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Old Aug 19th, 2012, 8:49:16 PM   #1
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Default RU Teambuilding - Mark II


Welcome to the RU Teambuilding thread Mark II! The old thread became cluttered, and now that you have the chance to earn points for each submission, a new thread was started. We still kept all of the Pokemon added from the previous thread, so hopefully we can now fill it up with nearly every good RU Pokemon! Please read the paragraphs below if you are new:

RU is a tough metagame to start off in, probably because there is so much to use and lots of things to keep track of. Furthermore, there are limited resources as to where you can find info about the tier, as not every source you find about the tier is reliable (*coughusagestatscough*). Well worry no more! This thread will include some of the best Pokemon to perform roles including, Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Tank, Revenge Killer, and Hazard User. You can then pick and choose roles that you have questions about, read and learn about each Pokemon that's good at performing that specific role, and then add it to your team! Also, if you think there is a Pokemon missing from one of the lists, check the "What not to use" section; this will include popular misconceptions about Pokemon that you may think are good at a specific role, but really aren't ie: Hitmonchan is good at spinning. If the Pokemon you are looking for is not in either section, feel free to post it yourself or even request that someone post some sets of that Pokemon! This project is an easy way to contribute to and learn about the RU tier, so don't be shy to post :).

The second part of this project includes discussing the sets posted down below and in the OP. You are all encouraged to comment on each set that is posted, whether you disagree with something or agree and want a move or something added. Furthermore, if you disagree or have something to add to a set that is already in the OP, you can rewrite it or comment on it, and the community will discuss your changes! If you have a good set that you like, post it here and follow the outline. If your set is not good, it will go in the "Sets not to use" category. Don't be offended if your set goes into the sets not to use section, as we'll explain why! This is a learning experience, so it is ok to try new things. However, please refrain from posting gimmicks, as those belong in the Project RarelyUsed thread!

If you are going to post a set, here is the format:

Code:
[SET]
Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Lure, Mixed Attacker, Support (weather support...) etc.

What It Does: mention what it counters and why it is good at its role OR say why it's bad if you're purposely posting something not to use

Good Teammates: stuff it works well with

What Counters It:

Any Additional Info:
Export the Pokemon from Pokemon Online so others can import your set!

What to use:

Special Walls


Physical Walls


Rapid Spinners


Hazard Users


Wallbreakers


Physical Sweepers


Special Sweepers


Revenge Killers


Bulky Attackers / Tanks


Supporters (ex. Weather support)


Lures


Mixed Attackers


What not to use:

Special Walls


Physical Walls


Rapid Spinners


Hazard Users


Wallbreakers


Physical Sweepers


Special Sweepers


Revenge Killers


Bulky Attackers/Tanks


This exercise is for learning, so don't be afraid to post your own sets. Remember, it's not a bad thing to have a set in the "What not to use section."

Credit to SilentVerse for helping with the idea!
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Old Aug 20th, 2012, 9:40:37 PM   #2
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DEERGOD (Sawsbuck) @ Choice Band
Trait: Sap Sipper
EVs: 252 Atk / 252 Spd
Jolly Nature
- Jump Kick/Baton Pass
- Double-Edge
- Nature Power
- Horn Leech

Role: Physical Sweeper
What It Does: Sawsbuck is a boss. Have problems with grass types? (not named Sceptile) Say no more, Sawsbuck deals with one of the most dangerous set-up sweepers in ru Lilligant. Sawsbuck can survive a hp fire on the switch in and is immune to sleep powder thanks to sap sipper. Sawsbuck then ohkoes lilligant 100% of the time with double-edge. Sawsbuck also deals with other grass types such as rotom-c, whimsicott, roselia, tangrowth if u switch into a grass type, and ferroseed. With sawsbuck amazing typing, it can deal with some of the best physical walls such as Qwilfish, Poliwrath, Steelix, Tangrowth, and Ferroseed. Also Baton Pass can be used instead of jump kick so u can gain momentum on switches.
Some damage calcs of how good band buck is.
...


Good Teammates: Sawsbuck pairs well with pokes that can deal with ghost types easily such as Absol and Spiritomb who can take care of ghosts so sawsbuck can just spam Double-Edge all day. Spiritomb is also good for taking mach punches and e speeds because sawsbuck is quite frail and cant take priority very well. Also water types that lure in grass types pair well such as Kabutops, Omastar, and Feraligatr. I have found that Kabutops in particular make for a dangerous physical duo because sawsbuck can handle Poliwrath and Qwilfish while Kabutops can sponge the fire attacks from Moltres and Entei for Sawsbuck.

What Counters It: Defensive Cofagrigus is a hard counter cause it isnt even 3hkoed by horn leech while Cofag can just burn and pain split Sawsbuck for days. Also Escavalier can counter it once as nature power fails to 2hko and escavalier can just megahorn for an easy ohko. And although sawsbuck has very few counters there are a ton of checks such as scolipede, scyther, accelgor and basically anything faster then it and can hit it SE.

Any Additional Info: Sawsbuck is a boss and is very underated. I dont even know how it is nu BS!
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Old Aug 20th, 2012, 10:24:59 PM   #3
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Posting some for don't use because I feel it is lacking mons at the moment. Warning: I have seen all of these being used by randoms on the mighty as fuck PS Ladder.


Electivire @ Choice Scarf
Trait: Motor Drive
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Grass]

Role: "Revenge Killer".
Why it's bad: From the onsite analysis: Electivire can use a Choice Scarf or to boost its middling Speed a. However, Electivire is effective mostly due to its ability to hit almost everything in the game for super effective damage, and locking it into one move is generally not a good thing.
Any Additional info: Use Manectric or Galvantula instead. I know Evire has Vital Spirit, but there are far better things to stop Liligant, Smeargle, and any sleep move in general.


Nidoqueen @ Choice Scarf
Trait: Sheer Force
EVs: 252 SAtk / 252 Spd / 4 HP
Modest Nature
- Sludge Wave
- Fire Blast
- Thunderbolt
- Earth Power


Role: Revenge Killer
Why it's bad: The reason Nidoqueen is so effective in RU is the freedom she has to hit walls pretty hard with her coverage and high powered moves. By scarfing it, you are limiting her to what she can accomplish, and while I get that Sheer Force makes her moves decently powerful, she loses the close to uncounterable label that made her suspect last round.
Any additional info: Unless it is something as strong as Darmanitan, please don't use a scarfed Sheer Force mon.


