I was surprised that Drapion didn't have a Pursuit trapping set when I looked at the on-site analysis and the analysis that's been posted on Smogon already. Drapion is one of the best Pursuit users in UU, so I feel that it should have its own set.
http://www.smogon.com/dp/pokemon/drapion
Status: COMPLETE! (ready for uploading)
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[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Crunch
move 3: Earthquake
move 4: Aqua Tail / Ice Fang
item: Life Orb
ability: Sniper
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
<p>Drapion is one of the most reliable Pursuit-wielding Pokemon in the UU metagame; however, Drapion is somewhat challenged for a spot on the team by both Absol and Spiritomb, two other great Pursuiters. Both of them have their benefits: Absol's sky-high Attack and Spiritomb's great overall bulk and no weaknesses. However, Drapion has other advantages that make it worth the teamslot. Drapion's unique typing gives it neutrality to Hidden Power Fighting and Focus Blast, two moves that are often carried by Ghost- and Psychic-types. Other Pursuiters, such as Houndoom, Absol, and Umbreon, have a weakness to these moves, which can make them unreliable when switching them in. Another unique trait that Drapion has is its excellent offensive movepool that consists of various moves Drapion can abuse to great effect. Also, Drapion's decent overall bulk helps it survive powerful attacks, such as a Nasty Plotted Hidden Power Fighting from Mismagius, a Charge Beam-boosted Thunderbolt from Rotom, or a Calm Minded Surf from Slowbro. Lastly, Drapion's excellent base 95 Speed gives it the opportunity to outpace a large portion of the UU metagame as it's the fastest Dark-type in UU, tying with only Houndoom and Sharpedo.</p>
<p>Crunch is Drapion's STAB move of choice, as it will always hit the opponent for a Base Power of 80, unlike Pursuit, which hits for a Base Power of 40 unless the opponent switches out. Earthquake helps Drapion hit Steel-types that are resistant to Drapion's Dark-type STAB moves, particularly Registeel and Steelix. Aqua Tail and Ice Fang are great moves in the final slot. Aqua Tail lets Drapion hit Ground-types, such as Donphan, for heavy damage, while Ice Fang hits Flying- and Grass-types, such as Altaria and Tangrowth, and still hits Ground-types super effectively.</p>
[ADDITIONAL COMMENTS]
<p>Drapion uses a simple moveset to get the job done. Pursuit is obviously the crux of this set, turning into an 80 Base Power move if the opponent switches out in the fear of one of Drapion's other attacks. Crunch is another basic STAB move that can be used in case you think your opponent won't switch out, and it also helps against bulkier Psychic-types that may stay in. For example, Crunch scores a 2HKO against 252 HP / 252 Def Bold Slowbro with Stealth Rock in play. Earthquake has fantastic coverage in conjunction with Drapion's Dark attacks, dealing super effective damage to the Dark-resistant Steel-types, particularly Registeel, and hurts Houndoom and opposing Drapion. Aqua Tail rounds off the set nicely, helping against bulky Ground- and Rock-types, such as Donphan and Rhyperior, as well as Moltres, who is immune to Earthquake. Ice Fang is a decent alternative to Aqua Tail, allowing Drapion to hurt Grass- and Flying-types hard, mainly Torterra and Altaria, and still scores super effective damage against Ground-types.</p>
<p>Since Drapion is capable of disposing of many Ghost- and Psychic-types almost all the time, it's recommended to use Pokemon that enjoy the disappearance of these types. Fighting-types, like Hitmonlee and Hariyama, who love the lack of Ghost- and Psychic-types that take pathetic or no damage from their STAB attacks. The elimination of these types will allow them to unleash their powerful Close Combats without much worry. Also, a good tactic to note is that you can send out your Fighting-type first to attract a Ghost- or Psychic-type switch-in, and you can go directly to Drapion and eliminate them right away. Also, with the removal of Ghost-types, Rapid Spinners, such as Cloyster and Donphan, will have a much easier time doing their job at removing entry hazards. This kind of Drapion is best to be used on teams that actually need its support in taking out Ghost- and Psychic-types, because Drapion is basically guaranteed to take them out single-handedly.</p>
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If there's anything else I should add/remove/expand upon, please let me know! Thanks!
