Monotype Analyses Mega-thread

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On flying
WIP, ready for QC
Dragonite is a powerful physical attacker with strong priority, good coverage, and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar.
[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Superpower

#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Superpower helps vs Normal, which has a chance to OHKO Chansey after Stealth Rock, as well as hurting ice, which can be a huge pain for Flying. Fire Punch can also be used to hit grass and steel types, and Stone Edge for Edgequake coverage.

#Set Details
Maximum Speed with a Jolly nature allows it to tie with other base 80s, and maximum attack investment allows it to net more KOs. Multiscale is used because it improves its survivability if stealth rock has been defogged away. Fire Punch can also be used to hit grass and steel types, and Stone Edge for Edgequake coverage. Iron Head can also be used to hit fairy and rock types. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Usage Tips
Dragonite becomes a powerful revenge killer with a band-boosted Extremespeed, or just an outrage if you outspeed. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.

#Teammate Options
Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would ohko Dnite. A third partner would be choice scarf Salamence with moxie, because they have similar checks and one can weaken the checks to the point where the other can sweep.

#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake


#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock.

#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard, and Jolly can be used alternatively to tie with scarf base 80s after one dragon dance. Lum berry is the best item for dragonite because it attracts status spreaders, like Mega-Sableye. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health.


#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the best defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and it also weakens Dragonite's checks so it can sweep late game. Another good partner would be Mega Gyarados, because it provides an ice resist, and ice-type moves are the best way to KO dragonite.
finished with this (reposted cause it was near the beginning and likely to be ignored)
Edit: noticed i forgot mentioning rocks in the overview, so i know i need to change that
 
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[QC]

Nothing too too big here but I'd defo at the very least have jolly slashed on with the offensive gyara set. the speed tier that jolly gyara hits has been getting increasingly important with a good chuck of base 80 scarfers that are pretty common in mono (toge, hoopa, chandy to name some) and I personally think jolly should be slashed first over adamant but if you just have it slashed after ada then it shouldn't be too big of a deal either.

--

Potentially slash crunch after waterfall on the resttalk set as well? Crunch definitly has it's benefits on a resttalk set and a slight mention for it seems worthy.

Edit: Tagging Eien to make sure he see's it




[QC]

  • Timid on NP luc is important enough to merit it a slash after modest. there are a decent chuck of mons would outspeed you without timid (hoopa, toge, entei, diggersby just off the top of my head) that are pretty important and common threats to cover in mono. I think being able to outpace those threats for sure merits timid being slashed on with modest as a nature.
  • Instead of slashing v wave over dark pulse, I'd go with a double slash after aura sphere (aura sphere / vaccum wave / focus blast) because dark pulse is an absolute necessity on an NP set and the only room you'd find for v wave would be over aura as aura isn't as necessary as dark pulse is on an NP set. the trade in power for priority can work in some instances but yeah, you 100% need dark pulse imo.
Added your suggestions. Highlights don't work in edits so Eien
 
[QC]

Nothing too too big here but I'd defo at the very least have jolly slashed on with the offensive gyara set. the speed tier that jolly gyara hits has been getting increasingly important with a good chuck of base 80 scarfers that are pretty common in mono (toge, hoopa, chandy to name some) and I personally think jolly should be slashed first over adamant but if you just have it slashed after ada then it shouldn't be too big of a deal either.

--

Potentially slash crunch after waterfall on the resttalk set as well? Crunch definitly has it's benefits on a resttalk set and a slight mention for it seems worthy.

Edit: Tagging Eien to make sure he see's it




[QC]

  • Timid on NP luc is important enough to merit it a slash after modest. there are a decent chuck of mons would outspeed you without timid (hoopa, toge, entei, diggersby just off the top of my head) that are pretty important and common threats to cover in mono. I think being able to outpace those threats for sure merits timid being slashed on with modest as a nature.
  • Instead of slashing v wave over dark pulse, I'd go with a double slash after aura sphere (aura sphere / vaccum wave / focus blast) because dark pulse is an absolute necessity on an NP set and the only room you'd find for v wave would be over aura as aura isn't as necessary as dark pulse is on an NP set. the trade in power for priority can work in some instances but yeah, you 100% need dark pulse imo.

All implemented.

Hoopa-U (Can't be OHKOed at +2 with Timid), Togekiss (Is never 252 Timid without Choice Scarf), and Diggersby (Almost always Adamant) aren't threats due to their Speed, but I listed Entei and Mamoswine if that's okay? Beating Jolly Mamoswine is actually a pretty big deal, so thanks for the catch!

Thanks for the triple Fighting STAB slash recommendation. I was already unhappy with slashing Dark Pulse with it, so this was a great solution.
 
Jellicent (Ghost) Overview
Jellicent is an amazing special wall and is almost necessary for a good ghost team. With 100 hp and 105 SpD it can sure tank plus a reliable recovery which most ghost walls lack. It can wear down Pokemon with toxic or will-o-wisp. It hardly ever gets OHKO from a special move. It has STAB scald/surf/hydro pump no other ghost type has a viable water move. It is very effective stalling Pokemon especially with cursed body which hinders scarf and specs Pokemon. It can switch in on most special attacks and can even 6-0 a whole team if used correctly. The only 2 flaws with this Pokemon is getting statuses and strong hitting physical attacks. Which can be covered with other ghost types.

Jellicent (Ghost) Special wall
Jellicent @ Leftovers
Ability: Cursed Body/Water absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Acid Armor
- Recover
- Scald
- Toxic

#Moves

Recover is for recovery and to stall more. Toxic and will-O-wisp to stall Pokemon. Scald is to burn if you have will-O-wisp use surf or hydro pump. Acid Armor is to bulk up on physical attacks. Taunt is to not get set up on. Ice beam is for coverage helps with flying and Dagon matchups. Trick room is for having a trick room team.

#Set details

Max sp defence and hp with calm nature will let you tank special attacks makes it an amazing switch in option. Leftovers recovers a little hp helps to deal with hydeigon (scarf) which deals around 55% of your hp and hoopa-u sack a Pokemon to find out what set the hoopa is

#Usage tips

If there's a special move switch to it unless it's hydreigon or specs Thunderbolt/energy ball. Recover if your hp is low use toxic to stall out if your physical wall is down its a good idea to use Acid Armor. Volcanion does nothing to Jellicent. As you know hoopa-u is a big problem with ghost teams do not sack this. Make sure you don't let it get toxiced if it gets para that's good it can stall out more.

#Teammate Options

Gourgiest-super is the partner of jellicent it tanks the physical attacks and can burn physical attackers or set up leech seed so that jellicent recovers move hp if they switch. Golurk is another good option if you predict or its scarfed into Thunderbolt and can set up stealth rocks or on flying teams and dragon teams use stone edge or ice punch. Sableye-mega can bounce back status moves and is neutral to dark a good option for hoopa-u and hydreigon Gengar and Chandelure both can tank grass attacks I would not recommend always switching in chandelure can help with hoopa-u but it's a speed tie so watch out. Gengar learns dazzling gleam which helps with dark and dragon matchups.

Just got one comment on the overview. Mention weakness to being Taunted.

Moves:
Go into a LOT more detail please. When do you use Toxic on the set, when do you use Will-O-Wisp? What are advantages of each? Can you use both? Probably should only use one or the other. Talk about Hex as a possible attack with Will-O-Wisp?
Explain more the difference between Scald/Surf/Hydro. Scald is good for fishing for burns, Hydro has most power with unreliable accuracy. Surf is probably not useful even with Will-O-Wisp so I wouldn't talk about that. Scald is still useful for catching burns on switch-ins.
What moveslot can Taunt replace? Probably only Acid Armor, so mention that. How about Ice Beam, do you use that with Scald or replacing Scald? When do you replace Scald versus replace Acid Armor? What move does Trick Room replace? Again probably only Acid Armor.

Set Details:
Explain the use of the abilities. When do you want to use Water Absorb over Cursed Body if at all? The 30% to disable is actually very good when you consider the huge bulk of Jellicent and its staying power.

Make a mention that maxing Special Defense is good because you'll be using Acid Armor to boost your Defense anyway.

Usage Tips:
Specific is good, but it's a bit too specific here. Take a step back and use these specific examples to describe general uses.
"Take advantage of Jellicent's ability to switch into special attackers that don't carry super effective moves, such as Volcanion." "Avoid Dark-type wallbreakers, such as Hydreigon, that can break through Jellicent's bulk with their STAB moves."
Taking advantage of Choice locked enemies is great with Jellicent too, which is something you might want to mention.
Mention that Jellicent's health is super important, so keeping it healthy is necessary to allow it to do its job.

Also, make sure to describe usage tips for your other move options. If Jellicent is running Taunt, how should it be used? It should be brought into setup sweepers and passive Pokemon that it walls and can stop with Taunt. Examples of this could be SubCM Keldeo or a passive Pokemon like Skarmory.

If Jellicent is using Trick Room, how should it be used? Bring it in on Pokemon that can't threaten it so it can set up Trick Room safely and preserve its health.

Team Options:
Mention Doublade, which appreciates Jellicent's ability to take Fire-type hits.
Again, it's better to be general and then use specific exampes. Gourgeist is good because it's a physical wall.

Also, you could talk about what are good teammates for the TR set. Maybe Pokemon such as Choice Specs Chandelure or SD Doublade would do well here.

You pretty much listed everything important, but you lack detail and are far too specific in cases. Make sure you explain each facet of the set, even if you think it's obvious. GP will help be able to help with the prose, so don't worry too much about that for now, just get the details in! I'll like your post when I see the changes.

Edit:
Made some changes to Team Options and Usage Tips. Make sure to double check those areas!
 
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DONE

Mega CharizardY (Flying)

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Flamethrower
- Solar Beam
- Focus Blast
- Roost / Dragon Pulse

#Moves
Fire Blast hits insanely hard under sun, being able to nearly 1HKO a majority of things that don't resist it. Flamethrower is weaker, but it never misses and is more consistent. Solar Beam is a strong coverage move that doesn't have to charge up because of sun, hitting Pokemon who resist Fire Blast such as a Lanturn, and Azumarill super effectively. Focus Blast hits Pokemon such as Heatran, Porygon2 and Tyranitar. Roost keeps Charizard healthy, and allows it to effectively check Pokemon locked into an Ice move. Removing its Flying typing also has its benefits since it removes Mega Charizard Y's weakness to Electric attacks while Dragon Pulse hits Dragon types super effectively. Will-o-Wisp may also be used to hit physical attackers slower than Charizard like Kyurem-B and Gyarados, but Charizard normally can't sacrifice a moveslot for this.

