Resource ORAS OU Teambuilding

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I'd like to reserve Choice Band Azumarill

Choice Band Azumarill
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Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 164 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off / Superpower

Role: Wallbreaker

What it Does: Take Azumarill's already high attack stat and add a Choice Band to it, now you're got yourself a very powerful wallbreaker. This Azumarill set is designed to muscle through teams and soften them up for a teammate to come through later.

Good Teammates: Pokemon that can beat Mega Venusaur and Amoongus like Talonflame, or the Lati Twins make good teammates for Azumarill. Pokemon that can take the electric type attacks Azumarill is weak to, also make good teammates. Sweepers that want the opposing team weakened to sweep, like Dragonite and Charizard X also make good teammates.

What Counters it: Mega Venusaur, Amoongus, and Ferrothorn, if Azumarill is lacking Superpower, all safely counter Azumarill. While they have difficulty switching in, Poison and Electric types like Toxicroak, Mega Manectric, and Thundurus can all easily take Azumarill out if they get a free switch in.

Any Additional Info:
 
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Okay, I finally got the Defensive Toxic Spikes Dragalge entry done.

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Dragalge @ Black Sludge
Ability: Adapability
EVs: 228 HP / 252 SpD / 28 Spe
Calm Nature
- Toxic Spikes
- Draco Meteor / Dragon Tail
- Sludge Wave / Substitute
- Scald / Substitute

Role: Hazard Setter, Special Wall

What It Does: This variant of Dragalge is best used on Balanced and Semi-Stall teams. It can lay down Toxic Spikes to weaken any sweepers that might try to switch in, making it hard for them to set up. This version goes for maximum bulk, making use of Dragalge's excellent base 123 SDef stat, while still maintaining a good offensive presence thanks to Adaptability. The second slot goes to a Dragon STAB attack. Draco Meteor is the standard move, boasting amazing power even without Satk investment. However, the Special Attack drop from using it hurts this build more than any other, as without the SAtk investment, Dragalge will lose most of its offensive capability. Another option to consider is Dragon Tail, which, with the Adaptability boost, gives Dragalge the ability to do a decent amount of damage in spite of its mediocre attack, and provides the utility of phazing out threats and dragging in new Pokemon to inflict poison on as much of your opponent's team as possible. In the third slot, Sludge Wave provides a Poison STAB, allowing Dragalge to hit Fairies hard. Scald is generally used in the last slot, as it does neutral damage to Steel-types, while having a high chance of burning them reducing their Atk and making up for the inability to poison them. Substitute can be used over either Sludge Wave or Scald, depending on what is needed for the team. This further increases Dragalge's ability to act as a wall. By setting it up on a switch (as Dragalge's typing often forces many), you're guaranteed to get at least one layer of Toxic Spikes up safely (barring sound-based attacks). Substitute also allows Dragon Tail and Scald to be used with less risk. 28 Speed EVs allow Dragalge to speed creep Hippowdon. The rest of the EVs go to HP and SDef (Maximized) for maximum survivability, along with a Calm nature. Black Sludge is the only item that this set should be running, as Dragalge's low speed means it is going to be taking a lot of hits, and it has no other form of recovery.

Good Teammates: Any defensively leaning team that benefits from having setup sweepers and other stall teams weakened with status will really appreciate Dragalge. Dragalge's good typing and ability to deal lots of damage even without investment in any offensive stats means it is relatively self-sufficient. However, it benefits from having Psychic types out of the picture. Due to the nature of the teams this will see use on, Tyranitar is probably the best bet in this regard, as it has a fair amount of bulk, and the ability to run both Pursuit trapping and Utility sets. Since this set has even more problems with Steel types than other Dragalge sets, make sure you have a Steel check. Skarmory works really well in this regard. In addition to serving as a physical wall to go along with Dragalge's special bulk, it resists not only Steel, but also all of Dragalge's weaknesses except for Ice. Dragalge likewise resists both of Skarmory's weaknesses. Skarmory also works really well at phazing enemies to spread poison around. If you really wanna get on your opponent's nerves, the two can also engage in hazard stacking. In terms of Megas that would appreciate Dragalge's support, Mega Slowbro is a good candidate. It always appreciates teammates that can switch in to special attacks, and Dragalge resists three of Slowbro's five weaknesses. Toxic Spikes also poisons every OU viable Pokemon with any Water immunity ability except for Toxicroak (who is not a huge threat to Slowbro), removing some of the few Pokemon capable of hard countering Mega Slowbro.

What Counters It: As always, Dragalge struggles against Steel-types, as most are physical attackers, and even with Scald, Dragalge can't do a huge amount back. If not running Scald, Dragalge can barely do anything back. Magic Guard CM Clefable is a huge threat if not running Sludge Wave, as it takes no damage from status conditions and can't be phazed out, allowing it to set up in Dragalge's face. Both Latis are extremely dangerous to Dragalge. Even with the investment in bulk, Dragalge is OHKO'd after Stealth Rock damage by Latias's Draco Meteor, while Latios can OHKO it outright. Both can also easily OHKO Dragalge with Psyshock, which hits Dragalge's lackluster physical defense instead. While Dragalge can generally OHKO them by using Draco Meteor on a predicted switch (or 2-3HKO with Dragon Tail), if they get a free switch in and Dragalge doesn't have a substitute up, Dragalge will be forced out. Furthermore, both are immune to Toxic Spikes, and can Defog them away. In fact, many hazard removers can also pose a threat to Dragalge, such as Starmie (thanks to Psyshock) and Excadrill. Any physical attacker with a super-effective attack (or even a powerful neutral attack) can take Dragalge down pretty easily. Mega Metagross is particularly dangerous, as Scald is the only way to do anything to it, while it can OHKO Dragalge with Zen Headbutt. Mega Venusaur can absorb Toxic Spikes and can tank most of Dragalge's moves fairly well.

