also stands to gain the ability Shadow Tag, the reason for Wobbuffet's ban from standard play in previous Generations. Its movepool includes useful coverage options such as Energy Ball to deal with troublesome Water-types, as well as the boosting moves Calm Mind and Flame Charge. Access to useful moves such as Will-O-Wisp and Haze means it is not bereft of support options either. Though Chandelure has a sub-par base 80 Speed and sports weaknesses to Stealth Rock and common Water-, Rock-, and Ground-type attacks, handle it with care; one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / Overcoat (Unreleased)

Cloyster has traditionally relied on its massive Defense stat and solid support movepool consisting of Spikes, Toxic Spikes, and Rapid Spin to snag it a place on teams in DPP UU. However, it hit the jackpot in Generation V, gaining one of the the best boosting moves in the game: Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's offensive stats skyrocket to massive levels, enabling it to OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also gives Icicle Spear and Rock Blast maximum Base Power, meaning that not even Focus Sash, Substitute, Multiscale, or Sturdy can stop Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users such as Conkeldurr can prey on Cloyster's lowered Defense and weakness to their attacks, checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip teams to shreds if not met with a check.

Conkeldurr
Type: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest threats in the metagame. Conkeldurr's good HP and Defense stats further allow it to take the odd hit or two when setting up; STAB Drain Punch complements this well, significantly boosting its survivability. Powerful priority in Mach Punch also adds to its utility, letting it revenge threatening sweepers like Excadrill. Its physical movepool isn't half bad either, giving it coverage options such as Stone Edge and Payback to complement its abovementioned STABs. However, its ability is what lets it stand out from the pack. Guts lets Conkeldurr scoff at the Achilles heel of many other physical attackers, enabling it to set up on walls that beat many of its fellows with status or Scald's burn chance, Toxic Gliscor in particular. Aside from traditional Bulk Up boosting and Choice Band sets, Conkeldurr can also abuse Guts directly with Flame Orb or Toxic Orb. Though common Psychic-types such as Latios and Reuniclus can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Type: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, including those that resist its attacks. With a Sheer Force-boosted Flare Blitz under sun, Darmanitan can power its way through just about all Pokemon who aren't outright immune to Fire-type attacks. Those who are face the threat of a similarly boosted Rock Slide or Superpower, or a quick U-turn to a counter. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to all forms of entry hazards and residual damage, which will ultimately be its downfall. Its poor defenses and unfortunate base 95 Speed also mean that faster threats can revenge kill it easily. Nonetheless, Darmanitan is indeed a dangerous threat: underestimate its raw power at your own peril.


Deoxys-S
Type: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Ability: Pressure

At first glance, Deoxys-S' most striking feature is its blistering base 180 Speed. It is thanks to this that Deoxys-S manages to find a home in the rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by Prankster leads such as Thundurus and Whimsicott. Access to a variety of supporting moves such as Stealth Rock, Spikes, Light Screen, Reflect, and Taunt makes Deoxys-S a very useful lead on more or less any offensively oriented team. As well as providing excellent team support, Deoxys-S can also surprise its opponents with an offensive set courtesy of its decent base 95 offenses, wonderful mixed movepool, and access to high-powered moves, allowing it to check an astonishly wide range of threats well.

Dragonite
Type: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite found itself shunned in favour of its fellow Dragon-types Salamence and Garchomp due to their higher offensive stats. However, the tables have turned with the introduction of Dragonite's new ability Multiscale, which makes it a fantastic tank and bulky sweeper. With support moves such as Thunder Wave, Dragon Tail, and Heal Bell, Dragonite can not only wall dangerous threats such as Virizion, but also support the rest of its team. Dragonite can also run a more offensive bulky Dragon Dance set, taking full advantage of Multiscale and Roost to boost up multiple times. Dragonite also fits nicely into rain teams, as it can abuse a 100% accurate Thunder and STAB Hurricane, as well as a boosted Surf. Finally, Dragonite can run a highly effective wallbreaking set, with moves such as Draco Meteor, Fire Blast, and Superpower tearing gaping holes in defensively oriented teams. Though Dragonite does have its flaws, namely weaknesses to Ice and Rock, its impressive versatility makes it a great choice for any team.

Espeon
Type: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Bounce

At first glance, Espeon appears to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing, stats, or moves, but in its Dream World ability: Magic Bounce. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt not only gives it a niche on standard teams, but also allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the capability to pass Wishes and Calm Minds, as well as set up and sweep itself, Espeon is an excellent support choice for any team.

Excadrill
Type: Ground / Steel
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Abilities: Sand Rush / Sand Force / Mold Breaker (Unreleased)

Just one glance at Excadrill's stats and ability will be enough for one to realize why this bad-ass-looking mole is one of the biggest threats in OU. Its unmatched Sand Rush-boosted Speed in sandstorm and amazing Attack stat allow it to outspeed and immediately threaten nearly the whole metagame. Excadrill can furthermore boost its Attack to massive levels with Swords Dance, allowing it to overcome even bulkier OU Pokemon such as Ferrothorn and Jellicent. However, Excadrill has a few problems. The first is predictability: it is pretty much limited to a Swords Dance set with Earthquake and Rock Slide for both STAB and coverage; its final move is a choice between Return, X-Scissor, and Brick Break to further enhance its coverage, or Rapid Spin to support its team. It also has weaknesses to common Ground-, Fire-, and Fighting-type attacks, the latter of which is compounded by the fact that Conkeldurr and Lucario usually pack Mach Punch and Vacuum Wave respectively, to make sure the mole doesn't have free reign. Finally, its only passable base 88 Speed means it is completely reliant on sand support. All in all, one should always have Excadrill in mind when building a team, since getting swept by it will otherwise occur with depressing regularity.

Gengar
Type: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat four generations after its introduction. Convenient immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a wealth of opportunities to switch in and wreak havoc. Along with a powerful STAB Shadow Ball, Gengar has fantastic coverage options in Thunderbolt, Focus Blast, Energy Ball, and a Hidden Power of choice. As Shadow Ball and Focus Blast achieve perfect neutral coverage together, Gengar can simultaneously make use of its multitude of support options including Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and even walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats, and can be revenge killed by faster threats such as Thundurus and Starmie, as well as by priority, unless it is safely tucked away behind a Substitute. Pursuit users such as Tyranitar and Scizor wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats such as Tyranitar and Lucario and threaten them with its STAB Earthquake. It can then Swords Dance to boost its Attack as they switch out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Gliscor will typically supplement its powerful boosted STAB Earthquake with some combination of Stone Edge, Taunt, and Ice Fang. A lesser-seen alternative is Fling, which enables Gliscor to effectively use a full-powered Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared team will quickly be decimated by it.

Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has consistently wallowed in the depths of NU. This generation, however, it received one of the best boosting moves, Shell Smash, enabling Gorebyss to sweep despite its otherwise average stats. However, sweeping isn't the most dangerous thing Gorebyss can do: it and Huntail are the only Pokemon that can Baton Pass said Shell Smash boosts. This turns Gorebyss into an unparalleled support Pokemon that, in a single turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, leaving it wanting for setup opportunities, and Prankster users can prevent it from passing its boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits; White Herb also serves to nullify the drop to its defenses. The second is easier to fix: since all Prankster users are weak to Ice Beam, Gorebyss can OHKO them while they Taunt, and attempt to finish its job later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been a familiar and fearsome threat due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation came in the form of Moxie, an ability that increases Gyarados' Attack by one stage every time it KOes an opponent; this turns Gyarados into a very versatile threat. First, it can be a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set with Intimidate, STAB Waterfall, and two of Bounce, Ice Fang, Stone Edge, and Earthquake. An offensively oriented Dragon Dance set with Moxie, though rare, is much more immediately threatening, reaching 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set; Gyarados can also utilize Choice Band to hit very hard without any setup, or Choice Scarf and boost its Attack through Moxie. Though Gyarados sports a nasty weakness to Electric-type attacks and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Haxorus
Type: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Rivalry / Mold Breaker / Unnerve (Unreleased)

Haxorus was a vastly overhyped threat in the early stages of Generation V, and is not quite the terror that its massive base 147 Attack might make it seem. It is a pretty dangerous threat, however. Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves such as Dragon Dance and Swords Dance makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, which means that phazing walls such as Skarmory won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can power through even the likes of Steel-types such as Ferrothorn and Skarmory! What does keep our axe-faced dragon from being a top-tier threat, however, is its odd base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Ice-type attacks. Still, be sure to pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets, ranging from all-out offensive ones to defensive ones. With great balanced stats, a unique and effective typing, as well as a useful ability in Flash Fire, Heatran can run a fantastic offensive set which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it can then outspeed many popular unboosted sweepers such as Thundurus while simultaneously being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Finally, Heatran has a variety of support options, and its respectable defenses allow it to sponge most neutral attacks. With a great support movepool including Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which nonetheless can be somewhat remedied by Protect and Leftovers. Despite having a nasty weakness to common Ground- and Fighting-type attacks, Heatran is still quite the threat, and makes a great addition to any team looking for a bulky, powerful attacker.


Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack, a unique typing, and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give this new dragon a niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal would-be counters by running physical moves such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack. Unfortunately, Hydreigon's odd base 98 Speed leaves it outpaced by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. Its Dark part-typing also bestows on it unfortunate weaknesses to common Fighting- and Bug-type attacks. Offensively, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat that, thanks to its sheer offensive power and wide movepool, can raze unprepared teams easily if given the chance.

Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Abilities: Blaze / Iron Fist

Although Infernape received a massive amount of competition from all the new Fighting-types introduced in Black and White, do not make the mistake of overlooking it, for it is as great a threat as ever. Sporting great balanced offensive stats and a high base 108 Speed, Infernape can effectively function as a wonderful mixed attacker. Infernape also has a good movepool to back it up, with its powerful physical and special STAB moves complemented by good coverage options in Earthquake, Stone Edge, Grass Knot, ThunderPunch, U-turn, and Hidden Power, and priority in the form of Mach Punch and Vacuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the likes of Jirachi and Tyranitar. Access to boosting moves such as Nasty Plot, Swords Dance, and Work Up also makes Infernape one of the most dangerous setup sweepers around. Unfortunately, our flaming ape has its fair share of problems. Although it is not by any means slow, offensive threats such as Thundurus and Gengar outspeed it; this is compounded by the fact that Infernape has poor defensive stats. Despite these flaws, Infernape is easily a top-tier threat that can run away with the game if you are not careful.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

It's not a stretch to say that Jirachi is one of the most versatile and useful Pokemon in the BW OU metagame. With the number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's well-rounded combination of offense and defense is sorely needed on many teams. Jirachi has many things going for it: in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with the amazing ability Serene Grace, along with many options with which to abuse it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other. On the special side, Jirachi can utilize Calm Mind to lure and eliminate a number of physically defensive threats with ease. Physically, too, Jirachi poses a massive threat with the notorious Iron Head, which thanks to Serene Grace has a massive 60% flinch chance, complemented with coverage options in the elemental Punches to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon – still with that ever-serene smile on its face.

Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Abilities: Swift Swim / Sniper / Damp (Unreleased)

Kingdra often faces huge competition from its Dragon-typed brethren for a team slot. While its stats seem merely mediocre, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing that sets it apart is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, resisted only by the common Ferrothorn and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used on many builds of Kingdra, Rain Dance sets also have the power to immediately break through teams, especially popular weather-oriented ones. In rain, Kingdra can take advantage of its ability, Swift Swim, to outrun just about the whole metagame, making it especially difficult to revenge kill. You may be very tempted to pair Kingdra with a Drizzle Politoed; however, the combination of Swift Swim and Drizzle is banned, so Kingdra will have to resort to the classic methods it used last generation. Nonetheless, this doesn't stop it from being a significant offensive threat.

Kyurem
Type: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Ability: Pressure

At first glance, Kyurem appears to be a very mighty attacker capable of tearing through even the bulkiest of walls. Excellent base stats along with high-powered mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a defensively atrocious Dragon / Ice typing, which gives it weaknesses to common Fighting- and Steel-type priority attacks, in addition to a Stealth Rock weakness. As rarely seen as it is, Kyurem is not to be underestimated. Kyurem achieves perfect neutral coverage with just Focus Blast and its STAB attacks, and this, in conjunction with its equally outstanding offenses, allow it to function as an effective mixed stallbreaker. Kyurem's signature move, Glaciate, also allows it to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for a while. Despite having several crippling disadvantages, Kyurem should not be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Type: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Abilities: Sand Force / Sheer Force (Unreleased)

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish as well as above average defenses allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it especially tough to counter, as physical walls such as Gliscor are destroyed by Hidden Power Ice. Sand Force additionally boosts the power of Earthquake and Stone Edge in sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set to rip teams to shreds. Landorus' base 101 Speed is a mixed blessing, which enables it to outspeed the many base 100 Pokemon, but leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to a quick death by exploiting its 4x Ice-type weakness. Despite this glaring flaw, do watch out for this sand genie; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

The transition to BW has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the as-yet-unreleased Soul Dew. Nonetheless, Latias is capable of putting its high Speed, power, access to instant recovery, and formidable bulk to good use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed offensively by its brother Latios, and as such finds itself using sets that take advantage of its higher bulk. These include the monoattacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias functions as an excellent answer to various sweepers, such as Heatran and Zapdos, and a first-rate switch-in to specially based weather inducers Ninetales and Politoed, easily healing off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed nearly all of the latter, it can be both a great choice for and a serious threat to any team.

Latios
Type: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Ability: Levitate

It's no mystery as to why Latios is one of the most feared Pokemon out there: with its massive base 130 Special Attack and base 110 Speed stats, as well as passable bulk, Latios is one of the most effective sweepers in the metagame. Draco Meteor, perhaps its most common attack, has enough power to heavily dent even the likes of Ferrothorn, and has become the standard by which all special walls in OU are judged. Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind to even Dragon Dance. However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways. Scizor in particular can utilize its resistance to Draco Meteor to come in almost unscathed and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently in this role. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Lucario
Type: Fighting / Steel
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SpA / 70 SpD / 90 Spe
Abilities: Steadfast / Inner Focus / Justified (Unreleased)

Lucario's base stats tell all that needs to be said: it is a top-tier sweeper, both physically and specially; that it receives the amazing boosting moves Swords Dance, Nasty Plot, and Work Up is the icing on the cake. When combined with powerful STAB moves in Close Combat and Aura Sphere, good coverage in Ice Punch, Crunch, or Dark Pulse, as well as priority in the form of Extremespeed and Vacuum Wave, Lucario becomes a Pokemon that must be treated with extreme caution. Aforementioned excellent coverage and strong priority also gives Lucario the ability to run an effective Choice Band or Specs set, dealing great damage off the bat while also having the ability to revenge kill dangerous threats such as Excadrillafter some prior damagewith Vacuum Wave. A counter to Lucario is a must for any team, and one should always be wary if Lucario is seen in Team Preview.

Magnezone
Type: Electric / Steel
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Abilities: Magnet Pull / Sturdy / Analytic (Unreleased)

With the abundance of Steel-typed defensive walls in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords Magnezone the ability to trap virtually any pesky Steel-type, and either promptly KO it with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone's movepool isn't the largest, Hidden Power Fire and its STAB moves give it all the coverage it needs; its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of wallsSteel-types in particularfor a teammate to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to contend with. A painful 4x weakness to common Ground-type attacks is probably the biggest; Magnezone cannot handle these attacks despite its respectable base 115 Defense. Magnezone is also slow, meaning that speedy Fighting- and Fire-type attacks can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without so much as blinking an eye.


Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the growing number of legendary pixie Pokemon with base 100 stats across the board; however, what sets it apart is its access to every TM and non-exclusive tutor move in the game, making Mew unparalleled in its versatility. It can run an incredible amount of sets, many of which capitalizing on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. With its great Special Attack and Speed, however, it can just as easily sweep on its own with Nasty Plot, utilizing STAB Psyshock to take down even special walls such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch; this places more emphasis on its bulk and access to an instant recovery move in Roost. Additionally, a stallbreaker set exploiting Will-O-Wisp, Taunt, and Recover can beget great results if given the proper support. Overall, be very wary of Mew, as behind its pink pixie exterior lies immense versatility and power.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First, it is one of the fastest Fighting-types in the game with base 105 Speed; this especially enables it to outrun the many Pokemon sitting at the base 100 Speed benchmark. Its offensesa high 125 base Attack and a usable base 95 Special Attack—aren't bad either, allowing it a fair amount of versatility. Though its movepool is relatively shallow, it nonetheless contains lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, Work Up, Hidden Power Ice and even Grass Knot. Access to Regenerator is the icing on the cake, as with it Mienshao need not worry about residual damage from Life Orb, sandstorm, entry hazards, and status, as well as recoil from Hi Jump Kick, enhancing its longevity by leaps and bounds. However, Mienshao is frail and can't take too many hits, and also struggles greatly against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and even with its small movepool can run surprisingly diverse sets.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to make full use of its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, and also allows it to remove Toxic Spikes when switched in. It has access to powerful STAB moves such as Earth Power and Sludge Bomb, which gain a further Sheer Force buff, as well as the elemental trio of Flamethrower, Thunderbolt, and Ice Beam. If you find the number of Sheer Force-boosted physical moves disappointing, Nidoking also received a way to boost its decent Attack and raise its Accuracy with Hone Claws, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, its ability to counter even the threatening Conkledurr speaks volumes of Nidoking's newfound power.

Ninetales
Type: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather underwhelming Fire-type. It shared Flash Fire with Heatran, Arcanine, and Houndoom, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. Things looked set to get even worse for Ninetales in BW with the introduction of Chandelure, who had Flash Fire and drastically higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Previously exclusive to Groudon, Drought allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon like Lilligant up to a usable level, and make top-tier threats such as Heatran and Infernape even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks bar Will-O-Wisp, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can instantly replace the sunlight with rain and destroy Ninetales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Politoed
Type: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

One of the most outclassed Water-types in previous generations shot to instant stardom with the arrival of Gen V: Politoed received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such an exceptional boost to Swift Swim that the two were banned together on the same team. Although perhaps its best abusers are gone, Politoed's rain contributes to rain stall teams and teams that need other weathers removed. Politoed itself functions well both as a bulky Water-type and a Choice Scarf user, as its reasonable bulk and moderate Speed allow it to revenge kill many sweepers, particularly those that depend on another weather, like Excadrill, as well as check threats such as non-Choice Scarf Jirachi. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither takes much damage from any of Politoed's attacks and can cripple it with a status move. Despite these flaws, Politoed is an excellent choice to base a weather team around or to check opposing weather.

Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Reuniclus is hands down one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability, Magic Guard, helps it in no small way: complete immunity to all forms of passive damage, including Life Orb recoil, status, and entry hazards, and access to a reliable healing move in Recover are two of the biggest boons a bulky sweeper can get. It is no small wonder thus that Reuniclus is one of the top threats to watch out for. It can also function very effectively as a late-game Trick Room cleaner, and cripple physical attackers with a Flame Orb and Psycho Shift, making it all the more difficult to take down. Reuniclus' bulk also allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming virtually invincible, Reuniclus is let down by its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus' existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to face. If given the chance to set up, it will be very difficult to stop.

Rotom-W
Type: Electric / Water
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

With only one weakness thanks to its ability Levitate, as well as two great offensive STABs, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses and a solid Special Attack stat, allows Rotom-W to both take hits and dish out damage in return. STAB Thunderbolt and Hydro Pump hit hard when backed by Choice Specs, enabling Rotom-W to counter the rain and sand teams so common in the current metagame. This affable washing machine also has Hidden Power to surprise walls that resist its STAB moves, such as Ferrothorn and Gastrodon, thus gaining great coverage. Its low base HP further allows Rotom-W to make good use of its semi-reliable recovery move in Pain Split; that this hurts walls such as Blissey at the same time is a bonus. Though Rotom-W is not game-breaking as an offensive force, its ability to both take hits and retaliate hard is what makes it a Pokemon to look out for.

Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie (Unreleased)

This controversial DPP Uber continues to be a major threat in the BW OU metagame. Its high offensesare one reason for this: base 135 Attack and base 110 Special Attack are nothing to scoff at, even with the power creep this Generation. Dragon Dance allows it to run roughshod over entire teams with just a single turn of setup; however, Salamence's large movepool makes it unpredictable, as it works equally well as a mixed wallbreaker and as a bulky phazer with Wish and Dragon Tail. However, Salamence's throne as the best Dragon-type in OU has become much less secure. Latias and Latios dropped down from Ubers this generation; both outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks. Dragonite has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat that it can abuse with boosting moves or Choice items. There are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the very rare Cresselia counters it fully. Despite the introduction of other powerful Dragon-types and new threats looking to usurp its role, Salamence is still a very solid threat and should never be overlooked when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as the requisite Chlorophyll sweeper on sun teams, Sawsbuck is nonetheless a deadly offensive threat with its dangerous Swords Dance set. With its unique dual STAB and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a wide range of threats very hard. If given the opportunity to set up, it can easily sweep entire teams that lack the Fighting-type priority it hates. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, outspeeding almost the entire metagame while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep, and is therefore generally less of a threat. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as to hit opposing Grass-types harder, though Synthesis may rarely be present for recovery instead.

Scizor
Type: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence of many new threats in Generation V, Scizor continues to be a powerhouse and staple on many teams. Its standard set in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both pack quite the punch and can blow holes in the opposing team regardless of the situation: U-turn coming off of Scizor's base 130 Attack deals plenty of damage while also allowing Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's STAB- and Technician-boosted priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The newly introduced Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since the generation shift, Scizor is still a strong threat in the OU metagame, and will likely remain a staple for generations to come.


Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate (Unreleased)

With wonderful defensive stats, a decent base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. Its STABs achieve near-perfect neutral coverage, allowing Scrafty to score many hits with just these two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former not only protects it from status, but also allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, and allowing it many more boosts. The latter, on the other hand, makes it harder to stop each time it scores a KO, and can be devastating in conjunction with Speed boosts from Dragon Dance. Scrafty's offensive movepool also includes options such as Ice Punch to hit switch-ins such as Gliscor hard, and Dragon Tail to phaze boosting opponents and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed and Fighting-type weakness, which allows faster Fighting-types such as Infernape to outspeed and pummel Scrafty with STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic

This long-time OU veteran of all four previous generations has a tried-and-tested combination of blistering Speed, fantastic Special Attack, great coverage, and devastating high-powered moves. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set, with Recover making it much harder to take down than its mediocre defenses may suggest. Starmie is also blessed with the fairly exclusive Rapid Spin and the useful Natural Cure to thwart the efforts of opposing defensive teams. Although Starmie is equipped with the perfect tools for a special sweeper, it is sorely let down by its lack of a boosting move, and it is also walled by common rain counters Ferrothorn and Gastrodon, as well as classic special walls Blissey and Chansey. Just be sure to carry a check to Starmie, or it will sweep unhindered.

Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed which even unboosted outpaces a significant proportion of the metagame, and access to both Swords Dance and Rock Polish makes it a fantastic setup sweeper. Its STAB moves are resisted only by a handful of uncommon Pokemon such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to better threaten the kind of team it is facing. Terrakion also functions brilliantly with Choice sets with its high Attack and Speed, making it a versatile threat. Its ability, Justice Heart, further allows it to snatch an Attack boost by switching in on Dark-type moves such as Tyranitar's Crunch. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats such as Starmie, the Lati siblings, and Gengar, underestimate it at your own peril.

Thundurus unchecked
Type: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Thundurus boasts incredible offensive stats, as well as access to the holy grail for any special attacker: Nasty Plot. STAB Thunderbolt after a Nasty Plot destroys anything that does not resist it, while Hidden Power Ice and Focus Blast will clean up everything else. Access to the fairly exclusive Prankster ability also allows Thundurus to cripple any meddling threats with Thunder Wave before they even get to attack! Thundurus is also one of the few special attackers that aren't walled by the pink blobs, Chansey and Blissey, as it can cripple them with Taunt and go for the KO with Hammer Arm, coming from a very respectable 115 base Attack. Fortunately, Thundurus is very frail, and can be revenge killed by anything that doesn't mind getting paralyzed or sports an immunity to Electric-type attacks. Its typing also gives it weaknesses to common Rock- and Ice-type attacks. All in all, ensure that you have a fast attacker or something else to guard against Thundurus, or you will be blown to bits once it sets up.

Tornadus
Type: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from Thundurus is its powerful Flying-type STAB, Hurricane, which rivals Latios' Draco Meteor in power and comes without any drawback in rain. This alone allows Tornadus to run an extremely threatening Choice Specs set, which generally only Tyranitar and defensive Steel- and Electric-types like Jirachi and Raikou can check reliably, and even then, the 30% probability of confusion may prove problematic. Tornadus can also run an effective mixed set, a Bulk Up set with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination. However, a vulnerability to priority moves as well as an overreliance on rain let Tornadus down, as it is effectively neutered once its weather is removed. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully.

Toxicroak
Type: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Anticipation / Dry Skin / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon. However, Toxicroak's viability in OU lies in its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type and set up in their faces. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot to increase its clout as a setup sweeper significantly. Its large movepool includes useful priority options such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can in particular deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is an extremely underrated threat that should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve (Unreleased)

The mighty sand tyrant returns to take the BW OU metagame by storm – and for good reason too. Tyranitar sports many impressive traits such as fantastically balanced stats overall, great typing that grants it excellent dual STAB, a surprisingly diverse movepool, and of course, Sand Stream. With fantastic Attack and access to boosting moves like Curse and Dragon Dance, as well as the capability to make good use of Choice Band or Choice Scarf, Tyranitar can effectively run a large variety of sets. It can also serve as a lure, surprising common switchins with excellent special moves such as Fire Blast and Ice Beam, or assist its team with support moves like Roar, Dragon Tail, Stealth Rock, Taunt, and even Thunder Wave. Probably the main reason to use Tyranitar, though, is that its everlasting sandstorm greatly powers up Pokemon with sandstorm-reliant abilities, most notably Excadrill and Landorus. However, Tyranitar packs many weakness to common types such as Ground, Water, Bug, Steel, and most especially Fighting, a somewhat underwhelming Speed stat, and also suffers from four-moveslot syndrome: it can do a lot, but not everything at once. Due to Tyranitar's popularity, there also exist many threats that easily stop Tyranitar's fun: Drizzle Politoed; various Fighting-types—both old and new—like Terrakion, Conkeldurr, and Machamp; bulky Water-types; Scizor; and ironically opposing Excadrill and Landorus. Even with these setbacks, this tyrant is still a solid threat to be overlooked at your own peril.

Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Chlorophyll

You will probably be most familiar with this overgrown plant monster as the undisputed king of DPP UU. Do not be fooled by its failure to achieve OU glory, however, for Venusaur received a massive boost in the generation shift, vastly increasing its sweeping potential. First and foremost, it received the ability Chlorophyll through the Dream World; this combines perfectly with the buff to Growth in sun to transform Venusaur into an unstoppable monster with just one turn of setup. It is the premier Chlorophyll sweeper mainly for its large movepool, but there are generally only two variants of Venusaur one needs to prepare for. The specially based set works off Venusaur's higher offensive stat, but access to powerful physical moves like Return and Earthquake also allow Venusaur to run an effective mixed set that easily lures in and destroys its usual counters. Venusaur also has the options of Synthesis for recovery and Sleep Powder to buy it a free turn of setup, compensating somewhat for its underwhelming defenses, though it should be noted that Venusaur may not always be able to spare the necessary moveslots. Finally, Chlorophyll is incompatible with Venusaur's egg moves, most especially Power Whip; nonetheless, Venusaur on a dedicated sun team is a threat one should definitely be prepared for.

original: Venusaur was often known as "The King of UU" in 4th Generation as it's balanced stats, amazing movepool, and decent typing in a tier infested with Fighting-types really made it one of the best Pokemon in the tier. You might be wondering "If it's so good, why wasn't it in OU?", well that's because the power shift from 3rd Gen to 4th Gen made sure that even Venusaur's great defensive stats would have trouble taking hits. But 1 Generation later, Venusaur got one of the best abilities in the form of Chlorophyll, along with Drought Ninetales and the boost that Growth got made Venusaur one of the best Chlorophyll sweepers around as no other Chlorophyll sweeper had a good defensive stats as Venusaur, as well as a large movepool. Sadly, Venusaur with Chlorophyll is only obtainable through Dream World, where the Bulbasaur is only level 10 and Male, which means that Venusaur misses out on moves like Power Whip and Giga Drain obtainable from Breeding. Still, with these drawbacks Venusaur still remains a staple on most Sun teams and should always be considered when thinking Sun.

Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

The newest addition to the pool of pixielike Pokemon with 600 BST, Victini possesses a unique Psychic / Fire typing that is both blessing and curse. Its Psychic typing grants it a rather annoying Pursuit weakness, and its Fire typing confers on it a Stealth Rock weakness. However, do not be put off by Victini's poor defensive typing. Its stat spread makes it extremely bulky all around even without investment. Victini's movepool is likewise impressive on both the physical and special sides, and it furthermore enjoys sole access to a multitude of signature moves including the 180 Base Power V-create, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder, as well as the support moves Thunder Wave, Will-O-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is its Choice Band set, as a sun-boosted V-create decimates all but Flash Fire Pokemon. Victini can also run an effective Choice Scarf set to revenge faster threats. Lastly, Victini is one of the select few Pokemon to receive the move Final Gambit, which finds great utility thanks to Victini's large base HP. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.

Virizion
Type: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 129 SpD / 108 Spe
Ability: Justified

Being a member of the newest musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear underwhelming for a supposed offensive threat, Virizion can boost these effectively with Swords Dance and Calm Mind respectively, giving it a fair amount of versatility. However, what sets Virizion apart from its many Fighting-type counterparts is its fantastic base 129 Special Defense and wonderful Grass / Fighting typing, which makes it an excellent check to sandstorm and rain teams alike. STAB Grass moves are particularly useful to let Virizion break through Unaware Quagsire, a full stop to many other Fighting-types. Virizion is no slow customer either, as it boasts one of the highest base Speeds of all Fighting types. Though Virizion has a small movepool with only Hidden Power and Stone Edge to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and boost up itself on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense prevents it from taking powerful physical attacks, despite useful resistances such as to the EdgeQuake combo. Base 108 Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Latias and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is a dangerous threat that can make unprepared teams pay heavily.


Volcarona
Type: Bug / Fire
Base Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats of the new metagame. However, people quickly realized that with just one turn of set up, this seemingly underwhelming moth Pokemon could wreak absolute havoc on unprepared teams. With an excellent stat distribution and a unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast / Fiery Dance alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane, to most typically a Hidden Power. Alternatively, Volcarona can forgo a coverage move for other useful options such as Rest, Morning Sun, or even Substitute. Quiver Dance is one of the most dangerous setup moves in the game, making Volcarona not only a fast and hard-hitting sweeper, but also very hard to take down with special attacks. Revenge killers that would prey on Volcarona's poor Defense stat instead have to contend with its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Whimsicott
Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott is a very peculiar Pokemon, but it fully deserves to be on everyone's threat list. Its rather lackluster stats are more than compensated for by its immense support movepool, along with its ability: Prankster. With all of its non-attacking support moves given priority, it can effectively be one of the best SubSeeders in existence, as it is guaranteed to get a Substitute up first. Access to support moves such as Taunt and Stun Spore also allows Whimsicott to check a variety of offensive threats well; the ability to paralyze fast threats means that they can easily be taken down by a teammate. Whimsicott can also able to give many teams a useful resistance to Ground- and Water-type attacks, which are omnipresent in the metagame thanks to Tyranitar and Politoed. Whimsicott's life is not all good however, as it can be easily taken down by good prediction and just about any moderately powerful attack. Nonetheless, be ready for Whimsicott, or you will surely be in for the headache of your life.