#Set Details
252 special attack and speed with a Timid nature makes Charizard-Y as fast as possible, allowing it to speed tie with other base 100s such as Mew, and Manaphy. Timid is also crucial because it lets Charizard outspeed Kyurem-B and PorygonZ who are huge to Flying.

#Usage Tips
Use Drought to your advantage. Mega Charizard Y has decent special defense, so it can switch into most water moves and roost off the damage, and even with Drought, Charizard is able to check most special Fire types, even opposing Mega Charizard-Y. You should also time your mega evolution. If your opponent has a weather setter such as Politoed or Hippowdon, be wary of instantly mega evolving and using Solar Beam because if the weather is changed halfway, you're forced to charge up, and Solar Beam's power will be cut in half. Mega Charizard Y is also best used early to mid game since it wallbreaks your opponent's team so double switching or pivoting to Charizard will increase its usefulness.

#Team Options

Since Charizard is 4x weak to rocks, having Defog support is a must. Skarmory, and Zapdos are notable since Skarmory takes Rock moves while Zapdos takes Electric ones. Skarmory can double as a hazard setter since Stealth Rocks changes many 2HKOs into one. Charizard also struggles against some special walls like Chansey making Dragonite a good partner. In return, Mega Charizard Y breaks down physical walls and Fairies. Charizard also appreciates a safe switch in, so pivots like Landorus-T and Thundurus-T are greatly appreciated.
 
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hi, i'm gonna repost this because scp and i made some changes to the labelling system

  • if your analysis is still being written up, at the top, label it as WIP. (general note to qc and others: do not provide feedback on analyses that are labelled this; the writer is not finished so let them complete it before looking through it)
  • once your analysis is done and ready to be checked for qc, at the top, label it as READY FOR QC. once a member of the QC team has given you feedback, ask them if there is anything else that needs to be done before moving it to GP
  • when a QC member has looked over it, at the top label it as READY FOR GP. a member of the gp team, such as myself, will fix any grammatical errors in your analysis before sending it over to Rhythms or scpinion for upload.
also if your analysis is on the first page and got ignored, feel free to repost it; the thread has been moving ever so quickly! thanks. tagging scpinion to put the first part into the OP

scp edit: made a minor change about qc stuff
 
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Bondie

Zapdos

#Moves
- Small thing, and probs for the GP team but you said "change" instead of chance.
- Maybe mention how Toxic puts Stealth Rockers like Hippowdon on a timer?
- Bisharp gets 2HKOed by Discharge so it can't switch in

#Set Details
- Saying how it speed ties with base 60s is pretty much useless since the Pokemon in it normally don't run speed, or run Modest (in Magnezone's case.) Saying Adamant base 70s is much more useful since it includes Bisharp, Ludicolo, Cloyster, Volcanion etc.
- Include a spread that outspeeds +speed base 70s but mention how it greatly reduces Zapdos's bulk. (EVs: 248 HP / 152 SpD / 108 Spe are the EVs)

#Usage Tips
- Maybe mention how Zapdos has a good matchup vs most hazard setters?

#Team Options

- Mention how Gliscor absorbs status

Skarmory

#Moves
- Specify Landorus-T since rocks on Lando-I is eh
- Mention how Brave Bird is for Mega Medicham who just beats slow flying teams.
- Maybe say how Roost works really well with Rocky Helm since it lets you outstall and beat Pokemon like Mega Lopunny.

#Set Details
- Mention how Skarmory can run a specially defensive set to beat Mega Gardevoir and check Diancie better but it isn't worth it since it leaves you more vurenable to Physical attacks.


#Usage Tips
- Mention how it may not be a good idea to Roost against slow Ground types like Hippowdown / Swamp since you get hit by a SE EQ.


#Team Options

- Mention how Skarmory takes Rock / Ice moves for X Mon. (Like Skarm takes Icicle Crashes who'd otherwise kill Gliscor etc)

Otherwise, good job :]
 
I implemented all of all falls down's and scpinion's suggestion for Azumarill, requesting if I can add 'ready for GP' now.
Tagging it in case anyone wants to add something.

Finished, ready for QC.

Azumarill (Water) Overview
[Overview]
Having access to possibly the greatest ability in terms of wallbreaking, Azumarill is one water's primary physical wallbreakers and a great option on any balanced or offensive team. Coupled with a choice band, it can hit insanely hard. However, choice banded is not its only set. Belly drum Azumarill can be hard to stop if it finds an opportunity to set up and that's not an issue with its bulk. It also has access to an excellent defensive typing, resisting Fighting, Dragon and Dark moves. Azumarill also has a moderately good movepool to boast about, with access to Superpower and Knock Off which few other water types can get, making the banded set a great lure for Ferrothorn. Its speed is its main disadvantage. Its mediocre speed forces it to rely on Aqua Jet too much and makes it utter fodder when faced with faster 'mons that resist Aqua Jet such as Latios or Kyurem-B.
Azumarill also gets Sap Sipper which fits on any defensive/stall water team with ease, being water's best way to counter grass types such as Breloom or Serperior which otherwise run through any water team. However, Sap Sipper makes Azumarill ridiculously weak and its not advisable to use it on any offensive set.

Azumarill (Water) Choice Band
[Set]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower

#Moves
Play rough is STAB that deals out the most damage out of any of its moves. Aqua jet is priority which helps out water a lot and is Azumarill's main selling point which sets it apart from other physical wallbreakers. Waterfall is its other water STAB which hits Flying, Bug and many more types freely, which Play Rough can't. Superpower hits steel types and is water's best Ferrothorn lure. It also breaks through normal's eviolite core + Staraptor since Staraptor becomes pure normal on the turn it roosts. Knock off can be used over Superpower. It gets rid of items and is a strong dark coverage move overall, doing solid damage to Slowbro and other psychic types.

#Set Details
Max attack along with Adamant nature and Choice Band/Huge Power make Azumarill a premier choice in terms of wallbreakers. 164 Speed EVs put it at a solid speed tier, outspeeding non invested base 70s such as Skarmory, Jellicent or Lanturn. 84 Speed can be used instead to outspeed base 60s such as Clefable while 252 speed outspeeds other Azumarills and slower Mega Scizors. Rest is dumped into HP. On a wallbreaking set, Huge Power is the much preferred ability because Sap Sipper decreases its power horribly and is not viable on non defensive sets.

#Usage Tips
Azumarill should be sent out to revenge kill 'mons that are already weakened with its priority. Azumarill is not bulky enough to be switched in on non resisted hits but offers a great switch in to specs keldeo which balanced water has trouble with. Azumarill should not be switched in on pokemon that can burn it such as Sableye or scald users if you don't have Lanturn. Allowing Azumarill to be burnt cripples it completely.

#Team Options
Empoleon provides a handy grass neutrality. Stealth rock through Swampert or Empoleon make it easier to break through sashes while defog or rapid spin help Azumarill switch in more often. Lanturn is a premier electric immunity which also provides heal bell support and allows the user to play with Azumarill more offensively, without the fear of getting burnt. Special attackers like Keldeo and Volcanion can break through physical walls that give azumarill a hard time, such as Skarmory.

Azumarill (Water) Belly Drum
[Set]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

#Moves
This set is based around Belly Drum + Sitrus Berry. Azumarill's semi decent bulk allows it countless opportunities to set up belly drum. Aqua Jet is STAB that patches up Azumarill's low speed while Play Rough is the best STAB option Azumarill has. Knock Off is a decent coverage move to hit mons that resist Play Rough such as Skarmory or Ferrothorn, as well as having the niche to remove problematic items for the team. Knock Off can be replaced with Superpower for more power in exchange for the attack and defense drop.

#Set Details
164 Speed EVs let Azumarill outspeed certain base 70s and below, the more prominent ones being Skarmory, Jellicent, Clefable, Lanturn etc. Max Attack EVs coupled with Adamant nature makes Azumarill able to break through pretty much every wall after a Belly Drum. The rest is dumped into HP to improve its chances of getting a belly drum off. On an offensive set like this, Huge Power is the superior ability over Sap Sipper because Sap Sipper Azumarill is horrendously weak even after the Belly Drum.

#Usage Tips
Azumarill should only be sent out after faster 'mons that can eat up an Aqua Jet like Kyurem-B or Volcanion have been taken out. Seeing as Azu has to rely on sitrus berry to cover up the 50% taken by Belly Drum, it is wise not to send it in and let it get worn down. Versus types like Dragon, it is better to not use Belly Drum because you rarely see a dragon 'mon that dies to Aqua Jet. Instead of wasting your HP, Azumarill should be preserved in the Dragon matchup as a dragon immunity and an outrage switch in that gets a kill every time it comes in on a scarf draco meteor or outrage.

#Team Options
Since BD Azumarill isn't much of a wallbreaker w/o a belly drum, it is wise to have another physical wallbreaker like Mega Sharpedo in the back to break through annoyances for Azumarill. It also likes having strong special wallbreakers like Keldeo or Volcanion to break through what Sharpedo or Azumarill itself can't. Lanturn or Swampert can provide an electric type immunity while Empoleon or Tentacruel can eat up grass hits, making them viable team mates for Azumarill.

Azumarill Checks and Counters
Volcanion as a check to Azumarill for Water/Fire teams.
Volcanion's typing makes it able to eat up everything that Azumarill can do. Both of its STABs are resisted/immune while Volcanion's decent physical bulk allows it to take banded superpower / knock off. Water Absorb also makes it Fire's only check to Belly Drum Azumarill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Volcanion: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 0 HP / 0 Def Volcanion: 204-240 (67.7 - 79.7%) -- guaranteed 2HKO
252 SpA Choice Specs Volcanion Sludge Wave vs. 172 HP / 0 SpD Azumarill: 374-442 (97.3 - 115.1%) -- 87.5% chance to OHKO

Skarmory as a counter to Azumarill for Steel/Flying teams.
Being one of the best physical walls available overall, its not wonder that Skarmory can beat Azumarill. Play Rough is resisted, Knock off damage can be roosted off while superpower makes it weaker every turn as you roost. Whirlwind can force Azumarill out in the case that it gets a Belly Drum off.

