Project The OU Role Comparison Project V3

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Weavile vs Mamoswine as offensive Ice-types
As always, I'll do pros and cons of each Pokemon, then pros and cons of using one over the other.


Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Ice Shard
- Knock Off
- Low Kick

Pros:
  • One of the best offensive dual typings in the game in Ice and Dark.
  • Blisteringly fast, outpacing threatening Pokemon such as Tornadus-T, Alakazam, and Starmie.
  • Knock Off is a great utility option, crippling switch-ins such as Keldeo and Azumarill.
  • Ice Shard allows Weavile to pick off faster Pokemon, such as Dragon Dance Dragonite, Rock Polish Landorus, and Choice Scarf Garchomp.
  • Has Fighting-type coverage in Low Kick to deal with Pokemon such as Ferrothorn, Heatran, and Heatran.
  • Can opt for Pursuit to trap Ghost- and Psychic-types such as Latios and Gengar, Swords Dance to break past some checks and counters such as Clefable and Keldeo, Poison Jab to beat Clefable and Azumarill, or Aerial Ace to get past Keldeo.
  • Great late-game cleaner.
I found that bolded part hilarious for some reason xD Anyways Tyranitar deserves a mention as a Low Kick target instead of having Heatran written twice.


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 Atk / 252 SpA / 252 Spe
Naughty Nature
- Draco Meteor
- Earthquake
- Fire Blast
- Stone Edge

PROS:
  • Great coverage
  • Great bulk
  • Good offensive/defensive typing
  • Resistant to Stealth Rock
  • Earthquake and Stone Edge hit extremely hard in sand
  • Can also go fully physical with Swords Dance
  • Tears defensive cores
CONS:
  • Takes up a Mega slot
  • Somewhat hard to fit on a team
  • No reliable recovery
  • Mediocre speed tier
  • Weak to increasingly common priority and Ice Shard (due to Weavile seeing some more usage)


Kyurem-Black @ Life Orb
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

PROS:
  • Ability to hold an item
  • Fantastic 3 attack coverage
  • Great bulk
  • Reliable recovery in Roost
  • Tears defensive cores
  • Can change last slot with other attacks such as Outrage, Iron Head, or Hidden Power [Fire]
CONS:
  • Poor defensive typing
  • Weak to Stealth Rock, forcing it Roost more often
  • Fairly easy to wear down even with Roost with hazards, Life Orb recoil, and offensive pressure
  • Mediocre speed tier
  • Weak to common priority such as Mach Punch and Bullet Punch (although it has the bulk to tank those hits)

CONCLUSION:
Kyurem-B is generally the better choice because it can do just as much as Mega Garchomp without taking up a Mega slot. However, Mega Garchomp does have some perks over Kyurem-B such as resistance to Stealth Rock and being able to use Swords Dance + 3 physical attacks which is an absolute nightmare for any balanced or stall team to face. It's nearly unwallable in sand, let alone a +2 attack boost. Kyurem-B, however, has a bit more versatility with its last slot with things such as Hidden Power [Fire] to hit Ferrothorn or Outrage to break past Chansey.
 
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Alright, done with my newest comparison.

Mega Sceptile VS Serperior as Offensive Grass types.


Mega Sceptile

Stats:

70 HP/110 Atk/75 Def/145 Spa/85 SpDef/145 Spe

Typing:



Sample set:

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Giga Drain/Leaf Storm
- Dragon Pulse
- Focus Blast/Hidden Power Fire/Earthquake/Rock Slide
- Substitute