Any Additional Info: Credit for the EV spread goes (I think) to Aragorn the King, as I got this spread from his revamped Dragalge analysis.


So, now that that's done, and we have a fairly comprehensive list of what's left (thanks for that, Canned Bread), I'll reserve SR Setter Clefable.
 
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Omg Canned Bread thanks so much. With these, I'll go ahead and reserve SR Azelf, Specs Keldeo, RP Mega Diancie and Band Terrakion. Maybe I'll do that awesome Hex Gengar set if it's fine.

Edit: Don't mind my Keld reserve lol. Didn't know bludz got it.
Edit2: Dropping Terrakion. I'm finding it hard to write about it at the moment. That leaves me with only Azelf and Mega Diancie.
Edit3: Dropping all of them. I don't have the time. Didn't know there was a fixed time limit now.
 
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Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Toxic/Knock Off

Role: Stealth Rock Setter, Physical Tank

What It Does: Seismitoad is a underrated SR setter and bulky water that can check some important mons including Keldeo, Landorus-Therian, Suicune, and Azumarrill. Seismitoad's good defensive typing allows it to check many threats in the OU Meta due to it only having one weakness. This set emphasizes physical bulk to maximize tanking ability, with Leftovers granting it passive recovery. Scald and Toxic allow Seismitoad to status its opponents and slowly wear them down; the former crippling physical sweepers and the latter putting set-up sweepers on a timer. Water Absorb gives Seismitoad a form of recovery, and is useful for gaining momentum, for instance switching in to a Choice-locked Azumarrill. Note that Seismitoad lacks a form of reliable recovery, and can be worn down quite quickly. However, it's water immunity is valuable for some teams, and that's the reason to use Seismitoad.

Good Teammates: Seismitoad hates Grass types, so a Flying type such as Talonflame or Tornadus-Therian is helpful to deal with annoyances such as Mega-Venusaur, Breloom, and Celebi. A mon that can take special attacks is also appreciated, so Latias or something similar works well with 'Toad. Tyranitar works well with 'Toad in eliminating the Lati's, which otherwise are a nightmare for Seismitoad. Seismitoad works well on Sand Teams in general because it is able to check many of the mons that give it trouble such as Landorus-Therian.

What Counters It: Strong Special Attacks can spell the end for Seismitoad, so Lati@s, Mega Diancie, and Mega Gardevoir can all muscle past Seismitoad with little effort. Additionally, Grass types such as Mega Venusaur and Celebi can exploit Seismitoad's weakness and kill it easily. Breloom can as well, but hates Scald Burns. Seismitoad can also be pressured quite easily due to its lack of recovery. Water Absorb can also be very predictable making double switches somewhat easy.

Any Additional Info: Shoutout to ArchPhantom, as his Sand Team with Seismitoad is quite good.
 
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got lo taunt keldeo here :)


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Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Taunt
Role: Special Sweeper, Utility Attacker

What It Does:
This set for Keldeo is actually quite underrated as of now. It is a bit like a fusion between the Choice Specs set and the SubCM set - differences are this uses Life Orb instead of Specs and Taunt instead of Substitute. Hydro Pump is Keldeo's nuke, breaking past bulkier Pokemon such as Jirachi and Clefable while Scald does not. Scald is Keldeo's most 'spammable' move, and the burn chance can wear down Keldeo's switch-ins like Gyarados, Azumarill, Mega Venusuar and Latios. Secret Sword is Keldeo's Fighting STAB, and the special-to-physical factor is really nice letting Keldeo break through Chansey, Specially defensive foes Empoleon or Steel-types such as Ferrothorn. Taunt is the crux of the set, letting Keldeo break past bulkier Water-types such as Alomomola and Slowbro from inflicting status on Keldeo, without wasting two moveslots. Taunt also lets Keldeo wear down Venusaur and Latios with burns by denying their recovery. The EVs allow for maximum power and speed, allowing Keldeo to tie with opposing Keldeo and Terrakion as well as outspeeding the likes of Garchomp and Jirachi. Life Orb is the item for more power, but Expert Belt could be used to bluff a pair of Choice Specs or Choice Scarf.

Good Teammates: Most of Keldeo's checks and counters are bulky Psychic-types such as Latios, Slowbro, Reuniclus and Cresselia. Pursuit support from Scizor, Tyranitar and Bisharp is great to eliminate these Pokemon. Fast Flying-types such as Mega Pinsir and Talonflame also check Keldeo really well. Rotom-W and Tyranitar are great partners as they check the aforementioned two quite well; Tyranitar also provides valuable Pursuit support. Additionally, Keldeo enjoys having Stealth Rock or Spikes on the field so that Keldeo can break through its checks easier, also nabbing some crucial KOs.

Checks and Counters: Bulky Psychic-types such as Slowbro, Celebi and Latios are amongst the best checks to Keldeo, as they can all inflict status to cripple it or downright KO it with their respective moves. Celebi stands out as a great counter to this set as with Natural Cure it can heal off burns, has access to Recover to stall Keldeo out and has Giga Drain to 2HKO Keldeo as well.

