Resource ORAS OU Teambuilding

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Good news everyone! The links are all finally in the OP and the lists have been condensed to one post. If I get some time I may go fishing for sprites to put next to the links, but that's a project for another day. In the meantime, if anyone needs a project, we still have plenty of mons that don't have a set on any of the lists. Going down the viability list, I noticed that we can still use write-ups for Hippowdon, non-Mega Gyarados, Skarmory, and Starmie to name just a few.
I'll do Hippowdon and Gliscor later today.
Btw, I think that having who wrote each Pokemon in the OP sections isn't necessary because when someone clicks on the link they will see who did it. It would just look much better imo to have it as just an organized list of Pokemon, since some peoples names make it extend to the next line, etc. Just my 2 cents.
 
I can write up reflect type starmie. Someone more familiar with the offensive variant can do that one.
 
I'll do Hippowdon and Gliscor later today.
Btw, I think that having who wrote each Pokemon in the OP sections isn't necessary because when someone clicks on the link they will see who did it. It would just look much better imo to have it as just an organized list of Pokemon, since some peoples names make it extend to the next line, etc. Just my 2 cents.
Just to let you know, I think I goofed somewhere and let Celticpride do Specially Defensive Gliscor, which I just remembered that you originally reserved. Luckily the physically defensive and SubToxic sets are still available if you want to do either of those

Edit @ below: I hadn't thought much of it, but if it makes it easier on everyone reading it I have no problem modifying the OP to match the suggestion since, as you said, readers can easily figure out the author after clicking the link

Edit2 @ below: ...and done.
 
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Just to let you know, I think I goofed somewhere and let Celticpride do Specially Defensive Gliscor, which I just remembered that you originally reserved. Luckily the physically defensive and SubToxic sets are still available if you want to do either of those
No worries, that's fine.
What are your thoughts on my formatting suggestion?
No I'm not doing sub toxic gliscor btw because that set is ass lol
Edit: @above yeah, I think it would look a lot better if you did it that way.
 
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What To Use:

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
-Rapid Spin
-Hydro Pump
-Psyshock / Thunderbolt
-Ice Beam

Role: Hazard Remover, Wallbreaker

What It Does: Starmie removes hazards for its team and unlike some other Rapid Spinners, it has a strong offensive presence. LO lets Starmie hit extremely hard, and this coupled with Analytic allows Starmie to hit switch-ins for huge damage. This gives Starmie the ability to spin + wallbreak, which is an advantage it has over some other spinners.

Good Teammates: Offensive pokemon that hate hazards make great teammates. Talonflame, Dragonite, and Charizard are examples. Volt-turn works extremely well with Starmie because with it, Star can be brought in on something it scares out, giving it the chance to nuke a switch in with a LO Analytic boosted move. Scizor is a great U-turn user to pair with Starmie because it beats all of Starmie's checks.

What Counters It: Chansey and Ferrothorn make good stops. Raikou, Mega Manectric and Rotom-w are great checks, though none of them really want to switch in. Greninja and Bisharp, too, are nice checks to Starmie. Scarfers and priority users can bypass Starmie's high speed and KO.

Any Additional Info: One can run a lure set to KO/2HKO Starmie's counters on the switch. An example of this is running Hidden Power [Fire] to obliterate Ferrothorn switch-ins. Starmie works well on offensive teams wanting to maintain momentum, remove hazards only off their side of the field, and not lose any offensive pressure.
What To Use:

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Skarmory @ Leftovers / Shed Shell / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
-Roost
-Whirlwind
-Brave Bird / Defog
-Stealth Rock / Brave Bird / Taunt

Role: Physical Wall, Hazard Remover, Hazard Setter

What It Does: With its gargantuan 140 base defense and access to recovery in the form of Roost, Skarmory is a solid, go-to physical wall for many teams. The metal bird reliably stops some of the biggest physical threats of OU such as Azumarill, Gyarados, Landorus-T, Excadrill, and Mega Pinsir. In addition, Skarm can remove hazards as well as set them up and phaze away set-up sweepers with Whirlwind. It can also shut down slower wall /defensive pokemon with Taunt, if it opts to run that.