252+ Atk Choice Band Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

Mega Venusaur as a counter to Azumarill on Grass/Poison.
Mega Venusaur resists both of its STABs and takes absolutely nothing from both of its coverage moves. It can freely switch in whenever it wants and giga drain/sludge bomb to grab the kill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 96+ Def Mega Venusaur: 94-111 (25.8 - 30.5%) -- guaranteed 4HKO
0 SpA Mega Venusaur Giga Drain vs. 172 HP / 0 SpD Azumarill: 234-276 (60.9 - 71.8%) -- guaranteed 2HKO

Also tagging my Volcanion analyses because I haven't gotten any reply to that yet.

Finished, ready for QC.

Volcanion (Water) Overview
[Overview]
The newly released legendary 'mon, Volcanion provides a helpful Fire/Water type to water teams. It has extremely good bulk as well as a dangerous special attack stat and decent speed and attack. Volcanion can run Assault Vest, Choice Scarf, Choice Specs or even defensive Rest Talk with Leftovers. Choice Specs is the hardest hitting set giving grass, steel and bug a hard time finding switch ins. Choice Scarf is also a viable set. It reaches a pretty high speed that checks big threats to water such as Breloom (once its sash is broken), Serperior and Charizard Y (if you have rock slide). Volcanion's typing makes it immune to will o wisp and its ability allows it to be a safe switch in to scald. However, without Choice Scarf, Volcanion's low speed holds it back. It can't make much use of its decent attack because it lacks a good water type STAB. Without Choice Specs, its power becomes nothing more than just workable and it gets no reliable recovery. Even with those weak points, Volcanion manages to find a decent spot on any water team.

Volcanion (Water) Choice Scarf
[Set]
Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Steam Eruption
- Sludge Wave
- Fire Blast
- Rock Slide

#Moves
Steam Eruption is Volcanion's signature move and one of the best moves in the game and that's not without reason. It has 110 base power along with 95 accuracy and the nifty 30% chance to snatch a burn. Sludge Wave helps in the Fairy matchup hitting Gardevoir and Azumarill which are Fairy's only reliable switch ins to Steam Eruption (Gardevoir because of Trace) for SE damage. Fire Blast is secondary STAB and helps in completely destroying steel, hitting Ferrothorn which resists Steam Eruption. Rock Slide checks one of water's biggest threats, Charizard Y.

#Set Details
Choice Scarfed Volcanion is a great option on water because it checks a lot of big threats to balanced water including Breloom, Serperior and Charizard Y. 40 Attack lets it get a guaranteed kill on Charizard while the rest of the EVs are dumped into special attack and speed.

#Usage Tips
Even though Volcanion is neutral to grass, its not a great idea to switch it in on grass type moves. That's not to say that Volcanion doen't have decent bulk because 80/120/90 isn't bad at all but on an offensive set its wiser to not let it get worn down quickly. Volcanion can be freely switched in on walls like Sableye or scald users that trouble physical attackers like Azumarill.

#Team Options
Stealth rocks help Volcanion a lot because it breaks sashes which can be a hindrance and allows it to check Breloom without the fear of it being sashed. Volcanion also appreciates rapid spin or defog support because stealth rock wear it down extremely quickly. Empoleon provides both SR and Defog while Swampert can provide rocks and Tentacruel/Starmie can provide rapid spin. It also appreciates an electric immunity which it can rely on such as Lanturn or Swampert and a special wallbreaker to make it easier for it to clean up. Dragon types provide it trouble seeing as Volcanion has nothing to break through them so a dragon type check like Azumarill is also nice to have. A ground immunity in Rotom W or Gyarados helps deal with faster ground types that can OHKO it.

Volcanion (Water) Choice Specs
[Set]
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Sludge Wave
- Fire Blast
- Hidden Power [Grass] / Earth Power

#Moves
Steam Eruption is the greatest water STAB available to Volcanion, providing 110 Base Power, 95 Accuracy and 30% chance to burn. Its only downside is its low PP, however the trade for power is worth over scald. Fire Blast is secondary STAB which gives many types including Bug, Steel and Grass no safe switch ins. Sludge Wave annihilates Fairy as Fire Blast takes care of Klefki or possible Mawile and Steam Eruption beats Diancie giving Fairy no reliable switch ins either. HP Grass destroys the water immunities on ground such as Seismitoad and Gastrodon. Earth Power can be used instead, to help vs opposing Volcanions.

#Set Details
Choice Specs gives it absolute destructive power and makes it a dangerous wallbreaker. Max speed with Timid nature speed ties with Breloom which is a huge threat to water. Modest can be used over Timid to fire off even stronger attacks. 0 Attack takes the least damage from Foul Play.

#Usage Tips
Volcanion can be switched in on passive walls that can't do much to it, like Mega Sableye but should not be switched in vs strong attackers as it does not appreciate getting worn down early. Its low speed lets it get outsped by a plethora of attackers. Volcanion can be used to eat up scalds or will o wisps that hinder physical attackers and can destroy physical walls to let Azumarill or any other physical attacker clean up.

#Team Options
Hazard removal is highly appreciated since Volcanion gets worn down easily by switching in on stealth rock continuously. Stealth rocks on your opponents side of the field are helpful because it breaks sashes and wears down walls. Empoleon provides hazard removal as well as stealth rocks while Swampert provides stealth rocks and an obligatory electric immunity. Volcanion breaks through physical walls with ease so set up sweepers like Mega Gyarados find it easy to set up and sweep.

Volcanion Checks and Counters
Chansey as a counter to Volcanion for Normal teams.
Chansey eats up pretty much every hit from Specs or Scarf Volcanion and is a free switch in as long as it is healthy enough. Even choice banded superpower Volcanion fails to threaten Chansey while Chansey can wear it down with Seismic Toss or Toxic.

252 SpA Choice Specs Volcanion Steam Eruption vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
252 SpA Choice Specs Volcanion Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO

Jellicent as a counter to Volcanion on Ghost teams.
Jellicent resists both of Volcanion's STABs and eats up Sludge Wave or Earth Power easily. Even HP Grass fails to 2HKO it after rocks as long as Jellicent has leftovers while Jellicent can wear it down with Toxic.

252 SpA Choice Specs Volcanion Hidden Power Grass vs. 252 HP / 252 SpD Jellicent: 150-178 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Latias as a counter to Volcanion on Psychic/Dragon teams.
Latias easily eats up every move Volcanion has even w/ Specs and wears it down with Psyshock or TBolt while roost provides reliable recovery.

252+ SpA Choice Specs Volcanion Steam Eruption vs. 16 HP / 0 SpD Latias: 118-139 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Sludge Bomb vs. 16 HP / 0 SpD Latias: 129-152 (42.2 - 49.8%) -- guaranteed 3HKO
 
Done (Ready for GP)

gallade-mega.gif


Fighting
[Overview]
Mega Gallade is one of the best wallbreakers in the Monotype metagame, as its great Psychic / Fighting typing combined with its capable offensive stats make it a formidable threat on Fighting-type teams. It also has the capability to check other Fighting-and Poison-type teams, which can often to be a nuisance otherwise. Mega Gallade also can boost its Attack to frightening heights with Swords Dance, leaving it nigh unwallable after a boost. Although, its low Defense can leave it susceptible to priotity moves and powerful physical attacks. Its Speed also does not allow it to outpace most relevant Choice Scarf Pokemon and other fast threats such as Tornadus-Therian and Mega Pidgeot. Mega Gallade also faces stiff competition with Mega Medicham as a wallbreaker as it has more immediate power and offers better priority compared to Mega Gallade, although Mega Gallade can boost its Attack with Swords Dance and act as a sweeper instead.
[Set]
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat / Drain Punch
- Zen Headbutt / Psycho Cut
- Knock Off / Shadow Sneak / Ice Punch

#Moves
Swords Dance allows Mega Gallade to increase its Attack stat to dangerous levels, and reduces the amount of Pokemon that check it after only one boost. Close Combat is Mega Gallade's most powerful STAB move, which allows it to OHKO bulky walls such as Swampert and Mandibuzz after a Swords Dance boost. Drain Punch is an alternative that allows Mega Gallade to regenerate HP to prolong its longetivity, although the decrease in power is quite noticeable. Zen Headbutt is its secondary STAB move that allows it to hit other Fighting-types and Poison-types such as Mega Venusaur and also has a decent chance of causing flinches. Psycho Cut is the alternative STAB option that offers perceft accuracy and does not make contact with your opponent to avoid passive damage from Iron Barbs and Rocky Helmet, although it is slightly weaker in power. Knock Off is a great coverage move that enables Mega Gallade to 2HKO or OHKO most Psychic- and Ghost-types, and has the added benefit of removing your opponent's item. Shadow Sneak is another alternative that gives Mega Gallade priority to hit faster threats such as Choice Scarf Latios and Choice Scarf Victinisuper effectively. Finally, Ice Punch is a nice lure option that grants Mega Gallade the opportunity to OHKO bulky Ground-types such as Landorus-Therian and Garchomp.

#Set Details
The EV's are fully invested in Attack and Speed to maximize its sweeping capabilities, while Jolly was chosen to allow Mega Gallade to outspeed threats like Keldeo, Jirachi, and Landorus. The Justified ability is preferred as it grants Mega Gallade the opportunity to raise its Attack by 1 stage if hit by a Dark-type move.

