Other OU Teambuilding

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OK do I need to elaborate on this or something? Don't post here if you either:
  • Aren't knowledgeable about the metagame
  • Have terrible grammar
Seriously. I will not include posts that contain fluff, have about 60 spelling mistakes, or are just stupid. Think of this thread like something that will go on the site, not like something that anyone can just post in whenever they feel like it.
http://www.smogon.com/forums/threads/ou-teambuilding.3499606/page-2#post-5225718
See this. This is a good post. I am not going to show you an example of a bad post, but please, I am trusting in the competency of the writers.
 

TROGDOR (Gyarados-Mega) @ Gyaradosite
Ability: Mold Breaker
EVs: 176 Spd / 232 HP / 100 Def
Jolly Nature
- Dragon Dance
- Taunt
- Waterfall
- Earthquake/Ice Fang/Substitute/Dragon Tail

Role: Stallbreaker

What It Does: Mega Gyarados has the uncanny ability to shut down walls and threaten them with offensive pressure at the same time. While one may normally ask, how does this differentiate from any other sweeper set? The answer is Taunt. Taunt allows Gyarados to beat many Pokemon that would normally phaze or cripple it by restricting them to attacking moves. Stall oriented teams will have their walls forced out, allowing you to use Gyarados' natural bulk to set up. While this set lacks the immediate power from a boost or 2, that the offensive sets provide, it allows for smarter play and the ability to beat most of Gyarados' common counters such as Skarmory, Mandibuzz, Ferrothorn-ish, other defensive Gyarados, and Dragonite

Good Teammates: Teammates that lack great coverage and attract common walls are great teammates for this variant of Gyarados. Pokemon like Talonflame, Breloom and Salamence appreciate it's presence. Since Gyarados lacks leftovers due to its Megastone, wish support is appreciated with mis-predictions and such

What Counters It: Mega Venusaur, Gastrodon, Trevenant, Ferrothorn, Rotom-Wash counter variants of this set depending what your 4th move is.

Any Additional Info:
 
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TROGDOR (Gyarados-Mega) @ Gyaradosite
Ability: Mold Breaker
EVs: 176 Spd / 232 HP / 100 Def
Jolly Nature
- Dragon Dance
- Taunt
- Waterfall
- Earthquake/Ice Fang/Substitute/Dragon Tail
Role: Stallbreaker
What It Does: Mega Gyarados has the uncanny ability to shut down walls and threaten them with offensive pressure at the same time. Even Pokemon that it cannot normally beat (Skarmory, Mandibuzz, Ferrothorn-ish, other defensive Gyarados, Dragonite) are shut down by Taunt and forced out/crippled, allowing Gyarados to stack up more boosts and potentially sweep.
Good Teammates: Teammates that lack great coverage and attract common walls are great teammates for this variant of Gyarados. Pokemon like Talonflame, Breloom and Salamence appreciate it's presence.
What Counters It: Mega Venusaur, Gastrodon, Trevenant, Ferrothorn, Rotom-Wash counter variants of this set depending what your 4th move is.
Any Additional Info:
Did you not read the post directly above you?
 
What to use:


Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP/ 252 Atk/ 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit

Role: Support, Tank

What it Does: The most notable aspect of Band Tyranitar is its ability to trap pursuit weak and/or frail pokemon that Tyranitar forces out, in order to eliminate counters/checks that would otherwise prevent a clean sweep. For this reason it functions best on Offensive teams that don't rely as much on defensive synergy. Banded Pursuit can take out Latias, Latios, Celebi and Espeon (who lack baton pass), Talonflame, Trevenant, and Jellicent. Its can switch into most of the pokes with ease as its SpD is double after sandstorm activates. Tyranitar is typically paired with fighting types that can take advantage of the absence of psychic and ghost types, as well as Talonflame. Crunch is listed as it takes out many pokes that can only be OHKO'd on the switch with pursuit. Often Tevenant, Reuniclus, or Mew will try to take advantage of a predicted pursuit only to be OHKO'd by Crunch. Stone Edge hits even what resists it for massive damage and is its best way to deal with fairies such as Azuramill on the switch in. Finally, Superpower nails steel types such as Ferrothron. It also can OHKO a Terrakion that attempt to switch into a crunch, and deals decent damage to any fighting types that attempt to switch in. 76 Spe Evs allow it to out-speed base 70's with no speed investment, and 180 HP Evs allows it to switch in to Special Attackers easier, in order to trap.

