Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Final Gambit
Role: Hazard user
What It Does: Accelgor is the best Spikes-stacker in NU. Its high Speed even with a Modest nature outspeeds nearly every relevant threat and ensures at least 2 layers of Spikes a game. With Encore, Accelgor can create 50-50s and set up additional layers in most situations. Encore is also useful should an opponent decide to set up on Accelgor. Bug Buzz defeats Shiftry, the most common Defog user, and hits decently hard as a STAB move. Final Gambit allows Accelgor to bring in a teammate safely and blocks Defog and Rapid Spin, and if used at full health, can weaken Defoggers and spinners to the point where they can be finished off easily.
Good Teammates: Accelgor fits best on offensive teams. Offensive wallbreakers and sweepers alike appreciate the Spikes support to grab additional KOs and discourage switching. Because this is a suicide lead, spinblockers and constant offensive pressure is useful to prevent the Spikes from being removed. Spiritomb is a decent spinblocker on offensive teams because it defeats Cryogonal, the most common Rapid Spin user.
What Counters It: Taunt users can limit Accelgor to only one layer. In particular, Archeops can Taunt it and severely cripple it, while Qwilfish can do the same and set up its own Spikes. Pokemon that outrun Accelgor with priority can limit it to one layer. This includes Kangaskhan, Kecleon, and Feraligatr. Rapid Spin and Defog users can reduce all of Accelgor's work to nothing, but the spin and Defog must be done when Accelgor is out of the field, or Final Gambit will waste their efforts.
Any Additional Info: You can try other options such as Yawn and U-turn over Final Gambit.
Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch
Role: Bulky Attacker, Hazard Setter
What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.
Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.
What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.
Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).
Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power
Role: Hazard Setter / Tank
What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.
Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.
What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.
Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.
Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Shadow Claw
- Magic Coat
Role: Hazard user
What It Does: Leavanny is the most reliable Sticky Web user in the tier. With base 92 Speed, Leavanny is capable of outrunning all relevant users of multi-hit moves, Qwilfish's Taunt, as well as Xatu that run the 176 Speed spread. This also means that Leavanny can outspeed 2HKO Xatu with Shadow Claw, which is something no other Sticky Web user can do. Magic Coat is another perk of Leavanny. This prevents faster Taunt users from screwing with it, and forces Ditto into a 50-50 because Imposter only gives it 5 PP. Thus, Leavanny is the best choice for Sticky Web teams that want a reliable setter.
Good teammates: Leavanny is a suicide lead, so it doesn't need teammates to support it. Spinblockers are a necessity, however, given that Sticky Web teams are extremely reliant on it. Rotom, Mismagius, Spiritomb, and Golurk are all decent offensive spinblockers. Sticky Web also allows several dangerous wallbreakers, including Magmortar, Zangoose, and Shiftry to sweep through a slow team. Sticky Web teams also need a counter to Fletchinder, such as Magneton, which could be troublesome with Gale Wings otherwise. Finally, Choice Scarf users are still useful for some form of outspeeding Pokemon immune to Sticky Web as well as opposing Choice Scarf users.
What Counters It: Xatu can prevent Leavanny from setting up Sticky Web as long as it doesn't switch into Shadow Claw; max Speed or physically bulky ones can also beat it. Archeops with Taunt can outrun Leavanny, Taunt it, and bring it down with Acrobatics or Stone Edge. Ditto can play mind games with Leavanny between X-Scissor and Sticky Web, but this is rather risky for both sides. If preventing Sticky Web isn't an option, spinning or Defogging it away can work, although losing momentum against the hyper offensive Sticky Web teams can be dangerous.
Any Additional Info: Knock Off is illegal with Sticky Web.
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SDef
Relaxed/ImpishNature
- Spikes/Stealth Rock
- Thunder Wave
- Leech seed
- Gyro Ball/Seed Bomb
Role: Hazard User, Support
What It Does: Ferroseed is a great addition for supporting an offensive/balanced team because it has access to both para support and is able to put down hazards. Spikes would be the main option in the first slot because spike stacking can put so much more pressure on opposing teams when a few layers are stacked, stealth rock can be used as an alternative. Thunder wave is one more reason to use ferroseed over other spike stackers because it can support a team even more, crippling faster threats so that ferroseed’s teammates can dispatch of them. Leech Seed is Ferroseed’s only form of recovery and allows for even more spike layers while also supporting other team members. Gyro ball or seed bomb are both options so that ferroseed isn’t completely helpless (don’t expect it to sweep tho). Gyro ball however is the preferred option because it ohko’s cryogonal going for a spin and should do more damage overall with ferroseed’s terrible speed stat.
