Resource ORAS OU Teambuilding

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Personally, I would like to suggest a couple of changes to the above.
On Politoed, could you put 248 HP EV's instead of 252 in order to take less damage from SR. Furthermore, can you slash Hydro Pump with Waterfall on Mega Sharpedo, as it is a viable option to hit mons like Lando-T harder. Additionally, could you mention Keldeo as one of the main counters to Mega Sharpedo?
252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 0 HP / 0 Def Keldeo: 124-147 (38.3 - 45.5%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Mega Sharpedo Waterfall vs. 0 HP / 0 Def Keldeo: 83-98 (25.6 - 30.3%) -- 0.7% chance to 4HKO after Leftovers recovery
252+ Atk Strong Jaw Mega Sharpedo Ice Fang vs. 0 HP / 0 Def Keldeo: 67-79 (20.7 - 24.4%) -- possible 6HKO after Leftovers recovery
Thank you :]
 
Mixed Wall Hippowdon
Hippowdon @ Leftovers
Ability: Sand Stream/Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Slack Off
- Earthquake
- Stealth Rock
- Stone Edge/Whirlwind/Toxic/Rock Slide/Stealth Rock

Role: Mixed wall, hazard setter


What it does: Hippowdon is without doubt one of the best walls you can use in OU. Not only that, but he is one handy hippo, being able to run just about any kind of support move you may need on a team. Slack Off is a mandatory move and an amazing method of recovery, essential to walling capabilities. Even uninvested Earthquake can deal a surprising amount of damage; it also stops him from becoming complete Taunt bait and deters frail sweepers from just coming in whenever they feel like it and using Hippo to take momentum.
Stealth Rock is always the preferred option for slot 3: Hippo’s sheer bulk and staying power make it a very reliable Rocker that can set them up many times in a match. Should you already have a hazard setter which isn't trumped by Hippo in that regard, Toxic is a viable choice to wear down opposing walls. If set-up walls/sweepers and users of Substitute are giving you trouble, however, you can also use Whirlwind in this slot. Use Stealth Rock. Hippo's too good at that to pass it up.
Most people run Stone Edge in the last slot to put a hard stop to Talonflame, Charizard Y(who mutilates Hippo with no effort, but more on that below) and the slightly less common but still very deadly Mega Pinsir. I personally prefer Whirlwind here because it gets ragequits with Stealth Rock lets Hippo stay in on would-be counters when they switch in and phase out Substitutes/set-up mon. Happily, Hippo outspeeds Mega Slowbro and ruin it’s boosting endeavours. Try it one day; the reactions from your opponent make it all worthwhile. And of course Toxic is just as good here to put your opponent’s mon on a constant timer and ruin walls. This slot is completely up to your preference.

Good teammates: Hippowdon is one of those Pokemon who is more or less self-sufficient and is usually a mon you add because of what it brings to the rest of your team, not the other way around. Of course, being a secondary Sand setter for Sand teams is really useful and the chip damage from Sand, Rocks and Toxic are beneficial to frail sweepers whilst hindering otherwise problematic walls. Therefore, Sand Rush Excadrill loves having Hippo on the team, and gives back to Hippo by addressing Charizard Y. Hippo is often a Toxic magnet, so packing a cleric is much advised. Clefable fits the bill nicely, and also counters Mega Sableye, a mon who torments Hippo’s nightmares. Celebi is an exemplary teammate because it can take down the bulky Waters like Keldeo and Rotom-W which Hippo can’t go against. In return, Hippo addresses Fire and Flying types, whilst also eating U-Turns fairly comfortably. Talonflame is also a really nice offensive partner who troubles many(not all) of Hippo’s checks and counters.
The bottom line with good teammates is anything that appreciates a good defensive mon, reliable Stealth Rock setter and Toxic/phasing support will greatly enjoy Hippo’s presence on the team. There aren’t many scenarios where Hippo won’t be a good compliment to your team.

What counters it: Charizard Y soundly counters non-Stone Edge variants, being able to 2HKO Hippo in Sand. Keldeo can also 2HKO with Scald without Specs or any Calm Mind boosts; Hippo can only hope to 3HKO even with Sand. Rotom-W is another solid Water counter to Hippo and Mega Gardevoir outspeeds and 2HKOs with Hyper Voice, although it can’t switch in. Offensive Starmie tanks an EQ, OHKOs with Hydro Pump and then proceeds to spin away the Rocks. Stepping away from bulky Waters, both offensive and defensive Mega Venusaur, who is immune to Toxic, can easily neuter the Hippo – though when Hippo goes down, it can get revenged by Talonflame, especially if Sand is still up.
Essentially, just about any relevant Grass or Water type, offensive or defensive, gives Hippo trouble. The best it can hope to do is drop a Toxic on the switch.