Good Teammates:
Good teammates for Tyranitar are generally offensive fighting pokemon that can take advantage of the trapping of Psychics, Ghosts, and Talonflame. As such Keldeo, Terrakion, and Conkeldurr all are good teammates for Tyranitar. Tyranitar also appreciates teammates that can switch into fighting types, such as Aegislash. Landorus-I also covers this fighting weakness, and can threaten fighting types with a life orb, sheer force boosted, psychic.

Because choice locked pursuit allows for pretty much any mon that resist pursuit to come in, its important to cover any fighting or dark weakness, notably anything from Terrakion, Keldeo, Conkeldurr, and Bisharp. Mega Venesaur fits this description very well as it resists both fighting moves, surf, and can't get its item knocked off. As stated before Aegislash, Landorus-I, and Specs-Latios cover the fighting weakness as well, though none of them like to take a knock off from Bisharp. Skarmory is a decent teammate, as it can switch in and clear the hazards that common Tyranitar counters such as Gliscor, Landorus-T, and opposing Skarmory can set up. Skarmory can also phaze some of the mons that attempt to boost on a choice locked pursuit.

What Counters It: The best counters to Band-Tyranitar are fighting types that can easily switch into it, such as Conkeldurr, Terrakion, or Keldeo. Tyranitar also has problems with psychic types that out-speed it and run focus blast, such as Alakazam or Trick Room Reuniclus. Typically, any mon that runs a reasonably strong fighting type move can force Tyranitar out.

It is also easily walled by dedicated physical walls. Landorus, Skarmory, and Gliscor, can all shrug off pretty much anything Tyranitar can dish out, force the switch, and set up stealth rock.

Any Additional Info:
Be somewhat mindful of using life orbs on sandstorm weak pokemon, as they are worn down quickly. However, the reduction of Sandstorm to 5 turns somewhat alleviates this problem.


Let me know if anything needs improving (I'm sure I made a few grammar mistakes).

Significant Edit: Tyranitar doesn't learn knock off. I've always used crunch anyways, but I don't know what made me think it did.
 
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ShootingStarmie

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Physical Sweeper



Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly / Adamant Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake


What It Does: Pinsir received a crazy buff this generation in the form of a new Mega Evolution, which granted access to an incredible base 155 Attack, base 105 Speed, and Aerilate to further boost it's power when using Flying type move (to be exact, by 30%). This alone makes Pinsir one of the most dangerous threats this metagame has seen, and there's a reason it's S rank right now. Lets go more into detail about the move choices. So Swords Dance is used to enable you to sweep a team easily with +2 Frustration or Quick Attack. Frustration actually become a Flying type move due to Aerilate, and it boosts it's power by an extra 30%. The same happens with Quick Attack, making Pinsir very hard to stop once it's at +2. The reason for Frustration > Return is for opposing Dittos, as their Frustration would be super weak due it's high Happiness. Finally, Earthquake offers the best coverage along with Flying type moves, as it hits Electric, Rock, and Steel types that resist Pinsir's Flying STAB moves. A Jolly Nature is used to out speed Garchomp and easily OHKO with +2 Frustration, but Adamant is an option if you really like power. Hyper Cutter is the best ability for Pinsir, as it stops Intimidate users such as Landorus-T or Gyarados from lowering it's attack before it Mega Evolves, which is pretty crucial to allow Pinsir to muscle through the sturdiest of walls.

Good Teammates: Pinsir is often paired with Pokemon that share similar counters, as they easily break eachother's checks down nicely. This makes Talonflame a great partner, as they are both usually checked by Rotom-W, but due to both hitting so hard, together they can easily muscle through Rotom-W. Excadrill is also a great partner, as it provides and removes entry hazards, allowing Pinsir to switch in without the fear of losing 25/50% of it's health (depending on whether you've Mega Evolved or not). Latias is also a very good partner, for it's ability to check Rotom-W, removing hazards with Defog, and it's ability to use Healing Wish in order to give Pinsir a second chance at sweeping. Specs Keldeo is another good partner, as it can come in on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks.