Pros:
  • Base 120 speed pre-mega allows Sceptile to mega evolve relatively safely against a weakened target or against a favorable matchup in general.
  • Base 145 Speed is among the fastest in the OverUsed tier, making Mega Sceptile tremendous against offensive teams, outpacing Mega Lopunny, Mega Manectric, Adamant/Modest Mega Aerodactyl, Mega Beedrill and Mega Alakazam respectively and even Base 80 and below choice scarf users, most notably Scarftar, Scarftran and Adamant Scarf Excadrill.
  • Lightningrod makes Volt Switch users and Electric types in general think twice before using their Electric type attacks.
  • Typing allows it to quad resist Water and Grass type attacks.
  • Has access to more coverage options than Serperior, such as Focus Blast for Tyranitar and Bisharp. Mega Sceptile also has a usable Attack stat for some mixed offensive sets, such as Earthquake for hitting Heatran without risking a Focus Blast missing and Rock Slide for Mega Charizard Y and SpDef Talonflame switchins. He can even use a physical attacking moveset entirely with Swords Dance and have access to +2 Outrage/Dragon Claw and Leaf Blade along with attacks like Earthquake and Rock Slide for coverage as a means of a surprise factor, but many threats in OU outclass Mega Sceptile as a physical sweeper.
Cons:
  • Takes up a Mega slot, which is a highly contested position in OU.
  • Its main STAB attacks, unfortunately, have low base power despite wielding a 145 SpA stat, and thus do not do much damage to bulkier targets. Not having a way to boost Special Attack other than predicting Electric attacks doesn't help either.
  • Significantly weaker defensive typing than Serperior, being quad weak to Ice type attacks, especially the priority Ice Shard, and also is weak to common Fairy and Dragon type attacks.
  • If using Leaf Storm as your Grass STAB, it leaves you vulnerable, forcing you to switch out if your opponent has enough HP to survive another hit.

Serperior

Stats:

75 HP/75 Atk/95 Def/75 SpA/95 SpDef/113 Spe

Typing:



Sample set:

Serperior @ Life Orb/Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Giga Drain
- Dragon Pulse
- Hidden Power [Fire] / Hidden Power [Ground] / Hidden Power [Rock]

Pros:
  • Does not take up a Mega slot, unlike Mega Sceptile, giving you the option run any other Mega Evolution in OU.
  • While not as fast as Mega Sceptile, Base 113 speed is enough to outpace the plethora of Pokemon that inhabit the new golden standard Base 110 tier.
  • Better defensive typing and slightly bulkier than Mega Sceptile.
  • Fantastic ability in Contrary that reverses stat changes done to the user. Leaf Storm normally decreases your Special Attack by two stages, but with Contrary, you're BOOSTING your Special Attack by two stages instead. This makes Serperior a nightmarish monster to many Balance cores. While hard to pull off, this can also be utilized by taking advantage of opposing Defog users, giving you an Evasion boost rather than a drop, as well as coming in on Sticky Web, which gives you a boost in Speed.
  • Has access to nice support options such as Glare to paralyze Ground types, Taunt to shut down stall and Knock Off to remove opposing items.
Cons:
  • Offensive movepool is horrendously shallow, with barely any viable coverage options. Mostly needs to rely on Hidden Powers to hit some of its checks for good damage at +2 (remember you can only pick one), and relies on the non-STAB Dragon Pulse (Mega Sceptile gets STAB Dragon Pulse btw) for extra coverage, which even at +2 does not do much damage to most neutral targets.
  • Leaf Storm only has 8 PP, meaning you'll need to use it sparingly. Any mon with Pressure, such as SpDef Zapdos, can easily stall you out of Leaf Storms just by staying in verses you.
  • Even with use of Hidden Powers, it has trouble breaking past various bulky steels depending on the Hidden Power you are running.
In conclusion:

There's no doubt in my mind that Serperior's the superior better option over Mega Sceptile. Contrary Serperior's Leaf Storm is of the best spammable moves in the game, giving you a free Nasty Plot boost every time you attack, making Serperior a legitimate threat to balance cores. While it has less coverage options than Mega Sceptile, it's not hard for Serperior to continually get stronger and stronger, easily creating a snowball effect that can be hard to stop if Serp's checks are taken care of.
 
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Mega Gallade vs Mega Medicham as wall-breakers


68 HP/165 Atk/95 Def/65 SpA/115 SpD/110 Spe

Gallade @ Galladite
Ability: Inner Focus
EVs: 252 Atk / 252 Spe / 4 SpD
Jolly Nature
-Swords Dance
-Close Combat
-Zen Headbutt
-Knock Off

