Averagemons - See new thread

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Arhops

Professor Layton's Little Brother
is a Smogon Discord Contributor
So I decided the people of Smogon might want to see our list of threats and sets we made, and also a few guides:
Table of Contents:
  • Changelog
  • Reserved List
---------------------------------------
  • Amoonguss (2)
  • Arbok
  • Arceus - Normal
  • Azumarill
  • Bibarel
  • Breloom
  • Chatot (3)
  • Clefable (2)
  • Corsola
  • Dugtrio
  • Eevee
  • Furfrou
  • Gengar (Mega)
  • Gothita (2)
  • Kangaskhan (Mega)
  • Linoone
  • Numel
  • Pupitar
  • Sableye
  • Shuckle (2)
  • Skarmory
  • Slowking
  • Swirlix
  • Swoobat
  • Talonflame
  • Victini
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  • Calc Corner
  • Regenerator
  • Speed
  • Ranks
  • Replays
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Amoonguss @ Shed Shell/Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SDef / 4 Def
Calm Nature
- Spore
- Clear Smog
- Giga Drain
- Gastro Acid
Amoonguss is one of the scariest pokemon in this metagame, and it is for two reasons: Regenerator and Spore. Regenerator is one of the best abilities in the game, allowing it to regain 30% of it's health every time it switches out, which is very useful on Amoonguss because it is capable of synergizing very well with a number of Pokemon, especially other Pokemon with Regenerator. Amoonguss's other weapon of choice, Spore, is also very dangerous, as it is a 100% accurate sleep move, that allows it to put one of the opponent's Pokemon completely out of comission for a couple of turns. Amoonguss also has a couple of other tricks up it's sleeve, such as Clear Smog, Giga Drain, and Gastro Acid, which let it do things such as remove the opponent's boosts, recover hp while attacking, or negate the opponent's ability. This set is most effective when paired with other Regenerator pokemon such as Corsola, Alomomola, and Ho-oh.

Checks and counters:

Amoonguss is very hard to check or counter due to the nature of it, but a couple of pokemon stand out. It's most dangerous foes are the ones that can trap it, and prevent it from healing, namely Dugtrio and Gothitelle, although Dugtrio has to watch out for STAB Giga Drain. Gothitelle is more adept at trapping it, hitting it hard with STAB Psychic-type moves, or tricking it a scarf and setting up on it. Other pokemon that handle Amoonguss well are Grass-type Pokemon, which are immune to Spore, such as Breloom, other Amoonguss, Trevenant, Abomasnow, and Exegguttor, although they have to watch out for clear smog. The best answer to Amoonguss, though, is overcoat Forretress as it is completely capable of switching in to it and setting up hazards, spinning, or basically doing whatever it wants, as Amoonguss is completely uncapable of touching it.
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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 252 SDef / 4 Def OR 252 HP / 252 Def / 4 SDef
Calm Nature / Bold Nature
- Giga Drain
- Spore
- Clear Smog
- Gastro Acid / Hidden Power [Ground]
Filling in one half of the Regenerator core, Amoonguss can easily shrug off any non STAB + SE attack. Combine that with the HP regain and wish support, and you have one top-tier threat. Giga Drain is for the STAB and HP regain against frailer sweepers. Spore is Spore, putting switch-ins to sleep, doing its job well. Clear Smog is included to help deal with stat-boosting sweepers. The final moveslot is left to personal preference. It can be a Hidden Power to cover some of its weaknesses (like Ground for Mega Gengar), or Gastro Acid to get rid of some ability abusers.

By: AWailOfATail

Arbok @ Black Sludge
Ability: Shed Skin
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly/Adamant Nature
- Coil
- Crunch
- Earthquake
- Gunk Shot

Arbok, one of the biggest threats to one of the top walls in the game: Clefable. At +1, Gunk Shot can OHKO common variants of Clefable.

+1 252 Atk Arbok Gunk Shot vs. 252 HP / 4 Def Clefable: 488-576 (120.7 - 142.5%) -- guaranteed OHKO (Jolly Nature)

+1 252+ Atk Arbok Gunk Shot vs. 252 HP / 252+ Def Clefable: 390-458 (96.5 - 113.3%) -- 75% chance to OHKO (Adamant Nature)

Obviously, Adamant nature is preferred to dish out the most damage, but Jolly will work as well, outspeeding other powerhouses and OHKOing Clefable at +2. Now, you might be saying, "But what about Unaware?" Well, although Jolly can't OHKO, it can still put a major dent in Clefable.

252 Atk Arbok Gunk Shot vs. 252 HP / 4 Def Unaware Clefable: 326-386 (80.6 - 95.5%) -- guaranteed 2HKO

Coil is great for setting up. Gunk Shot is there to nail Fairies. Earthquake is then there to demolish Steel types, and Crunch is for coverage.

Checks and Counters:
Arbok can hit everything for neutral damage with its moveset (excluding Air Balloons, such as Klefki), but is still walled by many. Amoonguss can Clear Smog away the Coil boosts, although Arbok will outspeed and do some damage. As Gunk Shot is its main stab, Steel types can do a good job at walling Arbok, although they have to be wary of Earthquake. That's why Skarmory does such a great job at walling this set. It can take a Crunch and then Whirlwind Arbok out.

By: AWailOfATail

Extreme Killer:

Arceus @ Lum Berry/Silk Scarf/Life Orb
Ability: Multitype
EVs: 252 Atk / 252 HP / 4 Spd/Def
Adamant/Jolly Nature
- Extreme Speed
- Swords Dance
- Shadow Claw
- Earthquake
Possibly the best Pokemon in the game, Arceus has come to cause havoc in Averagemons. This set is the standard Swords Dance Extreme Killer set. This set may seem out classed by Belly Drum Linoone but Arceus has better coverage and doesn’t need to run Sitrus Berry to not be instantly KOd. This set can run Lum Berry to set up while the opponent tries to burn or use Spore you, you can use Life Orb to boost your attacks to higher levels requiring less Swords Dances, or you could use Silk Scarf if you don’t want the recoil from using Life Orb. Extreme Speed is for KOing everything that doesn’t resist you or is immune to you. Shadow Claw is for removing Ghost-types that are immune to Extreme Speed, and Earthquake is for taking out pesky steel types.
Checks and Counters:
Unaware Clefable and Quagsire wall this set very well and can stall out your powerful Extreme Speeds. Furfrou can wall you as well and then roar you out. Focus Sashers and Sturdy Pokemon who can KO Arceus are also a problem.

By: Arhops

Azumarill @ Leftovers
Ability: Sap Sipper
EVs: 252 HP / 252 Def / 4 SpDef
Bold / Impish Nature
- Perish Song / Play Rough
- Encore
- Scald / Waterfall
- Knock Off / Toxic
Why it's a Threat:
Defensive Azumarill is a good stop to common physical setup sweepers like SD Keldeo and Talonflame. Its typing is what sets it apart: resistances to Fire, Bug, Fighting, Water, and Ice are notable, while its 2 weaknesses in Poison and Electric (thanks to Sap Sipper nullifying Grass) can be played around very easily, and the latter two prey on the set's uninvested Special Defense anyway, for the most part. It's set of resistances and access to Knock Off make it a really great defensive pivot that pretty much fucks up any switch in because nothing wants to lose their item. Perish Song holds a ton of utility, but Play Rough can be used to heavily damage Keldeo. Encore is almost necessary as it forces setup sweepers to continue setting up, allowing you to switch into your counter. Scald vs. Waterfall is a tossup, but Scald is usually preferred due to the burn chance vs. Keldeo, as it is doing the same amount of damage to Talonflame as Waterfall (this is assuming you are using the corresponding ability with the Water STAB, i.e. Scald with Bold and Waterfall with Impish.). As stated before, Knock Off cripples a lot of Pokémon, especially Choice users, and annoys walls without recovery who value their Leftovers. If you don't feel that is necessary, Toxic is a great tool to punish Ho-oh and Chansey switch-ins.
Checks and Counters:
Bulky Special Gourgeist basically laughs in this thing's face, resisting Water STAB (and not taking much from uninvested Play Rough if you decide to run it.) and hitting hard with boosted Giga Drains. Knock Off can hurt it, but Gourgeist wins out in the long run. Gothita is also dangerous to this set, as it can Trick Scarf on every move but Knock Off and safely Calm Mind up until it can kill you with Psychic. Any Bulky Grass scares this set out, especially Cradily, who is immune to Azumarill's Water STAB and can hit back with STAB Grass moves. Electric Types also worry the set, especially Lanturn, who can run Heal Bell if Azumarill is running Toxic, and can also Thunder Wave, crippling Azumarill. Poison Types are immune to Toxic if Azumarill runs it and threaten out Azumarill with STAB Poison attacks. Dragalge gets a special mention for also resisting Azumarill's Water STAB, but also being neutral to Play Rough. Tentacruel beats this set as well with its resistance to Azumarill's STABs and SE Sludge Bomb.