Archeops @ Choice Scarf
Trait: Defeatist
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Earthquake
- Head Smash
- U-turn
- Aqua Tail

Role: Revenge Killer.
Why it's bad: Of all Stealth Rock weak scarfers, did you really have to pick the one that is fucked as soon it hits 50% and prevent it from doing its job?
Any Additional Info:


Whimsicott @ Life Orb
Trait: Chlorophyll
EVs: 252 Spd / 252 SAtk / 4 HP
Modest Nature
- Sunny Day
- Giga Drain
- Growth
- Hidden Power [Fire]

Role: "Special Sweeper"
Why it's bad: Not only Whimsicott is weak as fuck, you are also giving up its only niche in favor of a set that is outclassed by about any chloro pokemon that you can use in RU. I get it is the fastest weather mon in the game, but as I said before, Whimsicott should stick to grabbing momentum thanks to prankster instead of trying pathetic sets that will only make your opponent laugh.
Any Additional info: I wish I was joking about actually playing against this before.
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Old Aug 21st, 2012, 2:58:53 AM   #4
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Something not to use,



Gallade (M) @ Leftovers
Trait: Steadfast
EVs: 252 HP / 252 SDef
Careful Nature (+SDef, -SAtk)
- Will-O-Wisp/Toxic
- Wish
- Drain Punch/Close Combat
- Protect/Psycho Cut

Role: Special Wall

Why it's bad: God, Specially defensive Gallade with wish protect.... I have seen too many of these used by complete noobs. Gallade has great special defense and solid HP but the problem is that gallade has no good resists and hard counters no special threats in RU.

Additional info: Use gallade for the power and coverage, not the bulk. The end.
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Old Aug 21st, 2012, 9:14:22 AM   #5
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Jynx @ Leftovers
Dry Skin / Timid
EVs: 8 HP / 248 SpA / 252 Spe
- Substitute
- Nasty Plot
- Lovely Kiss
- Ice Beam

Role: Special Sweeper

What it does: Jynx is a fantastic Pokemon in this metagame. Dry Skin was a beautiful ability for her, as an immunity to Water really helps in setting up. Jynx has the Water immunity, not to mention Ice and Psychic resistances, which allow her to comfortably set up in the faces of bulky Water-types (especially Slowbro if it lacks Fire Blast). Don't be put off by the fact that she relies only on Ice Beam to damage opponents, as it has excellent neutral coverage in the tier. Furthermore, Jynx can actually OHKO specially defensive Cryogonal when at +6 and after Stealth Rock. Her power really isn't to be underestimated, since Ice Beam cheerfully OHKOs practically all Pokemon weak to it, such as Rhydon and Nidoqueen, without a boost. Jynx's great Speed means that she can also outpace significant offensive threats in the metagame, including Moltres, Lilligant and Nidoqueen, and OHKO them all even without a boost after Stealth Rock (only needed for Moltres). Resists such as Crawdaunt and even Entei face a OHKO after some entry hazard damage and a Nasty Plot boost. The Evs allow Jynx to switch into Stealth Rock five times if it's used on a Rain team, and 4 times if used without weather.

Good Teammates: Jynx really appreciates having either Steelix or Magneton as a partner, as they can remove and counter Klinklang, Escavalier and Cinccino. A Poison-type that can absorb Toxic Spikes is also a really big help, as they really limit Jynx's longevity. Roselia is an excellent choice, as she can also setup hazards for Jynx. Rapid Spinners are always good choices for Pokemon weak to Stealth Rock; Kabutops is an excellent choice and can also switch in on Entei and take it down. Jynx can come in on the Water- and Grass-type moves aimed at Ground-types, while they can come in on the Rock-type moves aimed at Jynx. Rhydon is a fantastic choice as it hard counters Entei and can also lay down Stealth Rock.

What Counters It: This is a bit tricky, as Jynx can simply put her best counter to sleep and use it as setup bait. However, Lovely Kiss can miss, so it's always best to set upa Substitute when Jynx forces a switch before using Lovely Kiss, as not only does it grant Jynx a safety net in case the move misses, but it could also be that the opponent would switch in a Pokemon that's no longer any use in the match and hope to use it as sleep fodder. Behind a Substitute, Jynx can choose what Pokemon to put to sleep. However, once Sleep Clause is active, there are a number of Pokemon that can cause Jynx trouble. Chief among these are the unholy trio of Klinklang, Escavalier and Cinccino. Klinklang resists Ice Beam, and can set up on Jynx, knowing that Gear Grind will both break the Substitute Jynx is hiding behind and KO on the consecutive hit. Escavalier has plenty of bulk to withstand Ice Beam, not to mention the fact that it resists it, and can OHKO Jynx with any of its moves. Cinccino can't switch in, but it is an excellent way to make sure that Jynx doesn't run through your entire team, thanks to its multi-hit moves that can all KO Jynx. Then there's a number of Pokeon that can outrun and OHKO Jynx if it's not behind a Substitute, such as Scolipede, Scyther, Accelgor, Manectric, Entei, and others. Magneton and Steelix are excellent answers to most of these, as is having Stealth Rock on the field, as loads of these Pokemon are weak to Rock

Any Additional Info: There's a reason Jynx was banned from NU :) Not to mention it has an analysis for every tier it's allowed in...
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Old Aug 21st, 2012, 10:22:37 AM   #6
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I think the Sigilyph moveset might need to be changed. Psyshock is pretty useless for anything but Haze Cryogonal. Munchlax isn't really going to do anything to a team so I wouldn't worry about it. Calm Mind, Air Slash, Roost, and Hidden Power Ground / Heat Wave is much better suited for coverage and it certainly needs roost if it wants to get all the boosts it can and set up on things like Slowking.