Any Additional Info: Taunt can also be used as a last-minute stand against attackers such as Altaria and Celebi to stop them from healing/setting up when you know Keldeo cannot kill them.
 
here's CB azu

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Azumarill @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower / Knock Off

Role: Wallbreaker, Revenge Killer

What It Does:
Choice Band Azumarill is a great wallbreaker thanks to it's solid offensive typing and huge power. Play Rough and Waterfall are staples on almost every Azumarill set, this set is no exception. They are two of Azumarills strongest STAB moves, with nice secondary effects too. Aqua Jet turns Azumarill into a solid revenge killer, and can also be used to clean up late game. Superpower nails Ferrothorn, which otherwise counters this set, but is a horrible move to be locked into due to the plethora of Fighting-type resists in the tier, but also because it lowers Attack. Knock Off is another option, taking away items from item dependent Pokemon such as Chansey, while also being a 'spammable' move, with almost no drawbacks.

Good Teammates: Bulky Grass-types such as Mega Venusaur and Ferrothorn (has to watch out for Superpower, however) wall Azumarill, so good teammates include Pokemon that can force them out or set up on them. Mega Charizard X, Heatran, and Talonflame are all solid choices, while Mega Charizard X and Swords Dance Talonflame appreciate Azumarill's ability to remove Heatran. Swords Dance Mega Gallade enjoys the fact that Azumarill can destroy Sableye, while Nasty Plot Thundurus appreciates the removal of most special walls and bulky Ground-types, while also being able to weaken Pokemon such as Skarmory.

Checks and Counters: Mega Venusaur resists both STAB moves, Superpower, and takes little damage from Knock Off, and is able to KO back with either Sludge Bomb, or Giga Drain. It's also able to switch in multiple times without fear of being worn down thanks Synthesis. Bulky Water-types such as Alomomola and Suicune are only 3HKOed by it's attacks, while also being able to recover health with Wish and Rest respectively. Ferrothorn can easily counter sets lacking Superpower, while faster Electric-types such as Raikou, Mega Manectric, and Thundurus, can all stomach an Aqua Jet and OHKO with their respective STAB moves.

Any Additional Info: Should be used as a wallbreaker, punching holes in the opposing team so that a partner such as SD Talonflame can sweep.
 
This is a bit of a too little too late thing, but technically Jeronado had already reserved CB Azumarill. I can't turn back time, so I'll go ahead and take it since it's done, but I do want to remind everyone of 2 things: double-check last couple of pages of posts before making reservations, and also make sure to get a reservation done within a couple of days. While I'm not overly concerned with people hoarding reservations, a fast turn around time gets it into the OP faster and helps prevent reservations from getting buried in posts

I may have been too wishy-washy before, so I am going to ask that if you reserve something, please get it done within 48 hours. If you need more time, then that's fine, but you should repost your reservation if you think you aren't going to make the deadline either to confirm you're making progress on it or that you're dropping it. If you don't, I won't deny your write-up if you finish it after the deadline, but if someone else reserves the mon, I'm going to let them do it. This should hopefully help to make sure there's no mix-up with reservations, though as always this isn't an excuse to not check the last two pages (more if there was a lot of discussion about a set) for current reservations

EDIT: Forgot to mention that Double Dance Slowbro is open for reservation since Renokiru never responded to the tag. Also, the rules in the OP have been updated.
 
What To Use:

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 252 Spe / 4 SpD
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind / HP [Flying] / HP [Bug]

Role: Wallbreaker

What It Does: With Choice Specs equipped, Keldeo hits monstrously hard. Keldeo’s signature move Secret Sword allows it to hit both ends of the attacking spectrum, making it a devastating wallbreaker that isn’t stopped by blanket special walls such as Chansey. Scald is the most reliable move on the set that also can spread burns which helps to wallbreak. Hydro Pump is Keldeo’s strongest move that can even 2HKO some resists. The final moveslot is team dependent: Icy Wind hits Dragon and Flying types, HP [Bug] is for Psychic types and HP [Flying] is for Grass types.

Good Teammates: Keldeo’s favorite teammate is probably Tyranitar, which acts as a Talonflame check and can pursuit trap a variety of Psychic type pokemon that can switch into Keldeo’s STAB attacks. Bisharp can also do a decent job of pursuit trapping while helping to keep entry hazards up which whittles Keldeo’s common checks into 2HKO range. Psychic types like Latios and Celebi have good type synergy with Keldeo and enjoy its ability to combat Dark types. Sweepers such as (but not limited to) Talonflame, Mega Pinsir and Rock Polish Mega Diancie can combat the pokemon which wall Keldeo and enjoy its ability to weaken their checks and counters as well. Steel types like Mega Scizor and Mega Metagross also have nice type synergy and deal with Fairy types.

What Counters It: This depends largely on Keldeo’s coverage move. If it’s Icy Wind, Slowbro, Starmie, Tentacruel and Mega Venusaur are reliable switch-ins. If it’s HP [Flying], pretty much all Psychic types besides Celebi that resist its dual STABs (i.e. Latias) avoid a 2HKO. HP [Bug] bops Celebi particularly hard and also hits common switch-ins like Latis and Starmie, while Amoonguss, Mega Venusaur and Dragonite can switch into it. It should be noted that most of these pokemon don’t like getting burned by Scald (main reason I didn’t list Azumarill), so the strongest checks are probably Starmie and Celebi because of Natural Cure. Celebi is weak to all of Keldeo’s recommended coverage moves but it can tank 2 of either Icy Wind or HP [Flying] with enough investment and doesn’t mind its STABs at all.

Any Additional Info: Scald is your friend. If you can get some burns on stuff like Latios or Mega Venusaur early in a match, Keldeo or another pokemon will be able to break past them much more easily later on. Choosing when to reveal your coverage move is pretty key, because if you do it too early your opponent will be alerted but you don’t want to waste your chance either. HP [Electric] can be used for coverage on Gyarados while it also hits other water and flying types.

