Yeah, so I was very disappointed with Bibarel's usage for February, so I've decided to reveal the Bibarel that I've been using for pretty much all of DP. It's undergone a lot of changes throughout it to adapt, but I think I've pretty much finalized it now. I just want to show everyone the set I've been able to put to work in OU, and to make any tweaks if anyone makes a good enough suggestion.
Anywho, here's the set:
Bibarel@Leftovers
EVs: 232 HP/80 Def/80 SDef/116 Spd
Ability: Unaware
Jolly Nature
- Super Fang
- Taunt
- Waterfall
- Yawn
If you're cool enough to use Bibarel in OU, then try this out. The EVs allow for 357 HP for maximum leftovers recovery plus a little more, 176/176 defenses (at least it's like a base 70 defense now) and 227 speed.
Bibarel has 4 very useful resistances in Fire, Water, Ice and Steel to switch, plus an immunity to Ghost, and coupled with the above average HP of this set and the acceptable defenses, it can take a hit or two, which is a misconception that most people would have towards Bibarel.
The speed is at 227 for two reasons, and that's BulkyGyara, and outspeeding min speed base 95s. Being higher than BulkyGyara allows you to Taunt it before it can Taunt you, forcing it to attack with moves that will only at most 3HKO, while you bust it in half with Super Fang, or Yawn it to sleep. That, or you could just Yawn first before it can Taunt you, and then it's totally screwed.
Now, the great thing about this set is that it gnaws at walls like they're fresh meat.
All walls below 227 speed are going to find incredible trouble against this Bibarel, because they will get easily Taunted, and since they don't normally invest a lot in their offenses, they'll get their life gnawed out of them very quickly by Super Fang, or they'll be snoozing. The only walls that can really hurt this are Celebi and Jirachi, which are little buttholes.
Let's look at the common walls in OU and see what Bibarel can do to them:
Blissey - Taunt so it can't Thunder Wave or Softboiled, Super Fang til it's low enough, kill/Yawn to force a switch
Bronzong - Taunt so it can't Hypnosis, Gyro Ball can only do about 20% back, Super Fang til it's low enough, kill/Yawn it to sleep
Swampert - Taunt to stop Stealth Rock, Yawn and get out
Gliscor - Taunt to stop any attempts to Stealth Rock/set up, Yawn, get out, Earthquake will hurt you a lot, but is still only a 4HKO with Leftovers
Skarmory - Taunt to stop any setting up/phazing, Yawn or Super Fang, depending on if it has Brave Bird/Drill Peck
Celebi - Problematic, but if you can catch it on the switch with a Yawn, it'll still be forced to switch out
Forretress - Taunt, Super Fang til it's low enough, kill
Cresselia - Watch out for Charge Beam if it gets a boost (won't matter once Unaware works), but generally Yawn. Taunt any attempts to Thunder Wave/Rest, and then Fang away.
Jirachi - Thunderbolt is a pain, but if you can catch it on the switch with Fang, or a Yawn then do so and get out.
Vaporeon - A big problem since it can't actually be killed by this Bibarel, but it can be severely injured from Super Fang, and can be Taunted so it can't Wish/Protect/Baton Pass/Sub or something like that.
Hippowdon - Yawn up, Super Fang and finish off with Waterfall.
Dusknoir - Just Taunt it so it can't Wisp you, Yawn it to sleep and switch out.
Yeah, so the only walls Bibarel can't get past very well are Jirachi and Celebi, both of which are a pain. Otherwise, it does a great job breaking most of the walls in OU.
The great thing about this Bibarel is that it's quite hard to switch anything in on it. Everything that switches in fears something from Bibarel, whether it be a Super Fang to strip off 50% of the opponent's health (obviously not Ghosts), Yawn to put something to sleep, Taunt to screw up any attempts to set up, or any attempts to status Bibarel. You name it, and I can guarantee you that it's not going to enjoy switching into this.
One way to make this set work to its fullest potential is to have some switch-in hazards up (Stealth Rock/Spikes/Toxic Spikes), because this set can force switches like a pro with Taunt/Yawn. While they're pulling those switches out, they're not only taking Stealth Rock/Spikes damage, but they're also taking Super Fang damage, which is quite a bit for just switching in. That, or instead of Super Fanging the switch-in, just Yawn until they finally get it through their head to let something fall asleep, and then start Fanging the house up.
Once Unaware works on Shoddy, this set will honestly get twice as good, but it's still pretty awesome even without an ability, since even with the little bulk it has, that little bulk goes such a long way when allowing it to Super Fang.
Another thing I like to do with this set is pair it up with an Encorer like Shuckle, and catch a stat-upper or set-up move with Encore, then switch over to Bibarel to basically guarantee that the opponent is going to either lose 50% of their health, or go to sleep. If the opponent is stupid enough to leave their pokemon in though, it'll most certainly get killed.
I don't think there were many calcs needed for this post, because we all know that Super Fang takes off 50% of the opponent's remaining health, and Waterfall won't really hurt much, but is just there as a finishing move after Super Fang's done enough. It will however hurt with a type advantage, but that is a given.