Additional info: for all I’ve waxed lyrical about the mon as a whole, Hippo’s Speed is a huge problem. It’s a very good wall, but make sure it can take at least two hits, preferably three or more, from what you’re throwing it in against. You can also run a fully physically defensive Hippo if you need to check the many physical threats in the tier.
Also, don't make the same mistake I (accidentally) did once in XY and use Sand Stream Hippo on the same team as Multiscale Dragonite and Synthesis Mega Venusaur. It's embarrassing.
 
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Mixed Wall Hippowdon
Hippowdon @ Leftovers
Ability: Sand Stream/Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Slack Off
- Earthquake
- Stealth Rock/Toxic/Whirlwind
- Stone Edge/Whirlwind/Toxic/Rock Slide/Stealth Rock

Role: Mixed wall, hazard setter


What it does: Hippowdon is without doubt one of the best walls you can use in OU. Not only that, but he is one handy hippo, being able to run just about any kind of support move you may need on a team. Slack Off is a mandatory move and an amazing method of recovery, essential to walling capabilities. Even uninvested Earthquake can deal a surprising amount of damage; it also stops him from becoming complete Taunt bait and deters frail sweepers from just coming in whenever they feel like it and using Hippo to take momentum.
Stealth Rock is always the preferred option for slot 3: Hippo’s sheer bulk and staying power make it a very reliable Rocker that can set them up many times in a match. Should you already have a hazard setter which isn't trumped by Hippo in that regard, Toxic is a viable choice to wear down opposing walls. If set-up walls/sweepers and users of Substitute are giving you trouble, however, you can also use Whirlwind in this slot.
Most people run Stone Edge in the last slot to put a hard stop to Talonflame, Charizard Y(who mutilates Hippo with no effort, but more on that below) and the slightly less common but still very deadly Mega Pinsir. I personally prefer Whirlwind here because it gets ragequits with Stealth Rock lets Hippo stay in on would-be counters when they switch in and phase out Substitutes/set-up mon. Happily, Hippo outspeeds Mega Slowbro and ruin it’s boosting endeavours. Try it one day; the reactions from your opponent make it all worthwhile. And of course Toxic is just as good here to put your opponent’s mon on a constant timer and ruin walls. This slot is completely up to your preference.

Good teammates: Hippowdon is one of those Pokemon who is more or less self-sufficient and is usually a mon you add because of what it brings to the rest of your team, not the other way around. Of course, being a secondary Sand setter for Sand teams is really useful and the chip damage from Sand, Rocks and Toxic are beneficial to frail sweepers whilst hindering otherwise problematic walls. Therefore, Sand Rush Excadrill loves having Hippo on the team, and gives back to Hippo by addressing Charizard Y. Hippo is often a Toxic magnet, so packing a cleric is much advised. Clefable fits the bill nicely, and also counters Mega Sableye, a mon who torments Hippo’s nightmares. Celebi is an exemplary teammate because it can take down the bulky Waters like Keldeo and Rotom-W which Hippo can’t go against. In return, Hippo addresses Fire and Flying types, whilst also eating U-Turns fairly comfortably. Talonflame is also a really nice offensive partner who troubles many(not all) of Hippo’s checks and counters.
The bottom line with good teammates is anything that appreciates a good defensive mon, reliable Stealth Rock setter and Toxic/phasing support will greatly enjoy Hippo’s presence on the team. There aren’t many scenarios where Hippo won’t be a good compliment to your team.

What counters it: Charizard Y soundly counters non-Stone Edge variants, being able to 2HKO Hippo in Sand. Keldeo can also 2HKO with Scald without Specs or any Calm Mind boosts; Hippo can only hope to 3HKO even with Sand. Rotom-W is another solid Water counter to Hippo and Mega Gardevoir outspeeds and 2HKOs with Hyper Voice, although it can’t switch in. Offensive Starmie tanks an EQ, OHKOs with Hydro Pump and then proceeds to spin away the Rocks. Stepping away from bulky Waters, both offensive and defensive Mega Venusaur, who is immune to Toxic, can easily neuter the Hippo – though when Hippo goes down, it can get revenged by Talonflame, especially if Sand is still up.
Essentially, just about any relevant Grass or Water type, offensive or defensive, gives Hippo trouble. The best it can hope to do is drop a Toxic on the switch.

Additional info: for all I’ve waxed lyrical about the mon as a whole, Hippo’s Speed is a huge problem. It’s a very good wall, but make sure it can take at least two hits, preferably three or more, from what you’re throwing it in against. You can also run a fully physically defensive Hippo if you need to check the many physical threats in the tier.
Also, don't make the same mistake I (accidentally) did once in XY and use Sand Stream Hippo on the same team as Multiscale Dragonite and Synthesis Mega Venusaur. It's embarrassing.
Why is stealth rock slashed with other moves? Its basically a necessity on Hippowdon, like Slack Off and EQ are - the last slot should be the only one with slashes.
 
I felt I should slash it due to what the purpose of this thread is - usually, yes, you pretty much always run Rocks on Hippowdon because it's so good at it, but it doesn't need Stealth Rock to be a wall. I stressed quite strongly that it is the move you should use in slot 3 unless you already have a Stealth Rock user which isn't worse than the Hippo. It would appear I got the wrong end of the stick, so I will edit accordingly. But that was why I slashed it.
 