#Usage Tips
Mega Gallade should be utilized more late game when opposing walls are whittled down so it can prominently sweep. Try not to let it be weakened too much early on throughout the match as Mega Gallade's sub par Defenses do not grant it many opportunities to setup. If you decide to run Close Combat, be weary of priority users as the decrease of its defenses leave it prone to revenge killers. If Drain Punch is chosen instead, Mega Gallade has more leeway to sweep offensive teams thanks to the replenishment in HP, which turns Mega Gallade into more of a wallbreaker. Also beware of status moves such as Thunder Wave and Will-o-Wisp, as these moves can cripple Mega Gallade tremendously. Mega Gallade's Inner Focus ability also lets it deal with flinches which can be crucial against certain Pokemon who abuse this status such as Mega Lopunny and Jirachi,

#Teammate Options
Mega Gallade has a difficult time dealing with Steel-types that are not hit supper effectively from Fighting-type attacks such as Doublade and Skarmory. Infernape is a great partner as it can deal with these Steel-types proficiently. Bulky Psychic-types such as Slowbro and Mew also wall Mega Gallade quite well it it chooses to forego Knock Off. Heracross becomes an amazing teammate here as its STAB Megahorn can 2HKO most defensive Psychic-types. Heracross can also deal with one of Mega Gallade's few counters in Mega Sableye, as it acts as a status absorber when equipped with the Guts ability. Other setup sweepers such as Lucario and Hawlucha also can be paired with Mega Gallade, as it appreciates the abundance of offensive threats to pressure the opposing team more effectively since they can wear each others checks down. Hazards are also useful as the residual damage can weaken down bulky walls and leave them susceptible to be possibly OHKOed from a +2 Mega Gallade.
Ok fixed, ready for GP then I guess
Sobi
 
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Terrakion (Rock) Choice Band - written, ready for QC
Choice Band
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack / Iron Head

#Moves
Close Combat, powered up by Choice Band, is great Fighting-type STAB with few drawbacks and is best for dismantling the opposing team. Stone Edge provides stellar coverage alongside Close Combat, hitting Poison-, Flying-, and Ghost-types well; it also has a nifty chance to land a critical hit. Earthquake won't see much use since it has redundant coverage with Close Combat, but it is still useful for hitting Doublade and Nidoqueen, and a few other targets that resist Terrakion's STABs. Quick Attack, although it isn't a good move to lock yourself into, is still a handy form of priority that lets you pick off weakened threats, such as Belly Drum Azumarill and Focus Sash-reliant setup sweepers, that could successfully sweep the team otherwise. Rock Slide is a decent alternative for either Quick Attack and Earthquake because it has a slightly higher accuracy than Stone Edge and should be used when the power difference between the two doesn't matter. It also provides a chance to flinch which could make a huge difference when breaking down walls. Lastly, Iron Head may also be used to hit Clefable and other bulky Fairy-types more reliably, as relying on Stone Edge's poor accuracy may be frustrating at times.

#Set Details
The EVs maximize both Attack and Speed to aid Terrakion in destroying the opposing team, and there is little reason to invest in other stats. Equipped with a Choice Band, Terrakion becomes an excellent wallbreaker and needs much less support in getting past the opposing team than if it didn't have a Choice Band. For instance, it now lands an OHKO on Mega Gardevoir, Ferrothorn, Keldeo, and Physically Defensive Porygon2 after Stealth Rock, and 2HKOs Skarmory and Hippowdon after Stealth Rock and if they lack Leftovers.

#Usage Tips
Choice Band Terrakion is one of the best wallbreakers that Rock has to offer, so providing it free switches to land a good hit on the opposing team is key. Bluffing the Choice Scarf will allow you to dismantle walls that the opponent wouldn't switch in otherwise, giving you a slight advantage. If Terrakion has done its job in breaking down the other team, feel free to play a bit more recklessly with it late-game. If used on a team that relies on Sticky Web and other hazards, Terrakion can also switch in for free when you predict that the opponent is going to use Defog or Rapid Spin and typically threaten them out.

#Team Options
Terrakion reaches a good speed tier but will still find itself being outsped by many threats; Sticky Webs Shuckle can remedy this, allowing Terrakion to outspeed Choice Specs Keldeo, Mega Lopunny, and Choice Scarf Heracross and cleanly OHKO all three. Shuckle and reliable Stealth Rock users in general help secure a few KOs and remove Focus Sashes. Terrakion struggles with a few faster Flying- and Psychic-types, most notably Thundurus-I, Choice Scarf Togekiss, and Latios, so Pursuit Tyranitar is a good partner since it can remove them and provide Sandstorm, giving Terrakion a chance to take a few special attacks. Mega Diancie has great offensive synergy with Terrakion since Terrakion removes several Steel-types that hinder Mega Diancie and just weakens the opposing team in general. In return, Mega Diancie can remove Mega Sableye and Fighting-types that threaten Terrakion and bounce away Will-O-Wisp and hazards. Lastly, Rhyperior and Mega Aggron can take on Steel-types that aren't immediately threatened by Terrakion like Doublade as well as common priority aimed at Terrakion after a Close Combat. Mega Aggron also takes Fairy-types very well for Terrakion since it may OHKO several of them with Heavy Slam.

Cradily (Rock) Physically Defensive - written, ready for QC
Physically Defensive
Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat / Stealth Rock / Earth Power

#Moves
Giga Drain is the reliable STAB of the set and allows Cradily to hit Water- and Ground-types for respectable damage. Recover is useful, immediate healing and is important for keeping Cradily around longer. Toxic helps Cradily wear down setup sweepers and hopefully impede their sweep and should be Cradily's main method of dealing damage if the opponent takes little from Giga Drain. The last slot is very flexible as the first three allow Cradily to do what it needs to do for the team. Mirror Coat is a nasty surprise for many special attackers, which is important since Cradily can't do much damage otherwise since it is so passive, but this move requires careful prediction. Stealth Rock could be used in this slot as well since Cradily can usually stick around in the match and reset Stealth Rock if need be, but it should only be used if you can't fit Stealth Rock anywhere else. Earth Power could also be used here, but Cradily should focus on more defensive roles and doesn't hit hard anyways.

#Set Details
Leftovers is useful recovery and helps Cradily tank more hits, and extra healing on a defensive wall is always appreciated. The EV spread allows Cradily to take on Ground-types more easily since they tend to be physically biased, like Landorus-T, Garchomp, and Mega Swampert. Storm Drain is Cradily's main selling point, since it provides the Water-type immunity that all of Cradily's teammates like.

#Usage Tips
Cradily is terribly passive, but it is nearly necessary on most Rock teams since they otherwise struggle with Water- and Ground-types. Keeping it healthy by liberally using Recover is important against Ground, Water, and Dragon Monotypes since it needs to be able to check what the team needs it to. Since it usually only deals damage with Giga Drain and Toxic, your opponent may try to set up or heal their Pokemon; allowing Scizor to Swords Dance or Mega Sableye to Recover can turn the match in favor of your opponent, so you may want to utilize double switches more often when using Cradily.

#Team Options
Cradily forms a great defensive core with Assault Vest Tyranitar and Rhyperior because its access to Storm Drain and Recover let it take constant Earthquakes and Scalds unlike Tyranitar and Rhyperior. In return, Tyranitar provides sandstorm and checks special attackers, and Rhyperior checks several physical attackers which may setup on Cradily, like Dragon Dance Dragonite or Swords Dance Scizor. Mega Aggron operates like Rhyperior, but, at the cost of a Mega slot, it checks Steel-types more comfortably and may also use Dragon Tail to both rack up Stealth Rock damage and remove setup sweepers that take advantage of Cradily. However, Cradily easily fits on most Rock Monotypes other than the hyper offensive styles due to how passive it is; it isn't necessary to build around Cradily since it focuses on supporting its teammates.

Rhyperior (Rock) Defensive - written, ready for QC
Defensive
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Avalanche / Ice Punch

#Moves
Earthquake is reliable STAB that lets Rhyperior check Steel-types well, and Stone Edge is another STAB move that compliments Earthquake by hitting Flying-types, forming the infamous EdgeQuake combination. Fire Punch threatens Steel-types that don't care about Earthquake, like Mega Scizor or Ferrothorn. Both Avalanche and Ice Punch hit Dragon- and Ground-types for respectable damage, but the former hits harder and Rhyperior is slow anyways, while the latter is more reliable.

#Set Details
The Weakness Policy, although strange on a defensive set, lets Rhyperior take a hit from strong physical attackers like Mega Gallade or Mega Medicham and OHKO back, something it can't do without the Weakness Policy. Solid Rock supports Rhyperior's physical bulk further by helping it take hits from Ground-, Steel-, and Fighting-types and works well in conjunction with the Weakness Policy. The EV spread allows Rhyperior to take as many physical attacks as possible.

#Usage Tips
Rhyperior needs to be used very carefully; as a defensive Pokemon that lacks reliable recovery and relies on the one-time-use Weakness Policy, it can't simply switch into physical attackers freely all the time. Allow it to focus on checking more dangerous attackers like Mega Scizor, Sand Rush Excadrill, and Terrakion instead of attackers that its teammates can handle instead. Because of this, you may need to keep Rhyperior until late-game, as a smart opponent will keep those threats around until then.

#Team Options
Rhyperior pairs particularly well with Cradily and Tyranitar since Cradily takes on Ground- and Water-types and lets Rhyperior focus on what's more dangerous. Tyranitar checks special attackers and provides sandstorm, which Rhyperior can use in dire situations to check Mega Diancie or possibly Gengar. Mega Aggron and Rhyperior fill similar roles but perform well alongside each other since they can sometimes be overwhelmed by what they need to check unless used side-by-side. Rhyperior acts as a general answer to physical attackers, so Mega Diancie, Terrakion, and Archeops can use it to take priority like Mach Punch and Bullet Punch for them.


Edit 1: QC1 - Confluxx ~ added Mega Aggron to Team Options
Edit 2: QC2 - Wanka ~ added Iron Head to CB Terrakion
 
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I implemented all of all falls down's and scpinion's suggestion for Azumarill, requesting if I can add 'ready for GP' now.
Tagging it in case anyone wants to add something.



Also tagging my Volcanion analyses because I haven't gotten any reply to that yet.

I read the whole thing and everything looks great except running Rock Slide on Volcanion on the Choice Scarf set as Steam Eruption still hits Mega Charizard Y in the sun very hard and you even have options like Keldeo, Starmie, Gyarados, Tentacruel, Kingdra, Politoed, even Sap Sipper Azumarill to check Mega Charizard Y.

252 SpA Volcanion Steam Eruption vs. 0 HP / 4 SpD Mega Charizard Y in Sun: 158-188 (53.1 - 63.2%) -- guaranteed 2HKO

Stressing more about how much Volcanion helps Water vs Grass would also benefit your analysis as Water already has a good match-up against Steel without Ferrothorn and Bug is pretty neutral. However up until now Water didn't have many things to deal with Water outside of Cloyster, Gyarados, maybe Tentacruel to an extent. Point out how Grass has no switch-ins at all to Volcanion and everything gets 2HKO'd except Cradily and Mega Venusaur if it's a Choice Scarf set over Choice Specs. It's decent bulk lets it take on faster threats on Grass such as Serperior at neutral Special Attack if it's not running a Choice Scarf set to outspeed it.
 