Mandibuzz @ Leftovers
Trait: Big Pecks
EVs: 248 HP / 252 SDef / 8 Def
Careful Nature
- Taunt
- Brave Bird
- Roost
- Whirlwind
Role: Special Wall
What it does: It breaks stall with taunt and walls tons of special attackers all day with it's huge special defense and hp. Pokemon like Accelgor, Liligant and Sceptile have nothing on it even with Hidden Power Rock. There are many Pokemon such as Aggron or Aerodactyl that switch in with no fear at all of being touched. This is when Mandibuzz should predict and use Whirlwind to keep wearing the opposing Pokemon down till it can no longer switch in. Mandibuzz should be used on a stall or a balanced team as offensive teams won't be able to handel Mandibuzz's switch-ins.
Good Teammates: Steelix is a great teammate for its incredible defense and its immunity to Electric and resistance to Rock allowing it to take things like Aggron's Head Smash. It has Roar, and a hazing core is always good for not letting sweepers setting up. And of course it has Stealth Rock which is a must for Mandibuzz to be able to deal damage to physical powerhouses on the switch in and Whirlwind them away so that they must take damage again to switch in. For this reason, a spiker is also very necessary as a teammate of Mandibuzz. It's weakness to Rock also requires a Rapid Spinner if it wants to be able to stop all it can stop.
What counters it: Aggron and Magneton resist Mandibuzz's only attack x4 and aren't affected by Toxic. Head Smash will wear down Mandibuzz's partners aside from Steelix, and Magneton will trap Steelix. Physical attackers that resist Brave Bird like Kabutops and Aerodactyl will always do the trick. Having a good Rapid Spinner will always stop Mandibuzz from doing what it does best.

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Old Aug 21st, 2012, 12:02:18 PM   #7
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Absol @ Life Orb
Ability: Super Luck
EVs: 252 Atk/4 SpA/252 Spe (EVs suggested by Pokemon Showdown)
Nature: Naive (+Spd,-SpD) or Naughty(+Atk,-SpD)
- Sucker Punch
- Night Slash
- Superpower
- Fire Blast/Ice Beam

Role: Wallbreaker
What it does: It uses both its Attack and Special Attack stats to deal serious damage to as many things as possible. Night Slash is its best STAB, especially considering it uses Absol's Base 135 Attack. Sucker Punch is slightly more powerful, and gives Absol priority against Pokemon that attempt to outspeed and KO Absol. Superpower is used mainly for Steel-types such as Aggron, and also OHKOs other Absol. Fire Blast destroys Ferroseed and Escavailer, and Ice Beam is a powerful move against Flying-types, Sandslash, Altaria, and Torterra. Either move also destroys Tangrowth. You can pick between a Naive or a Naughty nature depending on whether you want more power or more speed. Super Luck is used with Night Slash to give the move an extremely high critical hit rate, which can get lucky OHKOs.
Good teammates: Absol destroys Psychic, Steel, and Grass-types, so ideally, pair Absol up with Fighting and Water-types. In particular, Hariyama, Hitmonlee, and Slowking are all solid options which can cover up Absol's weaknesses.
What counters it: As this set doesn't have room for Psycho Cut, a bulky Fighting-type (mainly Hariyama) can switch in on Sucker Punch and destroy Absol with any Fighting-type move. Some Pokemon that outspeed Absol which can live through a Sucker Punch and OHKO are solid counters. There are not many of these, though. The other main option is to burn Absol. It can be hard to switch in and burn it, though, because of Absol's very good move pool and extreme power. Lastly, Substitute users can work around Sucker Punch; Justified Gallade even gets an attack boost if hit by a Dark-type move, though its physical frailty can be ripped right through with Night Slash.
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Old Aug 21st, 2012, 1:12:21 PM   #8
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Double01: Added Sawsbuck :)

Trop: haha I'll add Evire, Whimsicott, and Archeops. However, even though Scarf Nidoqueen isn't good, it could still be a good bluff and I feel that it does have some use, so I didn't add it to What Not to Use. However feel free to argue :p Also, getting stuff put in the "What Not to Use" category won't earn you points, even if you purposely wanted a set in there :3

Bigblue: Defensive Gallade is outclassed but I don't think it deserves to go in What Not to Use.

CherubAgent: Added!

mfhoundoom: I feel like Psyshock on Sigilyph is necessary because Cryogonal is so common, and Psyshock + Heat Wave provides GREAT coverage. This probably needs more discussion. Anyways I'm going to add Mandibuzz but I'm going to put my own additional info in there about how its Stealth Rock weakness really hinders its walling capabilities.

Explorer: If you read the other thread most people agreed that Fire Blast / Ice Beam was useless, as Tangrowth is rarely seen and not that good at all in this metagame. Not going to add it unless people argue for it, sorry :(
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Old Aug 21st, 2012, 1:41:08 PM   #9
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I find that Mandibuzz really needs Toxic, since it can't directly counter anything otherwise. One of Mandibuzz's best qualities is its great bulk which allows it to check Moltres, Slowking, Sceptile, Rotom-C and other special attackers. However, it can't touch any of them except for Sceptile if it lacks Toxic, and it's just asking for a crit or a burn. I think that Brave Bird and Taunt are the two moves that can be replacable on the set. Taunt is better against stall, making it a good stallbreaker, but Brave Bird is more useful against offense, and allows it to be a quick answer to Lilligant.
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Old Aug 21st, 2012, 1:41:24 PM   #10
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Accelgor @ Focus Sash
Trait: Sticky Hold
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Spikes
- Bug Buzz
- Hidden Power [Rock]
- Focus Blast