Zoroark
Type: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Ability: Illusion

Zoroark is well-known as one of the earliest revealed Pokemon in Black and White; this is in fact ironic as its exclusive Illusion ability enables Zoroark to copy the sprite, gender, and nickname of the Pokemon in the sixth team slot, which lets it play mind games with its opponents. Zoroark often uses this ability to lure in the checks of one of its teammates and eliminate them with an unexpected super effective move. However, Zoroark has much more than mere surprise value: excellent offensive stats allow it to serve as a viable user of Choice Scarf, Choice Specs, or Life Orb, and it accentuates its sweeping potential with access to both Swords Dance and Nasty Plot even if the Illusion should fail. Furthermore, it has access to powerful coverage moves such as Flamethrower and Focus Blast to complement its Dark-type STAB. Not to be overlooked is its key base 105 Speed, which outpaces the heavily populated base 100 Speed tier. Underestimate it at your peril, as it is capable of inflicting serious damage at a moment's notice, Illusion or not.

Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

Despite receiving no new toys from the new Generation, and in fact facing greater competition thanks to the huge buff to Chansey, the (original) pink blob proves frustratingly resilient. With a near-unmatched ability to wall just about any special attacker in the game, Blissey can find a place in any team hurting for a bit more special bulk. With a wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to fully revitalize almost all Pokemon in the game, Blissey can be a fantastic team supporter, cleric, or status-spreader on stall and offensive teams alike. Despite being somewhat outclassed in defensively by Eviolite Chansey, Blissey maintains some advantages of its own that account for its greater usage. First, her usable base 75 Special Attack stat means that Blissey can run Ice Beam or Flamethrower to take advantage of her surprising physical bulk—largely due to her fantastic HP stat; secondly, Leftovers negates residual damage Blissey may take from weather, and also helps offset whatever more damage she would take than Chansey. With massive Special Defense, decent physical Defense, a usable Special Attack and a good movepool, Blissey yet again proves that if something isn't broken, you need not fix it.

Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Unreleased)

With fantastic mixed defenses, and a combination of typing and choice of abilities that gives it only one weakness, Bronzong is a fantastic mixed wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel typing, Bronzong is one of the few reliable checks to the ferocious Dragon-types that roam OU, including Latios and Haxorus. Bronzong functions brilliantly in a support role, as it can reliably set up Stealth Rock, as well as provide dual screens and Trick Room support. Bronzong also has the ability to go on the offense as a tank that can both take hits and deal damage; such a set commonly sports Earthquake, Gyro Ball, and Hidden Power Ice to take on as many different Pokemon as possible. However Bronzong isn't completely invulnerable. Its low HP stat and lack of reliable recovery means that it will easily be whittled down over the course of the match. All in all, Bronzong is a competent Pokemon that when used rightly, will be a very effective use of a teamslot.

Chansey
Type: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

In previous Generations, Chansey found itself overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, with the advent of BW came a new item, the Eviolite, which increases the defenses of NFE Pokemon by 50%. This instantly transformed Chansey into an enormously bulky Pokemon, who can wall a huge number of threats with defenses that now far surpass Blissey's, as well as reliable recovery in the form of Softboiled. Generation V also brought about a change in the mechanics of the move Wish; Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus contribute to its team in many ways: aside from Wish, it gets access to status moves such as Toxic and Thunder Wave, as well as Aromatherapy and Heal Bell. It can alternatively be a pure wall that focuses on walling threats and forcing switches with its huge defensive stats, chipping away at the opponent's health mainly through residual damage. However, Chansey remains completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss; this leaves Chansey without any form of direct offense against Ghost-types. Having to hold Eviolite also deprives Chansey of Leftovers recovery, a disadvantage particularly in unfavorable weather. Despite these flaws, Chansey shines as one of the best special walls in the metagame and is one defensive threat which every team should be prepared for.

Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

With enormous equal base 160 defenses, a gigantic support movepool that includes a reliable recovery move, and the ability Pressure, Deoxys-D appears tailor-made for stalling. Access to Cosmic Power and Recover, as well as a wide variety of support moves such as Toxic, Taunt, Magic Coat, and Protect, Deoxys-D can stall out a large number of threats. It is hardly limited to stalling, though: it can utilize its fantastic defensive stats to lay entry hazards such as Spikes, or support a frail sweeper by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy of its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon such as as Thundurus, Whimsicott, and Deoxys-S, unless it carries Magic Coat. Despite these flaws, Deoxys-D stands out as one of the most potent stallers in the metagame that can stall out entire unprepared teams.

Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

With 74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, Ice, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn is an extremely useful check to rain-based teams, easily absorbing powerful attacks from the likes of Rotom-W, Starmie, and Kingdra. Ferrothorn's unique ability, Iron Barbs, also adds greatly to the headaches of physically based Pokemon and Rapid Spinners, and is an especially great way to pick off weakened Pokemon by just switching in. Ferrothorn's movepool is equally impressive: it can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, mitigate its lack of a reliable recovery move with Leech Seed, Substitute, and Protect, and even set up with Curse. Ferrothorn is not invincible, though: a neutrality to Ground and a weakness to Fighting greatly hamper its physical walling capabilities. Powerful Fire-types such as Heatran and Infernape can easily incinerate Ferrothorn with their STAB attacks. This glaring quadruple weakness is also an invitation for many special sweepers that are otherwise helpless against Ferrothorn, such as Latios and the aforementioned Starmie and Rotom-W, to surprise it with Hidden Power Fire.

Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat (Unreleased)

Forretress, the premier spinner of DPP, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche in the BW OU metagame. Access to all entry hazards and the ability to Rapid Spin go a long way toward making Forretress a virtual necessity for any stall team; an impressive physical Defense and salvageable Special Defense allow him to find a place on many a balanced and even offensive team as a reliable wall and pivot as well. Indeed, Forretress has far more on his resume than mere hazards work. With his colossal Defense, Forretress can tank most physical sweepers, and retaliate with his surprisingly usable base 90 Attack stat. STAB Gyro Ball along with his dismal Speed allows Forretress to counter many speedy sweepers, most frequently Outrage-locked Dragons, and a buffed Sturdy enables Forretress to abuse Custap Berry—once released—if need be to ensure two hits on a dangerous sweeper. Whether one needs an unbreakable staller, a Rapid Spinner, a clutch counter, or a catch-all defensive giant, look no further than Forretress.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Gliscor needs no hyperbole: it is one of the most common sights in the BW OU metagame simply because it is able to put a full stop to some of the most threatening sweepers. Excadrill, which general consensus holds as the greatest threat in OU, is completely countered by it, and Landorus is also beaten unless it has Hidden Power Ice, making it a top-tier counter to offensive sand-based teams. Indeed, perhaps the greatest testament to Defensive Gliscor's effectiveness is the sheer number of physical Pokemon that run an Ice move solely for Gliscor: Tyranitar, Mienshao, and Virizion are just a few examples. While Gliscor's Dream World ability is incompatible with Roost, the combination of Toxic Orb + Poison Heal, and possibly even Substitute and Protect, is more than enough for it to last through the game.


Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is more commonly seen as an offensive physical sweeper, it can also make good use of its good defenses and excellent typing with a bulkier set. Reliable recovery in Rest makes it surprisingly hard to take down, especially since anything that might try would likely find itself promptly phazed out by a Sleep Talk Roar or Dragon Tail. This sleeping sea monster can waken too to threaten with STAB Waterfall off of its great base 125 Attack. It can also boost this even further by running greater defensive investment on its bread-and-butter Dragon Dance set, capitalizing on its solid 95 / 79 / 100 defenses and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream / Sand Force (Unreleased)

The generation shift has not been especially generous to Hippowdon; however, its value as a physical wall has only increased with the plethora of new physical attackers introduced to the metagame, such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to take several special hits with the right investment. A decent support movepool, with options such as Stealth Rock, Roar, Yawn, and Slack Off, further enables Hippowdon to help out its teammates with ease. Hippowdon's ability, Sand Stream, not only allows it to add more residual damage to the tally, but also makes it the perfect partner to both Excadrill and Landorus, letting it find a place on all kinds of teams.

Jellicent
Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation V introduced a very welcome 2-in-1 Pokemon: Jellicent, simultaneously both a bulky Water and spinblocker. Along with Jellicent's unique Water / Ghost typing comes plenty of key resistances and immunities, two usable abilities in Water Absorb and Cursed Body, solid 100 / 70 / 105 defenses, instant recovery, a surprisingly decent offensive movepool, as well as support moves like Taunt, Will-O-Wisp, and Trick Room; in other words, all you could ask for. Jellicent's primary role on a team is typically to render Rapid Spin useless, which is why it is often found paired with a entry hazard layer, most commonly Ferrothorn. The FerroCent core is Gen V's answer to SkarmBliss: not only do their typings complement perfectly, Ferrothorn also sets up hazards which Jellicent then prevents the opponent from removing. Thanks to these traits, Jellicent can go toe to toe with some of the metagame's biggest threats, such as Heatran, Volcarona, Infernape, Mienshao, Terrakion, Swords Dance Lucario lacking Crunch, and Choice Band Scizor, just to name a few. Access to Toxic and Taunt also allow it to fare well against opposing bulky Water-types and walls. Jellicent does suffer from being setup bait for Pokemon such as ChestoRest variants of Volcarona, Nasty Plot Celebi, is largely shut down by faster Taunters like Whimsicott, and cannot stand up to the sheer power of the likes of Choice Specs Latios and Choice Band Haxorus. Nonetheless, if you need a solid defensive spinblocker and utility counter, this is the jellyfish for you.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Thanks to its large HP and balanced defensive stats, which are some of the most impressive in standard play, as well as its excellent defensive typing, Jirachi easily presents an insurmountable roadblock to thwart many an impending sweep. Jirachi is far from a passive sponge, however: its wide movepool allows it to be an extremely dynamic Pokemon. Jirachi is often seen spreading paralysis using either Thunder Wave or Body Slam, the latter of which has a 60% chance of paralysis thanks to Serene Grace. As a Normal-type attack, this gives Jirachi a niche ability to paralyze Ground-types. Jirachi is also an excellent team supporter with dual screens, Trick Room, or even Gravity, as it has U-turn to conserve momentum after setting up. Its Steel typing and immense special bulk further lets it check Dragon types, particularly Latios, sponging even Choice Specs Draco Meteors with ease. However, the main draw of defensive Jirachi is Wish. A multitude of resistances, great bulk, and the ability to outspeed a variety of threats even without investment lets Jirachi replenish its own health or that of a teammate reliably throughout the match. That Jirachi often maximizes investment on its already large base HP stat further enhances its capabilities, as with the new Wish mechanics, Jirachi's 202 HP Wishes can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Jirachi's ability to render damage to the rest of its team null and void is what makes it such a defensive threat: be sure to pack powerful Fire- or Ground-type attacks to deal with the star, as it is notoriously difficult to 2HKO otherwise.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

Despite losing Soul Dew in the generation shift, Latias still functions excellently as a special wall in standard play with her massive base 130 Special Defense, as well as neat resistances to Water-, Fire-, Electric-, Psychic-, and Fighting-type attacks. Wish Latias in particular partners very well with Ferrothorn: each covers the other's resistances almost flawlessly. Besides being able to pass Wish, Latias has access to Recover and Roost as well, allowing it to regain health in a single turn rather than two. This makes a bulky Calm Mind set an excellent choice for Latias, letting her boost her impressive Special Defense to outstanding levels and enabling her to hit very hard with STAB Dragon Pulse; Substitute, Wish, Roar, and Refresh all have good utility on this set for a variety of reasons. Finally, Latias can also be more of a team player by running an effective dual screens support set, making use of her great bulk and multitude of resistances to come in repeatedly during the match to perform her job.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing an offensive punch with Nasty Plot, it can also go in the completely opposite direction as a very defensive Pokemon. With balanced base 100 defenses and access to an instant recovery move, it will not knuckle down easily. The ability to pass any type of boostoffensive as well as defensive—such as Amnesia, Calm Mind, and Bulk Up makes it perhaps the premier Baton Passer in existance. Dedicated Baton Pass variants typically carry moves that boost both an offensive stat and Speed, instantly making the recipient a true juggernaut. Mew is also a first-rate choice for a dual screens support on offense-oriented teams, as its excellent bulk and access to a speedy Taunt virtually guarantees protection for frail, high-powered sweepers. Finally, Mew's support set functions just as well on defensive teams, easily spreading status, denying its unfortunate opponent of recovery with Taunt, and stalling it out with Roost. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic (Unreleased)

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank capable of coming in on some of the top threats of OU and forcing them out. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, mostly leaving only powerful STAB Fighting attacks. Immense bulk, a fantastic ability in Trace, and reliable recovery enables Porygon2 to easily come in on many threats, such as Heatran, Gliscor, and Intimidate Salamence and Gyarados, and use their abilities against them. Ice Beam and Thunderbolt give it great coverage, Thunder Wave lets it provide paralysis support, Recover offsets the loss of Leftovers healing. All in all, don't underestimate this strange duck, for it is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got his chance to shine in the OU metagame thanks to the magnificent gift he received from Dream World: Unaware. With the ability to ignore an opponent's stat boosts, a respectable amount of bulk, and Recover, Quagsire can easily check even the most dangerous physical sweepers such as Excadrill, Cloyster, and Lucario. Quagsire can even run Curse to attempt to sweep, or Stockpile to become even harder to take down. However, as with any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic, cannot handle special sweepers as well as he can physical ones, and has a crippling weakness to Grass-type moves. Finally, he can be muscled through by sheer brute force such as a Choice Band Haxorus' Outrage. Nonetheless, these reasons should not put you off from giving Quagsire a chance, because this cute clueless blue blob can save you from many a tight spot.

Rotom-W
Type: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While the loss of his Ghost typing has hurt Rotom-W as a spinblocker, he still possesses a few important characteristics that make him worthy of a defensive role. As one of the few Pokemon who learn both Rest and Sleep Talk, Rotom-W can use his significant bulk to stall out many threats. Access to Will-O-Wisp to cripple physically offensive threats further allows him the freedom to invest more heavily in Special Defense. Rotom-W also possesses a surprisingly high Special Attack stat and access to powerful STAB Thunderbolt, Thunder, and Hydro Pump, which gives him the ability to scare off many threats that are unable to OHKO him. Finally, Rotom-W has to his name a very unorthodox typing that packs a multitude of resistances and only one true weakness (excluding Mold Breaker Earthquake), enabling him to easily fit himself into many defensive teams.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Weak Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy of its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought a useful buff to Skarmory's ability Sturdy, in effect giving it a Focus Sash whenever it is at full health. Reliable recovery in the form of Roost, a multitude of resistances thanks to its Steel typing, as well as a valuable Ground-type immunity help Skarmory wall a large number of threats, including but not limited to Excadrill, Landorus, Haxorus, and Conkeldurr. Skarmory can also utilize its physical bulk and typing to lay entry hazards such as Spikes and Stealth Rock; furthermore, it has Whirlwind and Taunt in its arsenal to phaze stat boosters, cause residual damage, and shut down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and weaknesses to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Infernape, Rotom-W, Starmie, Magnezone, and Heatran. Still, its physical bulk and typing make Skarmory a very reliable physical wall and a great asset to any team.


Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro has been a superb choice for the role of physical bulky water ever since he made his first appearance in RBY. BW has given Slowbro a significant boost with the ability Regenerator, which restores 1/3 of his HP when switching out. With a great typing, good defenses, and decent Special Attack, Slowbro can serve many roles; however, he is commonly first and foremost a physical wall. With his natural bulk and a choice of STAB moves such as Scald, Surf, Psychic, and Psyshock, he is a great counter to the many hard-hitting Fighting-types and physical sweepers that abound, in particular Conkeldurr and Excadrill. This makes Slowbro one of the best anti-metagame Pokemon, as both these offensive threats are very common. Slowbro has a large support movepool, containing moves such as Yawn, Thunder Wave, and Toxic, as well as Slack Off for instant recovery. He can also support his team by setting up dual screens or Trick Room. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but very hard to break specially as well. After a few boosts, he may also be able to go on the offensive and put quite a large dent in the opposing team, with good coverage options like Fire Blast, Flamethrower, and Ice Beam. There are also Choice Specs Slowbro variants, which—don't laugh—can be surprisingly hard to counter due to his impressive coverage and good base Special Attack.

Spiritomb
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 30 Spe
Abilities: Pressure / Infiltrator (Unreleased)

Spiritomb's interesting Ghost / Dark typing and decent defenses, coupled with Pressure and acceptable offensive stats, make him an odd and excellent Pokemon in a metagame infested with both Fighting-type Pokemon and their Psychic-type counters. Spiritomb has a small but useful support movepool that can usually get the job done, including Will-O-Wisp, Taunt, and Hypnosis. A neutrality to Dark is also a fine reason to use him over bulkier Ghosts such as Jellicent and Dusclops. With respectable balanced base 92 offenses, Spiritomb can run a great bulky boosting Calm Mind set, a surprisingly workable Choice Band set with Sucker Punch, Pursuit, and Trick, or even function as a mixed wallbreaker! Even though Spiritomb has problems with extremely strong attackers such as Darmanitan and Haxorus, and is let down by the lack of a reliable recovery move, Spiritomb is still a good Pokemon if played correctly, no matter if used as a wall, a sweeper, or a staller, and should never be underestimated.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic (Unreleased)

While Starmie may be famous for its fantastic Life Orb set of the DPP era, it is also valued highly this generation for its ability to function as a defensive Rapid Spinner and glue for a team. As both the fastest Rapid Spinner (only outsped by Sand Rush Excadrill and Sandslash in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a Rapid Spinner. Starmie can use its famously great coverage and and good Special Attack stat to overwhelm common spinblockers, such as Jellicent, Dusclops, and Spiritomb. Also on Starmie's defensive resume are key resistances to Water-, Ice-, Fire-, and Fighting-type moves, which let it come in comfortably on a wide range of attacks to perform its duty despite its underwhelming defenses. These advantages, as well as a great ability in Natural Cure, which removes status such as from the likes of Toxic Spikes, makes Starmie a very useful defensive Pokemon, and noteworthy even outside of its many offensive sets.

Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky Water, it possesses a few qualities that let it stand out from the pack. First is its interesting Water / Poison typing, which bestows on Tentacruel resistances to many common attacking types, as well as the ability to absorb Toxic Spikes upon entering the field. Along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes, this goes a long way towards earning it a spot on most stall or defensively-orientated teams. Its Rain Dish ability in particular works excellently on rain-based stall, giving it phenomenal recovery and alleviating perhaps its greatest weakness: its lack of a reliable recovery move. Liquid Ooze, on the other hand, has the niche of letting it counter the few Pokemon that use health-draining moves, particularly special Virizion, Conkeldurr, and Ferrothorn. In short, Tentacruel, although an uncommon Pokemon, is capable of many great things if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy (Unreleased)

Most Pokemon can be classed into a few broad categories: sweeper, wall, and others. Wobbuffet cannot, however, because it is completely unique in what it does, thanks to its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if said opponent is Choice-locked. It can also use Encore against Pokemon which try to set up against it, and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming incoming sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor Speed, and it literally has no other moves available but Splash. Nonetheless, it does not need anything more to become the ultimate anti-metagame Pokemon that it is. Team Preview has made preparing for Wobbuffet slightly easier, but it is as uncounterable as ever, and a definite threat in the OU tier.

Xatu
Type: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Bounce

Xatu is the perfect example of a Pokemon that sorely needed a boost, and got exactly what it needed to compete in Generation V: Magic Bounce. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, a Ground immunity, as well as resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it couldn't stop said hazards being set up. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop entry hazards or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon to look at.
 
I chose a very bad time to go inactive. Anyway, I can't put off a decision on this any longer, since this badly needs to go on-site.

Ignore my check, and go on and implement sirndpt's check; he's done a pretty good job -

Lucario and defensive Rotom-W were left out of the OP; also, defensive Gyarados and Latias are out of alphabetical order.

no offense to anyone meant, but sorry, I really couldn't GP Venusaur properly and so rewrote it. (I left a copy of the original in the post though if that'd be violating some qc procedure or something.) I made huge changes to defensive Gliscor too >.> and lastly, I'm wondering if Ninetales should be rewritten or more mention made of its offensive capabilities.

Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning / Soundproof (Unreleased)

Abomasnow is unique in standard play as the only fully evolved Pokemon that can summon permanent hail. It is somewhat limited by its only decent offenses and mediocre Speed; therefore, it is often seen running a Choice Scarf set to make up for the latter, taking on the role of a revenge killer. It typically carries Blizzard and either Grass Knot or Wood Hammer, as well as Hidden Power Fire or Earthquake to deal with the Steel-types that resist its STABs. Abomasnow also makes an annoying SubSeed user, as Leech Seed works in tandem with hail damage to slowly chip away at the opponent's health; it also has STAB Blizzard to severely punish any Grass-type trying to nullify this strategy. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for bulky Water-types.

Arcanine
Type: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received notable boosts this Generation in the form of Close Combat and Wild Charge, as well as a now +2 priority ExtremeSpeed. It is most commonly seen as a Life Orb or Choice Band attacker under sun, which provides it with both a boost to its STAB attacks as well as a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat lets it deal with Rock-type checks such as Tyranitar and finishes off any meddling Heatran, Wild Charge or Crunch may also be used for added coverage, and lastly, ExtremeSpeed makes Arcanine a great check to fast, frail sweepers. Balanced stats and good abilities that enable it to either absorb Fire-type attacks or serve as a cushion for physical hits mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Sipper

Although BW has not brought anything new for Azumarill, it still has a niche role in the metagame. With the onslaught of many fast, powerful attackers and frail setup sweepers, powerful priority is virtually a must for any team, and Azumarill certainly provides this. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smack defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to a boosted Waterfall in rain. Azumarill also has coverage options such as Ice Punch to fall back on, and its great Water typing and above average defenses allows it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played against carefully.

Bisharp
Type: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Defiant / Inner Focus / Pressure (Unreleased)

With a unique typing that grants it excellent dual STAB, a high base 125 Attack stat, and a good movepool, Bisharp has all the tools required to be a powerful physical attacker. Access to Swords Dance and a powerful STAB priority attack in Sucker Punch makes Bisharp a dangerous offensive threat. As a boosting sweeper, Bisharp can utilize its Steel typing to switch in on walls such as Ferrothorn, set up a Substitute, and then start boosting its Attack with Swords Dance, getting perfect neutral coverage between its STAB moves and Brick Break. However, Bisharp is not without its faults; firstly, it is held back by its poor base 70 Speed, which allows faster Substitute users to dispose of Bisharp easily. Moreover, running both Substitute and Swords Dance means Bisharp finds itself limited to only two offensive moves. Its Steel typing also gives Bisharp unwanted weaknesses to common Fighting- and Ground-type attacks. Despite these flaws, Bisharp is not to be underestimated: if given the chance to set up, it can easily tear entire teams apart.

Bouffalant
Type: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a somewhat underrated threat in OU, but it can surprise many foes with its powerful afro of steel. A high base 110 Attack stat allows Bouffalant to dish out quite some hurt, and Sap Sipper, Swords Dance, and Choice Band provide it with a multitude of ways to boost this even further. Bouffalant also sports a great physical movepool, including Afro Break, Megahorn, Wild Charge, Stone Edge, and Earthquake. Bouffalant isn't frail either with 95 / 95 / 95 defenses, meaning it can take neutral hits when needed; even some super effective hits at times. Reckless and Sap Sipper are both great abilities for an offensive Pokemon like Bouffalant, with the former boosting the power of Afro Break and Wild Charge to huge levels, and the latter allowing Bouffalant to gain a free Attack boost by switching into any Grass-type attack, even support moves such as Spore! Even with its low Speed and predictability, Bouffalant can put the hurt on unprepared teams.

Breloom
Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / Technician (Unreleased)

A top tier threat in DPP OU, Breloom returns in Generation V largely unchanged. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom remains such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will now more often than not incapacitate a Pokemon for the rest of the match. This punching mushroom can run a number of effective sets, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Aside from the abovementioned moves, Breloom also has coverage options such as Stone Edge, and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, do not underestimate it - it can be a massive threat to any unprepared team.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the BW OU metagame, Chandelure has more than enough to set it apart from its ghostly brethren. A gigantic base 145 Special Attack, two powerful STABs, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user and revenge killer. Through Dream World, it also stands to gain the ability Shadow Tag, the reason for Wobbuffet's ban from standard play in previous generations. Its movepool includes useful coverage options such as Energy Ball to deal with troublesome Water-types, as well as the boosting moves Calm Mind and Flame Charge. Access to useful moves such as Will-O-Wisp and Haze means it is not bereft of support options either. Though Chandelure has a sub-par base 80 Speed and sports weaknesses to Stealth Rock and common Water-, Rock-, and Ground-type attacks, handle it with care; one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / Overcoat (Unreleased)

Cloyster has traditionally relied on its massive Defense stat and solid support movepool consisting of Spikes, Toxic Spikes, and Rapid Spin to snag it a place on teams in DPP UU. However, it hit the jackpot in Generation V, gaining one of the the best boosting moves in the game: Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's offensive stats skyrocket to massive levels, enabling it to OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also gives Icicle Spear and Rock Blast maximum Base Power, meaning that not even Focus Sash, Substitute, Multiscale, or Sturdy can stop Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users such as Conkeldurr can prey on Cloyster's lowered Defense and weakness to their attacks, checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip teams to shreds if not met with a check.

Conkeldurr
Type: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest threats in the metagame. Conkeldurr's good HP and Defense stats further allow it to take the odd hit or two when setting up; STAB Drain Punch complements this well, significantly boosting its survivability. Powerful priority in Mach Punch also adds to its utility, letting it revenge threatening sweepers like Excadrill. Its physical movepool isn't half bad either, giving it coverage options such as Stone Edge and Payback to complement its abovementioned STABs. However, its ability is what lets it stand out from the pack. Guts lets Conkeldurr scoff at the Achilles heel of many other physical attackers, enabling it to set up on walls that beat many of its fellows with status or Scald's burn chance, Toxic Gliscor in particular. Aside from traditional Bulk Up boosting and Choice Band sets, Conkeldurr can also abuse Guts directly with Flame Orb or Toxic Orb. Though common Psychic-types such as Latios and Reuniclus can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Type: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, including those that resist its attacks. With a Sheer Force-boosted Flare Blitz under sun, Darmanitan can power its way through just about all Pokemon who aren't outright immune to Fire-type attacks. Those who are face the threat of a similarly boosted Rock Slide or Superpower, or a quick U-turn to a counter. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to all forms of entry hazards and residual damage, which will ultimately be its downfall. Its poor defenses and unfortunate base 95 Speed also mean that faster threats can revenge kill it easily. Nonetheless, Darmanitan is indeed a dangerous threat: underestimate its raw power at your own peril.

Deoxys-S
Type: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Ability: Pressure

At first glance, Deoxys-S' most striking feature is its blistering base 180 Speed. It is thanks to this that Deoxys-S manages to find a home in the rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by Prankster leads such as Thundurus and Whimsicott. Access to a variety of supporting moves such as Stealth Rock, Spikes, Light Screen, Reflect, and Taunt makes Deoxys-S a very useful lead on more or less any offensively oriented team. As well as providing excellent team support, Deoxys-S can also surprise its opponents with an offensive set courtesy of its decent base 95 offenses, wonderful mixed movepool, and access to high-powered moves, allowing it to check an astonishly wide range of threats well.

Dragonite
Type: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite found itself shunned in favour of its fellow Dragon-types Salamence and Garchomp due to their higher offensive stats. However, the tables have turned with the introduction of Dragonite's new ability Multiscale, which makes it a fantastic tank and bulky sweeper. With support moves such as Thunder Wave, Dragon Tail, and Heal Bell, Dragonite can not only wall dangerous threats such as Virizion, but also support the rest of its team. Dragonite can also run a more offensive bulky Dragon Dance set, taking full advantage of Multiscale and Roost to boost up multiple times. Dragonite also fits nicely into rain teams, as it can abuse a 100% accurate Thunder and STAB Hurricane, as well as a boosted Surf. Finally, Dragonite can run a highly effective wallbreaking set, with moves such as Draco Meteor, Fire Blast, and Superpower tearing gaping holes in defensively oriented teams. Though Dragonite does have its flaws, namely weaknesses to Ice and Rock, its impressive versatility makes it a great choice for any team.

Espeon
Type: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Bounce

At first glance, Espeon appears to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing, stats, or moves, but in its Dream World ability: Magic Bounce. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt not only gives it a niche on standard teams, but also allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the capability to pass Wishes and Calm Minds, as well as set up and sweep itself, Espeon is an excellent support choice for any team.

Excadrill
Type: Ground / Steel
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Abilities: Sand Rush / Sand Force / Mold Breaker (Unreleased)

Just one glance at Excadrill's stats and ability will be enough for one to realize why this bad-ass-looking mole is one of the biggest threats in OU. Its unmatched Sand Rush-boosted Speed in sandstorm and amazing Attack stat allow it to outspeed and immediately threaten nearly the whole metagame. Excadrill can furthermore boost its Attack to massive levels with Swords Dance, allowing it to overcome even bulkier OU Pokemon such as Ferrothorn and Jellicent. However, Excadrill has a few problems. The first is predictability: it is pretty much limited to a Swords Dance set with Earthquake and Rock Slide for both STAB and coverage; its final move is a choice between Return, X-Scissor, and Brick Break to further enhance its coverage, or Rapid Spin to support its team. It also has weaknesses to common Ground-, Fire-, and Fighting-type attacks, the latter of which is compounded by the fact that Conkeldurr and Lucario usually pack Mach Punch and Vacuum Wave respectively, to make sure the mole doesn't have free reign. Finally, its only passable base 88 Speed means it is completely reliant on sand support. All in all, one should always have Excadrill in mind when building a team, since getting swept by it will otherwise occur with depressing regularity.

Gengar
Type: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat four generations after its introduction. Convenient immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a wealth of opportunities to switch in and wreak havoc. Along with a powerful STAB Shadow Ball, Gengar has fantastic coverage options in Thunderbolt, Focus Blast, Energy Ball, and a Hidden Power of choice. As Shadow Ball and Focus Blast achieve perfect neutral coverage together, Gengar can simultaneously make use of its multitude of support options including Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and even walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats, and can be revenge killed by faster threats such as Thundurus and Starmie, as well as by priority, unless it is safely tucked away behind a Substitute. Pursuit users such as Tyranitar and Scizor wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats such as Tyranitar and Lucario and threaten them with its STAB Earthquake. It can then Swords Dance to boost its Attack as they switch out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Gliscor will typically supplement its powerful boosted STAB Earthquake with some combination of Stone Edge, Taunt, and Ice Fang. A lesser-seen alternative is Fling, which enables Gliscor to effectively use a full-powered Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared team will quickly be decimated by it.

Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has consistently wallowed in the depths of NU. This generation, however, it received one of the best boosting moves, Shell Smash, enabling Gorebyss to sweep despite its otherwise average stats. However, sweeping isn't the most dangerous thing Gorebyss can do: it and Huntail are the only Pokemon that can Baton Pass said Shell Smash boosts. This turns Gorebyss into an unparalleled support Pokemon that, in a single turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, leaving it wanting for setup opportunities, and Prankster users can prevent it from passing its boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits; White Herb also serves to nullify the drop to its defenses. The second is easier to fix: since all Prankster users are weak to Ice Beam, Gorebyss can OHKO them while they Taunt, and attempt to finish its job later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been a familiar and fearsome threat due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation came in the form of Moxie, an ability that increases Gyarados' Attack by one stage every time it KOes an opponent; this turns Gyarados into a very versatile threat. First, it can be a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set with Intimidate, STAB Waterfall, and two of Bounce, Ice Fang, Stone Edge, and Earthquake. An offensively oriented Dragon Dance set with Moxie, though rare, is much more immediately threatening, reaching 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set; Gyarados can also utilize Choice Band to hit very hard without any setup, or Choice Scarf and boost its Attack through Moxie. Though Gyarados sports a nasty weakness to Electric-type attacks and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Haxorus
Type: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Rivalry / Mold Breaker / Unnerve (Unreleased)

Haxorus was a vastly overhyped threat in the early stages of Generation V, and is not quite the terror that its massive base 147 Attack might make it seem. It is a pretty dangerous threat, however. Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves such as Dragon Dance and Swords Dance makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, which means that phazing walls such as Skarmory won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can power through even the likes of Steel-types such as Ferrothorn and Skarmory! What does keep our axe-faced dragon from being a top-tier threat, however, is its odd base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Ice-type attacks. Still, be sure to pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets, ranging from all-out offensive ones to defensive ones. With great balanced stats, a unique and effective typing, as well as a useful ability in Flash Fire, Heatran can run a fantastic offensive set which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it can then outspeed many popular unboosted sweepers such as Thundurus while simultaneously being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Finally, Heatran has a variety of support options, and its respectable defenses allow it to sponge most neutral attacks. With a great support movepool including Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which nonetheless can be somewhat remedied by Protect and Leftovers. Despite having a nasty weakness to common Ground- and Fighting-type attacks, Heatran is still quite the threat, and makes a great addition to any team looking for a bulky, powerful attacker.

Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack, a unique typing, and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give this new dragon a niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal would-be counters by running physical moves such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack. Unfortunately, Hydreigon's odd base 98 Speed leaves it outpaced by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. Its Dark part-typing also bestows on it unfortunate weaknesses to common Fighting- and Bug-type attacks. Offensively, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat that, thanks to its sheer offensive power and wide movepool, can raze unprepared teams easily if given the chance.

Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Abilities: Blaze / Iron Fist

Although Infernape received a massive amount of competition from all the new Fighting-types introduced in Black and White, do not make the mistake of overlooking it, for it is as great a threat as ever. Sporting great balanced offensive stats and a high base 108 Speed, Infernape can effectively function as a wonderful mixed attacker. Infernape also has a good movepool to back it up, with its powerful physical and special STAB moves complemented by good coverage options in Earthquake, Stone Edge, Grass Knot, ThunderPunch, U-turn, and Hidden Power, and priority in the form of Mach Punch and Vacuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the likes of Jirachi and Tyranitar. Access to boosting moves such as Nasty Plot, Swords Dance, and Work Up also makes Infernape one of the most dangerous setup sweepers around. Unfortunately, our flaming ape has its fair share of problems. Although it is not by any means slow, offensive threats such as Thundurus and Gengar outspeed it; this is compounded by the fact that Infernape has poor defensive stats. Despite these flaws, Infernape is easily a top-tier threat that can run away with the game if you are not careful.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

It's not a stretch to say that Jirachi is one of the most versatile and useful Pokemon in the BW OU metagame. With the number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's well-rounded combination of offense and defense is sorely needed on many teams. Jirachi has many things going for it: in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with the amazing ability Serene Grace, along with many options with which to abuse it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other. On the special side, Jirachi can utilize Calm Mind to lure and eliminate a number of physically defensive threats with ease. Physically, too, Jirachi poses a massive threat with the notorious Iron Head, which thanks to Serene Grace has a massive 60% flinch chance, complemented with coverage options in the elemental Punches to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon – still with that ever-serene smile on its face.

Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Abilities: Swift Swim / Sniper / Damp (Unreleased)

Kingdra often faces huge competition from its Dragon-typed brethren for a team slot. While its stats seem merely mediocre, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing that sets it apart is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, resisted only by the common Ferrothorn and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used on many builds of Kingdra, Rain Dance sets also have the power to immediately break through teams, especially popular weather-oriented ones. In rain, Kingdra can take advantage of its ability, Swift Swim, to outrun just about the whole metagame, making it especially difficult to revenge kill. You may be very tempted to pair Kingdra with a Drizzle Politoed; however, the combination of Swift Swim and Drizzle is banned, so Kingdra will have to resort to the classic methods it used last generation. Nonetheless, this doesn't stop it from being a significant offensive threat.

Kyurem
Type: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Ability: Pressure

At first glance, Kyurem appears to be a very mighty attacker capable of tearing through even the bulkiest of walls. Excellent base stats along with high-powered mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a defensively atrocious Dragon / Ice typing, which gives it weaknesses to common Fighting- and Steel-type priority attacks, in addition to a Stealth Rock weakness. As rarely seen as it is, Kyurem is not to be underestimated. Kyurem achieves perfect neutral coverage with just Focus Blast and its STAB attacks, and this, in conjunction with its equally outstanding offenses, allow it to function as an effective mixed stallbreaker. Kyurem's signature move, Glaciate, also allows it to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for a while. Despite having several crippling disadvantages, Kyurem should not be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Type: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Abilities: Sand Force / Sheer Force (Unreleased)

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish as well as above average defenses allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it especially tough to counter, as physical walls such as Gliscor are destroyed by Hidden Power Ice. Sand Force additionally boosts the power of Earthquake and Stone Edge in sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set to rip teams to shreds. Landorus' base 101 Speed is a mixed blessing, which enables it to outspeed the many base 100 Pokemon, but leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to a quick death by exploiting its 4x Ice-type weakness. Despite this glaring flaw, do watch out for this sand genie; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

The transition to BW has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the as-yet-unreleased Soul Dew. Nonetheless, Latias is capable of putting its high Speed, power, access to instant recovery, and formidable bulk to good use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed offensively by its brother Latios, and as such finds itself using sets that take advantage of its higher bulk. These include the monoattacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias functions as an excellent answer to various sweepers, such as Heatran and Zapdos, and a first-rate switch-in to specially based weather inducers Ninetales and Politoed, easily healing off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed nearly all of the latter, it can be both a great choice for and a serious threat to any team.

Latios
Type: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Ability: Levitate

It's no mystery as to why Latios is one of the most feared Pokemon out there: with its massive base 130 Special Attack and base 110 Speed stats, as well as passable bulk, Latios is one of the most effective sweepers in the metagame. Draco Meteor, perhaps its most common attack, has enough power to heavily dent even the likes of Ferrothorn, and has become the standard by which all special walls in OU are judged. Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind to even Dragon Dance. However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways. Scizor in particular can utilize its resistance to Draco Meteor to come in almost unscathed and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently in this role. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Lucario
Type: Fighting / Steel
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SpA / 70 SpD / 90 Spe
Abilities: Steadfast / Inner Focus / Justified (Unreleased)

Lucario's base stats tell all that needs to be said: it is a top-tier sweeper, both physically and specially; that it receives the amazing boosting moves Swords Dance, Nasty Plot, and Work Up is the icing on the cake. When combined with powerful STAB moves in Close Combat and Aura Sphere, good coverage in Ice Punch, Crunch, or Dark Pulse, as well as priority in the form of Extremespeed and Vacuum Wave, Lucario becomes a Pokemon that must be treated with extreme caution. Aforementioned excellent coverage and strong priority also gives Lucario the ability to run an effective Choice Band or Specs set, dealing great damage off the bat while also having the ability to revenge kill dangerous threats such as Excadrill—after some prior damage—with Vacuum Wave. A counter to Lucario is a must for any team, and one should always be wary if Lucario is seen in Team Preview.

Magnezone
Type: Electric / Steel
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Abilities: Magnet Pull / Sturdy / Analytic (Unreleased)

With the abundance of Steel-typed defensive walls in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords Magnezone the ability to trap virtually any pesky Steel-type, and either promptly KO it with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone's movepool isn't the largest, Hidden Power Fire and its STAB moves give it all the coverage it needs; its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of walls—Steel-types in particular—for a teammate to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to contend with. A painful 4x weakness to common Ground-type attacks is probably the biggest; Magnezone cannot handle these attacks despite its respectable base 115 Defense. Magnezone is also slow, meaning that speedy Fighting- and Fire-type attacks can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without so much as blinking an eye.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the growing number of legendary pixie Pokemon with base 100 stats across the board; however, what sets it apart is its access to every TM and non-exclusive tutor move in the game, making Mew unparalleled in its versatility. It can run an incredible amount of sets, many of which capitalizing on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. With its great Special Attack and Speed, however, it can just as easily sweep on its own with Nasty Plot, utilizing STAB Psyshock to take down even special walls such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch; this places more emphasis on its bulk and access to an instant recovery move in Roost. Additionally, a stallbreaker set exploiting Will-O-Wisp, Taunt, and Recover can beget great results if given the proper support. Overall, be very wary of Mew, as behind its pink pixie exterior lies immense versatility and power.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First, it is one of the fastest Fighting-types in the game with base 105 Speed; this especially enables it to outrun the many Pokemon sitting at the base 100 Speed benchmark. Its offenses—a high 125 base Attack and a usable base 95 Special Attack—aren't bad either, allowing it a fair amount of versatility. Though its movepool is relatively shallow, it nonetheless contains lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, Work Up, Hidden Power Ice and even Grass Knot. Access to Regenerator is the icing on the cake, as with it Mienshao need not worry about residual damage from Life Orb, sandstorm, entry hazards, and status, as well as recoil from Hi Jump Kick, enhancing its longevity by leaps and bounds. However, Mienshao is frail and can't take too many hits, and also struggles greatly against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and even with its small movepool can run surprisingly diverse sets.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to make full use of its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, and also allows it to remove Toxic Spikes when switched in. It has access to powerful STAB moves such as Earth Power and Sludge Bomb, which gain a further Sheer Force buff, as well as the elemental trio of Flamethrower, Thunderbolt, and Ice Beam. If you find the number of Sheer Force-boosted physical moves disappointing, Nidoking also received a way to boost its decent Attack and raise its Accuracy with Hone Claws, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, its ability to counter even the threatening Conkledurr speaks volumes of Nidoking's newfound power.

Ninetales
Type: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather underwhelming Fire-type. It shared Flash Fire with Heatran, Arcanine, and Houndoom, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. Things looked set to get even worse for Ninetales in BW with the introduction of Chandelure, who had Flash Fire and drastically higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Previously exclusive to Groudon, Drought allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon like Lilligant up to a usable level, and make top-tier threats such as Heatran and Infernape even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks bar Will-O-Wisp, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can instantly replace the sunlight with rain and destroy Ninetales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Politoed
Type: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

One of the most outclassed Water-types in previous generations shot to instant stardom with the arrival of Gen V: Politoed received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such an exceptional boost to Swift Swim that the two were banned together on the same team. Although perhaps its best abusers are gone, Politoed's rain contributes to rain stall teams and teams that need other weathers removed. Politoed itself functions well both as a bulky Water-type and a Choice Scarf user, as its reasonable bulk and moderate Speed allow it to revenge kill many sweepers, particularly those that depend on another weather, like Excadrill, as well as check threats such as non-Choice Scarf Jirachi. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither takes much damage from any of Politoed's attacks and can cripple it with a status move. Despite these flaws, Politoed is an excellent choice to base a weather team around or to check opposing weather.

Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Reuniclus is hands down one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability, Magic Guard, helps it in no small way: complete immunity to all forms of passive damage, including Life Orb recoil, status, and entry hazards, and access to a reliable healing move in Recover are two of the biggest boons a bulky sweeper can get. It is no small wonder thus that Reuniclus is one of the top threats to watch out for. It can also function very effectively as a late-game Trick Room cleaner, and cripple physical attackers with a Flame Orb and Psycho Shift, making it all the more difficult to take down. Reuniclus' bulk also allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming virtually invincible, Reuniclus is let down by its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus' existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to face. If given the chance to set up, it will be very difficult to stop.

Rotom-W
Type: Electric / Water
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

With only one weakness thanks to its ability Levitate, as well as two great offensive STABs, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses and a solid Special Attack stat, allows Rotom-W to both take hits and dish out damage in return. STAB Thunderbolt and Hydro Pump hit hard when backed by Choice Specs, enabling Rotom-W to counter the rain and sand teams so common in the current metagame. This affable washing machine also has Hidden Power to surprise walls that resist its STAB moves, such as Ferrothorn and Gastrodon, thus gaining great coverage. Its low base HP further allows Rotom-W to make good use of its semi-reliable recovery move in Pain Split; that this hurts walls such as Blissey at the same time is a bonus. Though Rotom-W is not game-breaking as an offensive force, its ability to both take hits and retaliate hard is what makes it a Pokemon to look out for.

Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie (Unreleased)

This controversial DPP Uber continues to be a major threat in the BW OU metagame. Its high offensesare one reason for this: base 135 Attack and base 110 Special Attack are nothing to scoff at, even with the power creep this Generation. Dragon Dance allows it to run roughshod over entire teams with just a single turn of setup; however, Salamence's large movepool makes it unpredictable, as it works equally well as a mixed wallbreaker and as a bulky phazer with Wish and Dragon Tail. However, Salamence's throne as the best Dragon-type in OU has become much less secure. Latias and Latios dropped down from Ubers this generation; both outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks. Dragonite has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat that it can abuse with boosting moves or Choice items. There are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the very rare Cresselia counters it fully. Despite the introduction of other powerful Dragon-types and new threats looking to usurp its role, Salamence is still a very solid threat and should never be overlooked when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as the requisite Chlorophyll sweeper on sun teams, Sawsbuck is nonetheless a deadly offensive threat with its dangerous Swords Dance set. With its unique dual STAB and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a wide range of threats very hard. If given the opportunity to set up, it can easily sweep entire teams that lack the Fighting-type priority it hates. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, outspeeding almost the entire metagame while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep, and is therefore generally less of a threat. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as to hit opposing Grass-types harder, though Synthesis may rarely be present for recovery instead.

Scizor
Type: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence of many new threats in Generation V, Scizor continues to be a powerhouse and staple on many teams. Its standard set in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both pack quite the punch and can blow holes in the opposing team regardless of the situation: U-turn coming off of Scizor's base 130 Attack deals plenty of damage while also allowing Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's STAB- and Technician-boosted priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The newly introduced Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since the generation shift, Scizor is still a strong threat in the OU metagame, and will likely remain a staple for generations to come.

Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate (Unreleased)

With wonderful defensive stats, a decent base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. Its STABs achieve near-perfect neutral coverage, allowing Scrafty to score many hits with just these two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former not only protects it from status, but also allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, and allowing it many more boosts. The latter, on the other hand, makes it harder to stop each time it scores a KO, and can be devastating in conjunction with Speed boosts from Dragon Dance. Scrafty's offensive movepool also includes options such as Ice Punch to hit switch-ins such as Gliscor hard, and Dragon Tail to phaze boosting opponents and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed and Fighting-type weakness, which allows faster Fighting-types such as Infernape to outspeed and pummel Scrafty with STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic

This long-time OU veteran of all four previous generations has a tried-and-tested combination of blistering Speed, fantastic Special Attack, great coverage, and devastating high-powered moves. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set, with Recover making it much harder to take down than its mediocre defenses may suggest. Starmie is also blessed with the fairly exclusive Rapid Spin and the useful Natural Cure to thwart the efforts of opposing defensive teams. Although Starmie is equipped with the perfect tools for a special sweeper, it is sorely let down by its lack of a boosting move, and it is also walled by common rain counters Ferrothorn and Gastrodon, as well as classic special walls Blissey and Chansey. Just be sure to carry a check to Starmie, or it will sweep unhindered.

Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed which even unboosted outpaces a significant proportion of the metagame, and access to both Swords Dance and Rock Polish makes it a fantastic setup sweeper. Its STAB moves are resisted only by a handful of uncommon Pokemon such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to better threaten the kind of team it is facing. Terrakion also functions brilliantly with Choice sets with its high Attack and Speed, making it a versatile threat. Its ability, Justice Heart, further allows it to snatch an Attack boost by switching in on Dark-type moves such as Tyranitar's Crunch. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats such as Starmie, the Lati siblings, and Gengar, underestimate it at your own peril.

Thundurus unchecked
Type: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Thundurus boasts incredible offensive stats, as well as access to the holy grail for any special attacker: Nasty Plot. STAB Thunderbolt after a Nasty Plot destroys anything that does not resist it, while Hidden Power Ice and Focus Blast will clean up everything else. Access to the fairly exclusive Prankster ability also allows Thundurus to cripple any meddling threats with Thunder Wave before they even get to attack! Thundurus is also one of the few special attackers that aren't walled by the pink blobs, Chansey and Blissey, as it can cripple them with Taunt and go for the KO with Hammer Arm, coming from a very respectable 115 base Attack. Fortunately, Thundurus is very frail, and can be revenge killed by anything that doesn't mind getting paralyzed or sports an immunity to Electric-type attacks. Its typing also gives it weaknesses to common Rock- and Ice-type attacks. All in all, ensure that you have a fast attacker or something else to guard against Thundurus, or you will be blown to bits once it sets up.

Tornadus
Type: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from Thundurus is its powerful Flying-type STAB, Hurricane, which rivals Latios' Draco Meteor in power and comes without any drawback in rain. This alone allows Tornadus to run an extremely threatening Choice Specs set, which generally only Tyranitar and defensive Steel- and Electric-types like Jirachi and Raikou can check reliably, and even then, the 30% probability of confusion may prove problematic. Tornadus can also run an effective mixed set, a Bulk Up set with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination. However, a vulnerability to priority moves as well as an overreliance on rain let Tornadus down, as it is effectively neutered once its weather is removed. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully.

Toxicroak
Type: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Anticipation / Dry Skin / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon. However, Toxicroak's viability in OU lies in its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type and set up in their faces. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot to increase its clout as a setup sweeper significantly. Its large movepool includes useful priority options such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can in particular deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is an extremely underrated threat that should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve (Unreleased)

The mighty sand tyrant returns to take the BW OU metagame by storm – and for good reason too. Tyranitar sports many impressive traits such as fantastically balanced stats overall, great typing that grants it excellent dual STAB, a surprisingly diverse movepool, and of course, Sand Stream. With fantastic Attack and access to boosting moves like Curse and Dragon Dance, as well as the capability to make good use of Choice Band or Choice Scarf, Tyranitar can effectively run a large variety of sets. It can also serve as a lure, surprising common switchins with excellent special moves such as Fire Blast and Ice Beam, or assist its team with support moves like Roar, Dragon Tail, Stealth Rock, Taunt, and even Thunder Wave. Probably the main reason to use Tyranitar, though, is that its everlasting sandstorm greatly powers up Pokemon with sandstorm-reliant abilities, most notably Excadrill and Landorus. However, Tyranitar packs many weakness to common types such as Ground, Water, Bug, Steel, and most especially Fighting, a somewhat underwhelming Speed stat, and also suffers from four-moveslot syndrome: it can do a lot, but not everything at once. Due to Tyranitar's popularity, there also exist many threats that easily stop Tyranitar's fun: Drizzle Politoed; various Fighting-types—both old and new—like Terrakion, Conkeldurr, and Machamp; bulky Water-types; Scizor; and ironically opposing Excadrill and Landorus. Even with these setbacks, this tyrant is still a solid threat to be overlooked at your own peril.

Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Chlorophyll

You will probably be most familiar with this overgrown plant monster as the undisputed king of DPP UU. Do not be fooled by its failure to achieve OU glory, however, for Venusaur received a massive boost in the generation shift, vastly increasing its sweeping potential. First and foremost, it received the ability Chlorophyll through the Dream World; this combines perfectly with the buff to Growth in sun to transform Venusaur into an unstoppable monster with just one turn of setup. It is the premier Chlorophyll sweeper mainly for its large movepool, but there are generally only two variants of Venusaur one needs to prepare for. The specially based set works off Venusaur's higher offensive stat, but access to powerful physical moves like Return and Earthquake also allow Venusaur to run an effective mixed set that easily lures in and destroys its usual counters. Venusaur also has the options of Synthesis for recovery and Sleep Powder to buy it a free turn of setup, compensating somewhat for its underwhelming defenses, though it should be noted that Venusaur may not always be able to spare the necessary moveslots. Finally, Chlorophyll is incompatible with Venusaur's egg moves, most especially Power Whip; nonetheless, Venusaur on a dedicated sun team is a threat one should definitely be prepared for.

Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

The newest addition to the pool of pixielike Pokemon with 600 BST, Victini possesses a unique Psychic / Fire typing that is both blessing and curse. Its Psychic typing grants it a rather annoying Pursuit weakness, and its Fire typing confers on it a Stealth Rock weakness. However, do not be put off by Victini's poor defensive typing. Its stat spread makes it extremely bulky all around even without investment. Victini's movepool is likewise impressive on both the physical and special sides, and it furthermore enjoys sole access to a multitude of signature moves including the 180 Base Power V-create, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder, as well as the support moves Thunder Wave, Will-O-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is its Choice Band set, as a sun-boosted V-create decimates all but Flash Fire Pokemon. Victini can also run an effective Choice Scarf set to revenge faster threats. Lastly, Victini is one of the select few Pokemon to receive the move Final Gambit, which finds great utility thanks to Victini's large base HP. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.

Virizion
Type: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 129 SpD / 108 Spe
Ability: Justified

Being a member of the newest musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear underwhelming for a supposed offensive threat, Virizion can boost these effectively with Swords Dance and Calm Mind respectively, giving it a fair amount of versatility. However, what sets Virizion apart from its many Fighting-type counterparts is its fantastic base 129 Special Defense and wonderful Grass / Fighting typing, which makes it an excellent check to sandstorm and rain teams alike. STAB Grass moves are particularly useful to let Virizion break through Unaware Quagsire, a full stop to many other Fighting-types. Virizion is no slow customer either, as it boasts one of the highest base Speeds of all Fighting types. Though Virizion has a small movepool with only Hidden Power and Stone Edge to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and boost up itself on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense prevents it from taking powerful physical attacks, despite useful resistances such as to the EdgeQuake combo. Base 108 Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Latias and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is a dangerous threat that can make unprepared teams pay heavily.

Volcarona
Type: Bug / Fire
Base Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats of the new metagame. However, people quickly realized that with just one turn of set up, this seemingly underwhelming moth Pokemon could wreak absolute havoc on unprepared teams. With an excellent stat distribution and a unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast / Fiery Dance alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane, to most typically a Hidden Power. Alternatively, Volcarona can forgo a coverage move for other useful options such as Rest, Morning Sun, or even Substitute. Quiver Dance is one of the most dangerous setup moves in the game, making Volcarona not only a fast and hard-hitting sweeper, but also very hard to take down with special attacks. Revenge killers that would prey on Volcarona's poor Defense stat instead have to contend with its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Whimsicott
Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott is a very peculiar Pokemon, but it fully deserves to be on everyone's threat list. Its rather lackluster stats are more than compensated for by its immense support movepool, along with its ability: Prankster. With all of its non-attacking support moves given priority, it can effectively be one of the best SubSeeders in existence, as it is guaranteed to get a Substitute up first. Access to support moves such as Taunt and Stun Spore also allows Whimsicott to check a variety of offensive threats well; the ability to paralyze fast threats means that they can easily be taken down by a teammate. Whimsicott can also able to give many teams a useful resistance to Ground- and Water-type attacks, which are omnipresent in the metagame thanks to Tyranitar and Politoed. Whimsicott's life is not all good however, as it can be easily taken down by good prediction and just about any moderately powerful attack. Nonetheless, be ready for Whimsicott, or you will surely be in for the headache of your life.

Zoroark
Type: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Ability: Illusion

Zoroark is well-known as one of the earliest revealed Pokemon in Black and White; this is in fact ironic as its exclusive Illusion ability enables Zoroark to copy the sprite, gender, and nickname of the Pokemon in the sixth team slot, which lets it play mind games with its opponents. Zoroark often uses this ability to lure in the checks of one of its teammates and eliminate them with an unexpected super effective move. However, Zoroark has much more than mere surprise value: excellent offensive stats allow it to serve as a viable user of Choice Scarf, Choice Specs, or Life Orb, and it accentuates its sweeping potential with access to both Swords Dance and Nasty Plot even if the Illusion should fail. Furthermore, it has access to powerful coverage moves such as Flamethrower and Focus Blast to complement its Dark-type STAB. Not to be overlooked is its key base 105 Speed, which outpaces the heavily populated base 100 Speed tier. Underestimate it at your peril, as it is capable of inflicting serious damage at a moment's notice, Illusion or not.

Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

Despite receiving no new toys from the new Generation, and in fact facing greater competition thanks to the huge buff to Chansey, the (original) pink blob proves frustratingly resilient. With a near-unmatched ability to wall just about any special attacker in the game, Blissey can find a place in any team hurting for a bit more special bulk. With a wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to fully revitalize almost all Pokemon in the game, Blissey can be a fantastic team supporter, cleric, or status-spreader on stall and offensive teams alike. Despite being somewhat outclassed in defensively by Eviolite Chansey, Blissey maintains some advantages of its own that account for its greater usage. First, her usable base 75 Special Attack stat means that Blissey can run Ice Beam or Flamethrower to take advantage of her surprising physical bulk—largely due to her fantastic HP stat—; secondly, Leftovers negates residual damage Blissey may take from weather, and also helps offset whatever more damage she would take than Chansey. With massive Special Defense, decent physical Defense, a usable Special Attack and a good movepool, Blissey yet again proves that if something isn't broken, you need not fix it.

Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Unreleased)

With fantastic mixed defenses, and a combination of typing and choice of abilities that gives it only one weakness, Bronzong is a fantastic mixed wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel typing, Bronzong is one of the few reliable checks to the ferocious Dragon-types that roam OU, including Latios and Haxorus. Bronzong functions brilliantly in a support role, as it can reliably set up Stealth Rock, as well as provide dual screens and Trick Room support. Bronzong also has the ability to go on the offense as a tank that can both take hits and deal damage; such a set commonly sports Earthquake, Gyro Ball, and Hidden Power Ice to take on as many different Pokemon as possible. However Bronzong isn't completely invulnerable. Its low HP stat and lack of reliable recovery means that it will easily be whittled down over the course of the match. All in all, Bronzong is a competent Pokemon that when used rightly, will be a very effective use of a teamslot.

Chansey
Type: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

In previous Generations, Chansey found itself overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, with the advent of BW came a new item, the Eviolite, which increases the defenses of NFE Pokemon by 50%. This instantly transformed Chansey into an enormously bulky Pokemon, who can wall a huge number of threats with defenses that now far surpass Blissey's, as well as reliable recovery in the form of Softboiled. Generation V also brought about a change in the mechanics of the move Wish; Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus contribute to its team in many ways: aside from Wish, it gets access to status moves such as Toxic and Thunder Wave, as well as Aromatherapy and Heal Bell. It can alternatively be a pure wall that focuses on walling threats and forcing switches with its huge defensive stats, chipping away at the opponent's health mainly through residual damage. However, Chansey remains completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss; this leaves Chansey without any form of direct offense against Ghost-types. Having to hold Eviolite also deprives Chansey of Leftovers recovery, a disadvantage particularly in unfavorable weather. Despite these flaws, Chansey shines as one of the best special walls in the metagame and is one defensive threat which every team should be prepared for.

Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

With enormous equal base 160 defenses, a gigantic support movepool that includes a reliable recovery move, and the ability Pressure, Deoxys-D appears tailor-made for stalling. Access to Cosmic Power and Recover, as well as a wide variety of support moves such as Toxic, Taunt, Magic Coat, and Protect, Deoxys-D can stall out a large number of threats. It is hardly limited to stalling, though: it can utilize its fantastic defensive stats to lay entry hazards such as Spikes, or support a frail sweeper by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy of its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon such as as Thundurus, Whimsicott, and Deoxys-S, unless it carries Magic Coat. Despite these flaws, Deoxys-D stands out as one of the most potent stallers in the metagame that can stall out entire unprepared teams.

Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

With 74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, Ice, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn is an extremely useful check to rain-based teams, easily absorbing powerful attacks from the likes of Rotom-W, Starmie, and Kingdra. Ferrothorn's unique ability, Iron Barbs, also adds greatly to the headaches of physically based Pokemon and Rapid Spinners, and is an especially great way to pick off weakened Pokemon by just switching in. Ferrothorn's movepool is equally impressive: it can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, mitigate its lack of a reliable recovery move with Leech Seed, Substitute, and Protect, and even set up with Curse. Ferrothorn is not invincible, though: a neutrality to Ground and a weakness to Fighting greatly hamper its physical walling capabilities. Powerful Fire-types such as Heatran and Infernape can easily incinerate Ferrothorn with their STAB attacks. This glaring quadruple weakness is also an invitation for many special sweepers that are otherwise helpless against Ferrothorn, such as Latios and the aforementioned Starmie and Rotom-W, to surprise it with Hidden Power Fire.

Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat (Unreleased)

Forretress, the premier spinner of DPP, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche in the BW OU metagame. Access to all entry hazards and the ability to Rapid Spin go a long way toward making Forretress a virtual necessity for any stall team; an impressive physical Defense and salvageable Special Defense allow him to find a place on many a balanced and even offensive team as a reliable wall and pivot as well. Indeed, Forretress has far more on his resume than mere hazards work. With his colossal Defense, Forretress can tank most physical sweepers, and retaliate with his surprisingly usable base 90 Attack stat. STAB Gyro Ball along with his dismal Speed allows Forretress to counter many speedy sweepers, most frequently Outrage-locked Dragons, and a buffed Sturdy enables Forretress to abuse Custap Berry—once released—if need be to ensure two hits on a dangerous sweeper. Whether one needs an unbreakable staller, a Rapid Spinner, a clutch counter, or a catch-all defensive giant, look no further than Forretress.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Gliscor needs no hyperbole: it is one of the most common sights in the BW OU metagame simply because it is able to put a full stop to some of the most threatening sweepers. Excadrill, which general consensus holds as the greatest threat in OU, is completely countered by it, and Landorus is also beaten unless it has Hidden Power Ice, making it a top-tier counter to offensive sand-based teams. Indeed, perhaps the greatest testament to Defensive Gliscor's effectiveness is the sheer number of physical Pokemon that run an Ice move solely for Gliscor: Tyranitar, Mienshao, and Virizion are just a few examples. While Gliscor's Dream World ability is incompatible with Roost, the combination of Toxic Orb + Poison Heal, and possibly even Substitute and Protect, is more than enough for it to last through the game.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is more commonly seen as an offensive physical sweeper, it can also make good use of its good defenses and excellent typing with a bulkier set. Reliable recovery in Rest makes it surprisingly hard to take down, especially since anything that might try would likely find itself promptly phazed out by a Sleep Talk Roar or Dragon Tail. This sleeping sea monster can waken too to threaten with STAB Waterfall off of its great base 125 Attack. It can also boost this even further by running greater defensive investment on its bread-and-butter Dragon Dance set, capitalizing on its solid 95 / 79 / 100 defenses and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream / Sand Force (Unreleased)

The generation shift has not been especially generous to Hippowdon; however, its value as a physical wall has only increased with the plethora of new physical attackers introduced to the metagame, such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to take several special hits with the right investment. A decent support movepool, with options such as Stealth Rock, Roar, Yawn, and Slack Off, further enables Hippowdon to help out its teammates with ease. Hippowdon's ability, Sand Stream, not only allows it to add more residual damage to the tally, but also makes it the perfect partner to both Excadrill and Landorus, letting it find a place on all kinds of teams.