What Counters It: Bulky Electric and Steel types that are immune to Earthquake. This makes Skarmory, Rotom-W, and Zapdos your best bets, as they resist Pinsir's STAB attacks, and are immune to it's only coverage move. Skarmory can Brave Bird or just Whirlwind Pinsir, depending on how low health it is. Rotom-W can burn Pinsir with Will-O-Wisp and hit it very hard with Volt Switch. Zapdos easily tanks Frustration and does serious damage back with Thunderbolt. Other than Pinsir, Pinsir doesn't really have any real counters. Faster Pokemon can be used to check Mega Pinsir, like Choice Scarf Landorus-T, Assault Vest Raikou, and Thundurus-I all make for solid checks. Often sometimes Pinsir's biggest problem is Stealth Rock, so keeping it on the field at all times will help you deal with Mega Pinsir.

Any Additional Info: Just make sure you carry a solid check / counter to this thing or you will get swept by it. It's seriously an incredible Pokemon, and it's power is Uber like in my opinion.
 
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Always!

WAGESLAVE
is a Tiering Contributor
Physical Sweeper



Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly / Adamant Nature
- Swords Dance
- Frustration
- Quick Attack
- Earthquake


What It Does: Pinsir received a crazy buff this generation in the form of a new Mega Evolution, which granted access to an incredible base 155 Attack, base 105 Speed, and Aerilate to further boost it's power when using Flying type move (to be exact, by 30%). This alone makes Pinsir one of the most dangerous threats this metagame has seen, and there's a reason it's S rank right now. Lets go more into detail about the move choices. So Swords Dance is used to enable you to sweep a team easily with +2 Frustration or Quick Attack. Frustration actually become a Flying type move due to Aerilate, and it boosts it's power by an extra 30%. The same happens with Quick Attack, making Pinsir very hard to stop once it's at +2. The reason for Frustration > Return is for opposing Dittos, as their Frustration would be super weak due it's high Happiness. Finally, Earthquake offers the best coverage along with Flying type moves, as it hits Electric, Rock, and Steel types that resist Pinsir's Flying STAB moves. A Jolly Nature is used to out speed Garchomp and easily OHKO with +2 Frustration, but Adamant is an option if you really like power. Hyper Cutter is the best ability for Pinsir, as it stops Intimidate users such as Landorus-T or Gyarados from lowering it's attack before it Mega Evolves, which is pretty crucial to allow Pinsir to muscle through the sturdiest of walls.

Good Teammates: Pinsir is often paired with Pokemon that share similar counters, as they easily break eachother's checks down nicely. This makes Talonflame a great partner, as they are both usually checked by Rotom-W, but due to both hitting so hard, together they can easily muscle through Rotom-W. Excadrill is also a great partner, as it provides and removes entry hazards, allowing Pinsir to switch in without the fear of losing 25/50% of it's health (depending on whether you've Mega Evolved or not). Latias is also a very good partner, for it's ability to check Rotom-W, removing hazards with Defog, and it's ability to use Healing Wish in order to give Pinsir a second chance at sweeping. Specs Keldeo is another good partner, as it can come in on Rock-, Ice-, and Fire-type attacks very easily, and it threatens all of Mega Pinsir's best checks.

What Counters It: Bulky Electric and Steel types that are immune to Earthquake. This makes Skarmory, Rotom-W, and Zapdos your best bets, as they resist Pinsir's STAB attacks, and are immune to it's only coverage move. Skarmory can Brave Bird or just Whirlwind Pinsir, depending on how low health it is. Rotom-W can burn Pinsir with Will-O-Wisp and hit it very hard with Volt Switch. Zapdos easily tanks Frustration and does serious damage back with Thunderbolt. Other than Pinsir, Pinsir doesn't really have any real counters. Faster Pokemon can be used to check Mega Pinsir, like Choice Scarf Landorus-T, Assault Vest Raikou, and Thundurus-I all make for solid checks. Often sometimes Pinsir's biggest problem is Stealth Rock, so keeping it on the field at all times will help you deal with Mega Pinsir.

Any Additional Info: Just make sure you carry a solid check / counter to this thing or you will get swept by it. It's seriously an incredible Pokemon, and it's power is Uber like in my opinion.
This one has already been done earlier in the thread, so......

I don't really know.....
 