Mixed Wall Hippowdon
Hippowdon @ Leftovers
Ability: Sand Stream/Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Slack Off
- Earthquake
- Stealth Rock
- Stone Edge/Whirlwind/Toxic/Rock Slide/Stealth Rock

Role: Mixed wall, hazard setter


What it does: Hippowdon is without doubt one of the best walls you can use in OU. Not only that, but he is one handy hippo, being able to run just about any kind of support move you may need on a team. Slack Off is a mandatory move and an amazing method of recovery, essential to walling capabilities. Even uninvested Earthquake can deal a surprising amount of damage; it also stops him from becoming complete Taunt bait and deters frail sweepers from just coming in whenever they feel like it and using Hippo to take momentum.
Stealth Rock is always the preferred option for slot 3: Hippo’s sheer bulk and staying power make it a very reliable Rocker that can set them up many times in a match. Should you already have a hazard setter which isn't trumped by Hippo in that regard, Toxic is a viable choice to wear down opposing walls. If set-up walls/sweepers and users of Substitute are giving you trouble, however, you can also use Whirlwind in this slot. Use Stealth Rock. Hippo's too good at that to pass it up.
Most people run Stone Edge in the last slot to put a hard stop to Talonflame, Charizard Y(who mutilates Hippo with no effort, but more on that below) and the slightly less common but still very deadly Mega Pinsir. I personally prefer Whirlwind here because it gets ragequits with Stealth Rock lets Hippo stay in on would-be counters when they switch in and phase out Substitutes/set-up mon. Happily, Hippo outspeeds Mega Slowbro and ruin it’s boosting endeavours. Try it one day; the reactions from your opponent make it all worthwhile. And of course Toxic is just as good here to put your opponent’s mon on a constant timer and ruin walls. This slot is completely up to your preference.

Good teammates: Hippowdon is one of those Pokemon who is more or less self-sufficient and is usually a mon you add because of what it brings to the rest of your team, not the other way around. Of course, being a secondary Sand setter for Sand teams is really useful and the chip damage from Sand, Rocks and Toxic are beneficial to frail sweepers whilst hindering otherwise problematic walls. Therefore, Sand Rush Excadrill loves having Hippo on the team, and gives back to Hippo by addressing Charizard Y. Hippo is often a Toxic magnet, so packing a cleric is much advised. Clefable fits the bill nicely, and also counters Mega Sableye, a mon who torments Hippo’s nightmares. Celebi is an exemplary teammate because it can take down the bulky Waters like Keldeo and Rotom-W which Hippo can’t go against. In return, Hippo addresses Fire and Flying types, whilst also eating U-Turns fairly comfortably. Talonflame is also a really nice offensive partner who troubles many(not all) of Hippo’s checks and counters.
The bottom line with good teammates is anything that appreciates a good defensive mon, reliable Stealth Rock setter and Toxic/phasing support will greatly enjoy Hippo’s presence on the team. There aren’t many scenarios where Hippo won’t be a good compliment to your team.

What counters it: Charizard Y soundly counters non-Stone Edge variants, being able to 2HKO Hippo in Sand. Keldeo can also 2HKO with Scald without Specs or any Calm Mind boosts; Hippo can only hope to 3HKO even with Sand. Rotom-W is another solid Water counter to Hippo and Mega Gardevoir outspeeds and 2HKOs with Hyper Voice, although it can’t switch in. Offensive Starmie tanks an EQ, OHKOs with Hydro Pump and then proceeds to spin away the Rocks. Stepping away from bulky Waters, both offensive and defensive Mega Venusaur, who is immune to Toxic, can easily neuter the Hippo – though when Hippo goes down, it can get revenged by Talonflame, especially if Sand is still up.
Essentially, just about any relevant Grass or Water type, offensive or defensive, gives Hippo trouble. The best it can hope to do is drop a Toxic on the switch.

Additional info: for all I’ve waxed lyrical about the mon as a whole, Hippo’s Speed is a huge problem. It’s a very good wall, but make sure it can take at least two hits, preferably three or more, from what you’re throwing it in against. You can also run a fully physically defensive Hippo if you need to check the many physical threats in the tier.
Also, don't make the same mistake I (accidentally) did once in XY and use Sand Stream Hippo on the same team as Multiscale Dragonite and Synthesis Mega Venusaur. It's embarrassing.

Noticed this so I oughta do: No sprite? Imo you must add it so add some visual aid.

I see that base Life Orb Latios isn't written with yet. Ok then : Reserving LO Latios
EDIT: Also, I see that CB Talonflame and Air Balloon hazards Heatran isn't up here yet. Reserving CB Talonflame and Balloon Heatran

 
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Hey, no ones written up one for Togekiss yet, so I'll reserve stallbreaker Togekiss.