Jellicent
Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation V introduced a very welcome 2-in-1 Pokemon: Jellicent, simultaneously both a bulky Water and spinblocker. Along with Jellicent's unique Water / Ghost typing comes plenty of key resistances and immunities, two usable abilities in Water Absorb and Cursed Body, solid 100 / 70 / 105 defenses, instant recovery, a surprisingly decent offensive movepool, as well as support moves like Taunt, Will-O-Wisp, and Trick Room; in other words, all you could ask for. Jellicent's primary role on a team is typically to render Rapid Spin useless, which is why it is often found paired with a entry hazard layer, most commonly Ferrothorn. The FerroCent core is Gen V's answer to SkarmBliss: not only do their typings complement perfectly, Ferrothorn also sets up hazards which Jellicent then prevents the opponent from removing. Thanks to these traits, Jellicent can go toe to toe with some of the metagame's biggest threats, such as Heatran, Volcarona, Infernape, Mienshao, Terrakion, Swords Dance Lucario lacking Crunch, and Choice Band Scizor, just to name a few. Access to Toxic and Taunt also allow it to fare well against opposing bulky Water-types and walls. Jellicent does suffer from being setup bait for Pokemon such as ChestoRest variants of Volcarona, Nasty Plot Celebi, is largely shut down by faster Taunters like Whimsicott, and cannot stand up to the sheer power of the likes of Choice Specs Latios and Choice Band Haxorus. Nonetheless, if you need a solid defensive spinblocker and utility counter, this is the jellyfish for you.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Thanks to its large HP and balanced defensive stats, which are some of the most impressive in standard play, as well as its excellent defensive typing, Jirachi easily presents an insurmountable roadblock to thwart many an impending sweep. Jirachi is far from a passive sponge, however: its wide movepool allows it to be an extremely dynamic Pokemon. Jirachi is often seen spreading paralysis using either Thunder Wave or Body Slam, the latter of which has a 60% chance of paralysis thanks to Serene Grace. As a Normal-type attack, this gives Jirachi a niche ability to paralyze Ground-types. Jirachi is also an excellent team supporter with dual screens, Trick Room, or even Gravity, as it has U-turn to conserve momentum after setting up. Its Steel typing and immense special bulk further lets it check Dragon types, particularly Latios, sponging even Choice Specs Draco Meteors with ease. However, the main draw of defensive Jirachi is Wish. A multitude of resistances, great bulk, and the ability to outspeed a variety of threats even without investment lets Jirachi replenish its own health or that of a teammate reliably throughout the match. That Jirachi often maximizes investment on its already large base HP stat further enhances its capabilities, as with the new Wish mechanics, Jirachi's 202 HP Wishes can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Jirachi's ability to render damage to the rest of its team null and void is what makes it such a defensive threat: be sure to pack powerful Fire- or Ground-type attacks to deal with the star, as it is notoriously difficult to 2HKO otherwise.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

Despite losing Soul Dew in the generation shift, Latias still functions excellently as a special wall in standard play with her massive base 130 Special Defense, as well as neat resistances to Water-, Fire-, Electric-, Psychic-, and Fighting-type attacks. Wish Latias in particular partners very well with Ferrothorn: each covers the other's resistances almost flawlessly. Besides being able to pass Wish, Latias has access to Recover and Roost as well, allowing it to regain health in a single turn rather than two. This makes a bulky Calm Mind set an excellent choice for Latias, letting her boost her impressive Special Defense to outstanding levels and enabling her to hit very hard with STAB Dragon Pulse; Substitute, Wish, Roar, and Refresh all have good utility on this set for a variety of reasons. Finally, Latias can also be more of a team player by running an effective dual screens support set, making use of her great bulk and multitude of resistances to come in repeatedly during the match to perform her job.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing an offensive punch with Nasty Plot, it can also go in the completely opposite direction as a very defensive Pokemon. With balanced base 100 defenses and access to an instant recovery move, it will not knuckle down easily. The ability to pass any type of boost—offensive as well as defensive—such as Amnesia, Calm Mind, and Bulk Up makes it perhaps the premier Baton Passer in existance. Dedicated Baton Pass variants typically carry moves that boost both an offensive stat and Speed, instantly making the recipient a true juggernaut. Mew is also a first-rate choice for a dual screens support on offense-oriented teams, as its excellent bulk and access to a speedy Taunt virtually guarantees protection for frail, high-powered sweepers. Finally, Mew's support set functions just as well on defensive teams, easily spreading status, denying its unfortunate opponent of recovery with Taunt, and stalling it out with Roost. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic (Unreleased)

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank capable of coming in on some of the top threats of OU and forcing them out. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, mostly leaving only powerful STAB Fighting attacks. Immense bulk, a fantastic ability in Trace, and reliable recovery enables Porygon2 to easily come in on many threats, such as Heatran, Gliscor, and Intimidate Salamence and Gyarados, and use their abilities against them. Ice Beam and Thunderbolt give it great coverage, Thunder Wave lets it provide paralysis support, Recover offsets the loss of Leftovers healing. All in all, don't underestimate this strange duck, for it is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got his chance to shine in the OU metagame thanks to the magnificent gift he received from Dream World: Unaware. With the ability to ignore an opponent's stat boosts, a respectable amount of bulk, and Recover, Quagsire can easily check even the most dangerous physical sweepers such as Excadrill, Cloyster, and Lucario. Quagsire can even run Curse to attempt to sweep, or Stockpile to become even harder to take down. However, as with any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic, cannot handle special sweepers as well as he can physical ones, and has a crippling weakness to Grass-type moves. Finally, he can be muscled through by sheer brute force such as a Choice Band Haxorus' Outrage. Nonetheless, these reasons should not put you off from giving Quagsire a chance, because this cute clueless blue blob can save you from many a tight spot.

Rotom-W
Type: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While the loss of his Ghost typing has hurt Rotom-W as a spinblocker, he still possesses a few important characteristics that make him worthy of a defensive role. As one of the few Pokemon who learn both Rest and Sleep Talk, Rotom-W can use his significant bulk to stall out many threats. Access to Will-O-Wisp to cripple physically offensive threats further allows him the freedom to invest more heavily in Special Defense. Rotom-W also possesses a surprisingly high Special Attack stat and access to powerful STAB Thunderbolt, Thunder, and Hydro Pump, which gives him the ability to scare off many threats that are unable to OHKO him. Finally, Rotom-W has to his name a very unorthodox typing that packs a multitude of resistances and only one true weakness (excluding Mold Breaker Earthquake), enabling him to easily fit himself into many defensive teams.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Weak Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy of its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought a useful buff to Skarmory's ability Sturdy, in effect giving it a Focus Sash whenever it is at full health. Reliable recovery in the form of Roost, a multitude of resistances thanks to its Steel typing, as well as a valuable Ground-type immunity help Skarmory wall a large number of threats, including but not limited to Excadrill, Landorus, Haxorus, and Conkeldurr. Skarmory can also utilize its physical bulk and typing to lay entry hazards such as Spikes and Stealth Rock; furthermore, it has Whirlwind and Taunt in its arsenal to phaze stat boosters, cause residual damage, and shut down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and weaknesses to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Infernape, Rotom-W, Starmie, Magnezone, and Heatran. Still, its physical bulk and typing make Skarmory a very reliable physical wall and a great asset to any team.

Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro has been a superb choice for the role of physical bulky water ever since he made his first appearance in RBY. BW has given Slowbro a significant boost with the ability Regenerator, which restores 1/3 of his HP when switching out. With a great typing, good defenses, and decent Special Attack, Slowbro can serve many roles; however, he is commonly first and foremost a physical wall. With his natural bulk and a choice of STAB moves such as Scald, Surf, Psychic, and Psyshock, he is a great counter to the many hard-hitting Fighting-types and physical sweepers that abound, in particular Conkeldurr and Excadrill. This makes Slowbro one of the best anti-metagame Pokemon, as both these offensive threats are very common. Slowbro has a large support movepool, containing moves such as Yawn, Thunder Wave, and Toxic, as well as Slack Off for instant recovery. He can also support his team by setting up dual screens or Trick Room. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but very hard to break specially as well. After a few boosts, he may also be able to go on the offensive and put quite a large dent in the opposing team, with good coverage options like Fire Blast, Flamethrower, and Ice Beam. There are also Choice Specs Slowbro variants, which—don't laugh—can be surprisingly hard to counter due to his impressive coverage and good base Special Attack.

Spiritomb
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 30 Spe
Abilities: Pressure / Infiltrator (Unreleased)

Spiritomb's interesting Ghost / Dark typing and decent defenses, coupled with Pressure and acceptable offensive stats, make him an odd and excellent Pokemon in a metagame infested with both Fighting-type Pokemon and their Psychic-type counters. Spiritomb has a small but useful support movepool that can usually get the job done, including Will-O-Wisp, Taunt, and Hypnosis. A neutrality to Dark is also a fine reason to use him over bulkier Ghosts such as Jellicent and Dusclops. With respectable balanced base 92 offenses, Spiritomb can run a great bulky boosting Calm Mind set, a surprisingly workable Choice Band set with Sucker Punch, Pursuit, and Trick, or even function as a mixed wallbreaker! Even though Spiritomb has problems with extremely strong attackers such as Darmanitan and Haxorus, and is let down by the lack of a reliable recovery move, Spiritomb is still a good Pokemon if played correctly, no matter if used as a wall, a sweeper, or a staller, and should never be underestimated.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic (Unreleased)

While Starmie may be famous for its fantastic Life Orb set of the DPP era, it is also valued highly this generation for its ability to function as a defensive Rapid Spinner and glue for a team. As both the fastest Rapid Spinner (only outsped by Sand Rush Excadrill and Sandslash in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a Rapid Spinner. Starmie can use its famously great coverage and and good Special Attack stat to overwhelm common spinblockers, such as Jellicent, Dusclops, and Spiritomb. Also on Starmie's defensive resume are key resistances to Water-, Ice-, Fire-, and Fighting-type moves, which let it come in comfortably on a wide range of attacks to perform its duty despite its underwhelming defenses. These advantages, as well as a great ability in Natural Cure, which removes status such as from the likes of Toxic Spikes, makes Starmie a very useful defensive Pokemon, and noteworthy even outside of its many offensive sets.

Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky Water, it possesses a few qualities that let it stand out from the pack. First is its interesting Water / Poison typing, which bestows on Tentacruel resistances to many common attacking types, as well as the ability to absorb Toxic Spikes upon entering the field. Along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes, this goes a long way towards earning it a spot on most stall or defensively-orientated teams. Its Rain Dish ability in particular works excellently on rain-based stall, giving it phenomenal recovery and alleviating perhaps its greatest weakness: its lack of a reliable recovery move. Liquid Ooze, on the other hand, has the niche of letting it counter the few Pokemon that use health-draining moves, particularly special Virizion, Conkeldurr, and Ferrothorn. In short, Tentacruel, although an uncommon Pokemon, is capable of many great things if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy (Unreleased)

Most Pokemon can be classed into a few broad categories: sweeper, wall, and others. Wobbuffet cannot, however, because it is completely unique in what it does, thanks to its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if said opponent is Choice-locked. It can also use Encore against Pokemon which try to set up against it, and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming incoming sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor Speed, and it literally has no other moves available but Splash. Nonetheless, it does not need anything more to become the ultimate anti-metagame Pokemon that it is. Team Preview has made preparing for Wobbuffet slightly easier, but it is as uncounterable as ever, and a definite threat in the OU tier.

Xatu
Type: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Bounce

Xatu is the perfect example of a Pokemon that sorely needed a boost, and got exactly what it needed to compete in Generation V: Magic Bounce. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, a Ground immunity, as well as resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it couldn't stop said hazards being set up. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop entry hazards or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon to look at.


-----

Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning / Soundproof (Unreleased)

Abomasnow is unique in standard play as the only fully evolved Pokemon that can summon permanent hail. It is somewhat limited by its only decent offenses and mediocre Speed; therefore, it is often seen running a Choice Scarf set to make up for the latter, taking on the role of a revenge killer. It typically carries Blizzard and either Grass Knot or Wood Hammer, as well as Hidden Power Fire or Earthquake to deal with the Steel-types that resist its STABs. Abomasnow also makes an annoying SubSeed user, as Leech Seed works in tandem with hail damage to slowly chip away at the opponent's health; it also has STAB Blizzard to severely punish any Grass-type trying to nullify this strategy. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for bulky Water-types.

Arcanine
Type: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received notable boosts this Generation in the form of Close Combat and Wild Charge, as well as a now +2 priority ExtremeSpeed. It is most commonly seen as a Life Orb or Choice Band attacker under sun, which provides it with both a boost to its STAB attacks as well as a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat lets it deal with Rock-type checks such as Tyranitar and finishes off any meddling Heatran, Wild Charge or Crunch may also be used for added coverage, and lastly, ExtremeSpeed makes Arcanine a great check to fast, frail sweepers. Balanced stats and good abilities that enable it to either absorb Fire-type attacks or serve as a cushion for physical hits mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Sipper

Although BW has not brought anything new for Azumarill, it still has a niche role in the metagame. With the onslaught of many fast, powerful attackers and frail setup sweepers, powerful priority is virtually a must for any team, and Azumarill certainly provides this. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smack defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to a boosted Waterfall in rain. Azumarill also has coverage options such as Ice Punch to fall back on, and its great Water typing and above average defenses allows it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played against carefully.

Bisharp
Type: Dark / Steel
Base Stats: 65 HP / 125 Atk / 100 Def / 60 SpA / 70 SpD / 70 Spe
Abilities: Defiant / Inner Focus / Pressure (Unreleased)

With a unique typing that grants it excellent dual STAB, a high base 125 Attack stat, and a good movepool, Bisharp has all the tools required to be a powerful physical attacker. Access to Swords Dance and a powerful STAB priority attack in Sucker Punch makes Bisharp a dangerous offensive threat. As a boosting sweeper, Bisharp can utilize its Steel typing to switch in on walls such as Ferrothorn, set up a Substitute, and then start boosting its Attack with Swords Dance, getting perfect neutral coverage between its STAB moves and Brick Break. However, Bisharp is not without its faults; firstly, it is held back by its poor base 70 Speed, which allows faster Substitute users to dispose of Bisharp easily. Moreover, running both Substitute and Swords Dance means Bisharp finds itself limited to only two offensive moves. Its Steel typing also gives Bisharp unwanted weaknesses to common Fighting- and Ground-type attacks. Despite these flaws, Bisharp is not to be underestimated: if given the chance to set up, it can easily tear entire teams apart.

Bouffalant
Type: Normal
Base Stats: 95 HP / 110 Atk / 95 Def / 40 SpA / 95 SpD / 55 Spe
Abilities: Reckless / Sap Sipper / Soundproof (Unreleased)

Bouffalant is a somewhat underrated threat in OU, but it can surprise many foes with its powerful afro of steel. A high base 110 Attack stat allows Bouffalant to dish out quite some hurt, and Sap Sipper, Swords Dance, and Choice Band provide it with a multitude of ways to boost this even further. Bouffalant also sports a great physical movepool, including Afro Break, Megahorn, Wild Charge, Stone Edge, and Earthquake. Bouffalant isn't frail either with 95 / 95 / 95 defenses, meaning it can take neutral hits when needed; even some super effective hits at times. Reckless and Sap Sipper are both great abilities for an offensive Pokemon like Bouffalant, with the former boosting the power of Afro Break and Wild Charge to huge levels, and the latter allowing Bouffalant to gain a free Attack boost by switching into any Grass-type attack, even support moves such as Spore! Even with its low Speed and predictability, Bouffalant can put the hurt on unprepared teams.

Breloom
Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / Technician (Unreleased)

A top tier threat in DPP OU, Breloom returns in Generation V largely unchanged. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom remains such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will now more often than not incapacitate a Pokemon for the rest of the match. This punching mushroom can run a number of effective sets, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Aside from the abovementioned moves, Breloom also has coverage options such as Stone Edge, and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, do not underestimate it - it can be a massive threat to any unprepared team.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the BW OU metagame, Chandelure has more than enough to set it apart from its ghostly brethren. A gigantic base 145 Special Attack, two powerful STABs, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user and revenge killer. Through Dream World, it also stands to gain the ability Shadow Tag, the reason for Wobbuffet's ban from standard play in previous generations. Its movepool includes useful coverage options such as Energy Ball to deal with troublesome Water-types, as well as the boosting moves Calm Mind and Flame Charge. Access to useful moves such as Will-O-Wisp and Haze means it is not bereft of support options either. Though Chandelure has a sub-par base 80 Speed and sports weaknesses to Stealth Rock and common Water-, Rock-, and Ground-type attacks, handle it with care; one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / Overcoat (Unreleased)

Cloyster has traditionally relied on its massive Defense stat and solid support movepool consisting of Spikes, Toxic Spikes, and Rapid Spin to snag it a place on teams in DPP UU. However, it hit the jackpot in Generation V, gaining one of the the best boosting moves in the game: Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's offensive stats skyrocket to massive levels, enabling it to OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also gives Icicle Spear and Rock Blast maximum Base Power, meaning that not even Focus Sash, Substitute, Multiscale, or Sturdy can stop Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users such as Conkeldurr can prey on Cloyster's lowered Defense and weakness to their attacks, checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip teams to shreds if not met with a check.

Conkeldurr
Type: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest threats in the metagame. Conkeldurr's good HP and Defense stats further allow it to take the odd hit or two when setting up; STAB Drain Punch complements this well, significantly boosting its survivability. Powerful priority in Mach Punch also adds to its utility, letting it revenge threatening sweepers like Excadrill. Its physical movepool isn't half bad either, giving it coverage options such as Stone Edge and Payback to complement its abovementioned STABs. However, its ability is what lets it stand out from the pack. Guts lets Conkeldurr scoff at the Achilles heel of many other physical attackers, enabling it to set up on walls that beat many of its fellows with status or Scald's burn chance, Toxic Gliscor in particular. Aside from traditional Bulk Up boosting and Choice Band sets, Conkeldurr can also abuse Guts directly with Flame Orb or Toxic Orb. Though common Psychic-types such as Latios and Reuniclus can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Type: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, including those that resist its attacks. With a Sheer Force-boosted Flare Blitz under sun, Darmanitan can power its way through just about all Pokemon who aren't outright immune to Fire-type attacks. Those who are face the threat of a similarly boosted Rock Slide or Superpower, or a quick U-turn to a counter. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to all forms of entry hazards and residual damage, which will ultimately be its downfall. Its poor defenses and unfortunate base 95 Speed also mean that faster threats can revenge kill it easily. Nonetheless, Darmanitan is indeed a dangerous threat: underestimate its raw power at your own peril.


Deoxys-S
Type: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Ability: Pressure

At first glance, Deoxys-S' most striking feature is its blistering base 180 Speed. It is thanks to this that Deoxys-S manages to find a home in the rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by Prankster leads such as Thundurus and Whimsicott. Access to a variety of supporting moves such as Stealth Rock, Spikes, Light Screen, Reflect, and Taunt makes Deoxys-S a very useful lead on more or less any offensively oriented team. As well as providing excellent team support, Deoxys-S can also surprise its opponents with an offensive set courtesy of its decent base 95 offenses, wonderful mixed movepool, and access to high-powered moves, allowing it to check an astonishly wide range of threats well.

Dragonite
Type: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite found itself shunned in favour of its fellow Dragon-types Salamence and Garchomp due to their higher offensive stats. However, the tables have turned with the introduction of Dragonite's new ability Multiscale, which makes it a fantastic tank and bulky sweeper. With support moves such as Thunder Wave, Dragon Tail, and Heal Bell, Dragonite can not only wall dangerous threats such as Virizion, but also support the rest of its team. Dragonite can also run a more offensive bulky Dragon Dance set, taking full advantage of Multiscale and Roost to boost up multiple times. Dragonite also fits nicely into rain teams, as it can abuse a 100% accurate Thunder and STAB Hurricane, as well as a boosted Surf. Finally, Dragonite can run a highly effective wallbreaking set, with moves such as Draco Meteor, Fire Blast, and Superpower tearing gaping holes in defensively oriented teams. Though Dragonite does have its flaws, namely weaknesses to Ice and Rock, its impressive versatility makes it a great choice for any team.

Espeon
Type: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Bounce

At first glance, Espeon appears to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing, stats, or moves, but in its Dream World ability: Magic Bounce. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt not only gives it a niche on standard teams, but also allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the capability to pass Wishes and Calm Minds, as well as set up and sweep itself, Espeon is an excellent support choice for any team.

Excadrill
Type: Ground / Steel
Base Stats: 110 HP / 135 Atk / 60 Def / 50 SpA / 65 SpD / 88 Spe
Abilities: Sand Rush / Sand Force / Mold Breaker (Unreleased)

Just one glance at Excadrill's stats and ability will be enough for one to realize why this bad-ass-looking mole is one of the biggest threats in OU. Its unmatched Sand Rush-boosted Speed in sandstorm and amazing Attack stat allow it to outspeed and immediately threaten nearly the whole metagame. Excadrill can furthermore boost its Attack to massive levels with Swords Dance, allowing it to overcome even bulkier OU Pokemon such as Ferrothorn and Jellicent. However, Excadrill has a few problems. The first is predictability: it is pretty much limited to a Swords Dance set with Earthquake and Rock Slide for both STAB and coverage; its final move is a choice between Return, X-Scissor, and Brick Break to further enhance its coverage, or Rapid Spin to support its team. It also has weaknesses to common Ground-, Fire-, and Fighting-type attacks, the latter of which is compounded by the fact that Conkeldurr and Lucario usually pack Mach Punch and Vacuum Wave respectively, to make sure the mole doesn't have free reign. Finally, its only passable base 88 Speed means it is completely reliant on sand support. All in all, one should always have Excadrill in mind when building a team, since getting swept by it will otherwise occur with depressing regularity.

Gengar
Type: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat four generations after its introduction. Convenient immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a wealth of opportunities to switch in and wreak havoc. Along with a powerful STAB Shadow Ball, Gengar has fantastic coverage options in Thunderbolt, Focus Blast, Energy Ball, and a Hidden Power of choice. As Shadow Ball and Focus Blast achieve perfect neutral coverage together, Gengar can simultaneously make use of its multitude of support options including Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and even walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats, and can be revenge killed by faster threats such as Thundurus and Starmie, as well as by priority, unless it is safely tucked away behind a Substitute. Pursuit users such as Tyranitar and Scizor wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats such as Tyranitar and Lucario and threaten them with its STAB Earthquake. It can then Swords Dance to boost its Attack as they switch out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Gliscor will typically supplement its powerful boosted STAB Earthquake with some combination of Stone Edge, Taunt, and Ice Fang. A lesser-seen alternative is Fling, which enables Gliscor to effectively use a full-powered Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared team will quickly be decimated by it.

Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has consistently wallowed in the depths of NU. This generation, however, it received one of the best boosting moves, Shell Smash, enabling Gorebyss to sweep despite its otherwise average stats. However, sweeping isn't the most dangerous thing Gorebyss can do: it and Huntail are the only Pokemon that can Baton Pass said Shell Smash boosts. This turns Gorebyss into an unparalleled support Pokemon that, in a single turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Garchomp, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, leaving it wanting for setup opportunities, and Prankster users can prevent it from passing its boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits; White Herb also serves to nullify the drop to its defenses. The second is easier to fix: since all Prankster users are weak to Ice Beam, Gorebyss can OHKO them while they Taunt, and attempt to finish its job later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been a familiar and fearsome threat due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation came in the form of Moxie, an ability that increases Gyarados' Attack by one stage every time it KOes an opponent; this turns Gyarados into a very versatile threat. First, it can be a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set with Intimidate, STAB Waterfall, and two of Bounce, Ice Fang, Stone Edge, and Earthquake. An offensively oriented Dragon Dance set with Moxie, though rare, is much more immediately threatening, reaching 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set; Gyarados can also utilize Choice Band to hit very hard without any setup, or Choice Scarf and boost its Attack through Moxie. Though Gyarados sports a nasty weakness to Electric-type attacks and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Haxorus
Type: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Rivalry / Mold Breaker / Unnerve (Unreleased)

Haxorus was a vastly overhyped threat in the early stages of Generation V, and is not quite the terror that its massive base 147 Attack might make it seem. It is a pretty dangerous threat, however. Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves such as Dragon Dance and Swords Dance makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, which means that phazing walls such as Skarmory won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can power through even the likes of Steel-types such as Ferrothorn and Skarmory! What does keep our axe-faced dragon from being a top-tier threat, however, is its odd base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Ice-type attacks. Still, be sure to pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets, ranging from all-out offensive ones to defensive ones. With great balanced stats, a unique and effective typing, as well as a useful ability in Flash Fire, Heatran can run a fantastic offensive set which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it can then outspeed many popular unboosted sweepers such as Thundurus while simultaneously being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Finally, Heatran has a variety of support options, and its respectable defenses allow it to sponge most neutral attacks. With a great support movepool including Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which nonetheless can be somewhat remedied by Protect and Leftovers. Despite having a nasty weakness to common Ground- and Fighting-type attacks, Heatran is still quite the threat, and makes a great addition to any team looking for a bulky, powerful attacker.


Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack, a unique typing, and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give this new dragon a niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal would-be counters by running physical moves such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack. Unfortunately, Hydreigon's odd base 98 Speed leaves it outpaced by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. Its Dark part-typing also bestows on it unfortunate weaknesses to common Fighting- and Bug-type attacks. Offensively, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat that, thanks to its sheer offensive power and wide movepool, can raze unprepared teams easily if given the chance.

Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Abilities: Blaze / Iron Fist

Although Infernape received a massive amount of competition from all the new Fighting-types introduced in Black and White, do not make the mistake of overlooking it, for it is as great a threat as ever. Sporting great balanced offensive stats and a high base 108 Speed, Infernape can effectively function as a wonderful mixed attacker. Infernape also has a good movepool to back it up, with its powerful physical and special STAB moves complemented by good coverage options in Earthquake, Stone Edge, Grass Knot, ThunderPunch, U-turn, and Hidden Power, and priority in the form of Mach Punch and Vacuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the likes of Jirachi and Tyranitar. Access to boosting moves such as Nasty Plot, Swords Dance, and Work Up also makes Infernape one of the most dangerous setup sweepers around. Unfortunately, our flaming ape has its fair share of problems. Although it is not by any means slow, offensive threats such as Thundurus and Gengar outspeed it; this is compounded by the fact that Infernape has poor defensive stats. Despite these flaws, Infernape is easily a top-tier threat that can run away with the game if you are not careful.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

It's not a stretch to say that Jirachi is one of the most versatile and useful Pokemon in the BW OU metagame. With the number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's well-rounded combination of offense and defense is sorely needed on many teams. Jirachi has many things going for it: in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with the amazing ability Serene Grace, along with many options with which to abuse it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other. On the special side, Jirachi can utilize Calm Mind to lure and eliminate a number of physically defensive threats with ease. Physically, too, Jirachi poses a massive threat with the notorious Iron Head, which thanks to Serene Grace has a massive 60% flinch chance, complemented with coverage options in the elemental Punches to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon – still with that ever-serene smile on its face.

Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Abilities: Swift Swim / Sniper / Damp (Unreleased)

Kingdra often faces huge competition from its Dragon-typed brethren for a team slot. While its stats seem merely mediocre, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing that sets it apart is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, resisted only by the common Ferrothorn and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used on many builds of Kingdra, Rain Dance sets also have the power to immediately break through teams, especially popular weather-oriented ones. In rain, Kingdra can take advantage of its ability, Swift Swim, to outrun just about the whole metagame, making it especially difficult to revenge kill. You may be very tempted to pair Kingdra with a Drizzle Politoed; however, the combination of Swift Swim and Drizzle is banned, so Kingdra will have to resort to the classic methods it used last generation. Nonetheless, this doesn't stop it from being a significant offensive threat.

Kyurem
Type: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Ability: Pressure

At first glance, Kyurem appears to be a very mighty attacker capable of tearing through even the bulkiest of walls. Excellent base stats along with high-powered mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a defensively atrocious Dragon / Ice typing, which gives it weaknesses to common Fighting- and Steel-type priority attacks, in addition to a Stealth Rock weakness. As rarely seen as it is, Kyurem is not to be underestimated. Kyurem achieves perfect neutral coverage with just Focus Blast and its STAB attacks, and this, in conjunction with its equally outstanding offenses, allow it to function as an effective mixed stallbreaker. Kyurem's signature move, Glaciate, also allows it to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for a while. Despite having several crippling disadvantages, Kyurem should not be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Type: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Abilities: Sand Force / Sheer Force (Unreleased)

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish as well as above average defenses allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it especially tough to counter, as physical walls such as Gliscor are destroyed by Hidden Power Ice. Sand Force additionally boosts the power of Earthquake and Stone Edge in sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set to rip teams to shreds. Landorus' base 101 Speed is a mixed blessing, which enables it to outspeed the many base 100 Pokemon, but leaves it outsped by threats such as Thundurus, Starmie, and Gengar, who can all send it to a quick death by exploiting its 4x Ice-type weakness. Despite this glaring flaw, do watch out for this sand genie; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

The transition to BW has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the as-yet-unreleased Soul Dew. Nonetheless, Latias is capable of putting its high Speed, power, access to instant recovery, and formidable bulk to good use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed offensively by its brother Latios, and as such finds itself using sets that take advantage of its higher bulk. These include the monoattacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias functions as an excellent answer to various sweepers, such as Heatran and Zapdos, and a first-rate switch-in to specially based weather inducers Ninetales and Politoed, easily healing off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed nearly all of the latter, it can be both a great choice for and a serious threat to any team.

Latios
Type: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Ability: Levitate

It's no mystery as to why Latios is one of the most feared Pokemon out there: with its massive base 130 Special Attack and base 110 Speed stats, as well as passable bulk, Latios is one of the most effective sweepers in the metagame. Draco Meteor, perhaps its most common attack, has enough power to heavily dent even the likes of Ferrothorn, and has become the standard by which all special walls in OU are judged. Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind to even Dragon Dance. However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways. Scizor in particular can utilize its resistance to Draco Meteor to come in almost unscathed and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently in this role. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Lucario
Type: Fighting / Steel
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SpA / 70 SpD / 90 Spe
Abilities: Steadfast / Inner Focus / Justified (Unreleased)

Lucario's base stats tell all that needs to be said: it is a top-tier sweeper, both physically and specially; that it receives the amazing boosting moves Swords Dance, Nasty Plot, and Work Up is the icing on the cake. When combined with powerful STAB moves in Close Combat and Aura Sphere, good coverage in Ice Punch, Crunch, or Dark Pulse, as well as priority in the form of Extremespeed and Vacuum Wave, Lucario becomes a Pokemon that must be treated with extreme caution. Aforementioned excellent coverage and strong priority also gives Lucario the ability to run an effective Choice Band or Specs set, dealing great damage off the bat while also having the ability to revenge kill dangerous threats such as Excadrillafter some prior damagewith Vacuum Wave. A counter to Lucario is a must for any team, and one should always be wary if Lucario is seen in Team Preview.