Role: Hazard User
What it does: With this set, Accelgor defines the term "suicide lead" that was commonly used during DPP. Basically, put Accelgor in the lead position, and try to set up as many layers of Spikes as possible before you die. Since it is the fastest pokemon in RU bar some choice scarf users, you will always outspeed the opponent if they attempt to Taunt you. Focus Sash guarantees you at least two layers of spikes. Use Bug Buzz on pokemon like Tangrowth and Sceptile. HP Rock is the most beneficial HP to use, as it hits other potential leads for super-effective damage such as Aerodactyl and Scolipede. Not to mention it surprises Moltres, who may think it is safe to switch in. For the last move slot, Focus Blast hits the many Steel types for SE damage that otherwise wall Bug Buzz and HP Rock.
Good teammates: You should pair Accelgor with a ghost type such as Cofagrigus or Spiritomb, who block your opponents attempts to spin Accelgor's hazards away. Spiritomb gets a special mention for being able to trap Cryogonal with Pursuit. Other good teammates to use are pokemon who aren't quite strong enough on their own, and need Spikes to earn some OHKOs or 2HKOs. These pokemon include Moltres and Sceptile.
What counters it: Since Accelgor's only goal here is to lay down Spikes, it doens't have any real "counters." However, Cryogonal can switch in, take a hit, and use Rapid Spin. Specially Defensive pokemon such as Roselia can take hits and set up its own hazards as well. Nidoqueen also resists every move here, meaning it gets a free opportunity to KO Accelgor or set up Stealth Rock.
Any additional info: Use Accelgor on offensive teams, as its amazing speed and decent special attack allow you to keep momentum. Final Gambit can be used over Focus Blast, if you want a pseudo-explosion. Use max speed and max HP if you use Final Gambit.
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Old Aug 21st, 2012, 2:05:30 PM   #11
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Quote:
Originally Posted by Fat complete legitimacy View Post
I find that Mandibuzz really needs Toxic, since it can't directly counter anything otherwise. One of Mandibuzz's best qualities is its great bulk which allows it to check Moltres, Slowking, Sceptile, Rotom-C and other special attackers. However, it can't touch any of them except for Sceptile if it lacks Toxic, and it's just asking for a crit or a burn. I think that Brave Bird and Taunt are the two moves that can be replacable on the set. Taunt is better against stall, making it a good stallbreaker, but Brave Bird is more useful against offense, and allows it to be a quick answer to Lilligant.
Mandibuzz isn't supposed to beat Moltres or Rotom-C because it is a shaky Moltres check and Toxic is blocked by the SubRoost set, and Rotom-C can hit it super effectively, so you wouldn't really switch Mandibuzz into it. Mandibuzz is supposed to beat Accelgor, Cofagrigus, Lilligant, Sceptile, Slowking, Spiritomb, various Fighting-types, and Tangrowth and check various walls such as Roselia, Clefable, Qwilfish, Ferroseed, Dusknoir, and Poliwrath. Taunt is the most useful move in my opinion, as it prevents most of these Pokemon from recovering or setting up, and Mandibuzz can then use Brave Bird to take them all down. I've even beaten Qwilfish after a couple of Intimidates with the combination of Taunt + Brave Bird. Mandibuzz is a great stallbreaker in my opinion, so it shouldn't really give up Taunt. I guess Toxic can be used over Taunt (as otherwise Mandibuzz itself will become Taunt bait) but it hasn't really been better in my experience. It'd probably be better if a teammate had Toxic, so Mandibuzz could prevent them from using Heal Bell or something with its Taunt.

Foster: Added Accelgor
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Old Aug 21st, 2012, 3:30:55 PM   #12
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Jynx @ Life Orb
Trait: Dry Skin
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Lovely Kiss
- Psyshock
- Ice Beam
- Focus Blast / Hidden Power [Fire]

Role: Wall Breaker

What it does: Beat down whatever she wants t, while crippling another mon with Lovely Kiss. You come on something that Jynx will scare out the fuck out and Lovely Kiss whatever comes in or the mon Jynx is facing at the moment. Ice Beam is Jynx strongest STAB move and pretty reliable by doing plenty of damage to a lof of things in the tier, both defensive and offensive. Psyshock is how you get past Cryogonal without even trying and helps in checking Fighting-types not using priority/that are not sleeping .HP Fire is your best way to get past Escavalier. Life orb is to mazime Jynx damage output.

Good Teammates: Absol, Spiritomb, and Drapion to remove Slowking from the game and allow Jynx to have an easier time. Magneton is also a good choice because it removes KlinKlang(I know you can beat this with Focus Blast, but removing it reliably is nice. Hidden Power Fire doesn't kill) and Escavalier that could bother Jynx later. Nidoqueen is also a good partner by removing thing such as Lanturn easier without risking Jynx getting paralyzed, while Jynx aids Queen by absorbing water attacks from her checks such as Kabutops and Feraligatr.

What counters it: As soon sleep clause is in effect your best bets are: Slowking, and Escavalier if Jynx is not using HP Fire. The Mighty sleep talk specially defensive Metang. Munchlax can technically counter it with some investment, but Munchlax is terrible and not something that you should be using.

Any Additional Info: This thing is awesome and should be used more.
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Old Aug 21st, 2012, 5:32:35 PM   #13
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Drapion @ Leftovers
Trait: Battle Armor
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Swords Dance
- Taunt
- Crunch
- Earthquake

Role: Physical Sweeper

What it Does: Drapion can use its good typing, high speed and decent attack to defeat most of the metagame after a swords dance. Crunch and Earthquake give pretty good coverage, and Taunt allows Drapion to set up on threats such as Cofagrigus, who would otherwise boost or use Trick Room. It also doesn't care about Uxie and Mesprit, and can taunt them and boost until its time to Crunch!

Good Teammates: Things that can beat Drapion counters such as Steelix and Poliwrath are very handy. Gothitelle can switch in on both of them and defeat them. Bulky Ground-types such as Rhydon also aren't bothered by this set at all, so using something like Torterra or Tangrowth to handle them is reccomended. Nidoqueen can handle most of the threats to Drapion quite well, they share a ground weakness so she cant switch in. Galvantula can OHKO nearly every threat to Drapion, since it has Bug / Electric / Grass type coverage.

Counters: Rhydon, Steelix, Poliwrath, Quagsire, even Sandslash can defeat Drapion. It really struggles until these threats are removed. It can be revenged killed by fast threats such as Aerodactyl and Archeops with ease as well.

Additional Comments: I like Drapion, its a lot of fun to use and I find it on most of my teams!
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Old Aug 21st, 2012, 7:22:12 PM   #14
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Going to post a couple of Manectric sets since it's one of the best Electric types to use in RU:

Manectric (F) @ Expert Belt
Trait: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Flamethrower
- Hidden Power [Grass]
- Volt Switch

Role: Special Sweeper

What it Does: Manectric is widely regarded as the best Choice Scarf user in RU due to its great 3 move coverage, akin to Zapdos in UU, minus the SR weakness and bulk. However, that same 3 move coverage can be put to good use through the use of an Expert Belt to bluff a Choice Scarf and attempt to sweep a weakened team. Thunderbolt is absolutely necessary to have a reliable STAB to clean up with. Flamethrower roasts Steel and Grass types alive. HP Grass is needed to get at those pesky Ground types who think they can waltz in on an Electric move. Volt Switch allows Manectric to scout switches early on and weaken possible counters before going for a sweep later.