By: Leafshield

Bibarel @ White Herb
Ability: Simple
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Curse
- Quick Attack
- Frustration
- Waterfall
Thanks to Simple, Bibarel can use Curse to get to +2 attack and +2 defense in just one turn. White Herb reverses the speed drop, but you could replace it with a Leftovers, and run a bulkier EV spread if you so desire. Frustration is the main attacking move of this set, getting STAB and reaching a whopping 102 base power at minimum happiness, and is used over Return as Ditto does not copy happiness, and any possible advantage is a useful one. Quick Attack finishes off weakened opponents, and Waterfall is for coverage, hitting Rock, Steel, and Ghost-types that resist or are immune to Return and Quick Attack. It also hits Ground and Fire-types harder than any other move on the set.
The best way to deal with Bibarel is to stop it from setting up in the first place. Powerful attackers with super-effective STAB's such as Exeggutor can threaten to kill it on the turn it sets up, and Sableye can hit it with a Prankster Taunt or Will-o-Wisp to stop it in it's tracks. Thanks to Quick Attack, it is difficult to revenge kill, but any powerful Scarfed attacker that can avoid the OHKO from Quick Attack can deal with it quite handily. Of note is Choice Scarf Golurk, which is immune to Quick Attack and can hit it with a super-effective DynamicPunch. Furfou has enough bulk to take any hit from Bibarel, even with multiple curses under its belt, and can Toxic it or phaze it with Roar.
Mamp

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 HP / 252 Def / 4 Spd (For this set, do your personal speed creep.)
Impsh Nature
- Low Sweep
- Spore
- Leech Seed
- Substitute

Breloom is one of the most dangerous, and common, threats in the metagame. In standard metagames, Breloom manages to be a top tier pokemon despite (mostly) bad stats, but in Averagemons, that issue is alleviated. Breloom's role in Averagemons shifts from a top tier priority abuser to a bulky sub Leech Seeder. Breloom's main attractions are it's good typing, and more importantly, it's ability, Poison Heal. Poison Heal is very useful when it uses Leech Seed, as it allows it to recover 25% of it's health each turn alongside Leech Seed, enough to set up as many subs as PP will allow. Spore is another powerful tool in Breloom's arsenal, allowing it to put any pokemon out of comission for a number of terms, which it can abuse to set up Substitutes, put up seeds, or switch to a set up sweeper. The last move in Breloom's set is Low Sweep, which, despite a low base power, has a very important function. Using Low Sweep allows Breloom to gain a speed advantage over almost any enemy, which it can use to set up a Substitute, Spore the opponent, or basically do whatever it wants. This allows Breloom to set up a deadly chain of Substitutes and Leech Seeds that could potentially lose your opponent the game if they don't have a solid answer to Breloom.

Fortunately, Breloom is not completely unstoppable, as it has a couple of major flaws. Due to it's reliance on Spore and Leech Seed, Grass-types that aren't Cradily or Ferrothorn can switch into Breloom with impunity, and set up whatever they want to. Due to its reliance on Grass-type moves, Pokemon with the ability Sap Sipper are also completely capable of walling Breloom. The last way to deal with Breloom is it's major weakness to Flying-type attacks, but this can be unreliable due to Low Sweep letting Breloom setting up with Spore, or if a Substitute is up when the Flying-type attacker switches in, Breloom can set up seeds, and eventually beat it if it outspeeds.

By: TheBurgerKing99

Chatot General Threat Sets:
Pivot Bird:
Chatot @ Leftovers / Life Orb
Ability: Any
EVs: 76 HP / 176 SpA / 252 Spd
Timid Nature
- Chatter
- Boomburst
- Roost/Defog
- U-turn/Defog
Chatot is one of the most crazy things in Averagemons. In standard, it's usually no big deal, due to unimpressive stats, but with the help of the 100 all around stat mechanics of Averagemons , Chatot truly shines. Chatter, Chatot's signiture move, may seem weak at first, sitting at just 65 base power, but when you look closer, you see it has a whopping 100% chance to confuse! Combine this with the extremely powerful STAB Boomburst and you have one devistating pokemon. This set aims to utilize both the power and the bulk that Chatot picks up through Averagemons, giving it nice respectable pivoting bulk, while also giving it a deadly max speed tier and a pretty solid special attack, roost is the main attraction of this set, letting you take hits as you please and continue to check many things, including stuff like Toxicroak:
Calcs:
252+ Atk Toxicroak Drain Punch vs. 76 HP / 0 Def Chatot: 112-133 (31.1 - 36.9%) -- 76% chance to 3HKO
252+ Atk Toxicroak Ice Punch vs. 76 HP / 0 Def Chatot: 150-178 (41.6 - 49.4%) -- guaranteed 3HKO
252+ Atk Life Orb Conkeldurr Drain Punch vs. 76 HP / 0 Def Chatot: 146-173 (40.5 - 48%) -- guaranteed 3HKO

&
U-turn is there to gain you momentum while you switch in and out. Defog can also be used to remove hazards that would threaten your team.
Choice:
Chatot @ Choice Scarf / Choice Specs
Ability: Any
EVs: 252 SpA / 252 Spe / 4 Spdef
Timid Nature
- Chatter
- U-turn
- Boomburst
- Hidden Power [Ground]
Nasty Plot:
Chatot @ Life Orb
Ability: Any
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Boomburst
- Chatter
- Nasty Plot
- Hidden Power [Ground] / Roost

Clefable @ Flame Orb / Leftovers.
Ability: Magic Guard
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Cosmic Power
- Stored Power
- Soft-Boiled
- Moonblast
Clefable is one of the most dangerous, and annoying, Pokemon in Averagemons. This set is capable of setting up on a lot of offensive threats, and, if not forced out by phazing, completely sweeping entire teams. Cosmic Power is for boosting it's defenses to unbreakable levels, and is the crux of this set. This set functions differently from the Calm Mind set in that it is much more defensively focused, and is capable of setting up much easier, although is less dangerous from the beginning. Stored power is the major offensive capability of this set, reaching absurd power after enough boosts, and is able to break most Unaware Pokemon. Soft-boiled is here to turn you basically immortal with enough boosts, and Moonblast is for STAB. The item Flame Orb provides you immunity to status moves, and does not hurt Clefable due to Magic Guard. Leftovers is a viable alternitive though, if you have ways to get rid of status reliably.

Checks and counters:
Not many pokemon can reliably counter Clefable. The best ways to handle it are to kill it when it's unboosted, or to phase it out and deal with it later. That being said, there are a few Pokemon that can stand up to it. A Furfrou with special investment can Roar it out if it hasn't boosted enough for Stored Power to KO, and most Steel-types can wall it to an extent.