Magnezone
Type: Electric / Steel
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Abilities: Magnet Pull / Sturdy / Analytic (Unreleased)

With the abundance of Steel-typed defensive walls in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords Magnezone the ability to trap virtually any pesky Steel-type, and either promptly KO it with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone's movepool isn't the largest, Hidden Power Fire and its STAB moves give it all the coverage it needs; its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of wallsSteel-types in particularfor a teammate to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to contend with. A painful 4x weakness to common Ground-type attacks is probably the biggest; Magnezone cannot handle these attacks despite its respectable base 115 Defense. Magnezone is also slow, meaning that speedy Fighting- and Fire-type attacks can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without so much as blinking an eye.


Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the growing number of legendary pixie Pokemon with base 100 stats across the board; however, what sets it apart is its access to every TM and non-exclusive tutor move in the game, making Mew unparalleled in its versatility. It can run an incredible amount of sets, many of which capitalizing on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. With its great Special Attack and Speed, however, it can just as easily sweep on its own with Nasty Plot, utilizing STAB Psyshock to take down even special walls such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch; this places more emphasis on its bulk and access to an instant recovery move in Roost. Additionally, a stallbreaker set exploiting Will-O-Wisp, Taunt, and Recover can beget great results if given the proper support. Overall, be very wary of Mew, as behind its pink pixie exterior lies immense versatility and power.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First, it is one of the fastest Fighting-types in the game with base 105 Speed; this especially enables it to outrun the many Pokemon sitting at the base 100 Speed benchmark. Its offensesa high 125 base Attack and a usable base 95 Special Attack—aren't bad either, allowing it a fair amount of versatility. Though its movepool is relatively shallow, it nonetheless contains lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, Work Up, Hidden Power Ice and even Grass Knot. Access to Regenerator is the icing on the cake, as with it Mienshao need not worry about residual damage from Life Orb, sandstorm, entry hazards, and status, as well as recoil from Hi Jump Kick, enhancing its longevity by leaps and bounds. However, Mienshao is frail and can't take too many hits, and also struggles greatly against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and even with its small movepool can run surprisingly diverse sets.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to make full use of its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, and also allows it to remove Toxic Spikes when switched in. It has access to powerful STAB moves such as Earth Power and Sludge Bomb, which gain a further Sheer Force buff, as well as the elemental trio of Flamethrower, Thunderbolt, and Ice Beam. If you find the number of Sheer Force-boosted physical moves disappointing, Nidoking also received a way to boost its decent Attack and raise its Accuracy with Hone Claws, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, its ability to counter even the threatening Conkledurr speaks volumes of Nidoking's newfound power.

Ninetales
Type: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather underwhelming Fire-type. It shared Flash Fire with Heatran, Arcanine, and Houndoom, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. Things looked set to get even worse for Ninetales in BW with the introduction of Chandelure, who had Flash Fire and drastically higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Previously exclusive to Groudon, Drought allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon like Lilligant up to a usable level, and make top-tier threats such as Heatran and Infernape even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks bar Will-O-Wisp, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can instantly replace the sunlight with rain and destroy Ninetales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Politoed
Type: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

One of the most outclassed Water-types in previous generations shot to instant stardom with the arrival of Gen V: Politoed received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such an exceptional boost to Swift Swim that the two were banned together on the same team. Although perhaps its best abusers are gone, Politoed's rain contributes to rain stall teams and teams that need other weathers removed. Politoed itself functions well both as a bulky Water-type and a Choice Scarf user, as its reasonable bulk and moderate Speed allow it to revenge kill many sweepers, particularly those that depend on another weather, like Excadrill, as well as check threats such as non-Choice Scarf Jirachi. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither takes much damage from any of Politoed's attacks and can cripple it with a status move. Despite these flaws, Politoed is an excellent choice to base a weather team around or to check opposing weather.

Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Reuniclus is hands down one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability, Magic Guard, helps it in no small way: complete immunity to all forms of passive damage, including Life Orb recoil, status, and entry hazards, and access to a reliable healing move in Recover are two of the biggest boons a bulky sweeper can get. It is no small wonder thus that Reuniclus is one of the top threats to watch out for. It can also function very effectively as a late-game Trick Room cleaner, and cripple physical attackers with a Flame Orb and Psycho Shift, making it all the more difficult to take down. Reuniclus' bulk also allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming virtually invincible, Reuniclus is let down by its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus' existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to face. If given the chance to set up, it will be very difficult to stop.

Rotom-W
Type: Electric / Water
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

With only one weakness thanks to its ability Levitate, as well as two great offensive STABs, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses and a solid Special Attack stat, allows Rotom-W to both take hits and dish out damage in return. STAB Thunderbolt and Hydro Pump hit hard when backed by Choice Specs, enabling Rotom-W to counter the rain and sand teams so common in the current metagame. This affable washing machine also has Hidden Power to surprise walls that resist its STAB moves, such as Ferrothorn and Gastrodon, thus gaining great coverage. Its low base HP further allows Rotom-W to make good use of its semi-reliable recovery move in Pain Split; that this hurts walls such as Blissey at the same time is a bonus. Though Rotom-W is not game-breaking as an offensive force, its ability to both take hits and retaliate hard is what makes it a Pokemon to look out for.

Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie (Unreleased)

This controversial DPP Uber continues to be a major threat in the BW OU metagame. Its high offensesare one reason for this: base 135 Attack and base 110 Special Attack are nothing to scoff at, even with the power creep this Generation. Dragon Dance allows it to run roughshod over entire teams with just a single turn of setup; however, Salamence's large movepool makes it unpredictable, as it works equally well as a mixed wallbreaker and as a bulky phazer with Wish and Dragon Tail. However, Salamence's throne as the best Dragon-type in OU has become much less secure. Latias and Latios dropped down from Ubers this generation; both outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks. Dragonite has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat that it can abuse with boosting moves or Choice items. There are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the very rare Cresselia counters it fully. Despite the introduction of other powerful Dragon-types and new threats looking to usurp its role, Salamence is still a very solid threat and should never be overlooked when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as the requisite Chlorophyll sweeper on sun teams, Sawsbuck is nonetheless a deadly offensive threat with its dangerous Swords Dance set. With its unique dual STAB and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a wide range of threats very hard. If given the opportunity to set up, it can easily sweep entire teams that lack the Fighting-type priority it hates. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, outspeeding almost the entire metagame while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep, and is therefore generally less of a threat. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as to hit opposing Grass-types harder, though Synthesis may rarely be present for recovery instead.

Scizor
Type: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence of many new threats in Generation V, Scizor continues to be a powerhouse and staple on many teams. Its standard set in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both pack quite the punch and can blow holes in the opposing team regardless of the situation: U-turn coming off of Scizor's base 130 Attack deals plenty of damage while also allowing Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's STAB- and Technician-boosted priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The newly introduced Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since the generation shift, Scizor is still a strong threat in the OU metagame, and will likely remain a staple for generations to come.


Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate (Unreleased)

With wonderful defensive stats, a decent base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. Its STABs achieve near-perfect neutral coverage, allowing Scrafty to score many hits with just these two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former not only protects it from status, but also allows it to abuse Rest effectively, giving it a form of recovery to go with Drain Punch, and allowing it many more boosts. The latter, on the other hand, makes it harder to stop each time it scores a KO, and can be devastating in conjunction with Speed boosts from Dragon Dance. Scrafty's offensive movepool also includes options such as Ice Punch to hit switch-ins such as Gliscor hard, and Dragon Tail to phaze boosting opponents and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup and surprise physical attackers respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed and Fighting-type weakness, which allows faster Fighting-types such as Infernape to outspeed and pummel Scrafty with STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic

This long-time OU veteran of all four previous generations has a tried-and-tested combination of blistering Speed, fantastic Special Attack, great coverage, and devastating high-powered moves. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set, with Recover making it much harder to take down than its mediocre defenses may suggest. Starmie is also blessed with the fairly exclusive Rapid Spin and the useful Natural Cure to thwart the efforts of opposing defensive teams. Although Starmie is equipped with the perfect tools for a special sweeper, it is sorely let down by its lack of a boosting move, and it is also walled by common rain counters Ferrothorn and Gastrodon, as well as classic special walls Blissey and Chansey. Just be sure to carry a check to Starmie, or it will sweep unhindered.

Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed which even unboosted outpaces a significant proportion of the metagame, and access to both Swords Dance and Rock Polish makes it a fantastic setup sweeper. Its STAB moves are resisted only by a handful of uncommon Pokemon such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to better threaten the kind of team it is facing. Terrakion also functions brilliantly with Choice sets with its high Attack and Speed, making it a versatile threat. Its ability, Justice Heart, further allows it to snatch an Attack boost by switching in on Dark-type moves such as Tyranitar's Crunch. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats such as Starmie, the Lati siblings, and Gengar, underestimate it at your own peril.

Thundurus unchecked
Type: Electric / Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Thundurus boasts incredible offensive stats, as well as access to the holy grail for any special attacker: Nasty Plot. STAB Thunderbolt after a Nasty Plot destroys anything that does not resist it, while Hidden Power Ice and Focus Blast will clean up everything else. Access to the fairly exclusive Prankster ability also allows Thundurus to cripple any meddling threats with Thunder Wave before they even get to attack! Thundurus is also one of the few special attackers that aren't walled by the pink blobs, Chansey and Blissey, as it can cripple them with Taunt and go for the KO with Hammer Arm, coming from a very respectable 115 base Attack. Fortunately, Thundurus is very frail, and can be revenge killed by anything that doesn't mind getting paralyzed or sports an immunity to Electric-type attacks. Its typing also gives it weaknesses to common Rock- and Ice-type attacks. All in all, ensure that you have a fast attacker or something else to guard against Thundurus, or you will be blown to bits once it sets up.

Tornadus
Type: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from Thundurus is its powerful Flying-type STAB, Hurricane, which rivals Latios' Draco Meteor in power and comes without any drawback in rain. This alone allows Tornadus to run an extremely threatening Choice Specs set, which generally only Tyranitar and defensive Steel- and Electric-types like Jirachi and Raikou can check reliably, and even then, the 30% probability of confusion may prove problematic. Tornadus can also run an effective mixed set, a Bulk Up set with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination. However, a vulnerability to priority moves as well as an overreliance on rain let Tornadus down, as it is effectively neutered once its weather is removed. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully.

Toxicroak
Type: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Anticipation / Dry Skin / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon. However, Toxicroak's viability in OU lies in its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type and set up in their faces. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot to increase its clout as a setup sweeper significantly. Its large movepool includes useful priority options such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can in particular deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is an extremely underrated threat that should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve (Unreleased)

The mighty sand tyrant returns to take the BW OU metagame by storm – and for good reason too. Tyranitar sports many impressive traits such as fantastically balanced stats overall, great typing that grants it excellent dual STAB, a surprisingly diverse movepool, and of course, Sand Stream. With fantastic Attack and access to boosting moves like Curse and Dragon Dance, as well as the capability to make good use of Choice Band or Choice Scarf, Tyranitar can effectively run a large variety of sets. It can also serve as a lure, surprising common switchins with excellent special moves such as Fire Blast and Ice Beam, or assist its team with support moves like Roar, Dragon Tail, Stealth Rock, Taunt, and even Thunder Wave. Probably the main reason to use Tyranitar, though, is that its everlasting sandstorm greatly powers up Pokemon with sandstorm-reliant abilities, most notably Excadrill and Landorus. However, Tyranitar packs many weakness to common types such as Ground, Water, Bug, Steel, and most especially Fighting, a somewhat underwhelming Speed stat, and also suffers from four-moveslot syndrome: it can do a lot, but not everything at once. Due to Tyranitar's popularity, there also exist many threats that easily stop Tyranitar's fun: Drizzle Politoed; various Fighting-types—both old and new—like Terrakion, Conkeldurr, and Machamp; bulky Water-types; Scizor; and ironically opposing Excadrill and Landorus. Even with these setbacks, this tyrant is still a solid threat to be overlooked at your own peril.

Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Chlorophyll

You will probably be most familiar with this overgrown plant monster as the undisputed king of DPP UU. Do not be fooled by its failure to achieve OU glory, however, for Venusaur received a massive boost in the generation shift, vastly increasing its sweeping potential. First and foremost, it received the ability Chlorophyll through the Dream World; this combines perfectly with the buff to Growth in sun to transform Venusaur into an unstoppable monster with just one turn of setup. It is the premier Chlorophyll sweeper mainly for its large movepool, but there are generally only two variants of Venusaur one needs to prepare for. The specially based set works off Venusaur's higher offensive stat, but access to powerful physical moves like Return and Earthquake also allow Venusaur to run an effective mixed set that easily lures in and destroys its usual counters. Venusaur also has the options of Synthesis for recovery and Sleep Powder to buy it a free turn of setup, compensating somewhat for its underwhelming defenses, though it should be noted that Venusaur may not always be able to spare the necessary moveslots. Finally, Chlorophyll is incompatible with Venusaur's egg moves, most especially Power Whip; nonetheless, Venusaur on a dedicated sun team is a threat one should definitely be prepared for.

original: Venusaur was often known as "The King of UU" in 4th Generation as it's balanced stats, amazing movepool, and decent typing in a tier infested with Fighting-types really made it one of the best Pokemon in the tier. You might be wondering "If it's so good, why wasn't it in OU?", well that's because the power shift from 3rd Gen to 4th Gen made sure that even Venusaur's great defensive stats would have trouble taking hits. But 1 Generation later, Venusaur got one of the best abilities in the form of Chlorophyll, along with Drought Ninetales and the boost that Growth got made Venusaur one of the best Chlorophyll sweepers around as no other Chlorophyll sweeper had a good defensive stats as Venusaur, as well as a large movepool. Sadly, Venusaur with Chlorophyll is only obtainable through Dream World, where the Bulbasaur is only level 10 and Male, which means that Venusaur misses out on moves like Power Whip and Giga Drain obtainable from Breeding. Still, with these drawbacks Venusaur still remains a staple on most Sun teams and should always be considered when thinking Sun.

Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

The newest addition to the pool of pixielike Pokemon with 600 BST, Victini possesses a unique Psychic / Fire typing that is both blessing and curse. Its Psychic typing grants it a rather annoying Pursuit weakness, and its Fire typing confers on it a Stealth Rock weakness. However, do not be put off by Victini's poor defensive typing. Its stat spread makes it extremely bulky all around even without investment. Victini's movepool is likewise impressive on both the physical and special sides, and it furthermore enjoys sole access to a multitude of signature moves including the 180 Base Power V-create, Fusion Bolt, Fusion Flare, and Searing Shot. Victini also gets powerful coverage moves including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder, as well as the support moves Thunder Wave, Will-O-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is its Choice Band set, as a sun-boosted V-create decimates all but Flash Fire Pokemon. Victini can also run an effective Choice Scarf set to revenge faster threats. Lastly, Victini is one of the select few Pokemon to receive the move Final Gambit, which finds great utility thanks to Victini's large base HP. Underestimate this cute little Pokemon mascot at your peril and suffer the consequences.

Virizion
Type: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 129 SpD / 108 Spe
Ability: Justified

Being a member of the newest musketeer trio, Virizion certainly packs a punch. Although its Attack and Special Attack stats appear underwhelming for a supposed offensive threat, Virizion can boost these effectively with Swords Dance and Calm Mind respectively, giving it a fair amount of versatility. However, what sets Virizion apart from its many Fighting-type counterparts is its fantastic base 129 Special Defense and wonderful Grass / Fighting typing, which makes it an excellent check to sandstorm and rain teams alike. STAB Grass moves are particularly useful to let Virizion break through Unaware Quagsire, a full stop to many other Fighting-types. Virizion is no slow customer either, as it boasts one of the highest base Speeds of all Fighting types. Though Virizion has a small movepool with only Hidden Power and Stone Edge to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers and boost up itself on walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense prevents it from taking powerful physical attacks, despite useful resistances such as to the EdgeQuake combo. Base 108 Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Latias and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is a dangerous threat that can make unprepared teams pay heavily.


Volcarona
Type: Bug / Fire
Base Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated threats of the new metagame. However, people quickly realized that with just one turn of set up, this seemingly underwhelming moth Pokemon could wreak absolute havoc on unprepared teams. With an excellent stat distribution and a unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast / Fiery Dance alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane, to most typically a Hidden Power. Alternatively, Volcarona can forgo a coverage move for other useful options such as Rest, Morning Sun, or even Substitute. Quiver Dance is one of the most dangerous setup moves in the game, making Volcarona not only a fast and hard-hitting sweeper, but also very hard to take down with special attacks. Revenge killers that would prey on Volcarona's poor Defense stat instead have to contend with its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Whimsicott
Type: Grass
Base Stats: 60 HP / 67 Atk / 85 Def / 77 SpA / 75 SpD / 116 Spe
Abilities: Prankster / Infiltrator / Chlorophyll (Unreleased)

Whimsicott is a very peculiar Pokemon, but it fully deserves to be on everyone's threat list. Its rather lackluster stats are more than compensated for by its immense support movepool, along with its ability: Prankster. With all of its non-attacking support moves given priority, it can effectively be one of the best SubSeeders in existence, as it is guaranteed to get a Substitute up first. Access to support moves such as Taunt and Stun Spore also allows Whimsicott to check a variety of offensive threats well; the ability to paralyze fast threats means that they can easily be taken down by a teammate. Whimsicott can also able to give many teams a useful resistance to Ground- and Water-type attacks, which are omnipresent in the metagame thanks to Tyranitar and Politoed. Whimsicott's life is not all good however, as it can be easily taken down by good prediction and just about any moderately powerful attack. Nonetheless, be ready for Whimsicott, or you will surely be in for the headache of your life.

Zoroark
Type: Dark
Base Stats: 60 HP / 105 Atk / 60 Def / 120 SpA / 60 SpD / 105 Spe
Ability: Illusion

Zoroark is well-known as one of the earliest revealed Pokemon in Black and White; this is in fact ironic as its exclusive Illusion ability enables Zoroark to copy the sprite, gender, and nickname of the Pokemon in the sixth team slot, which lets it play mind games with its opponents. Zoroark often uses this ability to lure in the checks of one of its teammates and eliminate them with an unexpected super effective move. However, Zoroark has much more than mere surprise value: excellent offensive stats allow it to serve as a viable user of Choice Scarf, Choice Specs, or Life Orb, and it accentuates its sweeping potential with access to both Swords Dance and Nasty Plot even if the Illusion should fail. Furthermore, it has access to powerful coverage moves such as Flamethrower and Focus Blast to complement its Dark-type STAB. Not to be overlooked is its key base 105 Speed, which outpaces the heavily populated base 100 Speed tier. Underestimate it at your peril, as it is capable of inflicting serious damage at a moment's notice, Illusion or not.

Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

Despite receiving no new toys from the new Generation, and in fact facing greater competition thanks to the huge buff to Chansey, the (original) pink blob proves frustratingly resilient. With a near-unmatched ability to wall just about any special attacker in the game, Blissey can find a place in any team hurting for a bit more special bulk. With a wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to fully revitalize almost all Pokemon in the game, Blissey can be a fantastic team supporter, cleric, or status-spreader on stall and offensive teams alike. Despite being somewhat outclassed in defensively by Eviolite Chansey, Blissey maintains some advantages of its own that account for its greater usage. First, her usable base 75 Special Attack stat means that Blissey can run Ice Beam or Flamethrower to take advantage of her surprising physical bulk—largely due to her fantastic HP stat; secondly, Leftovers negates residual damage Blissey may take from weather, and also helps offset whatever more damage she would take than Chansey. With massive Special Defense, decent physical Defense, a usable Special Attack and a good movepool, Blissey yet again proves that if something isn't broken, you need not fix it.

Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Unreleased)

With fantastic mixed defenses, and a combination of typing and choice of abilities that gives it only one weakness, Bronzong is a fantastic mixed wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel typing, Bronzong is one of the few reliable checks to the ferocious Dragon-types that roam OU, including Latios and Haxorus. Bronzong functions brilliantly in a support role, as it can reliably set up Stealth Rock, as well as provide dual screens and Trick Room support. Bronzong also has the ability to go on the offense as a tank that can both take hits and deal damage; such a set commonly sports Earthquake, Gyro Ball, and Hidden Power Ice to take on as many different Pokemon as possible. However Bronzong isn't completely invulnerable. Its low HP stat and lack of reliable recovery means that it will easily be whittled down over the course of the match. All in all, Bronzong is a competent Pokemon that when used rightly, will be a very effective use of a teamslot.

Chansey
Type: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

In previous Generations, Chansey found itself overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, with the advent of BW came a new item, the Eviolite, which increases the defenses of NFE Pokemon by 50%. This instantly transformed Chansey into an enormously bulky Pokemon, who can wall a huge number of threats with defenses that now far surpass Blissey's, as well as reliable recovery in the form of Softboiled. Generation V also brought about a change in the mechanics of the move Wish; Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus contribute to its team in many ways: aside from Wish, it gets access to status moves such as Toxic and Thunder Wave, as well as Aromatherapy and Heal Bell. It can alternatively be a pure wall that focuses on walling threats and forcing switches with its huge defensive stats, chipping away at the opponent's health mainly through residual damage. However, Chansey remains completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss; this leaves Chansey without any form of direct offense against Ghost-types. Having to hold Eviolite also deprives Chansey of Leftovers recovery, a disadvantage particularly in unfavorable weather. Despite these flaws, Chansey shines as one of the best special walls in the metagame and is one defensive threat which every team should be prepared for.

Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

With enormous equal base 160 defenses, a gigantic support movepool that includes a reliable recovery move, and the ability Pressure, Deoxys-D appears tailor-made for stalling. Access to Cosmic Power and Recover, as well as a wide variety of support moves such as Toxic, Taunt, Magic Coat, and Protect, Deoxys-D can stall out a large number of threats. It is hardly limited to stalling, though: it can utilize its fantastic defensive stats to lay entry hazards such as Spikes, or support a frail sweeper by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy of its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon such as as Thundurus, Whimsicott, and Deoxys-S, unless it carries Magic Coat. Despite these flaws, Deoxys-D stands out as one of the most potent stallers in the metagame that can stall out entire unprepared teams.

Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

With 74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, Ice, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn is an extremely useful check to rain-based teams, easily absorbing powerful attacks from the likes of Rotom-W, Starmie, and Kingdra. Ferrothorn's unique ability, Iron Barbs, also adds greatly to the headaches of physically based Pokemon and Rapid Spinners, and is an especially great way to pick off weakened Pokemon by just switching in. Ferrothorn's movepool is equally impressive: it can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, mitigate its lack of a reliable recovery move with Leech Seed, Substitute, and Protect, and even set up with Curse. Ferrothorn is not invincible, though: a neutrality to Ground and a weakness to Fighting greatly hamper its physical walling capabilities. Powerful Fire-types such as Heatran and Infernape can easily incinerate Ferrothorn with their STAB attacks. This glaring quadruple weakness is also an invitation for many special sweepers that are otherwise helpless against Ferrothorn, such as Latios and the aforementioned Starmie and Rotom-W, to surprise it with Hidden Power Fire.

Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat (Unreleased)

Forretress, the premier spinner of DPP, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche in the BW OU metagame. Access to all entry hazards and the ability to Rapid Spin go a long way toward making Forretress a virtual necessity for any stall team; an impressive physical Defense and salvageable Special Defense allow him to find a place on many a balanced and even offensive team as a reliable wall and pivot as well. Indeed, Forretress has far more on his resume than mere hazards work. With his colossal Defense, Forretress can tank most physical sweepers, and retaliate with his surprisingly usable base 90 Attack stat. STAB Gyro Ball along with his dismal Speed allows Forretress to counter many speedy sweepers, most frequently Outrage-locked Dragons, and a buffed Sturdy enables Forretress to abuse Custap Berry—once released—if need be to ensure two hits on a dangerous sweeper. Whether one needs an unbreakable staller, a Rapid Spinner, a clutch counter, or a catch-all defensive giant, look no further than Forretress.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Gliscor needs no hyperbole: it is one of the most common sights in the BW OU metagame simply because it is able to put a full stop to some of the most threatening sweepers. Excadrill, which general consensus holds as the greatest threat in OU, is completely countered by it, and Landorus is also beaten unless it has Hidden Power Ice, making it a top-tier counter to offensive sand-based teams. Indeed, perhaps the greatest testament to Defensive Gliscor's effectiveness is the sheer number of physical Pokemon that run an Ice move solely for Gliscor: Tyranitar, Mienshao, and Virizion are just a few examples. While Gliscor's Dream World ability is incompatible with Roost, the combination of Toxic Orb + Poison Heal, and possibly even Substitute and Protect, is more than enough for it to last through the game.


Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is more commonly seen as an offensive physical sweeper, it can also make good use of its good defenses and excellent typing with a bulkier set. Reliable recovery in Rest makes it surprisingly hard to take down, especially since anything that might try would likely find itself promptly phazed out by a Sleep Talk Roar or Dragon Tail. This sleeping sea monster can waken too to threaten with STAB Waterfall off of its great base 125 Attack. It can also boost this even further by running greater defensive investment on its bread-and-butter Dragon Dance set, capitalizing on its solid 95 / 79 / 100 defenses and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream / Sand Force (Unreleased)

The generation shift has not been especially generous to Hippowdon; however, its value as a physical wall has only increased with the plethora of new physical attackers introduced to the metagame, such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to take several special hits with the right investment. A decent support movepool, with options such as Stealth Rock, Roar, Yawn, and Slack Off, further enables Hippowdon to help out its teammates with ease. Hippowdon's ability, Sand Stream, not only allows it to add more residual damage to the tally, but also makes it the perfect partner to both Excadrill and Landorus, letting it find a place on all kinds of teams.

Jellicent
Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation V introduced a very welcome 2-in-1 Pokemon: Jellicent, simultaneously both a bulky Water and spinblocker. Along with Jellicent's unique Water / Ghost typing comes plenty of key resistances and immunities, two usable abilities in Water Absorb and Cursed Body, solid 100 / 70 / 105 defenses, instant recovery, a surprisingly decent offensive movepool, as well as support moves like Taunt, Will-O-Wisp, and Trick Room; in other words, all you could ask for. Jellicent's primary role on a team is typically to render Rapid Spin useless, which is why it is often found paired with a entry hazard layer, most commonly Ferrothorn. The FerroCent core is Gen V's answer to SkarmBliss: not only do their typings complement perfectly, Ferrothorn also sets up hazards which Jellicent then prevents the opponent from removing. Thanks to these traits, Jellicent can go toe to toe with some of the metagame's biggest threats, such as Heatran, Volcarona, Infernape, Mienshao, Terrakion, Swords Dance Lucario lacking Crunch, and Choice Band Scizor, just to name a few. Access to Toxic and Taunt also allow it to fare well against opposing bulky Water-types and walls. Jellicent does suffer from being setup bait for Pokemon such as ChestoRest variants of Volcarona, Nasty Plot Celebi, is largely shut down by faster Taunters like Whimsicott, and cannot stand up to the sheer power of the likes of Choice Specs Latios and Choice Band Haxorus. Nonetheless, if you need a solid defensive spinblocker and utility counter, this is the jellyfish for you.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Thanks to its large HP and balanced defensive stats, which are some of the most impressive in standard play, as well as its excellent defensive typing, Jirachi easily presents an insurmountable roadblock to thwart many an impending sweep. Jirachi is far from a passive sponge, however: its wide movepool allows it to be an extremely dynamic Pokemon. Jirachi is often seen spreading paralysis using either Thunder Wave or Body Slam, the latter of which has a 60% chance of paralysis thanks to Serene Grace. As a Normal-type attack, this gives Jirachi a niche ability to paralyze Ground-types. Jirachi is also an excellent team supporter with dual screens, Trick Room, or even Gravity, as it has U-turn to conserve momentum after setting up. Its Steel typing and immense special bulk further lets it check Dragon types, particularly Latios, sponging even Choice Specs Draco Meteors with ease. However, the main draw of defensive Jirachi is Wish. A multitude of resistances, great bulk, and the ability to outspeed a variety of threats even without investment lets Jirachi replenish its own health or that of a teammate reliably throughout the match. That Jirachi often maximizes investment on its already large base HP stat further enhances its capabilities, as with the new Wish mechanics, Jirachi's 202 HP Wishes can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Jirachi's ability to render damage to the rest of its team null and void is what makes it such a defensive threat: be sure to pack powerful Fire- or Ground-type attacks to deal with the star, as it is notoriously difficult to 2HKO otherwise.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

Despite losing Soul Dew in the generation shift, Latias still functions excellently as a special wall in standard play with her massive base 130 Special Defense, as well as neat resistances to Water-, Fire-, Electric-, Psychic-, and Fighting-type attacks. Wish Latias in particular partners very well with Ferrothorn: each covers the other's resistances almost flawlessly. Besides being able to pass Wish, Latias has access to Recover and Roost as well, allowing it to regain health in a single turn rather than two. This makes a bulky Calm Mind set an excellent choice for Latias, letting her boost her impressive Special Defense to outstanding levels and enabling her to hit very hard with STAB Dragon Pulse; Substitute, Wish, Roar, and Refresh all have good utility on this set for a variety of reasons. Finally, Latias can also be more of a team player by running an effective dual screens support set, making use of her great bulk and multitude of resistances to come in repeatedly during the match to perform her job.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing an offensive punch with Nasty Plot, it can also go in the completely opposite direction as a very defensive Pokemon. With balanced base 100 defenses and access to an instant recovery move, it will not knuckle down easily. The ability to pass any type of boostoffensive as well as defensive—such as Amnesia, Calm Mind, and Bulk Up makes it perhaps the premier Baton Passer in existance. Dedicated Baton Pass variants typically carry moves that boost both an offensive stat and Speed, instantly making the recipient a true juggernaut. Mew is also a first-rate choice for a dual screens support on offense-oriented teams, as its excellent bulk and access to a speedy Taunt virtually guarantees protection for frail, high-powered sweepers. Finally, Mew's support set functions just as well on defensive teams, easily spreading status, denying its unfortunate opponent of recovery with Taunt, and stalling it out with Roost. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic (Unreleased)

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank capable of coming in on some of the top threats of OU and forcing them out. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, mostly leaving only powerful STAB Fighting attacks. Immense bulk, a fantastic ability in Trace, and reliable recovery enables Porygon2 to easily come in on many threats, such as Heatran, Gliscor, and Intimidate Salamence and Gyarados, and use their abilities against them. Ice Beam and Thunderbolt give it great coverage, Thunder Wave lets it provide paralysis support, Recover offsets the loss of Leftovers healing. All in all, don't underestimate this strange duck, for it is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got his chance to shine in the OU metagame thanks to the magnificent gift he received from Dream World: Unaware. With the ability to ignore an opponent's stat boosts, a respectable amount of bulk, and Recover, Quagsire can easily check even the most dangerous physical sweepers such as Excadrill, Cloyster, and Lucario. Quagsire can even run Curse to attempt to sweep, or Stockpile to become even harder to take down. However, as with any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic, cannot handle special sweepers as well as he can physical ones, and has a crippling weakness to Grass-type moves. Finally, he can be muscled through by sheer brute force such as a Choice Band Haxorus' Outrage. Nonetheless, these reasons should not put you off from giving Quagsire a chance, because this cute clueless blue blob can save you from many a tight spot.

