Project NU Teambuilding

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Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Approved by Raseri.
OP stolen from TRC's RU Teambuilding Thread.

Welcome to the NU Team Building thread!

The aim of this project is to help newer players know what is, and isn't, viable to use on their NU teams and finding niches for less than common Pokemon that you haven't thought of. For this I want you guys to post sets that work well, or not so well, in the current metagame and explain why they do or do not work. This project is all about discussing which Pokemon are good at all the "roles" there are in NU. From physical sweepers to entry hazard setters, we're looking to find what Pokemon are good at doing the job.

That's where you guys come in! By posting your favorite sets with a quick little description you can help save new users everywhere from using some of that more terrible sets, as well as helping them fill out their team by giving them a quick list of what fills different roles. Also feel free to post sets that people should not be using! However, remember, this is not the place to post specialized / gimmick sets.

Other users can then comment on the set and discuss if it should be placed on the good or bad side of the fence. Discussion on sets is encouraged, so don't worry about jumping in and offering your input on a posted set! If a pokemon fits under more than one category, the role it is geared towards the most is then followed by the other roles it can perform with the same set. This is a great way for people new to the tier to see what are good additions to their teams. Check in regularly to see which Pokemon work so you can improve your team building skills!

This project is also a great way to get noticed for that super cool Community Contributor badge that everyone wants. If you already have it you can work towards keeping it, so don't feel like you need to be the winner to win!

This is what we'd like your posts providing sets to look like, and remember to export the set from a simulator so it's easily importable! It should including selling points as to why it is worthy of being considered for a spot on someone's team. If the Pokemon / set you post falls under the "what not to use" section, point out both the good and the bad as well as mentioning the issues that it may have. Since a lot of Pokemon have somewhat peculiar niches and are very underrated, posting replays of these Pokemon in action can be great to show the set and to give players an idea of how they should be using the pokemon. These replays can be put in the Additional Comments portion of your post.

Follow this format for your post:
[What to use] or [What not to use]
Sprite (get sprites from here)
Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch / Earthquake
- Ice Punch / Earthquake

Role: Special Wall, Rapid Spinner, Physical Wall, Wallbreaker, Physical Sweeper, Special Sweeper, Late-game Cleaner, Hazard User, Revenge Killer, Bulky Attacker, Tank, Mixed Attacker, Support (weather support...) etc.

What It Does: Talk about how it does its role, essentially. Talk about the moves, item, and EV spread, and talk about how it fares against common Pokemon.

Good Teammates: Obviously, Pokemon it works well with, and why. For "What Not To Use". leave this section blank.

What Counters It: Again, obvious, talk about the Pokemon that trouble it, hinder it, or otherwise limit it as it tries to carry out the duties of its role.

Any Additional Info: Alternate EV spread, items, and ideas, as well as other miscellaneous information (Maybe a replay proving its effectiveness from a tournament, possibly).
What to use:


Feraligatr @ Lum Berry/Life Orb
Ability: Torrent
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Swords Dance
- Waterfall
- Frustration/Ice Punch
- Aqua Jet

Role: Physical Sweeper

What It Does: Feraligatr is a terrifying sweeper in this metagame. It has above average bulk to set up a Swords Dance and sweep weakened or unprepared teams. Waterfall is for obligatory stab, Aqua Jet is necessary because it allows Feraligatr to hit faster opponents for good damage. Both Ice Punch and Frustration have their advantages. Ice Punch allows you to hit slower Grass types that can easily tank Waterfalls like Vileplume and Gourgeist while Frustration allows you to hit Water types harder than anything else. Lum Berry is a very good choice for an item because it allows you to set up a SD without fear of being statused which ruins your sweep but you can also use Life Orb to do more damage. Adamant max Attack to insure max damage and speed is there to outspeed other Feraligatr.

Good Teamates: Vileplume is a fantastic teammate because it easily deals with most of Feraligatr's checks and counters such as Seismitoad and Shiftry. Like all sweepers, Feraligatr appreciates Stealth Rock and Spikes support to turn 2HKOs into OHKOs which makes Accelgor and Rhydon great teammates.

What Counters It: Basically any grass type that is faster can check Feraligatr. Lilligant, Sceptile, and Shiftry can all take an +2 Aqua Jet and OHKO back with Super Effective STAB moves. The counters depend on what coverage move it has. If Feraligatr runs Ice Punch, it is walled any bulky water type such as Seismitoad, Lanturn, and Qwilphish. Keep in mind that these mons can not do a lot back to Feraligatr excluding Lanturn. If Feraligatr runs Frustration, it can not OHKO physically defensive Vileplume unless it is Life Orb with all hazards up.

Any Additional Info: Feraligatr can run less speed an invest in HP to boost its already above average bulk which makes it easier to set up a SD.


Feraligatr @ Life Orb / Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Punch

Role: Physical sweeper, Late-game cleaner

What It Does: Feraligatr's Dragon Dance set sacrifice brute power for additional coverage and better Speed. With counters slightly weakened, Feraligatr can boost with Dragon Dance late-game and sweep with near-perfect coverage. Waterfall is Feraligatr's STAB move, while Earthquake has great coverage with its other moves, and hits Pokemon such as Lanturn and Qwilfish for super effective damage. Finally, Ice Punch helps Feraligatr take care of the Grass-types that try to switch in.

Good Teammates: Feraligatr needs its checks and counters weakened before it can hope to muscle through them. Thus, Spikes-stackers are even more important to this set because it limits its counter's ability to switch out; Accelgor, Qwilfish, and Omastar are good offensive Spikers. Pokemon that threaten bulky Water- and Grass-types are also good teammates. For example, Lilligant and Rotom threaten most Water-types, while Archeops and Magmortar force out most Grass-types. Together with entry hazards, Feraligatr's counters should be worn down with constant offensive pressure.

What Counters It: DD Gatr has more counters than its SD variant, but beware as Feraligatr rarely attempts to sweep before its counters are weakened. Bulky Grass- and Water-types, such as Vileplume, Gourgeist, Poliwrath, and Seismitoad can counter Feraligatr when healthy. Meanwhile, slightly rarer counters include Mantine, Ferroseed, Frillish, and Shedinja.

Any Additional Info: You can run Aqua Jet but it's not advisable to give up Feraligatr's coverage; it'll be boosting its Speed anyway. Sheer Force is unreleased, sadly.


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.



Sceptile @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Substitute
- Giga Drain
- Focus Blast
- Hidden Power Ice

Role: Special sweeper, Late-game cleaner

What It Does: Use Sceptile's respectable power, speed, and coverage to give almost everything slower than it a hard time. Life Orb Giga Drains grants Sceptile decent longevity. Should an opponent be just out of range of a KO, Sceptile can repeatedly use Substitute until it is in Overgrow range and finish the foe with a boosted Giga Drain. The sheer damage dealt means the HP gain is usually enough to heal over Life Orb recoil and even enable Sceptile to chain Overgrow-boosted Giga Drains.

Good Teammates: Stealth Rock eases Sceptile's burden considerably, weakening most Grass resists into a much more manageable range; Seismitoad, Uxie, and Rhydon make admirable setters. Fellow sweepers or wallbreakers, particularly those that can prey on Grass resistant Pokemon, are appreciated: Mismagius, Feraligatr, and Jynx are well suited for this role. Bulkier teammates that can take priority moves for it, such as Gurdurr, Granbull, and Rhydon, are very welcome.

What Counters It: Bulky Pokemon that aren't OHKOed by Sceptile's attacks can retaliate for a lot of damage or force it out, although they might risk an Overgrow boosted attack; bulky Poison-types and Flying-types in particular are great annoyances to Sceptile, either due to their bulk or lack of weaknesses to Sceptile's attacks. Priority is a big thorn on Sceptile's side, as they can easily disrupt Sceptile's chain Overgrow Giga Drains or KO it outright: Spiritomb, Fletchinder, Kecleon, and Sneasel are notable users. Faster Pokemon, such as Accelgor and Swellow, can switch into a resisted attack and threaten it out with super effective STAB. Pokemon that simply aren't weak to Sceptile's

Any Additional Info: Try not to rely to heavily on Giga Drain for survival if multiple Grass resists are present on the opponent's team; Giga Drain might not be able to heal Sceptile enough before Life Orb KOes it.

Vivillon @ Focus Sash / Leftovers
Ability: Compound Eyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hurricane
- Hidden Power Ground / Substitute
- Quiver Dance
- Sleep Powder

Role: Special Sweeper

What It Does: Vivillon's main selling-points is Quiver Dance, and its ability Compound Eyes, which gives Hurricane and Sleep Powder a accuracy of 91% and 97,5% respectively. With the given EV spread, Vivillon hits 375 Speed, outspeeding almost all non-Choice Scarf users. 252 Special Attack EVs are used to maximize sweeping potential, and 112 HP is used so it can survive weaker hits. Focus Sash is being used since Vivillon is terribly frail. Watch out for Stealth Rock, since it cuts its health to 51%, and therefore breaks Focus Sash. Hurricane are Vivillon's main STABs, and hits most threats hard. HP Ground is used to deal with Steel and Rock-types like Magneton and Probopass.

Good Teammates: Hazard removers is a must if you want to use Vivillon, since Stealth Rock cuts its health to 51%. Good examples are Sandslash, Shiftry, and Archeops.

What Counters It: Stealth Rock, as mentioned above, is a big threat for Vivillon. Faster Choice Scarf users can also outspeed Vivillon. Bug and Flying-types resists, with good Special Defense easily walls Vivillon, can takes it down. Watch also out for Encore users such as Liepard, since they can lock Vivillon into using Quiver Dance, and force you to switch out.


Typhlosion @ Choice Scarf
Ability: Blaze
EV's: 252 SAtk / 4 SDef / 252 Spd
Modest nature
- Eruption
- Fire Blast
- Hidden Power Rock
- Focus Blast

Role: Special Sweeper / Revenge Killer

What it does: Typhlosion is with out a doubt the most powerful special attacker in the NU tier. Typhlosion out speeds all of the unboosted tier, while an Eruption can OHKO most of the tier. And can 2HKO even Pokemon such as Alolomola and Bastiodon. After taking down the counters to Typhlosion in your opponents team (which their are few), Typhlosion can rip threw the team unhindered.

Good teammates: Cradily is a great Pokemon to back up Typhlosion. Cradily has the ability Water Absorb so it takes no damage from water type attacks, the most common counter to Typhlosion. This also works with Lanturn. Another good teammate for Typhlosion is Sawk, Pangoro, Primeape, or any other powerful fighting type. While being a powerful addition to any team in general, these pokemon are very useful for taking out Typhlosion's usual counters such as Probopass and Miltank.

What counters it: Typhlosion's most effective and common counters are Probopass and Milktank. Both of these pokemon's special bulk is annoying to Typhlosion. Probopass can not be even 2HKOd giving Probopass an opportunity to deal damage to Typhlosion. While Milktank can be 2HKOd, living the first turn gives it a chance to T-wave Typhlosion dramatically lowering his speed. Miltank does not appreciate switching into an Eruption from Typhlosion though. Primeape can also be a counter to Typhlosion. Primeapes's most common set is a Choice Scarfed, Jolly nature set. This allows Primeape to out speed Typhlosion dealing serious damage to it. Stealth Rocks, Spikes, Toxic Spikes, and Sticky Web are all extremely annoying to Typhlosion, so I highly recommend having a spinner on your team.





Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.


Magneton @ Eviolite / Choice Specs
Ability: Analytic
EVs: 144 Spd / 112 HP / 252 SAtk
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass] / Hidden Power [Fire]
- Flash Cannon

Role: Bulky Attacker

What it does: Magneton is a powerful Pokemon and its bulk makes it even more threatening. Plus the combination of its great defense and power coupled with its amazing ability "Analytic" pushes its special attack to exceptional levels. Analytic increases a Pokemon's attacks by 1.3x damage if it is the last to move in a turn. Because of Magnetons low speed it's poised to abuse the mechanics of Analytic. The effects of Analytic can also be used to take advantage of switches, so if you attacked and the opponent switches to another Pokemon, your attack is boosted by 1.3. It's the perfect ability for a bulky attacker like Magneton. If you choose to replace Eviolite with Choice Specs then its special attack gets boosted 1.5 and by 1.3, which makes Magneton truly fearsome. Volt Switch in order to escape unfavorable match-ups, this is a great tool for Magneton because it's usually slower than opposing Pokemon. A slower Volt Switch will always give you the upper hand, unless the opponents Pokemon is immune. Thunderbolt is his bread and butter stab. Flash Cannon barely saw usage last gen but since the new Fairy typing was introduced its proven useful. Hidden Power Grass is very important because it allows Magneton to get passed bulky water/ground types that would otherwise wall this set. Hidden Power Fire is used in the same fashion as Hidden Power Grass except it's aimed at opposing steels and grass types. The 144spd evs allow it to outspeed up to uninvested base 85 Pokemon, namely Gligar who is 2HKO'd by Flash Cannon. Max special attack of course, and the rest of the evs into HP to retain some bulk.

Good Teammates: Pokemon who are immune to or resist super effective attacks aimed at Magneton make great teammates. Sigilyph is one of the best offensive teammates for Magneton, it's immune to ground attacks and it can take the fighting typed attacks aimed at Magneton because of its great defenses (and its 4x fighting resist). In return Magneton eats the rock typed attacks aimed at Sigilyph. But most importantly Sigilyph eliminates bulky steel types that Magneton has difficulty getting passed, and fighting types that destroy Magneton. Audino is a great partner for Magneton as well because it eats all of the special attacks aimed at Magneton. Audino can also pass Wishes to it, helping Magneton recover HP lost from tanking hits.

What Counters it: Bulky Ground/Waters and Lanturn are its biggest counters if you choose to use Hidden Power Fire over Hidden Power Grass. Because they would resist all of Magnetons moves. Pokemon with huge special defense stats cause problems for Magneton as well. Because Magneton hits most of the tier with powerful neutral attacks their aren't many true counters, just a bunch of Checks. Like Typhlosion, Magmortar, Pyroar, Sawk, and Offensive Seismitoad.


Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch

Role: Bulky Attacker, Hazard Setter

What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.

Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.

What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.

Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).