TheBurgerKing99

Clefable @ Leftovers
Ability: Unaware
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Protect/Toxic/Thunder Wave/Encore
- Wish
- Aromatherapy
- Moonblast

Clefable has an amazing movepool, allowing it to support the team very well. On top of this, it has a very valuable ability in Unaware, which allows it to stop popular threats like Swirlix, Numel, Linoone, and Swoobat dead in their tracks. Wish lets it restore not only its own HP, but also that of its teammates, giving your attackers another chance to sweep, and helping your walls stay alive. Aromatherapy is very helpful for removing troublesome status from your Pokemon. Moonblast is reliable STAB. The last slot can be used for a wide variety of different things. Protect lets you get your Wish recovery and racks up passive damage. Toxic can be used to help break down walls, and Thunder Wave cripples offensive Pokemon. Encore can be used to lock a Pokemon into a set up move to allow you a free switch into something. Some good partners for this set include Furfrou, which hates Toxic and lacks reliable recovery. Trappers like Gothita and Dugtrio appreciate the extra HP to allow them to trap and kill another threat.

Clefable can be very difficult to take down, but it has some weaknesses that can be exploited. Arbok resists Moonblast, heals itself from status with Shed Skin, and can take it down with Gunk Shot. Clefable doesn't apperciate Taunt, thus Sableye, Skarmory, and Mega Bannette can deal with it pretty easily. Gothita can Trick it a Choice Scarf and set up on it, and Dugtrio can trap it and take it out with Earthquake, but only if Clefable is at low health.

Mamp

Corsola @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 SDef / 4 Spd
Calm Nature
- Stealth Rock
- Recover/Head Smash
- Scald/Head Smash
- Toxic/Head Smash
Corsola is blessed with a great ability in Regenerator, and a great movepool containing the likes of Scald, Recover, and Stealth Rock. Corsola works great in a defensive core with Amoonguss, as they have godlike defensive synergy, and both have Regenerator. Stealth Rock is a great move in any format, and is great if paired with Amoonguss, as the two of them are great at forcing switches. Scald is a good reliable STAB move, hitting a lot of things super effectively, and carrying a great 30% burn chance, which can cripple fighting-types and Dugtrio that may try to come in and ruin Corsola's day. Toxic cripples walls like Slowking and Furfrou. Recover may seem a bit redundant alongside Regenerator, but it really helps it to stall out attackers and walls. Head Smash is another good option, which is quite good alongside Regenerator. Specially defensive EV's are preferred, because Corsola gets Scald to deal with physical attackers.
Corsola is not unbreakable, and suffers from a crippling weakness to Grass-type attacks. This means it is forced out by common Pokemon like Amoonguss, Breloom, and Linoone. It also can be trapped by Dugtrio and KO'd with an Earthquake. It is also complete set up fodder for Magic Guard Clefable, and guts Pokemon like Ursaring poop all over it.

Mamp

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Sucker Punch
- Stone Edge
- Earthquake
- Stealth Rock
Dugtrio is a very capable trapper and Stealth Rock user due to its nice Ground-type, and ability to dismantle many defensive cores, such as Corsolaguss. Arena Trap is one of the best abilities in the game, and Dugtrio is capable of making efficient use of it. Earthquake is a strong STAB move capable of OHKOing anything weak to it, requiring an Adamant nature on anything invested. Stone Edge is for hitting Flying-type Pokemon immune to Earthquake (if for some reason they don't switch out), and Sucker Punch is for finishing off weakened pokemon that are faster. Stealth rocks are here for obvious reasons.
Due to the odd nature of Dugtrio's utility, it's quite hard to counter, as it's job is not to sweep, but to pick out and KO individual threats, but most Grass-types will beat it one on one. Skarmory is also a good check to this set as it is immune to Earthquake, resists Stone Edge, and doesnt attack enough to make Sucker Punch matter.
TheBurgerKing99

Eevee @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Return / Double-Edge
- Quick Attack
- Bite
- Sleep Talk / Baton Pass
Eevee is a very strong Pokemon thanks to its access to Adaptability. While Porygon-Z is better at a special normal-type Adaptability abuser, Eevee is much better physically thanks to Quick Attack and Bite. I opted for a bulkier set so I can use an Adamant nature for more power. Return is a reliable STAB that you can click to destroys something's life. However, from experience, this thing will leave things just barely living. Double-Edge can be used to remedy this, at the cost of recoil. Quick Attack gives this thing a strong priority attack. Bite is for Ghost-type Pokemon. It's not much, but Eevee's movepool is garbage - Bite and Dig are its only coverage moves on the physical side. Sleep Talk allows Eevee to absorb sleep for the team. Baton Pass can be used as a damageless U-Turn however.
Terrakion does a good job at walling Eevee, as it resists its STAB and it's coverage move while hitting it hard back with its STAB. Same applies for Lucario and Cobalion. Spiritomb also do a good job at dealing with this, as they don't care about a neutral Bite. In fact, anything that resists Normal and isn't hit SE by Bite does a good job at dealing with it.

Furfrou @ Leftovers
Ability: Fur Coat
EVs: 4 Spd / 252 SDef / 252 HP
Careful Nature
- Toxic/Thunder Wave
- Protect/Refresh/Thunder Wave
- Roar
- Return/U-Turn
Meet Furfrou, the bulkiest physical wall in the tier. Thanks to Fur Coat, Furfrou is almost untouchable on the physical side, even without defense investment. With SpDef investment, Furfrou can take hits very well on the special side too. Furfrou's movepool is somewhat shallow, but it has the tools it needs to be a very good supporter. Toxic is Furfrou's best way of dealing damage, and helps it to beat walls. Thunder Wave is an option to shut down fast attackers. Protect lets Furfrou get Leftovers recovery, rack up Toxic damage, and scout the opponents moves. Roar is valuable to allow it to escape from trappers like Dugtrio and Gothitelle, shut down set-up sweepers, and rack up entry hazard damage. Return is just a reliable STAB move, although U-turn can be used to get out of sticky situations and gain momentum. Assault Vest is an option to make Furfrou indestructible on both sides, but Furfrou really misses its support moves and leftovers recovery.
The biggest threat to Furfrou is residual damage like Toxic and Leech Seed, however, Furfrou has access to Refresh to remove Toxic. Due to Furfou's lack of reliable recovery it can be worn down quite easily by hazards and weather. Pokemon with Mold Breaker can ignore Fur Coat and hit Furfrou hard with Fighting-type attacks. Special Fighting-type moves pose a threat to Furfrou, but thankfully Focus Blast is quite innacurate. However, specially attacking Machamp can 2HKO Furfrou with Focus Blast, with no danger of missing thanks to No Guard. Users of Aura Sphere, like Mega Lucario and Clauncher can seriously threaten Furfrou as well.
Mamp

Gengar (Gengar-Mega) @ Gengarite
Ability: Shadow Tag
EVs: 192 HP / 64 Atk / 252 Spd
Jolly Nature
- Fire Punch / Shadow Claw / Thunder Punch / Ice Punch
- Perish Song
- Substitute
- Protect / Will-o-Wisp

Overview
Ah Mega Gengar, such a beast it was banned in OU when even things like Talonflame aren't, showing the true power of this beast. Mega Gengar is honestly just one of the most terrifying pokemon to face in Averagemons, due to it's great ability in Shadow Tag and access to Perish Song and many other coverage moves to get rid of threats to your sweepers. This set aims to abuse it's access to many physical coverage moves and access to perish song to support whatever sweeper you need it to. Using a certain chart (WIP), you can determine what coverage move mega gengar needs to eliminate foes from the field (which will be at the end of this analysis), which half of the time you don't even need to do that, you can just perish trap most your foes.

C&C
Mega gengar legitimately has no counters because everything either gets hit by a coverage move or gets Perish trapped. Although it does have a couple of checks such as Choice Scarfed Aegislash, other Mega Gengar, Mega Banette and a couple of others, overall it is very hard to stop this beast once it gets in, because it's job isn't to sweep, it's to eliminate counters to other sweepers and be a good offensive support.