Rotom-W
Type: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While the loss of his Ghost typing has hurt Rotom-W as a spinblocker, he still possesses a few important characteristics that make him worthy of a defensive role. As one of the few Pokemon who learn both Rest and Sleep Talk, Rotom-W can use his significant bulk to stall out many threats. Access to Will-O-Wisp to cripple physically offensive threats further allows him the freedom to invest more heavily in Special Defense. Rotom-W also possesses a surprisingly high Special Attack stat and access to powerful STAB Thunderbolt, Thunder, and Hydro Pump, which gives him the ability to scare off many threats that are unable to OHKO him. Finally, Rotom-W has to his name a very unorthodox typing that packs a multitude of resistances and only one true weakness (excluding Mold Breaker Earthquake), enabling him to easily fit himself into many defensive teams.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Weak Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy of its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought a useful buff to Skarmory's ability Sturdy, in effect giving it a Focus Sash whenever it is at full health. Reliable recovery in the form of Roost, a multitude of resistances thanks to its Steel typing, as well as a valuable Ground-type immunity help Skarmory wall a large number of threats, including but not limited to Excadrill, Landorus, Haxorus, and Conkeldurr. Skarmory can also utilize its physical bulk and typing to lay entry hazards such as Spikes and Stealth Rock; furthermore, it has Whirlwind and Taunt in its arsenal to phaze stat boosters, cause residual damage, and shut down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and weaknesses to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Infernape, Rotom-W, Starmie, Magnezone, and Heatran. Still, its physical bulk and typing make Skarmory a very reliable physical wall and a great asset to any team.


Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro has been a superb choice for the role of physical bulky water ever since he made his first appearance in RBY. BW has given Slowbro a significant boost with the ability Regenerator, which restores 1/3 of his HP when switching out. With a great typing, good defenses, and decent Special Attack, Slowbro can serve many roles; however, he is commonly first and foremost a physical wall. With his natural bulk and a choice of STAB moves such as Scald, Surf, Psychic, and Psyshock, he is a great counter to the many hard-hitting Fighting-types and physical sweepers that abound, in particular Conkeldurr and Excadrill. This makes Slowbro one of the best anti-metagame Pokemon, as both these offensive threats are very common. Slowbro has a large support movepool, containing moves such as Yawn, Thunder Wave, and Toxic, as well as Slack Off for instant recovery. He can also support his team by setting up dual screens or Trick Room. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but very hard to break specially as well. After a few boosts, he may also be able to go on the offensive and put quite a large dent in the opposing team, with good coverage options like Fire Blast, Flamethrower, and Ice Beam. There are also Choice Specs Slowbro variants, which—don't laugh—can be surprisingly hard to counter due to his impressive coverage and good base Special Attack.

Spiritomb
Type: Ghost / Dark
Base Stats: 50 HP / 92 Atk / 108 Def / 92 SpA / 108 SpD / 30 Spe
Abilities: Pressure / Infiltrator (Unreleased)

Spiritomb's interesting Ghost / Dark typing and decent defenses, coupled with Pressure and acceptable offensive stats, make him an odd and excellent Pokemon in a metagame infested with both Fighting-type Pokemon and their Psychic-type counters. Spiritomb has a small but useful support movepool that can usually get the job done, including Will-O-Wisp, Taunt, and Hypnosis. A neutrality to Dark is also a fine reason to use him over bulkier Ghosts such as Jellicent and Dusclops. With respectable balanced base 92 offenses, Spiritomb can run a great bulky boosting Calm Mind set, a surprisingly workable Choice Band set with Sucker Punch, Pursuit, and Trick, or even function as a mixed wallbreaker! Even though Spiritomb has problems with extremely strong attackers such as Darmanitan and Haxorus, and is let down by the lack of a reliable recovery move, Spiritomb is still a good Pokemon if played correctly, no matter if used as a wall, a sweeper, or a staller, and should never be underestimated.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic (Unreleased)

While Starmie may be famous for its fantastic Life Orb set of the DPP era, it is also valued highly this generation for its ability to function as a defensive Rapid Spinner and glue for a team. As both the fastest Rapid Spinner (only outsped by Sand Rush Excadrill and Sandslash in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a Rapid Spinner. Starmie can use its famously great coverage and and good Special Attack stat to overwhelm common spinblockers, such as Jellicent, Dusclops, and Spiritomb. Also on Starmie's defensive resume are key resistances to Water-, Ice-, Fire-, and Fighting-type moves, which let it come in comfortably on a wide range of attacks to perform its duty despite its underwhelming defenses. These advantages, as well as a great ability in Natural Cure, which removes status such as from the likes of Toxic Spikes, makes Starmie a very useful defensive Pokemon, and noteworthy even outside of its many offensive sets.

Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky Water, it possesses a few qualities that let it stand out from the pack. First is its interesting Water / Poison typing, which bestows on Tentacruel resistances to many common attacking types, as well as the ability to absorb Toxic Spikes upon entering the field. Along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes, this goes a long way towards earning it a spot on most stall or defensively-orientated teams. Its Rain Dish ability in particular works excellently on rain-based stall, giving it phenomenal recovery and alleviating perhaps its greatest weakness: its lack of a reliable recovery move. Liquid Ooze, on the other hand, has the niche of letting it counter the few Pokemon that use health-draining moves, particularly special Virizion, Conkeldurr, and Ferrothorn. In short, Tentacruel, although an uncommon Pokemon, is capable of many great things if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy (Unreleased)

Most Pokemon can be classed into a few broad categories: sweeper, wall, and others. Wobbuffet cannot, however, because it is completely unique in what it does, thanks to its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if said opponent is Choice-locked. It can also use Encore against Pokemon which try to set up against it, and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming incoming sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor Speed, and it literally has no other moves available but Splash. Nonetheless, it does not need anything more to become the ultimate anti-metagame Pokemon that it is. Team Preview has made preparing for Wobbuffet slightly easier, but it is as uncounterable as ever, and a definite threat in the OU tier.

Xatu
Type: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Bounce

Xatu is the perfect example of a Pokemon that sorely needed a boost, and got exactly what it needed to compete in Generation V: Magic Bounce. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, a Ground immunity, as well as resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it couldn't stop said hazards being set up. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop entry hazards or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon to look at.




GP 1 / 2
 
I wanna do Medicham!

Medicham
Typing: Psychic/Fighting
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy (unreleased)

When looking at Medicham, the first thing you notice is it's lackluster offenses. Then you realize that his ability instantly doubles attack, allowing it to hit a massive 480 attack with no boosts of any kind, beating out even Rampardos of yestergen. Maybe it's defenses are low, and it's speed is *meh*, but with a now 130 base-powered hi jump kick, no one besides ghosts can switch in on it easily, seeing as hi jump kick will do a minimum of 32% to a 252hp/252def nuetral natured salamence, with no choice band! if anything else switches in, they are *probably* not smiling after having their faces bashed in. Also, add in it's movepool of brick break, psycho cut, ice/fire/thunder punch, bulk up, accupressure, endure, reversal, and recover, and you can't quite be sure what set it's running before it's unleashed a godly attack off that 480 attack i said earlier. Last generation, it was UU. i predict it may change soon.
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
I wanna do Medicham!

Medicham
Typing: Psychic/Fighting
Base Stats: 60 HP / 60 Atk / 75 Def / 60 SpA / 75 SpD / 80 Spe
Abilities: Pure Power / Telepathy (unreleased)

When looking at Medicham, the first thing you notice is it's lackluster offenses. Then you realize that his ability instantly doubles attack, allowing it to hit a massive 480 attack with no boosts of any kind, beating out even Rampardos of yestergen. Maybe it's defenses are low, and it's speed is *meh*, but with a now 130 base-powered hi jump kick, no one besides ghosts can switch in on it easily, seeing as hi jump kick will do a minimum of 32% to a 252hp/252def nuetral natured salamence, with no choice band! if anything else switches in, they are *probably* not smiling after having their faces bashed in. Also, add in it's movepool of brick break, psycho cut, ice/fire/thunder punch, bulk up, accupressure, endure, reversal, and recover, and you can't quite be sure what set it's running before it's unleashed a godly attack off that 480 attack i said earlier. Last generation, it was UU. i predict it may change soon.
It doesn't even have an OU analysis (it's deemed unviable for good reasons, it shouldn't be written up in the first place), and you don't seem confident in writing about its traits in OU yet (the writing is improper, and not enough knowledge).

As a side note, this threatlist needs to be updated badly with English names and bans.
 

Aerrow

hunter
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Finally got around to updating this, so I guess it's ready for it's second GP check.

On another note - I'll probably update this thing to match today's metagame (remove mentions of banned Pokemon, remove unused Pokemon, etc) after the second GP check has been implemented.
 

Aerrow

hunter
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Community Leader Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Just posting to say that AccidentalGreed is taking this article over for me, for the most part. I'll still drop in once in a while and help edit and maintain the threatlist, however.
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
Confirming for taking over the threatlist.

Here are the following changes I will make to the threatlist:

  • Removed all mentions of Garchomp (excluding mention in Dragonite's section), Thundurus, and Excadrill.
  • Make a few grammatical fixes to suit GP standards.
Here are changes I would like to implement:

The removal of the following Pokemon (due to a lack of relevance in the metagame):

Code:
Bisharp
Bouffalant
Whimsicott
Zoroark
Spiritomb
The implantation of the following Pokemon (changes due to releases / bans):

Code:
Alakazam
Vaporeon
Jolteon
Celebi
Sableye
Gastrodon
Togekiss
Please inform me if you (I would appreciate QC approval) object to a change, or would like to recommend a Pokemon to add to the threatlist. Please keep in mind that everything is pending and must be updated, so onlookers may also comment on which Pokemon to change.

Finally, the Pokemon that were listed for implementation are also available for reservation for those interested.

Many thanks to those who are interested again.
 

New World Order

Licks Toads
is a Team Rater Alumnusis a Contributor Alumnus
Add
Remove
Comment
Offensive:

Abomasnow
Type: Grass / Ice
Base Stats: 90 HP / 92 Atk / 75 Def / 92 SpA / 85 SpD / 60 Spe
Abilities: Snow Warning / Soundproof (Unreleased)

Abomasnow is unique in standard play as the only fully evolved Pokemon that can summon permanent hail. It is somewhat limited by its only decent offenses and mediocre Speed; therefore, it is often seen running a Choice Scarf set to make up for the latter, taking to take on the role of a revenge killer. It typically carries Blizzard and either Grass Knot or Wood Hammer, as well as Hidden Power Fire or Earthquake to deal with the Steel-types that resist its STABs. Abomasnow also makes for an annoying SubSeed user, as Leech Seed works in tandem with hail damage to slowly chip away at the opponent's health; it also has STAB Blizzard to severely punish any Grass-type trying that tries to nullify this strategy. The last move on this set is usually a choice between Focus Punch to smash Rock- and Steel-types, and Wood Hammer for to demolish bulky Water-types.

Arcanine
Type: Fire
Base Stats: 90 HP / 110 Atk / 80 Def / 100 SpA / 80 SpD / 95 Spe
Abilities: Intimidate / Flash Fire / Justified

Arcanine received notable boosts buffs this Generation in the form of Close Combat and Wild Charge, as well as a now +2 priority ExtremeSpeed. It is most commonly seen as a Life Orb or Choice Band attacker under sun, which provides it with both a boost to its STAB attacks as well as a 66% recovery move in Morning Sun to heal off recoil from Flare Blitz. Close Combat lets it deal with Rock-type checks(comma) such as Tyranitar(comma) and finishes off any meddling Heatran, Wild Charge or Crunch may also be used for added coverage, and lastly, ExtremeSpeed makes Arcanine a great check to fast, frail sweepers. Balanced stats and good Good abilities that enable it to either absorb Fire-type attacks or serve as a cushion for physical hits(comma) as well as decent bulk, mean Arcanine can also be seen in a defensive role, with access to support options such as Will-O-Wisp, Toxic, and Roar, though these sets are in general much less threatening than its offensive ones.

Azumarill
Type: Water
Base Stats: 100 HP / 50 Atk / 80 Def / 50 SpA / 80 SpD / 50 Spe
Abilities: Thick Fat / Huge Power / Sap Sipper

Although BW has not brought anything new for Azumarill, it still has a niche role in the metagame. With the onslaught of many fast, powerful attackers and frail setup sweepers, powerful priority is virtually a must for any team, and Azumarill certainly provides this. With the combination of Huge Power and Choice Band, Azumarill can OHKO many of the top threats in the metagame with STAB Aqua Jet, as well as smack defensive threats such as Ferrothorn and Blissey with Superpower. The advent of Drizzle Politoed in OU makes it all the more difficult to deal with Azumarill, as few can stand up to a boosted Waterfall in rain. Azumarill also has coverage options(comma) such as Ice Punch(comma) to fall back on, and its great Water typing Water-typing and above average defenses allows allow it to take the odd hit or two with ease. Overall, Azumarill is a great choice for any team lacking a solid revenge killer, and should always be played against carefully.

Chandelure
Type: Ghost / Fire
Base Stats: 60 HP / 55 Atk / 90 Def / 145 SpA / 90 SpD / 80 Spe
Abilities: Flash Fire / Flame Body / Shadow Tag (Unreleased)

One of the newest Ghost-types to grace the BW OU metagame, Chandelure has more than enough to set it itself apart from its ghostly brethren. A gigantic base 145 Special Attack, two powerful STABs, and decent defensive stats make Chandelure a massive threat and a fantastic Choice Scarf user(period) and revenge killer. Through Dream World, it also stands is destined to gain the ability Shadow Tag(colon)(remove comma) the reason for Wobbuffet's ban from standard play in previous Generations. Its movepool includes useful coverage options(comma) such as Energy Ball(comma) to deal with troublesome Water-types, as well as the boosting moves Calm Mind and Flame Charge. Access to useful moves(comma) such as Will-O-Wisp and Haze(comma) means it is not bereft of support options either. Though Chandelure has a sub-par base 80 Speed(comma) and sports weaknesses to Stealth Rock(comma) and as well as common Water-, Rock-, Dark-(comma) Ghost-(comma) and Ground-type attacks, handle it with care do not underestimate Chandelure; one wrong step will spell doom for your chances of victory.

Cloyster
Type: Water / Ice
Base Stats: 50 HP / 95 Atk / 180 Def / 85 SpA / 45 SpD / 70 Spe
Abilities: Shell Armor / Skill Link / Overcoat (Unreleased)

Cloyster has traditionally relied on its massive Defense stat and solid support movepool(comma) consisting of Spikes, Toxic Spikes, and Rapid Spin(comma) to snag it a place on teams in previous generations(period) DPP UU. However, it hit the jackpot in Generation V, gaining one of the the best boosting moves in the game: Shell Break. This makes Cloyster a very dangerous mixed attacker, capable of tearing through entire teams without breaking a sweat. With just a single turn of setup, Cloyster's offensive stats skyrocket to massive heights(comma) levels, enabling it to OHKO or 2HKO most of the metagame while still outspeeding many threats. Skill Link also gives Icicle Spear and Rock Blast maximum Base Power, meaning that not even Focus Sash, Substitute, Multiscale, or Sturdy can stop Cloyster's rampage. However, Shell Break lowers Cloyster's defenses by one stage each. While Cloyster's Special Defense is awful as it is, Fighting-type priority users(comma) such as Conkeldurr(comma) can prey on Cloyster's lowered Defense and weakness to their attacks(period)(remove comma) checking it pretty well. Overall though, Cloyster is definitely a Pokemon to watch out for, as it can rip teams to shreds if not met with a check.

Conkeldurr
Type: Fighting
Base Stats: 105 HP / 140 Atk / 95 Def / 55 SpA / 65 SpD / 45 Spe
Abilities: Guts / Sheer Force / Iron Fist (Unreleased)

Another slow, bulky, and very powerful Fighting type, Conkeldurr is not a clown to joke about. Conkeldurr packs a massive 140 base Attack, a great ability in Guts, and a fantastic boosting move in Bulk Up, making it one of the biggest most potent threats in the metagame. Conkeldurr's good HP and Defense stats further allow it to take the odd hit or two when setting up; STAB Drain Punch complements this well, significantly boosting its survivability. Powerful priority in Mach Punch also adds to its utility, letting it revenge kill threatening sweepers such as Cloyster. Its physical movepool isn't half bad either, giving it includes coverage options(comma) such as Stone Edge and Payback(comma) to complement its abovementioned STABs. However, its ability is what lets it stand out from the pack; Guts lets Conkeldurr scoff at the Achilles heel of many other physical attackers, enabling it to set up on walls that beat many of its fellows fellow physical sweepers with status or Scald's burn chance, Toxic Gliscor Jellicent Noo, Toxic Gliscor is a hard counter to Conkeldurr in particular. Aside from traditional Bulk Up boosting and Choice Band sets, Conkeldurr can also abuse Guts directly with Flame Orb or Toxic Orb. Though common Psychic-types(comma) such as Latios and Reuniclus(comma) can dispose of Conkeldurr without too much trouble, dare not fool around with it, or its powerful fists will be the last thing you will ever see.

Darmanitan
Type: Fire
Base Stats: 105 HP / 140 Atk / 55 Def / 30 SpA / 55 SpD / 95 Spe
Abilities: Sheer Force / Zen Mode

With a colossal Attack stat, a devastating STAB move in Flare Blitz, and a great ability in Sheer Force, Darmanitan has the power to blast its way through its opponents, including those that resist its attacks. With a Sheer Force-boosted Flare Blitz under sun, Darmanitan can power its way through just about all Pokemon who aren't outright immune to Fire-type attacks. Those who are immune face the threat of a similarly boosted Rock Slide or Superpower, or a quick U-turn to a counter. Although Darmanitan excels at dealing large amounts of damage in short periods of time, its biggest fault is its vulnerability to all forms of entry hazards(comma) and residual as well as recoil damage, which will ultimately be its downfall. Its poor defenses(comma) and unfortunate base 95 Speed also mean that faster threats can revenge kill it easily. Nonetheless, Darmanitan is indeed a dangerous threat: underestimate its raw power at your own peril.

Espeon
Type: Psychic
Base Stats: 65 HP / 65 Atk / 60 Def / 130 SpA / 95 SpD / 110 Spd
Abilities: Synchronize / Magic Bounce

At first glance, Espeon appears to be mostly outclassed by other Psychic-types, most notably Alakazam, who has higher Special Attack and Speed stats(comma) as well as Focus Blast to beat Tyranitar. However, Espeon's saving grace comes not in the form of typing, stats, or moves, but in its Dream World ability: Magic Bounce. Its ability to deflect entry hazards, phazing moves, status moves, and Taunt not only gives it a niche on standard teams, but also allows it to set up on many defensive Pokemon, including Jellicent, Blissey without Seismic Toss, and Skarmory. Despite this incredible ability, Espeon's Psychic typing and poor Defense limit its ability to set up. Tyranitar and Scizor can come in and threaten Espeon with super effective STAB moves, forcing Espeon to switch or be KOed. Still, with the capability ability to pass Wishes and Calm Minds, as well as set up and sweep itself, Espeon is an excellent support choice for any team.

Gengar
Type: Ghost / Poison
Base Stats: 60 HP / 65 Atk / 60 Def / 130 SpA / 75 SpD / 110 Spe
Ability: Levitate

With its Ghost typing, high base 110 Speed, and massive base 130 Special Attack, Gengar remains a dangerous threat four generations after its introduction. Convenient immunities to common Normal-, Fighting-, and Ground-type attacks make Gengar a great pivot, giving it a wealth of opportunities to switch in and wreak havoc. Along with a powerful STAB Shadow Ball, Gengar has fantastic coverage options in Thunderbolt, Focus Blast, Energy Ball, and a Hidden Power(period) of choice. As Shadow Ball and Focus Blast achieve perfect neutral coverage together, Gengar can simultaneously make use of its multitude of support options(comma) including Substitute, Disable, and Pain Split, making it an effective check to threats such as Conkeldurr, and even walls such as Blissey, Ferrothorn, and Jellicent. Despite these amazing perks, the fact remains that Gengar has poor defensive stats, and can be revenge killed by faster threats(comma) such as Alakazam and Starmie, as well as by priority, unless it is safely tucked away behind a Substitute. Pursuit users(comma) such as Tyranitar and Scizor(comma) wreck Gengar too, and have the bulk to take a Focus Blast most of the time. Still, tread carefully, else Gengar will be truly frightening to deal with.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Despite being thought of as a primarily defensive threat, Gliscor's stats, movepool, and typing lend themselves to effective offensive sets as well. With its bulk and decent Speed, it is easily able to switch into top threats(comma) such as Tyranitar and Lucario(comma) and threaten them with its STAB Earthquake. It can then use Swords Dance to boost its Attack as they switch the opponent switches out, activating its Poison Heal ability at the same time. Such a setup allows Gliscor to protect itself from status, gradually restore its health, and threaten the opposing team at the same time. Gliscor will typically supplement its powerful boosted STAB Earthquake with some combination of Stone Edge, Taunt, and Ice Fang. A lesser-seen alternative is Fling, Flying Gem(comma) Acrofling Gliscor is just no. I'm sure QC would agree. I decided to make the change to Flying Gem so we don't have to do a full revamp. which enables Gliscor to effectively use a full-powered Acrobatics alongside Earthquake and, in doing so, score super effective hits on 8 of the 17 types with its STAB attacks alone. In this metagame, a check to offensive Gliscor is mandatory for any successful team, as any unprepared team will quickly be decimated by it.

Gorebyss
Type: Water
Base Stats: 55 HP / 84 Atk / 105 Def / 114 SpA / 75 SpD / 52 Spe
Abilities: Swift Swim / Hydration

Since its appearance, Gorebyss has consistently wallowed in the depths of NU. This generation, however, it received one of the best boosting moves, Shell Smash, enabling Gorebyss to sweep despite its otherwise average stats. However, sweeping isn't the most dangerous thing Gorebyss can do: it and Huntail it(comma) Huntail(comma) and Smeargle are the only Pokemon that can Baton Pass said Shell Smash boosts. This turns Gorebyss into an unparalleled support Pokemon that, in a single turn, can set up a sweep for one of its more dangerous teammates, such as Haxorus, Nidoking, and mixed Jirachi. Gorebyss does have some problems: its defenses are average at best, leaving it wanting for which makes it difficult to find setup opportunities, and Prankster users can prevent it from passing its boosts. To solve the first problem, Gorebyss is almost always paired with dual screens Deoxys-S, which means it'll survive all but the most powerful hits; White Herb also serves to nullify the drop to its defenses. The second is easier to fix: since all Prankster users are weak to Ice Beam, Gorebyss can OHKO them while they Taunt, and attempt to finish its job Baton Pass later. All in all, if Gorebyss can successfully pass Shell Smash, you will certainly be in huge trouble.

Haxorus
Type: Dragon
Base Stats: 76 HP / 147 Atk / 90 Def / 60 SpA / 70 SpD / 97 Spe
Abilities: Rivalry / Mold Breaker / Unnerve (Unreleased)

Haxorus was a vastly overhyped threat in the early stages of Generation V, and is not quite the terror that its massive base 147 Attack might make it seem. It is a pretty dangerous threat, however. However, it is still a very dangerous threat(period) Outside of its powerful STAB Outrage, Haxorus has coverage options in Earthquake, Fire Fang, NO! Rock Slide, and Brick Break, allowing it to surprise unsuspecting opponents which switch in expecting Outrage. Access to boosting moves(comma) such as Dragon Dance and Swords Dance(comma) makes Haxorus a dangerous setup sweeper too, as it can be hard to stop after just a single turn of setup. It is also one of the few Dragon-types with access to Taunt, which means that phazing walls(comma) such as Skarmory(comma) won't be stopping Haxorus in a hurry. It can also utilize Choice Band to smash its way through teams with just the raw power of its STAB Outrage, which can power through even the likes of Steel-types(comma) such as Ferrothorn and Skarmory! Choice Scarf Haxorus also happens to be one of the only reliable checks to DD Dragonite in the metagame(period) What does keep our axe-faced dragon from being a top-tier threat, however, is its odd base 97 Speed, which means it is outsped by a huge number of threats who can exploit its average defenses and weakness to common Dragon- and Ice-type attacks. Still, be sure to pack a Steel-type or two, or Haxorus will be a massive pain for your team.

Heatran
Type: Fire / Steel
Base Stats: 91 HP / 90 Atk / 106 Def / 130 SpA / 106 SpD / 77 Spe
Abilities: Flash Fire / Flame Body (Unreleased)

Heatran is a very versatile Pokemon that can run a variety of sets, ranging from all-out offensive ones to defensive ones. With great balanced stats, a unique and effective typing, as well as a useful ability in Flash Fire, Heatran can run a fantastic offensive set(comma) which, when backed by a Life Orb or a Choice Specs, has the power to rip through whole teams. Slapping a Choice Scarf on Heatran makes it a great revenge killer too, as it can then outspeed many popular unboosted sweepers(comma) while simultaneously being able to finish off most threats with a powerful STAB Fire Blast. It also has the ability to clean up weakened teams late-game with a Flame Charge set. Finally, Heatran has a variety of support options, and its respectable defenses allow it to sponge most neutral and resisted attacks. With a great support movepool including Stealth Rock, Roar, Taunt, Toxic, Protect, and Torment, the only thing that stops Heatran from being a top mixed wall is its lack of reliable recovery, which nonetheless can be somewhat remedied by Protect and Leftovers. Despite having a nasty weakness to common Ground-(comma) Water-(comma) and Fighting-type attacks, Heatran is still quite the a threat, and makes a great addition to any team looking for a bulky, powerful attacker.

Hydreigon
Type: Dark / Dragon
Base Stats: 92 HP / 105 Atk / 90 Def / 125 SpA / 90 Def / 98 Spe
Ability: Levitate

A high base 125 Special Attack, a unique typing, and decent defensive stats, along with a massive movepool and a wonderful ability in Levitate, give this new dragon a niche in the metagame, making it a very dangerous threat indeed. Hydreigon's wide movepool, which includes Fire Blast, Surf, Dark Pulse, Draco Meteor, and Focus Blast, allows it to check a large range of threats. Levitate and its decent defenses also give Hydreigon the ability to switch in with ease and take the odd hit or two. Hydreigon can also surprise its normal would-be counters by running physical moves(comma) such as Earthquake and Outrage, which it is more than capable of thanks to its good base 105 Attack. Unfortunately, Hydreigon's odd base 98 Speed leaves it outpaced by a large number of threats who can hit it hard with their STAB attacks, Dragon-types in particular. While Hydreigon's defenses are decent, they are not spectacular, and it can't stomach powerful attacks from the likes of Conkeldurr and Latios. Its Dark part-typing also bestows on it unfortunate weaknesses to common Fighting- and Bug-type attacks. Offensively, special walls such as Blissey wall Hydreigon unless it runs Outrage. Still, Hydreigon is a dangerous threat that, thanks to its sheer offensive power and wide movepool, can raze unprepared teams easily if given the chance.

Infernape
Type: Fire / Fighting
Base Stats: 76 HP / 104 Atk / 71 Def / 104 SpA / 71 Def / 108 Spe
Abilities: Blaze / Iron Fist

Although Infernape received a massive amount of competition from all the new Fighting-types introduced in Black and White, do not make the mistake of overlooking it, for it is as great a threat as ever. Sporting great balanced offensive stats and a high base 108 Speed, Infernape can effectively function effectively as a wonderful mixed attacker. Infernape also has a good diverse movepool to back it up, with its powerful physical and special STAB moves(comma) complemented by good coverage options in Earthquake, Stone Edge, Grass Knot, ThunderPunch, U-turn, and Hidden Power, and priority in the form of Mach Punch and Vacuum Wave. This allows it to deal with threats ranging from the ubiquitous Blissey and Ferrothorn to even the likes of Jirachi and Tyranitar. Access to boosting moves(comma) such as Nasty Plot, Swords Dance, and Work Up(comma) also makes Infernape one of the most dangerous setup set-up sweepers around. Unfortunately, our flaming ape has its fair share of problems. Although it is not by any means slow, offensive threats such as Latios and Gengar outspeed it; this is compounded by the fact that Infernape has poor defensive stats. Despite these flaws, Infernape is easily a top-tier threat that can run away with the game if you are not careful.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

It's not a stretch to say that Jirachi is one of the most versatile and useful Pokemon in the BW OU metagame. With the a number of classic and new threats thriving in OU, including but not limited to Ferrothorn, Latios, Latias, Reuniclus, and Tyranitar, Jirachi's well-rounded combination of offense and defense is sorely needed on many teams. Jirachi has many things going for it: in addition to its Steel / Psychic typing, which grants Jirachi a whopping eight resistances and only two weaknesses, it is also gifted with the amazing ability(comma) Serene Grace, along with many options with which to abuse it. Jirachi is quite the force to be reckoned with, as its versatility allows it to play physically or specially, and each set has different checks from the other others. On the special side, Jirachi can utilize Calm Mind to lure in and eliminate a number of physically defensive threats with ease. Physically, too, Jirachi poses a massive threat with the notorious Iron Head, which(comma) thanks to Serene Grace(comma) has a massive 60% flinch chance, complemented with coverage options in the elemental Punches to check the likes of Scizor, Ferrothorn, and Gliscor. More often than not, Jirachi simply requires minimal support to function, as its wonderful bulk and typing allow it to set up easily on various types of teams. Once its counters and checks have been eliminated, Jirachi can break through most teams in a metagame heavily reliant on defensive Pokemon – still with that ever-serene smile on its face.

Kingdra
Type: Water / Dragon
Base Stats: 75 HP / 95 Atk / 95 Def / 95 SpA / 95 SpD / 85 Spe
Abilities: Swift Swim / Sniper / Damp (Unreleased)

Kingdra often faces huge competition from its Dragon-typed brethren for a team slot. While its stats seem merely mediocre, Kingdra does have a number of traits that allow it to destroy various types of teams in OU. One thing that sets it apart is its unique Water / Dragon typing; with resistances to three common attacking types, only one weakness to Dragon-type moves, and decent defensive stats, Kingdra can find itself setting set up easily on a regular basis. This typing also grants Kingdra good offensive dual STAB coverage, resisted only by the common Ferrothorn(comma) as well as and the less popular Empoleon and Shedinja. Kingdra may also threaten teams in numerous, unexpected ways. While Dragon Dance can be used on many builds of Kingdra, Rain Dance sets also have the power to immediately break through teams, especially popular weather-oriented ones. In rain, Kingdra can take advantage of its ability, Swift Swim, to outrun just about the whole metagame, making it especially difficult to revenge kill. You may be very tempted to pair Kingdra with a Drizzle Politoed; however, the combination of Swift Swim and Drizzle is banned, so Kingdra will have to resort to the classic methods it used last generation. Nonetheless, this doesn't stop it from being a significant offensive threat.

Kyurem
Type: Dragon / Ice
Base Stats: 125 HP / 130 Atk / 90 Def / 130 SpA / 90 SpD / 95 Spe
Ability: Pressure

At first glance, Kyurem appears to be a very mighty attacker(comma) capable of tearing through even the bulkiest of walls. Excellent base stats(comma) along with high-powered mixed dual STAB attacks in Outrage, Draco Meteor, and Blizzard also back up this claim. However, Kyurem is almost completely let down by an average base 95 Speed, a small movepool with no boosting moves outside of Hone Claws, and a defensively atrocious Dragon / Ice typing, which gives it weaknesses to common Fighting- and Steel-type priority attacks, in addition to a Stealth Rock weakness. As rarely seen as it is, Kyurem is not to be underestimated. Kyurem achieves perfect neutral coverage with just Focus Blast and its STAB attacks, and this, in conjunction with its equally outstanding offenses, allow it to function as an effective mixed stallbreaker. Kyurem's signature move, Glaciate, also allows it to slow down the opponent and force switches. With excellent 125 / 90 / 90 defenses, Kyurem is certainly durable enough to take the odd neutral hit or two, allowing it to hang around for a while. Despite having several crippling disadvantages, Kyurem should not be taken lightly, and is an offensive threat which every team should be prepared to deal with.