Pros:
  • Access to Swords Dance to boost its Attack to incredible levels
  • Access to Close Combat as a more reliable Fighting STAB
  • Access to a great utility move in Knock Off
  • Hits the very important 110 Speed tier
  • Good special bulk
  • Different options for the last slot, like Ice Punch,Shadow Sneak and Skill Swap
Cons:
  • Struggles against certain things depending on its coverage move
  • Has to rely on speed ties with many common threats such as Latios (unless running Shadow Sneak)
  • Has a hard time getting past Unaware mons
  • Takes up a Mega slot
  • Can't hold an item

60 HP/100 Atk/85 Def/80 SpA/85 SpD/100 Spe

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 240 Spe / 16 HP
Adamant Nature
-High Jump Kick
-Zen Headbutt
-Ice Punch
-Thunder Punch/Fake Out/Bullet Punch/filler

Pros:
  • More power from the first turn
  • Is able to break Unaware mons easily
  • Access to Fake Out to safely Mega Evolve
  • Very few things that can safely switch in
  • Better ability
Cons:
  • Can't boost its Attack besides Bulk Up, but it's too frail to reliably use it
  • Is quite slow compared to most of the metagame
  • Takes up a Mega slot
  • Can't hold an item
Conclusion:
Gallade and Medicham are often compared due to their Fighting/Psychic typing, and also their huge Attack stat which allows them to threaten the majority of the tier. Even though most people think of Mega Gallade as a better Mega Medicham thanks to its superior speed and access to Swords Dance, the choice between the two usually comes down to what your team wants. Gallade is a better sweeper that can be a huge threat to many balance teams once it sets up, while Medicham is an incredible wall-breaker that can defeat Unaware Clefable and threaten many teams from the first turn.
 
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Gimmick

Electric potential
Manaphy vs Keldeo as fast offensive Waters

Many offensive teams appreciate an offensive water to complement the team synergy and provide pressure while checking common threats like Heatran.


100 / 100 / 100 / 100 / 100 / 100

Manaphy @ Leftovers
Ability: Hydration
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Surf / Scald
- Energy Ball
- Ice Beam

Pros
  • Excellent all-around 100 / 100 / 100 bulk for a setup sweeper
  • Great coverage options in Energy Ball, Ice Beam, Psychic, Shadow Ball, HP Fire, and Signal Beam
  • One of the best set-up moves in the game, instantly giving it +3 SAtk
  • +3 SAtk and great coverage allows it to plow through Balance
  • Hydration can be abused with Rain Dance and Rest to break through Stall
  • Access to other utility like U-turn and Knock Off
Cons
  • Mediocre speed tier, especially in ORAS with all the new threats running around
  • Single Water typing leaves it easily revenge killed by fast electric types like Raikou, Mega Manectric, and Thundurus
  • Average special attack stat so it's relatively weak before a Tail Glow
  • Useless ability when using a TG + 3 Attacks set (and not playing vs Rain)


91 / 72 / 90 / 129 / 90 / 108

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 84 Def / 172 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Pros
  • Unique Fighting / Water typing and decent 91/90/90 defenses checks many things in the tier, including Bisharp, Heatran, and Mega-Gyarados
  • Solid speed tier, outspeeding things like Jolly Garchomp, Landorus-I, Manectric before Mega Evolving
  • Great wallbreaking abilities: beats SkarmChans on its own and wears down its own checks with Scald burns
  • Difficult to switch into because of its power + Scald burns
  • Hits on both sides of the defensive spectrum
  • Inherently powerful with its fantastic 129 SAtk stat
  • Versatile: can run Offensive CM, SubCM, Scarf, Specs, Expert Belt
  • Resistant to Stealth Rock
  • Decent utility in Roar, Taunt, Reflect
  • Great revenge killer with a Scarf - even outspeeds Jolly Scarf Lando-T with a Modest nature
Cons
  • Just below the benchmark Speed tier of 110, so it's outsped by Mega Metagross, Lati@s, Mega Gallade, who can all OHKO with STAB Psychic moves
  • Relatively limited coverage options in Icy Wind and Hidden Power
  • STAB coverage is resisted by quite a few common Pokemon, including Slowbro, M-Venusaur, Lati@s, Amoonguss, M-Altaria, and Dragonite
  • Easily worn down because it's vulnerable to Spikes and lacks a Recovery move
  • Revenge killed by birds
Comparing the Two
Manaphy and Keldeo are both solid offensive special Water types that share the ability to break through many defensive cores and provide pressure whenever they come in. However, the choice between the two is largely up to the team's chemistry. If a team lacks a reliable way to break through common balance cores like Slowbro / Amoonguss / Heatran, Manaphy is probably a better choice because it does so with ease. However, if a team is struggling with Bisharp or Mega Gyarados, or needs a solid revenge killer, and would appreciate an offensive Water, Keldeo is definitely a better choice. Keldeo and Manaphy inherently play quite differently as Keldeo often approaches battles with a hit-and-run technique--hits hard, spreads burns, and switches out to preserve its HP. Manaphy, on the other hand, looks for opportunities to set up a TG and sweep, so it usually doesn't come in and out during games (unless running a defensive set with RD and Rest).
 