By: Oiawesome

Gothita @ Safety Goggles
Ability: Shadow Tag
EVs: 252 SAtk / 76 Spd / 180 SDef
Modest Nature
IVs: 0 Atk
- Energy Ball
- Thunderbolt
- Psyshock
- Dark Pulse
This is quite a useful set. The EV spread is to maximize Special Attack, be able to tank some Regenerator attacks, and outspeed some walls that try to speed creep. The EVs can be adjusted to your liking, but this spread works well. Safety Goggles are to block a Spore from Amoonguss. IVs are to reduce Foul Play damage. Energy Ball is for Corsola, but Thunderbolt is generally better on Slowking due to its Paralyze chance. Psyshock is for Amoonguss, as most of them are Specially Defensive, and Dark Pulse is for coverage.
Checks and Counters: Not many, because Gothita traps what it switches in on. If the switch can be predicted, many special walls can take care of it, especially Skarmory, as it can phaze it out with Whirlwind. Also, a Shed Shell Amoonguss can switch out to a dark type to take the incoming Psyshock. Until that set gains popularity, however, Gastro Acid is its best bet. The Black Sludge recovery is usually too good to exchange it for Shed Shell, but it is a reliable way to escape Shadow Tag.
By: AWailOfATail
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Gothita @ Choice Scarf
Ability: Shadow Tag
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
- Calm Mind
- Psychic
- Rest
- Trick

Gothita can also run a more stally set with Calm Mind. The idea is to come in on a wall or something else that cannot threaten you, trick it your scarf, then set up to +6 with Calm Mind and Rest. From there you can kill whatever you were trapping and go for a sweep. Another move can be used over Psychic, as Dark-types are immune to it, but Psychic is Gothita's most powerful option. As for the EV spread, you don't need SpA of SpDef investment once you've set up, so the EVs are in physical bulk to help it take hits. You may want to run some speed creep, but Gothita doesn't really need to outspeed things, and once you Trick the scarf, they'll outspeed you anyway.

If Gothita gets in on something it can beat, it is almost guaranteed a kill, and you can't switch to a Pokemon that can deal with it. Thus, it is very difficult to counter. You can surprise it by running a super effective coverage move on something it traps, or Shed Shell. Otherwise, you can predict it coming in and switch to something that can force it out. After Gothita has killed something, you can bring in a dark type or something that resists Psychic and force it out. Alternatively, a faster Pokemon with a powerful physical attack can force it out, like Eevee or Victini.

Mamp

Kangaskhan @ Kangaskhanite
Trait: Scrappy
EVs: 4 HP / 252 Atk / 252 Spe
Adamant/Jolly Nature
- Power-up Punch
- Return/Double Edge
- Crunch/Sucker Punch
- Earthquake
Mega Kangaskhan was banned from OU for being too powerful, too bulky, and too difficult to counter. Mega Kangaskhan is just as broken in Averagemons, despite the fact that its stats are no longer outstanding. The reason for its power is its ability, Parental Bond, which gives it effectively a base 175 attack stat. It also gains the ability to hit things through Substitute, and ignore Focus Sash and Sturdy. This comes coupled with an exceptional movepool, allowing to hit most things super-effectively. Power-up Punch is effectively a Swords Dance stapled to a 60BP fighting-type attack. At +2, Mega-Kangaskhan can 2HKO Furfrou. That should tell you all you need to know about Kangaskhan's power. Return is a reliable STAB move, and hits ridiculously hard. Double Edge is a viable alternative, but the recoil hinders Kangaskhan's ability to sweep. The last two moves are coverage moves. Crunch hits Ghost-types hard, and Earthquake takes down Rock and Steel types. Sucker Punch can be used over Crunch for priority, but having to rely on your opponent using an attack is unreliable. Kangaskhan also gets access to Hammer Arm, and the elemental punches, amongst other things, so you can run those if you want to.

Just like in OU, Mega-Kangaskhan is almost unstoppable once it gets going. However, Furfrou can take a hit and Roar it out, Unaware Pokemon can ignore its Attack boosts and try to kill it, but it still hits like a truck without its boosts. The best way to deal with it is Sableye or Mega-Bannette, who are immune to Return and can cripple it with a priority Will-o-Wisp.

Mamp

Linoone (M) @ Sitrus Berry
Ability: Pickup
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Belly Drum
- Extreme Speed
- Shadow Claw
- Seed Bomb
Linoone is one the most dangerous set-up sweepers in the meta, making use of Belly Drum to raise it's attack to a phenomenal level. Not only that, but it gets STAB on Extreme Speed, allowing it to kill opposing Pokemon before they get a chance to fight back. Shadow Claw allows Linoone to hit ghosts, and Seed Bomb hits rocks and bulky waters super effectively. Sitrus Berry gets you a bit of health back after you Belly Drum to make it harder for you to be revenge killed. Make sure to have an even number of HP so that Belly Drum puts you into Sitrus Berry range.
Linoone is not unstoppable however, as Steel-types resist every move it carries, except Shadow Claw. Unaware Pokemon like Clefable and Quagsire can ignore its boosts, but Quagsire has to watch out for Seed Bomb. Furfrou can take any hit from Linoone and roar it out. Focus Sash users can take a hit, go down to their sash, and KO in return.
Mamp

Numel @ Leftovers
Ability: Simple
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Growth
- Flame Charge
- Earthquake
- Rock Slide
Thanks to X & Y, Numel got the great boost of being the only Fire-type to get Growth. When in the sun Growth gives Numel a huge boost to both its special attack and attack. Flame Charge allows numel to outspeed every scarfer in the tier. Not only that it rounds out the EdgeQuake coverage by being able to hit Steel-type Levitators and the Ground/Grass and Fighting/Grass-type Pokemon super effectively. Earthquake is the best STAB move that Numel has sporting 100 base power and denting things that aren't immune or resist it. Unfortunately Numel doesnt get Stone Edge but it can still run the EdgeQuake combo giving it great coverage.
Like all boosters Numel can't stand having Unaware pokes around although you could always run a special set with Solar Beam to deal with Quagsire. An indirect way to deal with Numel would be to take out the Drought pokemon before Numel can use Growth. Another possible answer to it is Furfrou, which avoids the OHKO, and can Roar it out.
By: Paperwars

Pupitar @ Life Orb/Leftovers / Lum Berry
Ability: Shed Skin
EVs: 44 Spd / 252 Atk / 212 HP
Adamant Nature
- Dragon Dance
- Earthquake
- Stone Edge/ Rock Slide/ Smack Down
- Rest

Pupitar is blessed with a great offensive typing, one of the best physical boosting moves and a great ability. Dragon dance is one of the best physical boosting moves increasing speed and attack. After a single boost you should be able to outspeed most pokes in the tier since choice scarf is a fairly rare item choice. Earthquake and Stone Edge are the moves of choice on this set but in the place of Stone Edge you can always use Rock Slide or possibly Smack Down. Smack Down may seem like a odd choice but it has some utility to it along with being a 100% accurate rock type move. Shed Skin allows you to abuse Rest, often giving you much less sleep turns than you would get otherwise.

All is not wonderful for Pupitar though - his great offensive typing comes with a horrible defensive typing. Pupitar is weak to 3 types of priority although with the bulk of averagemons you are unlikely to die in one hit unless it is Aqua Jet. Like most set up sweepers Pupitar can't break through Pokemon with Unaware. Unless Pupitar runs Smack Down, the rare Bronzong will stop it dead in it's tracks. The more common Grass/Fighting Pokemon like Breloom will easily stop Pupitar.

By: Paperwars

Sableye @ Leftovers
Ability: Prankster
EVs: 252 SDef / 252 HP / 4 Spd
Calm Nature
- Will-o-Wisp
- Recover
- Taunt
- Seismic Toss/Night Shade/Foul Play

Sableye is by far one of the most broken Pokemon in Averagemons. The reason for this is its ability, Prankster, and an amazing movepool with which to abuse it. This set can single-handedly beat offensive Pokemon and defensive Pokemon alike. Prankster + Will-o-Wisp is amazing, letting you cripple physical attackers before they get a chance to hit you. It also provides residual damage, which Sableye can abuse by stalling with Recover. Taunt lets it shut down walls and set up sweepers. Priority Recover means that you can't be killed by anything that can't 2HKO you. And between the SpDef investment and priority Will-o-Wisp, not much can 2HKO you. The last moveslot is just reliable damage, to be used to get the last bit of damage on an opposing Pokemon, or if you have nothing else to do (i.e, they are taunted, burned, and you are at full health).