Good Teammates: EBelt Manectric loves 2 things. Wallbreakers and things that draw Electric attacks. Moltres can accomplish both and forces special walls to take heavy damage from its assaults. Archeops is another candidate that can break down walls and draw in Electric attacks. Entry hazards are also helpful. Qwilfish can setup Spikes, check Entei, and draw in Electric attacks all at once. Uxie provides general bulk, SR, an immunity to Ground moves, and a relatively slow U-turn to get Manectric in safely. Kabutops is a good offensive partner as Manectric can easily destroy bulky Grass types like Tangrowth, possibly opening the opposing team up to a Kabutops sweep. Tops also draws in Electric attacks.

Counters: Very few defensive mons will counter EBelt Manectric due to the great coverage and power Manectric possesses. However, faster threats are a different story. Aerodactyl, Archeops, Sceptile, and friends all make Manectric wish it had a Choice Scarf. Remember, Manectric will 2HKO most things thanks to the boost from Expert Belt. However, that is also the key. If you can survive one hit from Manectric and hit back, Manectric will likely fall due to its frail defenses. So, think stuff like Cryogonal, Amoonguss, and Magmortar who can take a hit and hit back hard. Clefable and Munchlax are the 2 special walls that Manectric will have no chance to get past unless they're severely weakened first. Also, Druddigon and Lanturn are pretty much hard counters to this set due to thier set of resistances and special bulk respectively.

Additional Comments: Have fun using Zapdos-esque coverage to tear stuff up!

Manectric (M) @ Choice Scarf
Trait: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Hidden Power [Grass]
- Switcheroo

Role: Revenge Killer / Scarfer

What it Does: Plainly and simply, Choice Scarf Manectric is a "panic button" for offensive teams. Manectric outruns every boosting threat in RU with a Choice Scarf and will likely have a move to destroy them with. Volt Switch is what makes Manectric so difficult to handle. With it, Manectric is difficult to counter directly since it just comes in and then goes out about as quickly as it came in. Think of it as a special version of Scarf Genesect up in OU. Overheat is preferred over Flamethrower on this set. Unlike the EBelt set which aims to stay in over a long period of time at a point, this set is just used to revenge kill big threats and then retreat. That being said, the immediate power of Overheat is almost mandatory to break through the likes of QD Lilligant. HP Grass gives Ground types something to think about before they switch-in. Finally, we have the move that makes Manectric such a major dual threat as a Choice Scarf user. Switcheroo adds another dimension to Manectric. Commonly, you want to wall the attack that's most likely to come from a Scarfer. However, there is no wall that appreciates taking a Switcheroo. Common walls such as Lanturn, Roselia, Amoonguss, and Cryogonal will despise being handed a Choice Scarf.

Good Teammates: Rapid Spin support is really nice as Manectric wants to switch in and out a lot. Kabutops can draw in Electric attacks while Cryogonal is immune to Ground types. Otherwise, you should think of what Manectric provides more than you should think of what you need to provide it. Offensive partners such as Moltres, Archeops, and Kabutops appreciate having insurance against faster threats such as Sceptile. All 3 can draw in Electric attacks as well.

Counters: Lanturn is public enemy #1. It isn't 2HKOed by any of Manectric's moves and is barely 3HKOed by HP Grass (it becomes a 4HKO if Lanturn should run the minimum amount of special bulk needed to always avoid a 2HKO from Moltres's HP Grass) It won't like Switcheroo, but it can at least make some use of it with Volt Switch. Otherwise, standard special walls will prevent Manectric from revenge killing threats reliably. Clefable and Munchlax are the big 2, though you shouldn't see the latter much. Strong Fighting types like Gallade are more than willing to bash their heads in and appreciate Manectric's ability to remove faster threats, especially Moltres.

Additional Comments: Use Flamethrower only if you find yourself using Switcheroo early and often. Otherwise, let your offensive team enjoy the insurance Choice Scarf Manectric provides against faster threats.
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Old Aug 23rd, 2012, 4:57:29 AM   #15
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Absol (M) @ Life Orb
Trait: Super Luck
EVs: 4 HP / 252 Atk / 252 Spe
Jolly or Adamant
- Swords Dance
- Sucker Punch
- Night Slash
- Superpower

Role: Physical Sweeper

What it does: Absol is an amazing physical sweeper despite its mediocre base 75 Speed. This is due to its powerful STAB priority Sucker Punch that is virtually unstoppable with a boost from Life Orb and a Swords Dance. It easily preys on the many Ghost- and Psychic-types that dominates this metagame, namely Slowking, Cofagrigus, Mesprit, and Gothitille. Its powerful Sucker Punch allows Absol to not only pull off a splendid physical sweep, but also double up as a vital revenge-killer. Night Slash is also a big contributor to Absol's success as it provides reliable form of destruction without needing to fear the opponent setting up a Substitute or use a status move instead of attacking. Combined Night Slash's naturally high critical hit ratio with Super Luck, and this move has a nasty 25% chance to CH!

Jolly is recommended since it lets Absol to outpace Nidoqueen and OHKO it with a +2 Night Slash. It's also nice for mons like Adamant Kabutops and Feraligatr, who may otherwise bypass Absol's Sucker Punch with a faster Aqua Jet.

Good Teammates: Absol is a pretty self-sufficient mon, since it really does not need much support to wreck the opponent. It is fragile, though, so Pokemon that can bring it in safely are recommended. Slow Volt Switch from Lanturn or Yawn / Sleep Powder from Uxie or Lilligant can provide such opportunities. Absol appreciates offensive teammates that can soften up the opponent's team before Absol performs its grand finale. Since Absol's fragile, it appreciates tankish mons as offensive partners, such as Nidoqueen, OTR Cofagrigus, Offensive Slowking, Sheer Force Druddigon, and Entei. Entry hazards are of course welcome to ensure more KOs - Smeargle is especially nice for stacking up hazards, although Nidoqueen or Druddigon are nice offensive partners that can also set up SR.

What counters it: The best way to defeat is Absol is to prevent it from setting up Swords Dance. Without the Attack boosts, many OHKOs are missed, allowing many buff Pokemon like Escavalier and Drapion to retaliate. Also entry hazards are nice for chipping away at Absol's health.

Even if Absol managed to set up a Swords Dance, there are still many opportunities to kill Absol. Bulky Fighting-types such as Poliwrath and Throh are most notable for reliably checking Absol. Eviolite Gurdurr and Hitmonchan punishes Absol with a strong Mach Punch. Fast priority from Entei can readily revenge-kill Absol. Kilinklang can stomache a Sucker Punch and Gear Grind KO or set up a Substitute. It's sweep will end short, though. Lilligant can put Absol to sleep; Sceptile or Moltres can set up a Substitute to block Absol's Sucker Punch. Drapion is faster and can dispatch a weakened Absol. Ultimately it's low Speed and dependence on Sucker Punch will be its downfall.