Fraxure @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Aqua Tail
- Dragon Claw

Role: Wallbreaker

What It Does: Just looking at its spread, a similarity to Sawk can be noticed. While it's true that the two do have similar roles, where Fraxure shines is typing and unpredictability. Sawk needs to rely on predicting when Banded otherwise that rising star Granbull will come in, eat up your CC and then something is forced to get hit with a Play Rough. Now here comes Fraxure, not being able to hit Granbull at all, but in hindsight, what sounds better, having Poison Jab to be able to hit a Fairy type for minimum damage after an Intimidate Attack drop, or a teammate that can OHKO Granbull and have the ability to stay in and take on other things, preserving Fraxure. Fraxure being Dragon causes way more mind games with your opponent than Sawk simply because you can't just send in a Ghost, Psychic, or Flying type and pray he didn't predict that and used Close Combat. An Outrage from Fraxure will OHKO or 2HKO just about all of those switch ins, leaving Fraxure rather hard to take on. Steel switch in? Superpower go. This thing is actually better with the Fairy weakness if anything, because now not only is it a massive Wallbreaker, it can set up other teammates for an easy predicted switch in. Plus it's not like Fairy typing is all that common, but in a way, Fraxure nearly benefits from the weakness if anything. Now comes the unpredictability I talked about. Tell me what someone is going to do if they send in something like a Liepard to encore a predicted Dragon Dance but get smashed by an Outrage. This is even more relevant as an Anti-Lead. Those Ground/Rock types with Sturdy are going to get knocked out clean with either Outrage or Superpower if they're foolish enough to go for Stealth Rocks, and then unlike Sawk, they can't just switch in something that resists CC.

Good Teamates: Like explained above, Fraxure can benefit its team with its Dragon typing if you have something that can just come in and smash that Fairy or get a huge hit on another switch in. What comes into mind for me is the infamous Sheer Force Life Orb Steelix. This thing's Iron Head will hurt. Granbull will be fearful, as if something switches in that isn't a Special Attacker, good luck taking an Iron Head and a potential Earthquake depending on what typing it is. Say they bring in a special Fire type, then incomes Fraxure again.

What Counters It: The answer to this is fairly obviously, Fairy types. While Fraxure can run Poison Jab, it really won't be doing much as most of the Fairies here are very bulky so after the Intimidate drop and not being stab, the Poison Jab won't be doing much. It's better off running the above set and having a teammate such as Steelix to come in and threaten the Fairy right back out, or kill it if the opponent feels ballsy. Aside from Fairies though, Steels can't be considered a counter if you play well and go for that Banded Superpower. This thing is deadly.

Any Additional Info: Fraxure can be a very good potential set-up sweeper with a Dragon Dance set, but the above set is made to take out many of the walls in NU, as stuff like Sandslash and Steelix both get 2HKO'd respectively by an Outrage or Superpower.


Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Hidden Power [Grass] / Focus Blast

Role: Wallbreaker

What It Does: Magmortar does not have many counters because of this set. Earthquake is the main draw because it 2HKOes common Fire-type counters, including Dragalge, Lanturn, and Flareon. Thunderbolt helps Magmortar to break down bulky Water-types. The last slot depends on Magmortar's target. HP Grass allows Magmortar to OHKO Seismitoad and Rhydon, while Focus Blast enables it to 2HKO Audino.

Good Teammates: Fire-types are actually good teammates for Magmortar despite stacking weaknesses. This is because Magmortar can take down most of their counters with either Earthquake or Thunderbolt, allowing them to sweep easily. Water-types can also make good partners because they appreciate having Lanturn, Dragalge, and bulky Water-types gone. Stealth Rock support is important to ensure that Magmortar achieves all the necessary OHKOs and 2HKOs; Pokemon such as Seismitoad and Rhydon are decent teammates for this. Because Magmortar appreciates switching into a field free of entry hazards, Shiftry, Xatu, and Cryogonal are good offensive teammates that either help prevent or clear away entry hazards.

What Counters It: Audino and Lickilicky are special walls that take on any set lacking Focus Blast, while Seismitoad, Rhydon, and Golem can defeat sets lacking HP Grass. Bulky Water-types may get hit hard by Thunderbolt, but they can safely switch into the rest of Magmortar's moveset. Samurott and Feraligatr in particular can hit it hard with a priority Aqua Jet. Even though Magmortar is extremely powerful, it is quite slow. Thus, there are many Pokemon that can switch into one of Magmortar's moves, outspeed it, and KO it.

Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.





Rotom-F @ Choice Scarf
Ability: Levitate
EVs: 4HP/252 SPA/ 252 Speed
Nature: Timid Nature
-Blizzard
-Thunderbolt
-Volt Switch
-Trick

Role: Revenge Killer/ Late-Game Cleaner

What it Does: This guys is brilliant for two main reasons. He avoids Sticky Web which is a coffin nail to many offensive teams and singlehandedly gimps many Choice Scarfers, and the second reason is he is a very powerful anti-metagame creature, picking off many of the tier's top threats. Currently Rotom-F threatens and KOs the ubiquitous Sigilpyh, Feraligatr, Samurott, Archeops, Gorebyss after a Smash, and so on. The outstanding BlizzBolt coverage gives it neutrality at worst to all but Magneton and Lantern...neither are fast threats that typically the targets of scarfers. The immunity to Sticky Web is often a game changer, as teams functioning with Sticky Web tend to suicide lead and rely on it heavily, and this guy can easily come in and sweep up those medium bulk threats with the great super effective coverage and a powerful Neutral Blizzard that 2HKOs most of the uninvested tier. Futhermore, Rotom-F's utility as a scarfer is extended via the powerful Volt Switch, allowing it to hit and run and pick off high health threats that can take a hit and OHKO it back, as well as scouting switch-ins and gaining momentum when the other team is lacking an electric immunity. Trick majorly gimps popular switch-ins such as Lanturn, and to an extent Magneton(although it would likely be better to Volt Switch as a Scarfed Magneton can be a nuisance) Rotom-F's wonderful bulk also allows it to survive nearly all priority in the tier with a 3HKO outside of Mach Punch and the very uncommon Bullet Punch, meaning things like Zangoose can very seldom survive against the likes of Rotom-F.

Good Teammates: This is a bit of a misnomer, as I believe Rotom-F is the supporting Pokemon and I believe he fits on a wide array of teams. In particular, bulkier teams that are carrying priority will suit Rotom-F well in the case he fails to cleanly OHKO a threat(such as a +1 Sigilyph and a low damage roll with no prior damage). He is also not a bad switch in as his bulk is quite decent, but defog/rapid spin support will greatly improve his longevity and allow him to manufacture momentum with more Volt Switches.

What Counters it: Good prediction is the only real threat to Rotom-F as the ground types that switch into Volt Switch can be blasted away with Blizzard and the Water types that resist Blizzard are blasted with Thunderbolt. Lantern again is a good way to stifle Rotom-F...it can be Tricked but this may not be ideal if you need your Rotom's scarf to clean up the late game. It's also worth nothing that certain setup sweepers can render Rotom-F moot, functioning as a true "counter" in the sense that it largely prevents Rotom-F from fufilling it's role. Gurdurr is one of those, featuring high enough bulk to take anything Rotom-F can dish out and can OHKO and return to full health with Drain Punch...after some setup it can even KO with Mach Punch to even wipe away the chance of a freeze. It also has nothing for Ludicolo after a Rain Dance, getting easily wiped out by its STAB and being outsped. It also cannot check Barbaracle after a Shell Smash, as the pacey rock water thing has 470 speed after a Smash, it can however, check and OHKO it beforehand.

Any Additional Info: Modest Nature is worth considering for a 75 percent chance to OHKO Sigilyph after a Calm Mind, however you will no longer outspeed Gorebyss after a Smash nor will you outspeed other important scarfers such as Sawk.


Feraligatr @ Life Orb / Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Return
- Ice Punch

Role: Physical sweeper, Late-game cleaner

What It Does: Feraligatr's Dragon Dance set sacrifice brute power for additional coverage and better Speed. With counters slightly weakened, Feraligatr can boost with Dragon Dance late-game and sweep with near-perfect coverage. Waterfall is Feraligatr's STAB move, while Return and Ice Punch cover Water- and Grass-types respectively.

Good Teammates: Feraligatr needs its checks and counters weakened before it can hope to muscle through them. Thus, Spikes-stackers are even more important to this set because it limits its counter's ability to switch out; Accelgor, Qwilfish, and Omastar are good offensive Spikers. Pokemon that threaten bulky Water- and Grass-types are also good teammates. For example, Lilligant and Rotom threaten most Water-types, while Archeops and Magmortar force out most Grass-types. Together with entry hazards, Feraligatr's counters should be worn down with constant offensive pressure.

What Counters It: DD Gatr has more counters than its SD variant, but beware as Feraligatr rarely attempts to sweep before its counters are weakened. Bulky Grass- and Water-types, such as Vileplume, Gourgeist, Poliwrath, and Seismitoad can counter Feraligatr when healthy. Meanwhile, slightly rarer counters include Mantine, Ferroseed, Frillish, and Shedinja.

Any Additional Info: You can run Aqua Jet but it's not advisable to give up Feraligatr's coverage; it'll be boosting its Speed anyway. Sheer Force is unreleased, sadly.

Sceptile @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Substitute
- Giga Drain
- Focus Blast
- Hidden Power Ice

Role: Special sweeper, Late-game cleaner

What It Does: Use Sceptile's respectable power, speed, and coverage to give almost everything slower than it a hard time. Life Orb Giga Drains grants Sceptile decent longevity. Should an opponent be just out of range of a KO, Sceptile can repeatedly use Substitute until it is in Overgrow range and finish the foe with a boosted Giga Drain. The sheer damage dealt means the HP gain is usually enough to heal over Life Orb recoil and even enable Sceptile to chain Overgrow-boosted Giga Drains.

Good Teammates: Stealth Rock eases Sceptile's burden considerably, weakening most Grass resists into a much more manageable range; Seismitoad, Uxie, and Rhydon make admirable setters. Fellow sweepers or wallbreakers, particularly those that can prey on Grass resistant Pokemon, are appreciated: Mismagius, Feraligatr, and Jynx are well suited for this role. Bulkier teammates that can take priority moves for it, such as Gurdurr, Granbull, and Rhydon, are very welcome.

What Counters It: Bulky Pokemon that aren't OHKOed by Sceptile's attacks can retaliate for a lot of damage or force it out, although they might risk an Overgrow boosted attack; bulky Poison-types and Flying-types in particular are great annoyances to Sceptile, either due to their bulk or lack of weaknesses to Sceptile's attacks. Priority is a big thorn on Sceptile's side, as they can easily disrupt Sceptile's chain Overgrow Giga Drains or KO it outright: Spiritomb, Fletchinder, Kecleon, and Sneasel are notable users. Faster Pokemon, such as Accelgor and Swellow, can switch into a resisted attack and threaten it out with super effective STAB. Pokemon that simply aren't weak to Sceptile's

Any Additional Info: Try not to rely to heavily on Giga Drain for survival if multiple Grass resists are present on the opponent's team; Giga Drain might not be able to heal Sceptile enough before Life Orb KOes it.


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-Turn
- Quick Attack / Roost

Role: Late-Game Cleaner, Revenge Killer

What It Does: Swellow is one of the fastest pokemon in the NU tier sitting at base 125 speed. The only pokes that outspeed Swellow are Ninjask, Electrode, and Accelgor. With this amazing speed, Swellow is able to perform as an incredible revenge killer and Late-Game Cleaner. Swellow's ability, guts, in conjunction with the move facade can destroy offensive teams when its toxic orb is activated. Facade is going to be your most powerful move, but brave bird is good for the likes of ghostsU-Turn is a really great support move for Swellow because it allows your teammates to be in an optimal position. For example, u-turning into Gorebyss on a steelix. The Steelix is what is stopping Swellow from sweeping completely, so they'll want to switch out while gorebyss gets a free shell smash. Quick attack allows you to be un-revengable by weak Pokemon with priority. Roost is useful too, even though Swellow has awful 60 /60 / 50 bulk, it allows Swellow to last longer as it can roost on the switches that it forces. Toxic orb is preferred over flame orb because Swellow is a hit and run type of pokemon, it usually never stays in for more than 3 turns.

Good Teammates: Good teammates for Swellow include slow volt Switchers / U-turners, and Pokemon that can deal with the rock and steel types that wall Swellow. Some specific examples include: Probopass, Gorebyss, and Typhlosion. Probopass offers slow volt switches so the bird can enter the field without a scratch. Gorebyss pressures rock types that swellow attracts. Typhlosion nukes everything not named Lanturn. Ground types are also great partners for Swellow because one of the best ways to revenge Swellow is with scarfed electrics. A ground type like Sandslash would be great on a balanced team for rapid spin support, which Swellow enjoys.

What Counters It: Any rock or steel type with decent defenses can wall Swellow. Regirock, Steelix, and Golem are 100% stops to Swellow and can retaliate with stone edge/iron head/rock blast. Scarfed Rotoms are good checks to it, but all except ghost form need to watch out for facade. Priority is a great way to stop Swellow, Spiritomb is immune to quick attack and can sucker punch in return, but you do have to play sucker punch mind games against Swellow.

Additional Info: Specs Swellow sounds like it can do some work with boomburst, but that is better left to Chatot who doesn't have a base 50 special attack.


Zangoose @ Toxic Orb
Ability: Toxic Boost
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Facade
- Quick Attack
- Knock Off
- Close Combat

Role: Wallbreaker, Physical Sweeper, Late-game Cleaner

What It Does: Zangoose uses its high attack combined with its ability Toxic boost to plow through the opposing team. By holding the Toxic orb as an Item Zangoose gains a free 1,5 power boost as his ability activates. This combined with its High BP STAB and coverage moves, lets it easily create holes in multiple of the tiers premiere physical walls. 252 EVs in Attack and Speed is used to maximize its physical sweeping potential. Close combat have a high base power and provides Zangoose a way to muscle through bulkier steel and rock types, while Knock off Gives Zangoose an option to hit opposing ghost types. Facade is the strongest move in Zangoose's arsenal, and hits a terrifying 210 BP after STAB. this attack is so strong that even resists have to think twice before switching in on it. Quick attack gives Zangoose a nifty priority that allows it to outspeed and possible KO faster frail/weak opponents. Quick attack also gives Zangoose a way to Clean up weakened pokemon late game.

Good Teammates: Good teammates for Zangoose include slow volt Switchers / U-turners that allows Zangoose to make an entry and activate is Toxic orb without prior damage. Zangoose will quickly get worn down from toxic, so wish-passers like Audino may be used to help Zangoose to stay healthy. Zangoose have very low Defenses and would like a teammate that can take attacks aimed at it. Walls such as Steelix and Granbull can come in on most physical attacks while pokemon like Togetic and Dragalge can come in on most special attacks. Granbull also stops every fighting type which will have a super effective STAB to work against. Zangoose can also preform well in offensive cores with pokemon like Scarf Pyroar and Magmortar. Sticky web is a fantastic way to let Zangoose bypass most of its checks and allows it to fix its mediocre speed Pokemon like Leavanny can set up sticky web for Zangoose.