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DennisEG

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Bisharp Vs Scizor as Pursuit Trapper Users

A couple steel common mons that fuction as pursuit trapper for partners like Keldeo removing Lati twins the #1 check, Alazakam which is rising use, bulky psychics and both threaten frail mons with his priority and last the ability of remove fairies. I put some sample sets that are viable in OU metagame.


Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- Sucker Punch
- Iron Head

or this weird ass set but works great, enough bulk to dont get 2hko by hp fire LO latios + rocks

Bisharp @ Assault Vest
Ability: Defiant
EVs: 36 HP / 216 Atk / 144 SpD / 112 Spe
Jolly Nature
- Pursuit
- Knock Off
- Sucker Punch
- Iron Head


Pros:
  • Access to Swords Dance to boost its Attack, although a pursuit trappers user dont ever run SD set is nice to recalc.
  • Access to Fighting moves that can catch of guard some steel types, although knock off hurt a lot those.
  • Access to a great utility move in Knock Off with STAB.
  • With an AV this is balance mon, great attack and nice bulk.
  • Fit on every playstyle you wanna play.
  • Prevent Defog due to the ability Defiant which make think twice to the op if Defog or not.
  • Ability to remove fairies with Steel STAB
  • Access to Priority STAB move.
Cons:
  • Lack of bosting moves on these set misses on some ko's.
  • Force some 50/50 with suckerpunch which is unreliable.
  • Has a hard time getting past bulky ground types such as Chomp/Hippowdon.
  • Doesn't have recovery.
  • Easily wear down.



Scizor @ Choice Band
Ability: Technician
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Superpower
- Pursuit

or i've see this set a couples times and isnt that bad

Scizor @ Assault Vest
Ability: Technician
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Pursuit
- U-turn
- Superpower
- Bullet Punch



Pros:
  • Access to Swords Dance to boost its Attack, although a pursuit trappers user dont ever run SD set is nice to recalc.
  • Access to a great utility move in Knock Off, although i dont like running knock on these sets.
  • Ability to remove fairies with Steel STAB.
  • Access to U-turn which gains a lot of momentum.
  • Access to Fighting moves that can catch of guard some steel types.
  • Access to Priority STAB move.
Cons:
  • Can get trap for Magnet Pull users, and do not nothing in return.
  • Has a hard time getting past bulky ground types such as Chomp/Hippowdon.
  • Doesn't have recovery.
  • Easily wear down.

Conclusion:
Even though most people think these mons can take some attacks them are wrong cuz u just need to put Vest on this mons and are incredible bulky just exactly what a pursuit user need, take some attacks on switch ins and trap them, the choice between the two usually comes down to what your team wants as usual. Bisharp provides u an anti defogger mon, strong darks stab which is so gud in the OU metagame and a li bit more speed than scizor, in the other hand u have a momentum mon. Both have the ability to remove fairies and trap. So both are very usuful mons for the task.

 
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Archive updated to what has been posted. Will go through and add edits or changes from my perspective this weekend so look for that.

The post Gimmick made was really great in that it listed the stats below the Pokemon. I know some of us are really familiar with what certain Pokemon do or the stat spreads or typings, but this is also a resource primarily aimed at newer players who are stuck when building. The clearer the connections are the better. For example people don't associate Medicham and Gallade as just wallbreakers or even Fighting type wallbreakers, but because they are wallbreakers that share the same STAB combination (which for the purposes of this project is a "role").