EDIT: Shouldn't Mega Diancie and Kingdra be listed as mixed sweepers, and Kingdra as a wallbreaker?
 
Hey, no ones written up one for Togekiss yet, so I'll reserve stallbreaker Togekiss.

EDIT: Shouldn't Mega Diancie and Kingdra be listed as mixed sweepers, and Kingdra as a wallbreaker?

Ok then, let me answer that: We're currently debating on the true meaning of mixed sweeper as posted above there. We're taking that in to account (while I was writing on MLatios I was in a self-debate if it was mixed or not, but basing on one meaning I tagged it as Special Sweeper). Also Kingdra can do both actually, especially under rain. If its the Waterfall / Outrage + 2STABs, then yeah, it qualifies as both, but not listed in both categories. The interesting thing about roles is that it can change under a few circumstances, as AM has said in another thread. So it can completely vary in some cases.
 
Noticed this so I oughta do: No sprite? Imo you must add it so add some visual aid.

I see that base Life Orb Latios isn't written with yet. Ok then : Reserving LO Latios
EDIT: Also, I see that CB Talonflame and Air Balloon hazards Heatran isn't up here yet. Reserving CB Talonflame and Balloon Heatran
Actually, we have LO Latios listed under wallbreakers. The other two are fine. Incidentally, visuals are nice but it's not the end of the world if you're missing one. I think a few of them are missing sprites actually.

Hey, no ones written up one for Togekiss yet, so I'll reserve stallbreaker Togekiss.

EDIT: Shouldn't Mega Diancie and Kingdra be listed as mixed sweepers, and Kingdra as a wallbreaker?
To add on to what Gareth de Voir said, as far as any weather sweeper is concerned, I'd much rather list them as sweepers than wallbreakers. The reason is most weather teams pack weather abusers and mons that would be considered wallbreakers such as Breloom or Mega Heracross. Thus if a new player is building an HO Rain team using the basic HO Rain infrastructure, it makes more sense to place the weather abusers in the sweepers category so that they know to pick out a wallbreaker that isn't weather reliant. So, while a Rain abuser might be able to punch holes in walls relatively easily, I'd still consider them Sweepers before wallbreakers.
 
Since I got way too busy, I'm dropping both Heatran and Talonflame. Have at it guys, keep up the awesome work.

EDIT: Reserving Magneton instead (lmao)
Response to dude below: You can,just make sure it's not taken or written up with already.
 
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reserved for gliscor if its not already taken, if it is i will delete this post if its not i will edit ithis l=post
You can do it, just keep in mind that we already have the specially defensive set posted under stallbreakers. I know that the dex still lists SubToxic and Physically Defensive sets, though I know SubToxic is pretty unpopular.

Also, just a heads-up for those of you who are new to this thread, if you're reserving a mon that has multiple OU sets, please specify which set you plan on reserving. It helps to make sure no one's doing a set that's been listed already.
 
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In which case I'm taking over for Banded Talonflame and Air Balloon Heatran as specified before. It was mentioned that some other sets for those Pokemon haven't been done yet however so if they're not reserved then I'll double up and take BU Talonflame and SpD Heatran too.
 
talonflame.gif

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost / Sleep Talk / Tailwind

Role: Revenge Killer

What It Does: Spam Brave Bird, pretty much. Boasting arguably the best priority in the OR/AS metagame in Gale Wings Brave Bird, Banded Talonflame has established itself as one of the most potent revengers around thanks to speed and raw power. Sent in after one of your Pokemon faints, it's his job to finish off whatever opposing Pokemon was responsible. Brave Bird everything, it needs no introduction, a base 120 priority STAB move from an Adamant Choice Banded Pokemon with full investment in speed which in its own right stands at base 126, it's pretty self explanatory: It hits bloody hard and bloody fast, it's what makes it so good at its job. Brave Bird was made for that thing. Now suppose there was something Brave Bird just couldn't do enough to, like say Ferrothorn, Scizor, Bisharp or whatever, what then? STAB Flare Blitz is here to help. Being able to OHKO all of the afore mentioned mons, it can get the edge over some Pokemon that Brave Bird just misses the mark on. Not priority, true, but fully invested base 126 speed is not slow, even from Adamant. For what you need it for, it gets the job done. So you send out your Talonflame after whatever mon you lost fell to revenge the opposing threat but they still have a Rotom-W or a Heatran or whatever left, U-Turn can help with that. With how massive the offensive presence is on this thing, odds are you're going to be forcing more than a few switches, Talonflame can function as a nice offensive pivot to put the match-up back in your favour, it's good utility and Talonflame uses it effectively. Lastly, it's pretty much filler, you're probably not going to be using anything outside of the first three moves but if you are then there's a choice of the following to pick: Roost for sustainability allowing you to roll back your recoil damage but kind of losing your momentum because of Band, Sleep Talk specifically for Spore or Sleep Powder users like Amoongus, Mega Venusaur and that dumbass Breloom, and lastly Tailwind can offer your team support to help sweep opposing teams without needing to worry too much about those Scarfers they have there.

