I'll put my name down for OU Exeggutor
and OU Armaldo
and hopefully have them done soon.
<p>Armaldo can make good use of Toxic, on either its Rapid Spin or Knock Off sets. Many of Armaldo's common switch-ins, such as the bulky Waters Milotic and Swampert, and the spinblocker Dusclops, are all worn down by Toxic's residual damage. This tactic of residual poison damage works especially well alongside the item-removing effect of Knock Off and/or other forms of residual damage, such as sand and Spikes. However, Toxic removes an all-important offensive moveslot often, which reduces Armaldo's offensive coverage.</p>
<p>Substitute can possibly work on the offensive Rapid Spin set, because with the right EV investment, Dusclops's Shadow Balls will not break Armaldo's Subs (but no matter what, its Seismic Tosses/Night Shades will), and the fossil critter can set up Swords Dances freely on the bandaged spinblocker. However, using Substitute means forfeiting one of your offensive moveslots, or even Rapid Spin itself, which either means that Armaldo cannot cover certain threats, or it loses some defensive utility. It is probably optimal in the long run to stick with the listed sets, because Armaldo's movepool is barren aside from those options.</p>
<p>Exeggutor can make fairly good use of Stun Spore, as two of its primary counters, Salamence and Houndoom, detest paralysis. Stun Spore should ideally be used on the more defensive variant as opposed to the SunnyBeamer, because there is little point in using only one offensive move on such an offensively inclined set and losing coverage. Stun Spore on the defensive set is also very useful for slowing a switch-in down in general and then safely Exploding on it. However, Stun Spore means that an all-important moveslot is lost (often that of Leech Seed) and the psychic palm tree loses a method of minor healing.</p>
<p>Exeggutor also gained the ability to support its team with Wish through an NYPC event. Wish is a decent option for a defensively oriented set, as it allows Exeggutor to recover back lost health in conjunction with Protect, and also support its team. However, Exeggutor does not have the necessary bulk to function optimally as a Wish user, and is outclassed at this job by the likes of the bulkier Vaporeon and WishBliss. Synthesis is a good move for recovery, but with the abundance of Sandstorm in the current metagame, it is majorly nerfed, now only healing a paltry 25%.</p>
Note: Exeggutor's movelist doesn't list Wish - that needs to be fixed.
EDIT 3: I'll also post an abridged full UU analysis of Magmar at some stage - I'm just wondering whether it actually needs its own thread and the whole usual approvals procedure as I'm only planning on doing one set and only a small paragraph for each aspect of the analysis, because ADV UU is rarely played, and Magmar is pretty rare in that. Should I make a separate thread or just post it here in another hide tag? I'm just putting Magmar here for you guys to roughly know the length so you can judge better.
<p>Despite looking aesthetically completely ridiculous, Magmar is a potent offensive threat in UU with a vast array of coverage moves, which means that very few Pokemon can safely switch into Magmar without getting hurt in some way or another. However, Magmar is frail, especially on the physical side, and will fold to any Earthquake or Rock Slide, and most STAB normally effective physical moves as well. Its weakness to the very common Surf does not do it any favours either.</p>
<p>Similarly to the way that it is a struggle to find a completely safe switch-in to the bipedal salamander, Magmar finds it very difficult to switch in safely on anything other than a predicted switch, in that it is vulnerable to all forms of status aside from burn, and it has few useful resistances – its Fire resistance is rather pointless as it is beaten by other UU Fire-types, such as Toxic+Wish Flareon and Camerupt, and its Ice resistance has little point as most Ice Beams in UU are non-STAB, or come from the Fire-resisting Thick Fat Walrein. Its Grass and Bug resistances are probably its most useful, allowing it to be a check to SunnyBeam Vileplume/Victreebel and to switch in on Pinsir’s Hidden Power Bugs.</p>
name: All-Out Attacker
move 1: Flamethrower / Fire Blast
move 2: ThunderPunch
move 3: Toxic
move 4: Hidden Power Ice / Hidden Power Grass
ability: Flame Body
evs: 4 HP / 252 SpA / 252 Spe
<p>This set makes for an excellent late-game cleaner with its high Speed and excellent coverage. Flamethrower or Fire Blast is the STAB move of choice – Flamethrower can be chosen for more accuracy, or Fire Blast for more power. ThunderPunch does decent damage to the multitude of bulky Waters in the tier. Toxic can wear down Wish Flareon and Camerupt, two pokes that would otherwise wall Magmar (the latter still does with RestTalk), and it can also wear down bulky Waters in general. The choice for the last moveslot is dependent on which threats need covering. Hidden Power Ice decimates Altaria and Gligar, Hidden Power Grass destroys Quagsire and allows Magmar to hit Lanturn decently.</p>
<p>252 EVs are invested in Speed with a boosting nature to outpace Modest Electabuzz and Jolly Kangaskhan. Max Special Attack is invested for optimal power behind Magmar’s attacks. Good teammates for Magmar include Spikes setters such as Omastar and Cacturne, in that Magmar appreciates these Spikes wearing down its counters due to the amount of switches it forces. Cacturne also has decent type synergy with Magmar, resisting the Water and Ground attacks that Magmar loathes. RestTalk Walrein with Toxic is another decent partner to Magmar, as it takes on Quagsire, Altaria, Flareon and Camerupt on very well, and also stalls bulky Waters such as Slowking to death with Toxic.</p>
<p>Magmar can run Psychic to deal with Muk, although Magmar loses out on a coverage move, and Psychic does little more to the large blob of sludge than Fire Blast or Flamethrower. Magmar can use Sunny Day to power up its Fire-type moves, but this strategy is really hurt by Magmar’s lack of access to SolarBeam. Magmar can use the gimmicky strategy of Barrier in conjunction with Counter to turn the tables on a Camerupt, Quagsire or Gligar switch-in, raising its Defense enough on the switch to be able to take an Earthquake and Counter it back. Focus Punch and Cross Chop are decent options for Magmar, but they do not cover anything significant in UU and are more suited to an OU environment.</p>
[Checks and Counters]
<p>RestTalk Camerupt is the best Magmar counter there is. It shrugs off any offensive moves that Magmar throws at it, doesn’t fear Toxic due to Rest, and hits back hard with STAB Earthquake. Waters such as Blastoise and Slowking are good answers to Magmar, resisting Magmar’s STAB but fearing repeated ThunderPunches and/or Toxic, especially alongside Spikes. Altaria is an excellent answer to those without Hidden Power Ice, as is Quagsire to those that lack Hidden Power Grass. Neither particularly fears Toxic – the former does not due to its abiltiy, Natural Cure, and the latter tends to have Rest. Altaria is also immune to Spikes and as such is not worn down as easily as other counters to Magmar. Muk walls Magmar with its high Special Defense and hits it hard back with Sludge Bomb. Hypno can also wall Magmar, paralyzing it with Thunder Wave and recovering lost health with Wish.</p>