Sableye is very difficult to counter. Powerful physical Fire-types can beat it, like Victini and Talonflame. Special Fairy-types can beat it as well. Pokemon with Magic Guard, like Clefable, can ignore the burn, which makes it much more difficult for Sableye to kill it. If you can taunt it as it switches in, it can't do much at all, and Pokemon with the Oblivious ability can't be Taunted.

Mamp

Shell Smash:
Shuckle @ Lum Berry/White Herb
Ability: Sturdy
EVs: 48 Spd / 252 Atk / 208 SpA or 48 Spd / 252 Atk / 208 HP
Naughty / Lonely / Adamant Nature
- Shell Smash
- Earthquake
- Stone Edge / Rock Slide
- Hidden Power [Flying] / Hidden Power [Ice] / Knock Off
Shuckle, from out of the depths of NU, has found a niche in Averagemons as powerful Shell Smasher. Sturdy is a major part of this since it allows Shuckle to set up freely. This is especially true against Sheer Force Pokémon, as they will lose their ability to burn, freeze, or paralyze. Lum Berry will help with Amoonguss and Breloom so they cant Spore you. You could also go with a White Herb if you don’t want defense drops from Shell Smash. Shell Smash is there for boosting your attack, special attack, and speed to much higher levels. Shuckle also gets the EdgeQuake combo but you could also use Rock Slide over Stone Edge if you’d rather have a higher PP and a flinch chance over power and a critical hit chance. Hidden Power Flying is if you’re worried about Brelooms, Hidden Power Ice is for general coverage, or you could also use Knock Off to remove Flame Orbs from Clefables so you can Spore them later for example. One thing to watch out for when using this set is switching because it could ruin Shuckle’s Sturdy.
Checks and Counters:

Furfrou and Skarmory are big problems to this set because of phasing and their ability to wall your main physical moves. Probopass is a very big problem if it has an Air Balloon due to both of its stabs being super effective against Shuckle and it resists Rock. Rain is also a problem as you wont get a chance to set up because of powerful Hydro Pumps everywhere. Speedy Taunt users can also cripple this set.

By: Arhops
_______________________________________________________________________________________

Entry Hazard/Support Shuckle:

Shuckle @ Custap Berry/Red Card/Chesto Berry
Ability: Sturdy
EVs: 252 SDef / 240 HP / 4 Def / 12 Spd
Filler Nature
-Stealth Rock
-Sticky Web
-Stone Edge/Rock Slide/Knock Off
-Toxic/Rest/Infestation

In X and Y, Shuckle has gotten the blessing of being the only Pokemon with both Sticky Web and Stealth Rock (other than Smeargle of course). First off you have a Custap Berry or Red Card, a Custap Berry lets you have a free second hit due to Sturdy, and Red Card helps to deal with Pokemon that try to set up on Shuckle. The problem with Red Card is that it could switch your opponent into a faster Pokemon than your Shuckle or it could be abused with Regenerator users (most notably Slowking). If you dont really want these items you can also use a Chesto Berry with rest to reset Sturdy and recover HP. Then you have lots of choices for the 3rd slot. You could go for the Stone Edge for alot of power out of Shuckle or for the Rock Slide if you prefer the PP and secondary effect. Knock Off could also be used if your concerned about the opponents item, which is especially good on Slowking as it can remove Assualt Vest from Slowking while your opponent is switching for recovery. Then you have 3 support moves to chose from. Toxic for constant damage, Rest for recovery and to reset Sturdy, and Infestation to get constant damage and a trapping effect.

Checks and Counters:

Skarmory is a big threat to this Shuckle set. This is because Skarmory has defog, is immune to toxic, resists all of your stabs, and can Taunt you. Probopass is a threat as well because of its powerful special STABs are super effective against Shuckle. Rain is a threat as well because of STAB Water-type moves doing 4x regular damage to this Shuckle set. Speedy taunt is also a threat.

By: Arhops

Wall:

Skarmory @ Shed Shell / Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spd
Impish Nature
- Defog/Spikes/Brave Bird
- Stealth Rock/Taunt
- Whirlwind/Defog
- Roost

Skarmory, a premier physical from OU with a great typing has come to wall in Averagemons. Skarmory gets a huge boost this gen with Defog allowing it to remove all entry hazards and screens on the field, including your own. Shed Shell allows you to escape Magnezones trying to capture you, and the Gothita set with Thunderbolt. You could also run Leftovers if you think Whirlwinding them out is enough. Spikes and Stealth Rocks help with stall teams with regenerator cores, Brave Bird is just for attacking (mainly Breloom), and Whirlwind is just for racking up entry hazard damage or forcing out trappers. Roost is a great recovery move, and Sturdy guarantees a layer of Spikes or Stealth Rocks.

Checks and Counters: Magnezone is the definition of a Skarmory counter but is easily ignored ignored through Shed Shell. Zapdos is a threat because it gets STAB Thunderbolt, Heat Wave, an immunity to Spikes, and Roost to heal if Brave Bird is doing decent damage. Heatran is also a good counter because it can shut down Skarmory with Taunt and can the proceed to take it out with a STAB Fire Blast.

By: Arhops

By: Adrian Marin

Slowking (M) @ Assault Vest
Ability: Regenerator
EVs: 252 HP/ 120 SDef / 132 Def / 4 Spe
Bold Nature
- Scald
- Dragon Tail
- Flamethrower/Psyshock/Psychic
- Ice Beam

Slowking is usually outclassed by its close sibling, Slowbro, however, many will agree that in Averagemons, this statement is reversed thanks to its access to Dragon Tail. Regenerator + Assault Vest is what makes this set so powerful, scouting many opposers with ease while providing phazing and potentially burning opponents with Scald. Ice Beam and Flamethrower provide just enough coverage to threaten many potential sweepers and walls such as Dragonite, Landorus-T and Ferroseed.

Checks and Counters:

Powerful STAB super effective attacks are about the only thing that can stop this set, the number one counter is Magic Guard Clefable, who doesn't care about whatever Slowking throws at it, Dragon Tail cannot even phaze Clefable courtesy of its new fairy typing. Clefable is not all that haunts the great king, both Trick and Knock Off really compromises its usefulness so it's recommended to scout the opposing Pokemon to see if it has Trick/Knock Off first.

By: DreMZ
Swirlix @ Chesto Berry
Ability: Unburden
EVs: 44 Spd / 252 SAtk / 212 HP
Modest Nature
- Calm Mind
- Rest
- Dazzling Gleam
- Flamethrower / Surf
Swirlix is good for 2 things - looking adorable and sweeping with Calm Mind. Thanks to Unburden, Swirlix can invest more in HP to make it bulky than in Speed. Calm Mind makes this thing much more bulky on the special side and also much stronger. Rest is there to activate Unburden and to give it a free heal. Dazzling Gleam is your STAB, as it unfortunantely does not get Moonblast. The final moveslot is up to you, as Swirlix has an amazing special movepool with moves like Energy Ball, Flamethrower, and Thunderbolt. It really depends on what your team can cover. The 44 Speed EVs are there because at +2, you only need 44 speed EVs to outspeed positive nature scarfers after Unburden. Meanwhile, it lets you outspeed all of the no speed EV bulky mons - it even lets you outspeed speed creepers. Cam Mind and Unburden let it be a good late-game cleaner.
Swirlix, while very powerful, is not impossible to stop at all. Unaware Pokemon can stop it cold in its tracks. Clefable is notably better than Quagsire at stopping Swirlix, since it can also set up Calm Minds of its own and doesn't get destroyed by Energy Ball. What walls it depends on what coverage move you use. If it has Flamethrower, Fire-types are a good answer to it. If it runs Surf, then Ferroseed and Grass/Poison-type Pokemon stop it.