IVs for HP Flying: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD / 31 Spe

IVs for HP Bug: 31 HP / 0 Atk / 30 Def / 31 SpA / 30 SpD / 31 Spe

IVs for HP Electric: 31 HP / 1 Atk / 31 Def / 30 SpA / 31 SpD / 31 Spe
 
Alright I was under the impression that HP Electric was primarily for Scarfed variants but I'll add it as an option in Additional Info.
 
What To Use:

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Fire Blast
- Soft-Boiled

Role: Hazard Setter, Mixed Wall

What It Does: While its Magic Guard + Calm Mind and Unaware cleric sets are arguably the best known, Clefable is also an excellent Stealth Rock setter. With the ability to take both physical and special hits well, along with a good defensive typing that is capable of taking hits from most common leads in this metagame, Clefable can reliably get Stealth Rock up. Clefable's bulk and reliable recovery also mean that it is capable of coming in later in the match to reset Rocks if the opponent should manage to Defog or Spin them away, unlike a lot of hazard setters. After getting Rocks up, Clefable can be used as a mixed wall to take hits for teammates. In the second slot, Moonblast is the requisite Fairy STAB. Fire Blast is generally used in the third slot, allowing Clefable to hit any Steel-type other than Heatran on a predicted switch. Since this variant of Clefable is not running Calm Mind, Fire Blast is recommended over Flamethrower for the greater power. Soft-Boiled is run in the last slot, giving Clefable a reliable form of recovery to increase its longevity. There really aren't any alternative moves to the four mentioned, as all four are really needed for the set to work. Leftovers is the item of choice for the passive recovery it offers. Magic Guard is generally the best ability, as it allows Clefable to switch in without taking damage from the opponent's entry hazards, and lets it absorb status for more vulnerable team members. The given EV spread with a Calm nature allows Clefable to either reduce the likelihood to ridiculously low odds, or to avoid completely, getting 2HKO'd by a number of major offensive threats in OU, including Life Orb Thundurus, Life Orb Latios (Psyshock), Life Orb Kyurem-Black (unless it is the rare physically-based version and is carrying Iron Head), Mega Diancie, and Offensive Mega Lopunny, meaning Clefable can generally take them down first, especially if they have a bit of prior damage.

Good Teammates: SR Clefable is right at home on most balanced and bulky offense teams (and even a few stall teams). As always, Steel types are the biggest stops to Clefable. While Clefable can wear down many Steel types on its own by hitting them on the switch with Fire Blast, a real Steel counter will be needed, particularly one that can counter Heatran, as Clefable can't do anything to it. Keldeo, Landorus (either form), Diggersby, Dugtrio, Mega Gallade, and Mega Lopunny are all good partners for this reason. All of these can also generally beat Excadrill, which is one of the few Hazard Removers that is actually a major threat to Clefable. Bisharp is also highly recommended as a teammate, as it can take out Mega Metagross with Sucker Punch, and can Pursuit Trap both Latis as well as Starmie, who tend to be the three most common hazard removers at the moment, and deter Defogging in general thanks to Defiant. Anything with a significant weakness to Fighting and Dark type attacks will benefit from having Clefable around to switch into them. Slower Dragon types that would have problems taking on fast Dragons like the Latis and ScarfChomp, such as Kyurem-B and Dragonite, will benefit from Clefable's presence. Since Kyurem-B is also weak to fighting, and can hit Steel and Poison types hard with Earth Power, it goes very well with Clefable. Sand teams could also conceivably make use of Clefable, as Magic Guard prevents Sandstorm damage. In particular, Clefable can really help out Mega Garchomp, who is slow enough to have problems with faster Dragon types, as mentioned earlier. Mega Gyarados is also a good partner, as it appreciates the Fighting resist, and Clefable can also lure Ferrothorn in and hit it with Fire Blast.

What Counters It: Most Steel types are a big problem for Clefable. In particular, Heatran takes practically nothing from Clefable's Moonblast no matter what investment Heatran is running, while it is completely immune to Fire Blast. Mega Metagross is also a great counter, as even with the given defensive investments, Clefable still takes a lot of damage from its Steel STAB attacks. Excadrill is also a major threat, as it is the only Hazard Remover that can really threaten Clefable. While it can't really switch in on Fire Blast, it's not hard for it to find openings to come in and force Clefable out. Mega Venusaur is one of the few Poison types to get a lot of play in OU, and it is very capable of taking on Clefable. Thanks to Thick Fat, even Fire Blast doesn't do much to it, while the given EVs do not prevent a 2HKO from Sludge Bomb.

Any Additional Info: While this is a good SR user for more defensively leaning Bulky Offense teams, and most Balanced teams, this is a bit too passive of a user for HO and more offensively inclined BO teams. If you are a user of those teams, please don't use SR Clefable, as it is more likely to hurt your chances than help. And, if you are going to rate a team of one of those archetypes, please do not recommend Clefable for use on those teams. I see that a lot on RMT threads, and it's just not a good idea, no matter how much it helps with synergy.
 
All done ^_^

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Diancie @ Diancite
Ability: Clear Body
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Moonblast
- Earth Power / Hidden Power [Fire]
- Diamond Storm
- Rock Polish


Role: Late-game Cleaner, Mixed Sweeper

What It Does: Mega Diancie makes use of Rock Polish to abuse free switches. It’s kinda like RP Langod, but not as powerful and/or bulky. Moonblast is its compulsory STAB move, hitting hard off of a lethal base 160 Special Attack. It brings the most damage output it needs. Earth Power provides good neutral coverage, but HP Fire can be used to take down things that resists/are immune to Earth Power, like Ferrothorn, Skarmory and Bronzong. Diamond Storm is Diancie’s best Rock-type STAB as of writing (Ancient Power sucks), giving you a chance to raise your Defense stat while hitting as hard as needed. Rock Polish is Rock Polish, doubling your Speed stat to high levels, even outpacing some Scarfed Pokemon. With this you can make use of free switches and favorable match-ups. The spread is kinda complex, so I’ll break it down to this: max SpA to squeeze out breaking power, 16 Atk to OHKO Zapdos with Diamond Storm after SR switch-in, 176 Spd for Adamant Sand Rush Excadrill I think, and the rest is poured into bulk. A poisitve Speed nature isn’t recommended as Diancie will be faster than the whole unboosted metagame anyways, so you can go for more power.

