Well, it's the 8th, and I'm still awake for one reason or another, so I might as well toss this up for QC & such to take a look at whenever possible :)
[Overview]
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Horn Leech
move 4: Nature Power / Substitute
item: Life Orb / Leftovers
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[SET]
name: All Out Attacker
move 1: Double-Edge / Return
move 2: Horn Leech
move 3: Nature Power
move 4: Wild Charge / Megahorn
item: Life Orb / Choice Band
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[SET]
name: Choice Scarf
move 1: Double-Edge
move 2: Horn Leech
move 3: Nature Power
move 4: Baton Pass
item: Choice Scarf
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[Other Options]
[Checks & Counters]
[Overview]
- Arguably the best offensive Grass-type in the tier, with a solid Base 100 Attack and 95 Speed.
- Possesses dual STAB that is virtually unresisted in the metagame.
- Access to boosting moves such as Swords Dance and Agility that allow it to effectively utilize it's offensive prowess.
- Sap Sipper makes Sawsbuck virtually immune to sleep, with the most common sleep moves in Sleep Powder and Spore being converted into +1 Attack boosts.
- However, Sawsbuck does face problems overcoming some fairly common defensive Pokemon such as Amoongus, Tangela, and Weezing without proper support.
- More notably, Sawsbuck is highly susceptible to revenge-killing, with his mediocre 80 / 70 / 70 defenses being unable to stand up to common priority from Absol, Gurdurr, and Skunktank, and even more common faster threats such as Swellow, Cincinno, Charizard, and a plethora of Choice Scarf users.
- Faces competition from the bulkier Leafeon, who finds more opportunities to set up, though it lacks a strong secondary STAB and viable coverage.
- Notwithstanding, one of the best physical sweepers in the metagame.
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Return
move 3: Horn Leech
move 4: Nature Power / Substitute
item: Life Orb / Leftovers
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
- Sawsbuck's most effective set
- Return and Horn Leech provide Sawsbuck with powerful dual STAB moves, with the latter recovering damage lost from Life Orb recoil, entry hazards, and so on.
- While not seeing much use, Nature Power grants Sawsbuck the ability to hit Steel-types such as Probopass and Bastiodon hard, while having the distinct benefit of dodging Sucker Punch.
- Substitute can be used to allow Sawsbuck to beat Misdreavus easily, as well as preventing simple revenge-killing from the likes of all but Cincinno.
[ADDITIONAL COMMENTS]
- The given EV spread grants Sawsbuck maximum offensive presence, as well as the ability to speed tie with Haunter and opposing Sawsbuck (being the most noteworthy examples).
- Life Orb is often preferable in it's ability to net a handful of choice 0/2HKO's, though Leftovers offer Sawsbuck more leniency in setting up while also offering Substitute recovery outside of Horn Leech
- Double-Edge serves as a viable Normal-type STAB move for Sawsbuck, though it's recoil in conjunction with Life Orb recoil naturally lends itself to being worn down rather quickly.
- Baton Pass can bypass Sucker Punch not unlike Nature Power, and can effectively allow Sawsbuck to maintain momentum while passing any potential boosts obtained through Swords Dance or Sap Sipper
- Sunny Day can be used in the fourth slot (with Chlorophyll, obviously) to effectively utilize Sawsbuck's dual STAB in a “Double Dance” set, while also possibly supporting teammates, but it should be noted that it will still encounter issues with priority.
- Jump Kick offers Sawsbuck a method of hitting Steel-types, while offering a powerful attack to punish Normal-type switch-in's with.
- Wild Charge can be used to hit Acrobatics Drifblim, a generally accepted offensive counter to Sawsbuck, for SE damage, while also hitting Pokemon such as Haunter for neutral damage.
- Megahorn can be used to hit Tangela hard, who can otherwise buffer Sawsbuck's attacks and hit him back with Hidden Power for a 2HKO.
- Magnet Pull Probopass makes for an excellent partner to Sawsbuck, providing a method of beating opposing Steel-types, a check to Cincinno / Swellow / non-HP Ground Haunter, and a user of Stealth Rock. However, it should be noted that this does leave a rather noticeable weakness to Fighting-types, and should be taken into account whilst building a team.
- Garbodor turns Fighting-types like Sawk and Gurdurr into opportunities to set up free layers of Spikes, which in turn aid Sawsbuck whilst sweeping, as well as luring Ground-type attacks for it to switch into fairly safely.
- Choice Scarf Rotom-S is capable of shaking off Fighting-, Bug-, and Flying-type attacks aimed at Sawsbuck, threatens the majority of Sawsbuck's offensive checks and counters, and in turn lures Ground-types that it can take advantage of.