What Counters It: there are very few walls that can reliably come in on Zangoose after Toxic orb has been activated, Rhydon can come in and do massive damage with Earthquake, but it must be wary of Toxic boosted Cloze combat after loosing its eviolite, since Close combat will have a chance to KO if you include Knock off damage. Physically defensive Steelix is in the same boat, as only Toxic boosted Close Combat can 2HKO, and IT can phaze Zangoose out with Roar / Dragon tail. Granbull can come in on any attck bar Toxic boosted Facade and do solid damage back. Zangoose is checked faster pokemon like Primeape and Scarf Sawk which can surive a Quick attack and KO back with their STAB moves. Gurdurr can surive Toxic boosted Facade and retaliate with Drain punch, but it cannot switch in on Zangoose. before the Toxic orb is activated most pokemon should be able to take a hit and then proceed to do massive damage, if not OHKO it.

Any Additional Info: Jolly nature can be used, but Zangoose likes the extra power from adamant more than Jolly's speed most of the time. Close combat or Quick attack can be switched for Swords dance, allowing you to OHKO every pokemon in the tier. But then bulky Steel / Rock pokemon walls you is you dont run CC, and faster pokemon will be able to revenge kill if you lack Quick attack.. Pursuit can be used to trap Ghosts and physics, but Knock off is the general better option. Zangoose also gets all the elemental Punches, but they provide small coverage and have a low base power. Taunt looks interesting, but is usually not needed since you will be statused by the toxic orb most of the time. Zangoose as a great special movepull to use, but a low 60 base special attack makes these moves useless. Other Items like life orb, choice band and Choice scarf can be used if you can predict a toxic, but it is inconsistent and an unreliabe method to activate Toxic boost.



Rotom-F @ Choice Scarf
Ability: Levitate
EVs: 4HP/252 SPA/ 252 Speed
Nature: Timid Nature
-Blizzard
-Thunderbolt
-Volt Switch
-Trick

Role: Revenge Killer/ Late-Game Cleaner

What it Does: This guys is brilliant for two main reasons. He avoids Sticky Web which is a coffin nail to many offensive teams and singlehandedly gimps many Choice Scarfers, and the second reason is he is a very powerful anti-metagame creature, picking off many of the tier's top threats. Currently Rotom-F threatens and KOs the ubiquitous Sigilpyh, Feraligatr, Samurott, Archeops, Gorebyss after a Smash, and so on. The outstanding BlizzBolt coverage gives it neutrality at worst to all but Magneton and Lantern...neither are fast threats that typically the targets of scarfers. The immunity to Sticky Web is often a game changer, as teams functioning with Sticky Web tend to suicide lead and rely on it heavily, and this guy can easily come in and sweep up those medium bulk threats with the great super effective coverage and a powerful Neutral Blizzard that 2HKOs most of the uninvested tier. Futhermore, Rotom-F's utility as a scarfer is extended via the powerful Volt Switch, allowing it to hit and run and pick off high health threats that can take a hit and OHKO it back, as well as scouting switch-ins and gaining momentum when the other team is lacking an electric immunity. Trick majorly gimps popular switch-ins such as Lanturn, and to an extent Magneton(although it would likely be better to Volt Switch as a Scarfed Magneton can be a nuisance) Rotom-F's wonderful bulk also allows it to survive nearly all priority in the tier with a 3HKO outside of Mach Punch and the very uncommon Bullet Punch, meaning things like Zangoose can very seldom survive against the likes of Rotom-F.

Good Teammates: This is a bit of a misnomer, as I believe Rotom-F is the supporting Pokemon and I believe he fits on a wide array of teams. In particular, bulkier teams that are carrying priority will suit Rotom-F well in the case he fails to cleanly OHKO a threat(such as a +1 Sigilyph and a low damage roll with no prior damage). He is also not a bad switch in as his bulk is quite decent, but defog/rapid spin support will greatly improve his longevity and allow him to manufacture momentum with more Volt Switches.

What Counters it: Good prediction is the only real threat to Rotom-F as the ground types that switch into Volt Switch can be blasted away with Blizzard and the Water types that resist Blizzard are blasted with Thunderbolt. Lantern again is a good way to stifle Rotom-F...it can be Tricked but this may not be ideal if you need your Rotom's scarf to clean up the late game. It's also worth nothing that certain setup sweepers can render Rotom-F moot, functioning as a true "counter" in the sense that it largely prevents Rotom-F from fufilling it's role. Gurdurr is one of those, featuring high enough bulk to take anything Rotom-F can dish out and can OHKO and return to full health with Drain Punch...after some setup it can even KO with Mach Punch to even wipe away the chance of a freeze. It also has nothing for Ludicolo after a Rain Dance, getting easily wiped out by its STAB and being outsped. It also cannot check Barbaracle after a Shell Smash, as the pacey rock water thing has 470 speed after a Smash, it can however, check and OHKO it beforehand.

Any Additional Info: Modest Nature is worth considering for a 75 percent chance to OHKO Sigilyph after a Calm Mind, however you will no longer outspeed Gorebyss after a Smash nor will you outspeed other important scarfers such as Sawk.


Swellow @ Toxic Orb
Ability: Guts
EVs: 252 Spd / 252 Atk / 4 Def
Jolly Nature
- Facade
- Brave Bird
- U-Turn
- Quick Attack / Roost

Role: Late-Game Cleaner, Revenge Killer

What It Does: Swellow is one of the fastest pokemon in the NU tier sitting at base 125 speed. The only pokes that outspeed Swellow are Ninjask, Electrode, and Accelgor. With this amazing speed, Swellow is able to perform as an incredible revenge killer and Late-Game Cleaner. Swellow's ability, guts, in conjunction with the move facade can destroy offensive teams when its toxic orb is activated. Facade is going to be your most powerful move, but brave bird is good for the likes of ghostsU-Turn is a really great support move for Swellow because it allows your teammates to be in an optimal position. For example, u-turning into Gorebyss on a steelix. The Steelix is what is stopping Swellow from sweeping completely, so they'll want to switch out while gorebyss gets a free shell smash. Quick attack allows you to be un-revengable by weak Pokemon with priority. Roost is useful too, even though Swellow has awful 60 /60 / 50 bulk, it allows Swellow to last longer as it can roost on the switches that it forces. Toxic orb is preferred over flame orb because Swellow is a hit and run type of pokemon, it usually never stays in for more than 3 turns.

Good Teammates: Good teammates for Swellow include slow volt Switchers / U-turners, and Pokemon that can deal with the rock and steel types that wall Swellow. Some specific examples include: Probopass, Gorebyss, and Typhlosion. Probopass offers slow volt switches so the bird can enter the field without a scratch. Gorebyss pressures rock types that swellow attracts. Typhlosion nukes everything not named Lanturn. Ground types are also great partners for Swellow because one of the best ways to revenge Swellow is with scarfed electrics. A ground type like Sandslash would be great on a balanced team for rapid spin support, which Swellow enjoys.

What Counters It: Any rock or steel type with decent defenses can wall Swellow. Regirock, Steelix, and Golem are 100% stops to Swellow and can retaliate with stone edge/iron head/rock blast. Scarfed Rotoms are good checks to it, but all except ghost form need to watch out for facade. Priority is a great way to stop Swellow, Spiritomb is immune to quick attack and can sucker punch in return, but you do have to play sucker punch mind games against Swellow.

Additional Info: Specs Swellow sounds like it can do some work with boomburst, but that is better left to Chatot who doesn't have a base 50 special attack.



Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Sucker Punch
- Knock Off/Pursuit


Role: Pivot, Support, (Late-game Cleaner)

What It Does: PivotPard is a popular set from last gen and it got even better with the addition of Knock Off to its movepool. Prankster Encore is invaluable against the tier's numerous setup sweepers such as Sigilyph, Feraligatr, Vivillon, the numerous Shell Smashers etc. Sucker Punch is a powerful priority move and though some would call it unreliable, Encore can turn a lot of situations in your favor because your opponent can't just sub to avoid getting hit. U-Turn is great for grabbing momentum on the numerous switchins Liepard forces with both its moves and its Psychic immunity. Knock Off is insanely spammable and one of the safest moves in the whole game. Pursuit gives Liepard another role to fill but it's not as good anymore because most Ghosts and Psychics have a way to KO Liepard now.

Good Teammates: Pretty much everything benefits from Liepard's presence. Above mentioned setup sweepers really appreciate the free turns Liepard generates and pretty much all offensive Pokémon can benefit from Liepard's strong Knock Offs.

What Counters It: Fighting types give Liepard a lot of trouble: Gurdurr, Sawk, Hariama take very little damage from Liepard's STABs, but thanks to U-Turn aka the best move in the game, Liepard doesn't really care too often.



Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power

Role: Hazard Setter / Tank

What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.

Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.

What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.

Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.


Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 248 SDef / 8 Spd
Adamant Nature
- Bullet Punch
- Close Combat
- Knock Off
- Ice Punch/Earthquake/fakeout

Role: Tank

What It Does: Hariyama has high HP, decent defenses, equipped with Assault vest and Thick Fat it can tank most of the neutral special attackers in the tier and hit them back hard by OHKO/2HKO'ing in return. It is one of the best Pokemon to sponge fire spam in the tier. It is a decent check to Shiftry, Sneasel, as it can tank their stabs and OHKO back in return. It can tank Pyroar, Typhlosion, Cryogonal, Rotom Mismagius, Rotom-freeze, Dragalge, Magneton and numerous special attackers in the tier and does massive damage in return. Knock Off is very handy as it handicaps eviolite users and does decent damage to psychic types which tend to switch on him. Its always good to run a priority. Bulletpunch finishes off weak stuff, it is very useful against Archeops, after Stealth Rock damage and Bulletpunch, it reaches to defeatist range,and becomes less threatening. It does decent damage to Jynx and Aurorus(lol).

Good Teammates: Pokemon that can tank psychic attacks, flying attacks and strong physical attackers are good teammates, Probopass is a good teammate, as it tanks psychic and flying moves for Hariyama. Hariyama appreciates wish support, from the likes of Audino and Lickylicky which makes its his presence long lasting. Vileplume is a good team mate, as it checks most of the physical pokemon in the tier example: Sawk, Primeape, Feraligatr,Granbull. Hariyama covers its fire and ice weakness in return. other physical walls Gourgiest, Quiladin are good partners.

What Counters It: Psychic Pokemon such as Sigilpyh, Mesprit can finish off a weakened Hariyama with Psyshock. Spirtomb, Weezing take minimal damage from its attacks, and cripple him with will-o-wisp. Archeops, Swellow outspeed him and OHKO him with their flying STAB. Granbull walls Hariyama for days, without icepunch Vileplume walls him and without earthquake Qwilfish walls Hariyama. Strong physical attacks like Zangoose, Feraligatr, Sawk which generally out speed him OHKO/2HKO him with their STABS.

Any Additional Info: Some people might think to use Guts on Assault vest Hariyama but its not advisable as it loses its ability to sponge fire and ice attacks.



Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis / Moonlight
- Sleep Powder

Role: Physical Wall

What It Does: Vileplume's typing and ability allows it to tank a huge amount of physical threats in the metagame. It can easily sponge attacks from Fighting-types, physical Water-types, Grass-types, and even Fairy-types, meaning it is able to cover a lot of bases for a team. It even has respectable power, which can make Vileplume tricky for offensive threats to switch into and can give it the advantage against opposing bulky walls. Effect Spore is also handy for Vileplume since it can inflict status on opponents that make contact, which can give Vileplume the upper hand when trying to heal up in their faces or leave a nasty parting gift when switching into their attacks.

Good Teamates: Vileplume has many weaknesses to popular types that should be covered, Lanturn being one of the best due to its Fire, Ice, and Flying resistances. Psychic-types can be left to Dark-type teammates, such as Spiritomb and Liepard, which can Pursuit trap them to get them out of Vileplume's hair for good. Teammates that can fall back on Vileplume's natural advantage against certain types (Water, Grass, Fairy, Rock, Ground, etc.) would appreciate Vileplume as a partner, such as Feraligatr, Gurdurr, and Pyroar.

What Counters It: Anything that resists Vileplume's dual STABs (and avoid being poisoned) can counter it easily. Weezing can incinerate Vileplume with Flamethrower, or annoy it with Will-O-Wisp. Dragalge can do the same with Scald, or just drop all pretense and go straight for the kill with Choice Specs Draco Meteor. Magneton is a big threat to Vileplume as well, since it has either Specs Flash Cannon which can overpower Vileplume, or Eviolite to strengthen its bulk even further. Aside from that, simply take advantage of its weaknesses to Fire, Flying, Ice, and Psychic, all of which are plentiful in the tier. Be wary of status when trying to deal with Vileplume.

Any Additional Info: The last move is up for grabs. Stun Spore can threaten more than one of the opponent's Pokemon and cripples them for the whole match. Vileplume is also a great user of Aromatherapy, due to the amount of free turns it can get. Hidden Power Ground gives Vileplume a fighting chance against Magneton and bulky Dragalge. A specially defensive spread can be used to take on Water-types better, although this weakens its matchup against Ground- and Rock-types.



Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Protect
- Double-Edge
- Heal Bell

Role: Special Wall / Support

What It Does: Audino, simply put, is made to pass Wishes for stall. With so many good Pokemon such as Dragalge, Spiritomb, and Rhydon lacking reliable recovery, Audino comes to heal them up with its large Wishes. While seemingly outclassed by Lickilicky, Audino's niche comes in it's ability, Regenerator. This allows to to not only heal its teammate on the switch, but also itself, making it a much more effective Wish passer for stall. Audino still has good special bulk, being able to take on many of the tier special attackers with relative ease. Heal Bell is also another great support move Audino can use, allowing it to cure annoying status such as poison, sleep, and burn.

Good Teammates: As Audino is almost always seen as a Wish passer for stall, most of its teammates tend to be defensive Pokemon who lack reliable recovery. Spritomb and Gourgeist can take Fighting-type attacks for Audino, while Audino can pass Wishes / take Ghost-type attacks for them. Granbull is also a great switch-in to Fighting-types and really loves Wish support. TrickScarf Uxie can stop scary setup users and also loves Wish support. Finally, physical walls such as Poliwrath and Steelix help take physical attacks for Audino while once again loving Wish support.

What Counters It: Really, most powerful physical attackers breeze through Audino, with Sawk and Zangoose being notable examples. Pokemon that can phaze also mess up Audino's recovery, with Steelix commonly seen carrying Roar. Taunt from the likes of Qwilfish also does a good job of shutting Audino down.

Additional Information: Toxic can be used over Double Edge if you prefer, though the ability to 3HKO Pokemon such as Sawk on the switch has always been something I've found more helpful than Toxic's utility.