Terrakion (Rock) Choice Band - written, ready for QC
[SET]
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack

#Moves
Close Combat, powered up by Choice Band, is great Fighting-type STAB with few drawbacks and is best for dismantling the opposing team. Stone Edge provides stellar coverage alongside Close Combat, hitting Poison-, Flying-, and Ghost-types well; it also has a nifty chance to land a critical hit. Earthquake won't see much use since it has redundant coverage with Close Combat, but it is still useful for hitting Doublade and Nidoqueen, and a few other targets that resist Terrakion's STABs. Quick Attack, although it isn't a good move to lock yourself into, is still a handy form of priority that lets you pick off weakened threats, such as Belly Drum Azumarill and Focus Sash-reliant setup sweepers, that could successfully sweep the team otherwise. Rock Slide is a decent alternative for either Quick Attack and Earthquake because it has a slightly higher accuracy than Stone Edge and should be used when the power difference between the two doesn't matter. It also provides a chance to flinch which could make a huge difference when breaking down walls.

#Set Details
The EVs maximize both Attack and Speed to aid Terrakion in destroying the opposing team, and there is little reason to invest in other stats. Equipped with a Choice Band, Terrakion becomes an excellent wallbreaker and needs much less support in getting past the opposing team than if it didn't have a Choice Band. For instance, it now lands an OHKO on Mega Gardevoir, Ferrothorn, Keldeo, and Physically Defensive Porygon2 (after Stealth Rocks), and 2HKOs Skarmory and Hippowdon (after Stealth Rock damage and if they lacks Leftovers).

#Usage Tips
Choice Band Terrakion is one of the best wallbreakers that Rock has to offer, so providing it free switches to land a good hit on the opposing team is key. Bluffing the Choice Scarf will allow you to dismantle walls that the opponent wouldn't switch in otherwise, giving you a slight advantage. If Terrakion has done its job in breaking down the other team, feel free to play a bit more recklessly with it late-game. If used on a team that relies on Sticky Web and other hazards, Terrakion can also switch in for free when you predict that the opponent is going to use Defog or Rapid Spin and typically threaten them out.

#Team Options
Terrakion reaches a good speed tier but will still find itself being outsped by many threats; Sticky Webs Shuckle can remedy this, allowing Terrakion to outspeed Choice Specs Keldeo, Mega Lopunny, and Choice Scarf Heracross and cleanly OHKO all three. Shuckle and reliable Stealth Rock users in general help secure a few KOs and remove Focus Sashes. Terrakion struggles with a few faster Flying- and Psychic-types, most notably Thundurus-I, Choice Scarf Togekiss, and Latios, so Pursuit Tyranitar is a good partner since it can remove them and provide Sandstorm, giving Terrakion a chance to take a few special attacks. Mega Diancie has great offensive synergy with Terrakion since Terrakion removes several Steel-types that hinder Mega Diancie and just weakens the opposing team in general. In return, Mega Diancie can remove Mega Sableye and Fighting-types that threaten Terrakion and bounce away Will-O-Wisp and hazards. Lastly, Rhyperior can take on Steel-types that aren't immediately threatened by Terrakion like Doublade as well as common priority aimed at Terrakion after a Close Combat.

Cradily (Rock) Physically Defensive - written, ready for QC
[SET]
Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat / Stealth Rock / Earth Power

#Moves
Giga Drain is the reliable STAB of the set and allows Cradily to hit Water- and Ground-types for respectable damage. Recover is useful, immediate healing and is important for keeping Cradily around longer. Toxic helps Cradily wear down setup sweepers which may try to do so in front of Cradily and should be Cradily's main method of dealing damage if the opponent takes little from Giga Drain. The last slot is very flexible as the first three allow Cradily do what it needs to do. Mirror Coat is a nasty surprise for many special attackers, which is important since Cradily can't do much damage otherwise since it is so passive, but this move requires careful prediction. Stealth Rock could be used in this slot as well since Cradily can usually stick around in the match and reset Stealth Rock if need be, but it should only be used if you can't fit Stealth Rock anywhere else. Earth Power could also be used here, but Cradily should focus on more defensive roles.

#Set Details
Leftovers is useful recovery and helps Cradily tank more hits, and extra healing on a wall is always appreciated. The EV spread allows Cradily to take on Ground-types more easily since they tend to be physically biased, like Landorus-T, Garchomp, and Mega Swampert. Storm Drain is Cradily's main selling point, since it provides the Water-type immunity that all of Cradily's teammates like.

#Usage Tips
Cradily is terribly passive, but it is nearly necessary on most Rock teams since they otherwise struggle with Water- and Ground-types. Keeping it healthy by liberally using Recover is important against Ground, Water, and Dragon Monotypes since it needs to be able to check what the team needs it to. Since it usually only deals damage with Giga Drain and Toxic, your opponent may try to setup or heal their Pokemon; allowing Scizor to Swords Dance or Mega Sableye to Recover can turn the match in favor of your opponent, so you may want to utilize double switches more often when using Cradily.

#Team Options
Cradily forms a great defensive core with Assault Vest Tyranitar and Rhyperior because its access to Storm Drain and Recover let it take constant Earthquakes and Scalds unlike Tyranitar and Rhyperior. In return, Tyranitar provides sandstorm and checks special attackers, and Rhyperior checks several physical attackers which may setup on Cradily, like Dragon Dance Dragonite or Swords Dance Scizor. Cradily typically fits on most Rock Monotypes other than the hyper offensive styles due to how passive it is.

Rhyperior (Rock) Defensive - written, ready for QC
[SET]
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Avalanche / Ice Punch

#Moves
Earthquake is reliable STAB that lets Rhyperior check Steel-types well, and Stone Edge is another STAB move that compliments Earthquake by hitting Flying-types, forming the infamous EdgeQuake combination. Fire Punch threatens Steel-types that don't care about Earthquake, like Mega Scizor or Ferrothorn. Both Avalanche and Ice Punch hit Dragon- and Ground-types for respectable damage, but the former hits harder since Rhyperior is slow anyways, while the latter is more reliable.

#Set Details
The Weakness Policy, although strange on a defensive set, lets Rhyperior take a hit from strong physical attackers like Mega Gallade or Mega Medicham and OHKO back, something it can't do without the Weakness Policy. Solid Rock supports Rhyperior's physical bulk further by helping it take hits from Ground-, Steel-, and Fighting-types and works well in conjunction with the Weakness Policy. The EV spread allows Rhyperior to take as many physical attacks as possible.

#Usage Tips
Rhyperior needs to be used very carefully; as a defensive Pokemon that lacks reliable recovery and relies on the one-time-use Weakness Policy, it can't simply switch into physical attackers freely all the time. Allow it to focus on checking more dangerous attackers like Mega Scizor, Sand Rush Excadrill, and Terrakion instead of attackers that its teammates can handle instead. Because of this, you may need to keep Rhyperior until late-game, as a smart opponent will keep those threats around until then.

#Team Options
Rhyperior pairs particularly well with Cradily and Tyranitar since Cradily takes on Ground- and Water-types and lets Rhyperior focus on what's more dangerous. Tyranitar checks special attackers and provides sandstorm, which Rhyperior can use (but should only in dire situations) to check Mega Diancie or possibly Gengar. Rhyperior acts as a general answer to physical attackers, so Mega Diancie, Terrakion, and Archeops can use it to take priority like Mach Punch and Bullet Punch for them.

Weakness Policy on a Rhyperior with max investment in Defense seemed weird until you pointed out that it lives a hit from Mega Medicham which Rock hardly has answers for.

You should put Mega Aggron in team options on all three of your analyses as it's the best and one of the only checks to Scizor.

Other than that everything looks solid.
 
Ready for QC

Special Defensive Heatran

Heatran @ Leftovers/Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD or 252 HP / 176 SpD / 80 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic/Roar/Protect
- Earth Power

#Moves

Lava Plume is a great STAB and has a burn damage. Stealth Rock is to make Steel’s life easier sweeping, steel always enjoys the hazards on the opponents field. Protect is to gain a little HP by leftovers, aswell as for HJK users. Also able to scout what your opponent uses. Roar is for mons that set up, and Toxic is if you cant really hit anything with Earth Power/Lava Plume, to make them lose damage and easier for the other mons to take out. Lastly, Earth Power is for other fire mons.

#Set Details

Heatrans usage is 98.9% on steel, it helps steel alot with flash fire to take on fire moves which things on your team such as skarmory, ferrothorn, doublade and scizor don’t appreciate. It is also a reliable stealth rocker, and deals with threats such as Victini and opposing Heatrans. Sometimes people tend to use 80 Speed to outspeed other heatrans and mandibuzz. Leftovers help it out with regaining HP, which protect is also used at times, yet at times people tend to run Air Balloon if their team is too weak to ground

#Usage Tips

One of the main things you can do with heatran is switch in on a fire move to boost up your fire moves with flash fire. On steel, fire mons such as Victini, Entei, Darmanitan and Chandelure are great threats to steel. Heatran basically covers those threats, and since they all tend to be choiced items, you just hit earth power, or its your chance to set up stealth rock if you did not do so already. Heatran also likes a physical defensive partner such as skarmory and doublade for things like Terrakion, Heracross and Medicham.

#Team Options

Skarmory is the best mon on steel to form a defensive core with heatran. Skarmory is weak to fire type attacks in which heatran is immune to, and heatran is weak to ground types which doesn’t have any affect on Skarmory. These two mons can also form a hazard stack team since Skarmory learns spikes and heatran learns stealth rock. Since Steel appreciates the hazards, mons like Doublade and Bisharp help alot since Doublade isn’t affected by rapid spin and Defog raises bisharps attack, not only do these mons help with hazard control but they both get access of swords dance which also helps late game sweeps, not to mention Doublade is also immune to fighting type attacks
Heatran ready for QC
 
Ready for QC

Mega CharizardY (Flying)

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Flamethrower
- Solar Beam
- Focus Blast
- Roost / Dragon Pulse

#Moves
Fire Blast hits insanely hard under sun, being able to nearly 1HKO a majority of things that don't resist it. Flamethrower is weaker, but it never misses and is more consistent. Solar Beam is a strong coverage move that doesn't have to charge up because of sun, hitting Pokemon who resist Fire Blast such as a Lanturn, and Azumarill super effectively. Focus Blast hits Pokemon such as Heatran, Porygon2 and Tyranitar. Roost keeps Charizard healthy, and allows it to effectively check Pokemon locked into an Ice move. Removing its Flying typing also has its benefits since it removes Mega Charizard Y's weakness to Electric attacks while Dragon Pulse hits Dragon types super effectively.