Good Teammates: Fire/Flying does not appreciate Stealth Rocks, you're going to need someone to clear those for you or you're going to have a bad time. Latios is generally a decent option, being a powerful special cannon to compliment Talonflame's physical prowess, no common weaknesses between the two, they're not the tightest knit core ever but they work well together. Talonflame works very nicely in F/W/G cores as that often does provide the support to remove Talonflame's counters and checks; for example, Keldeo can very nicely handle Landorus, Tyranitar, and Heatran who can all wall Talonflame, and Mega Venusaur can threaten fat Waters who Talonflame may have trouble breaking through like Rotom-W, Slowbro, Quagsire and such.

What Counters It: Bulky Waters are a great way to counter Talonflame, Rotom-W and Slowbro are some great examples, taking little over 30% damage at most from Talonflame and having the potential to OHKO in return. Tyranitar is a superb answer to Talonflame too, any variant is effective, the most defensive supportive variant takes little over 20% damage from Brave Bird or Flare Blitz and can 2HKO effectively, some more offensive variants take between 30-40% and can OHKO. U-Turn does the most damage to Tyranitar but only little over 50% to offensive variants and not even half to the more defensive. Defensive Lanrodrus-T is effective against Talonflame too due to Intimidate lowering Talonflame's attack, this allows him to take between 30-40% from Talonflame's most powerful attacks and OHKO in return. Heatran counters Talonflame effectively too, being immune to one STAB and offensive variants taking around 40% from a Brave Bird at most, defensive ones even less, they can often comfortably handle Talonflame, especially if they have Stone Edge or Ancient Power to retaliate.

Any Additional Info: I'm just going to reiterate this again because I've seen this not done so many times and its painful. Run Talonflame on a team with hazard removal support. A Choiced Pokemon 4x weak to Stealth Rocks and who's most notable offences cause him to take recoil damage would mean your Talonflame is going to last about 5 seconds without cleared hazards. You need hazard removal or your Talon's going to be deep-throating Stealth Cocks long enough to lose him 50% of his HP just from switching in; that's obscene, no one wants to see that. Play smart: Use Defog, use Rapid Spin. Oh, and don't ever run Life Orb either to try and switch your moves around, at that point the double dose of recoil from Life Orb and your STAB attacks will wear you down before you can even use Roost to heal up anyway; Life Orb is one of the worst things a Talonflame can hold.
 
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talonflame.gif

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Roost / Sleep Talk / Tailwind

Role: Revenge Killer

What It Does: Spam Brave Bird, pretty much. Boasting arguably the best priority in the OR/AS metagame in Gale Wings Brave Bird, Banded Talonflame has established itself as one of the most potent revengers around thanks to speed and raw power. Sent in after one of your Pokemon faints, it's his job to finish off whatever opposing Pokemon was responsible. Brave Bird everything, it needs no introduction, a base 120 priority STAB move from an Adamant Choice Banded Pokemon with full investment in speed which in its own right stands at base 126, it's pretty self explanatory: It hits bloody hard and bloody fast, it's what makes it so good at its job. Brave Bird was made for that thing. Now suppose there was something Brave Bird just couldn't do enough to, like say Ferrothorn, Scizor, Bisharp or whatever, what then? STAB Flare Blitz is here to help. Being able to OHKO all of the afore mentioned mons, it can get the edge over some Pokemon that Brave Bird just misses the mark on. Not priority, true, but fully invested base 126 speed is not slow, even from Adamant. For what you need it for, it gets the job done. So you send out your Talonflame after whatever mon you lost fell to revenge the opposing threat but they still have a Rotom-W or a Heatran or whatever left, U-Turn can help with that. With how massive the offensive presence is on this thing, odds are you're going to be forcing more than a few switches, Talonflame can function as a nice offensive pivot to put the match-up back in your favour, it's good utility and Talonflame uses it effectively. Lastly, it's pretty much filler, you're probably not going to be using anything outside of the first three moves but if you are then there's a choice of the following to pick: Roost for sustainability allowing you to roll back your recoil damage but kind of losing your momentum because of Band, Sleep Talk specifically for Spore or Sleep Powder users like Amoongus, Mega Venusaur and that dumbass Breloom, and lastly Tailwind can offer your team support to help sweep opposing teams without needing to worry too much about those Scarfers they have there.

Good Teammates: Fire/Flying does not appreciate Stealth Rocks, you're going to need someone to clear those for you or you're going to have a bad time. Latios is generally a decent option, being a powerful special cannon to compliment Talonflame's physical prowess, no common weaknesses between the two, they're not the tightest knit core ever but they work well together. Talonflame works very nicely in F/W/G cores as that often does provide the support to remove Talonflame's counters and checks; for example, Keldeo can very nicely handle Landorus, Tyranitar, and Heatran who can all wall Talonflame, and Mega Venusaur can threaten fat Waters who Talonflame may have trouble breaking through like Rotom-W, Slowbro, Quagsire and such.