Good Teammates: Being able to cover Skarmory's weaker special defense stat, Chansey is a great teammate. Electric resists or electric-immune pokemon partner well with Skarmory. Celebi is a notable mention as it easily switches in to Rotom-W, which hard counters Skarmory. Rhyperior is a great complementary wall due to its ability to handle Talonflame and Zard X as well as check things like Mega Manectric. Heatran too is great.

What Counters It: Special attackers in general are able to destroy Skarmory especially if they hit it super-effectively. Electric types such as as Rotom-Wash, MegaMan, and Thundurus easily counter the bird. Magnezone is able to trap and effortlessly kill non shed shell Skarmory's. Mega Sableye walls and sets up on Skarmory.

Any Additional Info: Skarmory is best used on defensive teams or part of a defensive core on a balanced team. Counter can be run to cleanly take out unsuspecting physical threats. Taunt + Counter is a nice combination because it forces set up mons to attack Skarm. A faster spread can be run so Skarm can Taunt things like Mandibuzz and Mega Venusar, preventing them from healing / defogging. 84 EV's in speed allow Skarmory to outspeed uninvested base 80's, e.g. Mandibuzz.

EDIT: Skarmory and Starmie are both done.
 
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Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Waterfall
- Bounce
- Substitute
- Dragon Dance

Role: Physical Sweeper

What It Does: Non-Mega Gyarados is a very good set-up sweeper, even if it's Mega Evolution offers more straight up power and bulk. Water/Flying is a slightly better defensive typing than Water/Dark and, combined with Gyara's decent defenses, gives it the opportunity to get up multiple boosts before attempting a sweep. It's speed tier at +1 is just ahead of Greninja and base speed 120 Pokemon. Waterfall and Bounce are it's STAB moves, and they have good coverage between them. Bounce may seem like an odd choice, however it hits most of the Water, Dragon, and Grass types that resist Waterfall. Substitute allows Gyara to dodge status and grab more Dragon Dances. Sub and Intimdate also pair well, as some Intimidated Pokemon can't break the Sub. Substitute also allows Gyara to dodge revenge kills from priority and Scarfers that would otherwise take it down.

Good Teammates: Gyarados fits very well in Fire-Water-Grass cores. Grass types in particular make good teammates, as they can take Electric, Grass, and bulky Water types on. Mega Venusaur and Ferrothorn are very good teammates in this regard. Fire types also make good teammates, as Gyarados takes the Ground and Water attacks that Fire types draw very well. Heatran in particular likes Gyarados as a teammate because Gyarados can take on Water types like Keldeo very well, and Gyara is also immune to Earthquake and resists Fighting. Gyarados also pairs well with hazard removers. The Lati@s twins are good in this regard, as is Excadrill. Gyarados and Excadrill actually share fantastic synergy, covering each others weaknesses well. Tyranitar is a good idea if using Excadrill, in order to maximize Excadrill's potential. Magnezone can be a good teammate to take out Ferrothorn, who otherwise gives Gyarados huge problems.

What Counters It: Ferrothorn walls this Gyarados hard, especially with Protect. Anything that resists Water and has Protect is a good answer in reality, because Bounce requires two turns to use. Electric types like Manectric, Zapdos, Rotom-W and Raikou are very strong checks, because both can switch in on Gyarados mid-Bounce and take very little damage. Rotom-W in particular has a good match-up against Gyara, resisting both of it's STABs.

Any Additional Info: I can't stress this enough, Ferrothorn makes Gyarados' life miserable. Carry at least two answers to Ferrothorn if you plan on using this.