Espeon@Leftovers
Ability: Magic Bounce
EVs: 252 Spe / 252 HP / 4 SAtk
Timid Nature
- Psyshock
- Baton Pass
- Wish
- Heal Bell/HP Fire

Role: Support
What It Does: With Arguably the best defensive ability in the game next to Regenerater, in one single generation Espeon has become a must for most Offensive and defensive teams. As the nightmare of all stall teams, Espeon has made a decent transition to XY OU. With Magic Bounce, it not only prevents the use of all Non-Damaging moves such as Stealth Rock, Toxic, and even Whirlwind and instead, the Pokemon with Magic Bounce(In this case Eseon) will use it instead. So for example, if Espeon comes in while a Azelf uses Stealth Rock, Espeon uses Stealth Rock instead. This becomes important when you realize the fact that nearly all teams run some form of Hazard, Status Move, or Taunt. With this Clerk set, not only can Espeon wall things such as Forrtress, which would normally set-up on it, it can either Wish or Heal Bell. Now, i'm not saying to run a Baton Pass team when i run Baton Pass on Espeon. Baton Pass is their to Forgo Pursuit and for momentum. Psyshock is just a filler. With Max Speed investment, it beats Terrakion to the shot, and can KO with some prior damage. HP Fire on the other hand, is for Scizor who would wreak the Heal Bell set. Use to your liking.

Counters: Tyranitar can only threaten it out with Crunch, as Baton Pass forgo's Pursuit, but Espeon cannot come in on Tyranitar, as theirs alwase the risk of a Crunch. Scizor only has to U-Turn out on sets lacking HP Fire, but some conservative players will expect you to HP Fire. Espeon isn't the Bulkiest walls out there so it will need some support to pull off a good switch in. In general, watch for Dark Types, Bugs, and Gengar.

Teammates to Consider: Interestingly, Espeon's main counter is also its best friend. Scizor is a great teammate for any Espeon set possible. Sadly with the Steel nerf, the two aren't as effective as the were last Generation, but the synergy remains. Scizor deals with nearly any Tyranitar set, bar Fire Blast. Also, it can bring Espeon in safely with U-Turn. In return, Espeon can lure in Tyranitar, heal Scizor, and bring it in, all in two turns. Heatran is another possible core, as it handles many Steel types in the tier, while Espeon does essentially what it would do for Scizor.

Final Thoughts: Espeon is all about playing the opponent into your hand, psyching them to believe what you want them to. You must be rational when switching Espeon, but be optimistic as well. I highly recommend you weigh the risks and rewards of Espeon before considering it on your team.
 
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ShootingStarmie

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Tank


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 248 SDef / 8 Def
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Ice Punch / Rock Slide


What It Does: Conkeldurr is a great Pokemon in the metagame right now, as it checks some of the most common threats like Rotom-W and Thundurus-I. Conkeldurr is argubly the best Assault Vest user in the Metagame too, thanks to it's semi reliable recovery in the form Drain Punch, and it's ability to run for attacking moves successfully without losing it's tanking abilities. Lets go more into detail about the move choices. So Drain Punch is used as a solid STAB attack, and it's ability to heal Conkeldurr. Mach Punch offers nice priority, which is always a good thing in this Metagame, allowing Conkeldurr to check dangerous threats like Dragon Dance Tyranitar and Swords Dance Excadrill. Knock Off is a great move on Conkeldurr, as it cripples the majority of the opposing team with this move. Knock Off also prevents Psychic and Ghost types like Gengar and Latios to easily switch in, as it does huge damage to them on the switch. Finally, Ice Punch offers coverage against Dragon types, but Rock slide is an option to hit Pinsir, Talonflame, and Charizard. An Adamant Nature is used to get the most out of Drain Punch and it's other attacks, while the EVs allow Conkeldurr to be a specially bulky as possibly. Guts is the best ability for Conkeldurr, as it allows Conkeldurr to easily switch into status users like Ferrothorn and Rotom-W without the fear of status.

Good Teammates: Conkeldurr generally finds it's home on more balanced and bulky offensive teams, so good team mates generally come down to solid synergy, and offering support for Conkeldurr. Landorus-T is one of the best partners, as Conkeldurr easily switches into Rotom-W and Thundurus-I, as well as easily checking Mamoswine, while Landorus-T checks flying types like Pinsir and Talonflame. Heatran is also a good partner, for similar reasons, but Heatran also checks the Lati twins very nicely, as well as easily dealing with Fairy types that love to switch into Conkeldurr. Aegislash is a nice partner as it checks Psychic types like Latios and Starmie that could easily muscle their way through Conkeldurr, and has Iron Head to easily beat Fairy types.