Good Teammates: Anything that’s bulky and offensive but is letdown by his speed likes the support ferroseed can give. A few prime examples are feraligatr and magmortar. Any damage done by hazards is damage your attacker doesn’t need to do. Ferroseed also needs something that can eat fire or fighting attacks making uxie or regirock great partners. Both are able to lay down stealth rocks and cripple the opponent’s team even further with paralyze support.
Ferroseed would also love the support of a phazer since anything that can pull a sub is makes perfect set up bait out off ferroseed.
What Counters It: As mentioned before, ferroseed despises fire and fighting attacks so both of these should be able to dispatch of it. Knocking off his eviolite cripples him a lot while rapid spin/defog renders all his work useless. Note that rapid spinners take iron barb damage that can wear them down if you don’t dispatch of ferroseed before going for the spin. Taking all this into account shiftry is the bane of ferroseed existence, being able to use knock off and defog. Shiftry hates to eat a thunder wave though so mind that.
Any Additional Info: A specially defensive set is an option, but physical is preferred because it can wear down/cripple the likes of feraligatr and klinklang easily.
Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 HP / 4 SAtk / 252 Spe
Timid Nature
- Spikes
- Encore
- Final Gambit / Energy Ball / Hidden Power [Fire] / Giga Drain
- Bug Buzz
Role: Hazard Setter
What it does: One of the fastest pokemon in NU gets a hazard. How is this not used more? It literally
ensures two layers of Spikes and a switch out if Stealth Rock is used by the other side. It's also to play the role as an Anti-lead while setting up spikes. With a grass type move in its arsenal, it's able to OHKO the two most common hazard setters -- Seismitoad and Omastar, securely. With access to Final Gambit, it's able to act as a 'spinblocker' and kill off itself before Defog or Rapid Spin can be used. Bug Buzz is a solid STAB move that helps with the breakdown of Uxie, which can set up on this Accelgor.
Good Teammates: Rapid Spin is vital for its longetivity; especially if it isn't safe to lead with. Sandslash, like mentioned above, is a decent partner for Accelgor by keeping rocks and adding rocks to the field. This pokemon would work good on almost any Offensive team due to its blistering speed and ability to support teammates with Hazards to make 2HKOs OHKOs.
What Counters It: As it's so fast, it can't be taunted before 1 layer of Spikes. Therefore, the team should rely to Prankster. Liepard and Murkrow can stop it from setting up any hazards, but Liepard is going to run for the hills due to STAB Bug Buzz. Xatu also counters its spikes by turning it back onto it, but even then it is 2HKO'd by Bug Buzz.
Additional Info: You don't have to run Bug Buzz and you can run another coverage move (such as HP Fire and Energy Ball) but Buzz helps with some of its counters. It can also run Unburden for Knock Off but it would be bait to Priority because any STAB Knock Off would kill it without sash. Sticky Hold is better for Trick users. Run 4 HP / 252 SAtk / 252 Spe if you're not running Final Gambit to hit harder.
Garbodor @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb / Gunk Shot / Clear Smog
- Drain Punch / Gunk Shot / Clear Smog
Role: Physical Wall, Hazard User, Support
What It Does: Stack Spikes and Toxic Spikes to support its teammates. Great switch-in to Gurdurr, Slurpuff (Garbodor hates Calm Mind Psychic, but not every CM Slurpuff run it), Shiftry, Klinklang, and Feraligatr thanks to its typing, Rocky Helmet, and Aftermath. Unlike most entry hazard users, Garbodor has access to a vast movepool that it can easily use to lure and beat or weaken the opponent's check or counter to one of its teammate (For exemple, Seed Bomb to weaken Seismitoad can help Feraligatr to sweep). While it might sound crazy to not run STABs, Seed Bomb + Drain Punch let Garbodor beat most of the Pokemon that would usually switch on it. Gunk Shot is still an amazing option if you need Garbodor to beat Togetic and do more damage overall. Clear Smog is also a good option to stop threats from setting up. Finally, the EV spread let Garbodor outspeed Max Speed base 55s without a speed boosting nature (Max Speed Adamant Golurk, for exemple) and maximize its physical bulk.