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Azelf @ Light Clay
Ability: Levitate
EVs: 4 Def / 252 HP / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Explosion
- Taunt

Role: Support

What It Does: Take any set-up sweeper, and potentially double it's bulk.That's what Dual Screens Azelf (in theory at least) does. It sets screens, Taunts the opposing lead, and then Explodes. Explosion deals a ton of damage even with the nerfs in recent generations (it used to cut the opponent's Defense in half, way back when), and forces early switches as well as breaking Sashes. EVs give it the maximum amount of bulk to get both Screens up. EVs can also be put into Attack from HP to give Explosion more punch. Ideally, after Azelf Explodes, the opponent will not have Hazards down and you will have dual screens. This is not always the case, sometimes Azelf doesn't get both screens up. Even with one screen can often get the match off to a quick start, especially when patching a lesser defense stat (for example, Mega Gardevoir behind just Reflect is a monster, as is Mega Pinsir behind Light Screen).

Good Teammates: Any threatening sweeper or wallbreaker really. Char-X, Thundurus-I, Mega Gallade, Mega Metagross, Mega Pinsir, Landorus-I, really anything with some firepower. Azelf functions independently from a synergy standpoint, it really doesn't contribute to the team in a defensive or offensive manner. The best way to take advantage of the screens is to give Azelf teammates that are somewhat bulky and really dangerous after a turn or two of set-up. SD Talonflame and SD Gallade are are prime examples of this, they have decent bulk without screens, but with screens they become just that much more deadly and that much harder to stop.

What Counters It: Nothing really counters it exactly, but some things can give it trouble. Gengar is immune to Explosion, carries Taunt, and has STAB Shadow Ball to potentially take out Azelf. Thundurus is also a good check as well. Every though it most likely dies to an Explosion, it's Prankster Taunt can stop the Screens before they even have a chance to go up, resulting in a 1v1 trade at the worst if Thundurus is the lead.

Any Additional Info: Be conservative with Explosion. You don't always have to go boom if you don't feel the need to. Watch out for Ferrothorn and Heatran, as they will more than willingly tank the Explosion. Exploding on Skarm isn't a terrible idea, however, as it breaks Sturdy.

boltsandbombers didn't see your reservation on SDef Gliscor. Sorry about that bud. I did skim through beforehand, I just must have missed it.
 
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W
What To Use:

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Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spd
Timid Nature
-Rapid Spin
-Hydro Pump
-Psyshock / Thunderbolt
-Ice Beam

Role: Hazard Remover, Wallbreaker

What It Does: Starmie removes hazards for its team and unlike some other Rapid Spinners, it has a strong offensive presence. LO allows Starmie to hit extremely hard, and this coupled with Analytic allows Starmie to hit switch-ins for huge damage. This gives Starmie the ability to spin + wallbreak, giving it an advantage over some other spinners.

Good Teammates: Offensive pokemon that hate hazards make great teammates. Talonflame, Dragonite, and Charizard are examples. Volt-turn works extremely well with Starmie because it can bring Star in on something it scares out, giving it the chance to nuke a switch in with a LO Analytic boosted move. Scizor is a great U-turn user to pair with Starmie because it beats all of Starmie's checks.

What Counters It: Chansey and Ferrothorn make good stops. Raikou, Mega Manectric and Rotom-w are great checks, though none of them really want to switch in. Greninja and Bisharp, too, are nice checks to Starmie. Scarfers and priority users can bypass Starmie's high speed and KO.

Any Additional Info: One can run a lure set to KO/2HKO Starmie's counters on the switch. An example of this is running Hidden Power [Fire] to obliterate Ferrothorn switch-ins. Starmie works well on offensive teams wanting to maintain momentum, remove hazards only off their side of the field, and not lose any offensive pressure.

^ Starmie is done; working on Skarmory if no one did that yet.

What To Use:

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Skarmory @ Leftovers / Shed Shell / Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
-Roost
-Whirlwind
-Brave Bird / Defog
-Stealth Rock / Brave Bird / Taunt

Role: Physical Wall, Hazard Remover, Hazard Setter

What It Does: With its gargantuan 140 base defense and access to recovery in the form of Roost, Skarmory is a solid, go-to physical wall for many teams. The metal bird reliably stops some of the biggest physical threats of OU such as Azumarill, Gyarados, Landorus-T, Excadrill, and Mega Pinsir. In addition, Skarm can remove hazards as well as set them up and phaze away threats with Whirlwind. It can also shut down slower wall /defensive pokemon with Taunt, if it opts to run that.