What Counters It: The best way to deal with Conkeldurr is to use a Mega Pokemon that doesn't care about Drain Punch. This way, Knock Off is useless, as well as it's other Attacks. Pinsir, Charizard, and Venusaur make for the best switch in's to Conkeldurr, as they can take anything Conkeldurr throws at them and generally force Conkeldurr out. Fairy types are a solid switch into Conkeldurr, as they can easily tank any attack Conkeldurr can throw at them. This makes Clefable, Togekiss, Azumarill, and Sylveon great counters, although they may lose their item in the process. Finally, sturdy physical walls like Skarmory and Hippowdon can easily switch into Conkeldurr and use it as set up bait for entry hazards, just be wary of Knock Off.

Any Additional Info: I advise you to try out Conkeldurr in this metagame, as it's a solid Pokemon to use right now.
 
I decided that the old Mega Pinsir write up was not of an acceptable quality. Therefore, ShootinStarmies is good to go.
 
Now that Genesect has moved up, perhaps the 252 / 8 / 248 spread is no longer needed since there's no reason to fear a Download boost?

Oh, and I haven't seen any M-Aggron sets, so I'll do M-Aggron.
 
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Always!

WAGESLAVE
is a Tiering Contributor
Now that Genesect has moved up, perhaps the 252 / 8 / 248 spread is no longer needed since there's no reason to fear a Download boost?
Yeah, that's definitely something. So 252/4/252 is the better spread.

Also, I'll do MBanette if no one else will.
 
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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Protect
- Megahorn
- Rock Slide
- Earthquake

Role: Late Game Sweeper

What it Does: With Scolipede's transition to XY, it gained an ability previously only held by Blazekin and Ninjask. This has instantly brought Scolipede into UU, and with its recent ban, to BL. As soon as it hits +1, it already is set to sweep. With a decent 112 Speed, and average 100 Attack, combined with amazing coverage and STAB, Scolipede can function as a threatening Late Game Sweeper. With Rock Slide and Earthquake it gets Edge-Quake coverage, and Megahorn is for breaking through Bulky Dark and Psychic types. Protect is on the set if your in the situation that you won't KO without outspeeding the opponent. Life Orb, though a bit annoying, helps Scolipede to KO threats that it normally wouldn't such as Aeigslash-Blade and Tyranitar and 2HKO Slowbro, Aeigshlash-Shield and Mawile.

What Counters It: Many Bulky steel types in general such as Mega-Aggron, Ferrothorn, and Fortress stop Scolipede cold, and set up on it. Burn is Scolipede's #1 enemy and after a couple boosts, the only OU Pokemon I can think off that can burn it is Sableye. Mandibuzz and Skarmory in particular can kill it with Brave Bird or, in Skarmory's case, set up on it. Mega-Pinsir and Talonflame get priority flying moves and can OHKO Scolipede without to many problems. Priority in general sqrews Scolipede over

Teammates: Anything that can setup Stealth Rocks. Heatran gets a special notion, since it walls nearly all the counters listed above, sets up Stealth Rocks, and can KO with Fire Blast. Espeon, Xatu, Latias, Hitomotop and Mandibuzz are all good teammates since they remove entry Hazards for Scolipede, and if you want a good LO sweep, you want Scolipede as healthy as Possible.

Final Thoughts: If you manage to keep Scolipede healthy, remove all its checks and counters and Priority, it can do its job as a Late Game Sweeper.
 
What to Use:



Zygarde @ Leftovers/Yache Berry
Ability: Aura Break
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
-Glare
-Dragon Tail
-Earthquake
-Substitute

Role: Support (Parashuffler)

What it Does: Zygarde is a great parashuffler, able to cripple every dangerous sweeper in OU with Glare. The point of this set, or any parashuffler really, is to cripple the opponent's pokemon and then force them out to rinse and repeat. Setting up a substitute is key to being able to do this reliably, so that should be the first thing you do. This set can counter most set-up sweepers and Baton Pass teams by forcing them out with Dragon Tail and getting rid of their boost, which can really turn a battle around. The main reason that Zygarde is so good at doing this is his good support movepool and his great defenses. 108/121/95 are nothing to laugh at, and being bulkier on the physical side than one of the best walls in the game, Hippowdon, is a huge advantage. However, Zygarde's speed is what sets him back greatly as base 95 speed isn't as great as one would like it to be. This set doesn't run any investment in Speed, so you'll often find Zygarde being outsped by a lot of the tier. However, the main purpose of the set is to paralyze anything in front of it, so it's lackluster speed tier is only relevant until you can set up a sub. Another flaw with this set and Zygarde in general is his lack of recovery outside of Rest. Zygarde does have some other viable sets like RestTalk with Dragon Tail and EQ, Dragon Dance + 3 attacks, and a Coil set as well, but this particular set is arguably his best one. Zygarde can check, cripple, and phaze Thundurus-I and Landorus-I without HP Ice, Landorus-T, ZardX, ZardY, Mega Pinsir, Aegislash, and Mega Venusaur, just to name a few huge threats in the meta.