Landorus
Type: Ground / Flying
Base Stats: 89 HP / 125 Atk / 90 Def / 115 SpA / 80 SpD / 101 Spe
Abilities: Sand Force / Sheer Force (Unreleased)

Under sandstorm, Landorus is one of the biggest threats in the metagame. Access to Swords Dance and Rock Polish(comma) as well as above average defenses(comma) allow Landorus to set up and demolish both defensive and offensive teams with ease. Its mixed offensive stats make it especially tough to counter, as physical walls(comma) such as Gliscor(comma) are destroyed by Hidden Power Ice. Sand Force additionally boosts the power of Earthquake and Stone Edge in sandstorm, giving Landorus the ability to run both Swords Dance and Rock Polish on the same set to rip teams to shreds. Landorus' base 101 Speed is a mixed blessing, which it enables it Landorus to outspeed the many base 100 Pokemon, but leaves it outsped by threats(comma) such as Latios, Starmie, and Gengar, who can all send it to a quick death by exploiting its 4x Ice-type weakness. Despite this glaring flaw, do watch out for this sand genie; the raw power of its attacks in sandstorm makes it a top-tier offensive threat.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

The transition to BW has seen Latias once again allowed into standard play, with the sole stipulation that it may not hold its signature item, the as-of-yet-unreleased Soul Dew. Nonetheless, Latias is capable of putting its high Speed, power, access to instant recovery, and formidable bulk to good use. While Choice Scarf, Life Orb, and Choice Specs sets are viable, it is generally outclassed offensively by its brother Latios, and as such finds itself using sets that take advantage of its higher bulk. These include the mono(hyphen)attacking Calm Mind set, dual screen sets that utilize Wish, and various other incarnations of the aforementioned Calm Mind set. By running these sets, Latias functions as an excellent answer to various sweepers, such as Heatran and Zapdos, and is a first-rate switch-in to specially based weather inducers Ninetales and Politoed, easily healing off any damage with Recover. With the metagame centered largely around Fighting- and Dragon-type threats, both of which Latias handles well thanks to its resistance to the former and ability to outspeed and KO nearly all of the latter, it fits very nicely into the metagame(period) it can be both a great choice for and a serious threat to any team.

Latios
Type: Dragon / Psychic
Base Stats: 80 HP / 90 Atk / 80 Def / 130 SpA / 110 SpD / 110 Spe
Ability: Levitate

It's no mystery as to why Latios is one of the most feared Pokemon out there: with its massive base 130 Special Attack and base 110 Speed stats, as well as passable bulk, Latios is one of the most effective sweepers attackers in the metagame. Draco Meteor, perhaps its most common attack, has enough power to heavily dent even the likes of Ferrothorn, and the ability to take Latios' Choice Specs Draco Meteor has become the standard by which all special walls in OU are judged. Latios is able to run a variety of sets ranging from Choice Specs to Calm Mind to even Dragon Dance. However, it's not all sunshine for Latios, as its secondary typing, Psychic, cripples it in many ways. Scizor in particular can utilize its resistance to Draco Meteor to come in almost unscathed and trap Latios with Pursuit; specially defensive Tyranitar also works magnificently in this role. Overall, Latios is a massive offensive threat, but like all others, it is not without its weaknesses.

Magnezone
Type: Electric / Steel
Base Stats: 70 HP / 70 Atk / 115 Def / 130 SpA / 95 SpD / 60 Spe
Abilities: Magnet Pull / Sturdy / Analytic (Unreleased)

With the abundance of Steel-typed <-remove "d" defensive walls in the metagame, it is no small wonder that Magnezone is such a common threat. Magnet Pull affords gives Magnezone the ability to trap virtually any pesky Steel-type, and either promptly KO it with its powerful STAB attacks, or set up on it with Charge Beam thanks to its wonderful physical bulk. Even though Magnezone doesn't have the largest movepool(comma) Magnezone's movepool isn't the largest, Hidden Power Fire and its STAB moves give it all the coverage it needs; its huge base 130 Special Attack also makes up for its lack of coverage options. Magnezone can also deal with the common Ferrothorn + Jellicent defensive core, making it a great choice for just about any team that needs the removal of walls—Steel-types in particular—for a teammate to sweep. Ironically, Magnezone itself is also a Steel-type, meaning it suffers from the same flaws that its Steel-type brethren have to contend with. A painful 4x weakness to common Ground-type attacks is probably the biggest(period)(remove semicolon) Magnezone cannot handle these attacks despite its respectable base 115 Defense. Magnezone is also slow, meaning that speedy Pokemon with Fighting- and Fire-type attacks can KO it with ease. Despite these flaws, Magnezone can make unprepared teams pay, since it can remove entire defensive cores without so much as blinking an eye.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

Mew is one of the growing number of legendary pixie Pokemon with base 100 stats across the board; however, what sets it apart is its access to every TM and non-exclusive tutor move in the game, making Mew unparalleled in its versatility. It can run an incredible amount of sets, many of which capitalizing capitalize on its fantastic ability to Baton Pass boosts. Swords Dance, Nasty Plot, Calm Mind, and Amnesia are literally the tip of the iceberg when it comes to boosting moves that can be passed to more dangerous threats. With its great Special Attack and Speed, however, it can just as easily sweep on its own with Nasty Plot, utilizing STAB Psyshock to take down even special walls(comma) such as Blissey and Jellicent. It can also run a more defensive Calm Mind set which still packs quite a punch; this places more emphasis on its bulk and access to an instant recovery moves(comma) such as Roost(comma) Recover(comma) and Softboiled(period) move in Roost. Additionally, a stallbreaker set exploiting sporting Will-O-Wisp, Taunt, and Recover can beget great results if given the proper support. Overall, be very wary of Mew, as behind its pink pixie exterior lies immense versatility and power.

Mienshao
Type: Fighting
Base Stats: 65 HP / 125 Atk / 60 Def / 95 SpA / 60 SpD / 105 Spe
Abilities: Inner Focus / Regenerator / Reckless (Unreleased)

One of the many new Fighting-types introduced in BW, Mienshao stands out of the pack in several unique ways. First, it is one of the fastest Fighting-types in the game with base 105 Speed; this especially enables it to outrun the many Pokemon sitting at the base 100 Speed benchmark. Its offenses—a high 125 base Attack and a usable base 95 Special Attack—aren't bad either, allowing and give it a fair amount of versatility. Though its movepool is relatively shallow, it nonetheless contains lots of useful moves such as U-turn, Hi Jump Kick, Fake Out, Calm Mind, Swords Dance, Work Up, Hidden Power Ice(comma) and even Grass Knot. Access to Regenerator is the icing on the cake, as with it(comma) Mienshao need not worry about residual damage from Life Orb, sandstorm, entry hazards, and status, as well as recoil from Hi Jump Kick, enhancing its longevity by leaps and bounds. However, Mienshao is frail and can't take too many hits, and also struggles greatly against Ghost-types due to a lack of any decent Dark- or Ghost-type moves. Even with these flaws, Mienshao is still a solid Pokemon to use, and even with its small movepool(comma) it can run surprisingly diverse sets.

Nidoking
Type: Poison / Ground
Base Stats: 81 HP / 92 Atk / 77 Def / 85 SpA / 75 SpD / 85 Spe
Abilities: Poison Point / Rivalry / Sheer Force

Overlooked in past generations due to its middling stats, Nidoking received a blessing in the form of its Dream World ability, Sheer Force. This allows Nidoking to make full use of its fantastic movepool with a very efficient Life Orb set. Nidoking's useful typing protects it from paralysis and poison, and also allows it to remove Toxic Spikes upon switching in(period) when switched in. It has access to powerful STAB moves(comma) such as Earth Power and Sludge Bomb, which gain a further Sheer Force buff, as well as the elemental trio of Flamethrower, Thunderbolt, and Ice Beam(comma) all which gain a Sheer Force boost. If you find the number of Sheer Force-boosted physical moves disappointing, Nidoking also received a way to boost its decent Attack and raise its Accuracy with Hone Claws, making moves such as Stone Edge, Fire Blast, Thunder, and Blizzard feasible on a mixed set. Though middling Speed and so-so defenses may hold Nidoking back, its ability to counter even the threatening Conkledurr speaks volumes of Nidoking's newfound power.

Politoed
Type: Water
Base Stats: 90 HP / 75 Atk / 75 Def / 90 SpA / 100 SpD / 70 Spd
Abilities: Water Absorb / Damp / Drizzle

One of the most outclassed Outclassed by other Water-types in previous generations(comma) Politoed shot to instant stardom with the arrival of Gen V: Politoed received Drizzle from the Dream World, turning the OU metagame on its head. In fact, Politoed's infinite rain provided such an exceptional boost to Swift Swim that the two were banned together on the same team. Although perhaps its best abusers are gone, Politoed's rain still contributes to rain stall teams and teams that need other weathers removed. Politoed itself functions well both as a bulky Water-type and a Choice Scarf user, as its reasonable bulk and moderate Speed allow it to revenge kill many sweepers, particularly those that depend on another weather, mainly Chlorophyll sweepers, as well as check threats such as non-Choice Scarf Jirachi. Politoed isn't perfect, though, as its low Defense and Speed make it easy to wear down. Ferrothorn and Jellicent make excellent counters too, as neither takes much damage from any of Politoed's attacks(comma) and can cripple it with a status move. Despite these flaws, Politoed is an excellent choice to base a weather team around or to check opposing weather.

Rotom-W
Type: Electric / Water
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

With only one weakness thanks to its ability(comma) Levitate, as well as two great offensive STABs, Rotom-W makes a great tank in today's metagame. This, in conjunction with good base defenses bulk and a solid Special Attack stat, allows Rotom-W to both take hits and dish out damage equally well(period) in return. STAB Thunderbolt, Volt Change Switch, and Hydro Pump hit hard when backed by Choice Specs, enabling Rotom-W to counter the rain and sand teams so common in the current metagame. This affable washing machine also has Hidden Power to surprise walls that resist its STAB moves, such as Ferrothorn and Gastrodon, thus gaining providing great coverage. Its low base HP further allows Rotom-W to make good use of its semi-reliable recovery move in Pain Split; that this hurts walls such as Blissey at the same time is a bonus. Though Rotom-W is not a game-breaking as an offensive force, its ability to both take hits and retaliate hard is what makes it a Pokemon to look out for.

Salamence
Type: Dragon / Flying
Base Stats: 95 HP / 135 Atk / 80 Def / 110 SpA / 80 SpD / 100 Spe
Abilities: Intimidate / Moxie

This controversial DPP Uber continues to be a major threat in the BW OU metagame. Its high offenses(space)are one a major reason for this: base 135 Attack and base 110 Special Attack are nothing to scoff at, even with the power creep this Generation. Dragon Dance allows it to run roughshod over entire teams with just a single turn of setup; however, what's more(comma) Salamence's large movepool makes it unpredictable, as it works equally well as a mixed wallbreaker(comma) and as a bulky phazer with Wish and Dragon Tail. However, Salamence's throne as the best Dragon-type in OU has become much less secure. Latias and Latios dropped down from Ubers this generation; both which outspeed Salamence and can easily OHKO it with their STAB Dragon-type attacks. Dragonite gained a valuable asset in Multi Scale(comma) has a valuable niche on rain teams as a bulky wallbreaker, while Haxorus boasts a higher base Attack stat(comma) that it can abuse with boosting moves or Choice items. not a Haxorus analysis There Still(comma) there are few true counters to Salamence, however, making it a great choice as a physical or mixed sweeper on a team in need of its services. Even walls such as Ferrothorn only check it at best, and only the very rare Cresselia counters it fully. Despite the introduction of other powerful Dragon-types(comma) and new threats looking to usurp its throne(comma)role, Salamence is still a very solid threat and should never be overlooked when building a team.

Sawsbuck
Type: Normal / Grass
Base Stats: 80 HP / 100 Atk / 70 Def / 60 SpA / 70 SpD / 95 Spe
Abilities: Chlorophyll / Sap Sipper / Serene Grace (Unreleased)

Though a rarer sight than the omnipresent Venusaur as a the requisite Chlorophyll sweeper(comma) on sun teams, Sawsbuck is nonetheless a deadly offensive threat with its dangerous Swords Dance set. With its unique dual STAB(comma) and Jump Kick or Nature Power (Earthquake in WiFi battles) for coverage, Sawsbuck can hit a wide range of threats very hard. If given the opportunity to set up, it can easily sweep entire teams that lack the Fighting-type priority it hates. A little less threatening is the four attacks set, which is an excellent revenge killer available to sun teams, outspeeding as it outspeeds almost the entire metagame(comma) while still being able to switch moves. It should be noted, however, that this set lacks the power to carry out a clean sweep, and is therefore generally less of a threat. Megahorn will typically be used in the fourth slot in order to better revenge kill Latios and Latias, as well as to hit opposing Grass-types harder, though Synthesis may rarely be present be utilized for recovery instead.

Scizor
Type: Bug / Steel
Base Stats: 70 HP / 130 Atk / 100 Def / 55 SpA / 80 SpD / 65 Spe
Abilities: Swarm / Technician / Light Metal (Unreleased)

Despite the presence arrival of many new threats in Generation V, Scizor continues to be a powerhouse and is a staple on many teams. Its standard set in DPP, the Choice Band set, has largely given way to its Swords Dance set, but both this is not true is still seen everywhere(comma) while the Swords Dance set is no less effective(period) Bothpack quite the punch(comma) and can blow holes in the opposing team regardless of the situation: U-turn coming off of Scizor's base 130 Attack deals plenty of damage(comma) while and also allowing allows Scizor to be an effective scout and pivot. With Swords Dance and a Life Orb, there isn't much that can handle Scizor's STAB- and Technician-boosted priority Bullet Punch. However, as with all Pokemon, the metal bug has its drawbacks. The newly introduced Chandelure resists all of Scizor's common moves barring Pursuit, and can easily dispose of Scizor with its STAB Fire-type attacks. Volcarona is also an excellent Scizor slayer, sporting STAB Fire-type moves, a resistance to most of Scizor's moves, and Flame Body to burn Scizor when it attacks. Although it has fallen a little in usage since the generation shift, not with recent stats oh no must push on in light of these new threats(comma) Scizor is still a strong powerful threat in the OU metagame, and will likely remain a staple for generations to come.

Scrafty
Type: Dark / Fighting
Base Stats: 65 HP / 90 Atk / 115 Def / 45 SpA / 115 SpD / 58 Spe
Abilities: Shed Skin / Moxie / Intimidate (Unreleased)

With wonderful defensive stats, a decent base 90 Attack, and access to fantastic boosting moves in Bulk Up and Dragon Dance, Scrafty makes an excellent setup sweeper. Its STABs achieve near-perfect neutral coverage, allowing Scrafty to score many hits KOs with just these two moves. Scrafty also has two wonderful abilities in Shed Skin and Moxie. The former not only protects it from status, but also allows it to abuse Rest effectively, giving it a form of recovery to go along with Drain Punch, and allowing it many more boosts. The latter, on the other hand, makes it harder more difficult to stop each time it scores a KO, and can be devastating in conjunction with Speed boosts from Dragon Dance. Scrafty's offensive movepool also includes options such as Ice Punch to hit switch-ins(comma) such as Gliscor(comma) hard, and Dragon Tail can be used to phaze boosting opponents and rack up residual damage. It also has support options such as Taunt and Counter to stop opposing setup set-up sweepers and surprise physical attackers respectively. Unfortunately, Scrafty is let down by its poor base 58 Speed and Fighting-type weakness, which allows faster Fighting-types(comma) such as Infernape(comma) to outspeed and pummel Scrafty with STAB Fighting-type attacks. Trick also shuts down Scrafty, forcing it to switch. Still, Scrafty can take away break open the game in a matter of a few turns, and is a threat which every team should be prepared for.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic

This long-time OU veteran of all four previous generations has a tried-and-tested combination of blistering Speed, fantastic Special Attack, great coverage, and devastating high-powered moves. With Hydro Pump, Thunderbolt, and Ice Beam in its arsenal, Starmie can rip apart unprepared teams easily with a Life Orb set, with Recover making it much harder more difficult to take down than its mediocre defenses may suggest. Starmie is also blessed with the fairly exclusive Rapid Spin and the useful Natural Cure to thwart the efforts of opposing defensive teams. Although Starmie is equipped with the perfect tools for a special sweeper, it is sorely let down by its lack of a boosting move, and it is also walled by common rain counters(comma) such as Ferrothorn and Gastrodon, as well as classic special walls(comma) such as Blissey and Chansey. Just be sure to carry a check to Starmie, or it will sweep unhindered.

Terrakion
Type: Rock / Fighting
Base Stats: 91 HP / 129 Atk / 90 Def / 72 SpA / 90 SpD / 108 Spe
Ability: Justified

Terrakion's good bulk, incredible base 129 Attack, a base 108 Speed(comma) which even unboosted(comma) outpaces a significant proportion of the metagame, and access to both Swords Dance and Rock Polish(comma) makes make it a fantastic setup sweeper. Its STAB moves are resisted only by a handful of uncommon Pokemon(comma) such as Claydol, Toxicroak, and Golurk, enabling it to run a double-boosting set with both Rock Polish and Swords Dance to tailor its boosts to better threaten the kind of depending on the team it is facing. Terrakion also functions brilliantly with Choice sets with its high Attack and Speed, making which makes it a versatile threat. Its ability, Justice Heart Justified, further allows it to snatch an Attack boost by switching in on Dark-type moves(comma) such as Tyranitar's Crunch. Though Terrakion sports weaknesses to common Ground-, Water-, and Fighting-type attacks, and is outsped by common threats(comma) such as Starmie, the Lati siblings, and Gengar, underestimate it at your own peril.

Tornadus
Type: Flying
Base Stats: 79 HP / 115 Atk / 70 Def / 125 SpA / 80 SpD / 111 Spe
Abilities: Prankster / Defiant (Unreleased)

Tornadus is one of the most threatening sweepers on rain teams. The one trait that really separates it from other rain-oriented Pokemon is its powerful Flying-type STAB, Hurricane, which rivals Latios' Draco Meteor in power and comes without any drawback in rain. This alone allows Tornadus to run an extremely threatening Choice Specs set, which generally only Tyranitar(comma) and as well as defensive Steel- and Electric-types(comma) such as like Jirachi and Raikou no... Rotom-W(comma) can check reliably, and even then, the 30% probability of confusion may prove problematic. Tornadus can also run an effective mixed set, a Bulk Up set(comma) with Taunt, or even attempt a Rain Dance support set to bypass the ban of the Drizzle + Swift Swim combination ban. However, a vulnerability to priority moves(comma) as well as an overreliance on rain(comma) let Tornadus down, as it is effectively neutered once its weather is removed. Still, Tornadus makes a great addition to any rain team, and should always be handled carefully.

Toxicroak
Type: Poison / Fighting
Base Stats: 83 HP / 106 Atk / 65 Def / 86 SpA / 65 SpD / 85 Spe
Abilities: Anticipation / Dry Skin / Poison Touch (Unreleased)

Toxicroak has always been an odd Pokemon. With middling stats all across the board, it may, at first glance, seem like nothing more than a mediocre Pokemon. However, Toxicroak's viability in OU lies in its highly coveted ability, Dry Skin, which restores 12.5% of its health in rain, and recovers health when hit by Water-type attacks. This, along with Toxicroak’s Poison typing, allows it to completely wall nearly every bulky Water-type(comma) and set up in their faces. Toxicroak also has an interestingly wide physical and special movepool, as well as access to both Swords Dance and Nasty Plot(comma) to increase its clout as a setup sweeper significantly. Its large movepool includes useful priority options(comma) such as Fake Out and Sucker Punch, and gives it great coverage. It goes without saying that Toxicroak is a great fit on rain teams, as it can in particular deal with Ferrothorn, a huge pain for any rain team. Overall, Toxicroak is an extremely underrated threat that should not be taken lightly.

Tyranitar
Type: Rock / Dark
Base Stats: 100 HP / 134 Atk / 110 Def / 95 SpA / 100 SpD / 61 Spe
Abilities: Sand Stream / Unnerve

The mighty sand tyrant returns to take the BW OU metagame by storm – and for good reason too. Tyranitar sports many impressive traits(comma) such as fantastically balanced stats overall, great typing that grants it excellent dual STAB, a surprisingly diverse movepool, and of course, Sand Stream. With fantastic Attack and access to boosting moves(comma) such as like Curse and Dragon Dance, as well as the capability ability to make good use of Choice Band or Choice Scarf, Tyranitar can effectively run a large variety of sets. It can also serve as a lure, surprising common switchins switch-ins with excellent special moves(comma) such as Fire Blast and Ice Beam, or assist its team with support moves(comma) such as like Roar, Dragon Tail, Stealth Rock, Taunt, and even Thunder Wave. Probably the main reason to use Tyranitar, though, is that its everlasting sandstorm greatly powers up Pokemon(comma) with sandstorm-reliant abilities, most notably Excadrill and including Landorus and Terrakion. However, Tyranitar packs many weakness to common types(comma) such as Ground, Water, Bug, Steel, and most especially Fighting, has a somewhat underwhelming Speed stat, and also suffers from four-moveslot syndrome: it can do a lot, but not everything at once. Due to Tyranitar's popularity, there also exist many threats that easily stop Tyranitar's fun: Drizzle Politoed; various Fighting-types—both old and new—like such as Terrakion, Conkeldurr, and Machamp; bulky Water-types; Scizor; and ironically opposing Excadrill and Landorus and Terrakion. Even with these setbacks, this tyrant is still a solid threat to be overlooked at your own peril.

Venusaur
Type: Grass / Poison
Base Stats: 80 HP / 82 Atk / 83 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Overgrow / Chlorophyll

You will probably be most familiar with this overgrown plant monster as the undisputed king of DPP UU. Do not be fooled by its failure to achieve OU glory, however, for Venusaur received a massive boost in the generation shift, vastly increasing its sweeping potential. First and foremost, it received the ability Chlorophyll through the Dream World; this combines perfectly with the buff to Growth in sun to transform Venusaur into an unstoppable monster with just one turn of setup. It is the premier Chlorophyll sweeper mainly for due to its large movepool, but there are generally only two variants of Venusaur one needs to prepare for. The specially based set works off Venusaur's higher offensive stat, but access to powerful physical moves(comma) such as like Return and Earthquake(comma) also allow allows "access to" is what modifies "allows" Venusaur to run an effective mixed set that easily lures in and destroys its usual counters. Venusaur also has the options of Synthesis for recovery and Sleep Powder to buy it a free turn of setup, compensating somewhat for its underwhelming defenses, though it should be noted that Venusaur may not always be able to spare the necessary moveslots. Finally, Chlorophyll is incompatible with Venusaur's egg moves, most especially notably Power Whip; nonetheless, Venusaur on a dedicated sun team is a threat one should definitely be prepared for.

Victini
Type: Psychic / Fire
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Victory Star

The newest addition to the pool of pixielike pixie-like Pokemon with 600 BST, Victini possesses a unique Psychic / Fire typing that is both a blessing and a curse. Its Psychic typing grants it a rather annoying Pursuit weakness, and its Fire typing confers on it a Stealth Rock weakness. However, do not be put off by Victini's poor defensive typing. Its stat spread makes it extremely bulky all around even without investment. Victini's movepool is likewise impressive on both the physical and special sides, and it furthermore enjoys sole access to a multitude of signature moves(comma) including the 180 Base Power V-create, Fusion Bolt, Fusion Flare, and Searing Shot(comma) of course(comma) the 180 base power V-Create. Victini also gets powerful coverage moves(comma) including Focus Blast, Shadow Ball, Energy Ball, Brick Break, and even Thunder, as well as the support moves Thunder Wave, Will-O-wisp, Taunt, and Trick Room. Perhaps Victini's most devastating set is its Choice Band set, as a sun-boosted V-create decimates all but Flash Fire Pokemon. Victini can also run an effective Choice Scarf set to revenge kill faster threats. Lastly, Victini is one of the select few Pokemon to receive the move Final Gambit, which finds great utility thanks to Victini's large base HP. Underestimate this cute little Pokemon mascot at your peril(period) and suffer the consequences.

Virizion
Type: Grass / Fighting
Base Stats: 91 HP / 90 Atk / 72 Def / 90 SpA / 129 SpD / 108 Spe
Ability: Justified

Being a member of the newest musketeer trio, Virizion certainly packs quite a punch. Although its Attack and Special Attack stats appear underwhelming for a supposed offensive threat, Virizion can boost these effectively with Swords Dance(comma) and Calm Mind(comma) and Work Up(comma) respectively, giving it a fair amount of versatility. However, what sets Virizion apart from its many Fighting-type counterparts is its fantastic base 129 Special Defense and wonderful Grass / Fighting typing, which makes it an excellent check to sandstorm and rain teams alike. STAB Grass moves are particularly useful(comma) as they let to let Virizion break through Unaware Quagsire, a full stop to many other Fighting-types. Virizion is no slow customer either, as it boasts one of the highest base Speeds of all Fighting types. Though Virizion has a small movepool with only Hidden Power and Stone Edge to rely upon outside of its STAB attacks, it still gets the job done very well. Access to Taunt also allows it to check slower setup sweepers(comma) and boost up itself on against walls with ease, strengthening its clout as a top-tier threat. However, Virizion's poor base 72 Defense prevents it from taking powerful physical attacks, despite useful resistances such as to the EdgeQuake combo. Base 108 Speed, while fast, leaves Virizion outsped by Pokemon such as Latios and Tornadus. Opposing Calm Mind users with Psyshock, such as Latias and Reuniclus, can set up alongside it and ultimately come out victorious. Virizion's typing also grants it weaknesses to common Fire- and Ice-type attacks in addition to a nasty 4x Flying-type weakness. Still, Virizion is a dangerous threat that can make unprepared teams pay heavily.

Volcarona
Type: Bug / Fire
Base Stats: 85 HP / 60 Atk / 65 Def / 135 SpA / 105 SpD / 100 Spe
Abilities: Flame Body / Swarm (Unreleased)

Volcarona was perhaps one of the most underrated underhyped threats of the new metagame. However, people quickly realized that with just one turn of set up, this seemingly underwhelming moth Pokemon could wreak absolute havoc on unprepared teams. With an excellent stat distribution and a unique typing, Volcarona can destroy most threats with its STAB Bug Buzz and Fire Blast / Fiery Dance combination alone. The remaining Pokemon who resist this formidable combination can be taken care of with a coverage move of choice, ranging from Psychic to Hurricane, to most typically a Hidden Power. Alternatively, Volcarona can forgo a coverage move for other useful options(comma) such as Rest, Morning Sun, or even Substitute. Quiver Dance is one of the most dangerous setup set-up moves in the game, making Volcarona not only a fast and hard-hitting sweeper, but also very hard difficult to take down with special attacks. Revenge killers that would prey on Volcarona's poor Defense stat instead have to contend with its ability, Flame Body, which gives it a nice 30% chance to burn the user of a contact move. Despite Volcarona's crippling weakness to Stealth Rock, if used with the proper support, Volcarona can sweep nearly any team.

Defensive:

Blissey
Type: Normal
Base Stats: 255 HP / 10 Atk / 10 Def / 75 SpA / 135 SpD / 55 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

Despite receiving no new toys from the new Generation, and in fact facing greater competition thanks to the huge buff to Chansey, the (original) pink blob proves frustratingly resilient. With a near-unmatched ability to wall just about any special attacker in the game, Blissey can find a place in any team hurting for a bit more special bulk. With a wide array of support moves, including Toxic, Thunder Wave, Heal Bell, and the newly buffed Wish that allows her to fully revitalize almost all Pokemon in the game, Blissey can be a fantastic team supporter, cleric, or status-spreader on stall and offensive teams alike. Despite being somewhat outclassed in defensively by Eviolite Chansey, Blissey maintains some advantages of its own that account for its greater usage. First, her usable base 75 Special Attack stat means that Blissey can run Ice Beam or Flamethrower to take advantage of her surprising physical bulk—largely due to her fantastic HP stat—; secondly, Leftovers negates residual damage Blissey may take from weather, and also helps offset whatever more damage she would take than Chansey. With massive Special Defense, decent physical Defense, a usable Special Attack and a good movepool, Blissey yet again proves that if something isn't broken, you need not fix it.

Bronzong
Type: Steel / Psychic
Base Stats: 67 HP / 89 Atk / 116 Def / 79 SpA / 116 SpD / 33 Spe
Abilities: Levitate / Heatproof / Heavy Metal (Unreleased)

With fantastic mixed defenses, and a combination of typing and choice of abilities that gives it only one weakness, Bronzong is a fantastic mixed wall that can take on a multitude of threats without breaking a sweat. Thanks to its Steel typing, Bronzong is one of the few reliable checks to the ferocious Dragon-types that roam OU, including Latios and Haxorus. Bronzong functions brilliantly in a support role, as it can reliably set up Stealth Rock, as well as provide dual screens and Trick Room support. Bronzong also has the ability to go on the offense as a tank that can both take hits and deal damage; such a set commonly sports Earthquake, Gyro Ball, and Hidden Power Ice to take on as many different Pokemon as possible. However Bronzong isn't completely invulnerable. Its low HP stat and lack of reliable recovery means that it will easily be whittled down over the course of the match. All in all, Bronzong is a competent Pokemon that when used rightly, will be a very effective use of a teamslot.

Chansey
Type: Normal
Base Stats: 250 HP / 5 Atk / 5 Def / 35 SpA / 105 SpD / 50 Spe
Abilities: Natural Cure / Serene Grace / Healer (Unreleased)

In previous Generations, Chansey found itself overshadowed by its evolution, Blissey, who had better stats both offensively and defensively. However, with the advent of BW came a new item, the Eviolite, which increases the defenses of NFE Pokemon by 50%. This instantly transformed Chansey into an enormously bulky Pokemon, who can wall a huge number of threats with defenses that now far surpass Blissey's, as well as reliable recovery in the form of Softboiled. Generation V also brought about a change in the mechanics of the move Wish; Chansey can now pass enormous 352 HP Wishes to its teammates. It can thus contribute to its team in many ways: aside from Wish, it gets access to status moves such as Toxic and Thunder Wave, as well as Aromatherapy and Heal Bell. It can alternatively be a pure wall that focuses on walling threats and forcing switches with its huge defensive stats, chipping away at the opponent's health mainly through residual damage. However, Chansey remains completely outclassed by Blissey when it comes to offense. Despite having a fantastic special movepool, Chansey cannot put it to good use with its deplorable base 35 Special Attack and thus has to resort to Seismic Toss; this leaves Chansey without any form of direct offense against Ghost-types. Having to hold Eviolite also deprives Chansey of Leftovers recovery, a disadvantage particularly in unfavorable weather. Despite these flaws, Chansey shines as one of the best special walls in the metagame and is one defensive threat which every team should be prepared for.