Note: DO NOT make the title overly complicated. "Medicham vs Gallade as Wallbreakers" is fine, just mention something along the lines of "Medicham and Gallade are often compared because of x y z reasons" somewhere in the body of the post.

Also this was not picking on the above post I used as an example in any way. Just an example.
 
Gastrodon vs. Seismitoad as Water Absorbers


111/83/68/92/82/39

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 188 Def / 68 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Scald
- Earth Power/Earthquake
- Toxic

Gastrodon has long been used over its other Water/Ground brethren Seismitoad. Gastrodon however lacks a certain degree of offensive potential and finds itself set-up bait for substitute + setup moves pokemon like Gardevoir-M or Gyarados-M. Both are often compared as they are the only two unique holders of both Water/Ground and two abilities that absorb Water in their own way. Earthquake still breaks CM Keldeo's Substitute with a negative nature.

Pros:
  • Has access to Recover, actually helping it versus some teams
  • Has access to moves like Clear Smog and Mirror Coat
  • Great pivot to check water pokemon
  • Fits easier on stall to balance builds
Cons:
  • Weak offensive presence
  • Without the Storm Drain boost is very weak
  • Slightly lackluster movepool
  • Easy switchin for pokemon like Chansey or other clerics
  • Lackluster stats aside from large HP
  • Vulnerable to Taunt users
  • Gets 2hko'd by Keldeo's Specced Secret Sword, unless running full on Bold 252/252+/4


105/95/75/85/75/74

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 200 HP / 252 Def / 56 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Knock Off

Seismitoad is a great pokemon. It can fit on teams as an emergency check to pokemon like Mono-attacking CroBro or Suicune. It has a decent advantage over Gastrodon in the fact that it is able to use Stealth Rock, and able to knock off items, crippling walls such as Chansey. However, it lacks Recover, and struggles against pokemon like Keldeo.

Pros:
  • Has access to Stealth Rock
  • Able to use Knock Off to hit clerics
  • Better offensive presence over Gastrodon
  • Can actually hit some pokemon with appropriate coverage move such as Sludge Wave for Clefable(weakly), Grass Knot for opposing Waters, Focus Blast for Dark Types, Knock Off for removing items
  • Better speed over Gastrodon
  • Fits better on offensively bulky teams
Cons:
  • Lack of reliable recovery
  • Still setup bait for a few mons.
  • Vulnerable to Taunt users
  • Unboosted moves are very weak without investment
  • Gets 2hko'd by Keldeo's Specced Secret Sword
TL:DR: Gastrodon fits easier on Stall and balance builds while Seismitoad fits easier on more bulky offensive teams that lacks switchins to Water moves.
 
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Reserving Tyranitar vs. Hippowdon as sand setters.
Double post kek


100/134/110/95/100/61
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Stealth Rock
- Pursuit
- Crunch
- Stone Edge
Tyranitar has always been a great pokemon, capable of performing many roles on a team, fitting the rank of S-class last gen and the rank of A-class this gen, being a premier sand setter and pursuit trapper. However, the former reason is why Hippowdon and Tyranitar are compared so often, as they set sand for a pokemon to abuse. There is a lot of notable differences that set them apart.(Usually Excadrill)

Pros
  • Can Pursuit Trap Lati@s, supporting a team further
  • Great movepool, can also function as a lure for Lando-T and Ferrothorn with Ice Beam and Fire Blast respectively with decent SpAtk, as well as hitting Heatran and Ferrothorn hard with Superpower
  • Greater SpDef than Hippowdon
  • Decent amount of resistances
  • Typing lets it check bird spam pokemon like Talonflame
Cons:
  • No recovery, outside of rest
  • Very prone to being worn down by residual damage
  • Typing is eh, leaving it with common weaknesses to Bug, Fairy, Fighting, Ground, Water
  • Weak to U-turn, forcing a switch and losing momentum


108/112/118/68/72/47
Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Roar
- Slack Off
- Earthquake
Hippowdon is a premier physical wall, brought to OU in light of the new tier rises. Hippowdon is a great pokemon, carrying the great Ground typing with him, being immune to Electricity, and being able to recover damage via Slack Off. Hippowdon is also able to set rocks, while also(usually) phasing out opponent's physical attackers. Aside from the moves above, Hippowdon has few options.