Good Teammates:

What Counters It:

Any Additional Info:
I believe that Ice Beam should be slashed with Dazzling Gleam since it offers similar coverage over dragon, and you already have STAB pump for ground types, plus it lets you run something other than psyshock or psychic.
 
W

I believe that Ice Beam should be slashed with Dazzling Gleam since it offers similar coverage over dragon, and you already have STAB pump for ground types, plus it lets you run something other than psyshock or psychic.
Is there a specific target(s) you're thinking of? About the only thing Dazzling Gleam will really hit to my knowledge is Mega Sableye, which you really don't want to stay in on. Everything else is hit harder with Psychic and Ice Beam.
 
W

I believe that Ice Beam should be slashed with Dazzling Gleam since it offers similar coverage over dragon, and you already have STAB pump for ground types, plus it lets you run something other than psyshock or psychic.
Why would Starmie want to run a suboptimal move that hits nothing notable that Psyshock / Ice Beam / Hydro doesnt hit already? Dazzling Gleam doesnt do anything for Starmie since the only relatively common Dark types either already beat Starmie (Bisharp + Mega Sableye), outspeed him (Greninja), or are hit harder by other moves (Ice Beam for Mandi; Hydro for TTar). it does absolutely nothing for Starmie t orun Fairy coverage.
 
Is there a specific target(s) you're thinking of? About the only thing Dazzling Gleam will really hit to my knowledge is Mega Sableye, which you really don't want to stay in on. Everything else is hit harder with Psychic and Ice Beam.
Even then, Hydro outdamages Gleam, at the cost of being less consistent. But it's STAB anyway so who cares.

252 SpA Life Orb Starmie Hydro Pump vs. 252 HP / 4 SpD Sableye: 173-204 (56.9 - 67.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Starmie Dazzling Gleam vs. 252 HP / 4 SpD Sableye: 169-200 (55.5 - 65.7%) -- guaranteed 2HKO after Leftovers recovery
 
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Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Waterfall
- Bounce
- Substitute
- Dragon Dance

Role: Physical Sweeper

What It Does: Non-Mega Gyarados is a very good set-up sweeper, even if it's Mega Evolution offers more straight up power and bulk. Water/Flying is a slightly better defensive typing than Water/Dark and, combined with Gyara's decent defenses, gives it the opportunity to get up multiple boosts before attempting a sweep. It's speed tier at +1 is just ahead of Greninja and base speed 120 Pokemon. Waterfall and Bounce are it's STAB moves, and they have good coverage between them. Bounce may seem like an odd choice, however it hits most of the Water, Dragon, and Electric types that resist Waterfall. Substitute allows Gyara to dodge status and grab more Dragon Dances. Sub and Intimdate also pair well, as some Intimidated Pokemon can't break the Sub. Substitute also allows Gyara to dodge revenge kills from priority and Scarfers that would otherwise take it down.

Good Teammates: Gyarados fits very well in Fire-Water-Grass cores. Grass types in particular make good teammates, as they can take Electric, Grass, and bulky Water types on. Mega Venusaur and Ferrothorn are very good teammates in this regard. Fire types also make good teammates, as Gyarados takes the Ground and Water attacks that Fire types draw very well. Heatran in particular likes Gyarados as a teammate because Gyarados can take on Water types like Keldeo very well, and Gyara is also immune to Earthquake and resists Fighting. Gyarados also pairs well with hazard removers. The Lati@s twins are good in this regard, as is Excadrill. Gyarados and Excadrill actually share fantastic synergy, covering each others weaknesses well. Tyranitar is a good idea if using Excadrill, in order to maximize Excadrill's potential. Magnezone can be a good teammate to take out Ferrothorn, who otherwise gives Gyarados huge problems.