What Counters It: Bulky Waters are a great way to counter Talonflame, Rotom-W and Slowbro are some great examples, taking little over 30% damage at most from Talonflame and having the potential to OHKO in return. Tyranitar is a superb answer to Talonflame too, any variant is effective, the most defensive supportive variant takes little over 20% damage from Brave Bird or Flare Blitz and can 2HKO effectively, some more offensive variants take between 30-40% and can OHKO. U-Turn does the most damage to Tyranitar but only little over 50% to offensive variants and not even have to the more defensive. Defensive Lanrodrus-T is effective against Talonflame too due to Intimidate lowering Talonflame's attack, this allows him to take between 30-40% from Talonflame's most powerful attacks and OHKO in return.

Any Additional Info: I'm just going to reiterate this again because I've seen this not done so many times and its painful. Run Talonflame on a team with hazard removal support. A Choiced Pokemon 4x weak to Stealth Rocks and who's most notable offences cause him to take recoil damage would mean your Talonflame is going to last about 5 seconds without cleared hazards. You need hazard removal or your Talon's going to be deep-throating Stealth Cocks long enough to lose him 50% of his HP just from switching in; that's obscene, no one wants to see that. Play smart: Use Defog, use Rapid Spin. Oh, and don't ever run Life Orb either to try and switch your moves around, at that point the double dose of recoil from Life Orb and your STAB attacks will wear you down before you can even use Roost to heal up anyway; Life Orb is one of the worst things a Talonflame can hold.

Hey there, nice analysis. I'd like to point out locking yourself into Roost (or any status move lol) is bad. Very, very bad (unless Tailwind; that's badass). Also, mention Heatran as a counter, as it can take anyhting Tflame throws.

EDIT: Nt taking MAlt lol. It's been taken already. Anyways Sanger, you have the say on which role a Pokemon gets?
 
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I do have a question and I am not sure where to post this. I've noticed that on some pokemon (mega manectric in particular), the remaining EV's are put into defense. My question is what benefits do the defense EV's provide that putting the last 4 in hp wouldn't?
 
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I do have a question and I am not sure where to post this. I've noticed that on some pokemon (mega manectric in particular), the remaining EV's are put into defense. My question is what benefits do the defense EV's provide that putting the last 4 in hp wouldn't?
By putting the last 4 HP EV's in a stat such as Defense/SpDef, you minimise hazard damage, as Showdown rounds down, meaning that if you have an odd HP number, you take less damage from stuff like Stealth Rocks than you would if you had an even HP number. This is why it is recommended to put the last 4 HP EV's on a mon such as Mega Manectric into Def/SpDef, rather than HP.
For future reference, please ask questions like this here.
 
Hey there, nice analysis. I'd like to point out locking yourself into Roost (or any status move lol) is bad. Very, very bad (unless Tailwind; that's badass). Also, mention Heatran as a counter, as it can take anyhting Tflame throws.
Yeah, I did mention it sucks, but it's pretty much the most semi-helpful thing Talonflame can run in that last slot along with the other two moves. XD
Shit, did I really miss Heatran as a counter? I'll go back and fix that, thanks for the catch.
 
472.png

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 28 Def / 236 Spe
Impish Nature
- Protect
- Toxic
- Earthquake
- Substitute

Role: Stall, Stallbreaker

What it does: Your facing against a team and you see a chesnauht. You are already playing out what happens in your mind, leech seed, seed bomb, hammerarm, and so much loss. But then you remember that you put on this gliscor on your team. You smile knowing that chesnaughts stalling is going to last only a couple turns. That is what gliscor does, he switches into pokemons that are tanks, walls, and stalls and starts posioning them, subbing, and prtecting while you get back to full health while your opponent is about 50%. He switches into a water type. No big deal because gliscors hp and minimal special defense will allow you to take at least one water attack and you will probably have a sub up becuase they dont go away quickly. You can deal with water types and stall the heck out of them and once in a while your speed and bulk will be able to hit a few pokemons like for example, charizard x with an EQ if you have a sub up. Also EQ is there so you arnt taunt bait and be able to dish out some damage.

Good Teamates: Gliscor hates hates seeing hydro pump keldeo, becuase keldeo is supposed to be a wallbreaker he will most like have a life orb and if not subCM which is also dangerous so get something that counters water types. Mabye a specs magnazone or an zapdos. Also gliscor cannot do anything to mega venasuar so get a psychic type like a life orb latios or specs latios. Another thing is mega sablye. Gliscor can barely do anything to him becuase one, toxic dont work, two protect and sub will only let the mega sablye calm mind more and three with full investment and bold nature in defense, mega sablye will at max lose about 30%. All he has to do is keep setting up and recover after two EQs. So i recommend you getting a fairy type, like mega gardevior or specs syleveon(dang i really love these specs sets!) mega diancie etc. Also removing hazards wont hurt becuase if you want your gliscor with its bulk to be able to take an attack or two you are going to need to get rid of those dang rocks. So put defog on that specs latios that is on your team. Also get a fire type. Youll need one becuase glscor cannot toxic steel types which is a key part for it to stall/stallbreak and eq wont do as much becuase air ballon and bulky steel types are a thing now. And skarmory skarmory is a BIG thing now.