#Set Details
252 special attack and speed with a Timid nature makes Charizard-Y as fast as possible, allowing it to speed tie with other base 100s such as Mew, and Manaphy. Timid is also crucial because it lets Charizard outspeed Kyurem-B and PorygonZ who are huge to Flying.

#Usage Tips
Use Drought to your advantage. Mega Charizard Y has decent special defense, so it can switch into most water moves and roost off the damage, and even with Drought, Charizard is able to check most special Fire types, even opposing Mega Charizard-Y. You should also time your mega evolution. If your opponent has a weather setter such as Politoed or Hippowdon, be wary of instantly mega evolving and using Solar Beam because if the weather is changed halfway, you're forced to charge up, and Solar Beam's power will be cut in half. Mega Charizard Y is also best used early to mid game since it wallbreaks your opponent's team so double switching or pivoting to Charizard will increase its usefulness.

#Team Options

Since Charizard is 4x weak to rocks, having Defog support is a must. Skarmory, and Zapdos are notable since Skarmory takes Rock moves while Zapdos takes Electric ones. Skarmory can double as a hazard setter since Stealth Rocks changes many 2HKOs into one. Charizard also struggles against some special walls like Chansey making Dragonite a good partner. In return, Mega Charizard Y breaks down physical walls and Fairies. Charizard also appreciates a safe switch in, so pivots like Landorus-T and Thundurus-T are greatly appreciated.
Finished, ready for QC

Mega Gyarados (Flying)

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Taunt / Substitute / Ice Fang

#Moves
Dragon Dance is the main point of this set, boosting Gyarados's attack and speed. After one Dragon Dance, Gyarados is able to outspeed and sweep weakened teams. Waterfall is a reliable STAB move with a nice chance to flinch. Crunch is the other STAB move, and does huge amounts of damage to Pokemon that resist Waterfall. Taunt stops Pokemon from phasing Gyarados out, or statusing it. Substitute is weak to Whirlwind, and takes off a quarter of Gyarados's HP but allows you to set up on Pokemon with weak attacking moves. Ice Fang allows you to 1HKO most Dragon and Flying types.

#Set Details
252 attack and speed with an Adamant nature make Gyarados as fast as possible. A Jolly nature is an option if you want to outspeed Dragonite without a boost, and Scarf base 80s such as Togekiss, Hoopa-U, and Chandelurist but Gyarados is slower compared to other scarfers and appreciates the extra power.

#Usage Tips
Gyarados gets worn down easily, so avoid sending it out unnecessary. Gyarados should also take advantage of Intimidate, and its unique mega typing for easier setup. It gains new weakness's and resistances when it mega evolves, so it may be beneficial to stay in its regular form at times. Depending on what Monotype you're facing, a Flying type may be more beneficial than a Dark type or vice versa. This also forces a lot of 50/50s. One example would be Mega Diancie since it's forced to guess between Moonblast or Diamond Storm, and if it guesses incorrectly, it'll be KOed by Waterfall. Mold Breaker is also very useful. It gets past Mega Sableye's Magic Bounce, and turns it into setup fodder with Taunt. It also ignores Unaware and Sturdy.

#Team Options
Gyarados loses 25% of its HP from Stealth Rocks so having Defog support will keep it healthy. Zapdos is perfect because it takes Electric moves, and resists Fighting, Bug and Grass moves after it mega evolves. In return, Mega Gyarados resists Ice moves, and takes neutral damage from Rock attacks. Setting hazards is also very beneficial, since it turns some 2HKOs into 1HKOs. Skarmory gets Stealth Rocks, and Spikes while Landorus-T has Stealth Rocks and U-turn for momentum.

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 248 HP / 92 Def / 68 SpD / 100 Spe
Careful Nature
- Rest
- Sleep Talk
- Dragon Dance
- Waterfall / Crunch

#Moves
Rest keeps it healthy, and works well with Mega Gyarados's 95/109/130 base defensive stats. Sleep Talk prevents it from being setup fodder while giving Mega Gyarados a chance to setup or attack. Dragon Dance slowly increases Mega Gyarados's speed and attack, and with its bulk, it'll be able to set up multiple times. Waterfall is the only attacking move, hitting most things neutrally with a chance to flinch. Crunch can be used instead if you want to have an easier time against Psychic, but you have to mega evolve for it to be effective.

#Set Details
100 speed EVs allow Mega Gyarados to outspeed base 102s such as Garchomp after 1 boost. A Careful nature with 248 HP EVs and 68 special defense give Mega Gyarados the bulk to live Mega Charizard Y's Solar Beam after rocks, and the rest is placed into defense so it can tank physical moves better.

#Usage Tips
Gyarados's mega evolution is unique because it gets rid of its Flying typing and replaces it with Dark. This removes its weakness to Electric, and Rock moves, and in return gives it a weakness to Fighting, Bug, Fairy, and Grass which is easily covered by the Skarmory and Zapdos core. This is important because depending on the matchup you can choose to not mega evolve at all. Also keep in mind that regular Gyarados can do things Mega Gyarados can't such as walling Charizrad-Y and Keldeo.

#Team Options
Since this is a monoattacking set, it gets walled by a lot of things. Waterfall is resisted by Grass, Water, and Dragon Pokemon so Togekiss would make an excellent teammate since it's able to beat these types. Thundurus is also able to do this well with Thunderbolt, and Hidden Power Ice. Dragonite is also an excellent teammate since it hits these types hard with Outrage. If running Crunch, you need answers to Fairy, and Dark Pokemon. Gliscor is a great choice since its able to effectively check and wall popular Pokemon from these types. Landorus-I is also a great offensive option since Sludge Wave and Focus Blast hit hard. Finally, Skarmory and Zapdos is able to cover Mega Gyarados's weakness to Fighting, Fairy, Grass, and Bug moves while Mega Gyarados covers Skarmory and Zapdos's Fire, Ice and Rock weakness.
Finished writing, waiting for QC

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype. Chansey can effectively beat almost every special attacker in the entire Monotype metagame. However, she hates getting her Eviolite knocked off. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, and Stealth Rock. However, she struggles against Fighting-types and falls to powerful wallbreakers.
[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team. Toxic forces switches while putting everything on a timer which works great on bulkier teams whereas Thunder Wave is useful for crippling fast opponents which is important for slow sweepers such as Diggersby and Meloetta. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Max HP and Defense with a Bold nature let Chansey be as physically bulky as possible. A set of 4 HP /252 Def /252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bells for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot. Soft-Boiling often is a good idea as well, as Chansey will be switching in and out.

#TeamOptions
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in.

All ready for QC
 
Ready for GP

Mega Heracross (Fighting) Overview
[OVERVIEW]
Mega Heracross comes equipped with the second highest base Attack in the game along with high Base Power STAB moves in Close Combat and Pin Missile to make it one of the strongest wallbreakers Fighting has to offer. Its Skill Link ability allows it to utilize powerful coverage in Rock Blast and Bullet Seed as well. It has access to Swords Dance as well, giving it a small niche to be able to sweep slow teams. With phenomenal bulk thanks to its Mega Evolution, Mega Heracross finds many chances to come in and break the opposing team. That being said, Mega Heracross faces competition from Mega Medicham as a wallbreaker, as Mega Medicham is not only faster, but has more power and priority moves as well. Mega Gallade is also another fierce competitor for the Fighting Mega Evolution slot, as it can far more easily sweep through teams with its great Speed. Mega Heracross's Speed is its greatest weakness, as it can be outsped by just about any offensive threat. That all being said, with the right team support, Mega Heracross can justify its use over its rivals.

Mega Heracross (Fighting) Wallbreaker
[SET]
Heracross @ Heracronite
Ability: Moxie
EVs: 24 HP / 252 Atk / 4 Def / 228 Spe
Adamant / Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Earthquake

#Moves
Close Combat is the most reliable STAB move Mega Heracross has to offer. Pin Missile is stronger than Megahorn after Heracross has Mega Evolved due to its new Skill Link ability. Rock Blast serves as good coverage to hit Flying-types that would otherwise resist Mega Heracross's moves. Bullet Seed rounds off Mega Heracross's coverage and allows it to OHKO Azumarill as well as Gastrodon and Quagsire. Swords Dance is a niche option that can be run over Bullet Seed to give Mega Heracross the potential to sweep, but the lack of coverage is seriously missed. On the other hand, Earthquake is another coverage option that specifically 2HKOes Doublade, which would otherwise wall this set. Be aware Hippowdon and Azumarill are now far more threatening and other checks are needed for them.

#Set Details
252 Attack EV investment alongside an Adamant nature gives Mega Heracross as much power as possible, importantly increasing its odds of 2HKOing Skarmory. 228 Speed EVs are used to make sure Heracross outspeeds Jolly max investment base 70 Speed Pokemon such as Breloom and Bisharp before it Mega Evolves and at the same time outspeed the Adamant variants of base 70s afterwards. The rest of the EVs are put into HP in order to bolster its impressive natural bulk a slight amount. A Jolly nature may be used to always outspeed Bisharp and Breloom, while also outspeeding Gyarados and Hoopa-U. While the damage is seriously missed, as Mega Heracross's main role is to wallbreak, with a Jolly nature there is the added bonus of outspeeding even the fastest Zapdos spreads, which helps avoid potential Heat Wave damage. If you choose to use Earthquake, an Adamant nature is important to boost the damage against Doublade. Moxie is the preferred ability for Heracross, as if it gets a Moxie boost, its damage becomes unstoppable for almost any wall. Guts is a very niche option for allowing Heracross to soak status in certain matchups, but means Mega Evolving is no longer beneficial and that Pin Missile becomes completely unreliable as a result.