What Counters It: Ferrothorn walls this Gyarados hard, especially with Protect. Anything that resists Water and has Protect is a good answer in reality, because Bounce requires two turns to use. Electric types like Manectric, Zapdos, Rotom-W and Raikou are very strong checks, because both can switch in on Gyarados mid-Bounce and take very little damage. Rotom-W in particular has a good match-up against Gyara, resisting both of it's STABs.

Any Additional Info: I can't stress this enough, Ferrothorn makes Gyarados' life miserable. Carry at least two answers to Ferrothorn if you plan on using it.
Electric types resist Flying, so Bounce isn't a reliable answer to them. However it might be beneficial to note that if the team needs it, Gyarados can beat most Electric types after a DD with an Earthquake.
 
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Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Role: Hazard Remover

What It Does: Similar to its offensive counterpart Starmie provides hazard removing utility but in a more defensive manner. Scald is STAB that is used for basic damage with a chance of burn on the opponent. Reflect Type is a move that changes Starmies typing into the opponents for more defensive utility. Recover is for restoring HP and hazard damage consistently. Rapid Spin is what is used for hazard removal.

Good Teammates: Reflect Type Starmie is primarily found on more balanced and semi-stall teams so some good partners include ground types such as Hippowdon and Gliscor to absorb Electric attacks. Answers to M-Venusaur in the form of Tornadus-T, Kyurem-B, and Talonflame are some good partners for it as well. Checks to Weavile such as Conkeldurr, M-Scizor, and Clefable can deal with this annoyance to Starmie.

What Counters It: Magic Guard Clefable has no problems with this set and can proceed to set up on Starmie or provide utility for the opponents team with ease. Water resistant Pokemon such as Suicune, M-Venusaur, M-Sceptile, and Greninja can pose problems for Reflect Type Starmie. General checks from both an offensive and defensive standpoint include M-Manectric, M-Alakazam, Chansey, M-Sableye, Gengar, Tornadus-T, M-Slowbro, and Conkeldurr as a handful of choices.

Any Additional Info: A lot of new comers unfamiliar with the set always ask what the purpose of Reflect Type serves. To give two examples let's take Ferrothorn and Bisharp. Reflect Type will allow you to change Starmie from a Water / Psychic type to a Grass / Steel type. Due to game mechanics you can now not be hit with Leech Seed and will resist Ferrothorns primary STAB letting you go for Scald and win 1v1 against it. Same deal with Bisharp but with an added benefit. As Bisharp is known as a pursuit trapper so because of Reflect Type you can now become a Dark / Steel type and resist Bisharps STAB moves which include Pursuit to switch out more safely.
^ Done ^
 
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Lopunny @ Lopunnyite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Heal Bell
- Ice Punch

Role: Support

What It Does: Despite how similar this variant of Mega Lopunny may look to the standard Fake Out variant, the amount of support that it brings to a team is substantial enough to differentiate this set from the other sets. With Heal Bell, Mega Lopunny can not only heal itself of crippling status effects but also heal the entire team as well. Given Mega Lopunny's ability to check a large portion of the unboosted metagame, it shouldn't be too difficult for Mega Lopunny to find an opportunity to use Heal Bell at the right time. High Jump Kick and Return are Fighting and Normal-type STABs, respectively. With its Mega Ability, Scrappy, Mega Lopunny gains access to unresisted coverage. Ice Punch provides further coverage against the few offensive Pokemon that can handle High Jump Kick and Return, namely Landorus-Therian.

Good Teammates: Mega Lopunny excels at pressuring offensive teams, thanks to its excellent base Speed stat and phenomenal neutral coverage. That being said, it struggles against stall and balanced teams. Therefore powerful wallbreakers and stall breakers, such as Greninja and Landorus-I, make excellent partners. They also appreciate Heal Bell support since Will O Wisp / Toxic / Thunder Wave became much less problematic in the long run.

What Counters It: Mega Slowbro, Mega Venusaur, Skarmory, Hippowdon and Clefable can eat up any hits from Mega Lopunny and proceed to either damage Mega Lopunny or setup.