Like a lot of the sets that I try to introduce, this does require a good level of prediction, but if you know the common sets of most pokemon in OU, it shouldn't be too hard to use.
Yeah, so give this a try and tell me what you think!
Anywho, here's the set:

Bibarel@Leftovers
EVs: 232 HP/80 Def/80 SDef/116 Spd
Ability: Unaware
Jolly Nature
- Super Fang
- Taunt
- Waterfall
- Yawn
If you're cool enough to use Bibarel in OU, then try this out. The EVs allow for 357 HP for maximum leftovers recovery plus a little more, 176/176 defenses (at least it's like a base 70 defense now) and 227 speed.
Bibarel has 4 very useful resistances in Fire, Water, Ice and Steel to switch, plus an immunity to Ghost, and coupled with the above average HP of this set and the acceptable defenses, it can take a hit or two, which is a misconception that most people would have towards Bibarel.
The speed is at 227 for two reasons, and that's BulkyGyara, and outspeeding min speed base 95s. Being higher than BulkyGyara allows you to Taunt it before it can Taunt you, forcing it to attack with moves that will only at most 3HKO, while you bust it in half with Super Fang, or Yawn it to sleep. That, or you could just Yawn first before it can Taunt you, and then it's totally screwed.
Now, the great thing about this set is that it gnaws at walls like they're fresh meat.
All walls below 227 speed are going to find incredible trouble against this Bibarel, because they will get easily Taunted, and since they don't normally invest a lot in their offenses, they'll get their life gnawed out of them very quickly by Super Fang, or they'll be snoozing. The only walls that can really hurt this are Celebi and Jirachi, which are little buttholes.
Let's look at the common walls in OU and see what Bibarel can do to them:
Blissey - Taunt so it can't Thunder Wave or Softboiled, Super Fang til it's low enough, kill/Yawn to force a switch
Bronzong - Taunt so it can't Hypnosis, Gyro Ball can only do about 20% back, Super Fang til it's low enough, kill/Yawn it to sleep
Swampert - Taunt to stop Stealth Rock, Yawn and get out
Gliscor - Taunt to stop any attempts to Stealth Rock/set up, Yawn, get out, Earthquake will hurt you a lot, but is still only a 4HKO with Leftovers
Skarmory - Taunt to stop any setting up/phazing, Yawn or Super Fang, depending on if it has Brave Bird/Drill Peck
Celebi - Problematic, but if you can catch it on the switch with a Yawn, it'll still be forced to switch out
Forretress - Taunt, Super Fang til it's low enough, kill
Cresselia - Watch out for Charge Beam if it gets a boost (won't matter once Unaware works), but generally Yawn. Taunt any attempts to Thunder Wave/Rest, and then Fang away.
Jirachi - Thunderbolt is a pain, but if you can catch it on the switch with Fang, or a Yawn then do so and get out.
Vaporeon - A big problem since it can't actually be killed by this Bibarel, but it can be severely injured from Super Fang, and can be Taunted so it can't Wish/Protect/Baton Pass/Sub or something like that.
Hippowdon - Yawn up, Super Fang and finish off with Waterfall.
Dusknoir - Just Taunt it so it can't Wisp you, Yawn it to sleep and switch out.
Yeah, so the only walls Bibarel can't get past very well are Jirachi and Celebi, both of which are a pain. Otherwise, it does a great job breaking most of the walls in OU.
The great thing about this Bibarel is that it's quite hard to switch anything in on it. Everything that switches in fears something from Bibarel, whether it be a Super Fang to strip off 50% of the opponent's health (obviously not Ghosts), Yawn to put something to sleep, Taunt to screw up any attempts to set up, or any attempts to status Bibarel. You name it, and I can guarantee you that it's not going to enjoy switching into this.
One way to make this set work to its fullest potential is to have some switch-in hazards up (Stealth Rock/Spikes/Toxic Spikes), because this set can force switches like a pro with Taunt/Yawn. While they're pulling those switches out, they're not only taking Stealth Rock/Spikes damage, but they're also taking Super Fang damage, which is quite a bit for just switching in. That, or instead of Super Fanging the switch-in, just Yawn until they finally get it through their head to let something fall asleep, and then start Fanging the house up.
Once Unaware works on Shoddy, this set will honestly get twice as good, but it's still pretty awesome even without an ability, since even with the little bulk it has, that little bulk goes such a long way when allowing it to Super Fang.
Another thing I like to do with this set is pair it up with an Encorer like Shuckle, and catch a stat-upper or set-up move with Encore, then switch over to Bibarel to basically guarantee that the opponent is going to either lose 50% of their health, or go to sleep. If the opponent is stupid enough to leave their pokemon in though, it'll most certainly get killed.
I don't think there were many calcs needed for this post, because we all know that Super Fang takes off 50% of the opponent's remaining health, and Waterfall won't really hurt much, but is just there as a finishing move after Super Fang's done enough. It will however hurt with a type advantage, but that is a given.
Like a lot of the sets that I try to introduce, this does require a good level of prediction, but if you know the common sets of most pokemon in OU, it shouldn't be too hard to use.
Yeah, so give this a try and tell me what you think!