What counters it: Wallbreaking water types. Also wreakshop water types. This includes keldeo, azumarill, mega swampert and thats all i can think of. Some other problems, be carful of fighting types becuase they will most probably run you geussed it ICE PUNCH. There i a saying. If you see a gliscor ice punch it . So be careful(not the nature) of that. But since your putting specs latios on your team it shouldnt be a problem. Also mega venauar is a great pokemon that counters it becuase its immune to the status, its a defensive mega and lastly it resists the attack gliscor has. Another pokemon that can wall/stall you to your calm demise is mega sablye. Yep, hes immune to the status, take no damage from attack, can set up and sweep after like a couple and thats it.


Any additional info: This thing is awsome and it looks awsome so gamefreak give thing a mega but keep the design and color scheme thanks! Anyway, it makes me cringe when people take out potect for rosst becuase its like, you have an ablility that lets you gaain back about 25% every other turn, why do you need roost. THe sad thing is people think that when you roost a gliscor and take an attack it will go down to like 30- 40% and its futile for having it on this paticular set. It takes the whole point from stalling/stallbreaking and by putting roost its like your trying to make a gliscor be a skarmory.
 
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472.png

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Protect
- Toxic
- Earthquake
- Substitute

Role: Stall, Stallbreaker

What it does: Your facing against a team and you see a chesnauht. You are already playing out what happens in your mind, leech seed, seed bomb, hammerarm, and so much loss. But then you remember that you put on this gliscor on your team. You smile knowing that chesnaughts stalling is going to last only a couple turns. That is what gliscor does, he switches into pokemons that are tanks, walls, and stalls and starts posioning them, subbing, and prtecting while you get back to full health while your opponent is about 50%. He switches into a water type. No big deal because gliscors hp and minimal special defense will allow you to take at least one water attack and you will probably have a sub up becuase they dont go away quickly. You can deal with water types and stall the heck out of them and once in a while your speed and bulk will be able to hit a few pokemons like for example, charizard x with an EQ if you have a sub up. Also EQ is there so you arnt taunt bait and be able to dish out some damage.

Good Teamates: Gliscor hates hates seeing hydro pump keldeo, becuase keldeo is supposed to be a wallbreaker he will most like have a life orb and if not subCM which is also dangerous so get something that counters water types. Mabye a specs magnazone or an zapdos. Also gliscor cannot do anything to mega venasuar so get a psychic type like a life orb latios or specs latios. Another thing is mega sablye. Gliscor can barely do anything to him becuase one, toxic dont work, two protect and sub will only let the mega sablye calm mind more and three with full investment and bold nature in defense, mega sablye will at max lose about 30%. All he has to do is keep setting up and recover after two EQs. So i recommend you getting a fairy type, like mega gardevior or specs syleveon(dang i really love these specs sets!) mega diancie etc. Also removing hazards wont hurt becuase if you want your gliscor with its bulk to be able to take an attack or two you are going to need to get rid of those dang rocks. So put defog on that specs latios that is on your team. Also get a fire type. Youll need one becuase glscor cannot toxic steel types which is a key part for it to stall/stallbreak and eq wont do as much becuase air ballon and bulky steel types are a thing now. And skarmory skarmory is a BIG thing now.

What counters it: Wallbreaking water types. Also wreakshop water types. This includes keldeo, azumarill, mega swampert and thats all i can think of. Some other problems, be carful of fighting types becuase they will most probably run you geussed it ICE PUNCH. There i a saying. If you see a gliscor ice punch it . So be careful(not the nature) of that. But since your putting specs latios on your team it shouldnt be a problem. Also mega venauar is a great pokemon that counters it becuase its immune to the status, its a defensive mega and lastly it resists the attack gliscor has. Another pokemon that can wall/stall you to your calm demise is mega sablye. Yep, hes immune to the status, take no damage from attack, can set up and sweep after like a couple and thats it.


Any additional info: This thing is awsome and it looks awsome so gamefreak give thing a mega but keep the design and color scheme thanks! Anyway, it makes me cringe when people take out potect for rosst becuase its like, you have an ablility that lets you gaain back about 25% every other turn, why do you need roost. THe sad thing is people think that when you roost a gliscor and take an attack it will go down to like 30- 40% and its futile for having it on this paticular set. It takes the whole point from stalling/stallbreaking and by putting roost its like your trying to make a gliscor be a skarmory.
If I recall correctly, doesn't giving Gliscor 244 HP EV's maximise Toxic Orb Recovery?
 
Hey there, nice analysis. I'd like to point out locking yourself into Roost (or any status move lol) is bad. Very, very bad (unless Tailwind; that's badass). Also, mention Heatran as a counter, as it can take anyhting Tflame throws.