Teammates: Good teammates are those that can reliably handle Steel-types for Diancie, as there is no possible way you’d want to stay in on one. With this, answers to which like Volcarona, Heatran and Magnezone pair up well. Wallbreakers of any kind can also help Diancie fare better against fat Pokemon like Clefable and Mega Venusaur. Hazard support is semi-needed to let Diancie hit better, as you’re going for speed than power in this variant. Since you’re not running Protect on this variant, VoltTurn support can be helpful so that you can find a space to Mega Evolve (and eventually set up) safely. In this regard, Pokemon like Landorus-Therian and Zapdos can do fine. VoltTurn teams also appreciate Mega Diancie’s ability to keep hazards away. You can add a hazard remover if you feel that Mega Diancie won’t help that much. Since it can’t take hits as well as you’d expect it (g’job base 50 HP), you can also add things like Rotom-W to alleviate the pressure of taking hits.

What Counters It: As powerful as it’s renowned to be, there are still fat Pokemon that can take it on 1v1. Examples include Empoleon, Bronzong, Mega Venusaur, and Chansey. Offensively speaking, priority abusers like (Mega) Scizor and Azumarill won’t care about the boost in speed, and can even KO Diancie in the process. As like many Fairy-types, it’s scared of Steel-types as they can take out Diancie with STAB Steel-type moves. Well, pretty much any Pokemon carrying a decently strong Steel-type move can deal with Diancie. Diancie’s massive Steel-type weakness may be covered with its chosen coverage move, but not all Steel-types will be catered to. A healthy Landorus-Therian weakens it with Intimidate (but can delay the Mega Evolution so Clear Body negates it), and can take a Moonblast before decimating Diancie with Earthquake. Its list of counters and checks decrease when it has a Rock Polish up, but again priority abusers (especially Bullet Punch and Aqua Jet) can negate this.

Any Additional Info: This Diancie likes setting up mid-to-late game, as early game makes it prone to a lot more things. By the way, it’s one of the most awesome Pokemon of terms of artwork. Agree?

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Azelf @ Focus Sash
Ability: Levitate
EVs: 196 Atk / 60 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Explosion
- Fire Blast / Skill Swap
- Taunt


Role: Hazard Setter

What It Does: Azelf provides much-needed hazard support and momentum for heavy offense teams. With its blistering Speed stat and amazing offensive capability, it fits as a good candidate for offensive teams that need a hazard setter. Stealth Rock is Stealth Rock, and is your main move for support. Explosion provides your other teammates some momentum at the cost of fainting itself. The third slot can be fit to your own liking: Fire Blast is for coverage (it does leave you vulnerable to Rock-types but it’s worth it) and Skill Swap to switch abilities with (specifically) Magic Bounce Pokemon so you have no fear of setting hazards. You may also use Skill Swap against things like Swift Swim Mega Swampert (lets Azelf be faster than most teams in case Rain is already up) and Pixilate Mega Gardevoir (lets Azelf have an unpredictable Fairy-type Explosion) to use their abilities to your advantage. Taunt makes use of Azelf’s wonderful Speed stat, nailing slower walls and support Pokemon who rely on status moves. Focus Sash lets you have a guaranteed Stealth Rock up, and lets you live against some threats.The EVs above let you nail Bisharp with Fire Blast every time, but if you’ll use Skill Swap then pour the EVs into Attack and Speed (make the nature Jolly).

Good Teammates: As said, heavy offense teams are needed as Azelf will set hazards once in most chances, and the pressure heavy offense brings to hazard removers are crucial. With that in mind, add partners like Mega Beedrill and Magneton to keep up offensive pressure. Specifically, Bisharp and Gengar also help deter common hazard removers with the virtue of their ability and typing, respectively. Answers to Rock-types (and Steel-types if not using Fire Blast) may be carried in order to deal with resists to Explosion. With that in mind, Swords Dance Garhomp and Scarf Landorus-Therian can deal with most of them. Basically, add Azelf in Hyper Offense teams and have teammates to apply enough pressure to let the hazards stay in the field.

What Counters It: Magic Bounce Pokemon, by nature, can beat Azelf 1v1. For example: Mega Diancie resists both attacks while dealing massive ones on its own, Mega Sableye can cripple it with Taunt or Will-o-Wisp while being immune to Explosion, and Mega Absol shreds Azelf apart with strong STAB moves. (Do remember you can remedy this with Skill Swap.) Rock-types resist both of your attacks and may use this fact to set up hazards on their own. If not using Fire Blast, add Steel-types into the equation. Sand (and the occasional Hail) chips at Azelf’s health, making Focus Sash useless. Faster Pokemon like Talonflame and (Fake Out) Mega Lopunny may spell trouble as they’ll move faster than Azelf. A lead Choice Scarf Landorus-Therian can bluff Stealth Rock, and may deal damage with its moves barring Earthquake.

Any Additional Info: In some cases, you can preserve Azelf if you feel you can’t win against opposing leads. If you have Stealth Rock up, then feel free to click Explosion afterwards. But if you feel you can take on some leads with your moves, then go ahead and let it stay.