Swoobat @ Leftovers
Ability: Simple
EVs: 252 Def / 252 HP / 4 Spd
Bold Nature
- Calm Mind
- Stored Power/Psychic
- Roost
- Air Slash/HP Fighting/Energy Ball

Swoobat is one of the most threatening Calm Mind sweepers in the tier thanks to Simple doubling its stat changes. This means that a single Calm Mind doubles both its Special Attack and Special Defense, as well as raising the Base Power of Stored Power to 100. With this investment, Swoobat is very difficult to break with either physical or special attacks after a Calm Mind, allowing to easily set up further, especially with Roost allowing you to get your health back. Stored Power is the STAB move of choice, reaching 100 BP after one Calm Mind, 180 after two, and a whopping 260 after three! This helps to make up for the lack of offensive investment, OHKOing even Specially Defensive Resists at +6!

+6 0 SpA Swoobat Stored Power (260 BP) vs. 252 HP / 252+ SpD Skarmory: 401-472 (99.2 - 116.8%) -- 93.8% chance to OHKO

Psychic can be used instead for more immediate power, but it is difficult to pull off a sweep with Psychic due to the low base power. The last slot is for a coverage move. Air Slash gets STAB, and hits quite a few things super-effectively, but leaves Swoobat with no options to hit Steel-types. Hidden Power Fighting gets great coverage alongside Stored Power, hitting Dark and Steel-types super effectively. However, Psychic types will resist both of your moves. Energy Ball is an option to take out Unaware Quagsire, but is generally inferior to other options.

Swoobat can be quite difficult to take down once it has boosted up, but any Unaware Pokemon will be able to deal with it handily - however, Stored Power will still do a lot of damage due to its high base power. Skarmory can check it, taking a hit, going to Sturdy and Whirlwinding it out. Swoobat has a poor defensive typing, which can be taken advantage of to bring it down with a super-effective attack while it tries to set up. The lack of speed investment means it can be revenge killed with ease. Swoobat can't really do anything if it's Taunted. Tricking it a Choice Scarf before it has set up with the likes of Gothita can shut it down completely. Finally, if Swoobat is running Hidden Power Fighting for coverage, Spiritomb and Sableye are completely immune to its attacks.

Mamp

Talonflame @ Leftovers/Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 252 HP / 4 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance/Bulk Up
- Roost/Steel Wing/U-turn
Talonflame is a terrifying threat in OU, and is just as deadly in Averagemons, thanks to Gale Wings giving priority to Brave Bird. This allows it to serve as a very potent revenge killer, outspeeding even scarfers and speed boosters. It can also sweep late game once its counters and checks have been removed with Swords Dance or Bulk Up. Brave Bird is the main STAB move, with an amazing 120 Base Power. If the recoil is unappealing, Acrobatics is an option with no item, but doesn't hit as hard. Flare Blitz smacks Steel types that resist Brave Bird, and also hits Ice-types harder than any of its other moves. Swords Dance is the superior choice, but Bulk Up can be used for some added bulk. The loss of power is quite significant however, as demonstrated by the following calcs:
+1 252+ Atk Talonflame Brave Bird vs. 4 HP / 0 Def Chatot: 270-318 (78.9 - 92.9%) -- guaranteed 2HKO
+2 252+ Atk Talonflame Brave Bird vs. 4 HP / 0 Def Chatot: 358-423 (104.6 - 123.6%) -- guaranteed OHKO

In the fourth slot, there are a few options. Roost can be used to recover from Stealth Rock damage and recoil, Steel Wing can be used to hit Rock-types, and U-turn can be used to gain momentum and deal damage as you switch. As for the item, Sharp Beak can be used over Leftovers to allow you to OHKO 252/0's at +2 with Brave Bird, but reduces your longevity significantly.
Talonflame's biggest weakness is obviously Stealth Rock. If you see a Talonflame on the opposing team, getting up rocks should be top priority to shave off half of its health as it switches in. Rock-types resist both of its STAB's and can scare it off with their own STABs. Of note is Corsola, which isn't weak to Steel Wing and can stall it out with Toxic + Recover. Furfrou walls Talonflame, and can Roar it out.
Mamp

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SAtk
Lonely Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt

Victini is the most powerful unboosted physical attacker in the tier, bar none. Choice Band Victini V-Create 2HKO's even the bulkiest of physical walls:

252+ Atk Choice Band Victini V-create vs. 252 HP / 252+ Def Chatot: 289-342 (71.5 - 84.6%) -- guaranteed 2HKO

Pokemon without defensive investment are cleanly OHKO'd.

252+ Atk Choice Band Victini V-create vs. 4 HP / 0 Def Chatot: 403-475 (117.8 - 138.8%) -- guaranteed OHKO

On top of this, Victini has a very wide offensive movepool, including Zekrom's signature move Bolt Strike. Bolt Strike is a good option for hitting Water-type Pokemon that may come in on Victini to tank a V-Create. U-turn lets you gain momentum on switches, and Zen Headbutt is secondary STAB that hits Poison and Fighting-types harder than anything else on the set.

Due to holding a choice item, this Victini set can be easy to play around. Using Protect to scout its move choice and then switching to something that can take it is an effective strategy. Qwilfish and Gyarados both resist V-Create and can lower Victini's attack with Intimidate, but have to watch out for Bolt Strike. Furfrou can take anything from Victini thanks to Fur Coat, but V-Create still hits it hard. Heatran is immune to V-Create, and resists everything else except Bolt Strike.

Mamp

_______________________________________________________________________________________
Attack can be replaced with SAtt, and Defense with SDef.
Attacking EVs (nature) vs. Defensive HP/Def EVs(nature)
p = Base Power * STAB * Effectiveness * etc. (See items and abilities list.)
% = percent damage done (minimum)
252+ vs. 252/252+ ||| 252n (neutral) vs. 252/252+ ||| 252n vs. 252/252n
% = p/563.445 ||| % = p/618.09 ||| % = p/563.445
-----------------------------------------------------------------------------------------------------------------------
252+ vs. 252/252n ||| 252n vs. 252/4n ||| 252+ vs. 252/4n
% = p/513.629 ||| % = p/446.611 ||| % = p/407.124
-----------------------------------------------------------------------------------------------------------------------
252 vs. 4/0n ||| 252+ vs. 4/0n ||| 252n vs. 0/4n ||| 252+ vs. 0/4n
% = p/376.188 ||| % = p/342.927 ||| % = p/376.672 ||| % = p/343.368
Explanation:
Ok, since every Poke has the same base stats, we can use the same formula for each of them. Now, looking at the first example, we see the following:
1. The Attacking Pokemon has 252 EVs in Attack and a +Attack nature.
2. The Defending Pokemon has 252 EVs in HP, 252 in Defense, and a +Defense nature.
.
Now, if the base power of the attack is 90, and STAB is applied and is SE, 90*1.5*2 = 240. Therefore, p is 240. Since 240/563.445 is about .426, that attack will do 42.6% to the Defending Pokemon.
Note: Do all, so if there are more than one things listed for situation (such as tinted lens vs solid rock when SE, you do all multipliers.)
Keep in mind, some numbers were cut from the bottom number to keep it clean. So the result might be 15.6% but the minimum might be 15.5%.
  • Choice Items: Multiply p by 1.5
  • Life Orb: Multiply p by 1.3
  • Adaptability: Multiply p by 4/3 for relevant moves (Or do *2 instead of *1.5 for STABs)
  • Sheer Force: Multiply p by 1.3 for relevant moves
  • Guts: Multiply p by 1.5 if statused
  • Sand Force: Multiply p by 1.3 for rock, ground, and steel moves if weather is sandstorm
  • Rain: Multiply p by 1.5 if move is water
  • Sun: Multiply p by 1.5 if move is fire.
  • STAB: Multiply p by 1.5
  • 2x effective: Multiply p by 2
  • 4x effective: Multiply p by 4
  • .5x effective: Multiply p by 1/2
  • .25x effective: Multiply p by 1/4
  • Hustle: Multiply p by 1.5
  • Solid Rock: If 2x effective or 4x effective, multiply p by 3/4
  • Filter: If 2x effective or 4x effective, multiply p by 3/4
  • Tinted Lens: If .5x effective or .25x effective, multiply p by 2
  • Multiscale: Multiply bottom number by 2
  • Assault Vest: Multiply bottom number by 1.5
TY to whoever filled in the rest of the multipliers.
~AWailOfATail