Steelix @ Leftovers
Ability: Sturdy
EVs: 248 HP / 64 Def / 196 SDef
Impish / Relaxed Nature
- Stealth Rock
- Earthquake
- Iron Head / Gyro Ball
- Roar / Toxic

Role: Mixed Wall

What It Does: Steelix has high enough Defense that it can opt for special bulk without greatly diminishing its ability to take physical hits. Its unique typing allows it to take a lot of powerful threats in the tier, such as Swellow, Bouffalant, Zangoose, Kangaskhan, Fletchinder, and Sneasel, but the two most notable threats it can take on are Archeops and Magneton. Steelix's Special Defense investment is specifically to survive 2 Earth Powers from unboosted Archeops, and can easily retaliate with Iron Head or Gyro Ball, or lay down Stealth Rock so that Archeops cannot get away scotfree; Magneton on the other hand cannot Volt Switch away from Steelix, and its Hidden Power Grass won't be doing much to Steelix. Its improved special bulk also gives it a notably better matchup against attackers such as Tauros, Vivillon, Chatot, Mismagius, and Shiftry. Stealth Rock and Earthquake are standard fare on Steelix, allowing it to do what it needs to. The Steel STAB move of choice depends on the kinds of Pokemon you expect Steelix to face off against. Iron Head is better against defensive Pokemon such as Granbull and Articuno, while Gyro Ball KOes frailer offensive Pokemon such as Zangoose and Archeops easier. Roar prevents Steelix from becoming easy setup fodder against the likes of Feraligatr, Gurdurr, Spiritomb, Gorebyss, and even Fletchinder. Toxic is another, less direct way to deter setup, but does give Steelix the edge against defensive Pokemon if it decides to stick with Gyro Ball.

Good Teammates: Wish support allows Steelix to make the most of its mixed bulk, making Audino an amazing partner, and both can cover physical attackers and special attackers respectively. Audino can even cleanse Steelix of status, which would otherwise wear it down. Steelix does have some bothersome weaknesses to Water, Fire, Fighting, and Ground. Mantine and Pelipper do resist all four of these, with Mantine doing better against Grass-types and Fire-types, while Pelipper deals with Fighting-types and Ground-types easier. That said, one does not have to resist all of Steelix's weaknesses at once (or even sharing some) to make good teammates: Vileplume and Granbull can manhandle Fighting-types and provide cleric support, Dragalge and Hariyama can beat Fire-types, Poliwrath and Ludicolo handle Water-types, and Xatu and Shiftry can switch into Ground-types.

What Counters It: Super effective STAB can wear down Steelix fast. Strong attackers such as Pyroar, Seismitoad, Sawk, Gurdurr, and Ludicolo can easily do away with Steelix, though Fire-types should watch out for Sturdy should it be active. Pokemon with recovery moves (that aren't weak to Steelix's attacks) can easily outlast Steelix and beat it one on one, since Steelix isn't really powerful in that respect. Vileplume, Xatu, Audino, and pretty much almost any RestTalk user do not have to fear getting taken down by Steelix for the most part. Steelix also hates being burned, be it by Will-O-Wisp or Scald (provided the latter doesn't already KO Steelix), since its power and survivability are both heavily crippled.





Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Final Gambit

Role: Hazard user

What It Does: Accelgor is the best Spikes-stacker in NU. Its high Speed even with a Modest nature outspeeds nearly every relevant threat and ensures at least 2 layers of Spikes a game. With Encore, Accelgor can create 50-50s and set up additional layers in most situations. Encore is also useful should an opponent decide to set up on Accelgor. Bug Buzz defeats Shiftry, the most common Defog user, and hits decently hard as a STAB move. Final Gambit allows Accelgor to bring in a teammate safely and blocks Defog and Rapid Spin, and if used at full health, can weaken Defoggers and spinners to the point where they can be finished off easily.

Good Teammates: Accelgor fits best on offensive teams. Offensive wallbreakers and sweepers alike appreciate the Spikes support to grab additional KOs and discourage switching. Because this is a suicide lead, spinblockers and constant offensive pressure is useful to prevent the Spikes from being removed. Spiritomb is a decent spinblocker on offensive teams because it defeats Cryogonal, the most common Rapid Spin user.

What Counters It: Taunt users can limit Accelgor to only one layer. In particular, Archeops can Taunt it and severely cripple it, while Qwilfish can do the same and set up its own Spikes. Pokemon that outrun Accelgor with priority can limit it to one layer. This includes Kangaskhan, Kecleon, and Feraligatr. Rapid Spin and Defog users can reduce all of Accelgor's work to nothing, but the spin and Defog must be done when Accelgor is out of the field, or Final Gambit will waste their efforts.

Any Additional Info: You can try other options such as Yawn and U-turn over Final Gambit.


Crustle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Earthquake

Role: Hazard User

What It Does: Crustle is used because it is able to set up both Spikes and Stealth Rock, something few other Pokemon can do. With all of these hazards set up, some Pokemon are taking more than half the HP in residual damage just upon switching in. It also runs Rock Blast, as STAB move that helps to deal with other hazard setter leads. Knock Off can be used to cripple opposing Pokemon that attempt to set up on Crustle, while Earthquake can help get through some of the bulkier Pokemon that try to set up.

Good Teammates: Pokemon that appreciate entry hazards are Pokemon that Crustle appreciates. Sweepers that need a little bit of prior damage on a Pokemon or just offensive teams like the benefits of entry hazards. Ghost-types, especially Spiritomb, can be used to block Rapid Spin.

What Counters It: Taunt users can keep it from setting up entry hazards. Rapid Spin or Defog users remove Crustle's entry hazards. Also, Pokemon that deal a lot of damage to it too fast can limit the number of layers that it's able to get down. These Pokemon tend to be special sweepers that carry super effective attacks, like Gorebyss or Magneton.

Any Additional Info: Shell Smash Crustle, though outclassed by Binacle, is a pretty versatile and dangerous set. Also, running Counter is always a surprise for physical sweepers, since Sturdy allows it to get down to 1 HP, then Crustle deals immense damage in return.


Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch

Role: Bulky Attacker, Hazard Setter

What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.

Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.

What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.

Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).


Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power

Role: Hazard Setter / Tank

What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.

Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.

What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.

Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.

Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Shadow Claw
- Magic Coat

Role: Hazard user

What It Does: Leavanny is the most reliable Sticky Web user in the tier. With base 92 Speed, Leavanny is capable of outrunning all relevant users of multi-hit moves, Qwilfish's Taunt, as well as Xatu that run the 176 Speed spread. This also means that Leavanny can outspeed 2HKO Xatu with Shadow Claw, which is something no other Sticky Web user can do. Magic Coat is another perk of Leavanny. This prevents faster Taunt users from screwing with it, and forces Ditto into a 50-50 because Imposter only gives it 5 PP. Thus, Leavanny is the best choice for Sticky Web teams that want a reliable setter.

Good teammates: Leavanny is a suicide lead, so it doesn't need teammates to support it. Spinblockers are a necessity, however, given that Sticky Web teams are extremely reliant on it. Rotom, Mismagius, Spiritomb, and Golurk are all decent offensive spinblockers. Sticky Web also allows several dangerous wallbreakers, including Magmortar, Zangoose, and Shiftry to sweep through a slow team. Sticky Web teams also need a counter to Fletchinder, such as Magneton, which could be troublesome with Gale Wings otherwise. Finally, Choice Scarf users are still useful for some form of outspeeding Pokemon immune to Sticky Web as well as opposing Choice Scarf users.

What Counters It: Xatu can prevent Leavanny from setting up Sticky Web as long as it doesn't switch into Shadow Claw; max Speed or physically bulky ones can also beat it. Archeops with Taunt can outrun Leavanny, Taunt it, and bring it down with Acrobatics or Stone Edge. Ditto can play mind games with Leavanny between X-Scissor and Sticky Web, but this is rather risky for both sides. If preventing Sticky Web isn't an option, spinning or Defogging it away can work, although losing momentum against the hyper offensive Sticky Web teams can be dangerous.

Any Additional Info: Knock Off is illegal with Sticky Web.



Sandslash @ Leftovers/Lum berry
Ability: Sand Veil
EVs: 232 HP / 252 Atk / 24 Spe
Adamant Nature
- Rapid spin
- Earthquake
- Knock Off
- Swords Dance/Stone Edge/Stealth rock

Role: Hazard remover

What It Does: Being one of the better spinners in NU sandslash is a pretty good choice for an offensive team if you need a hazard free field. With more then decent bulk and offensive stats, sandslash has multiple opportunities to pull a spin. The ev's are there to make the best use of sandslash's attack and bulk while the speed enables him to outspeed minimal speed lanturn. Outspeeding lanturn enables sandslash to come in on an electric attack and beat him before he can launch a water move at him. Leftovers allow sandslash to take a more bulky role getting some sort of recovery while a lum berry helps to beat spinblockers. Rapid spin and eq are staples on this set, knock off is there (obviously) to beat ghost types and the last spot would probably be either swords dance to boost up on the switch or stone edge for better coverage (mainly to help beat archeops). Stealth rock is also option but offensive sandslash benefits more from an extra attack boost or more coverage.

Good Teammates: Anything that needs a hazard free field and/or switches a lot likes to have sandslash as a partner. Magmortar and typh are options seeing as both (especially typh) tend to switch a lot. Both are also able to come in on grass and ice attacks aimed for sandslash but they have to watch out for water attacks.

What Counters It: While sandslash has pretty good physical bulk, his special side is kinda lackluster. His ground type also makes him weak to some of the more common typings in the metagame like water and grass both of which are special moves most of the time. Feraligatr also has the bulk to tank a hit from sandslash and start gathering boosts in order to sweep

Any Additional Info: A more defensive set is an option, letting sandslash depend more on his bulk to try and spin. However, losing offense makes it harder to wear down ghost types. Toxic would be an option in the last spot to solve that problem.



Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.

Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Protect
- Double-Edge
- Heal Bell

Role: Special Wall / Support

What It Does: Audino, simply put, is made to pass Wishes for stall. With so many good Pokemon such as Dragalge, Spiritomb, and Rhydon lacking reliable recovery, Audino comes to heal them up with its large Wishes. While seemingly outclassed by Lickilicky, Audino's niche comes in it's ability, Regenerator. This allows to to not only heal its teammate on the switch, but also itself, making it a much more effective Wish passer for stall. Audino still has good special bulk, being able to take on many of the tier special attackers with relative ease. Heal Bell is also another great support move Audino can use, allowing it to cure annoying status such as poison, sleep, and burn.

Good Teammates: As Audino is almost always seen as a Wish passer for stall, most of its teammates tend to be defensive Pokemon who lack reliable recovery. Spritomb and Gourgeist can take Fighting-type attacks for Audino, while Audino can pass Wishes / take Ghost-type attacks for them. Granbull is also a great switch-in to Fighting-types and really loves Wish support. TrickScarf Uxie can stop scary setup users and also loves Wish support. Finally, physical walls such as Poliwrath and Steelix help take physical attacks for Audino while once again loving Wish support.

What Counters It: Really, most powerful physical attackers breeze through Audino, with Sawk and Zangoose being notable examples. Pokemon that can phaze also mess up Audino's recovery, with Steelix commonly seen carrying Roar. Taunt from the likes of Qwilfish also does a good job of shutting Audino down.

Additional Information: Toxic can be used over Double Edge if you prefer, though the ability to 3HKO Pokemon such as Sawk on the switch has always been something I've found more helpful than Toxic's utility.

Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Sucker Punch
- Knock Off/Pursuit


Role: Pivot, Support, (Late-game Cleaner)

What It Does: PivotPard is a popular set from last gen and it got even better with the addition of Knock Off to its movepool. Prankster Encore is invaluable against the tier's numerous setup sweepers such as Sigilyph, Feraligatr, Vivillon, the numerous Shell Smashers etc. Sucker Punch is a powerful priority move and though some would call it unreliable, Encore can turn a lot of situations in your favor because your opponent can't just sub to avoid getting hit. U-Turn is great for grabbing momentum on the numerous switchins Liepard forces with both its moves and its Psychic immunity. Knock Off is insanely spammable and one of the safest moves in the whole game. Pursuit gives Liepard another role to fill but it's not as good anymore because most Ghosts and Psychics have a way to KO Liepard now.

Good Teammates: Pretty much everything benefits from Liepard's presence. Above mentioned setup sweepers really appreciate the free turns Liepard generates and pretty much all offensive Pokémon can benefit from Liepard's strong Knock Offs.

What Counters It: Fighting types give Liepard a lot of trouble: Gurdurr, Sawk, Hariama take very little damage from Liepard's STABs, but thanks to U-Turn aka the best move in the game, Liepard doesn't really care too often.

Gorebyss @ White Herb
Ability: Swift Swim
EVs: 92 HP / 164 Def / 252 Spd
Bold Nature
- Shell Smash
- Baton Pass
- Surf
- Ice Beam

Role: Support

What It Does: Gorebyss main role is to SmashPass; setting up Shell Smash, and the Baton Pass. 55/105/75 bulk isn't too great, but good enough for letting Gorebyss be able to set up most of the time. 252 Speed EVs let Gorebyss outspeed almost the whole unboosted meta after one Shell Smash, therefore making it easier for Gorebyss to Baton Pass. 92 HP and 164 Defense EVs are use to make it easier for Gorebyss to set up, without getting knocked out. White Herb is used to not Baton Pass -1 Defense and Special Defense, making it easier for the receiver to sweep.

Good Teammates: Good teammates for Gorebyss is good SmashPass receivers. These include Magmortar, Regirock, Rhydon and Gurdurr.

What Counters It: Fast/Prankster Encore and Taunt users are one of Gorebyss biggest threats, since they can either stop it from Shell Smashing with Taunt, or Encore it. Watch also out for strong Special Attackers that have super effective STABs, like Magneton, since they can OHKO Gorebyss because of its subpar special bulk.


What not to use:


Slaking @ Choice Band / Choice Scarf
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Retaliate / Giga Impact
- Return
- Earthquake
- Pursuit

Role: Physical sweeper

What It Does: Kill a Pokemon and become setup fodder. Slaking may be extremely powerful, but Truant is a horrible ability. Truant means that Slaking gives a guaranteed free turn to the opponent, which means that an opposing Pokemon can easily hop in after a KO, set up for free and sweep the team. You can't even do anything about it. If you want something this powerful, try Ursaring or Zangoose.

Good Teammates: Pikachu. Since they both suck and are horribly overrated, double negative must mean positive, right?

What Counters It: Any Pokemon with Protect screws it over. Alternatively, Slaking rarely uses any move outside of its STAB, so Ghost-types are effective checks. Mismagius can switch into most of Slaking's movepool and set up Nasty Plot. Steelix is a good counter either way, only really fearing Choice Band super effective hits. Carracosta is also relatively bulky, can take any hit from Slaking bar Choice Band Earthquake, and set up Shell Smash. Using a Pokemon that sets up will make Slaking think twice about switching in at all.

Any Additional Info: Yamask is bad too.