Any Additional Info: Overheat is an option for Escavalier and Steelix, but its use pales in comparison to having a reliable STAB move in Night Slash.
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Old Aug 23rd, 2012, 12:10:57 PM   #16
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Quote:
Originally Posted by Fat EonX- View Post
Going to post a couple of Manectric sets since it's one of the best Electric types to use in RU:

Manectric (F) @ Expert Belt
Trait: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Thunderbolt
- Flamethrower
- Hidden Power [Grass]
- Volt Switch

Role: Special Sweeper

What it Does: Manectric is widely regarded as the best Choice Scarf user in RU due to its great 3 move coverage, akin to Zapdos in UU, minus the SR weakness and bulk. However, that same 3 move coverage can be put to good use through the use of an Expert Belt to bluff a Choice Scarf and attempt to sweep a weakened team. Thunderbolt is absolutely necessary to have a reliable STAB to clean up with. Flamethrower roasts Steel and Grass types alive. HP Grass is needed to get at those pesky Ground types who think they can waltz in on an Electric move. Volt Switch allows Manectric to scout switches early on and weaken possible counters before going for a sweep later.

Good Teammates: EBelt Manectric loves 2 things. Wallbreakers and things that draw Electric attacks. Moltres can accomplish both and forces special walls to take heavy damage from its assaults. Archeops is another candidate that can break down walls and draw in Electric attacks. Entry hazards are also helpful. Qwilfish can setup Spikes, check Entei, and draw in Electric attacks all at once. Uxie provides general bulk, SR, an immunity to Ground moves, and a relatively slow U-turn to get Manectric in safely. Kabutops is a good offensive partner as Manectric can easily destroy bulky Grass types like Tangrowth, possibly opening the opposing team up to a Kabutops sweep. Tops also draws in Electric attacks.

Counters: Very few defensive mons will counter EBelt Manectric due to the great coverage and power Manectric possesses. However, faster threats are a different story. Aerodactyl, Archeops, Sceptile, and friends all make Manectric wish it had a Choice Scarf. Remember, Manectric will 2HKO most things thanks to the boost from Expert Belt. However, that is also the key. If you can survive one hit from Manectric and hit back, Manectric will likely fall due to its frail defenses. So, think stuff like Cryogonal, Amoonguss, and Magmortar who can take a hit and hit back hard. Clefable and Munchlax are the 2 special walls that Manectric will have no chance to get past unless they're severely weakened first. Also, Druddigon and Lanturn are pretty much hard counters to this set due to thier set of resistances and special bulk respectively.

Additional Comments: Have fun using Zapdos-esque coverage to tear stuff up!

Manectric (M) @ Choice Scarf
Trait: Lightningrod
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Volt Switch
- Overheat
- Hidden Power [Grass]
- Switcheroo

Role: Revenge Killer / Scarfer

What it Does: Plainly and simply, Choice Scarf Manectric is a "panic button" for offensive teams. Manectric outruns every boosting threat in RU with a Choice Scarf and will likely have a move to destroy them with. Volt Switch is what makes Manectric so difficult to handle. With it, Manectric is difficult to counter directly since it just comes in and then goes out about as quickly as it came in. Think of it as a special version of Scarf Genesect up in OU. Overheat is preferred over Flamethrower on this set. Unlike the EBelt set which aims to stay in over a long period of time at a point, this set is just used to revenge kill big threats and then retreat. That being said, the immediate power of Overheat is almost mandatory to break through the likes of QD Lilligant. HP Grass gives Ground types something to think about before they switch-in. Finally, we have the move that makes Manectric such a major dual threat as a Choice Scarf user. Switcheroo adds another dimension to Manectric. Commonly, you want to wall the attack that's most likely to come from a Scarfer. However, there is no wall that appreciates taking a Switcheroo. Common walls such as Lanturn, Roselia, Amoonguss, and Cryogonal will despise being handed a Choice Scarf.

Good Teammates: Rapid Spin support is really nice as Manectric wants to switch in and out a lot. Kabutops can draw in Electric attacks while Cryogonal is immune to Ground types. Otherwise, you should think of what Manectric provides more than you should think of what you need to provide it. Offensive partners such as Moltres, Archeops, and Kabutops appreciate having insurance against faster threats such as Sceptile. All 3 can draw in Electric attacks as well.

Counters: Lanturn is public enemy #1. It isn't 2HKOed by any of Manectric's moves and is barely 3HKOed by HP Grass (it becomes a 4HKO if Lanturn should run the minimum amount of special bulk needed to always avoid a 2HKO from Moltres's HP Grass) It won't like Switcheroo, but it can at least make some use of it with Volt Switch. Otherwise, standard special walls will prevent Manectric from revenge killing threats reliably. Clefable and Munchlax are the big 2, though you shouldn't see the latter much. Strong Fighting types like Gallade are more than willing to bash their heads in and appreciate Manectric's ability to remove faster threats, especially Moltres.

Additional Comments: Use Flamethrower only if you find yourself using Switcheroo early and often. Otherwise, let your offensive team enjoy the insurance Choice Scarf Manectric provides against faster threats.
I have used this so many times to kill a tangrowth/slowking core or Steelix/Slowking or Something/Slowking. Great set very underrated.
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Old Aug 23rd, 2012, 3:07:38 PM   #17
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TropiOUs: added Jynx

Raseri: added Drapion

EonX: added both Manectric sets, good job!

Pocket: finally someone posted the good Absol :p added~

As for Sigilyph, I think that this is the best set:


Sigilyph (M) @ Life Orb
Trait: Magic Guard
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Roost
- Psyshock
- Heat Wave

What do you guys think??
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Old Aug 23rd, 2012, 4:19:27 PM   #18
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CM sigi is an absoloute monster even before it got HW, though I must confess I haven't used it since HW was released. I think psychic would be better over psyshock as HW already 2hkoes defensive cryo after SR and psychic means you don't have to switch out of rhydon and several other rock types. Munchlax isn't even worth mentioning IMO ._.