Any Additional Info: Offensive Cleric variants are an excellent choice for offensive teams because this variant brings offensive pressure and support, while not being a total momentum killer, much like Cleric Sylveon.

- - - - - - -

Reserving Nasty Plot Thundurus-Incarnate Forme
 
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All right, doing good guys! At this point there should be a reservation or a complete set for everything in B+ and above, so if you need a project, we still need sets for Alomomola, Amoongus, Mandibuzz, Quagsire, Omastar, Scolipede and Zapdos. Recreant also gave up her claim on the Mega Lati@s for anyone who wants to do those. As always these are mostly suggestions, so if there's a unlisted set for a mon that's already on the list you can still do a write-up on it.

EDIT: made the change Recreant but I am a firm believer of rule 16 :)

EDIT2: Sorry I missed the Nasty Plot Thundy-I thing (it is already done). I must be really tired because I thought it said Thundurus-Therian :p
 
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*Her claim
I thought it would be obvious because of my obsession with emo boys but w /e ty xD
DONE

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Zapdos @ Leftovers
Ability: Pressure
EVs: 252 HP / 168 Def / 68 SpA / 20 Spe
Bold Nature
- Thunderbolt
- Roost
- Defog
- Heat Wave / Toxic

Role:
Support / Mixed Wall

What It Does:
Zapdos is one of the best checks to bird spam in the current meta and is one of the best Defoggers. It takes on things like Mega Pinsir and Talonflame very nicely, and it was one of the best checks to Mega Salamence while it was in the tier. Zapdos has a fantastic typing, being weak to only two typings and having an immunity. Unlike most walls, Zapdos also has offensive presence, preventing it from being Taunt fodder. Unlike Latios, Zapdos can take on Bisharp thanks to Heat Wave, and doesn't fear Knock Off and Pursuit nearly as much. Zapdos does have a weakness to Stealth Rocks, which is obviously bad for a Defogger.

Good Teammates:
Physical Fighting Pokémon like Mega Lopunny and Terrakion are great team mates, since they handle Tyranitar and Chansey, two Pokémon that give Zapdos problems. Team mates that have Heal Bell or Aromatherapy are also helpful, since Zapdos has no reliable way of curing Toxic, which wears it down very quickly.

What Counters It:
Special Walls like Chansey and Goodra really bother Zapdos, since unless you're carrying Toxic, they really pester you.
Tyranitar can take any hits under Sand and can fire back with a Stone Edge.
Charizard X can also set up freely on Zapdos with out having to worry unless you have Toxic.

Any Additional Info:
Try to not switch out a lot if Stealth Rocks are up. Zapdos takes a painful 25% every time it switched in. Make sure you Defog before switching out.
 
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Don't know if this was written yet but here is Clefable:

What To Use:

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Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
-Calm Mind
-Flamethrower / Stored Power
-Softboiled
-Moonblast

Role: Stallbreaker, Pivot

What It Does: Clefable is a really solid OU mon. It has great bulk, nice typing, and great support moves. It can do many different things, but what this set does right here is set up on and break stall teams. Thanks to Magic Guard, Clefable doesn't have to worry about passive damage from status or weather, which stall relies on greatly to win games. This Clef can also serve as a win con vs balance or even offensive teams too. CM makes Clefable a great win-con because it is able to set up and clean once its counters are gone. Softboiled keeps Clefable healthy while Flamethrower and Moonblast are its attacking moves of choice; the former is used to hit steel types and the latter is great all around to hit non resists pretty hard. Stored Power is a neat option to be run as it allows Clef to break past Chansey, Heatran, Unaware mons, and Mega Venusaur, which are some of stall's favorites.

Good Teammates: Things that check Steel types make great partners to Clefable. Rotom-Wash, Heatran, and Keldeo are some examples. Ferrothorn complements Clefable really well because it is able to set up on Clef's checks and counters. Powerful wallbreakers such as Diggersby and Mega Gallade can take out stops to Clefable.