Kingler @ Life Orb
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance / Agility
- Crabhammer
- Return
- Superpower

Role: Physical sweeper

What It Does: Kingler attempts to set up Swords Dance / Agility and sweep with a powerful combination of Crabhammer and coverage moves. While it does work in most battles, it is sorely outclassed by Feraligatr. Feraligatr of them has much better bulk, a more reliable STAB, better coverage, and better Speed. While Feraligatr can muscle past Grass-types, Kingler needs additional support to have them removed before it can sweep. In addition, it doesn't get Aqua Jet which makes Swords Dance sets less effective. Agility sets do not hit as hard as Feraligatr's Dragon Dance set and lacks coverage as well.

What Counters It: Vileplume and Gourgeist are good counters to Kingler because they can take a boosted Return and retaliate with Giga Drain or Will-O-Wisp. Poliwrath and Seismitoad can also get around Kingler, although the latter must rely on Scald burns. Faster Pokemon can revenge kill Kingler due to its lack of Aqua Jet. Notably, Grass-types such as Lilligant can switch into Kingler's STAB. Kingler's pool of checks and counters is roughly the same as Feraligatr's, except that it is slightly wider due to its lower bulk and Speed.

Any Additional Info: Crabhammer isn't boosted by Sheer Force.



Unown @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Mild Nature
- Hidden Power [Ice]

Role: Special Sweeper

What It Does: The most godly pokemon, with access to a move that can be any type, bar Fairy-Type, one may wonder why Unown isn't banned. This reason is because it only has one move to work with, and that is Hidden Power. Its very pitiful movepool makes it unviable in the metagame to the point that if you are running Unown, you are most likely running as part of a Gimmick team. Its main and only function (because it only has hidden power to work with) is a Special Sweeper, and a terrible one at that. Hidden Power Ice is probably its best Hidden Power to use, although Hidden Power Psychic is viable too as a stab.

What Counters It: Any Pokemon that resist its Hidden Power.
Any Additional Info: It can only run Hidden Power, so any other type of Hidden Power is an option over Hidden Power Ice.







Pikachu @ Light Ball
Ability: Lightningrod
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Encore / Grass Knot

Role: Wallbreaker, Late-Game Sweeper

What It Does: Many new NU players will often try to search for a pokemon that is powerful and can break down opposing teams. Pikachu is NOT one of those pokemon. Despite having one of the best items in the game, Light Ball, which doubles Pikachu's offense stats, it is quite frail and will fold to almost any attack. It is the very definition of a glass cannon because if it fails to OHKO a pokemon, then it will be OHKOed instead. Of course, Substitute is on the set to somewhat mitigate its terrible bulk, but good luck trying to set it up. Even with Encore support, it will still be difficult to set up a Sub. Also, substitute will not protect it from sound moves, which can bypass its sub and OHKO Pikachu. In addition, I shall quote from the Black and White analysis of Pikachu "The very Light Ball that makes Pikachu viable is also what makes it so limited; as Pikachu needs its Light Ball to not be complete dead weight, it is unable to use any other item, including Life Orb and all Choice items. Thus, Pikachu will not hit as hard as you might think it would: traditional powerhouses greatly depend on the boosts these items provide, while Pikachu has to do without. Successfully using Pikachu will require massive amounts of team support and top-level prediction." In conclusion, Pikachu's only function is being a Wallbreaker, and even so it is terribly outclassed by its job.
Good Teammates: Leaving Blank.

What Counters It: I'll say it bluntly: Anything that outspeeds it and/or can take a hit. Sound Moves also counter Pikachu.

Any Additional Info: It can also run a physical set with Extreme Speed, but keep in mind that Lightningrod and Extreme Speed are incompatible, forcing you to use the inferior Static Ability.





Pikachu @ Light Ball
Ability: Lightningrod
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Encore / Grass Knot

Role: Wallbreaker, Late-Game Sweeper

What It Does: Many new NU players will often try to search for a pokemon that is powerful and can break down opposing teams. Pikachu is NOT one of those pokemon. Despite having one of the best items in the game, Light Ball, which doubles Pikachu's offense stats, it is quite frail and will fold to almost any attack. It is the very definition of a glass cannon because if it fails to OHKO a pokemon, then it will be OHKOed instead. Of course, Substitute is on the set to somewhat mitigate its terrible bulk, but good luck trying to set it up. Even with Encore support, it will still be difficult to set up a Sub. Also, substitute will not protect it from sound moves, which can bypass its sub and OHKO Pikachu. In addition, I shall quote from the Black and White analysis of Pikachu "The very Light Ball that makes Pikachu viable is also what makes it so limited; as Pikachu needs its Light Ball to not be complete dead weight, it is unable to use any other item, including Life Orb and all Choice items. Thus, Pikachu will not hit as hard as you might think it would: traditional powerhouses greatly depend on the boosts these items provide, while Pikachu has to do without. Successfully using Pikachu will require massive amounts of team support and top-level prediction." In conclusion, Pikachu's only function is being a Wallbreaker, and even so it is terribly outclassed by its job.
Good Teammates: Leaving Blank.

What Counters It: I'll say it bluntly: Anything that outspeeds it and/or can take a hit. Sound Moves also counter Pikachu.

Any Additional Info: It can also run a physical set with Extreme Speed, but keep in mind that Lightningrod and Extreme Speed are incompatible, forcing you to use the inferior Static Ability.







Dusknoir @ Leftovers
Ability: Frisk
EVs: 252 HP/248 Def/8 SpD
Impish Nature
- Will-O-Wisp
- Pain Split
- Ice Punch/Fire Punch
- Earthquake

Role: Tank

What it does: It is generally meant to be a wall, though Dusknoir has way too many flaws to be very effective in this role. It's typing is not so great defensively due to common Ghost and Dark types, however it can be used to spinblock. It also lacks recovery outside of Pain Split, which isn't the most reliable. Earthquake and the two Punches offer coverage, though they are not that strong with no STAB and investment. Pretty good defenses offset by a horrible (For a defensive mon) base 45 HP stat. It is also outclassed by many other physical Ghost-type walls such as Spiritomb, Gourgeist and Golurk. It's typing also isn't the greatest, though it can be used to spinblock. Also, it's only STAB move is the very weak Shadow Punch (and the weaker Shadow Sneak), and doesn't have any ability to boost these moves what-so-ever. It also hits for very mediocre damage.

What Counters It: The majority of Ghost and Dark-types can widdle down or even KO Dusknoir before it has a chance to do something. Also Dusknoir can be overwhelmed by Special set-up sweepers over-time. Also, Knock Off severely cripples Dusknoir, so keep that in mind.

Additional Options: Shadow Sneak or Shadow Punch may be used for STAB, though he rarely has room to fit these (Also these don't hit for much). Pressure may be used, though revealing items is a bit better in case of this Pokemon. It also gets other coverage moves, but these are generally weak and since Dusknoir has 4MSS these are hard to fit in.













Wartortle @ Eviolite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Foresight
- Rapid Spin
- Toxic / Haze / Rest

Role: Hazard Remover

What It Does: Wartortle has Foresight + Rapid Spin which made it the most reliable spinner last gen, but that was only because NU's standards for spinners were super low. We have better options now in Sandslash and Cryogonal, and these are not only able to beat spinblockers but also not be entirely momentum killing for offensive teams. In addition, Xatu is an option for hazard prevention and Defog was buffed to remove entry hazards, which means there are more effective ways to remove hazards with Shiftry, Pelipper, and Togetic.

What Counters It: Mismagius can carry Taunt to prevent Wartortle from spinning on it in a 1v1 situation. Rotom-N can OHKO Wartortle even when switching into a Foresight. If you're crazy enough to use it, Shedinja can also block Rapid Spin even after Foresight. Qwilfish and Accelgor can spam Spikes on it and prevent Wartortle from using the combination of Foresight + Rapid Spin with Taunt and Encore, respectively. Tricking Wartortle a choice item limits its viability a lot. Large amounts of offensive pressure will cause the Wartortle user to find little time to use both Foresight and Rapid Spin. Wartortle is also setup fodder, so the two turns which it uses Foresight and Rapid Spin can be used to set up and overpower it. Another option is to take advantage of Wartortle's reliance on Foresight to gain free switches into more threatening teammates.




You can also PM and VM me with questions or suggestions, I will consider them all! Get posting! :D
 
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Expulso

Morse code, if I'm talking I'm clicking
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[What to use]

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.
 
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Feraligatr @ Lum Berry/Life Orb
Ability: Torrent
EVs: 252 Atk / 252 Spd / 4 Def
Adamant Nature
- Swords Dance
- Waterfall
- Frustration/Ice Punch
- Aqua Jet

Role: Physical Sweeper

What It Does: Feraligatr is a terrifying sweeper in this metagame. It has above average bulk to set up a Swords Dance and sweep weakened or unprepared teams. Waterfall is for obligatory stab, Aqua Jet is necessary because it allows Feraligatr to hit faster opponents for good damage. Both Ice Punch and Frustration have their advantages. Ice Punch allows you to hit slower Grass types that can easily tank Waterfalls like Vileplume and Gourgeist while Frustration allows you to hit Water types harder than anything else. Lum Berry is a very good choice for an item because it allows you to set up a SD without fear of being statused which ruins your sweep but you can also use Life Orb to do more damage. Adamant max Attack to insure max damage and speed is there to outspeed other Feraligatr.

Good Teamates: Vileplume is a fantastic teammate because it easily deals with most of Feraligatr's checks and counters such as Seismitoad and Shiftry. Like all sweepers, Feraligatr appreciates Stealth Rock and Spikes support to turn 2HKOs into OHKOs which makes Accelgor and Rhydon great teammates.

What Counters It: Basically any grass type that is faster can check Feraligatr. Lilligant, Sceptile, and Shiftry can all take an +2 Aqua Jet and OHKO back with Super Effective STAB moves. The counters depend on what coverage move it has. If Feraligatr runs Ice Punch, it is walled any bulky water type such as Seismitoad, Lanturn, and Qwilphish. Keep in mind that these mons can not do a lot back to Feraligatr excluding Lanturn. If Feraligatr runs Frustration, it can not OHKO physically defensive Vileplume unless it is Life Orb with all hazards up.

Other Options: Feraligatr can run less speed an invest in HP to boost its already above average bulk which makes it easier to set up a SD.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Vileplume @ Leftovers
Ability: Effect Spore
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis / Moonlight
- Sleep Powder

Role: Physical Wall, Tank

What It Does: Vileplume's typing and ability allows it to tank a huge amount of physical threats in the metagame. It can easily sponge attacks from Fighting-types, physical Water-types, Grass-types, and even Fairy-types, meaning it is able to cover a lot of bases for a team. It even has respectable power, which can make Vileplume tricky for offensive threats to switch into and can give it the advantage against opposing bulky walls. Effect Spore is also handy for Vileplume since it can inflict status on opponents that make contact, which can give Vileplume the upper hand when trying to heal up in their faces or leave a nasty parting gift when switching into their attacks.

Good Teamates: Vileplume has many weaknesses to popular types that should be covered, Lanturn being one of the best due to its Fire, Ice, and Flying resistances. Psychic-types can be left to Dark-type teammates, such as Spiritomb and Liepard, which can Pursuit trap them to get them out of Vileplume's hair for good. Teammates that can fall back on Vileplume's natural advantage against certain types (Water, Grass, Fairy, Rock, Ground, etc.) would appreciate Vileplume as a partner, such as Feraligatr, Gurdurr, and Pyroar.

What Counters It: Anything that resists Vileplume's dual STABs (and avoid being poisoned) can counter it easily. Weezing can incinerate Vileplume with Flamethrower, or annoy it with Will-O-Wisp. Dragalge can do the same with Scald, or just drop all pretense and go straight for the kill with Choice Specs Draco Meteor. Magneton is a big threat to Vileplume as well, since it has either Specs Flash Cannon which can overpower Vileplume, or Eviolite to strengthen its bulk even further. Aside from that, simply take advantage of its weaknesses to Fire, Flying, Ice, and Psychic, all of which are plentiful in the tier. Be wary of status when trying to deal with Vileplume.

Any Additional Info: The last move is up for grabs. Stun Spore can threaten more than one of the opponent's Pokemon and cripples them for the whole match. Vileplume is also a great user of Aromatherapy, due to the amount of free turns it can get. Hidden Power Ground gives Vileplume a fighting chance against Magneton and bulky Dragalge. A specially defensive spread can be used to take on Water-types better, although this weakens its matchup against Ground- and Rock-types.

Edit: Sapphire. Decided to consider Vileplume as a tank as well.
 
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Rotom-F Choice Scarfed
Ability: Levitate
EVs: 4HP/252 SPA/ 252 Speed
Nature: Timid Nature
-Blizzard
-Thunderbolt
-Volt Switch
-Trick

Role: Revenge Killer/ Late-Game Cleaner

What it Does: This guys is brilliant for two main reasons. He avoids Sticky Web which is a coffin nail to many offensive teams and singlehandedly gimps many Choice Scarfers, and the second reason is he is a very powerful anti-metagame creature, picking off many of the tier's top threats. Currently Rotom-F threatens and KOs the ubiquitous Sigilpyh, Feraligatr, Samurott, Archeops, Gorebyss after a Smash, and so on. The outstanding BlizzBolt coverage gives it neutrality at worst to all but Magneton and Lantern...neither are fast threats that typically the targets of scarfers. The immunity to Sticky Web is often a game changer, as teams functioning with Sticky Web tend to suicide lead and rely on it heavily, and this guy can easily come in and sweep up those medium bulk threats with the great super effective coverage and a powerful Neutral Blizzard that 2HKOs most of the uninvested tier.

Futhermore, Rotom-F's utility as a scarfer is extended via the powerful Volt Switch, allowing it to hit and run and pick off high health threats that can take a hit and OHKO it back, as well as scouting switch-ins and gaining momentum when the other team is lacking an electric immunity. Trick majorly gimps popular switch-ins such as Lanturn, and to an extent Magneton(although it would likely be better to Volt Switch as a Scarfed Magneton can be a nuisance) Rotom-F's wonderful bulk also allows it to survive nearly all priority in the tier with a 3HKO outside of Mach Punch and the very uncommon Bullet Punch, meaning things like Zangoose can very seldom survive against the likes of Rotom-F.

Good Teammates: This is a bit of a misnomer, as I believe Rotom-F is the supporting Pokemon and I believe he fits on a wide array of teams. In particular, bulkier teams that are carrying priority will suit Rotom-F well in the case he fails to cleanly OHKO a threat(such as a +1 Sigilyph and a low damage roll with no prior damage). He is also not a bad switch in as his bulk is quite decent, but defog/rapid spin support will greatly improve his longevity and allow him to manufacture momentum with more Volt Switches.