Good Teammates: Sweepers that enjoy Spikes and Toxic Spikes (all of them), and the coverage that Garbodor has access to (Feraligatr, Swellow, Slurpuff, etc). Pokemon able to prevent entry hazard removal (Ghost-types such as Rotom-N, Spiritomb, Mismagius, and Gourgeist to block Rapid Spin, and Pawniard to put pressure on Defog users).
What Counters It: Psychic-types, Ground-types, strong Special Attackers, Vullaby / Pelipper (Defog), Taunt users, and Xatu (Magic Bounce), to name a few.
Any Additional Info: You can easily run a more Specially Defensive EV spread if you need Garbodor to take special attacks, but it won't be able to check physical attackers well without any defense investments. Black Sludges > Rocky Helmet is also a good option.
Omastar @ Focus Sash
Ability: Weak Armor
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Spikes
- Scald / Hydro Pump
- Ice Beam / Icy Wind
Role: Hazard User
What It Does: Sets up Stealth Rock and Spikes for its teammates. Omastar is the fastest Pokemon in NU that has access to both Stealth Rock and Spikes (also gets Toxic Spikes). Omastar is also a strong special attacker, which is great as not many Pokemon wants to set up on it in fear of getting burned or 2HKOed.
Good Teammates: Sweepers that likes Stealth Rock and Spikes support (all of them), Pawniard (pressure Defog users with Defiant), Ghost-types such as Mismagius and Rotom-N to block Rapid Spin.
What Counters It: Cryogonal, Pelipper / Mantine, Jolly Bullet Seed Torterra, Taunt users, and Xatu are some of the best ways to beat Omastar leads.
Any Additional Info: Stone Edge with a Naive Nature to OHKO Offensive Cryogonal and 2HKO Mantine. Hidden Power Grass to beat Seismitoad can also be nice, but most of the time you are better off having a teammate able to deal with Seismitoad and just stack entry hazards.
Qwilfish @ Focus Sash
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Spikes
- Toxic Spikes
- Taunt
- Explosion
Role: Hazard User
What It Does: The most reliable Spikes Lead. This Qwilfish's set is pretty straightfoward: use Spikes and / or Toxic Spikes, Taunt slower Pokemon that might set up their own entry hazards, that might try to Defog away yours, or Pokemon that might try to set up on Qwilfish, and use Explosion when Qwilfish has done its job or if you need it to prevent the opponent from removing the entry hazards with Rapid Spin.
Good Teammates: Sweepers that like Spikes and Toxic Spikes support (all of them), Pawniard to pressure Defog users with Defiant, Ghost-types to prevent Rapid Spin users from removing the entry hazards, and more.
What Counters It: Faster Special Attackers, Sandslash, Cryogonal / Xatu (both can prevent Qwilfish from setting up too many entry hazards, but they won't enjoy taking an Explosion), and faster Taunt users.
Any Additional Info: Not really.
Crustle @ Mental Herb / Red Card
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / X-Scissor / Earthquake
Role: Hazard User
What It Does: Probably one of the most reliable Stealth Rock and Spikes user. Crustle is quite versatile as a lead, since it can carry 3 different item (Mental Herb, Red Card, and even the obscure Power Herb to catch Seismitoad and Rhydon offguard with Solar Beam (see Additional Info)). Thanks to Sturdy and Mental Herb, the only ways Crustle can be stopped from setting up Stealth Rock is Xatu, which won't appreciate taking Rock Blast or Knock Off, and by a Water-type flinching it with Waterfall. Red Card is also an amazing item that can help if you need Crustle to not be set up fodder!
Good Teammates: Sweepers that likes entry hazards support (all of them), Ghost-types such as Mismagius, Rotom-N, and Spiritomb to prevent Rapid Spin, and Pawniard to pressure Defog users thanks to Defiant, to name a few.
What Counters It: Xatu, strong Rock Blast users (Golem, Rhydon, Armaldo, and Crustle itself), Taunt users if its the Red Card / Power Herb set, and Hax.
Any Additional Info: Crustle can also use Solar Beam to lure Rhydon, Seismitoad, Sandslash, and more:
Crustle @ Power Herb
Ability: Sturdy
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Stealth Rock
- Spikes
- Rock Blast
- Solar Beam
Keep in mind that this set is not as reliable to stack entry hazards, though.