Pros:
  • Can recover damage off with Slack Off
  • Amazing physical wall
  • Able to wall more pokemon due to typing
  • Immune to Volt Switches
  • Decent mixed capabilities
Cons:
  • Cannot Pursuit trap like Tyranitar
  • Slightly weak movepool
  • Lackluster SpDef lets it become an easy switch in for a few pokemon, such as Serperior, Keldeo, etc.
  • Slightly weaker to bird-spam than Tyranitar
  • Taunt bait
TL:DR: Both are weak to common ailments of teams, which includes Water, and now the rise of Grass with Contrary Serperior running a muck. However, Tyranitar fits better on offensive teams that need a pursuit trapper and a Talonflame check, while Hippowdon is more suited to Balance and Stall roles, setting rocks and blocking Volt Switches/Physical hits.
 
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SketchUp

Don't let your memes be dreams
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Great post! However, I would add a few things:
  • The biggest con Seismitoad has is the lack of recovery, so that should be on top of the list
  • Add Stealth Rock as a Pro on Seismitoad. It is a pretty big difference between the two.
  • Losing out on Swift Swim doesn't matter as you are comparing them as Water Absorbers
  • Gastrodon can take special attacks better because of higher bulk, so stuff like Focus Blast Thundurus is better checked by Gastro than by Seismi.
 
I would also add EQ as an option over Earth Power on Gastrodon, mostly because it can break Keldeo's sub.
0- Atk Gastrodon Earthquake vs. 0 HP / 0 Def Keldeo: 91-108 (28.1 - 33.4%) -- 90.1% chance to 4HKO after Leftovers recovery
 

DarkNostalgia

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Tornadus-T VS Mega Pidgeot as offensive special Flying-types

<-- click for good song :D

79 HP / 100 Atk / 80 Def / 110 SpA / 90 SpD / 121 Spe

Closer, Faster (Tornadus-Therian) (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- U-turn

Pros:
  • Arguably one of the best offensive pivots in OU, due to its access to U-turn and Regenerator, which allows it to offset Life Orb recoil and Stealth Rock damage, prolong its life, and also pivot in and out quite regularly.
  • Awesome Speed tier, outpacing threatening Pokemon such as Alakazam, Starmie, and Gengar, allowing it to function as a great check to them.
  • Access to Knock Off to cripple switch-ins such as Heatran, Chansey, and Ferrothorn.
  • Awesome utility in general with Knock Off and U-turn, and can also opt for Taunt to shut down defensive Pokemon such as Clefable, Heat Wave for Ferrothorn and Mega Metagross et cetera.
  • Also can run an Assault Vest set to check many prominent special attackers such as Gengar, Keldeo, and Landorus lacking Rock Slide.
all its pros start with an 'A' lmao!

Cons:

  • Nasty weakness to Stealth Rock, though it is somewhat remedied by Regenerator. Flying-type is also poor defensively.
  • Life Orb set lacks bulk while Assault Vest isn't particularly powerful.
  • Hurricane is quite inaccurate.
  • Still outsped by some faster threats such as Mega Lopunny, Weavile, and Mega Aerodactyl.


<-- another good song! xd

83 HP / 80 Atk / 80 Def / 135 SpA / 80 SpD / 121 Spe

Infinity (Pidgeot) @ Pidgeotite
Ability: Big Pecks
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hyper Beam / Roost
- U-turn / Roost


Pros:
  • Excellent Speed tier, outspeeding the likes of Alakazam, Starmie, and Gengar.
  • Has STAB Hyper Beam to deal with certain Flying-type resistant Pokemon such as Rotom-W.
  • Heat Wave to round off coverage nicely, dealing with Steel-types such as Scizor, Ferrothorn, and Bronzong.
  • Can be a decent pivot with U-turn.
  • Hurricane is 100% ACCURATE! Nothing really wants to switch into a powerful, accurate Hurricane with a chance to confuse.
  • Can opt for a stallbreaker/wallbreaker set utilizing Work Up, Refresh, Roost, and Hurricane;
  • The utility Refresh provides is particular good as it allows Pidgeot to fend off status, and allows it to beat it's usual checks and counters such as Chansey and Heatran. Work Up allows Mega Pidgeot to also wear them [the checks and counters] down with boosted Hurricanes.
Cons:
  • Nasty Stealth Rock weakness, limiting its switch-in opportunities.
  • Stiff competition from Tornadus-T, which is a better pivot and utility 'mon in general.
  • Opportunity cost as a Mega Evolution.
  • Countered by quite a few Rock-types, such as Tyranitar, Mega Diancie, and Rhyperior.
  • Still outsped by some faster threats such as Mega Lopunny, Weavile, and Mega Aerodactyl.