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Bisharp @ Assault Vest
Ability: Defiant
EVs: 192 HP / 220 Atk / 96 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit


Role: Physical Sweeper

What It Does: This Bisharp variant aims to hold an Assault Vest to better deal with threats like Latios, Mega Diancie and Sylveon. Knock Off provides invaluable support, removing items from item-dependent Pokemon such as Chansey and Landorus-Therian. Iron Head lets you deal with Fairy-types that resist Bisharp’s Dark-type STAB moves. Sucker Punch lets you net priority, bypassing its mediocre Speed stat. Pursuit lets you do some Pursuit-trapping to deal with the likes of Latios. The EV spread above lets you be bulky while being as strong and fast as possible, while Adamant is used this time to shell out more power. If you feel like it, you can adjust the EVs to your own personal tastes.

Good Teammates: For one, Psychic- and Fairy-types can help with Bisharp’s massive Fighting-type weakness. Psychic-types also appreciate Bisharp’s Pursuit-trapping ability. Checks to Keldeo and the like are needed so teammates like Latias can be of help. With that in mind, teammates like Talonflame, Alakazam and Mega Gardevoir are good suggestions. Clerics may be added since Bisharp has no reliable recovery, and taking too much hits will wear it down over time. Special sweepers also help Bisharp past physical walls like Mega Slowbro. Hazard entry support is needed as Bisharp is slightly weaker than Life Orb / Swords Dance variants this time. Hazard setters like Garchomp and Landorus-Therian also appreciate Bisharp’s ability to scare out Defog users. With its buddy Gengar, they can form an anti-hazard-remover core, letting your own hazards to stay in the opponent’s field.

What Counters It: Fighting-types like Keldeo are obvious mentions, as they deal 4x super-effective moves to Bisharp. Physical walls like Mega Slowbro also sponges Bisharp’s moves. Knock Off Pokemon ironically removes Bisharp’s Assault Vest, leaving it prone to special attacks. Even with an Assault Vest, powerhouses like Choice Specs Sylveon and Calm Mind Mega Diancie can overpower Bisharp, taking it down.

Any Additional Info: Avoid burns please. Also, don’t let any opposing Pokemon Knock Off Bisharp’s Assault Vest.

garchomp.gif

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SpA
Naive Nature
- Earthquake
- Outrage
- Stone Edge
- Fire Blast


Role: Revenge Killer, Late-game Cleaner

What It Does: Scarfed Garchomp is a nifty revenge killer when people expect trends like RockyChomp and LumChomp. The moves here are pretty standard, but can add some moves to your liking. Earthquake and Outrage are mandatory, as they bring Garchomp maximum damage output which it really needs. Stone Edge is needed to take down Flying-types while rounding out coverage. You can swap this for Rock Slide but it loses out on power. Fire Blast is there so you’re not completely fodder to Pokemon like Ferrothorn and Skarmory, while giving you an opportunity to break past some physical walls. Fire Blast can be changed for safer options like Dragon Claw and Dual Chop, but it leaves you prone to more threats. The spread above lets Garchomp be as fast and powerful as it needs to be, and Naive nature is used to not cut back on Garchomp’s effectiveness against priority attacks.

Good Teammates: Sweepers and wallbreakers are much appreciated as Garchomp can’t wreak as much havoc when locked into a single move. Hazard entry support is very much needed as Garchomp will hit a bit weaker than its other variants. Clerics will be appreciated as Garchomp hates burns. Special sweepers also help it against physical walls. Hazard removers are appreciated as Garchomp usually does a ton of switches.

What Counters It: This variant of Garchomp is fairly easier to counter than its other variants due to its predictability. If locked into its STABs, the likes of Skarmory, Magnet Rise Klefki and Togekiss won’t mind at all. If locked into Stone Edge, then Pokemon like Bronzong, Hippowdon and Conkeldurr can safely switch in. If locked into Fire Blast, then obvious special walls like Chansey won’t care. Protect users like Ferrothorn can scout Garchomp’s moves then let another teammate come in to take the hit. Ice-types definitely scare Garchomp with 4x super-effective STABs, and some may bypass Garchomp’s great speed with Ice Shard. Bulky Water-types can take a hit or two before retaliating with Scald. If there’s a universal ScarfChomp counter, I’d have to say specially defensive Skarmory, Mega Venusaur and maybe Hippowdon with some EV investment.

Any Additional Info: Well, don’t be too reckless on this thing.
 
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Porygon2
porygon2.gif

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Recover
- Ice Beam
- Discharge / Thunder Wave / Toxic
- Tri Attack / Foul Play

Role: Passive Wall

What it does: It walls things due to it's solid bulk after being boosted by Eviolite and can chip things down with fairly weak Ice Beams / Discharges / Tri Attack. Ice is pretty much necessary coverage so you don't instantly lose to the dragons the set is supposed to check, ie Dragonite, Altaria, Garchomp. Discharge gives Porygon2 BoltBeam coverage and the 30% chance for paralysis is too good to pass up, and it's not going to be hitting very hard anyway. Twave is another option for guaranteed paralysis if it doesn't get Taunted, while Toxic puts most pokemon on a timer. Tri Attack can be used in the last moveslot for an okay offensive move and Foul Play can be used to screw over setup sweepers who try to use P2 as setup bait. And Trace is such a good ability, just stealing things like Natural Cure is a complete godsend for something that lacks status recovery.

Good Teammates: Anything that can handle Fighting types well like Talonflame or Tornadus-T can work, as they can both deal a majority of Fighting types in the tier and electric types like Raikou or Mega Manectric can help deal with the Thundurus problem.