Deoxys-D
Type: Psychic
Base Stats: 50 HP / 70 Atk / 160 Def / 70 SpA / 160 SpD / 90 Spe
Ability: Pressure

With enormous equal base 160 defenses, a gigantic support movepool that includes a reliable recovery move, and the ability Pressure, Deoxys-D appears tailor-made for stalling. Access to Cosmic Power and Recover, as well as a wide variety of support moves such as Toxic, Taunt, Magic Coat, and Protect, Deoxys-D can stall out a large number of threats. It is hardly limited to stalling, though: it can utilize its fantastic defensive stats to lay entry hazards such as Spikes, or support a frail sweeper by setting up Reflect and Light Screen. However, Deoxys-D's stalling capabilities are undermined by its poor base 50 HP stat and a weakness to Pursuit courtesy of its Psychic typing, which also gives Deoxys-D weaknesses to common Ghost-and Dark-type attacks. This means that Pokemon such as Chandelure and Hydreigon can easily break through Deocys-D's defenses with their powerful STAB attacks. Deoxys-D is also prone to being Taunt bait for Pokemon such as as Sableye, Whimsicott, and Deoxys-S, unless it carries Magic Coat. Despite these flaws, Deoxys-D stands out as one of the most potent stallers in the metagame that can stall out entire unprepared teams.

Ferrothorn
Type: Grass / Steel
Base Stats: 74 HP / 94 Atk / 131 Def / 54 SpA / 116 SpD / 20 Spe
Ability: Iron Barbs

With 74 / 131 / 116 defenses and a typing which gives it useful resistances to common Dragon-, Water-, Ice, and Electric-type attacks, it is little wonder that Ferrothorn is one of the best walls in the game. In a metagame dominated by weather, Ferrothorn is an extremely useful check to rain-based teams, easily absorbing powerful attacks from the likes of Rotom-W, Starmie, and Kingdra. Ferrothorn's unique ability, Iron Barbs, also adds greatly to the headaches of physically based Pokemon and Rapid Spinners, and is an especially great way to pick off weakened Pokemon by just switching in. Ferrothorn's movepool is equally impressive: it can set up entry hazards such as Spikes and Stealth Rock, cripple the opponent with Thunder Wave and Toxic, mitigate its lack of a reliable recovery move with Leech Seed, Substitute, and Protect, and even set up with Curse. Ferrothorn is not invincible, though: a neutrality to Ground and a weakness to Fighting greatly hamper its physical walling capabilities. Powerful Fire-types such as Heatran and Infernape can easily incinerate Ferrothorn with their STAB attacks. This glaring quadruple weakness is also an invitation for many special sweepers that are otherwise helpless against Ferrothorn, such as Latios and the aforementioned Starmie and Rotom-W, to surprise it with Hidden Power Fire.

Forretress
Type: Bug / Steel
Base Stats: 75 HP / 90 Atk / 140 Def / 60 SpA / 60 SpD / 40 Spe
Abilities: Sturdy / Overcoat (Unreleased)

Forretress, the premier spinner of DPP, may have gained little this generation outside of a buffed Sturdy, but he still retains a very useful niche in the BW OU metagame. Access to all entry hazards and the ability to Rapid Spin go a long way toward making Forretress a virtual necessity for any stall team; an impressive physical Defense and salvageable Special Defense allow him to find a place on many a balanced and even offensive team as a reliable wall and pivot as well. Indeed, Forretress has far more on his resume than mere hazards work. With his colossal Defense, Forretress can tank most physical sweepers, and retaliate with his surprisingly usable base 90 Attack stat. STAB Gyro Ball along with his dismal Speed allows Forretress to counter many speedy sweepers, most frequently Outrage-locked Dragons, and a buffed Sturdy enables Forretress to abuse Custap Berry—once released—if need be to ensure two hits on a dangerous sweeper. Whether one needs an unbreakable staller, a Rapid Spinner, a clutch counter, or a catch-all defensive giant, look no further than Forretress.

Gliscor
Type: Ground / Flying
Base Stats: 75 HP / 95 Atk / 125 Def / 45 SpA / 75 SpD / 95 Spe
Abilities: Hyper Cutter / Sand Veil / Poison Heal

Gliscor needs no hyperbole: it is one of the most common sights in the BW OU metagame simply because it is able to put a full stop to some of the most threatening sweepers. Excadrill, which general consensus holds as the greatest threat in OU, is completely countered by it, and Landorus is also beaten unless it has Hidden Power Ice, making it a top-tier counter to offensive sand-based teams. Indeed, perhaps the greatest testament to Defensive Gliscor's effectiveness is the sheer number of physical Pokemon that run an Ice move solely for Gliscor: Tyranitar, Mienshao, and Virizion are just a few examples. While Gliscor's Dream World ability is incompatible with Roost, the combination of Toxic Orb + Poison Heal, and possibly even Substitute and Protect, is more than enough for it to last through the game.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

While Gyarados is more commonly seen as an offensive physical sweeper, it can also make good use of its good defenses and excellent typing with a bulkier set. Reliable recovery in Rest makes it surprisingly hard to take down, especially since anything that might try would likely find itself promptly phazed out by a Sleep Talk Roar or Dragon Tail. This sleeping sea monster can waken too to threaten with STAB Waterfall off of its great base 125 Attack. It can also boost this even further by running greater defensive investment on its bread-and-butter Dragon Dance set, capitalizing on its solid 95 / 79 / 100 defenses and Intimidate to gather more boosts. It can run either of these sets with equal effectiveness, so make sure to watch out for this sea serpent.

Hippowdon
Type: Ground
Base Stats: 108 HP / 112 Atk / 118 Def / 68 SpA / 72 SpD / 47 Spe
Abilities: Sand Stream / Sand Force (Unreleased)

The generation shift has not been especially generous to Hippowdon; however, its value as a physical wall has only increased with the plethora of new physical attackers introduced to the metagame, such as Excadrill and Landorus. With huge HP and Defense stats, Hippowdon is nigh on impossible to take down with a physical attack, and its respectable Special Defense coupled with its great HP allow it to take several special hits with the right investment. A decent support movepool, with options such as Stealth Rock, Roar, Yawn, and Slack Off, further enables Hippowdon to help out its teammates with ease. Hippowdon's ability, Sand Stream, not only allows it to add more residual damage to the tally, but also makes it the perfect partner to both Excadrill and Landorus, letting it find a place on all kinds of teams.

Jellicent
Type: Water / Ghost
Base Stats: 100 HP / 60 Atk / 70 Def / 85 SpA / 105 SpD / 60 Spe
Abilities: Water Absorb / Cursed Body / Damp (Unreleased)

Generation V introduced a very welcome 2-in-1 Pokemon: Jellicent, simultaneously both a bulky Water and spinblocker. Along with Jellicent's unique Water / Ghost typing comes plenty of key resistances and immunities, two usable abilities in Water Absorb and Cursed Body, solid 100 / 70 / 105 defenses, instant recovery, a surprisingly decent offensive movepool, as well as support moves like Taunt, Will-O-Wisp, and Trick Room; in other words, all you could ask for. Jellicent's primary role on a team is typically to render Rapid Spin useless, which is why it is often found paired with a entry hazard layer, most commonly Ferrothorn. The FerroCent core is Gen V's answer to SkarmBliss: not only do their typings complement perfectly, Ferrothorn also sets up hazards which Jellicent then prevents the opponent from removing. Thanks to these traits, Jellicent can go toe to toe with some of the metagame's biggest threats, such as Heatran, Volcarona, Infernape, Mienshao, Terrakion, Swords Dance Lucario lacking Crunch, and Choice Band Scizor, just to name a few. Access to Toxic and Taunt also allow it to fare well against opposing bulky Water-types and walls. Jellicent does suffer from being setup bait for Pokemon such as ChestoRest variants of Volcarona, Nasty Plot Celebi, is largely shut down by faster Taunters like Whimsicott, and cannot stand up to the sheer power of the likes of Choice Specs Latios and Choice Band Haxorus. Nonetheless, if you need a solid defensive spinblocker and utility counter, this is the jellyfish for you.

Jirachi
Type: Steel / Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Serene Grace

Thanks to its large HP and balanced defensive stats, which are some of the most impressive in standard play, as well as its excellent defensive typing, Jirachi easily presents an insurmountable roadblock to thwart many an impending sweep. Jirachi is far from a passive sponge, however: its wide movepool allows it to be an extremely dynamic Pokemon. Jirachi is often seen spreading paralysis using either Thunder Wave or Body Slam, the latter of which has a 60% chance of paralysis thanks to Serene Grace. As a Normal-type attack, this gives Jirachi a niche ability to paralyze Ground-types. Jirachi is also an excellent team supporter with dual screens, Trick Room, or even Gravity, as it has U-turn to conserve momentum after setting up. Its Steel typing and immense special bulk further lets it check Dragon types, particularly Latios, sponging even Choice Specs Draco Meteors with ease. However, the main draw of defensive Jirachi is Wish. A multitude of resistances, great bulk, and the ability to outspeed a variety of threats even without investment lets Jirachi replenish its own health or that of a teammate reliably throughout the match. That Jirachi often maximizes investment on its already large base HP stat further enhances its capabilities, as with the new Wish mechanics, Jirachi's 202 HP Wishes can often revitalize a teammate worn down by hazards, Life Orb recoil, or an untimely misprediction. Jirachi's ability to render damage to the rest of its team null and void is what makes it such a defensive threat: be sure to pack powerful Fire- or Ground-type attacks to deal with the star, as it is notoriously difficult to 2HKO otherwise.

Latias
Type: Dragon / Psychic
Base Stats: 80 HP / 80 Atk / 90 Def / 110 SpA / 130 SpD / 110 Spe
Ability: Levitate

Despite losing Soul Dew in the generation shift, Latias still functions excellently as a special wall in standard play with her massive base 130 Special Defense, as well as neat resistances to Water-, Fire-, Electric-, Psychic-, and Fighting-type attacks. Wish Latias in particular partners very well with Ferrothorn: each covers the other's resistances almost flawlessly. Besides being able to pass Wish, Latias has access to Recover and Roost as well, allowing it to regain health in a single turn rather than two. This makes a bulky Calm Mind set an excellent choice for Latias, letting her boost her impressive Special Defense to outstanding levels and enabling her to hit very hard with STAB Dragon Pulse; Substitute, Wish, Roar, and Refresh all have good utility on this set for a variety of reasons. Finally, Latias can also be more of a team player by running an effective dual screens support set, making use of her great bulk and multitude of resistances to come in repeatedly during the match to perform her job.

Mew
Type: Psychic
Base Stats: 100 HP / 100 Atk / 100 Def / 100 SpA / 100 SpD / 100 Spe
Ability: Synchronize

While Mew is often seen packing an offensive punch with Nasty Plot, it can also go in the completely opposite direction as a very defensive Pokemon. With balanced base 100 defenses and access to an instant recovery move, it will not knuckle down easily. The ability to pass any type of boost—offensive as well as defensive—such as Amnesia, Calm Mind, and Bulk Up makes it perhaps the premier Baton Passer in existance. Dedicated Baton Pass variants typically carry moves that boost both an offensive stat and Speed, instantly making the recipient a true juggernaut. Mew is also a first-rate choice for a dual screens support on offense-oriented teams, as its excellent bulk and access to a speedy Taunt virtually guarantees protection for frail, high-powered sweepers. Finally, Mew's support set functions just as well on defensive teams, easily spreading status, denying its unfortunate opponent of recovery with Taunt, and stalling it out with Roost. In short, be wary of Mew, and the almost limitless options it brings to the table.

Porygon2
Type: Normal
Base Stats: 85 HP / 80 Atk / 90 Def / 105 SpA / 95 SpD / 60 Spe
Abilities: Trace / Download / Analytic

With the advent of the Eviolite, what was once a niche OU counter has become a very intimidating tank capable of coming in on some of the top threats of OU and forcing them out. With Eviolite equipped, the range of attacks that can reliably KO Porygon2 shrink immensely, mostly leaving only powerful STAB Fighting attacks. Immense bulk, a fantastic ability in Trace, and reliable recovery enables Porygon2 to easily come in on many threats, such as Heatran, Gliscor, and Intimidate Salamence and Gyarados, and use their abilities against them. Ice Beam and Thunderbolt give it great coverage, Thunder Wave lets it provide paralysis support, Recover offsets the loss of Leftovers healing. All in all, don't underestimate this strange duck, for it is an incredibly bulky tank capable of halting your sweeps and crippling your team.

Quagsire
Type: Water / Ground
Base Stats: 95 HP / 85 Atk / 85 Def / 65 SpA / 65 SpD / 35 Spe
Abilities: Damp / Water Absorb / Unaware

After spending three entire generations being overshadowed by Swampert, Quagsire finally got his chance to shine in the OU metagame thanks to the magnificent gift he received from Dream World: Unaware. With the ability to ignore an opponent's stat boosts, a respectable amount of bulk, and Recover, Quagsire can easily check even the most dangerous physical sweepers such as Excadrill, Cloyster, and Lucario. Quagsire can even run Curse to attempt to sweep, or Stockpile to become even harder to take down. However, as with any Pokemon, Quagsire isn't flawless. He's unable to touch Ferrothorn, often being setup fodder for Spikes and Stealth Rock. He also fears Toxic, cannot handle special sweepers as well as he can physical ones, and has a crippling weakness to Grass-type moves. Finally, he can be muscled through by sheer brute force such as a Choice Band Haxorus' Outrage. Nonetheless, these reasons should not put you off from giving Quagsire a chance, because this cute clueless blue blob can save you from many a tight spot.

Rotom-W
Type: Water / Electric
Base Stats: 50 HP / 65 Atk / 107 Def / 105 SpA / 107 SpD / 86 Spe
Ability: Levitate

While the loss of his Ghost typing has hurt Rotom-W as a spinblocker, he still possesses a few important characteristics that make him worthy of a defensive role. As one of the few Pokemon who learn both Rest and Sleep Talk, Rotom-W can use his significant bulk to stall out many threats. Access to Will-O-Wisp to cripple physically offensive threats further allows him the freedom to invest more heavily in Special Defense. Rotom-W also possesses a surprisingly high Special Attack stat and access to powerful STAB Thunderbolt, Thunder, and Hydro Pump, which gives him the ability to scare off many threats that are unable to OHKO him. Finally, Rotom-W has to his name a very unorthodox typing that packs a multitude of resistances and only one true weakness (excluding Mold Breaker Earthquake), enabling him to easily fit himself into many defensive teams.

Skarmory
Type: Steel / Flying
Base Stats: 65 HP / 80 Atk / 140 Def / 40 SpA / 70 SpD / 70 Spe
Abilities: Keen Eye / Sturdy / Weak Armor

In a metagame dominated by powerful physical attackers such as Excadrill and Conkeldurr, Skarmory stands out as a fantastic physical wall, courtesy of its unique Steel / Flying typing and huge base Defense stat. The generation shift also brought a useful buff to Skarmory's ability Sturdy, in effect giving it a Focus Sash whenever it is at full health. Reliable recovery in the form of Roost, a multitude of resistances thanks to its Steel typing, as well as a valuable Ground-type immunity help Skarmory wall a large number of threats, including but not limited to Excadrill, Landorus, Haxorus, and Conkeldurr. Skarmory can also utilize its physical bulk and typing to lay entry hazards such as Spikes and Stealth Rock; furthermore, it has Whirlwind and Taunt in its arsenal to phaze stat boosters, cause residual damage, and shut down slower walls such as Ferrothorn and Hippowdon. As far as attacking goes, Skarmory also has a powerful STAB Brave Bird to dent weak opponents. Despite all these positive characteristics, Skarmory's defensive capabilities are undermined by its poor Special Defense and weaknesses to common Electric- and Fire-type attacks, which means that Skarmory can easily be brought down by powerful special attackers such as Infernape, Rotom-W, Starmie, Magnezone, and Heatran. Still, its physical bulk and typing make Skarmory a very reliable physical wall and a great asset to any team.

Slowbro
Type: Water / Psychic
Base Stats: 95 HP / 75 Atk / 110 Def / 100 SpA / 80 SpD / 30 Spe
Abilities: Oblivious / Own Tempo / Regenerator

Slowbro has been a superb choice for the role of physical bulky water ever since he made his first appearance in RBY. BW has given Slowbro a significant boost with the ability Regenerator, which restores 1/3 of his HP when switching out. With a great typing, good defenses, and decent Special Attack, Slowbro can serve many roles; however, he is commonly first and foremost a physical wall. With his natural bulk and a choice of STAB moves such as Scald, Surf, Psychic, and Psyshock, he is a great counter to the many hard-hitting Fighting-types and physical sweepers that abound, in particular Conkeldurr and Excadrill. This makes Slowbro one of the best anti-metagame Pokemon, as both these offensive threats are very common. Slowbro has a large support movepool, containing moves such as Yawn, Thunder Wave, and Toxic, as well as Slack Off for instant recovery. He can also support his team by setting up dual screens or Trick Room. Sets running Calm Mind increase Slowbro's walling prowess, making him not only a physical wall, but very hard to break specially as well. After a few boosts, he may also be able to go on the offensive and put quite a large dent in the opposing team, with good coverage options like Fire Blast, Flamethrower, and Ice Beam. There are also Choice Specs Slowbro variants, which—don't laugh—can be surprisingly hard to counter due to his impressive coverage and good base Special Attack.

Starmie
Type: Water / Psychic
Base Stats: 60 HP / 75 Atk / 85 Def / 100 SpA / 85 SpD / 115 Spe
Abilities: Illuminate / Natural Cure / Analytic (Unreleased)

While Starmie may be famous for its fantastic Life Orb set of the DPP era, it is also valued highly this generation for its ability to function as a defensive Rapid Spinner and glue for a team. As both the fastest Rapid Spinner (only outsped by Sand Rush Excadrill and Sandslash in a sandstorm), and the only one with reliable recovery, Starmie functions very well as a Rapid Spinner. Starmie can use its famously great coverage and and good Special Attack stat to overwhelm common spinblockers, such as Jellicent, Dusclops, and Spiritomb. Also on Starmie's defensive resume are key resistances to Water-, Ice-, Fire-, and Fighting-type moves, which let it come in comfortably on a wide range of attacks to perform its duty despite its underwhelming defenses. These advantages, as well as a great ability in Natural Cure, which removes status such as from the likes of Toxic Spikes, makes Starmie a very useful defensive Pokemon, and noteworthy even outside of its many offensive sets.

Tentacruel
Type: Water / Poison
Base Stats: 80 HP / 70 Atk / 65 Def / 80 SpA / 120 SpD / 100 Spe
Abilities: Clear Body / Liquid Ooze / Rain Dish

While at first glance Tentacruel may appear to be just another run-of-the-mill bulky Water, it possesses a few qualities that let it stand out from the pack. First is its interesting Water / Poison typing, which bestows on Tentacruel resistances to many common attacking types, as well as the ability to absorb Toxic Spikes upon entering the field. Along with its ability to use Rapid Spin, as well as set up its own Toxic Spikes, this goes a long way towards earning it a spot on most stall or defensively-orientated teams. Its Rain Dish ability in particular works excellently on rain-based stall, giving it phenomenal recovery and alleviating perhaps its greatest weakness: its lack of a reliable recovery move. Liquid Ooze, on the other hand, has the niche of letting it counter the few Pokemon that use health-draining moves, particularly special Virizion, Conkeldurr, and Ferrothorn. In short, Tentacruel, although an uncommon Pokemon, is capable of many great things if used correctly.

Wobbuffet
Type: Psychic
Base Stats: 190 HP / 33 Atk / 58 Def / 33 SpA / 58 SpD / 33 Spe
Abilities: Shadow Tag / Telepathy (Unreleased)

Most Pokemon can be classed into a few broad categories: sweeper, wall, and others. Wobbuffet cannot, however, because it is completely unique in what it does, thanks to its ability, Shadow Tag. With the opponent unable to switch, Wobbuffet can use Counter and Mirror Coat together with its colossal HP stat to KO almost anything, especially if said opponent is Choice-locked. It can also use Encore against Pokemon which try to set up against it, and Tickle against Pokemon like Blissey, who can then be Pursuited for an easy KO. Its tiny movepool also contains Safeguard, which can stop Encored status moves from harming incoming sweepers, and Destiny Bond, which can hopefully help Wobbuffet take down one more Pokemon with it, or at least after the Custap Berry is released. Unfortunately, these last two are not used much because of Wobbuffet's poor Speed, and it literally has no other moves available but Splash. Nonetheless, it does not need anything more to become the ultimate anti-metagame Pokemon that it is. Team Preview has made preparing for Wobbuffet slightly easier, but it is as uncounterable as ever, and a definite threat in the OU tier.

Xatu
Type: Psychic / Flying
Base Stats: 65 HP / 75 Atk / 70 Def / 95 SpA / 70 SpD / 95 Spd
Abilities: Synchronize / Early Bird / Magic Bounce

Xatu is the perfect example of a Pokemon that sorely needed a boost, and got exactly what it needed to compete in Generation V: Magic Bounce. This ability works as an automatic Magic Coat, allowing Xatu to reflect entry hazards, status moves, and phazing moves. Couple this with a 4x resistance to Fighting, a Ground immunity, as well as resistances to Grass and Psychic, and you have the makings of a good defensive switch-in to Blissey, Skarmory, Ferrothorn, and some Jellicent. However, not everything is sunshine and rainbows for this mystical bird. It faces stiff competition in its niche role from Espeon, who boasts Baton Pass as well as higher Special Attack and Speed. Xatu also has a crippling Stealth Rock weakness, meaning that it will have difficulty switching in if it couldn't stop said hazards being set up. Tyranitar also walks all over Xatu, clobbering it with Dark and Rock STAB, especially in the form of Pursuit. Still, if your team needs something to stop entry hazards or a somewhat bulky Fighting resist, Xatu should be one of the first Pokemon to look at.

Breloom
Type: Grass / Fighting
Base Stats: 60 HP / 130 Atk / 80 Def / 60 SpA / 60 SpD / 70 Spe
Abilities: Effect Spore / Poison Heal / Technician (Unreleased)

A top tier threat in DPP OU, Breloom returns in Generation V largely unchanged. With access to Swords Dance, Poison Heal, a fantastic status move in Spore that eases setup, and two powerful STAB moves in Focus Punch and Seed Bomb, it is no wonder that Breloom remains such a dangerous threat. The new sleep mechanics make Breloom all the more difficult to deal with, as Spore will now more often than not incapacitate a Pokemon for the rest of the match. This punching mushroom can run a number of effective sets, ranging from an all-out offensive set with Substitute, Spore, Focus Punch, and a coverage option, to a highly annoying SubSeed set. Aside from the abovementioned moves, Breloom also has coverage options(comma) such as Stone Edge, and a useful priority move in Mach Punch to surprise unsuspecting opponents. Though Breloom sports a nasty 4x weakness to Flying-type moves, do not underestimate it(remove space)-—<-em dash, not hyphen(remove space)it can be a massive threat to any unprepared team.

I know I already GPed this fella, but Bulk Up Breloom probably deserves a mention
Dragonite
Type: Dragon / Flying
Base Stats: 91 HP / 134 Atk / 95 Def / 100 SpA / 100 SpD / 80 Spe
Abilities: Inner Focus / Multiscale

In past generations, Dragonite found itself shunned in favour of its fellow Dragon-types(comma) Salamence and Garchomp(comma) due to their higher offensive stats. However, the tables have turned with the introduction of Dragonite's new ability(comma) Multiscale, which makes it a fantastic tank and bulky sweeper. With support moves(comma) such as Thunder Wave and Dragon Tail, Dragonite can not only wall dangerous threats such as Celebi, but also support the rest of its team. Dragonite can also run a more offensive bulky Dragon Dance set, taking full advantage of Multiscale and Roost to boost up multiple times. Dragonite also fits nicely into onto rain teams, as it can abuse a 100% accurate Thunder and STAB Hurricane, as well as a boosted Surf. Finally, Dragonite can run a highly effective wallbreaking set, with moves such as Draco Meteor, Fire Blast, and Superpower tearing gaping holes in defensively oriented teams. Though Dragonite does have its flaws, namely weaknesses to Stealth Rock(comma) as well as Ice- and Rock-type attacks, its impressive versatility makes it a great choice for any team.

Dragonite has developed numerous new sets, such as Choice Band, DD Lum, and SubDD. This is definately worth a revamp.

Gyarados
Type: Water / Flying
Base Stats: 95 HP / 125 Atk / 79 Def / 60 SpA / 100 SpD / 81 Spe
Abilities: Intimidate / Moxie

Gyarados has been is a familiar and fearsome threat due to its large base 125 Attack and above-average bulk. A noteworthy boost this generation came in the form of Moxie, an ability that increases Gyarados' Gyarados's Attack by one stage every time it KOes an opponent; this turns Gyarados into a very versatile threat. First, it can be used as a very bulky RestTalk user with a strong STAB Waterfall. This set usually runs Roar or Dragon Tail to deal with switch-ins who try to set up while it sleeps. Another option is a bulky Dragon Dance set with Intimidate, STAB Waterfall, and two of Taunt(comma) Bounce, Ice Fang, Stone Edge, and Earthquake. An offensively oriented Dragon Dance set with Moxie, though rare, is much more immediately threatening, reaching 391 Speed after just a single turn of setup. Offensively oriented Dragon Dance sets will usually run Stone Edge, Waterfall, and either Earthquake or Bounce. Leftovers is a clear indicator of either a bulky Dragon Dance set or a defensive set, whereas Life Orb is more often used on the offensive Dragon Dance set; Gyarados can also utilize Choice Band to hit very hard without any setup, or Choice Scarf to outspeed its opponents and boost its Attack through Moxie. Though Gyarados sports a nasty weakness to Electric-type attacks(comma) and finds itself outsped by faster threats unless it has set up already, do not commit the mistake of underestimating its offensive capabilities, as its versatility will always keep opponents guessing.

Sub DD Gyara, IMO, is enough to justify a revamp.

Lucario
Type: Fighting / Steel
Base Stats: 70 HP / 110 Atk / 70 Def / 115 SpA / 70 SpD / 90 Spe
Abilities: Steadfast / Inner Focus / Justified (Unreleased)

Lucario's base stats tell all that needs to be said: it is a top-tier sweeper, both physically and specially; that it receives the amazing boosting moves Swords Dance, Nasty Plot, and Work Up is the icing on the cake. When combined with powerful STAB moves in Close Combat and Aura Sphere, good coverage in Ice Punch, Crunch, or Dark Pulse, as well as priority in the form of Extremespeed and Vacuum Wave, Lucario becomes a Pokemon that must be treated with extreme caution. Aforementioned excellent coverage and strong priority also gives Lucario the ability to run an effective Choice Band or Specs set, dealing great damage off the bat while also having the ability to revenge kill dangerous threats with Extremespeed or Vacuum Wave. A counter to Lucario is a must for any team, and one should always be wary if Lucario is seen in Team Preview.

Justified Lucario is out now, this might be worth a revamp

Ninetales
Type: Fire
Base Stats: 73 HP / 76 Atk / 75 Def / 81 SpA / 100 SpD / 100 Spd
Abilities: Flash Fire / Drought

Ninetales, in previous generations, was a rather underwhelming Fire-type. It shared Flash Fire with Heatran, Arcanine, and Houndoom, Nasty Plot with Infernape, and had less Special Attack than even Magmortar and Charizard. Things looked set to get even worse for Ninetales in BW with the introduction of Chandelure, who had Flash Fire and drastically higher Special Attack. However, Ninetales has advanced from the depths of NU to a secure spot in OU due to one thing: its Dream World ability, Drought. Previously exclusive to Groudon, Drought allows Ninetales to set up permanent sun when it enters battle, making Sunny Day teams a force to be reckoned with in OU. Ninetales's mere presence is enough to pull several other lowly Pokemon like Venusaur up to a usable level, and make top-tier threats such as Heatran and Infernape even more effective. Ninetales must be used carefully, however. Tyranitar can switch in on any of Ninetales's attacks bar Will-O-Wisp, set up sandstorm, and force Ninetales to either switch or get KOed. Politoed, with its Drizzle ability, also makes an excellent counter to this flaming fox, as it can instantly replace the sunlight with rain and destroy Ninetales with its STAB attacks. Still, Ninetales is what has kept sun thriving in BW OU, and that's not going to change any time soon.

Sunny Day Ninetales is worth a revamp

Reuniclus
Type: Psychic
Base Stats: 110 HP / 65 Atk / 75 Def / 125 SpA / 80 SpD / 30 Spe
Abilities: Overcoat / Magic Guard / Regenerator (Unreleased)

Reuniclus is hands down one of the biggest threats in the metagame, being one of the best users of Calm Mind. Its ability, Magic Guard, helps it in no small way: complete immunity to all forms of passive damage, including Life Orb recoil, status, and entry hazards, and access to a reliable healing move in Recover are two of the biggest boons a bulky sweeper can get. It is no small wonder thus that Reuniclus is one of the top threats to watch out for. It can also function very effectively as a late-game Trick Room cleaner, and cripple physical attackers with a Flame Orb and Psycho Shift, making it all the more difficult to take down. Reuniclus' bulk also allows it take the odd hit or two while setting up, and heal off the damage later. Despite seeming virtually invincible, Reuniclus is let down by its typing, average physical bulk, and dreadful Speed. Scizor and Tyranitar are the bane of Reuniclus' existence, as they can OHKO it with their powerful STAB attacks with ease. Taunt also ruins Reuniclus, forcing it to switch unless it has already set up. Despite these flaws, Reuniclus remains one of the most dangerous Pokemon to face. If given the chance to set up, it will be very difficult to stop.

Trick Room Reuni is purdy good


Deoxys-S
Type: Psychic
Base Stats: 50 HP / 95 Atk / 90 Def / 95 SpA / 90 SpD / 180 Spe
Ability: Pressure

At first glance, Deoxys-S' most striking feature is its blistering base 180 Speed. It is thanks to this that Deoxys-S consistently manages to find a home in the rapidly changing OU metagame. As the fastest non-Scarfed lead, Deoxys-S can only be stopped cold by users of Prankster, mainly namely Sableye and Whimsicott. Access to a variety of supporting moves(comma) such as Stealth Rock, Spikes, Light Screen, Reflect, and Taunt(comma) makes Deoxys-S a very useful lead on more or less any offensively-oriented team. As well as Besides providing excellent team support, Deoxys-S can also surprise its opponents with an offensive set courtesy of its decent base 95 offenses, wonderful mixed movepool, and access to high-powered moves, allowing which allow it to check an astonishly wide range of threats well.


banned deucer

HOLY SHIT THIS IS GOING TO TAKE FOREVER!

Accidental Greed, please put the new additions into a different compendium, so I know what to add
 

New World Order

Licks Toads
is a Team Rater Alumnusis a Contributor Alumnus
I would like to propose the removal of Whimsicott and Zoroark, as well as the reinstatement of Sawsbuck. Whimsicott is a piece of shit in OU, with literally no niches other than that Subseed set that quite frankly, is incredibly easy to play around. Zoroark too, is not relevant enough in the metagame to justify a mention. Illusion is incredibly useless because of team preview, and if you can get up Stealth Rock, the disguise can easily be distinguished immediately. Furthermore, when a Tyranitar comes onto the field, but no Sandstorm gets started, you know there's an issue. Sawsbuck on the other hand, is currently one of the best sun sweepers in the game, behind only the likes of Venusaur, Volcarona, and Salamence.

In short, Sawsbuck back into the compendium, Whimsicott and Zoroark out, I will completely that gigantic GP Check after the other threats are written up.

Speaking of which:

Reserving: Alakazam and Celebi
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top