S.W.A.T. - The use of regenerator cores
Regenerator is somewhat of an oddity of an ability; despite being very powerful, it's quite incapable of being used to its full potential in standard tiers. The main reason for this is that Regenerator thrives on defensive synergy, something that is hard to abuse with the choices of Regenerator mons in normal tiers. In Averagemons, though, many threats are capable of doing just that. Regenerator abusers got another cool tool in Gen 6: Assault Vest. Assault Vest, for those of you that don't know, boosts the special defense of a pokemon by 50%, but at the cost of the Pokemon being permanantly taunted. This is quite good on a lot of Pokemon, but is truly great on Regenerator pokemon, as they are capable of abusing the bulk of Assault Vest, while still having recovery!
Common Regenerator Cores
Ho-oh + Corsola
Amoonguss + Corsola
Slowbro/Slowking/Slowpoke + Amoonguss
Mienshao + Ho-oh + Tangrowth
Slowbro + Slowking + Slowpoke
Alomomola + Amoonguss
Corsola + Tornadus-T (Rain Support)
Alomomola + Tangrowth
Slowking + Amoonguss + Ho-oh + Corsola + Tornadus-T + Mienshao (AKA Adrian's team)
Feel free to add cores


-TheBurgerKing99

Speed - Very Important Stuff
Speed is weird in this metagame, considering the fact that everything has the same base speed of 100. You would think that this means that all spreads should either have 252+ Speed or no/4 speed (outside of speed creep), but this isn't always true. This mainly applies to Pokemon that can boost their speed, including Pokemon that set-up (Dragon Dancers are an example of this), Pokemon that have abilities that boost their speed (Speed Boosters and Unburden), or simply Pokemon with a Choice Scarf move. So here's some odd Speed EVs that you can use. A general rule I think is that 44 Speed EVs is all you really need if you have a way to boost your speed outside of Choice Scarf. At 44 Speed EVs, you outspeed anything that doesn't run speed and speed creepers (unless they're doing some extreme speed creeping). At +1 you outpace everything that run max speed, and at +2 you outpace everything at +1, which includes Choice Scarfers. This also means that you can run a bulky choice scarf set with 44 Speed EVs if you so desire. 44 Speed also lets you run a Modest or Adamant nature, making your pokemon stronger than the others in comparison. So the main speed tiers you need to keep in minds are (in order of fastest to slowest). Note that this doesn't include speed creeping. (I'll calc -1 speeds later)
  • +2 44 EVs
  • +1 252+ EVs (Choice Scarfer)
  • +1 44 EVs
  • 252+ EVs
  • 252 EVs
  • 44 EVs
  • 0-4 EVs
Speed Creeping - Why it's so important
Speed Creeping is the act of tossing a few Speed EVs on a Pokemon that would normally run at most 4 speed EVs. This is prominant in bulky attackers and walls that wish to be faster. Speed Creeping is a way to avoid Speed Ties most of the time, and it is rather useful. However, make sure you don't invest too much into your speed - you still want that bulk. 8-12 speed EVs seems like it is the best to use. Note that max speed pokemon cannot be sped crept or speed creep, as they hit their maximum speed.
Being Slower
While speed is very important, sometimes you want to be slower. An important example of this is Analytic Pokemon. These Pokemon want to go last so they can get their x1.3 boost. Fortunately, it's pretty easy to be slower than everything because everyone has the same speed. Simple set your Speed to 0 EVs / 0 IVs and a - Speed nature and you should be slower than everything bar other pokemon that are doing the same. Another example of pokemon that would want this is Volt-Switchers and U-Turners so they can get momentum. Sleepers might also want to be slower so that they can get as many sleep turns as possible.

Speed Drops

It is important to note that, if you are at -1 speed, and your opponent is at neutral speed, unless you are scarfed, or your opponent is running a -speed nature and 0 Speed IVs, they will always outspeed you. A base 100 Pokemon with 252 EVs and a positive nature reaches 328 speed, which becomes 218 at -1 (328x2/3 = 218.666667, which rounds down to 218). A base 100 Pokemon with a neutral nature and 0 EVs hits 236 speed. -1 Speed effectively cancels out Choice Scarf, so if you are scarfed at -1 speed, whoever has more speed investment will move first.

_______________________________________________________________________________________
http://replay.pokemonshowdown.com/fusx-averagemons-292
Calm Mind + ChestoRest Swirlix was far too cute for Paperwars to handle

http://replay.pokemonshowdown.com/fusx-averagemons-262
Close battle featuring a sun team.

http://replay.pokemonshowdown.com/fusx-averagemons-208
Numel too good

http://replay.pokemonshowdown.com/fusx-averagemons-210
Talonflame sweep.

http://replay.pokemonshowdown.com/fusx-averagemons-202
A very close match, featuring some cool sets like Perish Trap Mega-Absol, and Calm Mind + RestTalk Kyogre, and lots of screens. (also featuring theburgerking99's awesome naming abiliities on VOLBEAST )

http://replay.pokemonshowdown.com/fusx-averagemons-200
A close match featuring a sand team.

http://replay.pokemonshowdown.com/fusx-averagemons-199
A less close match in which Unaware Clefable walls an entire team.

http://replay.pokemonshowdown.com/fusx-averagemons-197
Linoone sweep.

http://replay.pokemonshowdown.com/fusx-averagemons-193
A close battle, showcasing a bunch of cool Pokemon, and showing a couple of ways to effectively deal with Belly Drum Linoone.

http://replay.pokemonshowdown.com/fusx-averagemons-192
Talonflame can revenge kill even heavily boosted threats.

http://replay.pokemonshowdown.com/fusx-averagemons-190
Baton Pass is a very viable strategy in Averagemons.

http://replay.pokemonshowdown.com/fusx-averagemons-186
One of the best matches I have seen in my life. A very close game, full of amazing predictions and creative movesets.

http://replay.pokemonshowdown.com/fusx-averagemons-148
V-create too good

http://replay.pokemonshowdown.com/fusx-averagemons-139
Adrian being a boring poohead.

http://replay.pokemonshowdown.com/fusx-averagemons-220
Why grass types are manditory. And why I think breloom is s-rank

http://replay.pokemonshowdown.com/fusx-averagemons-265
Take a chance on Chansey?

http://replay.pokemonshowdown.com/fusx-averagemons-283
ExtremeKiller is a threat

http://replay.pokemonshowdown.com/fusx-averagemons-290
Close match with stall at the end

http://replay.pokemonshowdown.com/fusx-averagemons-297
Chatot + Arceus is pretty good.

http://replay.pokemonshowdown.com/fusx-averagemons-303
A close battle featuring: hax!

http://replay.pokemonshowdown.com/fusx-averagemons-304
really good stall on stall. Amoonguss tho

http://replay.pokemonshowdown.com/averagemons-74702961
TrickyTreecko: jeez zangoose is a THREAT

http://replay.pokemonshowdown.com/averagemons-74706199
ok

http://replay.pokemonshowdown.com/averagemons-74762822
Clean Talonflame sweep


HUGE thanks to everybody who contributed.
Also Oiawesome is Monte Cristo, DreMZ is The Reptile, and Mamp is perplexing pool on smogon.

edit: fixed skarmory's hide tag
and yes azumarill's check/counters are completely ridiculous
 
Last edited:
Lmao I just realized the Azumarill analysis lists grass types as counters and checks because it can hit it with stab, even though the set runs sap sipper :x
 

MAMP

MAMP!
Ah, I remember this. Good times. Just want to point out that Skarmory's set is in Shuckle's hide tag. Those replays really help show how diverse the meta is without Sableye, Kanga, and Gar.
 
Kecleon is quite decent. this thing is basically a MUCH better greninja. It has nasty plot, recover, and whole bunch of options physically and specially, including goodies like STAB sucker punch+shadow sneak priority options and STAB on boltbeam. the only thing that greninja gets over kecleon is u-turn and spikes, but I can see why greninja would be useful as it is.
 