What Counters It: Heatran is a full on counter to non Stored Power variants; even if it is Stored Power, Heatran can Taunt and wear down / stall out. Mega Venu is similar to Heatran in its walling Clefable. Scizor, Bisharp and Mega Metagross are huge threats as they are able to easily OHKO Fable. Weather backed sweepers such as Swampert in rain can overpower and demolish Clefable. Charizard Y and X can easily decimate the fairy too.

Any Additional Info: Clef can be used as a nice pivot thanks to its bulk, pure fairy typing, and its ability to switch into a lot of mons and status moves. It checks many Megas such as Mega Manectric, Mega Sceptile, Mega Altaria, Mega Gallade, and Mega Lopunny if more defensive. A Bold natured physically defensive Clef can be run for teams weak to physical things like Terrakion, Weavile, and Conkeldurr.
 
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posting a wip and will update this throughout the day. sorry for my severe procrastination:

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Rock Polish
- Meteor Mash / Iron Head
- Zen Headbutt
- Earthquake / Hammer Arm / Ice Punch

Role: Late game cleaner, early game wallbreaker

What it Does: Early game Metagross can be used to punch holes in opposing defensive cores, while late game he acts as a formidable cleaner once hes gotten a Rock Polish boost. Fairies make excellent set up bait, as only Choice Band Azumarill actually has a chance of beating Metagross. Even if he doesnt set up, Metagross can still act as a fast and bulky wallbreaker, as the given speed EVs outpace neutral natured base 100s, which is still a significant portion of the meta. If you have a Healing Wish user on your team, you can play more recklessly with Metagross as well.

Good Teammates:

What Counters it:

Any Additional Info: Hes an 8-legged metal titan that mashes things around. Whats not to like?

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Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Role: Late game sweeper, early game wallbreaker

What it Does: Pinsir is best used mid game against balance and late game against offense when hes given a free witch, whether it be via VoltTurn or a revenge kill.

Good Teammates:

What Counters it:
 
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working on cm stored power mega latias right now - just wondering, what spread do you guys think is the best/should be the main one? i was using 248/124/136 bold, but i know that 248/100/160 is also popular. i'll probably end up adding them both, but putting one in the additional info section

248/100/160 is the usual set, but, I'd just put both, as long as you go into why your spread is ran.
 
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Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 216 Def / 36 SpD / 4 Spe
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell

Role: Mixed Wall, Support

What It Does: Sylveon does not have much reason to be used now in ORAS because Greninja has recieved Gunk Shot via Move Tutors. However it still has a niche in OU. Sylveon is a bit more specially bulky than Clefable so it can deal with mons like Mega Sceptile, and it has Hyper Voice which can hit through subs (this is especially useful because it forces out Kyurem-B and Mega Heracross behind a sub). Other than that, Sylveon does not have a whole lot of reason to be used over Clefable, although with the given EV spread Sylveon can take a lot of hits that you wouldn't think it would be able to take. Besides the previously mentioned Kyurem-B and Mega Heracross, Sylveon can counter/check a plethora of mons, including Terrakion, Landorus-T, Mega Medicham, Mega Gallade, Mega Sceptile, Tyranitar, Conkeldurr, Dragonite, Garchomp, Breloom, Keldeo, Lati@s, and more.

Good Teammates: Anything that appreciates the Cleric support that Sylveon provides. Sylveon also performs well in Dragon / Fairy / Steel cores. Mons such as Heatran, Latios, Skarmory, Latias, Landorus-T, and Rotom-W are all great partners for Sylveon

What Counters it: Sylveon is walled by pretty much every steel type and so it's a big mometum killer that way, because it allows your opponent to get up rocks as you switch out. Some examples of this are Heatran, Ferrothorn, and Skarmory. Other mons that counter Sylveon are Magnezone, Gengar (which can be a huge problem because it has limited switch ins), Talonflame (it can set up very easily on Sylveon), Excadrill, the Zards, and Scizor.

Additional Info: If you don't need the extra specially defensive bulk that Sylveon has, then I just recommend running Unaware Cleric Clefable.

Done
 
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