#Usage Tips
Mega Heracross should be brought out whenever possible to fire off a ridiculously powerful attack. Its ability to wallbreak should be used early-game so that its teammates can finish the job later. Don't be afraid to use Mega Heracross's STAB moves freely, as even Pokemon that resist them such as Zapdos will take a substantial amount of damage. Mega Heracross is a good counter to Mega Venusaur, although getting poisoned by Sludge Bomb can be crippling. Against balanced teams, like for Flying and Dark, Mega Heracross can come in on just about anything that doesn't immediately threaten it, including even Landorus and Bisharp, to get a kill. Mega Heracross is also very good at taking advantage of Choice item users, such as Landorus-T and Terrakion, and due to its impressive bulk can switch into attacks that aren't super effective to it quite easily. Swords Dance should be used sparingly and only late-game when any checks are gone, as almost always it is preferred to simply use an attack. Earthquake is specifically used for Doublade, but can also help ease prediction against Steel and Ghost teams in general. Mega Heracross relies on not being afflicted by status to do its job, so avoiding burn, which halves its damage, and paralysis, which quarters its Speed, is critical to its success.

#Team Options
Mega Heracross is best paired with a sweeper that can take advantage of Mega Heracross's wallbreaking capabilities. Lucario is a particularly good setup sweeper, as it handles Fairy-types that can stop Mega Heracross. A teammate that can handle Doublade is especially important, as Mega Heracross can't hope to touch it without Earthquake, so Infernape is almost always a shoe-in. Infernape can also set up Stealth Rock, guaranteeing the 2HKO on Skarmory from Mega Heracross's Close Combat after one round of damage. Keldeo is good as a teammate because of its ability to check Doublade and Gliscor, while Mega Heracross can help it beat Mega Venusaur and Gastrodon. Substitute + Calm Mind Keldeo is notable for easily taking on Mega Sableye, which Mega Heracross is very unreliable at checking. Partnering with Breloom can potentially allow Mega Heracross to drop Bullet Seed in favor of Swords Dance or Earthquake, as Breloom can just as easily handle the many threats Bullet Seed targets. This is especially nice because Breloom cannot touch Doublade, so Earthquake Mega Heracross synergizes very well. Fast revenge killers such as Choice Scarf Terrakion are almost necessary for Mega Heracross to function, as they can handle the many fast threats that it cannot.
 
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Landorus with the good typing of Ground Flying making it immune to Electric type moves and also having an amazing speed tier of base 101 being able to outspeed common base 100 speed Pokemon is a very valuable asset to Flying teams. Access to the ability Sheer Force allowing Landorus to use the Sheer Force plus Life Orb combination without taking 10% recoil from Life Orb. Landorus has a very powerful STAB Earth Power and amazing coverage options such as Focus Blast and Sludge Wave which helps it break many threats. Although Landorus is very good the only real cost to using it is not being able to utilize the amazing defensive pivot Landorus-Therian due to species clause.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rock Slide
- Sludge Wave
- Earth Power
- Focus Blast

#Moves
Earth Power is Main STAB and hit very hard if it is not resisted. Sludge Wave is there to check common fairy types. Focus Blast is there to round out Landorus' coverage against steel types while giving it a viable option against normal types. Rock Slide is for checking threats such as Mega Charizard-Y. Also a just as viable option over Rock Slide is Psyshic allowing Landorus to hit fighting and poison types for super effective damage, but giving up the very good rock ground coverage.

#Set Details
Max Speed is needed to outspeed base 100 Pokemon that Landorus needs to outspeed. Max Special Attack is used to maximize Landorus' Special Attack and its overall power. Naive nature is used to give Landorus a plus speed nature while keeping it's niche of living an Aqua Jet from Choice Banded Azumarill by not lowering its defense. Alternatively if Rock Slide is not ran Timid nature should ran and the 4 EVs in attack should be moved to Defense.

#Usage Tips
Landorus should be used to break the common balanced cores in Monotype. With it's coverage options and being able hit half the meta it is very easy to break walls by clicking the super effective move due to the power of Sheer Force and Life Orb. Landorus should mainly be used to break slower teams on more balanced orientated Flying teams.

#Team Options
Landorus is not easily walled although it can be easily checked by Choice Scarf users as well as Ice Shard users. To compensate for that weakness Skarmory and Zapdos are often helpful by giving Landorus an effective defensive core to fall back for the faster threats that have the ability to check it. Also Stealth Rock is very helpful in helping Landorus achieve some 2 Hit Ko's and OHKOs it would not normally achieve. Mega Gyarados is a very great offensive partner due to having access to the ability Intimidate and being able to resit ice moves that Landorus fears after it Mega Evolves. Mega Gyarados also helps against Psyshic types which Landorus can have an issue with bulky offensive Psyshic type teams.

#Checks/Counters
Faster Pokemon and Choice Scarf users with a super effective moves such as Kyurem-B and Keldeo are excellent checks to Landorus. Ice Shard users such as Mamoswine and Weavile are very good at checking Landorus and stopping it in its tracks. There are really no "counters" to Landorus due to its massive movepull which makes it very unpredictable and very hard to find a definite counter although special Walls such as Chansey and Gliscor do a very good job at countering most variations Landorus.
The overview is written rather awkwardly, but GP can probably fix that. Mention how while its speed tier is good to outspeed base 100s, it is easily revenge killed by faster Pokemon like Keldeo, Latios, and Latias. (at the end) And that would mean rewording "its only real cost".

Slash Psychic after Sludge Wave, they're both equally viable as good neutral moves to hit Pokemon that resist/are immune to Earth Power and they both hit pretty much the same amount of things. Mention specifically in moves that Rock Slide lets you beat SpD Togekiss and Zapdos, thus allowing you to wallbreak Flying-type teams.

Mention Knock Off in Moves as a way to cripple Chansey and Porygon-2 along with hitting Latios and Latias. Also mention how Mega Latias is probably the only counter to Landorus.
 
staraptor_by_uraharataichou-d8hurdf.png
Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly.

Staraptor (Normal) Defensive | Choice Scarf
[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- Featherdance

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Featherdance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Featherdance in order to provide more momentum for the team in addition to scouting the opponent's team.

#Set Details
248 HP gives Staraptor a Stealth Rock number in being able to switch-in four times. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. The remaining EVs are invested into Special Defense to increase Staraptor's special bulk a little. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. When dealing with Pokemon that have a super effective coverage move such as

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe. Quick Attack can be used instead of U-turn to pick off weak targets or Pokemon that are down to their Focus Sash.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Reckless is the chosen ability to boost the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Azumarill, Keldeo, Landorus, and Gengar. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Porygon2, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz.

DONE (Awaiting QC)

a bit late on this, your Scarf analyses should be good to go, everything in there i agree with 100%, as for your defensive set. Maybe slash feather dance with toxic as it helps you to toxic stall a few mons that brave bird doesnt do that much to but they dont have anything to do in return. Also having toxic users appreciate recovery, in which Staraptor has roost. Other then that, good job on ur analyses
 
Finished writing, waiting for QC

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype. Chansey can effectively beat almost every special attacker in the entire Monotype metagame. However, she hates getting her Eviolite knocked off. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, and Stealth Rock. However, she struggles against Fighting-types and falls to powerful wallbreakers.
[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team. Toxic forces switches while putting everything on a timer which works great on bulkier teams whereas Thunder Wave is useful for crippling fast opponents which is important for slow sweepers such as Diggersby and Meloetta. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Max HP and Defense with a Bold nature let Chansey be as physically bulky as possible. A set of 4 HP /252 Def /252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bells for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot. Soft-Boiling often is a good idea as well, as Chansey will be switching in and out.

#TeamOptions
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in.

  • The overview is weird, keep all the negatives at the end so move the 2nd line towards the end and use a different word than however (you already used however)
  • Mention how Chansey is also a good mixed wall, you make it seem like it can only switch in to special moves in the overview
  • You say in set details that Natural Cure is used to preserve Heal Bell but you never mentioned Heal Bell anywhere in the analysis! Mention Heal Bell in moves
  • Mention Ditto in team options since it can deal with Pokemon that set up on Chansey
 
staraptor_by_uraharataichou-d8hurdf.png
Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly.

Staraptor (Normal) Defensive | Choice Scarf
[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Brave Bird
- Roost
- Defog
- Featherdance

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Featherdance is a great supporting move, which cripples physical attackers. U-turn can also be used instead of Featherdance in order to provide more momentum for the team in addition to scouting the opponent's team.

#Set Details
248 HP gives Staraptor a Stealth Rock number in being able to switch-in four times. 252 Defense with an Impish nature allow for Staraptor to take physical attacks much more effectively. The remaining EVs are invested into Special Defense to increase Staraptor's special bulk a little. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. When dealing with Pokemon that have a super effective coverage move such as

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe. Quick Attack can be used instead of U-turn to pick off weak targets or Pokemon that are down to their Focus Sash.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Reckless is the chosen ability to boost the power of Brave Bird and Double Edge. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Azumarill, Keldeo, Landorus, and Gengar. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Porygon2, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz.

DONE (Awaiting QC)

Overview:
Mention that defensive Staraptor also provides Defog support, as it's the only viable user of entry hazard removal.
Mention that defensive Staraptor is quite passive as well. Special setup sweepers love coming in on it to get a free boost. Also, Defog and Feather Dance both have low PP, lower than Stealth Rock and Swords Dance, respectively. Thus, it's not actually good at preventing either from happening.

Defensive Set:
Set:
Slash Whirlwind with Feather Dance. It's great for phazing and actually stopping setup sweepers.
You should absolutely have at least 16 Speed EVs! That'll put you ahead of Adamant Bisharp and Breloom. It's such a small amount that you lose almost nothing. 228 HP / 252 Def / 12 SpD / 16 Spe with Impish should do the trick.

Moves:
Mention Whirlwind. Phazes out Mega Scizor, Bisharp, etc. Prevents them from SDing until Feather Dance runs out of PP (Feather Dance is especially useless against Bisharp!).
You could mention having CC having a small niche over Feather Dance. CC can hit annoying Steel- or Rock-types that would otherwise not care about Staraptor.

Set Details:
The EV spread:
228 HP EVs: Leftovers number. With Roost and Leftovers, having a divisible by 4 HP stat is easily negated.
16 Spe: Outspeeds neutral nature base 70s such as Bisharp.

Usage Tips:
"When dealing with Pokemon that have a super effective coverage move such as" I'm unsure if your "such as" refers to Pokemon or the coverage move. This is an important tip to have though so please fill it in.

Maybe a tip on using Feather Dance is useful here. Something like: "Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates." and then "Due to its low PP, Feather Dance cannot beat Swords Dance users." might do the trick.