As for my own set, here are somethings I've found to be very efficent recently:

Medicham @ Life Orb
Trait: Pure Power
EVs: 4 HP, 252 Atk, 252 Spd
Adamant (+Atk, -SpA)
-Fake Out
-Hi Jump Kick/Drain Punch
-Psycho Cut
-Bullet Punch

Role: Wall Breaker (primary)/ Revenge Killer (secondary)

What it does: Medicham has been largely neglected in recent times, being pushed away for more common options like gallade, however medicham is also extremely dangerous in its own right. Unlike its choiced sets, this set hits a nice balance between power and speed (in the form of priority) while requiring not nearly the same level of support as them. Fake out and bullet punch make a deadly combination together, taking down a lot of threats when used in combination including sceptile, aerodactyl, accelgor, some even without hazards or prior damage. Hi jump kick is the most powerful attack in the tier (tied with archeops' headsmash and not including explosion or reversal) and wrecks tonnes of stuff. For reference, it OHKOes 252/0 escavalier without any hazards. Need I say more? Drain Punch is a nice alternative, though, giving it a lot more survivability making it more suited to bulky offense teams. Psycho Cut compliments HJK nicely, OHKOing nidoqueen and qwilfish, popular fighting checks, and has a 94% chance of 2hkoing OTR cofagrigus switching in to SR.

Good Teammates: Dark types in general make good partners. Drapion and absol in particular as they can make good use of the broken walls that medicham has left and sweep as well as being able to pursuit trap troublesome customers for medicham, such as ghost and psychic types. Rotom makes a good partner too, giving it momentum with volt switch and being able to deal with flying types that switch in on medicham. Gallade can also make an interestingly effective partner by abusing the type-stacking strategy. Pokemon such as escavalier that don't mind the paralysis that the pixies bring are also good partners and together, virtually nothing can wall medicham+escavalier, just watch out for things carrying will-o-wisp, entei makes a pretty good partner as well being immune to will-o-wisp.

Checks and Counters: Spiritomb is THE best counter to medicham and will greatly dampen its effectiveness. Other ghosts generally work quite well too, but must watch out for a powerful psycho cut and the pursuit support medicham may bring with him. Flying types such as moltres can take a hit if SR isn't down and retaliate, but are pretty shaky in general, though they can easily revenge-kill him. The levitating pixies can also prove quite troublesome (and just bulky psychic types in general)

Additional Comments: He's a pokemon that wears a pink hat and trousers and wrecks teams, use him.

Will add more later
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Old Aug 23rd, 2012, 4:39:43 PM   #19
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@ the medicham posted above, I don't think it is a bad, but I do think SD gallade outclasses medicham as a wallbreaker in THAT set. (maybe not Banded Medicham). I just feel like gallade offers more to the team then medicham does. The sd gallade set I'm thinkin of SD/Close Combat/Night Slash/Zen Headbutt w/ Lum or LO. Although medicham has more immediate power gallade has superior defenses which makes setting up fairly easily. Also gallade has the ability to beat Cofag while medicham can't. You forget to take note that medicham loses it's pure power ability once it hits cofag so it's not a 2hko as u said.

Maybe, it's just me but I just think gallade is a better wall breaker then the set u post above.
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Old Aug 23rd, 2012, 5:20:01 PM   #20
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Quote:
Originally Posted by Fat Double01 View Post
@ the medicham posted above, I don't think it is a bad, but I do think SD gallade outclasses medicham as a wallbreaker in THAT set. (maybe not Banded Medicham). I just feel like gallade offers more to the team then medicham does. The sd gallade set I'm thinkin of SD/Close Combat/Night Slash/Zen Headbutt w/ Lum or LO. Although medicham has more immediate power gallade has superior defenses which makes setting up fairly easily. Also gallade has the ability to beat Cofag while medicham can't. You forget to take note that medicham loses it's pure power ability once it hits cofag so it's not a 2hko as u said.

Maybe, it's just me but I just think gallade is a better wall breaker then the set u post above.
I'm inclined to disagree here. Gallade is a lot more reliant on set up than medicham, especially if it runs lum. Gallade can't double up as a revenge killer either. Also, medicham can 2HKO OTR cofag with SR as psycho cut doesn't make contact so mummy is not spread.

In short, this medicham has plenty of perks above gallade to make LO viable.
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Old Aug 23rd, 2012, 8:41:53 PM   #21
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Well, I haven't faced or used that specific Medicham, but the presence of Uxie, Mesprit, and Spiritomb really hampers Medicham's performance in RU imo. I think you should note in your teammates section that it would appreciate Pokemon like Escavalier, Galavantula, or Cofagrigus to dispose such threats.

It's worth noting that Fake Out + Bullet Punch is hitting ~10% harder than CB Entei, albeit in exchange for 20% of its health. Still impressive though. Imo, HJK is non-negotiable, cuz otherwise you're really wasting Medicham's potential of wall-breaking.

As for Sigilyph, CM + Roost is certainly nice when facing more bulky teams, but against more offensive-natured teams, I find a 3rd coverage move like HP Grass or HP Ground to be really useful in preventing Pokemon like Shell Smash Omastar from setting up on Sigilyph, thus keeping the offensive pressure.
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Old Aug 23rd, 2012, 9:12:01 PM   #22
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[SET]
Spiritomb (F) @ Choice Band / BlackGlasses
Trait: Pressure
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature (+Atk, -SAtk)
- Sucker Punch
- Shadow Sneak
- Pursuit
- Trick / Return / Will-O-Wisp