What Counters It: Most special attackers can muscle their way past Porygon, especially Thundurus who is immune to Twave and has access to Knock Off. Taunt users can shut down Twave spam (still at risk from Discharge though). Pokemon with Guts ie, Conkeldurr can counter Porygon2 well as they don't mind absorbing status and most Fighting types can force it out if they get a safe switch in on it.

Additional Info: This thing is pretty passive, don't use it on HO teams. It really only has a place on fat balance or Stall teams. Oh, and don't get Knocked Off
 
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So I notice the Stallbreaker Manaphy (RD + TG) set has been done but the pure Wallbreaker set (TG + 3 attacks) has not been done so I'd like to reserve that if that's okay. On that note I also didn't see the CM+Rest set anywhere so that could be up for grabs unless I'm wrong, but I haven't used it so I'm not asking to do that one.
 
Reserving Thundurus-T.
Am I permitted to write up both the Choice Scarf and the Double Dance sets?

EDIT: Yolo, did 'em both. Inform me if there are any improvements to be made (which I guarantee there are, first write-up and whatnot).

Double Dance Thundurus-T
thundurus-therian.gif

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
  • Nasty Plot
  • Agility
  • Thunderbolt / Thunder
  • Hidden Power Ice / Grass Knot
Role: Special Sweeper

What It Does: With a brilliant base 145 Sp. Atk and good base 101 Speed, Thundurus-T provides a rather threatening presence. As an Electric-type, it cannot be paralyzed, and as a Special Attacker, it does not particularly worry about being burned. At max speed with Timid nature it outspeeds targets such as Modest Keldeo. As expected its dual dances are Nasty Plot and Agility, and Thunderbolt is its go-to STAB move. What you run in the last slot depends on how your team functions with Thundurus-T. Hidden Power Ice offers great coverage combined with Thunderbolt, but has a low base power of 60. Grass Knot topples many of the heavier threats to Thundurus, including Hippowdon, Mamoswine, and Tyranitar.

Good Teammates: Something to remove Stealth Rock is a good option, as Thundurus-T doesn’t appreciate losing 25% of its health before it even has the chance to set up. If Thundurus-T is being used on a rain team for its powerful Thunder, Politoed is a must. Politoed also lures in Electric-type moves, which Thundurus-T can switch into and absorb, healing itself (or negating Stealth Rock damage if they are present).

What Counters It: Mamoswine is a particularly large threat, considering Thundurus-T struggles to harm it unless running Grass Knot, and hurts a lot with Icicle Crash (or can pick off a weakened Thundurus-T with Ice Shard). Additionally, Thundurus-T’s physical bulk of 79/70 is generally easily broken through.


Scarfed Thundurus-T
thundurus-therian.gif

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 8 HP / 248 Spe
Modest Nature
  • Thunderbolt
  • Hidden Power Flying / Hidden Power Ice
  • Focus Blast / Flash Cannon / Psychic
  • Volt Switch
Role: Pivot

What It Does: Scarfed Thundurus-T can be considered the special equivalent to Scarfed Landorus-T; both can carry a pivoting move (U-Turn for Landorus, Volt Switch for Thundurus), both have a high-powered, reliable STAB, but lack reliable Flying STAB, and both hit very, very hard. While not as good a pivot as Landorus-T (which has Intimidate to weaken physical attackers, allowing it to force switches more often), Thundurus-T is still threatening scarfed. With 248 Speed EVs, it reaches a total of 450 Speed factoring in Choice Scarf, while its Special Attack reaches a huge 427 with Modest Nature. The 8 HP EVs bring Thundurus' HP to 301, allowing it to survive three Seismic Tosses from Chansey. As usual, Thunderbolt is the most reliable STAB (unless being used on a rain team, where Thunder is an alternative). Hidden Power Flying can be used if one desires a Flying STAB move, but Hidden Power Ice provides good coverage, and Flash Cannon deals with Mamoswine (an otherwise huge threat to Thundurus), Diancie, and Clefable, though Psychic may be a better option for Mega Venusaur and Amoonguss, who Thundurus struggles with. Focus Blast, on the other hand, handles Tyranitar and Steel-types such as Ferrothorn and Heatran.

Good Teammates: Thundurus-T greatly appreciates hazard support as well as Rapid Spin or Defog support - the former makes finishing off weakened targets easier while the latter allows Thundurus to switch in more often to pivot, as it doesn’t like hazards on its side.

What Counters It: Many Ground types (Excadrill comes to mind) can be threats to Thundurus-T, as its physical bulk is low and it is weak to the Rock Slide or Stone Edge that many Ground-types have, while only being able to fire back Hidden Power Ice, which Excadrill takes neutrally thanks to its Steel type.
 
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Reserving Thundurus-T.
Am I permitted to write up both the Choice Scarf and the Double Dance sets?

EDIT: Yolo, did 'em both. Inform me if there are any improvements to be made (which I guarantee there are, first write-up and whatnot).

Double Dance Thundurus-T
thundurus-therian.gif

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
  • Nasty Plot
  • Agility
  • Thunderbolt / Thunder
  • Hidden Power Ice / Sludge Wave / Psychic / Flash Cannon
Role: Special Sweeper

What It Does: With a brilliant base 145 Sp. Atk and good base 101 Speed, Thundurus-T provides a rather threatening presence. As an Electric-type, it cannot be paralyzed, and as a Special Attacker, it does not particularly worry about being burned. At max speed with Timid nature it outspeeds targets such as Modest Keldeo and Modest Raikou (which it can switch in on and absorb its STAB for healing). As expected its dual dances are Nasty Plot and Agility, and Thunderbolt is its go-to STAB move. What you run in the last slot depends on how your team functions with Thundurus-T. Hidden Power Ice offers great coverage combined with Thunderbolt, but has a low base power of 60. Sludge Wave deals with Fairies not named Diancie, which Flash Cannon can be used for if it presents a problem to your team. Psychic is another option that can be used to hit Gengar (which Timid Thundurus-T outspeeds if the Gengar is Modest), Amoonguss, and Mega Venusaur, as well as Fighting-types such as Conkeldurr, Breloom, and Terrakion.