Comparing Tornadus-T and Mega Pidgeot:

In terms of an offensive, all-out attacker set, Tornadus-T is probably the better choice, as it offers utility and longevity, on top of being a great offensive pivot and not being a Mega Evolution. However, Mega Pidgeot has a few things going for it, namely 100% accurate Hurricanes, which make it all the more 'spammable' and a Normal-type STAB, allowing it to get past Electric-types such as Raikou and Rotom-W. Mega Pidgeot as a whole also has access to Work Up and Refresh, allowing it to beat its usual checks and counters such as Heatran, Chansey, and Slowking, and wear down switch-ins such as Mega Diancie and Raikou. Overall, in terms of viability, Tornadus-T is overshadows Mega Pidgeot a little, but Mega Pidgeot does offer quite a few things over it.
 

Albacore

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Garchomp vs Hippowdon vs Landorus-T as bulky Ground-type SR setters


108 / 130 / 95 / 80 / 85 / 102

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast / Toxic / Endure

Pros:
  • Rough Skin combined with Rocky Helmet lets it severely weaken physical attackers, even when they KO it.
  • Good speed enabling it to outpace the likes of Bisharp and Heatran with little investement.
  • Secondary dragon typing gives it a good secondary STAB, as well as a resistance to Fire and a neutrality to Water and Grass.
  • Acess to Fire Blast with decent SpA enbables it to threaten the likes of Skarmory and Ferrothorn.
  • Access to a phazing move in Dragon Tail.
  • Endure can force even more damage on physical attackers which try to KO it.
Cons:
  • Lacks reliable recovery.
  • 4x weakness to Ice prevents it from beating most Electric types, which are known to carry HP Ice.
  • Weakness to Dragon type makes it unable to handle Mega Charizard X, Dragonite and opposing Garchomp.


108
/ 112 / 118 / 68 / 72 / 47

Hippowdon @ Leftovers
Ability: Sand Stream / Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge / Toxic / Whirlwind

Pros:
  • Titanic physical bulk.
  • Access to reliable recovery.
  • No 4x weakness to Ice enables it to handle Electric-types.
  • Access to a phazing move in Whirlwind.
  • Sand Stream enables it to force chip damage on the opponent and also lets the team use Sand Rush Excadrill.
  • Can adjust its defensive spread depending on what it wants to wall.
Cons:
  • Lackluster offensive presence and terrible speed.
  • Easily worn down by Spikes and Toxic Spikes.
  • Extremely predictable.


89 / 145 / 90 / 105 / 80 / 91

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-Turn
- Rock Slide / Knock Off

Pros:
  • Intimidate gives it amazing initial physical bulk.
  • U-Turn enables it to act as a defensive pivot.
  • Access to Knock Off which lets it cripple various Pokemon by removig their items.
  • Great physical attack, enabling it to hit hard even without investement.
  • Immunity to Spikes and Toxic Spikes.
  • Not necessarily used as a SR setter, therefore can benefit from the element of surprise.
Cons:
  • No reliable recovery.
  • Cannot counter most Electric types becuase of a 4x weakness to Ice.
  • Cannot switch into Bisahrp due to Intimidate triggering Defiant.

Conclusion: Garchomp fits more on offensive, fast-paced teams which want threatening physical attackers gone from the pictire as quickly as possible. Hippowdon, on the other hand, is better used on stall and balance, for its ability to act as a reliable, consistent wall. Landorus-T is a middle ground bewteen the two, sharing neither Hippowdon's prowess as a defensive Pokemon not Garchomp's ability to emergency check threats, but still holding very good immediate physical bulk and momentum-generating capabilities which are valuable for a lot of teams.
 
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