Role: Revenge Killer
What it does: Spiritomb is the bane of pretty much every Psychic- and Ghost-type in the RU Tier. STAB Pursuit decimates any Psychic- or Ghost-type that tries to flee, pretty much allowing Spiritomb to net at least one kill every game. It also destroys Cryogonal, thus allowing entry hazards to thrive and making it much harder for the opponent to win, especially if they are using stall. Shadow Sneak and Sucker Punch allow Spiritomb to revenge kill faster Pokemon; Sucker Punch hits very hard after STAB and Choice Band / Blackglasses. With Trick, it can cripple walls, such as Tangrowth, while with BlackGlasses and Will-O-Wisp, Spiritomb can cripple any physical attacker that tries to set up on it thinking it's locked into one of its STAB moves. Spiritomb also destroys Gothitelle, thus stopping it from sweeping if it managed to get a lot of Calm Mind boosts on another Pokemon. It is also one of the best spinblockers in the tier, and can take down enemy spinners as well, such as the aforementioned Cryogonal.
Good teammates: Anything that appreciates the removal of Psychic-types and/or Ghost-types are good partners for Spiritomb. Fighting-types, such as Gallade, are good examples of this. Rapid Spinners also make good partners, as Spiritomb has an easy time destroying the opponent's Ghost-types, thus making it easier for the user to spin. Entry hazard Pokemon are also appreciated, as Spiritomb can spinblock the opponent and kill some of them, such as Cryogonal
Counters: Steel-types can be problematic, especially Pokemon such as Klinklang. Ferroseed can set up hazards on it, and stuff like Absol can boost on Spiritomb. However, it will have usually have fulfilled its role by then, wiping out the Psychic- and Ghost-types on the opposing team.
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Old Aug 24th, 2012, 6:09:49 AM   #23
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Quote:
Originally Posted by Fat Pocket View Post
Well, I haven't faced or used that specific Medicham, but the presence of Uxie, Mesprit, and Spiritomb really hampers Medicham's performance in RU imo. I think you should note in your teammates section that it would appreciate Pokemon like Escavalier, Galavantula, or Cofagrigus to dispose such threats.

It's worth noting that Fake Out + Bullet Punch is hitting ~10% harder than CB Entei, albeit in exchange for 20% of its health. Still impressive though. Imo, HJK is non-negotiable, cuz otherwise you're really wasting Medicham's potential of wall-breaking.
That's true, though every pokemon has its counters and pretty much everything in RU has a common counter. Added esca to team-mates. Idk about galv, though, as galv is a mon that requires a lot of support itself and isn't really great as a back-up sweeper IME.

I think d-punch is still worth a mention, though. It lets medicham stick around for a lot longer and basically makes it more of a dedicated revenge-killer than a wall-breaker.

Edit: SIU's spiritomb looks fine to me. Spiritomb is really useful in general, though I have always prefered black glasses>CB as I really hate locking myself into sucker punch. Running mixed on that set isn't a bad idea either, though, as running shadow ball allows you to follow up with a sucker punch to 2hko OTR cofagrigus. And no Checks and counters list?
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Old Aug 24th, 2012, 6:29:22 AM   #24
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I have always used the Spiritomb set that ShakeItUp posted, but I much prefer using Return in the last slot. It has excellent coverage with Spiritomb's STAB moves, only missing out on hitting Steel-types, and is an exceptionally useful tool for making sure that Pokemon such as Crawdaunt, Absol and Bouffalant are unable to set up on you. I also prefer running a lot more bulk on Spiritomb, although since I run neither WoW nor Trick (I assume the Speed EVs allow it to outspeed Tangrowth or something) I admittedly have no need for them. Return is good enough that I think it should definetly be mentioned, preferably after Trick and before WoW. 252 HP / 252 Atk / 4 Spe is the best EV spread to use with Return though, as Spiritomb really likes being bulky, and can avoid being 2HKOd by Bouffalant with them. Perhaps mention that it's perhaps the best way to get rid of the menacing Zangoose, as it's immune to 3/4 of Zangoose's and takes pittance from Night Slash, and can OHKO with either Sucker Punch or Pursuit (when banded, but Black Glasses should easily deal enough to take Zangoose out after Toxic damage and Stealth Rock)
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Old Aug 24th, 2012, 6:06:27 PM   #25
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This set is a great Physical sweeper commonly referred to (by me...) as Hitmongod.



Hitmonlee @ Liechi Berry
-Reversal
-Endure
-Stone Edge
-Earthquake
ability: Unburden
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

Role: Physical Cleaner/Sweeper
What it Does: It's basically an automatic win as long as the opponent has no active priority users or bulky Psychics (or Tangrowth...) above 60-70% health. The purpose of the set is pretty straightforward: Endure a hit at 1%, eat the Liechi Berry to get well over 500 Attack, and activate Unburden to instantly double your Speed. With max Speed and an Adamant nature, Hitmonlee will outspeed everything including Jolly Scarf Archeops, plus Pokemon like Klinklang after a Shift Gear. Once you get down to 1 HP, you now have EdgeQuake coverage plus a 200 Power STAB move AND an attack boost. Basically, you OHKO the metagame with a neutral hit, except for 252/252+ Tangrowth who takes 84% on average. Even Psychic-type Pokemon need high health to stand up to Hitmonlee. Uxie (252/160+) will lose half its health to a Reversal, and 0/0 Mesprit can be OHKO'd with Rocks. Gothitelle without any defensive investment is OHKO'd 100% of the time with Stealth Rock down, but a bulky SubCM set will require some prior damage. Anything else of note will be taken down in one hit. Note that a not very effective Reversal at 1 HP is still stronger than an Earthquake or a Stone Edge, so unless the opponent is a Ghost or Flying-type, it's a good bet to just click the Reversal button. Also slowking sucks.

Good Teammates: You need two things removed in order to sweep with Hitmongod, and those are bulky Psychics and priority users. However, note that the Psychic types do not have to be killed, just weakened. The same goes for super-bulky Pokemon like Tangrowth. There is only one move that guarantees damage on an opponent no matter what, and that's Pursuit. Therefore, Escavalier is a perfect teammate since he can just wreck Psychics with Pursuit, and usually do enough damage whether or not the opponent switches. Remember, a Psychic at 40, even 50% cannot stand up to Hitmonlee, so a weak Pursuit is better than letting the opponent switch. Priority users like Kabutops can be taken out by bulky Pokemon like Uxie or Steelix, who also sets up Stealth Rock that lowers Hitmonlee's checks into KO range. A backup sweeper like Mesprit or Lilligant is a nice addition to a team, as Hitmonlee will almost always get one KO per game, since just about anything will be taken down in two hits from Reversal (as in, nothing can switch in very well).

Additional Comments: Hitmonlee is just plain strong, and the opponent will have a lot of trouble staying out of trouble even if Hitmonlee gets worn down. Remember, Hitmonlee doesn't care about Stealth Rock or Spikes since he shouldn't switch into much and actually prefers lower health to higher. If you predict an attack that can do about 80% or 90% to Hitmonlee and switch the fighter in, the game can be over right there. Mach Punch is acceptable as an out against priority users, but often it's more important to cover Pokemon like Cofagrigus and NIDOQUEEN. Seriously, Nidoqueen is a boss and Hitmonlee kills it. gg.
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