EDIT: Nt taking MAlt lol. It's been taken already. Anyways Sanger, you have the say on which role a Pokemon gets?
Technically yes, but it's a power I exercise very rarely, and if I put it in a role that the author didn't list, I'll explain why I put it in a different role in a post so that if people object to the change they can post their reasoning. As I said before, more often than not a mon's role can change in the middle of battle, so I usually don't nitpick about roles.

472.png

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Protect
- Toxic
- Earthquake
- Substitute

Role: Stall, Stallbreaker

What it does: Your facing against a team and you see a chesnauht. You are already playing out what happens in your mind, leech seed, seed bomb, hammerarm, and so much loss. But then you remember that you put on this gliscor on your team. You smile knowing that chesnaughts stalling is going to last only a couple turns. That is what gliscor does, he switches into pokemons that are tanks, walls, and stalls and starts posioning them, subbing, and prtecting while you get back to full health while your opponent is about 50%. He switches into a water type. No big deal because gliscors hp and minimal special defense will allow you to take at least one water attack and you will probably have a sub up becuase they dont go away quickly. You can deal with water types and stall the heck out of them and once in a while your speed and bulk will be able to hit a few pokemons like for example, charizard x with an EQ if you have a sub up. Also EQ is there so you arnt taunt bait and be able to dish out some damage.

Good Teamates: Gliscor hates hates seeing hydro pump keldeo, becuase keldeo is supposed to be a wallbreaker he will most like have a life orb and if not subCM which is also dangerous so get something that counters water types. Mabye a specs magnazone or an zapdos. Also gliscor cannot do anything to mega venasuar so get a psychic type like a life orb latios or specs latios. Another thing is mega sablye. Gliscor can barely do anything to him becuase one, toxic dont work, two protect and sub will only let the mega sablye calm mind more and three with full investment and bold nature in defense, mega sablye will at max lose about 30%. All he has to do is keep setting up and recover after two EQs. So i recommend you getting a fairy type, like mega gardevior or specs syleveon(dang i really love these specs sets!) mega diancie etc. Also removing hazards wont hurt becuase if you want your gliscor with its bulk to be able to take an attack or two you are going to need to get rid of those dang rocks. So put defog on that specs latios that is on your team. Also get a fire type. Youll need one becuase glscor cannot toxic steel types which is a key part for it to stall/stallbreak and eq wont do as much becuase air ballon and bulky steel types are a thing now. And skarmory skarmory is a BIG thing now.

What counters it: Wallbreaking water types. Also wreakshop water types. This includes keldeo, azumarill, mega swampert and thats all i can think of. Some other problems, be carful of fighting types becuase they will most probably run you geussed it ICE PUNCH. There i a saying. If you see a gliscor ice punch it . So be careful(not the nature) of that. But since your putting specs latios on your team it shouldnt be a problem. Also mega venauar is a great pokemon that counters it becuase its immune to the status, its a defensive mega and lastly it resists the attack gliscor has. Another pokemon that can wall/stall you to your calm demise is mega sablye. Yep, hes immune to the status, take no damage from attack, can set up and sweep after like a couple and thats it.


Any additional info: This thing is awsome and it looks awsome so gamefreak give thing a mega but keep the design and color scheme thanks! Anyway, it makes me cringe when people take out potect for rosst becuase its like, you have an ablility that lets you gaain back about 25% every other turn, why do you need roost. THe sad thing is people think that when you roost a gliscor and take an attack it will go down to like 30- 40% and its futile for having it on this paticular set. It takes the whole point from stalling/stallbreaking and by putting roost its like your trying to make a gliscor be a skarmory.
Just a few comments:
  • Make sure if you are going to list something as a wall, make sure to list it as a physical wall, special wall, or mixed wall as opposed to "stall"
  • In addition to what ThePack said about the HP Evs, I know that SubToxic Gliscor normally runs a lot more Speed EVs to outspeed stuff that would otherwise wreck this set such as max speed Mamoswine, unboosted Gyrados, stallbreaker Mew and Adamant SD Diggersby to name a few.
  • Your "Good Teammates" section and "What Counters It Section" are pretty blurred. There's nothing wrong with saying, "you should run teammates that can take out X", but it seems that in your Good Teammates section, for every one sentence you have mentioning good teammates you have 2 sentences explaining a hard counter. If possible, try and condense it so that it focuses more on the good teammates and less on the counters
  • For the "What Counters it" section, I would mention that anything that commonly carries Ice coverage or STAB can be a huge problem as opposed to just saying "Fighting types" since only Mega Lopunny, Conkeldurr and the occasional Lucario carry Ice Punch, and Hidden Power Ice is seen on a lot of mons as coverage. Also, I'd remove the reference to Latios because you shouldn't make any assumptions about what the player puts on his team in this section.
  • You have a lot of basic spelling and grammar errors. I don't want to be a grammar Nazi, but on average you have at least 1 every sentence.
 
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