http://www.smogon.com/dp/pokemon/drapion
Status: COMPLETE! (ready for uploading)
__________________________________________
[SET]
name: Pursuit Trapper
move 1: Pursuit
move 2: Crunch
move 3: Earthquake
move 4: Aqua Tail / Ice Fang
item: Life Orb
ability: Sniper
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
<p>Drapion is one of the most reliable Pursuit-wielding Pokemon in the UU metagame; however, Drapion is somewhat challenged for a spot on the team by both Absol and Spiritomb, two other great Pursuiters. Both of them have their benefits: Absol's sky-high Attack and Spiritomb's great overall bulk and no weaknesses. However, Drapion has other advantages that make it worth the teamslot. Drapion's unique typing gives it neutrality to Hidden Power Fighting and Focus Blast, two moves that are often carried by Ghost- and Psychic-types. Other Pursuiters, such as Houndoom, Absol, and Umbreon, have a weakness to these moves, which can make them unreliable when switching them in. Another unique trait that Drapion has is its excellent offensive movepool that consists of various moves Drapion can abuse to great effect. Also, Drapion's decent overall bulk helps it survive powerful attacks, such as a Nasty Plotted Hidden Power Fighting from Mismagius, a Charge Beam-boosted Thunderbolt from Rotom, or a Calm Minded Surf from Slowbro. Lastly, Drapion's excellent base 95 Speed gives it the opportunity to outpace a large portion of the UU metagame as it's the fastest Dark-type in UU, tying with only Houndoom and Sharpedo.</p>
<p>Crunch is Drapion's STAB move of choice, as it will always hit the opponent for a Base Power of 80, unlike Pursuit, which hits for a Base Power of 40 unless the opponent switches out. Earthquake helps Drapion hit Steel-types that are resistant to Drapion's Dark-type STAB moves, particularly Registeel and Steelix. Aqua Tail and Ice Fang are great moves in the final slot. Aqua Tail lets Drapion hit Ground-types, such as Donphan, for heavy damage, while Ice Fang hits Flying- and Grass-types, such as Altaria and Tangrowth, and still hits Ground-types super effectively.</p>
[ADDITIONAL COMMENTS]
<p>Drapion uses a simple moveset to get the job done. Pursuit is obviously the crux of this set, turning into an 80 Base Power move if the opponent switches out in the fear of one of Drapion's other attacks. Crunch is another basic STAB move that can be used in case you think your opponent won't switch out, and it also helps against bulkier Psychic-types that may stay in. For example, Crunch scores a 2HKO against 252 HP / 252 Def Bold Slowbro with Stealth Rock in play. Earthquake has fantastic coverage in conjunction with Drapion's Dark attacks, dealing super effective damage to the Dark-resistant Steel-types, particularly Registeel, and hurts Houndoom and opposing Drapion. Aqua Tail rounds off the set nicely, helping against bulky Ground- and Rock-types, such as Donphan and Rhyperior, as well as Moltres, who is immune to Earthquake. Ice Fang is a decent alternative to Aqua Tail, allowing Drapion to hurt Grass- and Flying-types hard, mainly Torterra and Altaria, and still scores super effective damage against Ground-types.</p>
<p>Since Drapion is capable of disposing of many Ghost- and Psychic-types almost all the time, it's recommended to use Pokemon that enjoy the disappearance of these types. Fighting-types, like Hitmonlee and Hariyama, who love the lack of Ghost- and Psychic-types that take pathetic or no damage from their STAB attacks. The elimination of these types will allow them to unleash their powerful Close Combats without much worry. Also, a good tactic to note is that you can send out your Fighting-type first to attract a Ghost- or Psychic-type switch-in, and you can go directly to Drapion and eliminate them right away. Also, with the removal of Ghost-types, Rapid Spinners, such as Cloyster and Donphan, will have a much easier time doing their job at removing entry hazards. This kind of Drapion is best to be used on teams that actually need its support in taking out Ghost- and Psychic-types, because Drapion is basically guaranteed to take them out single-handedly.</p>
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If there's anything else I should add/remove/expand upon, please let me know! Thanks!