Good Teammates: Some good teammates for Zygarde would be something that can take Ice- and Fairy-type attacks like Azumarill or Heatran. Azumarill is especially good, being able to check Zygarde's counters, which are listed below. He could also use something that could absorb and/or heal status like Chansey or Sylveon. Zygarde really needs something that can take care of Rotom-W, since the washing machine shuts this set down completely. Something like Mega Venusaur would be able to at least 2HKO without prior damage.

What Counters It: As stated before, Rotom-W shuts down Zygarde by burning it, Tricking it a Choice Scarf or Specs, and being immune to Earthquake. If Rotom can accomplish one of these tasks, it doesn't really mind getting phazed out. Other things that counter it are Mamoswine, Mega Gardevoir, Kyurem-B, and LO Greninja. Togekiss is a huge problem for this set, as it is only affected by Glare, forcing Zygarde to switch.

Any Additional Info: Zygarde isn't a pokemon that can be just put onto any team. You really need to support it so that it can do its job, so this is important to understand when making a team. As mentioned before, you need at least two other team members to keep him in good condition.
 
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Pretty sure nobody's done this yet...
I stole the EVs from Scizor's BW analysis, I'm assuming they're still good.

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
-U-Turn
-Bullet Punch
-Pursuit
-Superpower

Role: Pivot

What It Does: Scizor was the number one usage pokemon throughout BW, and with good reason. Scizor is an amazing offensive pivot with its great Steel / Bug typing and hard hitting STAB U-Turn. Thanks to these attributes, Scizor can safely switch into many threats and grab momentum, doing impressive damage at the same time. Bullet Punch is Scizor's next most important attack; it reaches 90 BP factoring in Technician and STAB, and with Choice Band added, it is one of the most powerful and reliable priority attacks available in OU. Thanks to Bullet Punch, Scizor can easily revenge kill many weakened offensive pokemon. Pursuit is less universally useful than the other two moves, but with Scizor's Steel typing, it can use Pursuit to trap and kill most Lati@s, Celebi, and many other Psychic types while taking minimal damage thanks to its great resistances. Finally, Superpower is mainly to hit Heatran switch-ins, although with its high base power and good neutral coverage it can be used to hit some things expecting to take a resisted U-Turn or Bullet Punch.

Good Teammates: The classic Scizor teammate is Rotom-W. Scizor and Rotom-W form a great volt-turn core, with each 4x resisting the other's sole weakness. Scizor also pairs well with many other volt-turn users, such as Landorus-T and Talonflame. As Scizor will be pivoting in and out a lot and has no method of recovery, Rapid Spin or Defog support is very helpful. Stealth Rocks on the opponents side of the field are also appreciated to punish the switches Scizor tends to cause. Scizor itself really requires very little support other than hazard control, as it is a very good team player and can function well in almost every situation.

What Counters It: Most physical walls can switch into Scizor without any fear. Hippowdon, Skarmory, Landorus-T and Gliscor in particular don't care about any of its attacks and can hit it back (Rotom-W can take care of all four of these for Scizor, by the way). Keldeo takes practically nothing from any move but Superpower, and can threaten to KO Scizor back with a powerful Hydro Pump. Aegislash and Gyarados also can switch in on any move and threaten Scizor out or just set up on it. However, Scizor comes out ahead of all of these pokemon if it uses U-Turn, in which case it can simply switch to the appropriate counter or check.

Any Additional Info: Scizor's movepool contains several other decent options. Quick Attack with Technician reaches an acceptable enough base power to be used to KO weakened sweepers that resist Bullet Punch. Night Slash can dent Aegislash and other ghosts on the switch; Aerial Ace can serve the same purpose for Mega-Venusaur (without HP Fire). Finally, Defog could be used even with CB if your team is desperate for hazard support and can handle the massive momentum loss a choiced status move will cause.
 
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