What Counters it: Good prediction is the only real threat to Rotom-F as the ground types that switch into Volt Switch can be blasted away with Blizzard and the Water types that resist Blizzard are blasted with Thunderbolt. Lantern again is a good way to stifle Rotom-F...it can be Tricked but this may not be ideal if you need your Rotom's scarf to clean up the late game. It's also worth nothing that certain setup sweepers can render Rotom-F moot, functioning as a true "counter" in the sense that it largely prevents Rotom-F from fufilling it's role. Gurdurr is one of those, featuring high enough bulk to take anything Rotom-F can dish out and can OHKO and return to full health with Drain Punch...after some setup it can even KO with Mach Punch to even wipe away the chance of a freeze. It also has nothing for Ludicolo after a Rain Dance, getting easily wiped out by its STAB and being outsped. It also cannot check Barbaracle after a Shell Smash, as the pacey rock water thing has 470 speed after a Smash, it can however, check and OHKO it beforehand.


Any Additional Info: Modest Nature is worth considering for a 75 percent chance to OHKO Sigilyph after a Calm Mind, however you will no longer outspeed Gorebyss after a Smash nor will you outspeed other important scarfers such as Sawk. HP Ice as usual will merit some debate, however the drop in power is very much considerable and in my opinion is not worth it at all.
 
What to use:

Magneton @ Eviolite / Choice Specs
Ability: Analytic
EVs: 144 Spd / 112 HP / 252 SAtk
Modest Nature
- Volt Switch
- Thunderbolt
- Hidden Power [Grass] / Hidden Power [Fire]
- Flash Cannon

Role: Bulky Attacker

What it does: Magneton is a powerful Pokemon and its bulk makes it even more threatening. Plus the combination of its great defense and power coupled with its amazing ability "Analytic" pushes its special attack to exceptional levels. Analytic increases a Pokemon's attacks by 1.3x damage if it is the last to move in a turn. Because of Magnetons low speed it's poised to abuse the mechanics of Analytic. The effects of Analytic can also be used to take advantage of switches, so if you attacked and the opponent switches to another Pokemon, your attack is boosted by 1.3. It's the perfect ability for a bulky attacker like Magneton. If you choose to replace Eviolite with Choice Specs then its special attack gets boosted 1.5 and by 1.3, which makes Magneton truly fearsome. Volt Switch in order to escape unfavorable match-ups, this is a great tool for Magneton because it's usually slower than opposing Pokemon. A slower Volt Switch will always give you the upper hand, unless the opponents Pokemon is immune. Thunderbolt is his bread and butter stab. Flash Cannon barely saw usage last gen but since the new Fairy typing was introduced its proven useful. Hidden Power Grass is very important because it allows Magneton to get passed bulky water/ground types that would otherwise wall this set. Hidden Power Fire is used in the same fashion as Hidden Power Grass except it's aimed at opposing steels and grass types. The 144spd evs allow it to outspeed up to uninvested base 85 Pokemon, namely Gligar who is 2HKO'd by Flash Cannon. Max special attack of course, and the rest of the evs into HP to retain some bulk.

Good Teammates: Pokemon who are immune to or resist super effective attacks aimed at Magneton make great teammates. Sigilyph is one of the best offensive teammates for Magneton, it's immune to ground attacks and it can take the fighting typed attacks aimed at Magneton because of its great defenses (and its 4x fighting resist). In return Magneton eats the rock typed attacks aimed at Sigilyph. But most importantly Sigilyph eliminates bulky steel types that Magneton has difficulty getting passed, and fighting types that destroy Magneton. Audino is a great partner for Magneton as well because it eats all of the special attacks aimed at Magneton. Audino can also pass Wishes to it, helping Magneton recover HP lost from tanking hits.

What Counters it: Bulky Ground/Waters and Lanturn are its biggest counters if you choose to use Hidden Power Fire over Hidden Power Grass. Because they would resist all of Magnetons moves. Pokemon with huge special defense stats cause problems for Magneton as well. Because Magneton hits most of the tier with powerful neutral attacks their aren't many true counters, just a bunch of Checks. Like Typhlosion, Magmortar, Pyroar, Sawk, and Offensive Seismitoad.

I made this same post in the RU thread, I just edited it to fit NU.
 
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SOMEBODY had to do it; it was going to happen.

Pikachu @ Light Ball
Ability: Lightningrod
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Substitute
- Thunderbolt
- Hidden Power [Ice]
- Encore / Grass Knot

Role: Wallbreaker, Late-Game Sweeper

What It Does: Many new NU players will often try to search for a pokemon that is powerful and can break down opposing teams. Pikachu is NOT one of those pokemon. Despite having one of the best items in the game, Light Ball, which doubles Pikachu's offense stats, it is quite frail and will fold to almost any attack. It is the very definition of a glass cannon because if it fails to OHKO a pokemon, then it will be OHKOed instead. Of course, Substitute is on the set to somewhat mitigate its terrible bulk, but good luck trying to set it up. Even with Encore support, it will still be difficult to set up a Sub. Also, substitute will not protect it from sound moves, which can bypass its sub and OHKO Pikachu. In addition, I shall quote from the Black and White analysis of Pikachu "The very Light Ball that makes Pikachu viable is also what makes it so limited; as Pikachu needs its Light Ball to not be complete dead weight, it is unable to use any other item, including Life Orb and all Choice items. Thus, Pikachu will not hit as hard as you might think it would: traditional powerhouses greatly depend on the boosts these items provide, while Pikachu has to do without. Successfully using Pikachu will require massive amounts of team support and top-level prediction." In conclusion, Pikachu's only function is being a Wallbreaker, and even so it is terribly outclassed by its job.



Good Teammates:
Leaving Blank.

What Counters It: I'll say it bluntly: Anything that outspeeds it and/or can take a hit. Sound Moves also counter Pikachu.

Any Additional Info: It can also run a physical set with Extreme Speed, but keep in mind that Lightningrod and Extreme Speed are incompatible, forcing you to use the inferior Static Ability.
 
What to use:

Audino @ Leftovers
Ability: Regenerator
EVs: 252 SDef / 252 HP / 4 Def
Careful Nature
- Wish
- Protect
- Double-Edge
- Heal Bell

Role: Special Wall / Support

What It Does: Audino, simply put, is made to pass Wishes for stall. With so many good Pokemon such as Dragalge, Spiritomb, and Rhydon lacking reliable recovery, Audino comes to heal them up with its large Wishes. While seemingly outclassed by Lickilicky, Audino's niche comes in it's ability, Regenerator. This allows to to not only heal its teammate on the switch, but also itself, making it a much more effective Wish passer for stall. Audino still has good special bulk, being able to take on many of the tier special attackers with relative ease. Heal Bell is also another great support move Audino can use, allowing it to cure annoying status such as poison, sleep, and burn.

Good Teammates: As Audino is almost always seen as a Wish passer for stall, most of its teammates tend to be defensive Pokemon who lack reliable recovery. Spritomb and Gourgeist can take Fighting-type attacks for Audino, while Audino can pass Wishes / take Ghost-type attacks for them. Granbull is also a great switch-in to Fighting-types and really loves Wish support. TrickScarf Uxie can stop scary setup users and also loves Wish support. Finally, physical walls such as Poliwrath and Steelix help take physical attacks for Audino while once again loving Wish support.

What Counters It: Really, most powerful physical attackers breeze through Audino, with Sawk and Zangoose being notable examples. Pokemon that can phaze also mess up Audino's recovery, with Steelix commonly seen carrying Roar. Taunt from the likes of Qwilfish also does a good job of shutting Audino down.

Additional Information: Toxic can be used over Double Edge if you prefer, though the ability to 3HKO Pokemon such as Sawk on the switch has always been something I've found more helpful than Toxic's utility.
 
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reserving glalie.

gotta do all the shitmons.

also reserving unown because thats a easy mon to do

[What not to use]

Unown @ Choice Specs
Ability: Levitate
EVs: 252 SAtk / 252 Spd / 4 SDef
Mild Nature
- Hidden Power [Ice]

Role: Special Sweeper

What It Does: The most godly pokemon, with access to a move that can be any type, bar Fairy-Type, one may wonder why Unown isn't banned. This reason is because it only has one move to work with, and that is Hidden Power. Its very pitiful movepool makes it unviable in the metagame to the point that if you are running Unown, you are most likely running as part of a Gimmick team. Its main and only function (because it only has hidden power to work with) is a Special Sweeper, and a terrible one at that. Hidden Power Ice is probably its best Hidden Power to use, although Hidden Power Psychic is viable too as a stab.

What Counters It: Any Pokemon that resist its Hidden Power.
Any Additional Info: It can only run Hidden Power, so any other type of Hidden Power is an option over Hidden Power Ice.
 
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Not sure if it this deserves to be in what not to use, or if I'm saying why it's bad correctly.

What not to use:

Dusknoir @ Leftovers
Ability: Frisk
EVs: 252 HP/248 Def/8 SpD
Impish Nature
- Will-O-Wisp
- Pain Split
- Ice Punch/Fire Punch
- Earthquake

Role: Tank

What it does: It is generally meant to be a wall, though Dusknoir has way too many flaws to be very effective in this role. It's typing is not so great defensively due to common Ghost and Dark types, however it can be used to spinblock. It also lacks recovery outside of Pain Split, which isn't the most reliable. Earthquake and the two Punches offer coverage, though they are not that strong with no STAB and investment.

Why it is bad: Pretty good defenses offset by a horrible (For a defensive mon) base 45 HP stat. It is also outclassed by many other physical Ghost-type walls such as Spiritomb, Gourgeist and Golurk. It's typing also isn't the greatest, though it can be used to spinblock. Also, it's only STAB move is the very weak Shadow Punch (and the weaker Shadow Sneak), and doesn't have any ability to boost these moves what-so-ever. It also hits for very mediocre damage.

What Counters It: The majority of Ghost and Dark-types can widdle down or even KO Dusknoir before it has a chance to do something. Also Dusknoir can be overwhelmed by Special set-up sweepers over-time. Also, Knock Off severely cripples Dusknoir, so keep that in mind.

Additional Options: Shadow Sneak or Shadow Punch may be used for STAB, though he rarely has room to fit these (Also these don't hit for much). Pressure may be used, though revealing items is a bit better in case of this Pokemon. It also gets other coverage moves, but these are generally weak and since Dusknoir has 4MSS these are hard to fit in.
 
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scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
What to use:

Feraligatr @ Life Orb / Lum Berry
Ability: Torrent
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Return
- Ice Punch

Role: Physical sweeper, Late-game cleaner

What It Does: Feraligatr's Dragon Dance set sacrifice brute power for additional coverage and better Speed. With counters slightly weakened, Feraligatr can boost with Dragon Dance late-game and sweep with near-perfect coverage. Waterfall is Feraligatr's STAB move, while Return and Ice Punch cover Water- and Grass-types respectively.

Good Teammates: Feraligatr needs its checks and counters weakened before it can hope to muscle through them. Thus, Spikes-stackers are even more important to this set because it limits its counter's ability to switch out; Accelgor, Qwilfish, and Omastar are good offensive Spikers. Pokemon that threaten bulky Water- and Grass-types are also good teammates. For example, Lilligant and Rotom threaten most Water-types, while Archeops and Magmortar force out most Grass-types. Together with entry hazards, Feraligatr's counters should be worn down with constant offensive pressure.

What Counters It: DD Gatr has more counters than its SD variant, but beware as Feraligatr rarely attempts to sweep before its counters are weakened. Bulky Grass- and Water-types, such as Vileplume, Gourgeist, Poliwrath, and Seismitoad can counter Feraligatr when healthy. Meanwhile, slightly rarer counters include Mantine, Ferroseed, Frillish, and Shedinja.

Any Additional Info: You can run Aqua Jet but it's not advisable to give up Feraligatr's coverage; it'll be boosting its Speed anyway. Sheer Force is unreleased, sadly.


Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Spikes
- Bug Buzz
- Encore
- Final Gambit

Role: Hazard user

What It Does: Accelgor is the best Spikes-stacker in NU. Its high Speed even with a Modest nature outspeeds nearly every relevant threat and ensures at least 2 layers of Spikes a game. With Encore, Accelgor can create 50-50s and set up additional layers in most situations. Encore is also useful should an opponent decide to set up on Accelgor. Bug Buzz defeats Shiftry, the most common Defog user, and hits decently hard as a STAB move. Final Gambit allows Accelgor to bring in a teammate safely and blocks Defog and Rapid Spin, and if used at full health, can weaken Defoggers and spinners to the point where they can be finished off easily.

Good Teammates: Accelgor fits best on offensive teams. Offensive wallbreakers and sweepers alike appreciate the Spikes support to grab additional KOs and discourage switching. Because this is a suicide lead, spinblockers and constant offensive pressure is useful to prevent the Spikes from being removed. Spiritomb is a decent spinblocker on offensive teams because it defeats Cryogonal, the most common Rapid Spin user.

What Counters It: Taunt users can limit Accelgor to only one layer. In particular, Archeops can Taunt it and severely cripple it, while Qwilfish can do the same and set up its own Spikes. Pokemon that outrun Accelgor with priority can limit it to one layer. This includes Kangaskhan, Kecleon, and Feraligatr. Rapid Spin and Defog users can reduce all of Accelgor's work to nothing, but the spin and Defog must be done when Accelgor is out of the field, or Final Gambit will waste their efforts.

Any Additional Info: You can try other options such as Yawn and U-turn over Final Gambit.
 
[What to use]

Gurdurr @ Eviolite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Drain Punch
- Knock Off
- Bulk Up
- Mach Punch / Ice Punch / Poison Jab

Role: Bulky Attacker, Support

What It Does: Gurdurr is an extremely useful Pokemon in the XY NU metagame. With high Attack and excellent defensive stats with an Eviolite, Gurdurr can fit onto many teams. It brings Knock Off support, has priority, and can absorb status with Guts; all of these are extremely useful traits. In addition, it gets Bulk Up, letting it boost its Attack and Defense to even greater levels.

Good Teammates: Gurdurr values Pokemon that resist its weaknesses, Fairy, Psychic and Flying; Steel-types like Magneton work very well here.

What Counters It: Gurdurr is troubled by Flying, Poison and Fairy type Pokemon the most, as they resist its STAB, do not fear much Gurdurr can use, and can deal heavy damage in return. Fletchinder, Granbull, Vileplume and Weezing are all good examples of those Pokemon; however, Gurdurr can use Stone Edge, Poison Jab or Ice Punch to mitigate this weakness.

Any Additional Info: A Sheer Force set is usable but a bit outclassed by Guts sets.
I would slash Ice Punch and Poison Jab after Bulk Up instead of Mach Punch because Gurdurr needs priority to mitigate its poor speed. Bulk Up can be replaced because Gurdurr already has good defenses with the eviolite equipped.