[SET]
name: All Out Attacker
move 1: Double-Edge / Return
move 2: Horn Leech
move 3: Nature Power
move 4: Wild Charge / Megahorn
item: Life Orb / Choice Band
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
- This set abandons the pretense of Swords Dance and simply focuses on breaking down anything and everything as immediately as possible.
- Double-Edge is the strongest attack in Sawsbuck's arsenal, and can manhandle almost anything switching into it. Return can be used, though it loses a bunch of notable KO's.
- Horn Leech provides a powerful secondary STAB move that allows Sawsbuck to hit Rock-types hard and recover lost HP (also CB Horn Leech always 2HKO's the bulkiest of Alomomola after SR!).
- Nature Power allows Sawsbuck to surpass Sucker Punch users and Steel-types alike.
- Wild Charge allows Sawsbuck to hit Drifblim, his best offensive counter, hard, while also allowing him to OHKO incoming Haunter.
- Megahorn, while being situational, allows Sawsbuck a very solid shot at 2HKOing Tangela after SR, who can otherwise shrug off your attacks fairly well.
[ADDITIONAL COMMENTS]
- The given EV spread grants Sawsbuck maximum offensive presence, as well as the ability to speed tie with Haunter and opposing Sawsbuck (being the most noteworthy examples).
- Choice Band is valuable in it's ability to overcome defensive Pokemon such Weezing and Tangela (while also reducing recoil), though Life Orb is less prediction-heavy and allows you to switch moves, which is neat against teams lacking a sturdy physical wall.
- Other move options include Jump Kick (coverage v.Steel-types+SE hit on Normal-types) and Baton Pass (scouting switches+passing Sap Sipper boosts)
- Garbodor and Probopass continue to serve Sawsbuck well, turning offensive checks to Sawsbuck that try to revenge-kill him (Cincinno, Swellow, CS Sawk, Gurdurr, etc.) into set-up bait to set up supportive entry hazards.
- Pokemon such as Bulk Up Gurdurr make solid partners, being able to punch out Cincinno and such with Mach Punch, as well as appreciating Sawsbuck's ability to lure and KO walls such Amoongus and Weezing.
[SET]
name: Choice Scarf
move 1: Double-Edge
move 2: Horn Leech
move 3: Nature Power
move 4: Baton Pass
item: Choice Scarf
ability: Sap Sipper
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
- Equipped with a Choice Scarf, Sawsbuck makes a potent revenge-killer with the capacity to overcome most standard Choice Scarf users.
- Double-Edge and Horn Leech offer Sawsbuck powerful dual STAB to attack with.
- Nature Power provides a method of hitting Probopass, as well as overcoming Sucker Punch users, who continue to "outspeed" it.
- Baton Pass allows Sawsbuck to maintain momentum, while passing any Sap Sipper Boosts.
[ADDITIONAL COMMENTS]
- The EV spread allows Sawsbuck to hit as hard and fast as possible, with a Jolly nature being almost mandatory in it's a ability to outpace CS Sawk.
- Other attacking options include Jump Kick and Wild Charge, each for reasons stated twice prior
- As Sawsbuck still remains vulnerable to Gurdurr's Mach Punch, but loses a fair deal of immediate power, Garbodor becomes even more important than before, it's Spike support being necessary for Sawsbuck to pressure the bulkier walls of the tier.
- Powerful attackers such as Choice Band Emboar and very much appreciated in their ability to break down walls like Tangela and Amoongus, while also being able to switch into Will-O-Wisp's aimed at Sawsbuck.
[Other Options]
- Dedicated Baton Pass
- Leech Seed
- Aromatherapy
- Synthesis
- Thunder Wave
[Checks & Counters]
- If anything, carefully played Ghost-types, most notably Misdreavus and and Haunter, are the best answer to Sawsbuck, though they need to switch in with tact, and each falls to something or another (Misdreavus struggles with Lum Berry / Substitute+SD, Haunter is frail and can’t switch in well).
- Bulkier physical walls such as Amoongus, Tangela, and Weezing can sponge hits from Sawsbuck fairly well, and either hinder him with status or simply hit it hard with a respective SE attack.
- Armaldo, Golbat, and Piloswine has the capabilities to switch in fairly safely to Sawsbuck's attack and threaten him with their STAB attacks
- Shelgon is capable of shrugging off most of Sawsbuck's attacks and setting up on him fairly well.
- Faster Pokemon can take advantage of Sawsbuck’s mediocre bulk and KO him with any given powerful attack.
- Support Armaldo takes very little from Sawsbuck's usual atttacks, and can threaten him with a STAB X-Scissor.
- Acrobatics Drifblim in particular remains the best offensively oriented Sawsbuck answer, resisting his STAB and conventional coverage options and KOing him with Acrobatics (though Wild Charge takes care of him fairly easily).
- Priority attacks from Pokemon such as Gurdurr can “outspeed” Sawsbuck and take him out with relative ease.