Whirlwind to block setup sweepers, shuffle around opponents for Stealth Rock chip, should be mentioned here.

Tips on U-turn would be great. Your versions of: "Staraptor's low Speed helps it bring in teammates safely with switch initiative." "U-turn also helps Staraptor escape switch-ins" would probably work.

Team Options:
I would give a mention to Foul Play Porygon2 for a slim hope at stopping Mega Scizor, as Staraptor surely has no chance.
You could give Mega Pidgeot and Meloetta extra attention for being able to beat Steel-types with their access to Heat Wave and Focus Blast.

Choice Scarf Set:
Set:
Slash Reckless with Intimidate.

Moves:
Is Quick Attack actually worth mentioning/running on the Scarf set? I can see it on Band, but U-turn is just so good for Scarf Staraptor. I would personally not mention it.

Set Details:
Intimidate is actually very good on the Choice Scarf set. First, it bluffs your set. If your opponent doesn't see Intimidate, they already know you're offensive. Second, Intimidate is just good, especially with U-turn pivoting in and out even on this offensive set. I'd give it a mention for sure. (Also, Intimidate can let Staraptor trade 1 for 1 vs Mega Scizor in the right case.)

Usage Tips:
The Scarf set can actually function as a pseudo-wallbreaker just with how powerful its STAB moves boosted by Reckless are. As a result, mention that it's great for use in the early- or mid-game to help the team break walls.

Talk about when to use Close Combat. It's a pretty risky move in most cases, as it drops your defenses and is easily abused by setup sweepers. But its use against Steel-types cannot be understated.

Team Options:
Smeargle's access to Sticky Web should be mentioned.
Not sure if Porygon2 should be mentioned as a special attacker over Mega Pidgeot.
Mega Pidgeot should be mentioned as, although they stack Flying-type, can help wear down the Flying checks as they hit opposite defenses.
Staraptor needs help vs. Mega Scizor, as it can take one Brave Bird to set up a SD and then OHKO with Bullet Punch, assuming no Intimidate activation.

Great work! I'll Like the analysis when I see the changes.

By the way, I know this is usually for GP, but Feather Dance, not Featherdance.
 
149.png
Ready for QC
Dragonite is a powerful physical attacker with strong priority, good coverage, and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar.
[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Superpower

#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Superpower helps vs Normal, which has a chance to OHKO Chansey after Stealth Rock, as well as hurting ice, which can be a huge pain for Flying. Fire Punch can also be used to hit grass and steel types, and Stone Edge for Edgequake coverage.

#Set Details
Maximum Speed with a Jolly nature allows it to tie with other base 80s, and maximum attack investment allows it to net more KOs. Multiscale is used because it improves its survivability if stealth rock has been defogged away. Fire Punch can also be used to hit grass and steel types, and Stone Edge for Edgequake coverage. Iron Head can also be used to hit fairy and rock types. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Usage Tips
Dragonite becomes a powerful revenge killer with a band-boosted Extremespeed, or just an outrage if you outspeed. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.

#Teammate Options
Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would ohko Dnite. A third partner would be choice scarf Salamence with moxie, because they have similar checks and one can weaken the checks to the point where the other can sweep.

#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake


#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock.

#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard, and Jolly can be used alternatively to tie with scarf base 80s after one dragon dance. Lum berry is the best item for dragonite because it attracts status spreaders, like Mega-Sableye. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health.


#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the best defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and it also weakens Dragonite's checks so it can sweep late game. Another good partner would be Mega Gyarados, because it provides an ice resist, and ice-type moves are the best way to KO dragonite.

  • Beef up the overview. Mention specific coverage moves that Dragonite gets that makes it such a good wallbreaker like Fire Punch and Superpower. Mention that it has access to Dragon Dance and is hard to revenge kill because of Extreme Speed. At the end, mention how it hates Stealth Rock because it gets rid of its Multiscale and makes it harder for it to set up.
[BAND]
  • Fire Punch is a way better option on band. Replace Superpower with Fire Punch completely and move Superpower to moves
  • Superpower isn't helping vs Ice lol, they all outspeed and ohko or are Avalugg. remove that blurb
  • Mention specifically that Fire Punch lets it hit Skarmory and Mega Scizor.
  • "Fire Punch can also be used to hit grass and steel types, and Stone Edge for Edgequake coverage. Iron Head can also be used to hit fairy and rock types. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. The coverage moves used should be dependent on your team, and if it struggles against a certain mon." This kind of stuff belongs in the moves section. The set section is only for EV spreads, items and abilities. Rewrite moves with Fire Punch as the main move, mention Superpower and Iron head later on in the paragraph to hit Chansey and Porygon-2 and Fairy-type Pokemon, respectively. Remove all mentions of Stone Edge, it hits nothing notable.
  • Adamant nature is way better than Jolly. Slash Jolly with Adamant, with Adamant being the primary slash. (and edit set details accordingly)
  • "Dragonite becomes a powerful revenge killer with a band-boosted Extremespeed, or just an outrage if you outspeed." What is this mean? it's worded rather poorly. Just say that Choice Banded Outrage hits very hard, scoring 2HKOs on Pokemon like Porygon-2 and Slowbro specifically.
  • Don't mention good teammates sequentially (first, second, third.. etc) Just say the Pokemon outright. Mention that Defog support is still needed for Dragonite.
[DD]
  • Slash Fire Punch with Earthquake to hit Skarmory, Mega Scizor, etc (keep eq first slash) mention in moves after of course
  • Dragonite really needs Adamant or it's really weak, I don't even think Jolly is worth slashing because all the things that would outspeed it hate Extreme Speed. I'd change Jolly to Adamant only.
  • In Set Details, change the wording for Lum Berry. "attracts status spreaders" isn't really the best way to say it, just say that prevents it from getting statused by Pokemon like Sableye. Mention how Lum Berry cures Outrage confusion.
  • Specifically mention in team options that Charizard Y can beat most Fairy-type Pokemon that wall Dragonite. Specifically mention that Mega Gyarados has similar checks so it can wear down Pokemon for Dragonite.
 
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Ready for QC
Dragonite is a powerful physical attacker with strong priority and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves, such as fire punch, earthquake, and superpower. It gets access to dragon dance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar. It also hates stealth rock, because it breaks multiscale and makes it harder to set up.
[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Fire Punch is for hitting mons like skarmory and mega-scizor, which would normally wall it. Superpower can be used to hit Chansey and Porygon2. Iron Head can also be used to hit fairy types. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Set Details
Maximum Speed with a adamant nature allows it to tie with other adamant base 80s. Multiscale is used because it improves its survivability if stealth rock has been defogged away. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. Jolly can be used alternatively to outspeed Jolly 70's and tie with other Jolly 80's. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Usage Tips
Choice band outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.

#Teammate Options
Common defoggers, like Zapdos and Skarmory, make good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would OHKO Dnite. Toge also provides defog support. Choice Scarf Salamence would be a good partner because they have similar checks and one can wear them down for the other to sweep.

#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch


#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock, but Fire Punch can alternatively be used to hit Mega Scizor and Skarmory.

#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard. Lum berry is the best item for dragonite because it gets rid of burns from Pokemon like Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health.


#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the most common defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and beats most of the fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an ice resist, and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
Made the changes afd mentioned, anything else? Or should I say that it's ready for GP
 
Waiting for a second QC.

Azumarill (Fairy) Overview
Azumarill is one of the few physical attacking Pokemon that Fairy gets and it plays an important roll on all Fairy team due to it's access to Belly Drum. It's Water/Fairy typing gives it nice resistances to Fire, Water, Ice and neutral damage from Steel, all of which Fairy lacks. That combined with it's decent bulk allow it to take a hit and set-up or hit back. The Huge Power ability that Azumarill possesses makes Azumarill's base 50 attack equivalent to a base 150 attack. That plus it's Water typing access to moves like Superpower and Knock Off let it take on Heatran and Empoleon, two specially defensive Steel type Pokemon that nothing else on Fairy appreciates facing. However Azumarill's Speed stat is very low which is why Azumarill tends to speed creep other Pokemon, or is forced it to take a hit before being able to set-up or hit back.

Azumarill (Fairy) Belly Drum
Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off / Superpower

#Moves
Belly Drum allows Azumarill to get to +6 Attack which it can find many opportunities to do so with support from Dual Screens by Klefki or against a Pokemon that can't do much to Azumarill. Aqua Jet is Azumarill's Water STAB and it's the move it's mostly gonna use if it sets up a Belly Drum because in most cases it's gonna get a kill. Play Rough is it's Fairy STAB which hits very hard even without set-up. Knock Off is a great coverage move for Azumarill and helps it hit Pokemon that resit it's two STAB moves. Superpower is also a good option and helps out vs Steel.

#Set Details
Sitrus Berry restores 25% of Azumarill's health when it gets bellow 50% which is useful when setting up a Belly Drum. 252 EVs in Attack and an Adamant Nature allows Azumarill to hit as hard as it can. 164 EVs in Speed allows Azumarill to outspeed 0 speed Skarmory and take it out with Knock Off after Stealth Rock. The rest of the EVs are invested in HP because Azumarill doesn't need it in anything else. Running more Speed on Azumarill is optional but you should always run enough to outspeed Pokemon with base 70 speed, notably Skarmory if it's running 0 speed, and make sure the HP number is even so you get down to 50% after a Belly Drum and not 51%.

#Usage Options
Since Azumarill's main job is to Belly Drum and sweep you shouldn't switch it in to take an attack if your game plan is to sweep with it. Safely coming in and setting up a Belly Drum, even better if under screens, will allow Azumarill to be as healthy as possible after taking a turn to set up. It can be used as an offensive pivot to moves it resists and create offensive pressure if the game plan isn't to Belly Drum and sweep.

#Team Options
Klefki's Prankster ability and access to Reflect and Light Screen make it an amazing partner for Azumarill as it supports the Belly Drum sweep. Pokemon that can get rid of things that prevent Azumarill from setting up for free are appreciated. These include Togekiss that can get rid of Grass types and other threats such as Nidoking with Choice Scarf Air Slash or at least weaken them, Clefable which can set up Stealth Rock to break Skarmory's Sturdy, Gardevoir which can help get rid of Poison types, Mega Diancie which prevents hazards with it's Magic Bounce ability, something Azumarill doesn't appreciate since it needs to be as healthy as possible to set up a Belly Drum.
 
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