And scorpdestroyer for Feraligatr you should make Swords Dance and Aqua Jet extra options behind Dragon Dance and Return. This way you'll have all of its most viable moves and held items listed as possible set options.
 

Lord Alphose

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[What to use]

Crustle @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Spikes
- Rock Blast
- Knock Off / Earthquake

Role: Hazard User

What It Does: Crustle is used because it is able to set up both Spikes and Stealth Rock, something few other Pokemon can do. With all of these hazards set up, some Pokemon are taking more than half the HP in residual damage just upon switching in. It also runs Rock Blast, as STAB move that helps to deal with other hazard setter leads. Knock Off can be used to cripple opposing Pokemon that attempt to set up on Crustle, while Earthquake can help get through some of the bulkier Pokemon that try to set up.

Good Teammates: Pokemon that appreciate entry hazards are Pokemon that Crustle appreciates. Sweepers that need a little bit of prior damage on a Pokemon or just offensive teams like the benefits of entry hazards. Ghost-types, especially Spiritomb, can be used to block Rapid Spin.

What Counters It: Taunt users can keep it from setting up entry hazards. Rapid Spin or Defog users remove Crustle's entry hazards. Also, Pokemon that deal a lot of damage to it too fast can limit the number of layers that it's able to get down. These Pokemon tend to be special sweepers that carry super effective attacks, like Gorebyss or Magneton.

Any Additional Info: Shell Smash Crustle, though outclassed by Binacle, is a pretty versatile and dangerous set. Also, running Counter is always a surprise for physical sweepers, since Sturdy allows it to get down to 1 HP, then Crustle deals immense damage in return.
 
[What to use]


Liepard @ Black Glasses
Ability: Prankster
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Encore
- U-turn
- Sucker Punch
- Knock Off/Pursuit


Role: Pivot, Support, (Late-game Cleaner)

What It Does: PivotPard is a popular set from last gen and it got even better with the addition of Knock Off to its movepool. Prankster Encore is invaluable against the tier's numerous setup sweepers such as Sigilyph, Feraligatr, Vivillon, the numerous Shell Smashers etc. Sucker Punch is a powerful priority move and though some would call it unreliable, Encore can turn a lot of situations in your favor because your opponent can't just sub to avoid getting hit. U-Turn is great for grabbing momentum on the numerous switchins Liepard forces with both its moves and its Psychic immunity. Knock Off is insanely spammable and one of the safest moves in the whole game. Pursuit gives Liepard another role to fill but it's not as good anymore because most Ghosts and Psychics have a way to KO Liepard now.

Good Teammates: Pretty much everything benefits from Liepard's presence. Above mentioned setup sweepers really appreciate the free turns Liepard generates and pretty much all offensive Pokémon can benefit from Liepard's strong Knock Offs.

What Counters It: Fighting types give Liepard a lot of trouble: Gurdurr, Sawk, Hariama take very little damage from Liepard's STABs, but thanks to U-Turn aka the best move in the game, Liepard doesn't really care too often.
 
[What To Use]


Fraxure @ Choice Band
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Outrage
- Superpower
- Aqua Tail
- Dragon Claw

Role: Wallbreaker

What It Does: Just looking at its spread, a similarity to Sawk can be noticed. While it's true that the two do have similar roles, where Fraxure shines is typing and unpredictability. Sawk needs to rely on predicting when Banded otherwise that rising star Granbull will come in, eat up your CC and then something is forced to get hit with a Play Rough. Now here comes Fraxure, not being able to hit Granbull at all, but in hindsight, what sounds better, having Poison Jab to be able to hit a Fairy type for minimum damage after an Intimidate Attack drop, or a teammate that can OHKO Granbull and have the ability to stay in and take on other things, preserving Fraxure. Fraxure being Dragon causes way more mind games with your opponent than Sawk simply because you can't just send in a Ghost, Psychic, or Flying type and pray he didn't predict that and used Close Combat. An Outrage from Fraxure will OHKO or 2HKO just about all of those switch ins, leaving Fraxure rather hard to take on. Steel switch in? Superpower go. This thing is actually better with the Fairy weakness if anything, because now not only is it a massive Wallbreaker, it can set up other teammates for an easy predicted switch in. Plus it's not like Fairy typing is all that common, but in a way, Fraxure nearly benefits from the weakness if anything. Now comes the unpredictability I talked about. Tell me what someone is going to do if they send in something like a Liepard to encore a predicted Dragon Dance but get smashed by an Outrage. This is even more relevant as an Anti-Lead. Those Ground/Rock types with Sturdy are going to get knocked out clean with either Outrage or Superpower if they're foolish enough to go for Stealth Rocks, and then unlike Sawk, they can't just switch in something that resists CC.

Good Teamates:
Like explained above, Fraxure can benefit its team with its Dragon typing if you have something that can just come in and smash that Fairy or get a huge hit on another switch in. What comes into mind for me is the infamous Sheer Force Life Orb Steelix. This thing's Iron Head will hurt. Granbull will be fearful, as if something switches in that isn't a Special Attacker, good luck taking an Iron Head and a potential Earthquake depending on what typing it is. Say they bring in a special Fire type, then incomes Fraxure again.

What Counters It: The answer to this is fairly obviously, Fairy types. While Fraxure can run Poison Jab, it really won't be doing much as most of the Fairies here are very bulky so after the Intimidate drop and not being stab, the Poison Jab won't be doing much. It's better off running the above set and having a teammate such as Steelix to come in and threaten the Fairy right back out, or kill it if the opponent feels ballsy. Aside from Fairies though, Steels can't be considered a counter if you play well and go for that Banded Superpower. This thing is deadly.

Any Additional Info: Fraxure can be a very good potential set-up sweeper with a Dragon Dance set, but the above set is made to take out many of the walls in NU, as stuff like Sandslash and Steelix both get 2HKO'd respectively by an Outrage or Superpower.
 
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Sapphire.

Es gibt Licht, wo immer Sie sind
is a Contributor Alumnus
Hey people. Just a reminder but please put whether the Pokemon should go in the [What to use] or [What not to use] sections on the top of your post. This will make things a lot easier for me.
Thanks! :3
 

Aerow

rebel
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[What to use]


Gorebyss @ White Herb
Ability: Swift Swim
EVs: 92 HP / 164 Def / 252 Spd
Bold Nature
- Shell Smash
- Baton Pass
- Surf
- Ice Beam

Role: Support

What It Does: Gorebyss main role is to SmashPass; setting up Shell Smash, and the Baton Pass. 55/105/75 bulk isn't too great, but good enough for letting Gorebyss be able to set up most of the time. 252 Speed EVs let Gorebyss outspeed almost the whole unboosted meta after one Shell Smash, therefore making it easier for Gorebyss to Baton Pass. 92 HP and 164 Defense EVs are use to make it easier for Gorebyss to set up, without getting knocked out. White Herb is used to not Baton Pass -1 Defense and Special Defense, making it easier for the receiver to sweep.

Good Teammates: Good teammates for Gorebyss is good SmashPass receivers. These include Magmortar, Regirock, Rhydon and Gurdurr.

What Counters It: Fast/Prankster Encore and Taunt users are one of Gorebyss biggest threats, since they can either stop it from Shell Smashing with Taunt, or Encore it. Watch also out for strong Special Attackers that have super effective STABs, like Magneton, since they can OHKO Gorebyss because of its subpar special bulk.
 
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What to Use:

Golurk @ Leftovers
Ability: Iron Fist / No Guard
EVs: 172 HP / 252 Atk / 84 Spd
Adamant Nature
- Stealth Rock
- Shadow Punch / Dynamic Punch
- Earthquake
- Ice Punch

Role: Bulky Attacker, Hazard Setter

What it does: Golurk is an extremely powerful Pokemon with decent 89 / 80 / 80 defenses. Its typing makes it even better because it can contribute key immunities and resistances to many different types of teams. For a hazard setter its typing can't get much better, because of its immunity to the normal typing Golurk is one of the very few Pokemon who can set up hazards and spin block at the same time. It also has an amazing movepool that allows it to run many different sets, but the variations I've posted above are arguable its most viable. Rock Polish and Fire Punch are also great options but I feel they won't work well on this set. Earthquake is its most precious stab and hits everything that isn't immune pretty hard behind its 124 base attack stat. Shadow Punch gives it great coverage because of the Ghost typings gen 6 boost. Now it can hit everything in the tier for neutral damage (bar Dark types). Shadow Punch is also boosted by Golurks Iron Fist ability which is an added bonus. Ice Punch rounds everything out because it allows Golurk to possibly get passed Grass types that it has trouble with.

Good Teammates: Like any other Pokemon Golurk enjoys having partners that can take super effective hits for it. Magneton is a good example of a good teammate for Golurk. Magneton resist Ice and Grass typed attacks aimed at Golurk. While Golurk is immune to Magnetons fighting weakness, and it resist Fire typed attacks that decimate Magneton. Audino is a great teammate to Golurk, it's immune to Golurks ghost weakness and it can sponge the special grass, dark and water typed attacks Golurk is weak to. Audino can also offer Wish passing and Heal Bell support, aiding Golurk by replenishing HP its lost during the battle and by removing status ailments that may hinder Golurk.

What Counters it: Dark and Ghost typed Pokemon are its biggest checks in NU. Liepard can taunt it, effectively stopping it from setting up Stealth rock and then OHKO with Knock Off. Spiritomb can take a few hits and KO with its dark typed STABs. Mismagius can do pretty much the same as both of these Pokemon but instead of KOing Golurk with dark typed attacks it uses its Ghost typed STAB Shadow Ball. I guess the next most effective checks and counters are both Grass types and Water types. Like Seismitoad, Feraligatr, Sceptile, Samurott, Ludiculo, etc. Since Golurk has such low speed many Pokemon in the tier can out-speed and hit it hard.

Additional Info: I chose the bulky Stealth Rock set based on personal preference but you could easily switch around the evs to make Golurk faster. You could also use berries in order to help Golurk get passed its checks / counters but they're very situational and have only one use (Colbur Berry ((halves SE dark damage)) / Passhao Berry ((halves SE water damage))).
 
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What to use:



Seismitoad @ Leftovers
Ability: Water Abosrb
EV's: 252 HP / 252 Def / 4 Spe
IV's: 0 Atk
Bold Nature
- Stealth Rock
- Toxic
- Scald
- Earth Power

Role: Hazard Setter / Tank

What it does: Seismitoad is a pretty good Stealth Rocker and that can tank hits with its solid 105 / 75 / 75 defenses. It has a lot of things that make him awesome, great HP stat, good typing for a tank , and acceptable offensive presence. Only thing I don't really like about him, is his pretty mediocre speed which sits at 74, it's a bit of a troll because this gets outsped by base 85's in the tier like the Rotom's (that are not offensive). This isn't the only set it can run, it can also run a few other sets, which I'll talk about as I write this, it's movepoool isn't exactly the vastest as it lacks impotant coverage moves such as Ice Beam, but I still think it's movepool is pretty good despite that, As for this particular set , we run the obligatory Stealth Rock, which aids our team in a lot of occasions, Toxic to put a clock in walls, such as Uxie, you can also run Knock Off on this set, to catch Eviolite users, such as Togetic, Gurdurr and Rhydon to name a few. Scald is a godsend in my opinion, having a 30% chance to burn a Pokemon and this being a Water type move, give it STAB and the ability to render Physical pokes useless if they get the burn, and last but not least Earth Power, you can also change this Earthquake, and make it a Relaxed nature so you don't sacrifice any of your bulk, but I personally prefer Earth Power because I still want to get the jump on uninvested base 65's.

Good teammates: Seismitoad appreciates any pokes that can take Grass type moves for it. One of it's greatest partners is Vileplume. Vileplume can eat up any Grass-moves as he quad resist them, and Seismitoad covers a good part of Vileplume's weaknesses. Another great partner to Seismitoad is Torkoal, not it can eat up Grass moves, but it can also provide support by Rapid Spinning, Toxic or even Yawn to put those walls to sleep and force switches. It can also be great on Hyper Offense teams, I personally paired this with an Archeops and it did amazingly well.

What counters it: Grass types in particular. Sceptile can set up a Sub as it switches out, giving the opponent a free turn. And wearing it down can be pretty easy thanks of Seismitoad not having reliable recovery outside of Leftovers, and Seismitoad is very propense to Status, if you Toxic it, burn it, or just plain set up on its face, can be quite an issue. Seismitoad is hard stopped by the rare Mantine, as it can't do anything whatsoever besides Toxic, but they tend to carry Rest thought. Also Ice types could be troublesome, they include Cryogonal, Articuno, Piloswine, as they got a new move in Freeze-Dry. This move is 4 times effective on Seismitoad, downright destroying him.

Additional info: You can also use this a Swift Swim sweeper with of Scald, Earth Power , Sludge Wave and I dunno, Grass Knot or something, but that's better suited for Omastar or by Gorebyss in my opinion. As stupid as this sounds, it can be an ok candidate for Assault Vest, as it gets access to Drain Punch and can use Poison Touch somewhat well. But again, Seismitoad has better things to do, just felt like pointing out those 2 potencial sets, try them out if you're looking to be unique, or just want to try something different.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Sceptile @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Substitute
- Giga Drain
- Focus Blast
- Hidden Power Ice

Role: Special sweeper, Late-game cleaner

What It Does: Use Sceptile's respectable power, speed, and coverage to give almost everything slower than it a hard time. Life Orb Giga Drains grants Sceptile decent longevity. Should an opponent be just out of range of a KO, Sceptile can repeatedly use Substitute until it is in Overgrow range and finish the foe with a boosted Giga Drain. The sheer damage dealt means the HP gain is usually enough to heal over Life Orb recoil and even enable Sceptile to chain Overgrow-boosted Giga Drains.

Good Teammates: Stealth Rock eases Sceptile's burden considerably, weakening most Grass resists into a much more manageable range; Seismitoad, Uxie, and Rhydon make admirable setters. Fellow sweepers or wallbreakers, particularly those that can prey on Grass resistant Pokemon, are appreciated: Mismagius, Magmortar, Feraligatr, and Jynx are well suited for this role. Bulkier teammates that can take priority moves for it, such as Gurdurr, Granbull, and Rhydon, are very welcome.

What Counters It: Bulky Pokemon that aren't OHKOed by Sceptile's attacks can retaliate for a lot of damage or force it out, although they might risk an Overgrow boosted attack; bulky Poison-types and Flying-types in particular are great annoyances to Sceptile, either due to their bulk or lack of weaknesses to Sceptile's attacks. Priority is a big thorn on Sceptile's side, as they can easily disrupt Sceptile's chain Overgrow Giga Drains or KO it outright: Spiritomb, Fletchinder, Kecleon, and Sneasel are notable users. Faster Pokemon, such as Accelgor and Swellow, can switch into a resisted attack and threaten it out with super effective STAB.