Aggron @ Aggronite
Ability: Sturdy
EVs: 4 Atk / 252 Def / 252 Spe
Impish Nature
- Brick Break
- Aqua Tail
- Dragon Claw
- Heavy Slam

He Can Deal alot of damage and bulk alot of hits with his Impish Nature, I chose Defence over sp defence because most weaknesses are Phisical, Fighting Ground and there are also a couple of phisical fire types hanging around, My Moves I Put in for divercity, Brick Break Is A Powerfull Fighting move with a 100% chance to hit Aqua Tail Is For Fire And Ground Types as those are a few of his weaknesses, dragon claw is just for a little bit of type coverage and Heavy slam is Extremely usefull as alot of pokemon in the tier are small and light making aggron in my opinion a huge threat in such a small tier.
 
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Aggron @ Aggronite
Ability: Sturdy
EVs: 4 Atk / 252 Def / 252 Spe
Impish Nature
- Brick Break
- Aqua Tail
- Dragon Claw
- Heavy Slam

He Can Deal alot of damage and bulk alot of hits with his Impish Nature, I chose Defence over sp defence because most weaknesses are Phisical, Fighting Ground and there are also a couple of phisical fire types hanging around, My Moves I Put in for divercity, Brick Break Is A Powerfull Fighting move with a 100% chance to hit Aqua Tail Is For Fire And Ground Types as those are a few of his weaknesses, dragon claw is just for a little bit of type coverage and Heavy slam is Extremely usefull as alot of pokemon in the tier are small and light making aggron in my opinion a huge threat in such a small tier.
Aggron is not all that great here. all things have the same stats and aggron's typing is poor. however, it does have rock head head smash as well as a diverse special movepool. also, that set is pretty awful considering that dragon claw is poor coverage and it should be running something else over brick break, preferably ice punch or EQ.
the stat spread is also not too great, you should be running max attack and speed if you want an offensive set like that (or max HP and attack)


A better set for this meta would be:

Aggron@ choice scarf
252 atk/252 speed
jolly nature
ability: rock head
-head smash
-ice punch
-heavy slam
-EQ/superpower
 
Aggron is not all that great here. all things have the same stats and aggron's typing is poor. however, it does have rock head head smash as well as a diverse special movepool. also, that set is pretty awful considering that dragon claw is poor coverage and it should be running something else over brick break, preferably ice punch or EQ.
the stat spread is also not too great, you should be running max attack and speed if you want an offensive set like that (or max HP and attack)


A better set for this meta would be:

Aggron@ choice scarf
252 atk/252 speed
jolly nature
ability: rock head
-head smash
-ice punch
-heavy slam
-EQ/superpower
When you say 'Head Smash' and 'Poor Typing' I think you mean standard Aggron (and he mentions Aggronite in his set), as Mono Steel typing on MegaAggron is still one of the best typings around, especially with Filter on (although weaknesses to Fighting and Ground kind of suck and Steel is far better typing for walling special attackers with resistances to Grass and Fairy for example) and Head Smash without STAB backing it up isn't the best thing around. Although standard Aggron still has lots of resistances to switch in and MUCH higher base speed when compared to Aggron outside of AverageMons. Personally I would recommend Choice Band over Choice Scarf to be honest. In Averagemons it has much higher speed, so it's easier to switch on one of your 984981471324 resistances and throw heavy STAB Head Smash back (and it's only 10 points weaker then on Aggron outside of Averagemons, so it still hits like a nuke with massive 225 BASE POWER and no recoil). Problem I see with Scarf Aggron is that 2 horrible weaknesses to Earth and Fighting make it really risky to use against some Dragon Dancers. If you loose speed tie, +1 Earthquake coming from example from something like Salamence will one shot you, loosing your main revenge killer or Dragon Dance answer. IMO Scarfer shouldn't be x4 weak to any strong move just in case if you loose speed tie you don't die in one hit and in this metagame everything should live a hit with 100/100 bulk unless it's x4 weak (which Aggron is). IMO Aggron works much better as hit and run Pokemon which can switch on one of his resistances like Flying and nuke something on switch, so I'd rather have more power on it then speed IMO. Unless you don't care about boosting sweepers and just want fast Head Smasher, which still sounds fine.
 
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only to say, what does clefable exactly have over clefairy?
I know the latter has eviolite over the former.
The same goes with azu.
Ok... sorry
 
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Spinda can actually pull off Contrary Superpower from Gen 5 with better typing than Malamar. Really fun Pokemon to try.
Serperior gets Contrary Leaf Storm now, which might be interesting. Contrary is also nice against Defog, Sticky Web and Intimidate.
BTW is Stick pretty much permanent 100% crit mechanic confirmed or it's already busted ? If it's not, suddenly this guy looks good (NO WAY!). Swords Dance set which can insta-crit everything on field with good enough movepool to pull it off (All Hail Leaf Blade !).
Leaf Blade, Night Slash and Slash will all insta-crit except against Shell Armor. Another way to get an insta-crit is e.g Absol's Super Luck + Razor Claw + Psycho Cut or Night Slash. Or maybe use Focus Energy + Scope Lens +
Sniper.
Rufflet - Interesting Hustle user. Good bulk, good enough movepool to abuse it and access to Roost for instant recovery.
Also gets Hone Claws to abuse Hustle's accuracy loss.
If you have 4 random EV's left over, and you aren't yet invested in speed, put them in speed just to outspeed uninvested things.
Unless you're using Analytic of course.
Speed lowering Hidden Powers are really lame.
That would be Psychic, Fire, Rock and Fighting. Dark, Dragon, Grass, Ghost and Poison always have 31 speed IVs; the other types you can go for 31 speed IVs but you have to sacrifice several other IVs instead. (I don't know which IVs Showdown normally picks for you in that case.)
Things that have soft boosts built into their abilities will probably get more consideration because you get an advantage before the opponent.

Hustle, Guts, Toxic Boost, Flare Boost, Quick Feet, Fur Coat, and Download all carry increases or pseudo increases to a stat that activate when the user switches in (with orbs active in the case of Guts, Toxic Boost, Flare Boost, and Quick Feet.) And Intimidate, for a reverse effect.
Other pseudo increases: Adaptability, Aerilate, Analytic, Chlorophyll, Dark Aura, Fairy Aura, Icon Fist, Marvel Scale, Mega Launcher, Multiscale, Pixilate, Protean, Reckless, Refrigerate, Rivalry, Sand Force, Sand Rush, Sheer Force, Sniper, Strong Jaw, Technician, Tough Claws.
There are a lot of good intimidate abusers out there, like granbull, mawile, qwilfish, arcanine, dnite, gyarados, landot, arbok, staraptor, krookodile, luxray, stoutland, scrafty, and hitmontop (basically all intimidaters are good, but each of these have their own nice, such as qwilfish getting t-spikes, arcanine participating in fwg cores, gyarados setting up, arbok using coil, luxray being bad ass etc...)
Luxray also gets Volt Switch for that extra Intimidate momentum. Similarly Staraptor gets U-turn.
In fact, Prankster users have a field day.
Does Prankster Assist (Liepard/Meowstic)/Nature Power(Whimsicott)/RestTalk(Klefki?) make any sense?
Castform (M) @ Assault Vest
Ability: Forecast
Shiny: Yes
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Ice Beam
- Hydro Pump
- Thunder/Fire Blast
- Thunderbolt
Finally a metagame for this Pokemon. He can be used in just about any weather thanks to its ability Forecast. The moves you use matter on the weather so if you have a water team,you won't use Fire Blast and instead Thunder and Hydro Pump.
This looks decent, but if you're running this on sun you shouldn't have Hydro Pump. Also, Weather Ball is an option over Fire Blast/Hydro/Ice Beam. Castform also has a lot of other option at its disposal that can be run, like Rain Dance/Sunny Day, SolarBeam, Thunder Wave, and Tailwind. Personally, I think an item like Life Orb would be better on this set.
If you're going to run Weather Ball, Rain Dunce and Thunder, why not Hurricane to complete the set (like Thunder it never misses in rain, plus it has a 30% chance of confusion)?
 
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