Good Teammates: Something to remove Stealth Rock is a good option, as Thundurus-T doesn’t appreciate losing 25% of its health before it even has the chance to set up. If Thundurus-T is being used on a rain team for its powerful Thunder, Politoed is a must. Politoed also lures in Electric-type moves, which Thundurus-T can switch into and absorb, healing itself (or negating Stealth Rock damage if they are present).

What Counters It: Mamoswine is a particularly large threat, considering Thundurus-T struggles to harm it unless running Flash Cannon, and hurts a lot with Icicle Crash (or can pick off a weakened Thundurus-T with Ice Shard). Additionally, Thundurus-T’s physical bulk of 79/70 is generally easily broken through.


Scarfed Thundurus-T
thundurus-therian.gif

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 252 SpA / 8 SpD / 248 Spe
Modest Nature
  • Thunderbolt
  • Hidden Power Ice
  • Flash Cannon / Psychic
  • Volt Switch
Role: Pivot

What It Does: Scarfed Thundurus-T can be considered the special equivalent to Scarfed Landorus-T; both can carry a pivoting move (U-Turn for Landorus, Volt Switch for Thundurus), both have a high-powered, reliable STAB, but lack Flying STAB, and both hit very, very hard. While not as good a pivot as Landorus-T (which has Intimidate to weaken physical attackers, allowing it to force switches more often), Thundurus-T is still threatening scarfed. With 248 Speed EVs, it reaches a total of 450 Speed factoring in Choice Scarf, while its Special Attack reaches a huge 427 with Modest Nature. As usual, Thunderbolt is the most reliable STAB (unless being used on a rain team, where Thunder is an alternative). Hidden Power Ice provides good coverage, and Flash Cannon deals with Mamoswine (an otherwise huge threat to Thundurus), Diancie, and Clefable, though Psychic may be a better option for Mega Venusaur and Amoonguss, who Thundurus struggles with.

Good Teammates: Thundurus-T greatly appreciates hazard support as well as Rapid Spin or Defog support - the former makes finishing off weakened targets easier while the latter allows Thundurus to switch in more often to pivot, as it doesn’t like hazards on its side.

What Counters It: Many Ground types (Excadrill comes to mind) can be threats to Thundurus-T, as its physical bulk is low and it is weak to the Rock Slide or Stone Edge that many Ground-types have, while only being able to fire back Hidden Power Ice, which Excadrill takes neutrally thanks to its Steel type.
I'd slash Focus Blast over Flash Cannon and Psychic on scarfed because it allows it to beat Ttar and Steels. On Double Dance I'm really wondering if those alternate coverage moves should be listed. Electric/Ice gives you much more coverage when attempting a sweep, and I can honestly say I've never seen a Thund-T run anything other than that. Grass Knot might be a mention as well, it deals heavy damage to Hippo, which otherwise walls it.
 
What To Use:

manaphy.gif

Manaphy @ Leftovers / Lum Berry / Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
-Tail Glow
-Scald
-Energy Ball / Ice Beam
-Psychic / Hidden Power [Fire]

Role: Wallbreaker

What It Does: Manaphy excels at breaking down slower defensive cores with an unparalleled boosting move in Tail Glow, good bulk and excellent type coverage. Tail Glow and Scald are the mandatory moves on this set. The last 2 slots are for coverage; Energy Ball hits opposing water types, Ice Beam hits grass and dragon types, Psychic is for Mega Venusaur and Amoonguss (or Keldeo if lacking Energy Ball) while HP [Fire] is an option that primarily deals with Ferrothorn. Lum Berry and Wacan Berry are options for absorbing a status or an electric attack over passive recovery.

Good Teammates: This Manaphy set pairs well with pretty much any sweeper, since you can tailor the moveset to remove whatever walls ail your sweeper. Some examples of good sweepers to pair it with are Sand Rush Excadrill, Mega Lopunny, Talonflame and Mega Sharpedo. Other good partners are those that can deal with faster pokemon that threaten Manaphy such as Thundurus and Serperior. So pokemon like Weavile, Volcarona and Mega Alakazam also make nice partners. If running HP [Fire], Manaphy is an excellent partner to Mega Diancie as it lures in and KOs Ferrothorn.

What Counters It: Manaphy’s counters depend on its coverage moves. If lacking Ice Beam, Dragon types like Lum Berry Dragonite and Heal Bell Altaria come in rather easily. Without Energy Ball, opposing water types have a much easier time switching in. Without Psychic, Mega Venusaur is a counter, and without HP [Fire], Ferrothorn is a very strong check since it survives 2 +3 Ice Beams with the standard spread. Most of Manaphy’s wallbreaking power comes after a Tail Glow, so things that can deal with it before it gets a TG up are threats, like the aforementioned Thundurus and Serperior. AV Slowking is a pretty hard check since it can take a +3 Energy Ball and Dragon Tail Manaphy out.

Any Additional Info: The 2 final coverage moves can be whatever you want, but it is usually recommended to have at least one of Energy Ball or Ice Beam, if not both. This set doesn’t function as well against stall teams as the Rain Dance set because it isn’t a status absorber, but it does offer more coverage against balanced cores. Shadow Ball is another potential move on Manaphy, and Signal Beam works as a Celebi lure.
 
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