Any Additional Info: Try not to rely to heavily on Giga Drain for survival if multiple Grass resists are present on the opponent's team; Giga Drain might not be able to heal Sceptile enough before Life Orb KOes it.
 
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scorpdestroyer

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What to use:


Fletchinder
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
- Acrobatics
- Will-O-Wisp
- Swords Dance
- Roost

Role: Late-game cleaner

What It Does: Fletchinder's Gale Wings ability is very nice because it ensures that once it gets its sweep going, not even Choice Scarf users can stop its priority Acrobatics. Acrobatics gets +1 priority which means Fletchinder can use it for a number of things, including late-game cleaning and revenge killing threats such as Lilligant and Ludicolo. Will-O-Wisp allows Fletchinder to catch bulky Flying resists on the switch, including Rhydon and Archeops, making them a lot easier to wear down. Swords Dance allows Fletchinder to grab a boost thanks to its decent typing. Finally, Roost allows Fletchinder to stay healthy and continue to switch into Stealth Rock.

Good Teammates: Spinners or Defoggers are necessary due to Fletchinder's 4x weakness to rocks. Shiftry, Sandslash, and Cryogonal are decent offensive hazard removers. Pokemon that defeat flying resists are useful to help Fletchinder sweep more easily. For instance, Seismitoad or Feraligatr can defeat bulky Rock-types easily. Also, Spikes support can help Fletchinder to wear down the bulky flying resists more easily with Will-O-Wisp, but be sure to use a spinner and not a Defogger in this case. Qwilfish, Omastar, and Accelgor are some of NU's best Spikes stackers. Boomburst Swellow is a decent teammate as well because it lures in bulky Flying resists, such as Rhydon and Steelix, and damage them severely.

What Counters It: Magneton is the best counter to Fletchinder; it doesn't mind a burn that much and 4x resists Acrobatics. Lanturn also resists Acrobatics and even has Heal Bell to cure burns. Flying resists can switch into most of Fletchinder's moveset and only really fear Will-O-Wisp; however, they do stop Fletchinder's sweep in the process. These include Steelix, Rhydon, and the Rotom formes. Physically Defensive Spiritomb can take hits from Fletchinder while severely damaging it with Dark Pulse or Foul Play; RestTalk variants can also shrug off burn. Feraligatr is bulky enough to take an Acrobatics and can KO with Aqua Jet before it gets burned. Kangaskhan can out-prioritize Fletchinder and take advantage of its frailty with Fake Out and Sucker Punch, although it risks a burn.


Leavanny @ Focus Sash
Ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sticky Web
- X-Scissor
- Shadow Claw
- Magic Coat

Role: Hazard user

What It Does: Leavanny is the most reliable Sticky Web user in the tier. With base 92 Speed, Leavanny is capable of outrunning all relevant users of multi-hit moves, Qwilfish's Taunt, as well as Xatu that run the 176 Speed spread. This also means that Leavanny can outspeed 2HKO Xatu with Shadow Claw, which is something no other Sticky Web user can do. Magic Coat is another perk of Leavanny. This prevents faster Taunt users from screwing with it, and forces Ditto into a 50-50 because Imposter only gives it 5 PP. Thus, Leavanny is the best choice for Sticky Web teams that want a reliable setter.

Good teammates: Leavanny is a suicide lead, so it doesn't need teammates to support it. Spinblockers are a necessity, however, given that Sticky Web teams are extremely reliant on it. Rotom, Mismagius, Spiritomb, and Golurk are all decent offensive spinblockers. Sticky Web also allows several dangerous wallbreakers, including Magmortar, Zangoose, and Shiftry to sweep through a slow team. Sticky Web teams also need a counter to Fletchinder, such as Magneton, which could be troublesome with Gale Wings otherwise. Finally, Choice Scarf users are still useful for some form of outspeeding Pokemon immune to Sticky Web as well as opposing Choice Scarf users.

What Counters It: Xatu can prevent Leavanny from setting up Sticky Web as long as it doesn't switch into Shadow Claw; max Speed or physically bulky ones can also beat it. Archeops with Taunt can outrun Leavanny, Taunt it, and bring it down with Acrobatics or Stone Edge. Ditto can play mind games with Leavanny between X-Scissor and Sticky Web, but this is rather risky for both sides. If preventing Sticky Web isn't an option, spinning or Defogging it away can work, although losing momentum against the hyper offensive Sticky Web teams can be dangerous.

Any Additional Info: Knock Off is illegal with Sticky Web.


Magmortar @ Life Orb
Ability: Vital Spirit
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Fire Blast
- Thunderbolt
- Earthquake
- Hidden Power [Grass] / Focus Blast

Role: Wallbreaker, Lure

What It Does: Magmortar does not have many counters because of this set. Earthquake is the main draw because it 2HKOes common Fire-type counters, including Dragalge, Lanturn, and Flareon. Thunderbolt helps Magmortar to break down bulky Water-types. The last slot depends on Magmortar's target. HP Grass allows Magmortar to OHKO Seismitoad and Rhydon, while Focus Blast enables it to 2HKO Audino.

Good Teammates: Fire-types are actually good teammates for Magmortar despite stacking weaknesses. This is because Magmortar can take down most of their counters with either Earthquake or Thunderbolt, allowing them to sweep easily. Water-types can also make good partners because they appreciate having Lanturn, Dragalge, and bulky Water-types gone. Stealth Rock support is important to ensure that Magmortar achieves all the necessary OHKOs and 2HKOs; Pokemon such as Seismitoad and Rhydon are decent teammates for this. Because Magmortar appreciates switching into a field free of entry hazards, Shiftry, Xatu, and Cryogonal are good offensive teammates that either help prevent or clear away entry hazards.

What Counters It: Audino and Lickilicky are special walls that take on any set lacking Focus Blast, while Seismitoad, Rhydon, and Golem can defeat sets lacking HP Grass. Bulky Water-types may get hit hard by Thunderbolt, but they can safely switch into the rest of Magmortar's moveset. Samurott and Feraligatr in particular can hit it hard with a priority Aqua Jet. Even though Magmortar is extremely powerful, it is quite slow. Thus, there are many Pokemon that can switch into one of Magmortar's moves, outspeed it, and KO it.

What not to use:


Slaking @ Choice Band / Choice Scarf
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Retaliate / Giga Impact
- Return
- Earthquake
- Pursuit

Role: Physical sweeper

What It Does: Kill a Pokemon and become setup fodder. Slaking may be extremely powerful, but Truant is a horrible ability. Truant means that Slaking gives a guaranteed free turn to the opponent, which means that an opposing Pokemon can easily hop in after a KO, set up for free and sweep the team. You can't even do anything about it. If you want something this powerful, try Ursaring or Zangoose.

Good Teammates: Pikachu. Since they both suck and are horribly overrated, double negative must mean positive, right?

What Counters It: Any Pokemon with Protect screws it over. Alternatively, Slaking rarely uses any move outside of its STAB, so Ghost-types are effective checks. Mismagius can switch into most of Slaking's movepool and set up Nasty Plot. Steelix is a good counter either way, only really fearing Choice Band super effective hits. Carracosta is also relatively bulky, can take any hit from Slaking bar Choice Band Earthquake, and set up Shell Smash. Using a Pokemon that sets up will make Slaking think twice about switching in at all.

Any Additional Info: Yamask is bad too


Kingler @ Life Orb
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance / Agility
- Crabhammer
- Return
- Superpower

Role: Physical sweeper

What It Does: Kingler attempts to set up Swords Dance / Agility and sweep with a powerful combination of Crabhammer and coverage moves. While it does work in most battles, it is sorely outclassed by Feraligatr. Feraligatr of them has much better bulk, a more reliable STAB, better coverage, and better Speed. While Feraligatr can muscle past Grass-types, Kingler needs additional support to have them removed before it can sweep. In addition, it doesn't get Aqua Jet which makes Swords Dance sets less effective. Agility sets do not hit as hard as Feraligatr's Dragon Dance set and lacks coverage as well.

What Counters It: Vileplume and Gourgeist are good counters to Kingler because they can take a boosted Return and retaliate with Giga Drain or Will-O-Wisp. Poliwrath and Seismitoad can also get around Kingler, although the latter must rely on Scald burns. Faster Pokemon can revenge kill Kingler due to its lack of Aqua Jet. Notably, Grass-types such as Lilligant can switch into Kingler's STAB. Kingler's pool of checks and counters is roughly the same as Feraligatr's, except that it is slightly wider due to its lower bulk and Speed.

Any Additional Info: Crabhammer isn't boosted by Sheer Force


Wartortle @ Eviolite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Foresight
- Rapid Spin
- Toxic / Haze / Rest

Role: Rapid Spinner

What It Does: Wartortle has Foresight + Rapid Spin which made it the most reliable spinner last gen, but that was only because NU's standards for spinners were super low. We have better options now in Sandslash and Cryogonal, and these are not only able to beat spinblockers but also not be entirely momentum killing for offensive teams. In addition, Xatu is an option for hazard prevention and Defog was buffed to remove entry hazards, which means there are more effective ways to remove hazards with Shiftry, Pelipper, and Togetic.

What Counters It: Mismagius can carry Taunt to prevent Wartortle from spinning on it in a 1v1 situation. Rotom-N can OHKO Wartortle even when switching into a Foresight. If you're crazy enough to use it, Shedinja can also block Rapid Spin even after Foresight. Qwilfish and Accelgor can spam Spikes on it and prevent Wartortle from using the combination of Foresight + Rapid Spin with Taunt and Encore, respectively. Tricking Wartortle a choice item limits its viability a lot. Large amounts of offensive pressure will cause the Wartortle user to find little time to use both Foresight and Rapid Spin. Wartortle is also setup fodder, so the two turns which it uses Foresight and Rapid Spin can be used to set up and overpower it. Another option is to take advantage of Wartortle's reliance on Foresight to gain free switches into more threatening teammates.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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What to Use:

Sneasel @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SDef / 252 Spe
Jolly Nature
- Knock Off
- Ice Punch
- Ice Shard
- Pursuit

Role: Revenge killer, Late-game Cleaner

What It Does: Dark and Ice STABs are marvelous, and Sneasel has just the right offensive stats to use them. Its incredible speed allows it to outpace a lot of opponents, including some speedy ones, which tend to be frail enough to be picked off by Sneasel's respectable Attack stat. Knock Off and Ice Punch alone can smack a good majority of the tier for decent damage. Ice Shard picks off certain faster threats such as Sceptile and Swellow, and outpaces priority users such as Sucker Punch Shiftry. Pursuit is Sneasel's ace up its sleeve, punishing opponents who attempt to flee from Sneasel's powerful attacks, hitting them at full force and essentially guaranteeing the demise of weakened opponents, or targets that are weak to Dark.

Good teammates: Poison-types make great teammates, as they can handle Sneasel's Fighting, Fairy, and Bug weaknesses. Seismitoad can also take care of its Fire, Rock, and Steel weaknesses. Sneasel's fraility means it benefits from the presence of a VoltTurn core to freely switch into opponents, especially those that can lure out Pokemon for Sneasel to take out. Primeape can lure out Ghost- and Psychic-types for Sneasel to prey on, while Volt Switchers can draw out Grass- and Dragon-types or even catch Ground-types with a double switch, exposing them to Sneasel's Ice-type attacks. Since Sneasel is relying on raw power as opposed to boosting and steamrolling, hazard support is helpful. It is arguably more important to get rid of hazards for Sneasel to grant it repeated switches, so Defog users and Rapid Spinners make helpful teammates; Pelipper and Sandslash offer decent defensive synergy, while Shiftry can help apply more offensive pressure.

What Counters It: Thick Fat Hariyama and Granbull are amongst the best Sneasel counters, taking on the latter's moves and easily OHKOing back. Physically bulky Pokemon, such as Qwilfish, Weezing, and Steelix, fare very well against Sneasel. Priority attacks, especially Gurdurr's Mach Punch, and status can absolutely ruin Sneasel's life. Sneasel is very frail, so simply landing a good strong attack should be enough to end its rampage.

Any Additional Info: Low Kick and Swords Dance are options, though they don't have much place on the set as Sneasel's moves are important for its role.
 
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Aerow

rebel
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[What to use]

Vivillon @ Focus Sash / Leftovers
Ability: Compound Eyes
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hurricane
- Hidden Power Ground / Substitute
- Quiver Dance
- Sleep Powder

Role: Special Sweeper

What It Does: Vivillon's main selling-points is Quiver Dance, and its ability Compound Eyes, which gives Hurricane and Sleep Powder a accuracy of 91% and 97,5% respectively. With the given EV spread, Vivillon hits 456 Speed after one Quiver Dance, outspeeding even slower Choice Scarf users. 252 Special Attack EVs are used to maximize sweeping potential. Focus Sash is being used since Vivillon is terribly frail. Watch out for Stealth Rock, since it cuts its health to 51%, and also breaks Focus Sash. Hurricane are Vivillon's main STABs, and hits most threats hard. HP Ground is used to deal with Steel and Rock-types like Magneton and Probopass. Substitute and Leftovers can also be used, to deal with priority moves such as Sucker Punch, and eases prediction on switches.

Good Teammates: Hazard removers is a must if you want to use Vivillon, since Stealth Rock cuts its health to 51%. Good examples are Sandslash, Shiftry, and Archeops.

What Counters It: Stealth Rock, as mentioned above, is a big threat for Vivillon. Faster Choice Scarf users can also outspeed Vivillon. Bug and Flying-types resists, with good Special Defense easily walls Vivillon, can takes it down. Watch also out for Encore users such as Liepard, since they can lock Vivillon into using Quiver Dance, and force you to switch out.
 
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Punchshroom

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[What to use]

Vivillon @ Focus Sash
Ability: Compound Eyes
EVs: 112 HP / 252 SAtk / 144 Spd
Modest Nature
- Bug Buzz
- Hurricane
- Quiver Dance
- Sleep Powder
Eh, I don't know if Bug Buzz is necessary, or even good, on Vivillon. There is hardly anything you want to Bug Buzz that cannot be dealt with / rather hit with a Hurricane instead. I'd opt for Hidden Power Ground, which nails Steel-types like Magneton and Probopass for massive damage and prevents them from hard countering you, while still dealing good damage to Rock-types.
 

soulgazer

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TBH Focus Sash isn't the best item either lol; I find Sharp Beak and Leftovers to be superior, but maybe thats just me =/

btw having some HP might look cool and all Aerow , but don't forget that without a boost, stuff that you would usually outspeed and be able to put to sleep/KO will be able to stop Vivillon before a boost, and with Vivillon being that frail, it wants as much opportunity as possible to do its job. So unless that bulk actually let it take priority moves I would just make it max speed Timid (if it does help, I would slash both spread).

also agreeing with what Punchshroom said
 
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